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Results for tag: dnd 3.5
Posted by: RolandRedJack on Jul 10, 2012 at 07:06:24 PM

Fighter. Barbarian. Cleric. Ranger. Paladin. Rogue or Wizard only.

Stats 4d6. Get one automatic 18.
Level 3 Cannot gestalt. Cannot multi class until achieved at least level 6. Trainers in certain things are rare.
Alin must be G, N or L something.
Race. Human. Dwarf. Gnome or Elf only.
Gear, starting package for class.
Silver is the new gold. Just turn GP into SP (100 GP becomes 100 SP) for determining wealth. Gold is so rare it may as well have no listed cost. (Class gold at lvl 3 is 2700 this becomes 2700 silver.)
No exotic weapons.
-All chars are part of Hero, Inc. A guild of multi class multi type heros for hire that work on a case by case pay basis. 
-Keep 15% of reward for missions.
-1d6 Infamy/Renown after mission.
*Mission types.*
Pays 10-1000 Silver per mission.
1: Recovery of a target.

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Posted by: RolandRedJack on Jun 14, 2012 at 06:39:59 PM

Something one of my gamers joked about via a link from a wiki. I figured these out and thought it was interesting.. Sorry about the mushed up table at the bottom I don't know how to correc that with space/tabs. (fixing things sorry for all the re edits!)

slaves/allies as Mana.

T

This variant rule assumes a campaign world has a darker bent or that prisoners are used typically but not always as many good casters may resort to this result and use criminals for magic instead of slaves/allies.

Con = mana. Every point of con the slave/ally has is equal to one point of mana. Con is spent each time a spell is cast from anyone the mage has enslaved to them. To cast a spell they must take 2 point of con per spell level from the slave/ally. The con is consumed each casting either by consuming it,

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Posted by: RolandRedJack on Jun 8, 2012 at 01:14:55 PM
map
Posted by: RolandRedJack on Jun 8, 2012 at 12:34:36 PM

Encounter Lists.

1. Example plains/open area random encounters. 1D12.
1. 1d2 Ogres with 1d4 orc warriors, raiding party.
2. Brigands. 1D6 of Lvl 1d4+1 each (use NPC tables in DMG for base stats for fighters/rogues.)
3. 1d6 Ogres.
4. 1d6 Wild animals or 1d2 Dire animals.
5. Goblins by the cluster! 2D8.
6. Group of intelligent raiders, 1d2 Hobgoblins and 1d6 Goblins.
7. Villainous. 1 NPC of lvl equal to the party who may lead them on a false quest, attack them from the shadows, etc.
8. As 7 but 1d4 NPC's.
9. Opposing Side, a group of thieves from a rival town, area etc. 1d10 with levels ranging from 1-
3.
10. Bugbears and Goblins in a large attack group. 1D12+2
11. Giant! Hill giant robber. Lvl 1d4 Rog from DMG.
12. Dire Swarm, a group of insects of either normal type just in a massive swarm or a small

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Posted by: RolandRedJack on Jun 8, 2012 at 12:32:32 PM

 Store access. Not all shops have a constant supply of items. 1d100. 10-35 shop is out of stock for the week. 40-85 has most of the items but the price may be slightly high. 86-100 everything is in stock. Typically if the party needs an item not on the lists below it will be 1d10 days until the shopkeeper can locate/order/make one.

Magic Items - Shop Inventory A. Poor shops, those in small villages, usually basic adventuring stock. Prices average between 50-1000 Silver for each item.

Minor Potions: Usually 1-4 of each. Potion of Aid

Potion of Cure Light Wounds

Potion of Resist Energy (type) 10

Potion of Cure Moderate Wouunds

Oil of Bless Weapon

Potion of Bull's Strength

Medium Potions: Usually 1-2 of each. Potion of Cat's Grace

Potion of Misdirection

Potion of Heroism

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Posted by: RolandRedJack on Jun 8, 2012 at 12:29:26 PM

 Known Relics. Either powerful items with a history or rarely made items.

Ring of Blessings. These crystalline rings, two total give the user the effect of a greater bless spell constantly. (+2 to all saves, stats, checks and rolls.) They also make the wearer immune to any disease and their lifespan is doubled.

Ritual Energy Orb. A large green stone sphere, carved with symbols of a forgotten language. This sphere allows anyone who pours blood over it to Bless or Curse an area 1 mile in range for 1 week. It was once highly fought over by clerics to make their divine holdings more powerful, and to cause problems to their foes.

Sword of Acid. A weapon of war from long ago. This weapon appears to be covered in rust and green tarnish, all but useless. When used in a fight however

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Posted by: RolandRedJack on Jun 8, 2012 at 12:28:21 PM

 Trade, barter and coinage of the realm. Table: Trade Goods - basic example list.

Currency.

Cost Item

1 cp One pound of wheat

2 cp One pound of flour, or one chicken

5 cp One pound of coffee

10 cp One pound of iron

12 cp One pound of sword grade iron

50 cp One pound of tobacco

1 sp One pound of cinnamon, or one goat

2 sp One pound of ginger or pepper, or one sheep

3 sp One pig

4 sp One square yard of linen

5 sp One pound of salt

10 sp One week of bare rations (jerky, biscuits and dried berries.)

50 sp One square yard of silk, or one cow

15 sp One pound of saffron or cloves, or one ox

50 gp One pound of gold

75 gp One horse

80 gp One month's stay in a well appointed Inn

100-4,000gp Most merchants will issue letters of credit for values this high in the form of

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Posted by: RolandRedJack on Jun 8, 2012 at 12:19:57 PM

Old game setting a friend and I put together, it's a bit rough but it was fun while the game lasted. Will be uploaded in parts.


 Choulin Setting: Information.

The world is a mix of marshland, high mountains and sprawling hot deserts. The land is lightly settled with hundreds of miles between towns. A great ruin lays within the center of the desert, only lightly traveled by a few brave souls. To the south a great chain of mountains grows, none but a few dwarves have traveled there and only they know the extent of how far they go and what is beyond them. Races are humans and surface dwelling dwarves only, though PCs may only be human. A great war has ended less then fifty years ago, this is where the current game takes place in the aftermath. The world itself

has seen carnage like

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