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[OOC] Against the Slavers A1-A4, 3.0 rules

Bob Aberton, looking good on the rogue/fighter. With all these multi-classes, you'd think we were running a 1st ed. module ;). In any event, all you rogues look ready for a dungeon delve.

Is Thels still with us? He mentioned backing out if it got too crowded, I hope he's still in. As for the rest of you scallywags (except our former pirate guy), I still need a background. One of you (*wink* *wink*) needs equipment.
 
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Yeap, I'm here. I meant I would give my spot away if enough players were joining that didn't have much games yet.

Anyhow, we seem to have only 1 arcane spellcaster and that's a multiclassed bard, so it's not getting lots of spells anywhere soon.

So, Singleclass Wizard5 coming up. Guess I'll make it a grey elf. Expect to see it in a few hours.
 

Gotta go for work. I posted the char since it's practically done. Only a few things still need to be added:

-Name
-Mundane Items
-History

I'll post them this evening when I get back to work. Meanwhile, the rest of the char is up for approval.

Base ability scores are:

Str 13
Dex 13
Con 13
Int 18
Wis 9
Cha 8

Applying Racial Modifiers at level 1: -2 Str, +2 Dex, -2 Con, +2 Int

Applying Age Modifiers at level 4: -1 Str, -1 Dex, -1 Con, +1 Int, +1 Wis, +1 Cha

Applying Level Bonus at level 4: +1 Int

The headband wasn't used to calculate starting spells/skill points.
 

Thels, it's good to have an arcane spellcaster in the group!

Now once you and Bob Aberton get histories (and names) up, we can start. :D

BTW, Bob, can you post the Captaining feat? I don't have that sourcebook.

EDIT: No rush, guys. I just wanted to know what the current status was, that's all.

EDIT EDIT: Bob, I love the story. We'll say you managed to acquire a new ship; not as nice as the Lady Arilen, but it'll do. The Church of Hieroneous is not really into subterfuge and doesn't even really trust you, but the nobles dealing with them are only too happy to use you and your "pirate" ship as a trojan horse to get our heroes into the city. There's a crew of fifty level 1 experts (sailors) manning the ship who absolutely will not veture off of it for love or money. But as long as you're on the ship, you're their captain.
 
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I have a couple of rules questions regarding our cast of characters...

First, Orbril is a Bard 3/ Druid 2. Yet strangely, he can cast 3rd level Bard spells and 2nd level Druid spells. Eh?

Second, there appears to be a mixture of 3.5 and 3.0 rules. For example, Thels' wizard uses the nerfed, 3.5 Haste, and Orbril is also a 3.5 Gnome who gains a bonus to Illusion DCs. I know you said we could use 3.5 classes, but what exact combination are we using here? Because it's going to become very complicated if everyone's using different parts of each rulebook.
 

Hammerhead said:
First, Orbril is a Bard 3/ Druid 2. Yet strangely, he can cast 3rd level Bard spells and 2nd level Druid spells. Eh?
I hadn't gone over Orbril's spell list yet. Level 3 bards and level 2 druids cast level 1 spells max. Tonguez, make sure to consult the appropriate spells/day tables in the PHB.

For a level 3 bard, it's 3/1 spells per day, with 6/3 spells known. Since your charisma is 16, you get bonus spells for level 1, 2 and 3. But you cannot cast level 3 spells yet, so you don't get this benefit until you take another level of bard. Since you're level 2 druid, you get 4/2 spells per day, with bonus spells for level 1 and 2 spells for having a wisdom score of 15.

Hammerhead said:
Second, there appears to be a mixture of 3.5 and 3.0 rules. For example, Thels' wizard uses the nerfed, 3.5 Haste, and Orbril is also a 3.5 Gnome who gains a bonus to Illusion DCs. I know you said we could use 3.5 classes, but what exact combination are we using here? Because it's going to become very complicated if everyone's using different parts of each rulebook.
The only 3.5'isms I was going to allow were classes and PrC's. After some thought, I'm going to allow 3.5 PHB races because (1) they may be easier for 3.5 converts to handle and (2) I don't think they'll introduce an unbalancing factor in the game. I don't consider the 3.5 spell list an integral part of the 3.5 wizard, so we'll use the 3.0 list for simplicity. The only caveat was that we were using 3.5 identify because I don't want the game tied up for eight game hours to identify a +1 longsword. That means using extended duration spells. Believe me, it'll help you more than the bad guys. As for 3.5 races, I like them for the most part (Thels is taking a racial weapon prof (longsword), which I don't consider to be overpowering and rather appeals to the Gandalf fan inside me ;)).

Hammerhead, thanks for helping me out here. Forgive me if it seems like I'm suffering from muddled rules syndrom. I said 3.0 because I wanted to avoid new DR, TWF, PA, crit. (non)stacking and limited buff duration rules. Instead of house-ruling them all, I said 3.0 with optional 3.5 classes/races if you want them. I'm sorry if this caused any confusion.
 
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Oh yeah... uhh
I was using the SRD to copy/paste my spells. Forgot that they were 3.5.

The Grey Elf from 3.5 is the same as the Grey Elf from 3.0 (and no, it's not a PHB race, but you said you allowed MM races), except that 3.5 elves have proficiency in both Longswords and Rapier, whereas 3.0 elves had to choose. If you want, I'll remove the Rapier from the sheet. I wasn't gonna use it anyhow.

The only difference in the wizard is that they made all familiar bonuses equal to one feat, except for Hawn and Owl, who get the feat only in daylight/night respectively. The Skill Bonus feat went up to +3, and so did the familiar bonuses. If you want me to make a 3.0 wizard, all I need to do is adjust the bonus by 1 point.

come to think of it, Augment Summoning is 3.5 :( Guess I'll pick 2 new feats, as I chose Spell Focus only for the Augment Summoning.

Sigh. I've worked with 3.0 for three years, but 3.5 is already taking precedence in my head...
 

Oh, keep the rapier. I just saw an elf wizard with a longsword and no proficiency feat and said "Oh, a 3.5 elf" without thinking about the MM.

BTW, go ahead and keep Augment Summoning. In your character sheet just remind me it's +4 Str and Con to all summoned creatures and we're good.
 
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