DnD 3.5 One-Shot Adventure (closed, but always accepting alternets)

Quick answer before bedtime:
1) 6th
2) No you are a 7th level character. You get the full wealth amount. Feats, skills, and Hit Points, however, are based on hit dice.
 

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Map Posting Test (never done this before, bear with me).

EDIT: Okay, that worked... though it's a little large, size-wise. Anyone have any issues with a battle map like that? It's a bit blurry as it was shrunk from a screenshot on my computer then edited multiple times.

Most of the stuff in this game won't be mapped, but I'll try to map out battles. If the action moves faster than I anticipated, however, or if my wife & daughter are feeling especially needy, have doctor's appts., etc. then the maps will be FAR simpler.
 
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Me too. :) Thankfully its fairly easy to do. The cumbersome part is that I can't install Neverwinter Nights on my work machine and I can't install work software (in this case, Macromedia Fireworks) on my home machine.
 


Lord_Raven88 said:
Character Sheet updated.
Hey LordRaven88. :)
1) The Positive Energy ability isn't gained until 16th level.
2) Your HP are off, you should have 43 (8+8+4+4+4+15=43)
3) From the SRD regarding domains: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Emphasis mine. Obviously, you're not a 14th level caster (you're a 5th); but the bolded text is the important bit.

EDIT: Ever miss stuff that was right under your nose? :) Who is your diety and what domains are you going with?
 
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Could I have a feat from the Draconomicon, Sense Weakness?

I'd like to use some Dwarven Fighter Racial Substitution levels, but it's not a big deal. This is what I have so far.

4d6.takeHighest(3)=14, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=14

Code:
[B]Name:[/B] Mardin Nalik
[B]Class:[/B] Fighter 7
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Deity:[/B] 

[B]Str:[/B] 18 +4            [B]Level:[/B] 7        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1            [B]BAB:[/B] +7/+2      [B]HP:[/B] 66 (7d10+21)
[B]Con:[/B] 17 +3            [B]Grapple:[/B] +11    [B]Dmg Red:[/B] -/-
[B]Int:[/B] 13 +1            [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2            [B]Init:[/B] +5        [B]Spell Save:[/B] -
[B]Cha:[/B] 12 +1            [B]ACP:[/B] -5         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +10   +4    +1    +0    +-    +-    25
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 21

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +3    +1    +9
[B]Ref:[/B]                       2    +1    +1    +4
[B]Will:[/B]                      2    +2    +1    +5

[B]Weapon                  Attack   Damage     Critical[/B]
Warhammer                 +14/+9 1d8+6      x3
Mtwk MC Longbow +1        +9/+4  1d8+1      x3
Dwarven Battleaxe         +11    1d10+4     x3
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Dwarven, Gnome

[B]Abilities:[/B] Dwarf Abilities (listed below)

[B]Feats:[/B] 
1  Power Attack
1  Weapon Focus (Warhammer)
2  Endurance
2  Improved Initiative
3  Cleave
4  Weapon Specialization
4  Quick Draw
5  Improved Sunder
6  Combat Expertise
6  Power Critical

[B]Skill Points:[/B] 30       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                  10    +1    +2    +13
Craft (armorsmithing)     10    +1    +2    +13
Craft (weaponsmithing)    10    +1    +2    +13
Craft (bowmaking)          6    +1          +7
XXXX                       X    +X          +X

[B]Equipment:               Cost  Weight[/B]
+2 Cold Iron Warham   10624gp    5lb
+2 Heavy Darkwood Shd  4407gp    5lb
+2 Full plate          9800gp   50lb
Cloak of Resistance +1 1000gp    1lb
Mtwk MC Longbow +1      500gp    3lb
Dwarven Battleaxe        30gp    8lb
Backpack                  2gp    2lb
-Bedroll                  1sp    5lb
-Rations (2)              1gp    2lb
-Waterskin                1gp    4lb

[B]Total Weight:[/B]77lb      [B]Money:[/B] 60gp 47sp 20cp
(spent: 18905.1)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               100   200   300   300  1500

[B]Age:[/B] 50
[B]Height:[/B] 4'2"
[B]Weight:[/B] 150lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown
[B]Skin:[/B] Tanned
[sblock=Dwarf Traits] * +2 Constitution, -2 Charisma.
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/sblock]

The weapons and armor I made myself, and it is Dwarvencraft. This is for the prereq for the PrC. It is comparable to masterwork, except the dwarvencraft component is twice as expensive. The effect is that the items have more hit points and hardness.

Appearance: Mardin tries to be ready for anything, but obviously does not know what to bring in order to do that. He carries a warhammer at one hip and a dwarven waraxe at the other, with his shield covering his backpack on his back. It is obvious his equipment took much care to make--he made it for himself. So, he goes to lengths to make sure it looks clean and impressive. His equipment bear a small symbol, for those who are looking, of his family crest.

Background: Mardin did not grow up in the way people think of dwarves to typically grow up. Having been through this town a few times, he has gotten many strange stares. Dwarves are not common in these parts. He was raised by a human crafting family, who taught the trade to him. Always staying in the background, attention was never drawn toward him, but he eventually decided that he should leave his family's forge and venture out. He still can't resist good craftmanship, though, and likes to continue his craft.
 
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Jdvn1:
1) What does the feat do?
2) What, exactly, is Dwarvencraft?
3) Yes, your initiative is +1 :)
4) 66 HP
5) Your waraxe isn't included in your equipment, please add it.
 


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