OOC: D&D For All!!

I might have missed it skimming over all of it. But what level are we starting at? How do we roll and what about gear? <3 Thanks in advance.

I have some information about the rolls and the starting stats.

First: Ability Score Rolls are following 6d6, you roll six six-sided dices, remove the three lowest numbers and ptu them together, you repeat this, eight times, and then remove the two lowest of those eight rolls, here's an example.

Roll(6d6)+0:
3,3,6,2,4,1,+0
Total:19

Roll(6d6)+0:
6,2,3,4,3,5,+0
Total:23

Roll(6d6)+0:
2,2,5,2,1,3,+0
Total:15

Roll(6d6)+0:
3,3,3,5,1,4,+0
Total:19

Roll(6d6)+0:
1,4,4,3,1,1,+0
Total:14

Roll(6d6)+0:
2,6,5,6,2,1,+0
Total:22

Roll(6d6)+0:
4,4,6,6,2,5,+0
Total:27

Roll(6d6)+0:
4,4,4,5,1,6,+0
Total:24

NOTES
-------------------------
This field records your latest roll at its top.

Modified results that would produce a number less than one display as one.

Okay now that you have rolled you count the three lowest numbers and remove them.

Roll(6d6)+0:
3,6,4+0
Total:13

Roll(6d6)+0:
6,4,5,+0
Total:15

Roll(6d6)+0:
2,2,5+0
Total:9

Roll(6d6)+0:
3,5,4,+0
Total:12

Roll(6d6)+0:
4,4,3,+0
Total:11

Roll(6d6)+0:
6,5,6,+0
Total:17

Roll(6d6)+0:
6,6,5,+0
Total:17

Roll(6d6)+0:
4,5,6,+0
Total:16

13, 15, 9, 12, 11, 17, 17, 16

Remove the two lowest, 9, 11

this leaves you with

13, 15, 12, 17, 17, 16

to use for your ability scores.

The starter level for this rp will be 2, so put your XP at 1000,
you get one magical weapon (the magical weapon has an elemental damage of the same damage dice of the weapon, so a longsword has 1d8 damage thus it has an extra 1d8 in elemental damage.
Monks gets gloves or gauntlets for weapons, thus the elemental damage bonus is the same as their unarmed combat strike.
When the weapon is a ranged weapon then it also gets a quiver/pouch of 200 ammunitions (non magical)),
one magical armor (+2 AC),
four Average Healing Potions (heals 1d8),
one bedroll,
one backpack,
four rations,
four waterskins,
one flint & tinder,
one extra item for your class,
wizards gets a spellbook, they have to have one to cast spells,
sorcerers gets a wand of frost (casts unlimited ray of frost spells),
paladins gets a holy symbol made of wood and four holy water bottles,
clerics gets a holy symbol of silver, four healing kits and two holy water bottles,
fighters gets either a two handed weapon (non magical), a one handed weapon (non magical) or a shield (+1 AC),
rangers gets a bag of food for his/her companion, one or two meele weapons (non magical) and a quiver of twenty explosive arrows,
monks gets a pair of magical boots (gives meele strikes 1d6 extra damage in an element) and two healing kits,
rogues gets four bottles of Weak Poison (centipede) and a cloak (+2 Hide, Darkvision, if your character already has darkvision then the bonus will be +4 Hide instead, and no darkvision.),
barbarians gets a tribal tattoo (grants one permanent ability score bonus +1),
bards gets a musical instrument and one extra weapon (non magical, if ranged it will get 100 of its ammunition kind in a quiver/pouch),
druids gets a bag of food for his/her companion and a magical amulet or ring (+1 AC, +2 Handle Animal, +2 Knowledge Nature),

Starter gold is determined by rolling 10d100, the gihest possible is 1000 gold, the lowest is 10 gold


there you go
 
To use two large weapons you need the feat monkey grip, improved monkey grip, strength 15, two-weapon fighting, improved two-weapon fighting and then you can swing around two large weapons without a worry, here's the information about Monky Grip I found, along with a way to use monkey grip to get a good attack feat called Great Swing.

Monkey Grip

Prerequisties: Str 15

Benefit: You may wield any two handed melee weapon in your main hand. If you do, any attack or power that you use with that weapon only uses +1/2 your Strength modifier for attack and damage. (This includes additional attacks and damages that powers may deal.) If you are a creature that is of the small category, you may wield versatile weapons with one hand at the same penalty.

Improved Monkey Grip [General]
You can wield larger weapons than creatures of your size, even in your off hand.
Prerequisite: Str 15, Base Attack Bonus: +6, Monkey Grip, Two-Weapon Fighting
Benefit: As with Monkey Grip, but applies to off-hand as well


Benefits: The Penalty for fighting with a larger weapon using Monkey Grip is reduced to 0, and you gain the Reach of a creature one size larger (Table 7-1, MMp314) when attacking with it.
Notes: A Fighter may choose this as a bonus feat.

(Too much? It makes sense, though... a Medium creature would have reach 10' with this.)

Monkey Grip Mastery
Through almost unnatural strength and incredible skill, you can wield weapons far larger than before.
Prerequisites: BaseAttackBonus +16, Str 23, Greater Monkey Grip
Benefits: You may wield a weapon two sizes larger, without altering the effort required, suffering a -4 Penalty to attacks made with it. You also gain the reach of a creature one size larger when making attacks with it.
Notes: A Fighter may choose this as a bonus feat.

(Hope I didn't cause any spit-takes ;)

The requirements are built for any high-strength, high BaseAttackBonus class, such as Fighter, Barbarian or creatures such as ogres. It needs dedication for non-fighters, though...

And as a bonus, an idea for employing that tactic:

Great Swing
You sweep your weapon through a horizontal arc, smashing all in its' path.
Prerequisites: BaseAttackBonus +6, Monkey Grip Mastery and Strength 24
Benefit: As a Full-round action, you make an attack roll against a Cone-shaped area, up to your maximum Reach. Any creature or object even partly within that area must make a Reflex save, DC equal to your attack roll, or be struck by your weapon as if you had attacked them normally.
If your initial attack roll was a critical threat, confirm the critical for each target separately, if they are vulnerable to critical hits.
 
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ok then so i get a frost wand? awsome ! I do want to say i am excited is there anything i forgot that i need?
 
Be sure to put your bonus into your ability score, both your racial bonuses and your bonus for your profession.
 
the ones you gave me well what would they look like im sorry im just a bit confused still this is new to me i havnt played D&D in like 8 years
 
To use two large weapons you need the feat monkey grip, improved monkey grip, strength 15, two-weapon fighting, improved two-weapon fighting and then you can swing around two large weapons without a worry, here's the information about Monky Grip I found, along with a way to use monkey grip to get a good attack feat called Great Swing.

i know monkey grip, it allows you to weild two handed weapons one handed, it actualy has a note saying it cant be used to weild weapons two size catigorys larger (as in a huge sword, which is what im going for) so unless improved and master monkey grip changes that it wont work

could i just give up one of my bonus fighter feats to use huge weapons at a -2 penalty?
 
Correct, but depending on your profession, how you describe it, I can give you monkey grip as a bonus feat, it depends on how the profession you have is described.

Oh and Nicki, here's your bonus in ability scores and skill points and your bonus items, though I had already posted them. Knowledge (all) means that you have bonus is all fields of knowledge.

Wandering Sorcerer (Mercenary): +3 Gather Information, +2 Knowledge (all), +1 Charisma and Bonus Feat: Dodge.

Bonus Item: Wild Weave Staff. (A quarterstaff with +2 enchantment and 1d6 [Random element] damage.)

The Random Element damage means that the elemental damage dealt by this staff is random, determined by me with a dice roll.
 
It's an alphabetic order, Gather information is G, so just go down until you reach the letter G and there will be the Gather Information skill.
 
I don't have appearance or gear yet, but I'll post those soon. Also, I'm not sure if it fits, but I was thinking about having a penalty to wisdom due to the huge emotional trauma/being a little off from having dealt with the demon or whatever it was. 15 just seems too high for him.

Name: Alaster Hayes
Age: 31
Gender: Male
Race: Human
Class: Hexblade
Profession: Former Tailor and currently an enforcer, collecting debts and doing odd jobs for the city watch

Strength: 17
Constitution: 16
Dexterity: 16
Intelligence: 14
Wisdom: 15
Charisma: 17

Background:Oddly cheerful for a hexblade Alastor is well known in the town he lives in however few to no people could tell you his last name, where he lives, or really anything about him. When Alaster still lived in his home town it was different. He had been a pillar of the community, had a family, and been well known by all. However one day while the local lord was riding through town the local lord stopped at Alaster's shop to order a new robe. At the time Alaster had been a tailor. While speaking with Alaster the lord took note of his daughter who was only fifteen. Knowing better than to anger the lord Alaster kept quiet, but when the lord grabbed his daughter's arm his son of only ten charged at the man. The lord's guard knocked him away and Alaster's son hit the ground he cracked his head open and died.

That night Alaster spent all night in the church of his god praying but finding no answer and so near midnight Alaster wandered far from town and called out in the dark for vengeance. A figure appeared before him and offered him a sword and certain victory in exchange for his soul and service. Alaster hastily agreed and returned home and slew the lord and all of his guard. With each person he killed strange arcane symbols came to life on his skin in an eerie dark purple glow. The village grew frightened of Alaster and even his wife did not want him back. Traveling back to the crossroads Alaster threw down the sword and swore he would give no service to the dark man and a voice carried on the wind in response. “I may never have your service, but your soul is already mine. And for breaking my deal those you love will always be cursed to misfortune.” With that the dark man took the power he had given and replaced it with misfortune.

Over time Alaster learned to use that misfortune as a weapon. He is still charming and physically strong. He takes many women to bed even, but he never lets anyone too close for fear of what he could bring them. Now he works bringing misfortune to others. He lends out his services as a debt collector to various merchants in the city where he now lives and has done some odd jobs for the city watch as well.
 
i know monkey grip, it allows you to weild two handed weapons one handed, it actualy has a note saying it cant be used to weild weapons two size catigorys larger (as in a huge sword, which is what im going for) so unless improved and master monkey grip changes that it wont work

could i just give up one of my bonus fighter feats to use huge weapons at a -2 penalty?

If you don't mind starting at level one, I suggest you try playing a Goliath from Races of Stone they have a +4 str +2con -2dex and most importantly the powerful build trait which allows you to count as one size larger for weapons and effects based on size. So if you use a goliath with monkey grip your a medium creature using a huge weapon.

If you don't have acess to Races of Stone then the half giant in The Expanded Psionics Handbook also gets power build. There Racial stats are less apealing however unless you want to be a psion. +2str +2con -2Dex +1 power point.

I like the twins, very good and thought out, perfectly acceptable along with some bonuses. ;)

Druid Twin (Cartographer): As there was no details about your profession I can only give you a little bonus. +3 Knowledge (Geography & Nature), +3 Survival, +1 Wisdom and Bonus Feat: Alertness.

Bonus Item: (Heavy Wood) Shield of Dawn (+3 AC, +2 Spot, +2 Listen and +2 Search.)

Ranger Twin (Wilderness Guide): As there was no details about your profession I can only give you a little bonus. +3 Knowledge: Nature, +3 Survival, +1 Dexterity and Bonus Feat: Point Blank Shoot.

Bonus Item: Cloak of the Wild (+3 Handle Animal, +3 Hide, +3 Move Silently and +2 AC)

But I'd like to know why you are on the nobleman's ship to greenfawn, after you have written down their reason for that I will accept the twins. And also, your ranger gets a companion at level three I believe. ;) :rose:

Just a heads up real quick. I believe I am in a later time zone, and also I get up early and have to work on weekdays. So after seeing all these people join before I got up, I just feel I should warn every one I'll be posting late in the day.

I didn't give the Ranger a companion because we started at level 2, unless I misread. Also the Ranger won't get a companion until level 4.

As for why they are the ship, that is because I forgot we are starting on a ship. :cattail: The back story for traveling with the ships is simple enough though, Greenfawn is the most recent place the twins were told there mother went.

The lack of job details is mostly because they've only had there respective jobs for few months, so truth be told large bonuses from work experience really don't make since. If you want to give them bonuses they should come from growing up in a tribe of nomads, but that's just what I think.
 
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Erlind, give some background on why he's taking the ship Charles has prepared to travel to Greenfawn, need to know the reason why he wants to join the voyage. Otherwise, great character, here's your bonuses.

Tailor: +4 craft (Tanning & Tailoring), +2 Knowledge (Nobility, Local & Common), +2 Appraise, +2 Bluff, +2 Forgery, -1 Wisdom and +1 Charisma.

Enforcer: +2 Gather Information, +2 Intimidate, -2 Sense Motive, -2 Diplomacy, +1 Strength and Bonus Feat: Quick Draw.

Bonus Item: Hex Blade of Misfortune (+2 Enchantment, -2 Saving Rolls, 1d10 Fire Damage, 1d10 Acid damage, -2 Tumble, -2 Initiative and On hit Cast: Chaos Effect, Chaos Effect is a designed enchantment of mine, an offensive version of Chaos Shield, that gives a different magic effect for every hit, you roll 1d20, to determine the location or target of the random effect, and then 1d100, the last roll is for what effect it will be, from a table I've thought up.)
 
Ah, didn't realize we had settled on an adventure for some reason. Why he's going is simple. He likes to move on from time to time just to keep from making any strong ties. He saw it as an escape to a new land, perhaps a new start, but likely just another place to go.
 
image.jpg


Ignore the pointy ear and its a great battle picture. Not a great picture for overall appearance though I know. Six foot tall and 210 lbs. Well muscled and usually a smile on his face unless you start digging into his past too much or during battle.
 
ok just looked up gather information its a charisma skill so all togeather i get +3 charisma and +2 to wisdom and inteligence
 
Depends, if yo uhave 18 in charisma it is +4 but if you decided to pick night elves the highest, original score without any bonuses, would be 16.

And Cats, I understand perfectly, just make sure to keep yourself updated and things will go perfectly fine. ;)
 
no im just gonna stick with no bonus i took yoru advise and edited my statsa on page one
 
Anybody mind me running two characters if the earliest I can normally get on is 3pm Pacific time? I didn't expect so many players from earlier timezones, and I'd rather not hold up two or more people each day. Besides the party currently has 5 people and looks like it may have 7 tomorrow.
 
Correct, but depending on your profession, how you describe it, I can give you monkey grip as a bonus feat, it depends on how the profession you have is described.

yeah, but monkey grip isnt of much use unless i can weild weapons larger than my size allows, a medium creature can swing a medium weapon one handed, a large weapon two handed, but cant swing a huge weapon at all, monkey grip doesnt change that

If you don't mind starting at level one, I suggest you try playing a Goliath from Races of Stone they have a +4 str +2con -2dex and most importantly the powerful build trait which allows you to count as one size larger for weapons and effects based on size. So if you use a goliath with monkey grip your a medium creature using a huge weapon.

If you don't have acess to Races of Stone then the half giant in The Expanded Psionics Handbook also gets power build. There Racial stats are less apealing however unless you want to be a psion. +2str +2con -2Dex +1 power point.

i dont mind starting at level one, i was going to play a tifeling after all, but neither of those races fit the picture i have, and i realy like playing tifelings. maybe if i gave up the darkness power (tifeling racial power that isnt of much use anyway) i could replace it with powerful build, though i cant deny that it is allot better than darkness
 
I would dare say go with your idea instead of the game mechanics...you'll always enjoy it more that way. :)
 
Well looks like were missing the token sex thang in skimpy attire. Let's see what I can do. Any suggestions?
 
Well looks like were missing the token sex thang in skimpy attire. Let's see what I can do. Any suggestions?

i voulenter to go find pictures of DnD type skimpily dressed ladies

oh and i dont think we have much in the way of rouges
 
You have my permission Kitten.

As for rogues, if we want to go that route I can pull out my Halfling Rogue, Mabsweet Crumbuckle. The poor girl never got a real chance to shine in a short lived thread so long ago.
 
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