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Announcements.

Posted by EnigmaFor group public
Enigma
GM, 671 posts
Wanna fight?
Let's Dance
Thu 24 May 2007
at 13:55
  • msg #1

Announcements

As of 24 May 2007, We are Open once more. Tell your friends and lets get the party started. I can't wait to see the characters that you bring to play.
Enigma
GM, 673 posts
Wanna fight?
Let's Dance
Sat 26 May 2007
at 20:47
  • msg #2

Re: Announcements

As of May 26 2007 all new characters will begin at level 3.
Alpha
GM, 374 posts
Sun 3 Jun 2007
at 16:55
  • msg #3

Re: Announcements

Take Note: the list of allowed sources has been updated to include the use of books that have been updated to 3.5 (and a link to the update has been provided).  When making character sheets or using details from any of the books possessing a link, check the source to be sure that you information is the most current (ie. conforms to the update provided).
Enigma
GM, 689 posts
Wanna fight?
Let's Dance
Fri 8 Jun 2007
at 22:07
  • msg #4

Re: Announcements

Once players have agreed on a fight and the details (arena, preps) have been decided on. One of the players needs to PM all GM's so that we are aware of the fight that needs to be set up.
Enigma
GM, 711 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 04:40
  • msg #5

Re: Announcements

Duengeonscape is now an allowed source.
Enigma
GM, 719 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 13:57
  • msg #6

Re: Announcements

There are a number of new allowed savage progressions.
Enigma
GM, 726 posts
Wanna fight?
Let's Dance
Sat 16 Jun 2007
at 19:21
  • msg #7

Re: Announcements

Miniatures Handbook is now an allowed source.
Enigma
GM, 730 posts
Wanna fight?
Let's Dance
Sat 16 Jun 2007
at 22:51
  • msg #8

Re: Announcements

Pocket Grimoire Arcane and Divine are now allowed sources.
Enigma
GM, 732 posts
Wanna fight?
Let's Dance
Sun 17 Jun 2007
at 03:07
  • msg #9

Re: Announcements

Alright having seen the last few strength monkey fights and having reviewed their builds I have come to a decision. The Half-Minotaur is no longer LA +1, it is now a LA+3.

Half-Minotaur Template Savage Progression:
Lvl   Special
 1    +2 Str, -2 Int, Natural Armor +1, Gore Attack, Darkvision 60'

 2     Str +2, Con +2, Natural Armor +2, Scent, Minotaur Cunning, 2 racial
       bonus on Search, Spot, and Listen checks,
 3     Size change***, Speed +10


*Size and Type: The base creature's type does not change. At 3rd level if the base creature is of small or medium size, it gains one size category, becomes medium or large respectively. See Table 4-2: Changes to Statistics by size in the Monster Manual for changes to the base creature when it gains a size category. The changes in this template are in addition to the changes outlined there.
*Speed: If the base creature's size increased due to the application of this template, all its speeds increase by 10'.
*Armor Class: The base creature's natural armor bonus increases by +2.
*Attacks: If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural weapon.
*Damage: The half-minotaur's gore attack deals damage according to its size as shown below.
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
*Special Qualities: A half-minotaur has all the special qualities of the base creature, plus the following special qualities.
*Darkvision: A half-minotaur has darkvision to a range of 60 ft.
*Minotaur Cunning: Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
*Scent: The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
*Abilties: Change from the base creature as follows: Str +4, Con +2, Int -2
*Skills: A half-minotaur has a +2 racial bonus on Search, Spot, and Listen checks
Enigma
GM, 744 posts
Wanna fight?
Let's Dance
Sun 17 Jun 2007
at 21:38
  • msg #10

Re: Announcements

Everyone needs to check the Banned/Edited material it has been updated.
Enigma
GM, 759 posts
Wanna fight?
Let's Dance
Thu 21 Jun 2007
at 03:45
  • msg #11

Self Wounding

If a character wish's to harm himself he must make a Will save DC10. If the character pass's this Will save then the character may do full damage, if the character fails this save then he may only do half damage.
Master Khayne
GM, 329 posts
Sun 24 Jun 2007
at 05:46
  • msg #12

PM problems

The PM problems should now be fixed. :)
Alpha
GM, 408 posts
Sat 30 Jun 2007
at 02:43
  • msg #13

Re: PM problems

From this point forward, all combatants are required to cut/paste their roller results to the combat thread that the roll is for.  This ensures, on a busy day, that the rolls aren't lost from the roller record before your opponent gets a chance to check the numbers...and it saves the GM's having to flip back and forth between combat threads and the roller to confirm the accuracy of the numbers used.

It is also request that you make the details for each roll as clear as possible. There should be no mistaking what the roll is for and the specifics affecting that roll (ie, charging attack vs AC ??, flanked attack vs AC ??, ranged attack vs RTA, claw attack 1 vs AC ??, claw attack 2 vs AC ?? (etc).

Master Khayne
GM, 353 posts
Sat 30 Jun 2007
at 14:10
  • msg #14

Re: PM problems

Each characers description must include all magic items worn.  The specific item need not be mentioned but the description should be just that, a description.
This is especially important for the Epic characters as they will tend to have a fairly large number of magic items.

ie:
Master Khayne appeard to be power incarnate.  He wore a suit of mithral plate as if it were a second skin.  Attached to each shoulder pauldron was a cloak that shimmered as if by starlight.  Around his neck was hung an amulet that radiated a power all its own and around his waist was a finely tooled belt.  A set of unusual gauntlets covered his hands and he seemed to carry no weapons.

==============
If you don't want to be descriptive you can also post something as simple as:

Magical Armor
Magical Cloak
Magical Amulet
Magical Gauntlets
Magical Belt
etc.
Enigma
GM, 790 posts
Wanna fight?
Let's Dance
Sun 1 Jul 2007
at 22:38
  • msg #15

Re: PM problems

As to the 'Positive Enery Ray' you must have equal to your normal amount of max HP in Temperary HP before you must make the Fortitude save or explode.
This message was last edited by the GM at 00:59, Mon 02 July 2007.
Enigma
GM, 823 posts
Wanna fight?
Let's Dance
Sun 22 Jul 2007
at 20:20
  • msg #16

Re: PM problems

Just a reminder to everyone that you need to keep the content of you post aligned with the forum you are in when posting.

Challenges remain challenges so on and so on.
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