OpenRPG High-level 3.5, Monday Nights Pacific

Dragonwriter

First Post
I am the DM of a high-level D&D 3.5 game taking place on the OpenRPG Dev II server on Monday nights at 7 PM Pacific. And my group is looking to recruit some new members!

We play in, effectively, a homebrew world (there is a pdf I can send you, if you join) called “The 13 Kingdoms” or T13K for short. There are a few normally-monstrous races intended to be fully playable in T13K.

Character creation:
32-point buy.
ECL 17. Standard wealth (340,000 GP)

Books allowed: CORE ONLY (Player’s Handbook, Dungeon Master’s Guide, Monster Manual) and Setting Guide PDF (available from me as an e-mail attachment, highly recommended).
If you want something Non-Core, it must be approved by me (and if I don’t have it or easy, legal access to it, it WILL NOT get in the game). Non-Core Races and Base Classes will not be accepted at all. Prestige Classes must have their flavor/fluff text changed to be specifically linked to T13K’s world.
My list of books is in the following sblock.

[sblock]
Player's Handbook
Player's Handbook 2
Complete Warrior
Complete Arcane
Planar Handbook
Races of the Dragon
Dragon Magic
Tome of Battle: The Book of Nine Swords
Tome of Magic
Magic of Incarnum
Stormwrack
Unearthed Arcana

Eberron Campaign Setting

Dungeon Master's Guide
Monster Manual 1, 2 and 4
Draconomicon
Libris Mortis
Fiendish Codex 1 and 2
Fiend Folio
Exemplars of Evil
Elder Evils
[/sblock]

The group consists of a Dwarf Fighter/Dwarven Defender, a Half-Elf Wizard/Archmage and a Lizardfolk Cleric/Hierophant with his Fighter/Templar cohort. There is also a Human Rogue who has become an NPC (due to the player having to leave) who will be written out soon.

The party is currently involved in certain affairs in and around the major elven trade city of Barbeni. They stopped an invasion by half-dragons and their Green Dragon leaders a few months ago, arranging a treaty between the dragons and the elves. And together, elves and dragon-kin began to rebuild what was destroyed in the fighting.
But recently, something has been upsetting the peace. Something has been attacking the priests and congregation of various faiths with magical booby traps (a favorite is the Explosive Runes spell)! And whatever is behind this seems to have a vendetta against specific deities.

If you are interested in joining, please post here, PM me or join our room on the Dev II Server during game time. We are usually on OpenRPG Dev II (Blackstar is our backup server, when Dev II is down). If we're not in the lobby, we'll be in either "T13K: For More Than Glory" or "DW's 3.5 Gestalt".
And DO NOT just post/PM your e-mail address. I WILL NOT chase down players. I posted this so interested players would come to me.

Also, announcements regarding game/time/server issues or important info can be found in this thread: FMTG
 
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The party could probably use the Rogue/Master Thrower (a PrC I find just fine) more than the Bard's skills.

The only ranged abilities at their disposal are spells. And they don't necessarily want to blow spells on distant/hard-to-reach targets, even at their level.

And they also have a complete lack of Trapfinding, or will once the Rogue NPC leaves. Which will be soon.
 

I'd just be worried about how viable a Rogue is at high levels. Lots of SA-immune enemies, fortification armor becomes affordable for those who aren't SA-immune, pretty much no magic weapons could be an issue (unless I could sheathe as a free action, can't really catch more than 2 Returning weapons per turn), and if we hit epic, MT is only a 5 level class, so I'd have to wait another 5 Rogue levels before I started an epic advancement. And Rogue's not very useful ranged past 30 ft regardless. But if they need the trapfinding, I guess I could make it work.
 

I'd just be worried about how viable a Rogue is at high levels. Lots of SA-immune enemies, fortification armor becomes affordable for those who aren't SA-immune,

I like to use a variety of enemies, so you'll usually be able to SA something. Fortification armor would also only be present on foes who wear armor, can afford it, think it's a good idea, and manage to get someone to enchant it for them. Right now, for instance, none of the party has Fortification and they've got more at their disposal than nearly anyone else. And they haven't fought any foes with it, either.

pretty much no magic weapons could be an issue (unless I could sheathe as a free action, can't really catch more than 2 Returning weapons per turn),

Nothing about Quick Draw says you can sheathe as a free... but picking up a weapon from the ground, I'd allow as a free. Besides, if you move away from where you threw, you'd be out the weapon anyway.
(BTW, we do use natural 1 = fumble of some sort. This usually involves dropping the weapon in a wild swing/throw, tripping yourself/slipping on blood, hitting something you shouldn't have, snapping a bowstring, etc.)

and if we hit epic, MT is only a 5 level class, so I'd have to wait another 5 Rogue levels before I started an epic advancement. And Rogue's not very useful ranged past 30 ft regardless. But if they need the trapfinding, I guess I could make it work.

I've made it pretty clear to the group I have no intention of actually going into Epic rules. So no need to worry about that. :)
(But a side note: in the past, we have handed over DM reins. If someone else wants to step up at the time and go Epic, that's their choice. I simply won't DM Epic 3.5.)

They are running into a number of traps right now, and it will likely continue for some time (at least until they take down the current villain). Trapfinding will remain useful, as will Sneak Attack.
 

If warlocks were open, I would cover that ranged slot pretty quick. lol.

How many players are you looking for? If more than one, I am more than willing to roll a rogue so that StreamOfTheSky can make a bard. Or I can make a ranged warrior or ranger (though I admit I am not partial to Monte Cook's ranger since it was 3e and not 3.5) of some kind to cover the ranged slot. I'm open to either.
 

I've got a Deep Halfling (in the Monster Manual, basically Halflings with Darkvision, cause playing a Rogue that can't see in the dark is silly) Rogue build mostly fleshed out, depending on what gear I can snag with that starting wealth. But Range limit with daggers will be 50 ft and SA range limit 30, so he's not going to be great ranged support.
 

I've got a Deep Halfling (in the Monster Manual, basically Halflings with Darkvision, cause playing a Rogue that can't see in the dark is silly) Rogue build mostly fleshed out, depending on what gear I can snag with that starting wealth. But Range limit with daggers will be 50 ft and SA range limit 30, so he's not going to be great ranged support.

I think I saw a feat in the T13K pdf that extends SA to 45 feet. WOOT!
 

If warlocks were open, I would cover that ranged slot pretty quick. lol.

How many players are you looking for? If more than one, I am more than willing to roll a rogue so that StreamOfTheSky can make a bard. Or I can make a ranged warrior or ranger (though I admit I am not partial to Monte Cook's ranger since it was 3e and not 3.5) of some kind to cover the ranged slot. I'm open to either.

I am looking for 2-3 players.

Thanks for reminding me about the Monte Cook Ranger bit... The setting was originally designed for 3.0 and never got updated to 3.5, which means that part never got changed. We do use the 3.5 Ranger now.
I had completely forgotten... It's been a while since I went through that portion of the setting guide.
 

Could I get the pdf, it sounds like it has information I should know before I make my character. I'd like to ask if the following items are acceptable:

Ghost Shroud (Libris Mortis): Makes all my attacks ghost touch attacks (as the magic weapon property), really helpful since I can't afford to enhance all my daggers. Also works as a Ring of Protection +4, basically. Wearing it restricts you from wearing armor.

Collar of Umbral Metamorphosis (Tome of Magic): Continuous version to get the Dark creature template to help with scouting/sneaking.

Pearl of Power, 3rd level (DMG): Not so much if you'll allow it as "would the archmage be willing to prep and cast greater mage armor on me if I bought one of these for him/her?" If not Greater Mage Armor, what about a 1st level Pearl of Power and regular Mage Armor?

I think I saw a feat in the T13K pdf that extends SA to 45 feet. WOOT!

I really don't have the feats to spare for that, unfortunately. Don't even have Rapid Shot or Far Shot yet.
 
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