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Possible new 3.5 Game


dharman07
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Campaign Adjustments:

 

Skills.

* We will be using the Pathfinder skills Perception and Stealth instead of their 3.5 equivalents. Here is a summary:

 

Stealth (Replaces Hide and Move Silently)

(Dex; Armor Check Penalty)

You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It’s impossible to use Stealth while attacking, running, or charging.

A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

If people are observing you using any of their senses (but typically sight), you can’t use Stealth. Against most creatures, f inding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Sniping: If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you’re moving. If you have the Stealthy feat, you get a bonus on Stealth checks.

 

 

Perception (Wis) (Replaces Listen, Spot and Search)

Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.

Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent’s Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.

Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.

 

Detail Perception DC

Hear the sound of battle –10

Notice the stench of rotting garbage –10

Detect the smell of smoke -0

Hear the details of a conversation -0

Notice a visible creature -0

Determine if food is spoiled -5

Hear the sound of a creature walking -10

Hear the details of a whispered conversation -15

Find the average concealed door -15

Hear the sound of a key being turned in a lock -20

Find the average secret door -20

Hear a bow being drawn -25

Sense a burrowing creature underneath you -25

Notice a pickpocket -Opposed by Sleight of Hand

Notice a creature using Stealth -Opposed by Stealth

Find a hidden trap -Varies by trap

Identify the powers of a potion -15 + the potion’s through taste caster level

 

Perception Modifiers DC Modifier

Distance to the source, object, +1/10 feet or creature

Through a closed door +5

Through a wall +10/foot of thickness

Favorable conditions1 –2

Unfavorable conditions1 +2

Terrible conditions2 +5

Creature making the check is distracted +5

Creature making the check is asleep +10

Creature or object is invisible +20

1 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.

2 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.

 

Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present. Special: Elves, half-elves, gnomes, and half lings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks

against creatures touching the ground and automatically make any such checks within their range. For more on special qualities, see Appendix 1.

A spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Chapter 5).

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Yeah I'm definitely interested in running the game.

 

I'm hoping for 4-5 players. Story-oriented. Preferably experienced, but I doubt that will be an issue.

 

I plan on using Forgotten Realms as the setting. Going to start at level 5.(Depending on peoples races and Lvl adj.) I'm open to just about anything. Just make sure to run the idea by me.

 

I plan on borrowing the entire Skill System from PF as I think it's. As well as the Channel energy/Aura's class feature instead of the Rebuke/Turn.

 

If you guys are interested, I want regular journal entries, as your character obviously. Equals Bonus exp, added attachment to your character and an addition layer to the Role-playing experience.

 

 

Concentration-

 

To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.

 

Injury

 

If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).

 

If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.

 

Spell

 

If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.

 

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score).

 

Grappling or Pinned

 

The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

 

Vigorous Motion

 

If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you're casting) or lose the spell.

 

Violent Motion

 

If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you're casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you're casting.

 

Violent Weather

 

You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you're casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you're casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell's description.

 

Casting Defensively

 

If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you're casting) to succeed. You lose the spell if you fail.

 

Entangled

 

If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you're affected by a spell with similar effects, you must make a concentration check to cast the spell (DC 15 + the level of the spell you're casting). You lose the spell if you fail.

 

 

Situation Concentration Check DC

Cast defensively 15 + double spell level

Injured while casting 10 + damage dealt + spell level

Continuous damage while casting 10 + 1/2 damage dealt + spell level

Affected by a non-damaging spell while casting DC of the spell + spell level

Grappled or pinned while casting 10 + grappler's CMB + spell level

Vigorous motion while casting 10 + spell level

Violent motion while casting 15 + spell level

Extremely violent motion while casting 20 + spell level

Wind with rain or sleet while casting 5 + spell level

Wind with hail and debris while casting 10 + spell level

Weather caused by spell see spell

Entangled while casting 15 + spell level

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OK, so some questions:

 

How to do character creation? Point buy? etc? How many points?

 

Any restrictions on races/classes etc?

 

Are we doing standard Forgotten Realms for background?

 

Anything about the campaign we should know? Is it going to be urban/dungencrawling/etc? Could you post a brief idea of the campaign so we can decide what kind of characters to create?

 

-Doug

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So.....

 

Ive played all types of characters in the past... usually theives.... but occasionaly magicy types.

 

Im thinking about trying something entirely new and being a massive bruiser.

 

I have an idea about being a Half-Orc or Half-Ogre pit fighter, caught and sold into capture from birth, trained in the arenas across Faerun. He ends up having a tender who is wise, and teaches him restraint and focus of his ability. However the traveling gladiator caravan he travels with is raided by slavers and he is sold from person to person.

 

The twist is, he is not the typical "Hulk Smash" type guy, but a deep, insightful, thoughtfull creature, raised in a world of hatred and combat. The only problem would be having such a creature into Social type situations.

 

(And this is where I would like to share some background with another PC). He is sold to another PC. If there were standard Faerun rules about slavery, say public tatoos or something, this would allow him to be semi-socially accepted as long as his "owner" was around. (and as long as he was handcuffed or something)

 

So anyone else want to be the Han-solo to my Chewbacca?

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Yeah Point buy 32 pts.

 

I can't think of any classes off-hand that I wouldn't allow. However that may not be the case. But assume you can pick whatever.

 

As for Races. I want level adjustments at +1 or +2. On a side note not sure if you guys know about buying off your level adjustments. In unearthed arcana. Preferably no racial hit dice.

 

Yeah standard background.

 

The campaign, at least to begin with, is going to be urban/forest setting. However that will change.*

 

As for a little campaign info. To keep it short and spoiler free.

 

The party, thats you guys, has been hired to find out why the Orc tribes have been traveling in War parties and taking prisoners. There have been rumors that they stand, mostly united, under some new leader. There have also been reports of arcane spellcasters getting kidnapped.

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Hey Dharman, if I get in, do you think I could run the character I made for the last FR game we were in? Remember my halforc barbarian thug? She never got to do much besides stand around twiddling her thumbs and giving the dwarf bouncer hell.

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Im sure you could run whatever you want. Aetholus is the GM. You know, if you run your halforc barbarian from the old game, I could look at the dwarf tinkerer. Remember the one with the clockwork owl?

 

Dang it, now I have to scour the board and find my old character sheet.

 

 

Aetholus, would you allow the Artificer class from the 3.5 Eberon book (even though its not Forgotten Realms)

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As for Races. I want level adjustments at +1 or +2. On a side note not sure if you guys know about buying off your level adjustments. In unearthed arcana. Preferably no racial hit dice.

 

I'm not quite following you on this. How do these adjustments work?

 

FWIW I only have the 3.5 PHB and DM book.

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Well there are some races like the Tiefling or the Drow that have level adjustments. The Tiefling has a level adj of +1 so if you were a lvl 4 character you'd count as lvl 5. Drow is +2 because they get more bonuses. 4th level would count as 6th.

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As for Races. I want level adjustments at +1 or +2. On a side note not sure if you guys know about buying off your level adjustments. In unearthed arcana. Preferably no racial hit dice.

 

I'm not quite following you on this. How do these adjustments work?

 

FWIW I only have the 3.5 PHB and DM book.

 

For example if you wanted your bruiser to be a half OGRE instead of half Orc, other races are allowed, but would have +1 or +2 racial modifiers. A Half-OGRE is +1, meaning you would take your first level as Half-OGRE, ie You would be a Level-1 Half Ogre/L4 Class (like Barbarian). So even though your only level 4, to get to the next level you need experience as if you were level 5.

 

Was that confusing?

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