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  #1  
Old Nov 23rd, 2018, 04:45 PM
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Ramknal: City under Siege, can a Dead God be reborn?

Game NameRamknal: City under Siege, can a Dead God be reborn?
Game SystemDnD 3.5e
ThemeIntrigue and Combat in a world of desicrated magic.
FlavourIntrigue of the Gods, Dark humor/horror
Plot Summary
Game NameThe City of Ramknal
Game SystemDnD 3.5e
ThemeCan a dead god be brought back?
FlavourHigh Magic duel of the gods/ Dark horror
Plot Summary

Ramknal was a city like few others. The fields around the city used to provide food for all of its inhabitants and then some. Grains, fruits and other crops were sent all over the civilized lands from these fields. Mighty Caravans used to wind their way over an extensive network of roads to outlying regions. The riches that trade brought were tremendous and Ramknal was continually being rebuilt. As the population grew and prospered, so did the city itself. Blessed with a quarry of high quality rock two days sled ride away, most of the buildings were made of stone. The streets were all cobbled with stone and there was even a network of sewage tunnels under the city to drain away refuse.
High walls separated the four districts of the city. These districts were not part of the original builders plan. As the city grew so did the commerce and with the increased monetary flow comes the need for banks, markets, exchange stocks and even grand temples dedicated to the gods. Each district you see was at one point in the cities past the entirety of the city. The first walled area was the original plot laid down over 500 years ago. A market and banking district was added with its own walls and later came the temple district and lastly the hospitality district.
Ramknal used to sit just a few minutes walk from a natural bay of the Orizinal Ocean. This bay used to bring in many ships with goods from all over the civilized world. Elven bows, Dwarven steel and Halfling tobacco were all specialty goods that could be bought in the center of trade.

Yes I’m sure you have heard the regret in my voice and have noted all the descriptions in my story are in the past tense for Ramknal is no longer a bright shining gem on the world it is now cursed. 90 years ago a minor skirmish or so the theologians tell me of the Gods took place here. The last chosen of Bane was slain here by a champion of Pelor. The rub to the matter is this: They both managed to kill each other in the battle but the Chosen of Bane uttered a curse upon the city. A curse so foul that in the space of a months time Ramknal turned from a paradise to the seething cesspool that it is today.
The bay dried up completely as did the fields around the city. The citizens began to starve when their foodstuffs began to run out. The city would have been abandoned if not for the swamp that appeared overnight after the Baneites curse. This swamp was a foul thing and many even claim it is alive. Needless to say it is impassable and stretches as far as the eye can see in all directions. Ramknal became a city under siege. This siege is more hideous and foul than any army in the world can muster. This siege kills all who venture into the swamp. The few that do escape it claim that they have seen watching eyes in the plants themselves.
The city would have died off completely if not for the work of the clerical Pelorites. They have prayed and studied long and hard for a way to solve this crisis. They are only human and in their limited power they are able to feed the city but not provide a means of ending the swamps grip on everyone. Some claim that the Pelorites themselves are the cause of it but that’s just street talk.

Interested? Thought you might be.
This is going to be a 3.5e Espionage genre of game. If you like delving into the underside of society, this is the game for you. If you’re a street thug with eyes on your next mark, this is the game for you. Come one, come all: This tale of mystery and intrigue will excite your imaginations and fire your dreams for a long time to come.
I plan on taking char’s from lvl 10 to epic levels.
I would ask that characters can post at least once a day. IF not daily then 4 x week. I very much dislike having to wait on one last character to end out a round.THIS IS CRUCIAL.



MechanicsThis game is an urban game in a medieval city of around ten thousand people. The city itself has quite a bit of steam punk technology. While this is powered by magical means instead of tech, the effects are the same. Ramknal has a working sewer system, extensive underground rooms/tunnels/chambers for the underground to use, a working street light system and a city newspaper (monthly printing).
I am looking for characters that are 10th level. I intend this game to go on for the foreseeable future. I am a big fan of almost impossible encounters being rewarded with almost impossible gains.

Stat generation: 4d6 drop lowest die reroll 1's. DO NOT ROLL IN THIS THREAD!
Books: Any 3.5
LA: You're starting at lvl 10. If you want to be a lvl 7 3LA critter, feel free.
No traits or flaws, starting gold 50,000
Type of Play: Heavy Intrigue, Espionage type of game. I feel there is not enough action in most of the games I am in so I will place more combat/action scenes than is normal. Combat/Role Play/Problem Solving rations: 40/30/30
Side Note: Not all of this 40% will be hack and slash die rolling but a good portion of it will be things that are designed to jump out at the party, scare them a bit and let the party members deal with as they see fit.
Alignments allowed: Any BUT my party is expected to work as a group. If I have a LE Blackguard and a CG Paladin of Justice in the group, there is bound to be pvp. (The blackguard would so own!)
How many players in game: depends upon you guys. If I get a lot of response, Ill create multiple groups . If I don’t get that much of a response, then Ill take the five best.

Applications:
Name:
Race:
Alignment:
Class or Classes: I would also like a little something about how you plan on progressing the char.
Deity Worshiped: Don’t have to have one, not all characters do. Not a problem either way. Please use core Gods/Goddesses with the inclusion of Bane.
Appearance:
Personality:
Background:
A couple of contacts known to your character:
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Last edited by dhibidy; Nov 28th, 2018 at 09:47 AM.
  #2  
Old Nov 23rd, 2018, 04:53 PM
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There is no end date on applications, I want to attract the folks that would like to play. Once I get enough app's of high enough quality together then I will place an end date and announce it here. I am a DM that likes to read. If you are a one line player, find another game. I dislike min/maxers and reserve the right to infest your bedroll with imps if you do this. I have run this game a few times and it is one of my favorite stories to tell. It is LOOSLY based on the 2nd ed city of Lankmar. I have altered quite a bit as my players will discover.

good luck!
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Old Nov 23rd, 2018, 06:03 PM
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Starting at first level?

I just re-read it and now I have the dumb.
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Last edited by AshAshin; Nov 23rd, 2018 at 06:39 PM.
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Old Nov 24th, 2018, 07:34 AM
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Posting interest. Would a Warforged Artificer be a viable character for the game. He is used to traveling alone with his creations, I have two images to base the character off of that i can post once I find them again one he has a dog the other a bird both creations of his own?

 

 
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Last edited by JaredSyn; Nov 24th, 2018 at 07:45 AM.
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Old Nov 24th, 2018, 03:33 PM
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Quote:
Originally Posted by JaredSyn View Post
Posting interest. Would a Warforged Artificer be a viable character for the game. He is used to traveling alone with his creations, I have two images to base the character off of that i can post once I find them again one he has a dog the other a bird both creations of his own?

 

 
Either will be fine. The world has a pretty heavy Ebberon influence with tech being powered by magic so a warforged artificer would be an excellent fit. I do also have a couple of classes of gunslingers that I will be allowing characters to use.
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Old Nov 24th, 2018, 03:38 PM
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Originally Posted by dhibidy30 View Post
The Gun Alchemist
Making a Gun Alchemist

Abilities: A Gun Alchemist's most important attribute is charisma, followed by intelligence and dexterity. The former allows for better shooting while the latter allows for increased skill rolls in alchemy and crafting.

Races: Most Gun Alchemists are humans, though it is not uncommon to see gnome, dwarven, and even the rare elven Gun Alchemist.

Alignment: Any.

Starting Gold: 5d4 x 10gp.

Starting Age: As Rogue.

Table: The Gun Alchemist--------------------------------------------------------------------Hit Die:d8
LEVELBABFortRefWillSpecial
LVL01+0+0+2+0 Bonus Feat, Cast Alchemical Round, Bond with Alchemist's Pistol
LVL02+1+0+3+0Reinforcing Runes
LVL03+2+0+3+0Cast Castor Bullet
LVL04+3+0+4+0Bonus Feat
LVL05+3+0+4+0 
LVL06+4+2+5+2 
LVL07+5+2+5+2Fast Movement +5
LVL08+6/+1+2+6+2Bonus Feat
LVL09+6/+1+3+6+3 
LVL10+7/+2+3+7+3 
LVL11+8/+3+3+7+3Fast Movement +10
LVL12+9/+4+4+8+4Bonus Feat
LVL13+9/+4+4+8+4 
LVL14+10/+5+4+2+9 
LVL15+11/+6/+1+5+9+5Fast Movement +15
LVL16+12/+7/+2+5+10+5Bonus Feat
LVL17+12/+7/+2+5+10+5 
LVL18+13/+8/+3+6+11+6 
LVL19+14/+9/+4+6+11+6Fast Movement +20
LVL20+15/+10/+5+6+12+6Bonus Feat
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff, Climb, Concentration, Craft (small arms), Craft (Alchemy), Diplomacy, Hide, Intimidate, Jump, Knowledge (arcane), Listen, Move Silently, Perform, Profession, Spot, Swim.

Class Features

All of the following are class features of the Gun Alchemist.

Weapon and Armor Proficiency: The Gun Alchemist is proficient with all simple weapons and guns. They are also proficient in light armors, but not in shields.

Cast Alchemical Rounds: The first project a gun Alchemist works on are modified standard rounds which hold special elemental projectiles. There are six different types of elemental rounds; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Gun Alchemist can create holy and unholy water capsule rounds which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Gun Alchemist can craft 6 rounds of any one element and requires 6 ounces of lead and additional materials detailed in the following chart. Additionally, each hour requires a craft (Small Arms) DC check to successfully create. Failure results in the loss of all crafting materials.

Table: Alchemic Rounds
LEVELTypeCraft DCBonus DamageRequired Materials
LVL01Fire/cold12+1d6 fire/cold1 flask of Alchemists Fire/1 Coldstone
LVL02Holy/Unholy15+1d4 holy/unholy1 flask of holy/unholy water
LVL03Sonic18+1d6 sonic1 thunderstone
LVL05Electric21+1d6 electric1oz. acid
LVL08Acid24+1d6 acid1 flask of chosen acid
LVL11Poison27+poisonChosen Poison (plus check for working with poison)

Bond with Alchemist's Pistol: A Gun Alchemist is capable of bonding with the strange metals and runes used to create Alchemist pistols. Doing so takes a full day and uses up alchemical materials costing 100gp. The bonded weapon becomes an extension of the Gun Alchemist, and while many Gun Alchemists carry a second, third, or even fourth pistol, not all of them can bond to multiple Alchemist's Pistols. A gun mage can only bond to a number of Alchemist's pistols equal to his Charisma ability modifier.

Reinforcing Runes and Modifications: As a gun alchemist's ability begins to grow, he learns more of the mechanical techniques and arcane runes capable of reinforcing and strengthening the alchemist's pistol itself, allowing it to take more damage and withstand the stronger Castor rounds. For every day spent carefully modifying and carving runes into their alchemist's pistol, the gun alchemist can increase the pistol's hardness by 1 point to a max of 16. Each Alchemist's pistol the Gun Alchemist bonds with can only be modified to a bonus hardness equal to their Gun Alchemist's class level. For example, a fifth level Gun Alchemist can modify their pistol five times, adding +5 to it's hardness. This allows for a total hardness of 10 (base hardness) + 3 (class hardness bonus) + 5 = 18 hardness. The following table shows costs to upgrade, depending on how hard the pistol is.

Table: Pistol Upgrades
HardnessCost
1-4100gp
5-8250gp
9-12450gp
13-16700gp

Cast Castor Rounds: At 3rd level a Gun Alchemist gains the ability to craft special rounds which, through advanced alchemic processes, stores energy and explosive components that cause great deals of damage. There are 18 types of rounds, each varies in power and build components. Each round takes an hour of undisturbed work to create and costs 2/3rds an ounce of the associated material (Roughly the weight of 2 coins, or about 24 measures in a pound of material). As the quality of each castor round improves, so does the material of which it is crafted from. Additionally, each round costs an additional 1 gold worth of lead and other materials required by the casting process. As the material each round is produced from improves, it improves the weapon bonus it receives in order to increase attack rolls as well as to bypass damage resistance. If a critical is made with a castor rounds the extra damage is also multiplied.

Creating Castor rounds is a very intensive process, requiring meticulous and detailed alchemic work. To create Castor rounds requires a high alchemy skill and a molding kit (50gp). Every hour (6 bullets) spent consecutively working past the first requires a concentration check (DC: 12) or the crafter must pause in crafting for 24 hours to relax. Additionally, each hour past the first causes a -1 penalty to all ranged attacks. These points are recovered at a rate of 1 per every 2 hours provided the Gun Alchemist is no longer crafting Castor rounds.

Further, firing a castor round is a harsh process on the pistol. Each round fired deals damage to the Alchemist's Pistol equal to 12 + it's type number. So, a Type 5 round would deal 17 damage to the pistol, and a type 18 round would deal 30 damage to the pistol. The Gun Alchemist can counteract this damage by modifying his pistol with the Reinforcing Runes and Modifications ability. With up-to-date reinforcement, a gun alchemist can keep his pistol in good condition, never taking damage when discharging castor rounds he made himself. This damage stacks with other damage dealt to the pistol that round, making firing two or more consecutive castor rounds a dangerous prospect. Also firing a castor round is difficult to do as the kickback from the weapon is massive. After each castor round is fired all other attacks from that gun hand in a given round receive a -5 penalty.

Table: Castor Rounds
LevelRound TypeAlchemy DCBonus DamageMaterialsAttack Bonus
3rdType 1151d4Copper+0
-Type 2182d4Copper+0
-Type 3213d4Copper+0
6thType 4192d6Silver+1
-Type 5223d6Silver+1
-Type 6254d6Silver+1
9thType 7233d8Gold+2
-Type 8264d8Gold+2
-Type 9295d8Gold+2
12thType 10274d10Platinum+3
-Type 11305d10Platinum+3
-Type 12336d10Platinum+3
15thType 13315d12Mithral+4
-Type 14346d12Mithral+4
-Type 15377d12Mithral+4
18thType 16358d12Adamantine+5
-Type 17389d12Adamantine+5
-Type 184110d12Adamantine+5

Bonus Feats: At the first level and every fourth level after the first, a Gun Alchemist gains an additional bonus feat from the following list: Combat Loading (Improved Combat Loading), Dodge (Mobility), Improved initiative, Point Blank Shot (Far Shot, Improved Precise Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Skill Focus (Craft (arms and armor), Alchemy), Weapon Focus (Pistol) (Weapon Specialization (pistol), Greater Weapon Focus (Pistol), Greater Weapon Specialization (pistol)).

Fast Movement: At 7th lvl and every four levels after 7th the gun alchemist gains a speed bonus of +5 ft.

The Gun Alchemist's Pistol: While the Gun Alchemist is capable of many spectacular feats with any firearm, he is most impressive when he holds a bonded Alchemist's Pistol in his hand. This is a very special sort of firearm. Every budding Gun Alchemist seeks to possess at least one of these weapons. Gun Alchemists who have polished their alchemic and firearm abilities, once bonded with their pistol, learn to treat the pistol as an extension of their own body. As the master's levels in the gun alchemist class increase, the alchemist's pistol also increases in power. Every two levels, the bonded pistol gains +1 to hardness (which stacks with all other hardness bonuses granted by this class) and +2 hit points. Additionally, the master gains special abilities when using his Alchemist's Pistol. In the case of a Gun Alchemist's Pistol taking damage, it requires a craft arms and armor check with a DC of 10 + class level to repair. As he increases in level, his weapon becomes stronger and more resilient, and is therefore increasingly difficult to repair if it does become damaged.

Table: Alchemist's Bounded Pistol Abilities
LevelHardnessHit PointsSpecial
1-2+1+2Alertness
3-4+2+4My little friend
5-6+3+6Big Scary Gun +1
7-8+4+8Sighting Link
9-10+5+10Call Pistol
11-12+6+12Big Scary Gun +2
13-14+7+14Scry Pistol
15-16+8+16-
17-18+9+18Big Scary Gun +3
19-20+10+20-

Alertness: Whenever a gun alchemist is in physical contact with his bound pistol, touching it with his hand, he gains heightened senses and is treated as if having the Alertness feat.

My little Friend: Whenever a gun alchemist attacks with his bound pistol he get his Charisma added to his attack. Also when it comes to bound pistols the Gun alchemist may draw two of them as a single move action. If he has the Quick Draw feat he may do so as a free action.

Big Scary Gun: A Gun Alchemist's weapon is intimidating to his foes, making it harder for them to hit him. At fifth level a Gun Alchemist gains a +1 to his armor class. This increases at level 11 to +2, and then to +3 at level 17.

Sighting Link: A Gun Alchemist's bond with his pistol is a unique and spiritual one, crossing over to the supernatural. By concentrating (DC 20), a gun alchemist can instead see out of the sights of his weapon, as if looking right out of the barrel of the pistol. This ability allows the Gun Alchemist to preform some extremely impressive trick shots, such as shooting behind him or around corners with no loss of accuracy. Using this ability is a move action and negates all but 100% miss chance. It also allows the Gun Alchemist to fire around his own 100% cover as long as he is adjacent to a square with 0% cover.

Call Pistol: Upon reaching level 9, a Gun Alchemist can will his pistol to his hand. The pistol must not be gripped by anyone, so that it may fly free to it's master. Secondly, the gun alchemist must be able to see the bonded pistol to call it to him. This is equivalent to a move action to preform, or a free action if the Gun Alchemist has the Quick Draw feat.

Scry Pistol: At level 13, a Gun Alchemist can scry (as the spell) on his pistol once per day. This is a spell-like ability requiring no material components or focus that allows the gun alchemist to see and hear his bonded pistol and its surroundings if they are ever separated. It has a casting time of 1 full round.


Notes
For reference Ive found the price of materials to make the bullets:
Pound of MaterialCostPrice Per Bullet
Lead5 Copper0.2 Copper
Copper5 Silver2 Copper
Silver5 Gold2 Silver
Gold24 Gold1 Gold
Platinum240 Gold10 Gold
Mithral500 Gold20 Gold
Adamantine2500 Gold104 Gold



Woodland Gunner
The Woodland Gunner is a cross between a ranger and a d20 gunslinger.
Alignment: Any

Hit Die: d8

Class Skills: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Bullet), Craft(firearm), (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)

Skill Points as first level: (6 + Int Modifier) x4

Skill Points at each level: (6 + Int Modifier)

LevelBase Attack BonusBase SavesSpecial
1+1+2/+2/+11st Favored Enemy, Track, Close Combat Shot
2+2+3/+2/+2Rapid Shot
3+3+3/+2/+2Quick Draw, Weapon Focus
4+4+4/+4/+2Animal Companion, Wild Empathy (Companion)
5+5+4/+4/+32nd Favored Enemy
6+6/+1+5/+5/+3Two Weapon Fighting
7+7/+2+5/+5/+4Defensive Position
8+8/+3+6/+6/+4Swift Tracker
9+9/+4+6/+6/+4Evasion, Lightning Shot
10+10/+5+7/+7/+53rd Favored Enemy
11+11/+6/+1+7/+7/+5Improved Precise Shot
12+12/+7/+2+8/+8/+6Sharp-shooting
13+13/+8/+3+8/+8/+6Camouflage
14+14/+9/+4+9/+9/+7
15+15/+10/+5+9/+9/+74th Favored Enemy
16+16/+11/+6/+1+10/+10/+8Greater Weapon Focus
17+17/+12/+7/+2+10/+10/+8Hide in Plain Sight
18+18/+13/+8/+3+11/+11/+9
19+19/+14/+9/+4+11/+11/+9Bullseye
20+20/+15/+10/+5+12/+12/+105th Favored Enemy

Class Features

All of the following are class features of the Woodland Gunner

Weapon and Armor Proficiency
Woodland Gunners are proficient with all Simple and Martial weapons, with Personal Firearms, and with Light Armor.

Favored Enemy
At 1st level, a Woodland Gunner may select a type of creature from the same as a Ranger's. The Woodland Gunner gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Woodland Gunner may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the Woodland Gunner chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Woodland Gunner’s bonuses do not stack; he simply uses whichever bonus is higher.

Track
At first level, a Woodland Gunner gains Track as a bonus feat.

Close Combat Shot
At 1st level, a Woodland Gunner gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

Rapid Shot
At 2nd level, a Woodland Gunner gains the Rapid Shot feat as a bonus feat, even if he does not have the normal prerequisites for that feat. The benefits of this feat apply only when he wears light or no armor. He loses all benefits of this feat when wearing medium or heavy armor.

Quick Draw
A Woodland Gunner gains Quick Draw as a bonus feat at 3rd level.

Weapon Focus
At 3rd level, a Woodland Gunner gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Woodland Gunner must choose a specific personal firearm.
The Woodland Gunner adds +1 to all attack rolls you make using the selected personal firearm.

Animal Companion
At 4th level, a Woodland Gunner gains an animal companion. This animal is a loyal companion that accompanies the Woodland Gunner on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the Woodland Gunner’s effective druid level is one-half his ranger level.

Wild Empathy (Companion)
A ranger can improve the attitude of his companion animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Two Weapon Fighting
At 6th level, a Woodland Gunner gains the Two Weapon Fighting feat as a bonus feat, even if he does not have the normal prerequisites for that feat. If the Woodland Gunner already has the two weapon fighting feat, then he gains the Improved Two Weapon Fighting feat.
As with Rapid Shot, the benefits apply only when he wears light or no armor. He loses all benefits when wearing medium or heavy armor.

Defensive Position
Starting at 7th level, the Woodland Gunner gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she has one-quarter, one-half, three-quarters, or nine-tenths cover.

Swift Tracker
Beginning at 8th level, a Woodland Gunner can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion
At 9th level, a Woodland Gunner can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Woodland Gunner is wearing light armor or no armor. A helpless Woodland Gunner does not gain the benefit of evasion.

Lightning Shot
Starting at 9th level, a Woodland Gunner can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Woodland Gunner may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

Improved Precise Shot
At 11th level, a Woodland Gunner gains the Improved Precise Shot feat as a bonus feat, even if he does not have the normal prerequisites for that feat.
As with Two Weapon Fighting and Rapid Shot, the benefits apply only when he wears light or no armor. He loses all benefits when wearing medium or heavy armor.

Sharp-Shooting
At 12th level, if the Woodland Gunner uses a personal firearm to attack a target, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.

Camouflage
A Woodland Gunner of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Greater Weapon Focus
At 16th level, a Woodland Gunner receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus.

Hide in Plain Sight
While in any sort of natural terrain, a Woodland Gunner of 17th level or higher can use the Hide skill even while being observed.

Bullseye
At 19th level, Woodland Gunner becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the Woodland Gunner’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the Woodland Gunner can spend 1 action point to deal +3d6 points of damage.
[/spoilerbutton]
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  #7  
Old Nov 24th, 2018, 06:28 PM
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Those look pretty good, I was hoping to have him create the winged messenger bird and an Iron defender of course I cannot start doing that until 4th level. I do have a question though if i go the artificer route how do you handle costs and XP loss for creating items including Homonculous?
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  #8  
Old Nov 24th, 2018, 09:29 PM
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Name: Orinn
Race: Warforged
Alignment: True Neutral
Class or Classes: Artificer
Deity Worshiped: None
Appearance:
 
 
Orinn's appearance is common for most of his kind, looking more like a golem than human. In order to pass more easily among other races he typically wears a long cloak and hat to help cover his features to an extent.
Personality: Orinn is warforged born and born a living construct of full size and ability. As such he has a curious personality, especially in the regard of magic. It is the reason for his becoming an Artificer, his deep thirst for knowledge and an understanding of magic in its most pure form. As such he is often found with his nose in a book or old tome trying to gleam as much information as he can from them all in his efforts to learn as much as possible and devise new ways to use that knowledge. He is a firm friend to those who take the time to get to know him, and take the chance to do so.
Background: Orinn as all warforged was a product of the Creation forge, and sold to fight in the war, however prior to any actual combat he the war ended and Orinn was set free as a sentient living creature. The creation forges shut down, and all warforged became citizens though not well accpeted at first over time the people became more trusting of the warforged. Orinn found work in a library not long after his being freed and with his ability to work without rest or food he spent each and every day reading and learning from the books.

It was the lure of magic though that most excited him and made him feel alive, so when an Artificer came to the library Orinn felt it was his chance to learn from the man as much as he could leaving the library behind and studying the at of Artificing with his new mentor. His mentor treated him like any other apprentice, with the exception of the amount of hours Orinn was able to work at his lessons and practice his trade as such Orinn excelled in his craft having so much time to practice and study.

It was not long before Orinn came to the realization that it was time to move on once more. His mentor having taught him all he could, and settling down to live out his final years in comfort. Their travels together though had filled Orinn with even more curiosity and desire to learn all he could about the world he lived in and the magic that filled the realms. As such Orinn has been travelling ever since plying his trade as needed to earn enough to keep himself equipped for his travels and the money to purchase tomes and books to further his own education. Orinn has still to an extent kept to himself on his travels having not found the need to work with others. Still remembering the way he had been treated upon his creation as a possession instead of an equal.

A couple of contacts known to your character:

Sildan Morques Retired Artificer/Mentor to Orinn

Darin Quarion Librarian/ Chief Steward of the Great Library
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Last edited by JaredSyn; Nov 28th, 2018 at 03:40 PM.
  #9  
Old Nov 25th, 2018, 07:23 AM
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Quote:
Originally Posted by JaredSyn View Post
Those look pretty good, I was hoping to have him create the winged messenger bird and an Iron defender of course I cannot start doing that until 4th level. I do have a question though if i go the artificer route how do you handle costs and XP loss for creating items including Homonculous?
As per standard rules but if you are worried about xp cost, dont be. I run a game that gives xp for quality posts, information gathering in its many forms and of course combat. There will be plenty of opportunity to gain enough xp for your critters. If you cant afford to build your little guy/s at the onset it is something that I would be happy to rp with you in game.
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  #10  
Old Nov 25th, 2018, 10:03 AM
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OK sound good. His critters as you called them are a important part of him, as he explores his own existence and magic.
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  #11  
Old Nov 25th, 2018, 09:48 PM
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Any traits for flaws? Starting gold or magic?
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Old Nov 26th, 2018, 06:49 AM
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Any traits for flaws? Starting gold or magic?
no traits or flaws, starting gold 500
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Old Nov 26th, 2018, 01:59 PM
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So let me ask you perspective players...…
As a DM I am stupidly capable of running 3.5 which is the last DnD system in which I have spent tons of money getting sourcebooks. It is as familiar to me as the back of my hand. 5th is as foreign to me as the dark side of the moon. I see that there are scant few games running with 3.5.

I ask this of any prospective player to this game: Am I asking too much to run a game in 3.5 from lvl 3 up to epic or would you guys rather start with more powerful characters? The reason I ask is that I have had one applicant and two questions thus far. I am rather underwhelmed by the response. To increase the response should I be patient and wait on players to dribble in or would it help to start the group at lvl 5? lvl 10? gestalt characters? An entire group of lvl 0 lemmings named Gary with dear mommy tattoos on their heads?

I would very much like some input from the community since 3.5 has gone the way of the dodo.
What interests you?
What's gonna make you spend the time to create that character you've always wanted to play?
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  #14  
Old Nov 26th, 2018, 02:12 PM
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I love 3.5, but I just do not have the time for another game right now due to RL commitments and I can't meet the posting speed being asked for. Sorry, mate.
  #15  
Old Nov 26th, 2018, 03:31 PM
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I prefer 3.5 do not know 5th.
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