The Advancing Hoard - 3.5 D&D Adventure (Full)

Voadam said:
Aren't D&D darts huge like Lawn darts, about half the size of a javelin? Or are they western shuriken equivalents? I seem to recall them being based on an ancient roman weapon and carried in quivers


Ah, I always pictured them as spike shuriken. No feather or vanes at all. That is how they were in past editions. Some of the changes made are simply mind boggling.
 

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The 3.5 psionics are a lot to get through, you might want to start with a rogue since that is in your path and if he decides 3.5 psionics are not to his taste after reading through them you still have a viable character, either a straight rogue or a rogue 3.0 psychic warrior.

A rogue fits in fine with a melee fighter and a cleric. It's even iconic.
 

I did recieve those files, and started to go through them, but it'll take time. Go ahead with your plans and post your character so we can start moving ahead.

Cheers!
 

Okey-dokey, here he is.

Ferix

Class: Rogue 1
Race: Elf (male)
Alignment: Neutral
HP: 7
AC: 17 (+2 leather, +5 Dex)/15/12
Initiative: +9

BAB: +0
Melee:
Rapier +3 (1d6 +3, 18-20/x2)
Punching Dagger +3 (1d4 +4, x3)
Dagger +3 (1d4 +3, 19-20/x2)
Ranged:
Light Crossbow +5 (1d8 19-20/x2, 80 ft)
Dagger +5 (1d4 +3, 19-20/x2, 10 ft)

Saves:
Fort +1, Ref +7, Will +5

Ability Scores:
Str 16, Dex 20, Con 12, Int 16, Wis 16, Cha 12

Feats:
Improved Initiative

Racial Abilities:
Low-Light Vision
Immune to sleep spells and effects
+2 vs Enchantment
Proficient with Longsword and Composite Longbow
Door Sense

Class Abilities:
Sneak Attack + 1d6
Trapfinding

Skills:
Name: Total = Ability + Ranks + Misc
Climb: 7 = 3 + 4 + 0
Disable Device: 7 = 3 + 4 + 0
Escape Artist: 9 =5 + 4 + 0
Hide: 9 = 5 + 4 + 0
Move Silently: 9 = 5 + 4 + 0
Listen: 5 = 3 + 0 + 2
Open Lock: 9 = 5 + 4 + 0
Search: 9 = 3 + 4 + 2
Sleight of Hand: 9 = 5 + 4 + 0
Spot: 7 = 3 + 2 + 2
Tumble: 9 = 5 + 4 + 0
Use Magic Device: 5 = 1 + 4 + 0
Use Rope: 7 = 5 + 2 + 0

Languages:
Common, Elven, Gnome, Orc, Sylvan

Equipment:
Explorers Outfit (worn) -wt -gp
Backpack (back) 2wt 2gp
Rope, Silk 50 ft (around body) 10wt 10gp
Grappling Hook (backpack) 4wt 1gp
Bedroll (backpack) 5wt 0.1gp
Thieves' Tools (belt pouch) 1wt 30gp
Waterskin (backpack) 4wt 1gp
Sack (backpack) .5 wt 0.1gp
Rations, trail x4 (backpack) 4wt 2gp
Belt Pouch x4 (belt) 2wt 4gp
Leather Armor (worn) 15wt 10gp
Rapier (belt) 2wt 20gp
Light Crossbow (hanging from backpack) 4wt 35gp
Crossbow bolts x20 (belt pouch) 2wt 2gp
Punching Dagger (belt) 1wt 2gp
Daggers x5 (strapped onto leg) 5wt 10gp
64 gp, 8sp (belt pouch) 1.44 wt 64.8gp
Total Weight: 61.94 lb

Description: About 5'4" tall, with dark hair and eyes, and pale skin. A black cloak is wrapped around his thin body. Light brown hair surrounds his narrow face. His black-clad arms are crossed over a well-defined chest. Heavy leather boots with silver buckles are wrapped loosely around his feet, running about a foot up his legs. A curved sword engraved with elven runes hangs from his right side, and five razor-sharp daggers are strapped to his left leg.
 
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xeph reference

for reference from the 3.5 srd

XEPHS
• +2 Dexterity, –2 Strength
• Medium: As Medium creatures, xephs have no special bonuses or penalties due to their size.
• Xeph base land speed is 30 feet.
• Darkvision out to 60 feet.
• +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
• Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
• Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan.
• Favored Class: Soulknife.
 
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Komodo, it looks like you used 4d6 and added them all up since you have multiple scores above 18 in a first level character. I believe it was 4d6 (reroll ones once) and take the best three so you still have maximums of 18 before racial adjustments.

Or Mithreander, did I misinterpret the creation guidelines and should add a d6 to each of my stats except the low one that became an 18?
 
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O comeon now! A new race beyond... that's not in the monster manual!? Sure, the SRD description is all fine and good... but what the heck are they, and why should I even consider adding them to my game?

Yes, keep any of the 3 dice... I don't care if they are the highest or not, but assumed that they would be. Sorry, thought that was a no-brainer... but that was not the first time that issue came up, so my fault for not being more specific.

Since that IS the case, I'll look at your character as soon as:
a) you can send me a reason to include this new race into my compagne and send a complete list of details for the race (behavior patterns, ecology, description, etc.)
b) correct you ability scores to reflect the loss of one of the d6.
and c) My blood pressure goes down from all of these demands for material from alternate sources that I had not been aware of! (I can begin to see why most do not include psionics in their PBP games!)
 
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Alright, then. Since it seems you really have no reference to work with for the Xeph, I'll just change to Elf. They've got the same abilty mods, so not much will change. Oh, and I'll reroll my stats, as well. That's gonna change things, but it's 2 in the morning and I've stopped caring about personal comfort.
 
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