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LFP D&D 3.5e - 3pm-7pm CST (-6:00)

****RECRUITMENT OPEN**** Prophecy/Ascension This is a LONG campaign that could potentially have a follow-up epic-level campaign. It will mostly use canon maps, with a few custom ones created by myself. The story is heavily impacted by players' decisions, but as the title suggests, it is somewhat planned and known to some greater beings due to the prophecy that was foretold in a time long before the events of this campaign takes place. While playing this campaign, players should know that time matters. There are other parties of NPC adventurers who are roaming the world at the same time as the players' party. You might find your way to a new town, and see that another party is returning an item to someone who would have given you the quest, had you arrived sooner. Knowing that, you should think twice if the thought crosses your mind to stay and train with a master for weeks/months/years. You would not be restricted from that choice, but it is not recommended. It is required of players to: speak fluent English, use Discord, have a mic, use roll20 of course (will be used for dungeon maps and die rolls), and be available almost all sessions. The sessions are held on Sundays, starting sometime between 3-4pm, and ending sometime between 7-8pm. These times are based off of CST (-6:00). IF YOU MIGHT HAVE SOMETHING COMING UP THAT COULD CONFLICT WITH THE SESSIONS' TIMES, DO NOT APPLY! I've had players who looked at this campaign as a short-term stay. This campaign is NOT SHORT. It will take 1+ years to complete. I'm not telling you to bend over backwards to complete this campaign, but it IS A COMMITMENT of your time! Highly recommended: Be very knowledgeable with the system (this campaign's difficulty is set towards intermediate-advanced players' skill level). Don't join the campaign thinking you'll make a pun-pun character (you won't like the result). I am currently looking for (4) more players who can fit the requirements. The party size is currently (2), and has a maximum of 6. Please contact me on Discord (Remenissions#9994) if you are interested, as I will only be checking roll20 every 4-5 days (if not, only during sessions). I have Discord's app on my phone, so that is the fastest and most efficient way of reaching me. The rules are also better-organized on the discord server.
Max character classes: 3 base, 2 prestige. Base class level cap removed (uses same formula of prior levels). Starting level 1. Starting gold is used for starting gear (assume you previously used the gold for what equipment you have prior to campaign start). Starting gold is max roll for your class automatically. HP is max roll for level 1, roll normally for all levels thereafter. Pseudo point-buy system of 32 points to allocate. Start at 8 on every stat, add points freely, every point added is 1 point. Higher specific stats do not require more points per point. Maximum stats of 18 pre-racial-adjustment, minimum of 8 post-racial-adjustment. Example: Dwarf can have Str 18, Con 20 (+2 due to racial), Dex 10, Int 14, Wis 10, Cha 8 (-2 due to racial, was set to 10 so that racial did not bring under 8). 1 Flaw per character is allowed, list of the available flaws is: Feeble- You take a -2 to STR, DEX, and CON for ability/skill checks. Frail- -1HP from the HP that you gain per level. Inattentive- -4 to Listen/Spot checks. Meager Fortitude- -3 to Fortitude saves. Murky-Eyed- When attacking an opponent that is concealed, roll miss chance twice. If either roll misses, you miss. Noncombatant- -2 to all melee attack rolls. Pathetic- -2 to a stat of your choice (STR, DEX, CON, WIS, INT, CHA). Poor Reflexes- -3 to Reflex saves. Shaky- -2 to all ranged attack rolls. Slow- Base land speed is halved (round down to nearest 5' interval). Requirement: You must have at least 20' base land speed. Unreactive- -6 to all Initiative rolls. Vulnerable- -1 to AC. Weak Will- -3 to Will saves. Humans receive 1 extra feat at lvl10 to balance the use of 1 flaw per character. Available races, classes, and combinations: <a href="https://docs.google.com/spreadsheets/d/1XJkKpEyPRg" rel="nofollow">https://docs.google.com/spreadsheets/d/1XJkKpEyPRg</a>... There are too many prestige classes to list... So I will just say that they must fit thematically with your race and base classes. You can see examples of themes through the chart. If you have any questions regarding specific classes, go ahead and ask! Classes which are "mostly" aligned towards an alignment group (Ex: Barbarians, Chaotic; Rangers, non-Lawful) must be aligned to fit thematically. Clerics must choose a deity whom they receive their Domains from. Upon request, I will homebrew Deities' Domains from other books, editions, or games. Only Deities who would fit-in with the deities of Ferun are allowed. These are Racial bonuses which have been changed from the books (do not use the books' main stat alterations for these races): Gnomes: +2Int, -2Wis.../ Half-Orcs: +2Str, +2Con, -2Int, -2Cha.../ Wild Elves: +2Str, +2Dex, -2Con, -2Int.../ Tiefling: +2Dex, +2Int.../ Zenythri: +2Dex, +2Cha, -2Con (Since Zenythri are poorly descripted in MM2) Zenythri: - +2 Dexterity, +2 Charisma, -2 Constitution - Medium: As Medium creatures, Zenyrthi have no special bonuses or penalties due to their size. - Zenythri base land speed is 30 feet. - Elecritricity/Fire/Sonic Resistance of 5. - +2 Balance, +2 Intuit Direction bonus to their skill checks. - Zenythri can cast True Strike once/day. - Zenythri are automatically proficient (regardless of class) with curved swords (Ex: scimitar) and light crossbows. - LA of +1. All characters start at 0xp (unless decided upon otherwise). Level-up formula (to gain next level) is: (xLA + current level) * 1000 This means 1LA levels up as follows (in class levels): Level1 - 0xp Level2 - 2000xp Level3 - 5000xp Level4 - 9000xp Level5 - 14000xp ...
Combat Rules: Damage Reduction, Spell Resistances, and Elemental Resistances on items are based off of percentages. None of the three have a cap. Reduction damage is calculated first. The outcome is then reduced by the percentage that the item gives you. Damage (physical) Reduction does not heal you from physical damage when it goes over 100%. However, +1, +2, +3, etc. weapons will still inflict their magical damage even if you reach 100%. Spell Resistance can heal you (ex: Magic Missiles) by going over 100%, and non-damaging effects gives you your percentage to avoid the spell completely. Spell Resistance classifies as any Spell, this includes elemental damage spells, but they do not stack. Use whichever is the highest percentage when calculating damage taken from elemental damage spells. Magical damage from weapons (+1, +2, +3, etc.) is not reduced by Spell Resistance. Elemental Resistances can heal you (ex: Fire Resistance with lava) by going over 100%. Elemental Resistances apply to any elemental Spell, or elemental natural effect. Spell Resistance does not stack with Elemental Resistance, use whichever is the highest percentage when calculating damage taken from elemental damage spells. EX: Your Zenythri has a ring that gives 20% electrical resistance. They have an innate 5 reduction from their race. A Lightning Bolt hits them for 96 damage. Reduce 96 by 5 to get 91, from the Racial reduction. Then reduce 91 by 20% to get 72.8, round 72.8 up to 73 (.0-.49999= round down, .5-.99999= round up). At 0 HP you are rendered unable to continue battle and enemies will stop attacking you (unless they have nothing else to attack). You will bleed for 1d4 damage every round until you make a Fortitude Save of DC10. Once you reach -10 minus your CON modifier (Ex. CON modifier is +3, so at -13..) you die. If your HP reaches under 5x your death limit (Ex. CON modifier is +3, so at -65...) your body is Beyond Ressurection of most priests. The only ways to restore a body mutilated to this point is by using True Ressurection or being Cloned. Critical hits are multiplied to damage dealt, not a separate roll. (Ex, you roll a crit for your attack with a one-handed medium battleaxe, you confirm the crit, you roll 1d8+2 (+2 is from str modifier), you get a 3+2 (=5), you deal 15 damage.) Critical Hits with Physical Attacks: After rolling a critical hit, you must confirm the critical hit by rolling another attack roll. If your "2nd attack" succeeds, you crit for the weapon's critical value. If you roll a critical hit again on the critical confirmation, you mayy roll another confirmation for x3 damage. This may continue until your 4th critical roll in a row. At that point, you either do x4 damage (x5 in the case of x3 weapons), or instantly kill any enemy that is 1 size larger than yourself or smaller. If at any point during critical confirmations you roll a "1", you miss your attack. Rolling a "1" during critical confirmations does not cause any negative effects except causing you to miss your attack. You may choose to stop rolling critical confirmations at any point. Critical Fails with Physical Attacks: If you roll a "1" when you attempt to attack an enemy, you must roll a 1d20 to decide your negative effect. 1: You attack yourself for weapon damage. Your weapon lodges itself into you, requiring a move action to remove it and be usable again. Melee weapons stick into your foot, ranged weapons stick their ammunition into your arm. 2-4: You break your weapon. 5-7: Your weapon causes the loss of your next turn's standard action. Melee weapon: You plant your weapon in the ground. Ranged weapon: Your ammunition jams your ranged weapon. 8-10: You graze yourself for 1/2 rolled weapon damage. 11-13: Your attack misses your enemy target, but hits another target for full damage. Melee weapons &lt;5' in length: You hit a target within 5' of you. (1 space) Melee weapons equal to or &gt;5' in length: You hit a target within 10' of you. (2 spaces) Ranged weapons: You hit a target within 5' of your target. (1 space) 14-16: You drop your weapon. 17-19: You may not do anything else for the rest of your turn. 20: You avoid any negative effect except to miss your target. Critical Hits and Fails with Spells: Spells can critically hit so long as they are "touch" spells which require an attack roll. They may critically hit with a roll of "20" for x2 damage. Spells which can critically hit also require a critical confirmation, but may not go above x2 damage. The spell critical failure table is as follows: 1: Your spell practically blows up in your face. You take 1/2 the spell's damage. If the spell does not deal damage, it's effect uses you (or your position) as a focal point and would effect allies even if specified that it does not normally. You must pass a DC15 + (1 per caster level) Fortitude Save to stay standing. 2-5: You lose control of your spell. While attempting to maintain it, your will is used against you. A DC15 + (1 per caster level) Will Save is requied in order to not be tripped. 6-10: Your spell catches your hand as you are filling it's the last of it's somatic component. You take 1/4 of the spell's damage. If the spell does not deal damage, it's effect uses you (or your position) as a focal point. Allies are not effected by the spell if they would not normally be by the spell's description. 11-15: Your spell seems unusually difficult to control. You realize in time that it might be best to forfeit the attempt and may do so at a DC10 + (1 per caster level) Will Save. If you pass the save, the spell dissolves. If you do not, refer to the description of the rolls "6-10". 16-19: Your spell fails to complete, and thus dissolves. You may not do anything else for the rest of your turn. 20: Your spell's effect is halved.
Spell Rules (unfinished): NO PSIONICS!!! Removed Spells: Antipathy Baleful Polymorph Break Enchantment Crafting Spells (you do not need a spell to craft things like Changestaff) Glibness Permanency (See changes) Changed Spells: -Arcane Eye- Spell dissipates if caster stops concentration. (Instead of continuing it's effect after caster starts concentrating again.) -Attonement- May only be used on characters who worship the same deity as the caster. Binding- "chaining", "bound slumber" cannot be used. "hedged prison" works the EXACT same as the Maze spell, EXCEPT subject can escape at a (reduced) DC of 15. -Bless Weapon- affects ranged weapons the same as melee weapons. You do not have to individually bless each specific projectile. Does not "all critical hit rolls against evil foes are automatically successful". Burning Hands- This spell's cone effect is 45 degrees. -Call Lightning- Lightning bolts called into existance by this spell strike vertically. -Clairaudience/Clairvoyance- Does not give 10ft view distance in pitch black surroundings. Instead, it DOES allow racial vision to work through it (darkvision, low-light vision, etc.) -Cloudkill- (clarification) Has a heighth of 10ft, can be cast as high up as 20ft. Falls 1ft per round unless weather conditions change it's rate. (change) When used in water, Cloudkill poisons the water, but completely disperses after 1 (per caster level) (max 10) rounds. Until it disperses, it spreads at a rate of 1ft per round. -Commune- "You contact your deity—or agents thereof— and ask questions that can be answered by a simple yes or no." The caster may not choose to contact the agents instead of the deity, it is the deity's choice. Questions that cannot be answered with a "yes" or "no" clearly, will be responded with "unclear." Questions that are at least 25%-75% yes and no, will be answered with "unsure." -Death Watch- This spell does not see through feigns of death done by a spell, only abilities -Permanency- This spell is removed. Instead, to make something it has listed as permanent, you must use three casts of that spell. For instance, to make Wall of Fire permanent, you must use 3 Wall of Fire spell slots to make the one Wall of Fire permanent. Also, the spells that cannot be made permanent are as follows: Detect Magic, Read Magic, See Invisibility, Enlarge Person, Magic Fang, Magic Fang (Greater), Reduce Person, Resistance, Animate Objects, Invisibility,
Miscellaneous Rules: XP costs are replaced by an increased x3 gold cost (Ex: Pay 500xp to do something, instead pay 1500g). You CAN NOT "pay off" your Level Adjustments. Once you pick a race with a level adjustment, you must see it through until the end of THIS campaign. (May change if/when the follow-up campaign starts.) Items' magical "+" is greatly reduced from other campaigns. The maximum "+" to any item is +7, with the exception of 1 already-planned +8 item. By +5, every item will have miscellaneous magical bonuses that further improve it past the standard "+5". It is likely that the players will not each receive a +7 item, but it will be almost impossible for a PC to finish this campaign without a +6 item. You may not craft any item that you find in any book. The only items you may craft given the requirements in the books are (up to) +3 magically enhanced items. The exception to this, is if players are able to use the recipes scattered throughout the campaign. Plain Artisan's Tools will not be able to make better than Masterwork items (magical items excluded as they are enhanced magically, the base item is not crafted better). Masterwork Artisan's Tools can craft items with other kinds of Enhancements (Ex: Keen) (again, excluding magical enhancement). Special tools are required to craft items with special materials (Ex: mercury, adamantite). There are Forger NPC's in the world which players can find that have their own recipe books of items that they have made, or know how to make and have never had the materials on-hand to do so. These forgers have the tools necessary to make items in their recipe book unless otherwise stated in the book. They charge a fee for labor, and will charge a reduced fee if players know how to make the items but just wish to "rent" the Forger's tools. The DC for crafting the items is bypassed if you choose to hire the Forger. As previously mentioned, there are other recipes scattered throughout the game. Rules follow with them the same as the Forgers' recipe books. Not all Forgers will be able to use every recipe, situationally depending on either due to lack of knowledge, or lack of tools. Extremely rare materials are also not very common due to the time period and troubles in the lands. You won't find a vial of mercury at the town's best magical shop, you MIGHT find one at a major city's best shop, but most materials are found during the players' adventures. Loss of a character's soul does not work the same as in the books. In the event of a character losing a soul, I will let the players know when negative effects happen, and what the negative effects are.