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LFP 3.5 Homebrew Noob Game

I'm looking for some new players as the schedules of some of my existing players have changed. I'll be adding one or two new players each week to fill out the group so we have enough players available every week to play. There's a detailed description of the game in the link below along with my YouTube channel where I post my games. <a href="https://app.roll20.net/lfg/listing/127929/noobling-grotto" rel="nofollow">https://app.roll20.net/lfg/listing/127929/noobling-grotto</a> I'm also looking for two players to add to my Bane Game but those will be picked from the list of existing players based on who I feel suits that game's style of play. In the near future, I will be launching a second East Marches Game but again, those players will be selected from the list of players at the time of the game's creation.
My map from the East Marches Game. I'm still working&nbsp;on it but it's an example of my style.
I'm new to tabletop and I'd like to join.
Benjamin S. said: I'm new to tabletop and I'd like to join. I sent you a PM.
The second floor of Meldar's Tower. I've run that adventure three times and it's always great.
Hey, I'm new to tabletop as well, would like to join and get to know how things work.
H D. said: Hey, I'm new to tabletop as well, would like to join and get to know how things work. I sent you a PM.
Church of Tymora (first floor) in Ogo.
Second floor.
Lilith, my second favourite villain.
Mike's bard.
Wolf Larson, Paul's swashbuckler.
That point when you find The Hammer of Thunderbolts and need a new token. Hammer of Thunderbolts This +1 Large Thundering Crushing Maul of Hurling deals 3d8 (critical 19-20x3) (2d6-&gt;2d8-&gt;3d8) points of damage on any hit and can be wielded one-handed by a size large or larger creature. Further, if the wielder knows that the hammer's true name (Anthal) the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage, no save on confirmed critical). When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 30 feet to be stunned for 1 round (Fortitude DC 20 negates). The hammer’s range increment is 30 feet. Thundering A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently. Strong evocation, necromancy, and transmutation; Weight 15 lb. Returning This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown. Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus. Throwing This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 30 feet and can be thrown by a wielder proficient in its normal use. Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.
i'm also new and would love to learn
Step Fast said: i'm also new and would love to learn I sent you a PM.
Because sometimes the druid wants to be a monkey and beat shit with a stick.
The Regalia of Fury The Regalia of Fury began as five separate items brought together during the Great Schism of Tempus before humans and the gods had formed a pact. The warring factions of Tempus, unaware of the true will of their god, caused much destruction and chaos. While this alone wasn't an issue, his followers often fought amongst themselves more than they did against other faith's followers. The ranks of the fledgling faith were filled with accomplished warriors and green recruits. Most of the middle levels were slain in pointless skirmishes. This, in turn, causes the recruits to be cut down, in great numbers, by veteran warriors, depleting their number further. It was at this point that the gods were granted the ability to directly communicate with their followers again. Each power gifted their followers a single item. On that item was written the tenants of the faith. The Flaming Shield of Tempus was to be the greatest war trophy of all time, but one tenant struck a chord with the leaders of the five factions. " Slay one foe decisively and halt a battle quickly rather than rely upon slow attrition. " It was decided the champion of each army would compete in a tournament to decide who was the true recipient of The Flaming Shield of Tempus. Additionally, each champion would offer an item the victor could claim to ensure the true champion of the faith would go unchallenged. The Helm of Sight &nbsp; The Helm of Sight lacks the grandeur of the other items in the set, despite being the crown jewel. Its only identifying traits are its full-face shield and the flaming motif etched into the skull cap. Often mistaken as junk, the battered adamantine helm resembles common iron to the untrained eye (DC 15 Armoursmithing or Weaponsmithing check, or DC 20 Blacksmithing check to identify its true nature). The helm had seen many battles before it was enchanted, and it shows. On closer examination, the face shield is simply dirty and poorly maintained but appears to be brand new, in comparison, when cleaned. The helm was enchanted to serve as an offering to the victor and was tied to the other offerings. The face shield was added to conceal the victor's face, so no one would view him or her as anything but the true leader. The Helm of Sight has been lost since the second Gods War, so the regalia has not been brought back together in centuries. This helm's face appears to be a solid slab of iron, allowing its wearer no way to see out. Despite its appearance, it doesn't restrict your vision in any way. More important, it grants the wearer blind­sense out to 60 feet and provides you with a +5-competence bonus on saves against gaze attacks. If the wearer is a follower of Tempus, the helm can cast the following spells, caster level 20th, once per day: &nbsp; Ebon Eyes Darkvision True Seeing &nbsp; Additionally, the helm makes the follower immune to stunning and provides 20% fortification. This fortification stacks with the other items in The Regalia of Fury. The Helm of Sight can also "see" the other items if they are within 100 miles of the wearer. This increases by another 100 miles for each piece acquired. Greater Bracers of Blinding Strike &nbsp; These braces allowed a lithe champion to defeat her first champion and move up the ranks immediately. Unfortunately, her fatigue got the best of her in the second battle, as she did not have enough time to rest before engaging a new champion. This pair of elegant bracers are crafted from dark green leather with mythral tracery which looks like vines. Tiny, leaf-shaped plates of silver branch off the mythral to create a glimmering pattern. These bracers grant you a +4-competence bonus on initiative checks. This is a continuous effect and requires no activation. When you activate bracers of blinding strike (swift command), you can make one additional attack with any weapon you are holding during the turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell. This ability can be used three times per day. Additionally, once per day, Greater Bracers of Blinding Strike can produce an action surge (free action command), allowing the wearer to make a full attack as a swift action. The wearer is immediately fatigued after the action surge. If the wearer is a follower of Tempus, the action surge can be performed twice per day. The bracers also grant the wearer 20% fortification. This fortification stacks with the other items in The Regalia of Fury. Greater Badge of Valor &nbsp; The Greater Badge of Valor was offered not because of its power but for its leadership potential. " If you cannot control yourself, you cannot command others ." This was the motto of the Order of Shield Breakers. While it is not part of the dogma of Tempus it is a common officer saying. This badge is stamped with the image of an impenetrable fortress over which shines a golden sun. The tether is made of green dragon leather, braided into a thick cord. It is a heavy bronze badge is from the Order of the Shield Breakers. It is unknown how such a mundane item was successfully enchanted. When you activate The Greater Badge of Valor (immediate command), you and all allies within 60 feet gain a +5 bonus on the next save you or they make against a charm or fear effect. This lasts for one hour or until discharged. Additionally, you gain the benefit of a Heroism spell for the hour. A badge of valor functions three times per day. If the wearer is a follower of Tempus, the Greater Badge of Valor grants the wearer a +4-sacred bonus to charisma and Heroism becomes Greater Heroism instead, caster level 20th. The badge also grants the wearer 20% fortification. This fortification stacks with the other items in The Regalia of Fury. Mantle of the Mage &nbsp; It is unknown how this prized treasure of Tempus' hearth found its way back to Thera, but the barbarian lord has yet to reclaim it. The soft-purple cloak is tattered and looks worthless. On closer inspection, it is revealed that it is the remains of an advanced armour weave cloak. It radiates magic proportionate to its surface powers. The Mantle of the Mage functions as an armour weave cloak of protection +1. Wearing this cloak will draw the ire of followers of Mystra and potentially the god herself if recognized. If the wearer is a follower of Tempus, it becomes a cloak of protection +5. Additionally, it can turn one spell of fourth level or lower back on its caster (immediate command). The mantle also grants the wearer 20% fortification. This fortification stacks with the other items in The Regalia of Fury. Blade of the Lord &nbsp; Lost to history, this greataxe is the first Bultux . The one Tempus wields is a replica of this ancient blade. Tempus went to great lengths to reproduce the greataxe in every way he could, so no one would ever know his first version was destroyed by Mystra. Mystra scoffed, as the barbarian turned to face her. She knew he was no match her because no one was. She toyed with Tempus until he landed a lucky blow and his blade drank in her blood, leeching her power. Without really considering the consequences, Mystra hit him with a heightened disjunction. She was confident it would end the fight and destroy the wretched weapon, returning the leeched power. The spell worked perfectly, and left Tempus stripped of his magic but the greataxe was strong enough to challenge the disjunction and that was before it had sampled Mystra's blood. The greataxe glowed with purple fire before releasing a shockwave which destroyed the Mystra's avatar and brutally wounded the hulking barbarian. He couldn't believe he had prevailed, despite seeing the vision of Mystra being destroyed before he faced her. He walked over to his greataxe, the blade still glowing hot, and picked it up. It was completely inert. Its power disjointed from its physical structure. He tossed the blade aside, believing it would no longer be suitable for enchantment, and collected up the items Mystra had dropped when she was destroyed. He planned to hang the tattered cloak over his hearth. The symbol of Mystra, embroider on it, was mostly burned away but he knew what it was. The Blade of the Lord was the first relic of Tempus ever discovered. It was inert, save one unique quality, it dripped blood with a soft purple hue. It didn't seem to have any magical abilities, but it was a battle-scarred adamantine greataxe and soon found its way into the hands of the Tainted Blood Clan (originally the Brothers of Battle Clan). It was the champion of the Tainted Blood Clan who offered the Blade of the Lord as an offering to the winner. The Blade of the Lord is a Keen, Flaming, Anarchic, Greataxe of Quickness +1 (+2). If the wielder is a follower of Tempus, the enhancement bonus increases to +3 (+2). Once per day, when the wielder is reduced to half hit points the blade cast Heal on the wielder, caster level 20th, no save. Once per day, when activated (swift command), the blade can cast Righteous Might on the wielder, caster level 20th. The blade also grants the wielder a +5-circumstance bonus to charisma versus other followers of Tempus. Additionally, The Blade of the Lord has the divine ability to Drink of the Foe. This functions constantly but the abilities are only passed on to followers of Tempus. On any successful attack, which draws blood, the axe drinks in some of that blood. This grants the axe and the wielder any special abilities (DR, SR, ER, BW and so on) the target may have for one round per point of damage dealt. This is cumulative. This ability only functions on targets with fluids which can be absorbed so undead, constructs and the like are immune to this ability. This ability was placed on the axe by Malar during the early days when Tempus was known for being much more feral and vicious. The current Bultux does not have this ability.