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dungeons and dragons

The Sean Man said:
It's alright bud, keep trying for that G.E.D. :whip:

It's a work in progress. :devil2:

PS, this forum needs spell check or at least I do.
 
Hey, been playing various games like that for over 20 years. There is absolutely nothing wrong with them. I would suggest going ahead and reading the Main book yourself.
What child hasnt wanted to be a knight, or a swashbuckler, or whatwever? Thats all these are.

Plus, I have a 15 yr old daughter :firedevil who is highly interested as well.
 
Thanks for your added input, ICYCLE.

Now...I have a question for any who can answer: What book contains the lower level undead like skeletons, zombies and the like? Would that also be in the monster manual or somewhere else?
 
There's also a supplement focusing on the undead called "Libris Mortis" that should slate your undead needs dude 🙂
 
crap...a question that i could've answered already taken care of. 🙁
in that case: who here has made their own classes/kits/races and would like to see what i got?
 
cloudgazer2k said:
crap...a question that i could've answered already taken care of. 🙁
in that case: who here has made their own classes/kits/races and would like to see what i got?


I wouldn't mind seeing what you have come up with. Chances are, that once I get a handle on the D20 system(I've never GMed it before) I'll probably start in on my own home brewed classes or races. I have always liked doing that. Except it was with other systems.
 
I would like to see what you have cooking as well Cloud. I dabble in homebrew myself; perhaps we can compare notes sometime 🙂
 
Flatfoot said:
Yeah, you can find all the more basic undead in the first Monster Manual. Unfortunately, death knights are in the Monster Manual II.


Actually, the first manual will do just fine. I want some low level knuclehead baddies for my players to fight for an adventure I'm trying to cook up. It will involve a small undead invasion at the beginning of the campaign. They're starting at level one.
 
The Headsman class

The Headsman (Executioner)

Description: The Headsman is the ultimate killing weapon, trained killers whose services are for hire. He may be a high-ranking Noble or a lowly peasant; he may belong to one nation's armed forces or may be a mercenary. To the campaign and the adventuring party, he brings discipline, skill, and a fearsome aura that can shake even the most toughened of villains.
When first created, the Executioners’ player must decide whether his character is part of a standing army, mercenary unit, and civil authority, Nation, City, Temple or Individual Noble. If he's part of a standing army, he's employed as a soldier or officer in the army of a nation, large region, city guard, or even palace/castle guard. If he's part of a mercenary unit, he belongs to a group of freelance soldiers who hire themselves to just about anyone who can pay; or may be a personal bodyguard. The DM will have the deciding vote in what sort of Power the Executioner belongs to; if, for instance, the DM doesn't want to have an all-military campaign, he'll probably insist that the Headsman be a mercenary, currently employed by a NPC important to the current story, City authority, or Temple.
However, in the course of the campaign, the Executioner’s employment can change, once or several times. He may start out as a mercenary bodyguard; later in the campaign, he may find himself commanding a small mercenary force in an attempt to apprehend and execute a traitor. Or sent to ferret out justice to a band of monsters who have made their livelihood of the blood of others.
To be an Executioner, the character must have scores of at least 12 in Strength and Constitution.
Role: In the campaign's culture, the Executioner is a career killer. In times of upheaval, strife or war, they're heroes to the nation. In times of peace, the common folk often look on them as parasites, living off taxes but providing no useful service. Mercenaries are often looked on as bandits and predators. Regardless of the public's opinion, though, the Executioner is the hand of death, commanded by a higher Power.
Secondary Skills: If you're using the Secondary Skills rules, the Executioner may choose his Secondary Skill, but must choose it from the following list: Armorer, Bowyer/Fletcher, Forester, Groom, Hunter, Leather worker, Navigator, Sailor, Scribe, Teamster/Freighter, Weaponsmith.
Weapon Proficiencies: The Headsman may spend his Weapon Proficiency slots any way he chooses.
Nonweapon Proficiencies: Bonus Proficiencies: Intimidation, Law, Fire-Building. Recommended: (General) Animal Handling, Cooking, Heraldry, Riding (Land-based), Seamanship, Swimming, Weather Sense, (Priest, double slots unless Paladin) Reading/Writing, (Rogue, double slots) Disguise, (Warrior) Armorer, Blind-Fighting, Bowyer/Fletcher, Charioteering, Endurance, Navigation, Set Snares, Survival, Tracking, Weaponsmithing, (Wizard, double slots unless Ranger) Reading/Writing.
Equipment: The Executioner may spend his starting gold on whatever sort of arms, armor, and equipment he chooses. If, when he's first created, it is agreed that he'll be part of a specific military force with specific equipment requirements, he's required to buy that equipment, but the DM must give him extra gold in the amount of half that cost.
Special Benefits: The Executioner has two advantages of note:
First, he gets a free Weapon proficiency (1 slot). He must choose it from the following group: Battle axe, two-handed sword, two-handed scimitar, Halberd, or Maul. So skilled are Executioners with these weapons that they are able to reverse direction on missed swings so as to strike again at a target. Once per round on a missed attack the Executioner may attempt to make a ‘back swing’. The attack requires a successful strength check, and a normal roll to hit, prof bonuses, magic only. If successful the weapon hits for base damage plus any magical bonuses of the weapon.
Second, the Executioner is usually in the employ of some powerful patron. The DM will have to decide what immediate benefits this grants him; they vary with the type of employer he is working for.
Special Hindrances: The Executioner is instantly recognizable by his demeanor, equipment, dress and weapon. Because he is distinctive, the Executioner is easily remembered and described by witnesses to his adventures; this makes it easier for the enemy to identify him and follow his trail if he's trying to escape or travel through dangerous territory. While on any adventure the Executioner rolls twice the normal encounter dice.
A second hindrance is his employer. Naturally, his employer makes many demands on the Exocutioner. If the Executioner is a bodyguard, he must accompany his employer just about everywhere, regardless of any personal goals or interests the Headsman has. Like wise an Executioner is answerable to civil authorities and their orders.
Executioners suffer a –1 penalty with any missile weapon.
Executioners suffer a –3 penalty to all reaction checks. Some say they stink of death or are haunted by those whom they must slay.
Wealth Options: The Executioner receives the standard 5d4x10 gp starting gold.
Races: Any
 
The Marionette PC race

The Marionette
A PC Race designed by the clever and insane mind of Tim



The marionette is, by itself, a child’s toy. A wooden plaything meant to stimulate a child’s imagination. However, in the realm of Ta’ Run, the Marionette is a bane to demon-kind.
The Celestial Courts use the Marionette as a form of punishment to use against demons that have, in one way or another, broken the mandates of the Jade Emperor. These demons, bound by law, must face punishment and is required to reform in order to be released from the Marionette’s hold.
The demon bound to the Marionette becomes a type of Golem. Its spirit is bound to the Marionette and basically becomes the strings that allow the puppet to move and interact with the material world. When those with True Sight or the ability to see into the astral plane sees the Marionette, they will also see a pair of ghostly hands manipulating the wispy strings. To those without the sight, they see the Marionette as it is and can only watch as it moves and fights while seemingly floating in air. Though the Marionette may seem clumsy and slow, these swift constructs move with a devastating ease as they are not bound by the need for bones or fear of bleeding. They are puppets, and the puppet master holds the strings.

Disadvantages:
Marionette characters are unable to take the classes/kits of: paladins, rangers, priests, necromancers, berserker, thieves or any class/kit that must be bound by a king or town.

Marionettes cannot take any phobia disadvantages, and automatically get the disadvantage of Powerful Enemy (as this typically represents the god or goddess of the Court that bound the demon to the Marionette, and will feel that deity’s wrath should the demon fail in following the Law).

Marionettes cannot be easily healed by priest/cleric spells of the healing sphere. Instead they are healed only by half. However, and spells or psionic spells that can repair objects (like Cell Adjust or Repair Object) can restore damage normally. They can take full benefit from healing potions and other consumable items.

Marionettes are susceptible to the spell Repel Wood, and certain Hold spells that can hold sprits in place. They cannot be summoned or commanded as a spirit, though, except by the deity that bound them.

Because of their unique bond to the Material Realm, Marionettes cannot be reincarnated.

Marionettes, because of their wooden bodies, take an extra die for every 2 die of fire damage.


Marionettes lose 10% of all experience gained.

Advantages:

Marionettes do not need to eat or breathe, nor sleep. However, a Marionette spell caster must still rest for 8 hours.

Marionettes are unaffected by Death spells, as their spirit resides outside the body. They are also immune to sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Any mind-affecting spells (like Charm Person, Fear, etc.) has a +3 to save. They cannot be paralyzed or petrified, but also cannot be polymorphed.

Because of their design, Marionettes have a base movement rate of 16. They can also leap up to 20 feet high and across (not so much as a leap, but the puppet master pulling the strings higher off the ground).

Since Marionettes are more flexible and double-jointed than most other constructs, they have an AC bonus of +1 for every 2 levels.

Marionettes can multi-class, but are frozen once 9th level is reached. At this point, the Celestial Court retrieves the spirit, reviews the spirits experiences, and then will reincarnate the spirit into a new, humanoid form. ALL past experiences, items gained, and powers will be erased and the spirit will start life over in a new existence. The only exception is any Legacy items or abilities gained when going through life as a Marionette carry over.
 
I really like the Marionette Cloud. Job well done 😀 Very innovative.

I'm actually in the process of converting the Cenobites from the Hellraiser films into monsters for 3.5. I'll post them when I finish.
 
thanks, bro! and i look foward to seeing the cenobites! i have a few more i'll post soon enough.
 
asutickler said:
Speaking of all things D&D, has anyone played Neverwinter Nights 2 yet? 😀

No the requirements are staggering for moi just yet. I have a friend whose machine can run Oblivion flawlessly and he's still having troubles getting NWN2 to work properly. I hear a few of the games are buggy like that.

I love the first one though 😀
 
asutickler said:
Speaking of all things D&D, has anyone played Neverwinter Nights 2 yet? 😀


Not yet. I'm waiting until after Christmas to pick it up. Hopefully, it stacks up to the original.
 
asutickler said:
Type your message in this, and then cut and paste it to the TMF:

http://www.spellcheck.net/

Thanks, but I'll be fine as long as you can at least understand what I'm trying to say. Besides I'm not the only one here who can't spell worth a damn.
 
I bought NWN2 on amazon for my father. Ironcally, he loves the 'baldur's gate' type games. I find them vaguely empty, mainly because I just find myself wishing I was playing pen and paper D&D 😀
Dussicar said:
Not yet. I'm waiting until after Christmas to pick it up. Hopefully, it stacks up to the original.
 
Avenger314 said:
I bought NWN2 on amazon for my father. Ironcally, he loves the 'baldur's gate' type games. I find them vaguely empty, mainly because I just find myself wishing I was playing pen and paper D&D 😀


Yeah. I hear you on that end. There is just so much more you can do with the p&p game that you can't with any computer game no matter HOW open ended it claims to be.

Sure you can do tons of stuff in many new PC based RPG's at your leisure, but try to soak a lasso in pitch, set it on fire and rope sombody with it. You can't do THAT in Oblivion! :jester:
 
Dussicar said:
try to soak a lasso in pitch, set it on fire and rope sombody with it. :jester:

LOL care to elaborate? Sounds like something interesting happened at a session.

And yes pnp D&D will always and forever outshine the PC games.
 
ChosenofMystra said:
LOL care to elaborate? Sounds like something interesting happened at a session.

And yes pnp D&D will always and forever outshine the PC games.


Well, this was around the time that I first began to play D&D. Though I worked my way up to fourth level, I was still feeling out the Forgotten Realms, so to speak. So this little incident was a result of my "experimental phase."

I was a member of an adventuring party of four. I was a fighter. Then there was a cleric, a theif, and a mage.

We were travelling across a field, when a PERYTON decended down on us. My companions began to attack. They were rolling and making great hits. Some were even critical. But the little deer from hell didn't recieve a scratch. I was last in line so I hadn't attacked yet.

I now know that the reason why they were doing no damage to it was because not a single one of them had a magic weapon. I did, however. A +2 longsword. But, I didn't really think about that at the time. I didn't know enough about the D&D world, but I DID know that everything had some type of weakness or another. So, while my companions were bouncing their swords off it's tough hide, I got...An "epiphany."

I decided that maybe fire would be the answer. Unfortunately, like all gamers have done at one point or another, I got a little creative for my own good.

I decided to pull out a twenty foot length of rope from my back pack, fasion it into a lasso, and coat the whole thing in pitch(I stole the pitch from a castle in the last adventure). I then used my tinder box to set it on fire. My intentions were to lasso and choke/burn the damned creature to death.

I wasn't too concerned, at that time about trivial things like the laws of physics or crud like that. But my DM sure was!

Long story short...The only thing I acomplished was doing eight points damage to myself from flying pitch and ending up burning the rope to ash by the second swing.

I begrudgingly pulled out my sword and began swinging. That's when I discovered that the PERYTON was affected by magic weapons.

Oops. 😱
 
in a game a few weeks ago, my party and i made Vecna's avatar our bitch...it was beautiful. and now the Hand and Eye of Vecna are safely in the hands of the kingdom of Crow's Peak.
 
I just remembered this thread today at work.

Looking through your stuff, cloud. It finally makes more sense to me. Even though it's 2nd edition, I still think it's great. I only have intimate knowlege of 3.5. 2nd edition kind of clicks to me because of that.

Chosen: Did you finish those cenobites yet?

Myself, I am kind of twiddling around with a new type of undead that I'd like to make. Pretty freaky little thing, too.
 
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