The campaign is being derailed again ~ Let's Play D&D 3.5e
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A (not so) Grand Return
- Name: Anything that isn't annoying modern like "Bob" will do here.
- Age: Within the race's standard stuff.
- Gender: And if you guys want, it can be left ambiguous.
- Personality: Don't need to put too much here. What's our character's basic quirks?
- Alignment: Which you can read about here. We're flexible on this sort of stuff, so don't over think it.
- Religion: I don't have any information on the gods and goddesses of this setting yet, but just put the gist of what the character would be following here and I'll do my best to match it up. We can also have a Flat Earth Atheist, A God Am I, and other stuff.
- Appearance: Self-explanatory. If needed, we can always stick a picture here.
- History: No need to go overboard here, we'll take just about everything.
- Race: I'll make a section below about the basic races along with a link to some more unusual races to pick from.
- Classes: I'll also make a section describing the various classes.
- Dwarf: Short, sturdy guys who drink lots of beer. They all have epic beards and tend to be able to take quite a beating. They get a bonus to beefiness, a penalty to people skills.
- Elf: Tall, skinny guys who are glorified hippies. They specialize in being dodgy and nimble as well as liking bows and swords. They get a bonus to being nimble and a penalty to beefiness.
- Gnomes: I don't like gnomes. No one likes gnomes. We don't be playing a gnome.
- Half Elf: Off spring of a human and an elf. They're, um, a mixed bag of bonuses. Long story short, you get to be pretty while still looking rather human. No bonuses or draw backs.
- Half Orc: They stink and they hit things hard. They're also part human, part orc. They get a bonus to hitting stuff hard, but a penalty to both smartness and people skills.
- Halfling: Short little guys who can fit in small places. They're smaller than most races but are extra nimble. Bonus to nimbleness, penalty to hitting stuff hard.
- Human: Yeah... no bonuses or drawbacks.
- Barbarian: Illiterate, rampaging killers. They dish out the damage and don't stop. They can HULK OUT for a short while, making them pretty much invincible and hit even harder. They also have no tricks beyond hitting stuff harder.
- Bard: The jack of all trades, a bard gets magic and as well as a wide selection of weapons and armor. Plus, a bard sings. If you're feeling in decisive, this is the class to pick because with time, you can mold a Bard to do anything or even everything.
- Cleric: The holy men and women. Religion matters a lot for these guys, and they have to share the same alignment as the deity they worship. In exchange, they get divine magic, which includes kicking butt and healing. They're on the beefier side as far as classes go, but should leave the heavy lifting to the melee classes.
- Druid: Magical hippies! They call upon the power of nature and can transform into various animals. Actually, the Druid pulls rank by being able to both cast spells and be on the front line by taking the shape of a beefier animal.
- Fighter: The basic melee classes. Can wield and wear pretty much everything. Specializes in taking beatings and dishing them back. Also the most straight forward class to play and don't worry, we can be a dexterous fighter as well as a muscular fighter.
- Monk: Kung fu fighting dudes. They pretty much need no weapons or armor, have a bag full of tricks, and have some skill to fit the situation. On the downside, their synergy with said skills is next to none unless you do some major min maxing.
- Paladin: The halfway point between the fighter and cleric. Not restricted to Lawful Good for us either, they wear the heavy armor, smite evil, ride the white horse, and eventually start casting divine spells, though not as well as the cleric. The catch is that if you step out of line too much from your religious route, you lose all powers, so this isn't the class to pick to have shits and giggles.
- Ranger: Lives in the wild and typically has an animal companion. Also have a tendency to specialize in bows and tracking down various creatures. You do eventually get magic but your main stay is your ability to find and kill anything that you specialize in.
- Rogue: Sneaky bastards that disable traps, break into high security areas without being noticed, and, of course, back stab for massive damage. Not exactly durable but their sheer level of utility makes them quite important.
- Sorcerer: The first arcane caster class. They get a wide variety of spells to choose from. From those that they pick, they can cast them spontaneously, meaning you don't have to prepare them ahead time, allowing for lots of flexibility in your choices. Does get a pet familiar with various bonuses and is not too squishy.
- Wizard: Like the sorcerer except instead of having to select a pool of spells to cast from, you have the entire library constantly open to you, except you must select which ones to use at the beginning of the day, meaning this class needs a lot more planning than the sorcerer. Also gets a familiar but is very, very squishy.
So a general idea of what we've got here:
- Warforged (robot golem thingies) Barbarian
- Halfling Ranger
- Wizard of some variety that specializes in necromancy
- And whatever else you suggest
While I'm no good with names and such, I can say that I think a halfling ranger (the shooty type, of course) would be neat. Preferably with dragons as a favoured enemy.
Are warforged available for this? A warforged barbarian who sounds like RECR when he goes into rage mode would be rather funny. "I was designed to protect this land, and I will do it by destroying everyone!" Otherwise I like the halfling ranger idea, but I might suggest you give him/her a bit of an Adventurer Archaeologist bent.
Most of warforgeds that I've found for 3.5e are unbalanced beyond reason, but if you manage to find one that sounds reasonable, I could run it by my DM and see if it's alright.
The only warforged I know of is the Eberron one. +2 con, -2 wis and cha, no need to eat, sleep or breathe but must be repaired to heal, has +2 natural armor but can be hurt by spells that usually only damage metal and wood.
Be a human cleic and turn yourself into a necromacer make the dead your puppets then if you can take the steps to turn yourself into a Lich
scrap the last comment samething but a wizard just for more offencive powers while being a necromacer as well
Hm... How about a pure Orc (No half) Barbarian with a Chaotic Evil alignment?
I don't think you can be an Orc
Just have to find me a link to page with the orc race being statted out as a player race. I then just have to run it by my DM and we'll be all set to go.
I vote for the Eberronian Warforged, though I personally prefer Fighters to Barbarians.
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