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About This Game

The Realm Folded Tavern sits, as the name suggests, in a wrinkle in the Universe. Between planes, of the planes but not part of the planes. From here the Barkeep runs a tidy house where adventurers of all shapes, sizes, skills, and experience can rest, socialise, and (most importantly) find work.

Game System

D&D 3.5e

Advertising

12/31/2024

Detailed Description

The doors of the Realm Folded Tavern are always open to those adventurers who seek it out!


The RFT is a D&D 3.5E community where participants take part in, and hopefully also run their own, missions and adventures of all lengths and concepts. It is not an 'anything goes' game, but we are pretty liberal in our character building limitations. There is no PVP in the Tavern itself, and it is frowned upon in missions; but if you want to test your skills we have an Arena too.

 

The OGMW RFT ran for over 8 years, with hundreds of players and characters over its life, and we have now moved everything to the new RFT here on the new MW site.

 

Read the character guidelines, submit something for approval, maybe even offer to run a mission or two.
 

Fun and adventure awaits you at the Realm Folded Tavern!

  1. What's new in this game
  2. Winter Nymph HD:d6 Level BAB Fort Ref Will Feature 1 +0 +0 +0 +2 Nature's Child, Cha+1 2 +1 +0 +0 +3 Fey Body, Wild Empathy, Dex+1 3 +1 +1 +1 +3 Unearthly Grace, Cha+1 4 +2 +1 +1 +4 Stunning Glance, Dex+1 5 +2 +1 +1 +4 Unnatural Beauty, Cha+1 6 +3 +2 +2 +5 Dimension Door, Dex +1 7 +3 +2 +2 +5 Blinding Beauty, Cha +1 Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim. Proficiencies: Nymph is proficient with club, dagger, dart, quarterstaff, sickle, short spear, and sling. Features: Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's a fey with a base speed of 30 feet and a swim speed of 20. The nymph casts spells like a druid of the same Nymph level. Suppose she multiclass's as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multi-classed with the druid, the Nymph can use Cha instead of Wis for casting. Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7. Fey Body: At the second level, the Nymph gains DR/cold iron equal to half her HD. Wild Empathy: At level 2 Nymph gains Wild Empathy as a druid, with a +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get a +6 bonus). Unearthly Grace: At the third level, a Nymph adds her Charisma modifier as a bonus on all her saving throws. Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day. Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier. Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has. Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect the same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day. Sheet: Name: Winter or Icicle Classes: Nymph 3//Sorcerer 3 Winter now has to cast a spell to overcome the magical resistance, this gives her 3 magical sling bullets. OoC - Actions Standard: Move:
  3. HD:d8 Level BAB Fort Ref Will Feature 1 +0 +0 +2 +2 Lillend body, Muse. 2 +1 +0 +3 +3 Artistic Soul 3 +2 +1 +3 +3 Constrict, Improved grab, +1 Str 4 +3 +1 +4 +4 Understanding , +1 Cha 5 +3 +1 +4 +4 Trickster, +1 Str 6 +4 +2 +5 +5 Wings, +1 Cha 7 +5 +2 +5 +5 Growth, +1 Str Skills:6+int modifier per level, quadruple at first level. Class skills are Appraise, Concentration , Climb, Diplomacy , Knowledge (arcana) , Listen , Perform (any ) , Sense Motive , Spellcraft , Spot , Survival, swim Proficiencies: proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip Features: Lillend body: At 1st level the lillend loses all other racial bonus and gains outsider traits(basically darkvision 60 foot). It is a medium sized outsider with base speed 20 with a snake tail instead of legs and a natural tail slap attack dealing 1d6+1/2 str damage. When full attacking, the lillend can use her tail slap as a secondary attack with -5 penalty without taking penalty on it's other attacks. In addition, she gains a bonus to natural armor equal to her Cha modifier. Muse:the lillend gains a bonus on saves against poison equal to her HD and fire resistance equal to half her HD. In addition, she gains a racial bonus on survival checks equal to half her HD. The lillend also gains the chaotic and good subtypes and her natural weapons and wielded weapons count as chaotic and good for purposes of bypassing DR. Artistic soul:A lillend casts spells and can use bardic music as a bard of the same level-1. Only lillend levels count for this ability, but they stack with any other class or prc that gives bard spellcasting and/or bardic music. Ability increase: the lillend gains +1 Cha at levels 4 and 6 and +1 Str at levels 3, 5, 7 Constrict (Ex):A lillend deals 1d10+str points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword. Improved Grab (Ex):To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Understanding:The lillend can now use speak with animals and speak with plants as SLAs 1/day for each 4HD it has. Trickster:The lillend can now use knock and illusionary terrain as SLAs 1/day for each 2 HD it has. Saves are 10+1/2HD+Cha modifier.] Wings: The lillend grows feathery wings of bright colors which allow her to fly at a speed of 10 foot per HD, average maneuverability. Growth: the lillend grows one size category.
  4. Melodie & Trouble Melodie & Trouble Female CG Lilend Gestalt, [B]Level[/B] 4, [B]Init[/B] 3, [B]HP[/B] 30/36, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]Fort[/B] 4, [B]Ref[/B] 7, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 3 [B]Grab, 1d10+Str Tail Slap [/B] +2 (1d8+1, x2) [B]Masterworked Longbow, Composite, +3 [/B] +7 (1d8+3, x3) [B]Masterworked Greatsword [/B] +7 (2d6+4, 19-20x2) (+3 Dex, +5 Natural) [B]Abilities[/B] Str 16, Dex 16, Con 12, Int 16, Wis 12, Cha 21 [B]Condition[/B] None Familiar - Albino Raven - Trouble Tiny Animal Hit Dice: 1/2 of Masters = 13 Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 16 (+2 size, +2 Dex, +2 Nat), touch 14, flat-footed 14 Base Attack/Grapple: +0/–13 Attack: Claws +4 melee (1d2–5) Full Attack: Claws +4 melee (1d2–5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Low-light vision, Speaks Celestial Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6 Skills: Listen +3, Spot +5 Feats: Weapon Finesse Familiar Benefits: Alertness, improved evasion, share spells, empathic link, Deliver touch spells Lillend HD:d8 Level BAB Fort Ref Will Feature 1 +0 +0 +2 +2 Lillend body, Muse. 2 +1 +0 +3 +3 Artistic Soul 3 +2 +1 +3 +3 Constrict, Improved grab, +1 Str 4 +3 +1 +4 +4 Understanding , +1 Cha 5 +3 +1 +4 +4 Trickster, +1 Str 6 +4 +2 +5 +5 Wings, +1 Cha 7 +5 +2 +5 +5 Growth, +1 Str Skills:6+int modifier per level, quadruple at first level. Class skills are Appraise, Concentration , Climb, Diplomacy , Knowledge (arcana) , Listen , Perform (any ) , Sense Motive , Spellcraft , Spot , Survival, swim Proficiencies: proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip Features: Lillend body: At 1st level the lillend loses all other racial bonus and gains outsider traits(basically darkvision 60 foot). It is a medium sized outsider with base speed 20 with a snake tail instead of legs and a natural tail slap attack dealing 1d6+1/2 str damage. When full attacking, the lillend can use her tail slap as a secondary attack with -5 penalty without taking penalty on it's other attacks. In addition, she gains a bonus to natural armor equal to her Cha modifier. Muse:the lillend gains a bonus on saves against poison equal to her HD and fire resistance equal to half her HD. In addition, she gains a racial bonus on survival checks equal to half her HD. The lillend also gains the chaotic and good subtypes and her natural weapons and wielded weapons count as chaotic and good for purposes of bypassing DR. Artistic soul:A lillend casts spells and can use bardic music as a bard of the same level-1. Only lillend levels count for this ability, but they stack with any other class or prc that gives bard spellcasting and/or bardic music. Ability increase: the lillend gains +1 Cha at levels 4 and 6 and +1 Str at levels 3, 5, 7 Constrict (Ex):A lillend deals 1d10+str points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword. Improved Grab (Ex):To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Understanding:The lillend can now use speak with animals and speak with plants as SLAs 1/day for each 4HD it has. Trickster:The lillend can now use knock and illusionary terrain as SLAs 1/day for each 2 HD it has. Saves are 10+1/2HD+Cha modifier.] Wings: The lillend grows feathery wings of bright colors which allow her to fly at a speed of 10 foot per HD, average maneuverability. Growth: the lillend grows one size category. Melodie slithered away too, she had to smile at Giffen's comments but it seemed a true statement of Narvolg. He did not seem to be all that bright, the party might not know how tough it was to come here and bring a bunch of non-humans to live in a human town but, as a measure of your intellect, you should at least try to integrate yourselves to fit in. OoC -
  5. Alright! Enemies have acted and it is the party's turn again! I'll try to keep track of rounds better going forward, though it might require stricter adherence to initiative.
  6. Joren manages to injure the next creature in line, but not nearly as much as he'd hoped. Winter's magical bullet flies over her target's head, missing entirely and smacking into a wall somewhere in that corner of the room. The two beasts continue to engage in melee with the nearest targets. Bite vs Ryzia Damage Acid Bite vs Joren Damage Acid
  7. Sheet: Name: Nemyl Mynt Race: Aasimar (lesser) Classes: Cleric 8// Spirit Shaman 8 Nemyl fires her crossbow at the ensnared target. Action:
  8. Winter Nymph HD:d6 Level BAB Fort Ref Will Feature 1 +0 +0 +0 +2 Nature's Child, Cha+1 2 +1 +0 +0 +3 Fey Body, Wild Empathy, Dex+1 3 +1 +1 +1 +3 Unearthly Grace, Cha+1 4 +2 +1 +1 +4 Stunning Glance, Dex+1 5 +2 +1 +1 +4 Unnatural Beauty, Cha+1 6 +3 +2 +2 +5 Dimension Door, Dex +1 7 +3 +2 +2 +5 Blinding Beauty, Cha +1 Skills:6+Int modifier per level, quadruple at first level. Class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Listen, Move Silently, Spot, Swim. Proficiencies: Nymph is proficient with club, dagger, dart, quarterstaff, sickle, short spear, and sling. Features: Nature Child: The Nymph loses all other racial bonuses and gains fey traits (basically Low-light vision). She's a fey with a base speed of 30 feet and a swim speed of 20. The nymph casts spells like a druid of the same Nymph level. Suppose she multiclass's as a druid Nymph levels and druid levels stack for determining her spellcasting ability. She can choose to use her Charisma as a primary stat for her spellcasting, and if she multi-classed with the druid, the Nymph can use Cha instead of Wis for casting. Ability increase: Nymph gains Cha + 1 at levels 1, 3, 5 and 7, and Dex +1 at levels 2, 4, 6 and 7. Fey Body: At the second level, the Nymph gains DR/cold iron equal to half her HD. Wild Empathy: At level 2 Nymph gains Wild Empathy as a druid, with a +6 bonus on check. If you have Wild Empathy from some other source your Nymph levels stack with that class for Wild Empathy (you still get a +6 bonus). Unearthly Grace: At the third level, a Nymph adds her Charisma modifier as a bonus on all her saving throws. Stunning Glance: As a standard action, a Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a Fortitude save with DC equal to 10+1/2HD+Cha modifier or be stunned for 2d4 rounds. Nymph can use this ability Hd x Cha modifier times per day. Unnatural Beauty: The Nymph gains a deflection bonus to AC equal to her Cha modifier. Dimension Door: Dimension Door 1/day as a SLA for each 2HD she has. Blinding Beauty: This ability affects all creatures within 10 feet per 2 HD of a nymph. Those who look directly at a nymph must succeed on a Fortitude save with a DC equal to 10+1/2HD+Cha or be blinded permanently as though by the Blindness spell. A Nymph can suppress or resume this ability as a free action, but it can't affect the same target more than once in a single day. This ability can be active for HD+Cha mod rounds per day. Sheet: Name: Winter or Icicle Classes: Nymph 3//Sorcerer 3 Winter tries her last magical bullet, she will have to re-cast the spell before her next shot. OoC - Actions Standard: Move:
  9. To be fair. 50' of hemp rope is around 10lbs. A sledge is listed as 10lbs. An example is the 50' 1" thick rope. Item Weight 11.88 pounds
  10. By my understanding, HydroGuy has been gone for awhile now. Their last recorded activity was April 6.
  11. Temple of Tokan Dor The gathered crowds go silent at Griffen's latest jab, and the rest of you can see Narlvog's nostrils flaring in annoyance. "You...!" he calls at Griffen's receding back, "What do you know of anything? You've never had to lead a group of 'monsters' in a human city! You don't know how it is! Come back here, you little...!" He seems pretty unsure what to do here. He really wants to smash the little person for the insult, and his reputation seems to have been wounded a bit; but the honorableness of smashing an unwilling little person with law-enforcement credentials in broad daylight is... dubious at best. So, he just kind of seethes impotently as you walk away. ((Heading back to Telamon Manor now?))
  12. Barbarian, Bard and Battle Dancer also get Listen, but not Spot. It bothers me immensely. At least, for the Bard, I can follow the logic ("music, therefore Listen"), but it still doesn't seem like the right design choice in any situation. Merging Listen and Spot into a single Perception skill was one of the better ideas Pathfinder came up with, in my opinion.
  13. Pippendor Burrfoot Statblock [URL=/sheets/?id=2834800][B][SIZE=+1]Pippendor Burrfoot[/SIZE][/B][/URL] Male Neutral Good Kender Scout 3/Rogue 3, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 27/27, [B]Speed[/B] 30 [B]AC[/B] 20, [B]Touch[/B] 16, [B]Flat-footed[/B] 16, [B]Fort[/B] 6, [B]Ref[/B] 8, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 2 [B] MW Composite Shortbow [/B] +8 (1d4, x3) [B] MW Short Sword [/B] +4 (1d4, 19-20x2) [B] Throwing Axe [/B] +7 (1d4, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Size, +1 Misc) [B]Abilities[/B] Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10 [B]Condition[/B] None [B]Languages[/B]Common, Kenderspeak, Elven, Goblin, and Draconic Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Neutral Good Kender Scout 3/Rogue 3, Level 3, Init 7, HP 27/27, Speed 30 AC 20, Touch 16, Flat-footed 16, Fort 6, Ref 8, Will 5, Base Attack Bonus 2 MW Composite Shortbow +8 (1d4, x3) MW Short Sword +4 (1d4, 19-20x2) Throwing Axe +7 (1d4, x2) Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Size, +1 Misc) Abilities Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 10 Condition None LanguagesCommon, Kenderspeak, Elven, Goblin, and Draconic Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Skills Skill Name Modifier Appraise 2 Balance 4 Bluff 5 Climb 0 Concentration -4 Craft 0 Decipher Script 4 Diplomacy 3 Disable Device 7 Disguise 0 Escape Artist 4 Forgery 2 Gather Information 1 Handle Animal 0 Heal 1 Hide 13 Intimidate 0 Jump 0 Knowledge(Dungeoneering) 5 Knowledge(Geography) 5 Knowledge(Nature) 4 Knowledge(Local) 4 Knowledge Listen 7 Move Silently 8 Open Lock 10 Perform 0 Profession(Cook) 4 Ride 6 Search 5 Sense Motive 4 Sleight of Hand 6 Spellcraft 2 Spot 9 Survival 5 Swim 0 Tumble 6 Use Magic Device 2 Use Rope 2 Spells Feats and Abilities Feats: Alertness(lvl1)Quick Reconnoiter(lvl3) Racial Abilities: +2 Dexterity, -2 Strength, -2 Wisdom; +1 AC, +1 Attack, +4 to hide due to small size; speed 20 ft; +1 on all saves; +2 Spot; +2 Open Lock and Sleight of Hand; Lack of Focus -4 concentration; Taunt +4 bluff; Fearlessness immune to fear magical or otherwise. Scout Abilities: Skirmish +1d6 +1 AC, Battle Fortitude +1, Trapfinding, Uncanny Dodge, Fast Movement +10 ft, Trackless Step Rogue Abilities: Sneak Attack +2d6, Trapfinding, Trap Sense +1, Evasion Equipment Equipment: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Composite Shortbow w/20 Arrows(375GP) Players Handbook MW Shortsword (310GP) Players Handbook 2x Throwing Axes (16GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook MW Thieves Tools (1000 GP) Players Handbook Explorers Outfit (10GP) Players Handbook Warpony (100GP) Players Handbook Bit & Bridle (2GP) Players Handbook Military Saddle (20GP) Players Handbook Saddlebag (4GP) Players Handbook Feed x7(3SP5CP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Funds Left over 227 GP, 1 SP, and 8 CP Waking the next morning he helps clear out the camp and was the last to leave as he takes a shovel and buries the last embers of their fire so that there was no danger of a forest fire. He then spent much of the day a ways out from the rest of the party scouting and searching for any wild herbs, berries, vegetables or game that would add to their food supply. It's not like he was made of money and Zef could obviously put awaya good deal of food. When they made camp that night they could see the village was close now and would probably reach it the nwxt morning. He helps set up camp and cooks dinner once again. After another nights rest he follows the same pattern and is the last to leave after making sure there were no signs of tbeir camp being there and no chance of their fire to cause any harm to the forest. In time they reached the village that they were meant to help protect it seemed. As he looks around at their welcoming committee he realized that they would probably have their work cut out for them. Though he fidgets a bit as the leader spoke to them he tried to pay attention, at least as much attention as any kender could muster. "Barrow king sounds interesting, what exactly is a barrow?" As his mind raced through many permutations as to what a barrow may be, he at least figured it was not some type of barrel because that would not be much of a king. His mind suddenly seemed to go back over some of what was said before. "Food you say, you would not happen to have fried potatoes would you? The Inn of the Last Home, back where I am from had the best ones, a recipe of Otik himself I heard, though Tika may have tweaked the recipe. My uncle Tas raved about the place so I finally had to go there. He was a hero of the Lance you know..." he continued to ramble on for a moment though he eventually sputtered out as he realized what he was doing and that the others had really stopped listening to him anyway. He shakes his head sadly, it seemed no one but him cared about stories about his uncle Tas. He trudged silently behind the others into the inn his eyes darting from place to place, occasionally picking something up and just before he places it in his bag he realizes that he should not do that, it was second nature for his people and yet he wanted to be a hero like his uncle, so he needed to be different, better than other kender. To distract himself he once again ponders what a barrow king may be and if he heard anything about such in his travels.
  14. Adamantine isn't priced by weight, though (unlike darkwood). There are a lot of ways in which D&D's 'real world' measures don't seem realistic (e.g., why does a rope weigh as much as a sledgehammer?), so trying to make it all real-world consistent is a fool's errand.
  15. I’m ok with Deadly Agility. It costs you a feat to use fewer stats, which is what Serenity does.
  16. Griffen Lightstep Statblock [URL=/sheets/?id=2875277][B][SIZE=+1]Griffen Lightstep [/SIZE][/B][/URL] Male Neutral Good Ghostwise Halfling Scout 3/Rogue 3, [B]Level[/B] 3, [B]Init[/B] 7, [B]HP[/B] 27/27, [B]Speed[/B] 30 [B]AC[/B] 19, [B]Touch[/B] 15, [B]Flat-footed[/B] 15, [B]Fort[/B] 4, [B]Ref[/B] 8, [B]Will[/B] 4, [B]Base Attack Bonus[/B] 2 [B] MW Composite Shortbow [/B] +8 (1d4, x3) [B] MW Short Sword [/B] +4 (1d4, 19-20x2) [B] Throwing Axe [/B] +8 (1d4, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Size) [B]Abilities[/B] Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 10 [B]Condition[/B] None [B]Languages[/B]Common, Halfling, Elven, Goblin, and Draconic Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Male Neutral Good Ghostwise Halfling Scout 3/Rogue 3, Level 3, Init 7, HP 27/27, Speed 30 AC 19, Touch 15, Flat-footed 15, Fort 4, Ref 8, Will 4, Base Attack Bonus 2 MW Composite Shortbow +8 (1d4, x3) MW Short Sword +4 (1d4, 19-20x2) Throwing Axe +8 (1d4, x2) Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Size) Abilities Str 10, Dex 18, Con 12, Int 14, Wis 14, Cha 10 Condition None Languages Common, Halfling, Elven, Goblin, and Draconic Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage. Feats and Abilities Feats: Alertness(lvl1)Quick Reconnoiter(lvl3) Racial Abilities: +2 Dexterity, -2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on , and a +4 size bonus on checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on , , , and checks. Speak without Sound (Su): A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails. +2 on against : This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on with and slings. Scout Abilities: Skirmish +1d6 +1 AC, Battle Fortitude +1, Trapfinding, Uncanny Dodge, Fast Movement +10 ft, Trackless Step Rogue Abilities: Sneak Attack +2d6, Trapfinding, Trap Sense +1, Evasion Skills Skill Name Modifier Appraise 2 Balance 4 Bluff 5 Climb 0 Concentration 0 Craft 0 Decipher Script 4 Diplomacy 3 Disable Device 7 Disguise 0 Escape Artist 4 Forgery 2 Gather Information 5 Handle Animal 0 Heal 2 Hide 11 Intimidate 0 Jump 0 Knowledge(Dungeoneering) 5 Knowledge (Geography) 5 Knowledge (Nature) 4 Knowledge (Local) 4 Knowledge (History) Listen 7 Move Silently 8 Open Lock 10 Perform 0 Profession 5 Ride 6 Search 6 Sense Motive 5 Sleight of Hand 6 Spellcraft 2 Spot 9 Survival 5 Swim 0 Tumble 6 Use Magic Device 2 Use Rope 5 Speak Language(Draconic) 1 Equipment Equipment: Mithril Chainshirt (1100GP) Dungeon Masters Guide MW Composite Shortbow w/20 Arrows(375GP) Players Handbook MW Shortsword (310GP) Players Handbook 2x Throwing Axes (16GP) Players Handbook Healing Belt (750GP) Magic Item Compendium Pg 110 Backpack (2GP) Players Handbook Bedroll (1SP) Players Handbook Blanket, Winter (5SP) Players Handbook Fishhook (1SP) Players Handbook Flint & Steel (1GP) Players Handbook Small Steel Mirror (10GP) Players Handbook Iron Pot (5SP) Players Handbook Belt Pouch (1GP) Players Handbook 5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook Silk Rope 50 Ft (10GP) Players Handbook Sewing Needle (5SP) Players Handbook Shovel (2GP) Players Handbook Soap (5SP) Players Handbook Tent (10GP) Players Handbook Waterskin (1GP) Players Handbook Whetstone (2CP) Players Handbook Sunrod x2 (4GP) Players Handbook MW Thieves Tools (100GP) Players Handbook Explorers Outfit (10GP) Players Handbook Warpony (100GP) Players Handbook Bit & Bridle (2GP) Players Handbook Military Saddle (20GP) Players Handbook Saddlebag (4GP) Players Handbook Feed x7(3SP5CP) Players Handbook Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31 Wheat Flour (3 GP) Arms and Equipment Guide Pg 31 Olive Oil (5GP) Arms and Equipment Guide Pg 31 Honey (1SP) Arms and Equipment Guide Pg 31 Funds Left over 130 GP, 1 SP, and 8 CP Griffen shakes his head as he listens to Narlvog as he thinks to himself "I see, he is a religious nut" he was not much one for religion and leaning on the crutch of the divine to help pull him from the fire. He also understood that you never get anywhere if you do not play the game, you can scream all day long that you will not play the game and make your own way but it will get you no where. "You can be around to stay all you want, but you will never be in charge or even have a seat at the table if you don't understand you have to play the game. It seems the lady understood something that you never will. If you play their game, you at least get a seat at the table. Then just maybe you get the opportunity to begin to shape how the game is played. It's a real shame she died before she could teach you lot that lesson." he turns to the rest of the party "I think we are done here, he obviously is too stupid to actually know what happened to the lady, and we might as well go to someone a bit brighter." He turns around and begins to walk away as if Narlvog was beneath any real concern of his.
  17. Weird Cave Jarren & Cufwell After Grugurg's full frontal assault, Jarren and Cufwell get back up and bring their best against the war hulk. Jarren slips past Grugurg and gets in a good double-stab where Grugurg isn't ready for it. As Tanu rushes across the battlefield to distract Grugurg, Cufwell teleports into place and slashes away at the big war hulk with his axes. Never have they slashed with such conviction and precision, carving into Grugurg cleanly and brutally. Grugurg's Grugurg simply isn't quick enough to keep up with his two attackers, and he soon stumbles to his knees. But, he has one last trick up his sleeve before he collapses entirely. He seems to steel himself, and with a great war cry, he lashes out one more time with his maul, flailing it all around himself. ((He's obviously dead, but he gets to make one more Massive Swing as his Death Throes, this time targeting Cufwell, Jarren and Tanu; and using Power Attack for -10/+20. But, he can't use his Knockback feat this time.)) Greathammer (atk; dmg) He hits all three of you, but the momentum of his swing imbalances him, and he lands flat on his face in the earth. His greathammer flies out of his hands and slams into the ground at Terry's feet. Grugurg is unmoving, face down on the ground. Initiative and Status 27 - Jarren 26 - Cufwell & Tanu 25 - Grugurg (-209/249 hp) 18 - Terry 17 - Demiplane (Tree 48/400 hp) 16 - Experts (48/48 hp) 10 - Naomi 6 - Warriors (66/96 hp (18 nonlethal), 96/96 hp) 3 - Oswald & Constructs To Post: Oswald, Terry ( , ) Special Actions: --
  18. In regards to special material, I do think that should potentially be an issue. Sure, Adamantine is +3000 Gp on a standard small/medium weapon weighing 1lb to 12lbs. But then you have huge adamantine greataxe that weighs 180lbs Adamantine heavy armor is +15,000 Gp Medium Sized Full Plate is 50lbs. So you can imagine that an adamantine greataxe is obviously more material to craft. So. Deadly Agility needs to be added to the approved feat list? Deadly Agility (Combat)Path of War, © 2014, Dreamscarred Press. You have learned how to use your agility to greater purpose in battle. Prerequisite(s): Weapon Finesse Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.
  19. Austin Austin casts entangle on the two guards. The vines and remaining weeds in the area grow around the two. Rounds remaining Cast: Entangle on the two guards. DC: 15 Reflex Partial ((OoC: remember it is an illusion/Image spell not invisibility itself. We will be able to remain invisible for: 1 remaining round.)) Stat Block [URL=/sheets/?id=1572624][B][SIZE=+1]Austin[/SIZE][/B][/URL] F NE Dark Gnome (Extraplanar) Shadowmage, [B]Level[/B] 9, [B]Init[/B] 4, [B]HP[/B] 77/77, [B]Speed[/B] 30 [B]AC[/B] 24, [B]Touch[/B] 16, [B]Flat-footed[/B] 24, [B]Fort[/B] 8, [B]Ref[/B] 5, [B]Will[/B] 12, [B]Base Attack Bonus[/B] 6.5 [B] MW Light Crossbow (Bolts x20) [/B] 8 (1d6, 19-20/x2) [B] MW Cold Iron Dagger [/B] 6 (1d3-2, 19-20/x2) [B] Talon [/B] (1d8+4, x2) [B] Bracers of Armor +2 (Wilding Clasp)[/B] (+4 Armor, +1 Size, +4 Natural, +5 Misc) [B]Abilities[/B] Str 6, Dex 11, Con 13, Int 21, Wis 18, Cha 10 [B]Condition[/B] Mage Armor: +4 Armor (9hrs) Barkskin: +4 Natural Armor (9hrs extended) Cloak of Shadow (20% miss chance from concealment) Illusion DCs: +2 Transmutation DC: -1 Resist Cold: 10 Darkvision/Sup. Low-light Vision 60' HIPS (Ex) F NE Dark Gnome (Extraplanar) Shadowmage, Level 9, Init 4, HP 77/77, Speed 30 AC 24, Touch 16, Flat-footed 24, Fort 8, Ref 5, Will 12, Base Attack Bonus 6.5 MW Light Crossbow (Bolts x20) 8 (1d6, 19-20/x2) MW Cold Iron Dagger 6 (1d3-2, 19-20/x2) Talon (1d8+4, x2) Bracers of Armor +2 (Wilding Clasp) (+4 Armor, +1 Size, +4 Natural, +5 Misc) Abilities Str 6, Dex 11, Con 13, Int 21, Wis 18, Cha 10 Condition Mage Armor: +4 Armor (9hrs) Barkskin: +4 Natural Armor (9hrs extended) Cloak of Shadow (20% miss chance from concealment) Illusion DCs: +2 Transmutation DC: -1 Resist Cold: 10 Darkvision/Sup. Low-light Vision 60' HIPS (Ex)
  20. A&EG uses 3.0e sizing rules for weapons, which are more complicated than 3.5e rules (e.g., a weapon's size category doesn't necessarily correlate with the size category of its wielder). However, 3.5e does lack a size/price formula, so we've decided to apply the "" rules to weapons and shields (as explained in the "" rulings thread). Basically, price doubles for each size category above Large. Only the base price of the weapon is adjusted for size: add-on prices --- e.g., the price for masterwork quality, a special material or the Str rating for a composite bow, etc. --- are not adjusted for size. However, , Monkey Grip doesn't stack with Powerful Build (the wording is, "one size category larger than you are", not "one size category larger than you could normally wield"). So it won't get you a Huge weapon for a goliath.
  21. If looking for ideas, please go look at my character . He just turned level 5 and is capable of using most enemies as batting practice. Key feats to note: Knock Down and Knock Back.
  22. As I explained in your application, my suggestion about the Greater Drow Nobility feat was specific to your build, which I felt was likely to impact game enjoyment for other players (your character seemed incentivized to spam deeper darkness in all encounters, meaning that everyone else would have to play the bulk of the game blind). I also felt that it was likely to impact your enjoyment, because negative feedback from other players is likely to make you regret investing all your feats into spamming deeper darkness. But now I think the simpler solution is to just put the Greater version on the "not approved" list. On further reflection, I'm actually fairly friendly towards the idea of a general Dex-to-melee-damage feat, specifically for this reason. I don't like that only Shadow Hand swordsages can access it currently. When Nez made his breakaway game, he made it a standard rule that all weapons add the same modifier to damage as they added to attack rolls, and I don't think it was particularly problematic. Perhaps we should add advice for mission DMs that monsters and NPCs should have more hit points that usual (which is probably appropriate advice for RFT, anyway). So I actually think Deadly Agility is a pretty good feat. It may make Dex into something of a "super stat", but it's still far easier to optimize Str for damage, so I think we should be alright approving it, in spite of the source restrictions. Do the other mods have opinions on this? , ,
  23. There are little weirdnesses all over. You should have a decent Wisdom though, so it won’t be AWFUL, just average.
  24.  
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