So I'd quite like to run a classic 3.5 D&D game based around piracy on the high seas. I'm looking for 4 (max 5) players who if not familiar with 3.5 at least have access to the Player's Handbook or know enough to use the
d20 SRD. A couple of notes.
* Characters must be level 1, standard classes
only. You have enough to play with in the base classes without adding in psions and artificers, at least for this campaign. 100gp for starting equipment, as much or as little as you like in cash.
* You
do not start as pirates. Your start will be that you have signed on as guards or have bought passage / stowed away on a ship setting sail for the Storm Coast (YaK players might find this familiar). This will change soon enough.
* I will only accept fully statted character sheets (spoilered, please). In addition, you must produce a physical character description (does not have to be in-depth) and a character
goal. This is a defining ambition that your character is pursuing, if not throughout his existence then at the start of the campaign.
* Goals should be
personal rather than
objective. "I want to be rich" is an objective goal, and uninteresting. "I want to show my father that I am my own man" is a personal goal, and much more satisfying to read and to play. You can, of course, fulfill that goal through becoming rich.
* Setting is
technologically and culturally Renaissance (think 1500s), with no gunpowder but a certain amount of clockwork-punk.
There are a couple of
House Rules as well.
*
All characters, regardless of class, start with 6hp +/- constitution bonus. Each level, characters gain 1hp, no more, no less. NPCs are working off the same limitations. Rejected after consultation with players.*
Because of this, cure wounds spells above cure light wounds function differently; each 1d8 of healing can be applied to a different person within touching distance. Inflict wounds works on the same premise, but requires separate touch attacks. See above.* All classes have the
Profession skills as class skills.
* The Profession skills
sailor,
navigator,
artilleryman and possibly even
fisherman are useful in this setting. You can rely on NPCs to have these skills to operate ships, but they might not be as good as you could be.
* All alignments are permitted, but evil and chaotic characters must have a rationalisation that allows them to work with the rest of the party. It can range from "my chances of survival are better if I work with you" to "you amuse me too much to die", so long as it means players aren't offing one another from the outset. My personal favourite illogical reason is "You are my friends - sure, I murder and pillage indiscriminately as a rule, but it's not like I know
those people."
* Scurvy is a threat. Be warned.
Creating a character* Any Base Classes from the first Player's Handbook is fine; anything in the Classes section of d20srd, basically. If you want to use a more exotic class, convince me. No psionics.
* Create a level 1 character. Stats are rolled, 3d6 and assign to whatever stats you prefer. I trust you to be honest with the rolls, and if you roll something unplayable just re-roll it.
* If you're unfamiliar with D&D character creation,
Myth Weavers has some excellent sheets to lay out stats on. Since it would be copyright infringement, I can't post the step-by-step character creation process here. You'd need to find (or obtain from some source) a copy of the Player's Handbook.
Anybody interested, apply below! Would love to see y'all in action.
Edit: You may wish to set your sheet up on
Myth Weavers. It's free registration and provides an easy setup for the sheet. You can check specific skills, abilities and such at
d20srd.org, which is an excellent system reference document for 3.5Ed.
Character SheetsName: Caerill Crundmaíl
Race: Human
Player: Fniff
Classes: Bard1
Hit Points: 7
Experience: 0 / 1000
Alignment: Neutral Evil
Vision:
Speed: Walk 30 ft.
Languages: Common, Elven
Stat Score Mod
STR 9 (-1)
DEX 4 (-3)
CON 12 (+1)
INT 12 (+1)
WIS 9 (-1)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Appraise 1 0.0 1 0
Balance -3 0.0 -3 0
Bluff 6 2.0 2 2
Climb -1 0.0 -1 0
Concentration 1 0.0 1 0
Craft (Untrained) 1 0.0 1 0
Diplomacy 6 4.0 2 0
Disguise 3 1.0 2 0
Escape Artist -3 0.0 -3 0
Forgery 1 0.0 1 0
Gather Information 4 2.0 2 0
Heal -1 0.0 -1 0
Hide -3 0.0 -3 0
Intimidate 6 2.0 2 2
Jump -1 0.0 -1 0
Knowledge (Geography) 3 2.0 1 0
Knowledge (History) 3 2.0 1 0
Knowledge (Nobility and Royalty) 3 2.0 1 0
Listen -1 0.0 -1 0
Move Silently -3 0.0 -3 0
Perform (Comedy) 4 2.0 2 0
Perform (Oratory) 4 2.0 2 0
Profession (Navigator) 1 2.0 -1 0
Ride -3 0.0 -3 0
Search 1 0.0 1 0
Sense Motive 1 2.0 -1 0
Spot -1 0.0 -1 0
Survival 0 1.0 -1 0
Swim 2 3.0 -1 0
Use Rope -3 0.0 -3 0
-------------------------- Feats ---------------------------
Persuasive
You get a +2 bonus on all Bluff checks and Intimidate checks.
Run
Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket, and Tumble checks.
Shield Proficiency
You can use a shield and take only the standard penalties.
Simple Weapon Proficiency
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 9 / 7 / 9
Initiative: -3
BAB: +0
Melee tohit: -1
Ranged tohit: -3
Fortitude: +1
Reflex: -1
Will: +1
Unarmed attack:
to hit: -1
damage: 1d3-1
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Total weight carried:
Current load: Light
Encumbrance
Light: 30
Medium: 60
Heavy: 90
Leather Armor (25 g)
Whip (1gp)
Shortbow (31gp) (20 Arrows)
Bedroll (1sp)
Backpack (2gp)
Mirror (10gp)
Waterskin (2cp)
10 Sheets of Parchment (20sp)
Entertainer's Outfit (3gp)
27g, 7c
--------------------------- Magic --------------------------
Bard Spells
Level 0
Know Direction (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Personal Components: V, S
SR: No Effect: You discern north. Target: You
DESC: You discern north.
DESC 2: You discern north.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes [D] Range: Touch Components: V, M/DF
SR: No Effect: Object shines like a torch. Target: Object touched
DESC: Object shines like a torch.
DESC 2: Object shines like a torch.
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (25 ft.) Components: V, S
SR: No Effect: 5-pound telekinesis. Target: One nonmagical, unattended object weighing up to 5 lb.
DESC: 5-pound telekinesis.
DESC 2: 5-pound telekinesis.
Summon Instrument (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 1 minutes [D] Range: 0 ft. Components: V, S
SR: No Effect: Summons one instrument of the caster's choice. Target: One summoned handheld musical instrument
DESC: Summons one instrument of the caster's choice.
DESC 2: Summons one instrument of the caster's choice.
Varg (Highmax28)Galan Morgawyn (Tawarochir)Mila Asenov (USEC)Game BoardLight Corvette
Ship-shape.
Speed 6, Manoeuverability 4.
General Crew Experience: 5
Navigator Experience: 4
Gunner Experience: 4
Crew: 12
Guns: 2 Port Ballistae, 2 Starboard Ballistae
Supplies
480 man-days' rations, grog & water
8 shortbows; 120 arrows
8 scimitars
20 javelins
24 steel ballista bolts
50 wooden practice ballista bolts
Cargo
Capacity: 15
12 crates of textiles
3 crates of common spices