Jump to content

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



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 original RFT has been running for 8 years now, with hundreds of players and characters over its life, and we have now moved all new missions 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. Soulknife has always been a little underwhelming to me (mechanically at least, flavor is interesting enough), and even with our house-rules here it's hard to compete with unlimited availability of any custom magic weapons you are willing to pay for... I often consider it as a secondary class but ultimately find something I like better.   It does, however, round out your saves, and with proper weapon selection could make use of Wisdom via Intuitive attack. It also opens up the Soulbow PrC for a solid Wisdom based ranged attack.   Depending on alignment, warlock could be interesting as well. It can function fine with negative Charisma, has some decent utility options, and can be melee via Eldritch Claws/Glaive. Claws should also work in animal form if needed.   Honestly, if your goal is to get into melee and mix it up with your pet at your side, I would focus on classes that give you full BAB. You're going to have less room to pump Strength. You're going to want to land as many hits as you can, and going Finesse and/or TWF eats feats.
  3. Not hearing any more action he moves forward with his bow still at the ready. Seeing the creatures, he removes his arrow from the one and inspects it to see if he will need to repair it or replace. He gives the creatures a dirty look. "Changlings I see, well this should be interesting." he then inspects the bodies to see if they had anything useful to help them in their tasks. He then calls out to the sheriff "All clear, you can come over if you want."
  4. Hm, maybe Soulblade would work better since it could go around pesky Druid Weapon/Armor limitations. Anyone has Opinon/Experience, how would Druid 3/ Souldblade 3 work together? Use Druid for controlling the battlefield and use Soulblade to take advantage of that control. Or do you think Druid 3/ Barbarian 3 might be a better fit?
  5. Afaik Open Office I think (more or less) became Libre Office (forked). Libre is still updated but I _think_ Open Office is not. I find that Libre does a better job going back and forth between its native doc formats and Microsoft's for what its worth.
  6.        Malus| AC 15 | Ini: 4 | BAB +3 | Hit Points: 42/42 | Size: Medium | Speed: 40 ft | Touch: +13| Fort: +5 | Ref: +6 | Will: +5 | FF: +12   Malus smiles "Well patience was not one of the things I excelled at, but this seems like a decent deal. Before I let you get back to your business do you know some place where I could do my evening practice? I planned to do it at home at the monastery but...obviously, plans changed. I don't need anything special just large enough space, it can even be outdoors."   Tools of the Trade Unarmed:   Unarmed: 1d20+7, 1d8+4, (x2) Unarmed (Using Shadow Hand): 1d20+8, 1d8+5 (x2) Actions/OOC Free: Swift: Move: Standard: Immediate: Stances: [X]=Non-Active, [O]= Active Island of Blades [O] Stance of Clarity [X] Maneuvers: [X]=Non-Active, [O]= Active Clinging Shadow Strike [O] Burning Blade [O] Sapphire Nightmare Blade [O] Mighty Throw [O] Stone Bones [X] Sudden Leap [X] Wolf Fang Strike [X] Shadow Jaunt [O]   OOC:        
  7. Thank ye kindly. Never thought to take Factotum at 1st. 70 skill points does sound nice.
  8. Zeff urges his fellows “Hey, help me look around. Maybe they dropped somethin’.”   Zeff will also look around using detect evil. Link to sheet: https://www.myth-weavers.com/sheets/?id=2825737
  9. Williorn Barrett, Abjurer "That's right," Williorn replied to Malus. "Ask around, or wait for a new call for adventurers to appear on the Board. That's what most of us do when we're itching for muddy boots and restless nights." The abjurer then turned to Kethar. "As for my research, it has been of a more... esoteric nature, but is rather pressing for me to find answers to," he answered, a cautious look crossing his expression. "What do you know of demonology? I understand that spirits are not the same as demons, but Orcus is a demon lord of the undead, is he not? Perhaps your studies have some overlap with the subject?" Mechanics & OOC Statblock Williorn Barrett Male LG Human Wizard 3/Master Specialist 4 || Archivist 7, Level 7, Init 1, HP 56/56, Speed 30ft AC 12, Touch 11, Flat-footed 11, Fort 8, Ref 4, Will 7, Base Attack Bonus +3 Light Crossbow (x20 Bolts) +4 (1d8, 19-20/x2) +1 Bracers of Armor (+1 Armor, +1 Dex) Abilities Str 8, Dex 13, Con 14, Int 20, Wis 12, Cha 10 Condition None Wizard Summon Familiar (Raven)A wizard can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizard's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Raven: +3 bonus on Appraise checks Scribe ScrollSCRIBE SCROLL [ITEM CREATION] Prerequisite: Caster level 1st. Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. School Specialization (Abjuration)SCHOOL SPECIALIZATION A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools. A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Spells that do not fall into any of these schools are called universal spells. Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer. Forbidden Schools (Evocation, Necromancy) Archivist Dark Knowledge (Tactics, Puissance)Three times per day, an archivist can draw upon his expansive knowledge. An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth). Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature. The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise. Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3. *New monster described on page 144. Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6. Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it). Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3. (3/3)x/day Lore Mastery (Arcana)Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus. Still Mind (Ex)Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline. Master Specialist Skill Focus (Spellcraft) Expanded SpellbookWhen you reach 2nd level, you can add one wizard spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell of your chosen school to your spellbook at 5th and at 8th level. Greater Spell Focus (Abjuration) Minor School Esoterica (Ex)At 4th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a master specialist. You gain an ability from those below based on your chosen school. Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your master specialist level. Feats Collegiate WizardCollegiate Wizard (Complete Arcane, p. 181) [General] You have undergone extensive training in a formal school for wizards. Prerequisite INT 13, Wizard level 1, arcane caster level 1st Benefit You begin play with knowledge of six 1st-level spells plus 1 per point of Intelligence modifier. Each time you gain a wizard level, you may add four spells to your spellbook without additional research. In addition, you gain a +2 bonus on all Knowledge (arcana) checks. Special You can take this feat only as a 1st-level character. Normal 1st-level wizards begin play with knowledge of three 1st level spells, and can add two spells per level to their spellbooks. Extend SpellExtend Spell [Metamagic] Benefit An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level. Academic PriestAcademic Priest [General] (Legends of the Twins) Scourge: Dragonlance Campaign Feats Your path to faith is more scholarly than those of other clerics. Prerequisites: Intelligence 13+ Benefit: For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Intelligence. If you have more than one divine spellcasting class, the bonus applies to only one of those classes. Your spell save DCs are not affected by this change. Special: You may only take this feat as a 1st-level character. If you take this feat more than once, it applies to a different divine spellcasting class each time. You may take this feat even if you have no divine spellcasting classes yet. Spell Focus (Abjuration, Enchantment)Spell Focus (Player's Handbook v.3.5, p. 100) [General] Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. Benefit Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic. Spells Wizard Level 0: 4/4 + 1/1 [S] Level 1: 4/3 + 1/1 [S] + 2/2 (Bonus) Level 2: 3/3 + 1/1 [S] + 1/1 (Bonus) Level 3: 2/2 + 1/1 [S] + 1/1 (Bonus) Level 4: 1/1 + 1/1 [S] + 1/1 (Bonus) Archivist Level 0: 4/4 Level 1: 5/5 + 2/2 (Bonus) Level 2: 4/4 + 1/1 (Bonus) Level 3: 3/3 + 1/1 (Bonus) Level 4: 2/2 + 1/1 (Bonus) The Network of Arcane Lore Academies Affiliation Score: 14 +2 to one Knowledge skill (arcana) +2 to any one other guild-associated skill of your choice (Spellcraft) Mission completion vouchers are good for 2 free spells OOC: -
  10. Music: Sons of Forgotten Kings - LOTR: War in the North The Road to Glenn Hollow As the party settled in for the evening, the dark shapes in the distance that Zeff pointed out remained where they were. Amira's vigilant watch did not determine much more, but she was certain that whatever was out there, it did not notice them. In the morning, once everyone was packed up, consumed a light breakfast, and set out, they quickly came across what had lurked in the darkness: a muddy field, all that remained of an abandoned camp site. No fires had been lit, but the number of footprints in the mud made it clear that this was no mere group of travelers. This was a large caravan, or worse, a warband. It's not immediately clear how many were present last night, but some investigation may turn up more details. The tracks they left behind were easy enough to follow, leading southeast towards Glenn Hollow. The mud hadn't even begun to dry by the time the party arrived, indicating that were fresh. Whoever company this was, they left maybe an hour ago, and intended to reach the town with haste. If our heroes were quick, they could catch up to them. Mechanics & OOC OOC: If you are checking the map, you are in the hex 20 miles northwest of Glenn Hollow. The party has come across the remains of a large group that was encamped here last night. To learn more about them or to catch up to them, here are your options: The Guide can roll a Survival check, to plot the quickest route they can travel to intercept the group. The Scout can roll a Search check, to estimate how many individuals are present in the group. The Hunter can roll a Survival check, to follow the (very obvious and numerous) tracks. The Look-out can roll a Spot check, to spy on the group from a distance. Anyone trained can roll Knowledge (local), to recall more about the forces present in the area. Anyone trained can roll Knowledge (history), to recall what is expected from large movements like this. Anyone can roll other skills that may be relevant to the situation, if you can provide a reasonable explanation. Anyone can cast spells that may be relevant, or to give each other a buff to your checks. Party Effects: (Amira, Dolly) Bestow Curse: -4 penalty to attack rolls, saving throws, ability checks, and skill checks Map of the Area @nexiss @Rudolf @spikehed @paladinred
  11. Ez looks over at Kildrak. “Agreed. Ideally, we only chase things that are slower than we are.”   The trap in good hands, Ez looks around in his pack for the radishes he packed. After a quick snack, he hid as well.   Sheet https://www.myth-weavers.com/sheets/?id=2825151
  12. Ok, app complete, ready for review. No Anthropomorphic Animal sadly, but I will make do with an almighty human!
  13. My first character got approved 🥳 Beer is on me tonight 😁
  14. I was kind of weary of Psionics but Psychic Warrior might be solid Idea
  15. That's not going to give you any of the mechanical benefits of either a Familiar or an Animal companion and it likely won't survive long as a basic hireling.   It would be fair game as a Cohort via Leadership, if you can afford the Charisma, and don't mind the additional bookkeeping.
  16. To be fair, I think a DM could rule that if you paid said pseudodragon to follow you around, in gold, food and favors, he's an uncontrolled NPC until you hit level 7 to make it your familiar lol. You can treat him as a paid cohort or whatever. Unless he gets bored or pissed off and leaves.
  17. Technically possible. Probably going to be pretty pricey to make it permanent. And... I always get all swirled up trying to deal with the shape-changing stuff... (what changes? what doesn't? now I have to track it all...)
  18. Sounds pretty cool! Can you provide a link to your character sheet?
  19. What if you paid someone to cast polymorph on your lizard familiar into a pseudodragon? Hm not on the permanency list lol.
  20. Okay, sorry about the wait: I'm struggling to find time for this stuff already. Roxy looks mostly in order, but can you explain your skill points to me? You've spent 68, but that's with Spot and Listen checked as cross-class, meaning you've actually only spent 58 skill points. That means you didn't take Factotum at 1st (which would have put you at 70 skill points)? Other than that, the rest of build is in order.
  21. It wouldn't quite be the same, but you could do the ACF to trade your animal for a Familiar+, then, I should think, you could take the Improved Familiar feat to upgrade it to a pseudodragon.   Alignments should match up fine, feat @ 6, and when you ding 7 you're GtG.   If you want to up the "dragon-buddy-cop" vibes, throw something dragon themed on the other side. Half-dragon, Dragonborn, Dragon shaman, Dragonfire adept.
  22. I personally want to get to the point I have a pseudodragon animal companion. It's only happened once and only got the companion right when the DM decided he could no longer run the game. Lol
  • Create New...