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CHARACTER CREATION.

Posted by T'ien LungFor group public
T'ien Lung
GM, 2 posts
Thu 21 Feb 2008
at 19:43
  • msg #1

CHARACTER CREATION

We will use the D&D 3.0/3.5 version of Oriental Adventures.



For those who need the 3.5e "updates" from Dragon Magazine, here is the condensed version:

RACIAL UPDATES
Humans: No change since we do not follow "Rokugan" rules.

Hengeyokai: The ECL +1 is dropped.  Hengeyokai are now classified as Humanoid (shapechanger) since the Shapechanger type was dropped from 3.5 edition.  This makes them susceptible to humanoid affecting spells and the subsequent effects.  Hengeyokai are also still vulnerable to shapechanger-affecting spells.

There's also been some confusion about the Hengeyokai shapechange ability due to INCORRECT Polymorph reference (it was taken out in the OA Eratta.
  ---the Hengeyokai shapeshift into animal form changes/blends all equipment into the form. It is not wearable/usable/and therefore all magic item effects (ie. protective amulets, magic rings, etc) stop working.
  ---in Hybrid Form, no equipment changes and it operates just like when the Hengeyokai is in Human Form.

 Last but not least  the following will be "HouseRules" because I couldn't find (and honestly didn't really search that long for) the answers and they make sense to me:
  ---Hengeyokai Shapchanging costs a Standard Action, but does not provoke AoO (because the PC can still use their Move Action, if needed).

  ---Hengeyokai do NOT gain any type of healing when shapechanging and if killed  do not "transform back" into any other form (ie. a hengeyokai killed while in sparrow form stays in Hengeyokai-(sparrow) form [+10 disguise check] ).



Vanara: I will not follow the update.  Vanara keep all of their ability score adjustments due to Racial Modifiers (+2 Int, +2 Wis, -2 Str).


 CLASS UPDATES
Samurai:
If a samurai (4th level or higher) chooses to awaken the spiritual blessings of his ancestral weapon, he/she gains the bonus listed in table 2-2 (page 21) as well as being able to bypass the Damage Reduction characteristics of certain creatures.



Shaman
Shamans are trained to fight unarmed like monks, although not as extensively as their slightly more martial companions.  At first level Shaman receive Improved Unarmed Strike as a bonus Feat. They gain an increased damage (over a 'normal' person) for their strikes as well.
Shaman Level       small size     medium size
1st -- 5th:          1d4                 1d6
6th -- 11th:         1d6                 1d8
12th -- 17th:        1d8                 1d10
18th -- 20th:        1d10                2d6


Every fourth level (4, 8, 16, 20) a shaman gains a bonus martial arts feat.  The shaman must choose these feats from the following list and MUST meet all the normal prerequisites for the feat(s) he selects:
Blind-Fight              Combat Reflexes,
Falling Star Strike      Freezing the Lifeblood
Great Ki Shout           Iron Will
Ki Shout                 Pain Touch
Stunning Fist            Unbalancing Strike.
 



Sohei:
(Perhaps the biggest change in OA---primarily due to changes with the 3.5 barbarian and similarities between "rage" and "frenzy".  I feel like the changes are beneficial to the class.)
New Abilities:
DIEHARD:
The Sohei gains  Diehard as a 3rd level Bonus Feat. (This replaces "Remain Conscious.")

GREATER FRENZY:
At 11th level a sohei's bonusse to strength and Dextertity during her frenzy each increase to +4.  The penalty she suffers on attack rolls when making a "Flurry of Blows" is reduced to -1, and her speed increases by 20' during the frenzy.

TIRELESS FRENZY:
At 17th level and beyond a sohei no longer becomes fatigued at the end of her frenzy.

WIRLWIND FRENZY:
At 20th level, a sohei's bonuses to Strength and Dexterity increase to +6 during her Frenzy, she suffers no penalties on attack rolls when making a "Flurry of Blows" and her speed increases by 30' during the  Frenzy.

REVISED SOHEI SPECIAL ABILITIES
Level     Ability Gained
1st               Ki Frenzy 1/day, Weapon Focus
2nd               Deflect Arrows feat
3rd               Diehard feat
4th               Ki Frenzy 2/day
5th               Strength of Mind
6th               Defensive Strike
7th               Damage Reduction 1/-
8th               Ki Frenzy 3/day
9th               Mettle
10th              Damage Reduction 2/-
11th              Greater Frenzy
12th              Ki Frenzy 4/day
13th              Damage Reduction 3/-
14th
15th
16th              Ki Frenzy 5/day; Damage Reduction 4/-
17th              Tireless Frenzy
18th
19th              Damage Reduction 5/-
20th              Ki Frenzy 6/day; Whirlwind Frenzy 
 


Wu Jen:
The mechanics of the Wu Jen's Elemental Mastery ability was flawed, but corrected in the OA errata.  3.5 moved spells away from rapidly increasing DCs and so Elemental Mastery now gives Wu Jen a bonus to "effective caster levels" instead.

ELEMENTAL MASTERY:
At first level a Wu Jen chooses one of the five elements (earth, fire, water, wood, or metal) to focus his studies upon.  At 6th level, instead of receiving his/her normal Spell Secret, the Wu Jen receives Elemental Mastery with his/her chosen element and gains a +2 bonus to all caster-level checks and level-dependent variables of spells that are of the element chosen at first level.  The Wu Jen also recives a +2 bonus on all saves vs spells of that element (earth, fire, water, wood, or metal). Spells marked with the "all" elemental domain are shared by all of the elements and the bonuses apply to these as well.



SPELLS
The duration time of certain Spells was overbalanced. Several second-level spells that affected ability scores (Bear’s Endurance, Bull’s Strength, Cat’s Grace, Eagle’s Splendor, etc) were changed from a "1 hour per level" to a "1 minute per level" duration. However, I feel like the 3.5 update now UNDERbalances them. We will play by the following adjustment:
 HouseRule:
  Such spells affecting a single individual that had its duration decreased from "1 hour/level" to "1 minute/level" will instead have a duration of 10 minutes/per level in this game.
  EXCEPTIONS: Please be aware that a "blanket" statement like this WILL have some exceptions as we find them. (And I know, because you're players, you will find them at the most crucial moments!) Exceptions will have to be made to keep game balance. The DMs rule will be FINAL.

This message was last edited by the GM at 06:11, Mon 10 Sept 2018.
T'ien Lung
GM, 3 posts
Thu 21 Feb 2008
at 19:46
  • msg #2

Re: CHARACTER CREATION

Ability scores will be generated with EITHER:
Using the RPOL Dice Roller with "4d6, drop the lowest"

OR
the 32 point buy system listed on page 169 of the 3.5 Dungeon Master's Guide. If you do not have access to the book, you can use the table below.


Cost	Ability Score	Ability Modifier
0	8	                -1
1	9               	-1
2	10               	+0
3	11	                +0
4	12               	+1
5	13               	+1
6	14	                +2
8	15               	+2
10	16              	+3
13	17              	+3
16	18              	+4


Characters begin at FIRST LEVEL with maximum Starting Gold.

Table 5–5: Starting Gold

Fighter, Ranger, Samurai, or Sohei = 240gp

Rogue = 200gp

Barbarian or Shaman = 160gp

Shugenja, Sorcerer, or Wu Jen = 120gp

Monk = 20gp

If your Character Concept/Background involves poverty or a very low social station, contact me for an adjustment.

Fixed 200gp/20gp typo on Monk class
This message was last edited by the GM at 20:18, Fri 22 Feb 2008.
T'ien Lung
GM, 4 posts
Thu 21 Feb 2008
at 21:55
  • msg #3

Re: CHARACTER CREATION

Any PCs who are from the local area may use the Dice Roller to receive as a DM Bonus one of the Traits listed below.
OR
If you want to directly choose one yourself, you can do so at a cost of 2 Point-Buy Points (obviously this is only available if you are using the Point Buy System for Character Creation.

 (Most of the names and places will make more sense after I have posted the "Common Campaign Knowledge" Thread.)



d%	Local Trait
01 - 10 	Child of Jzadirune
11 - 20 	Demonscarred
21 - 30 	Dream Haunted
31 - 40 	Long Shadowed
41 - 50 	Scales of the Naga
51 - 60 	Nobility
61 - 70 	Scarred Soul
71 - 80 	Scion of Surabar
81 - 90 	Touched in the Head
91 - 100 	Lung-Blooded

The local traits your character gains as a native of the Cauldron area are detailed below:

Child of Jzadirune
One of your ancestors lived in Jzadirune at the time the Vanishing struck. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.
     Benefit: You gain a +2 bonus on all saving throws to resist the effects of disease.
     Drawback: You suffer a -2 morale penalty on saving throws against fear while in the ruins of Jzadirune, or when fighting creatures that are diseased or can inflict disease with a spell, supernatural ability, or extraordinary ability.
     Roleplaying Ideas: Your parents told you harrowing stories about the Vanishing, and your dreams are haunted by visions in which you catch the disease and slowly fade away.

Demonscarred
One of your far ancestors was a half-fiend. As a result, you carry some of that taint with you.
     Benefit: Regardless of your actual alignment, spells and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won't damage you, no matter what your actual alignment is.
     Drawback: Regardless of your actual alignment, spells and spell-like abilities with the good descriptor treat you as if your alignment were evil. Magic items are similarly fooled. A holy word spell, for example, will harm you, even if you are good aligned.
     Roleplaying Ideas: Perhaps you are moody, gloomy, and/or have a short temper.

Dream Haunted
Your dreams are haunted by strange visions to tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
     Benefit: You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued.
     Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effect. If you are normally immune to sleep effects, you lose that immunity.
     Roleplaying Ideas: You are always feel sleepy, though not to the point of fatigue. You tend to nod off when bored, and sometimes find it difficult to remember minor, relatively unimportant bits of information.

Long Shadowed
You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago. However, the tribe's penchant for necromantic magic runs in your blood.
     Benefit: You automatically stabilize if reduced to negative hit points. When you take damage from negative energy, you reduce the actual damage you take by 5 points.
     Drawback: Healing magic works poorly on you. Whenever you regain hit points from magical healing, you gain one (1) less point of healing per character level you possess to a minimum of one point per die rolled.
     Roleplaying Ideas: You are somewhat morbid and intrigued by death and undeath, even if these interests are purely to learn more of your enemies.

Scales of the Naga
One of your ancestors served the Naga. Select a reptilian animal of your choice; that animal feels a mystic bond with you.
     Benefit: Reptiles have a strange reticence when they attack you, and suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks with such creatures.
     Drawback: You suffer a -4 penalty on saving throws to resist poisons, and take +1 point of damage from such attacks.
     Roleplaying Ideas: You have a curious, charming quality that is at once intriguing and disturbing. Some people immediately distrust you, but you're loyal to your friends.

Nobility
You were born into a noble family.
     Benefit: You start play with an additional 200gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more favorably to your presence.
     Drawback: You are well-known and recognizable, and suffer a -4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages. Certain NPCs in this campaign may react more poorly to your presence.
     Roleplaying Ideas: You might be haughty, impatient, or condescending to others. You might spend money frivolously, believing that there'll always be more income to be had.

Scarred Soul
You've lead a particularly tough life. Perhaps you're an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted.
     Benefit: You gain a +2 bonus on initiative checks.
     Drawback: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.
     Roleplaying Ideas: You are quick to anger, jumpy, and possibly even a bit hyperactive. You're prone to feeling of paranoia and unfounded fear.

Scion of Surabar
You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army.
     Benefit: Pride for your lineage girds your mind and soul. You gain a +2 morale bonus on saving throws against fear, death effects, and insanity or confusion.
     Drawback: Demons that encounter you in this region (not those that you might fight on other planes) can instinctively sense your lineage and connection to their old enemy, and gain a +1 morale bonus on attack rolls and weapon damage rolls when fighting you.
     Roleplaying Ideas: You are proud of your heritage, and quick to anger if another mocks it. You find demons intolerable, and some might see you as haughty or imperious.

Touched in the Head
You're a little crazy.
     Benefit: Your mind is disorganized and chaotic. You gain a +1 bonus on saving throws against mind-affecting effects, save for those effects that cause confusion or insanity.
     Drawback: Your inability to concentrate for long makes you suffer a -1 penalty on all Wisdom-based skill checks.
     Roleplaying Ideas: Obviously you have a Chaotic/Individualistic view on life.  In addition, you have a number of strange quirks (whistling off-key, eating raw meat, a nervous tic, a tendency to scream at odd moments, and so on) that can make you difficult to get along with.

Lung-Blooded (Dragon Spirit)
On of your far ancestors was the offspring of a Tun Mi Lung and a mortal. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, very small ears, or ever-so-slightly pointed teeth.
     Benefit: You gain a +4 bonus on all saving throws against electric energies, a +2 bonus on Swim checks, and a +1 bonus on Listen and Spot checks.
     Drawback: Your body isn't quite as limber as it should be. You take a -2 penalty on Reflex saves.
     Roleplaying Ideas: Your emotions are powerful and often difficult for you to control. You have an "iron stomach" and can (often will) eat almost any edible thing.
This message was last edited by the GM at 05:16, Thu 02 Dec 2010.
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