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Legends of Sirria

A Cloak and Dagger-ish campaign based in a low fantasy world. The use of magic is rare and frightening. Martial and primal prowess is common. Still need 4 players to start. <a href="http://www.epicwords.com/campaigns/2708" rel="nofollow">http://www.epicwords.com/campaigns/2708</a> Campaigns will be (hopefully) run at 1:00PM to 3:00PM on Mondays, or another weekday if Mondays do not work out. Standard races allowed. Half-breeds unallowed except for Half-Orcs. Classes Needed: Primal Wizard/Sorcerer, Ranger, Rogue, Barbarian/Fighter, Druid and/or Monk. Legends of Sirria is a 3.5 edition D&D Homebrew Campaign using rules and whatnot from <a href="http://www.D20srd.org" rel="nofollow">www.D20srd.org</a>. Classes need to have adequate amounts of ranks in Hide and Move Silently. Slight of Hand and Open Locks/Use Rope is suggested for Monks and Rangers. Starting level will be 5, giving a Skill Point cap of 9. Modifiers can exceed this with ability scores and feats. Humans start off with 4 Feats, other races start off with 3. Human Fighters start off with 5 Feats. In addition to the already listed Fighter Feats, Stealthy and Nimble Fingers have been added, allowing a fighter to be only marginally better at avoiding notice. These two feats must be chosen for 1st and 3rd level, and cannot be chosen for 5th level. Druids can have divine healing, but they make use of it through plants/herbs out of combat and in combat they use a thing called 'Life Force' from the planet. Wizards and Sorcerers also use 'Life Force', but their version is destructive and feared. All wizards and Sorcerers are branded as soon as they show their signs of abilities and are killed if they misuse them. The use of Skills and their ranks will be the turning point in most non-combat encounters. Characters should carefully place their ranks into things they can use efficiently and leave ranks out of other skills. A successful party will place ranks based off of the other characters in the party and mesh together their power. As far as Magic Items go, you can have 1 magic item so long as it is a weapon or shield. Armor cannot be magical and you start off with 250gp to spend on armor and provisions. This starting price does not include the cost of a magical item. If you would rather forgo the magic item, you can add on an extra 1000gp to your starter money. Potions do count as magic items in this setting, so if you want some potions, you can replace a magic weapon or shield with up to 3 magic potions. This is all I have so far, so if I left anything out, let me know by posting a comment below.
what time zone are you in
Central Standard Time, which is GMT -6 I believe.
well i am free after 5PM GMT+0 so i can play also what kind of magic item can we have
A Magic Item that fits in the [Shield] or [Weapon] category and is level 1 or less.
A potential player has brought up some valid points. First off, the ability scores are determined using the 28 point-buy system, NOT by rolling. Secondly, uncommon races CAN be allowed, so long as the DM (Me) approves them prior to creation. Lastly, The skill point cap is 9 for all the listed classes BESIDES rogue. Rogues will be allowed a 12-point skill cap due to their expert training. This only applies with DEXTERITY-based skills such as Move Silently, Hide, Slight of Hand and Open Lock. Any non-DEX-based skills are still placed at a skill point cap of 9. As of this post, the Rogue Class has been filled. No other classes have been taken.
"All wizards and Sorcerers are branded as soon as they show their signs of abilities and are killed if they misuse them." Well that escalated quickly.