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RTJ - Request to Join & Character Creation.

Posted by GMFor group 0
GM
GM, 1 post
No All Who Wander
Are Lost
Wed 31 May 2017
at 18:26
  • msg #1

RTJ - Request to Join & Character Creation

Please send a RTJ with the following info:

  • Your age
  • Your previous experience with D&D 3.5
  • A brief character concept (not a full character sheet)
  • A short example of your writing


Expectations for Game

I'd like this to be a relatively fast-paced campaign. I plan to post daily on weekdays, occasionally on weekends (depending on the length of my honey-do list).

  • Players should be able to post daily, especially during combat.
  • Please keep things civil when posting IC and OOC.
  • Try to refrain from single line posts ... be descriptive in your posts!
  • By Mahal's soggy beard, please keep profanity to a minimum. Be creative when typing out those interjections, you vexing vermin!
  • Let me know if you'll be absent more than a few days, and I'll NPC your character for that time.


Game Mechanics

We'll be using D&D 3.5 core rules. Sources available: PHB, DMG, SRD  (http://www.d20srd.org/index.htm) (NOT Unearthed Arcana or psionics)

Characters may be as follows:

  • Human, Dwarf or Halfling only
  • Human classes: Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, [PrCl: Duelist]
  • Dwarf classes: Cleric (Mahal), Fighter, Paladin, Ranger, Rogue, [PrCl: Dwarven Defender]
  • Halfling classes: Bard, Druid (Yavanna), Fighter, Paladin, Ranger, Rogue, [PrCl: Shadowdancer]
  • All races may choose either Expert or Warrior NPC classes, if desired.
  • 8th level (may multi-class with 2 classes; must stay within 2 levels, i.e. 5th/3rd or 4th/4th)
  • 32-point buy, no stat can be below 8 (see table below) (After point-buy, add in stat increases for 4th and 8th levels ... if placed in INT, skill points are retroactive)
  • Max HP at all levels 1st level; 75% max HP thereafter (see below)
  • 5,000 gp for equipment (everyone gets a free standard adventurer's pack)
  • GM will provide one magic item to each character before game start. It will be tailored specifically for the character using the Black Company Campaign crafting rules.


Point buy table
  8 =  0 pts (-1)
  9 =  1 pt (-1)
 10 =  2 pts (0)
 11 =  3 pts (0)
 12 =  4 pts (+1)
 13 =  5 pts (+1)
 14 =  6 pts (+2)
 15 =  8 pts (+2)
 16 = 10 pts (+3)
 17 = 13 pts (+3)
 18 = 16 pts (+4)

This message was last edited by the GM at 10:25, Fri 07 June 2019.
GM
GM, 12 posts
Not All Who Wander
Are Lost
Mon 20 May 2019
at 16:59
  • msg #2

Regional Feats

At 1st level, you may choose one of the feats below. This is a GM bonus feat in addition to the normal character feat progression. Note that some of the feats listed below require the character to come from a particular region or city. Please make an attempt to build this into your character's story (history).

Dauntless [Regional] - +5 hit points. This feat can only be taken once. Stacks with Toughness. Must be from one of the following races and regions:
   Dwarf - Any
   Halfling - Buckland
   Human - Gondor

Education [Regional] - All Knowledge skills are always In-Class for you. +2 Competence bonus on any two Knowledge skills (determined when this feat is taken). Must be from one of the following races and regions:
   Dwarf - Belegost, Nogrod
   Halfling - Michel Delving
   Human - Minas Tirith

Foe Hunter (Orcs) [Regional] - Gain Favored Enemy (humanoids – orcs). This grants you a +2 Competence bonus on Bluff, Listen, Sense Motive, Spot, & Survival checks made against your enemy. You also do +2 damage on melee attacks & ranged attacks within 30’. These bonuses stack with any Ranger bonuses.  Must be from one of the following races and regions:
   Dwarf - Any
   Human - Rohan

Horse Nomad [Regional] - Ride is always In-Class for you. +3 Competence bonus on all Ride checks. You are proficient with Lance, Scimitar, & Shortbow. Must be from one of the following races and regions:
   Human - Rohan

Luck of Heroes [Regional] - +1 Luck bonus on all Saving Throws. +1 Luck bonus on AC. Must be from one of the following races and regions:
   Halfling - Hobbiton, Michel Delving, Stock, Tuckborough
   Human - Annuminas, Fornost, Minas Tirith, Tharbad

Survivor [Regional] - +2 Competence bonus on Fortitude saves. +2 Competence bonus on Survival checks. Survival is always In-Class for you.

Thug [Regional] - +1 Competence bonus on Initiative checks. +2 Competence bonus on Appraise checks. +2 Competence bonus on Intimidate checks. Appraise and Intimidate are always In-Class skills for you. Must be from one of the following races and regions:
   Human - Tharbad, Minas Tirith
This message was last edited by the GM at 17:59, Wed 07 Aug 2019.
GM
GM, 17 posts
Not All Who Wander
Are Lost
Tue 18 Jun 2019
at 19:37
  • msg #3

Feats (House Rules)

ITEM CREATION FEATS: See the Crafting rules for associated Item Creation Feats.

SKILL FOCUS: Choose a skill. You are particularly adept at that skill.
  Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
  Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
GM
GM, 18 posts
Not All Who Wander
Are Lost
Wed 17 Mar 2021
at 17:02
  • msg #4

Gods and Associated Domains

MAHAL

Mahal was an Ainu, one of the Aratar and a Vala, who was responsible for fashioning and crafting the substances of which Arda, the world, was composed. He delighted in the nature of substances and in works of skill, but was not concerned with possession or mastery. Besides the shaping of Arda, Mahal's greatest works were the Two Lamps of the Valar, the vessels of the Sun and Moon, and the Dwarves. He also created Angainor (the chain of Melkor).

Devotees may choose up to two of the following Domains: Artifice, Creation, Earth, or Strength.

Artifice Domain

Granted Power - Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

Artifice Domain Spells
  1. Animate Rope: Makes a rope move at your command.
  2. Wood Shape: Form one existing piece of wood into any shape.
  3. Stone Shape: Sculpts stone into any shape.
  4. Minor Creation: Creates one cloth or wood object.
  5. Fabricate: Transforms raw materials into finished items.
  6. Major Creation: As minor creation, plus stone and metal.
  7. Hardening: Increases the hardness of materials.
  8. True Creation: Creates a permanent, nonmagical object of any sort of matter.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.


Creation Domain

Granted Power - Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

Creation Domain Spells
  1. Create Water: Creates 2 gallons/level of pure water.
  2. Minor Image: As silent image, plus some sound.
  3. Create Food and Water: Feeds three humans (or one horse)/level.
  4. Minor Creation: Create nonmagical object of nonliving, vegetable matter.
  5. Major Creation: As minor creation, except you can create an object of mineral nature: stone, crystal, metal/
  6. Heroes’ Feast: Bring forth a great feast, including table, chairs, service, and food and drink.
  7. Permanent Image: As silent image, but includes visual, auditory, olfactory, and thermal elements, and the spell is permanent
  8. True Creation: Creates a permanent, nonmagical object of any sort of matter.
  9. Genesis: Creates a finite plane with limited access.


Earth Domain

Granted Power - Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Earth Domain Spells
  1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
  2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
  3. Stone Shape: Sculpts stone into any shape.
  4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
  5. Wall of Stone: Creates a stone wall that can be shaped.
  6. Stoneskin M: Ignore 10 points of damage per attack.
  7. Earthquake: Intense tremor shakes 80-ft.-radius.
  8. Iron Body: Your body becomes living iron.
  9. Elemental Swarm*: Summons multiple elementals.

*Cast as an earth spell only.

Strength Domain

Granted Power - You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
  1. Enlarge Person: Humanoid creature doubles in size.
  2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Righteous Might: Your size increases, and you gain combat bonuses.
  6. Stoneskin M: Ignore 10 points of damage per attack.
  7. Grasping Hand: Large hand provides cover, pushes, or grapples.
  8. Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  9. Crushing Hand: Large hand provides cover, pushes, or crushes your foes.


YAVANNA

Yavanna was of the Ainur and Valar, and one of the Aratar who was responsible for the growth of all the fruits and growing things of Arda. She was the spouse of Mahal. Yavanna had created an image of the White Tree Telperion for the Elves, and a line of descendants of that tree continued even down to the time of the War of the Ring.

Devotees may choose up to two of the following Domains: Community, Healing, Luck, or Plant.

Community Domain

Granted Power - Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

Community Domain Spells
  1. Bless: Allies gain +1 on attack rolls and saves against fear.
  2. Status: Monitors condition, position of allies.
  3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  4. Greater Status: As status, but can cast a selection of spells through the link.
  5. Telepathic Bond: Forge a telepathic bond among yourself and a number of willing creatures.
  6. Heroes’ Feast: Bring forth a great feast, including table, chairs, service, and food and drink.
  7. Refuge: Alters item to transport its possessor to you.
  8. Sympathy: Cause an object or location to emanate magical vibrations that attract creatures.
  9. Mass Heal: As heal, but with several subjects.


Healing Domain

Granted Power - You cast healing spells at +1 caster level.

Healing Domain Spells
  1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  7. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
  8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
  9. Heal, Mass: As heal, but with several subjects.


Luck Domain

Granted Power - You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Luck Domain Spells
  1. Entropic Shield: Ranged attacks against you have 20% miss chance.
  2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Freedom of Movement: Subject moves normally despite impediments.
  5. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  6. Mislead: Turns you invisible and creates illusory double.
  7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
  8. Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
  9. Miracle X: Requests a deity’s intercession.


Plant Domain

Granted Powers - Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Add Knowledge (nature) to your list of cleric class skills.

Plant Domain Spells
  1. Entangle: Plants entangle everyone in 40-ft.-radius.
  2. Barkskin: Grants +2 (or higher) enhancement to natural armor.
  3. Plant Growth: Grows vegetation, improves crops.
  4. Command Plants: Sway the actions of one or more plant creatures.
  5. Wall of Thorns: Thorns damage anyone who tries to pass.
  6. Repel Wood: Pushes away wooden objects.
  7. Animate Plants: One or more trees animate and fight for you.
  8. Control Plants: Control actions of one or more plant creatures.
  9. Shambler: Summons 1d4+2 shambling mounds to fight for you.

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