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Author Topic: D&D 3.5: Sunless Sea: Back to the Normal Time.  (Read 56499 times)

RedWarrior0

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Re: D&D 3.5: Sunless Sea
« Reply #60 on: October 30, 2011, 06:23:56 pm »

Ah, two more quick questions:

Are flaws/traits allowed? Sorry if I missed it, but I don't recall them being posted.
Would a Soulknife who already has a power point reserve get Wild Talent (which seems to be redundant), nothing, or Psionic Talent?
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #61 on: October 30, 2011, 07:44:56 pm »

Would a Soulknife who already has a power point reserve get Wild Talent (which seems to be redundant), nothing, or Psionic Talent?
It may look redundant, but you'd get Wild Talent as a free feat as a Soulknife. It increases your power points by 2, and that is about it. I think you would still get it regardless of your race, because an Elan (or any other psionic race) doesn't start with 2 power points.
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #62 on: October 30, 2011, 07:50:24 pm »

Ah, two more quick questions:

Are flaws/traits allowed? Sorry if I missed it, but I don't recall them being posted.
Would a Soulknife who already has a power point reserve get Wild Talent (which seems to be redundant), nothing, or Psionic Talent?
Are flaws and traits allowed?
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RedWarrior0

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Re: D&D 3.5: Sunless Sea
« Reply #63 on: October 30, 2011, 07:54:33 pm »

because an Elan (or any other psionic race) doesn't start with 2 power points.
Eh?
Quote from: d20srd.org
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Of course, the chance of getting nothing:
Quote
As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #64 on: October 30, 2011, 08:00:21 pm »

The Extended Psionic Handbook says 1 power point. There was an errata for it, but I didn't check. Yeah, from the looks of it you already have Wild Talent. Maybe the DM will let you have both.
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Criptfeind

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Re: D&D 3.5: Sunless Sea
« Reply #65 on: October 30, 2011, 08:03:15 pm »

2 bonus points.

Bonus.

Goes on top.
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Grek

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Re: D&D 3.5: Sunless Sea
« Reply #66 on: October 30, 2011, 08:23:26 pm »

@Boat Propulsion: This is one of the things that you will choose when building your boat. There are a number of options available, which will be described during the first session.

@Races: Awakened and/or Anthromorphic Anythings are still out. This includes cats, dogs, parrots, crocodiles, dolphins, octopuses, bats, squid, brine shrimp and mice.

@Dwarmin: Figher substitution level is fine.

@The Fool: I will make a big post with world information shortly.

@Redwarrior: Traits/flaws are out. You benefit from both Wild Talent and Naturally Psionic, giving you 4 PP to start with.
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Grek

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Re: D&D 3.5: Sunless Sea
« Reply #67 on: October 30, 2011, 09:57:27 pm »

World Info:

The major factions are as follows:

The Holy Alfheim Empire:
The Empire has its roots in the Jarl Maxinius I's successful seccession from the frost giant kingdom of Hvergelmir with the aid of the then independant nation of Unterhold, forming the sovereign nation of Alfheim. About 400 years lader, the Holy Alfheim Empire was ushered in by Empress Maxinius VII with the aid of her angelic allies after defeating the forces of traitorous general Marin Gravus, Exarch of Galland, who sought to overthrow the Alfheim Senate. The Celestial Empress then went on to convert the orcish and human tribes of Ostgard to the syncretic archon-worshiping faith of the Empire and generally make peace. Their current ruler is Emperor Maxinius IX, the grand nephew of Maxinius VII. No outstanding wars, though they're on bad terms with the Elfin Kingdoms due to their betrayal of Merica in the war against the Aboleth States.

Unterhold:
A underground nation of dwarves that have been ruled by a vampiric aristocracy for the last 500 years with no signs of that changing. Located somewhere in the west, but with the entrances to the city well hidden and only accessable under armed guard with the permission of one of the counts of the nation. Unterhold sends out regular merchant caravans with strange and exotic goods of unsual workmanship, giving rise to rumours that Unterhold is engaged in extra-planar trade. They're currently engaged in a war with the Aboleth states over mining rights in the south. Friendly with both Alfheim and Gnomheim due to agreements made during the war with Hvergelmir and unwilling to make the first move in breaking the ancient truce.

The Rupublic of Gnomheim:
The gnomish homeland, located between Alfheim and Unterhold. A semi-independant vassel of Alfheim which, despite ongoing missionary efforts for the last century, has yet to fully convery over to the imperial faith. Most gnomes still make offerings at the temples of the gnomish religion in exchange for protection from demons and other evil spirits.

Ostgard:
The unconquered kingdom of the orcdom and, recently, of humanity. During the conquest of Galland, the original human homeland, most of the then nomadic humans fled south across the Galland-Ostgard border. The princes of Ostgard and Galland had been friends with eachother since childhood and at the request of the deposed king of Galland, humanity was allowed to settle in the orcish settlements of Ostgard. The nation is located south of Alfheim and Gnomheim, but north of Merica and is notable for being one of the only surface nations that were never conquered by the giants of Hvergelmir.

The Elfin Kingdoms:
Located in the east of Merica and southeast of Alfheim. Home to elves, sprites, dryads and a numer of other fey creatures. Ruled by a council of kings, representing the nations of Elflund, Centaria, Dramscrag, Grigece, Boltica Pixistan, Sytrx, Enton and the former nation of Nixia, which was conquered by the Aboleth States roughly two decades ago. Rumoured to be in alliance with the fabled goblinate kingdom of Muspelheim in the distant south. Also rumoured to have no cities or villages at all, with the natives living amoung the woods and in isolated homesteads. Almost certainly hostile to the Aboleth States, but not backing Merica and currently not at war.

Merica:
The oceanic kingdom of the merfolk and the tritons. Famous for taming exotic beasts of all descriptions. At war with the Aboleth states over the fertile undersea reefs of Locathia and being directly supported by Alfheim, Unterhold and Gnomheim, who are largely unable to attack the Aboleth States directly. Despite this, the Aboleth states have recently managed to split Merica in half, claiming the central regions of Locathia. Eastern Merica was supposed to be defended by the troll kingdom of Dramscrag, but the Council of Kings forbade their intervention in order to maintain the truce drawn between the Elfin Kingdoms and the Aboleth States after the tragic defeat of the Elfin Kingdoms in the Nixian War. This has lead to some resentment in Merica against Dramscrag and the Elfin Kingdoms in general.

The Aboleth States:
The largest nation in the ocean, ruled by the aboleths and their sahuagin servants. Currently at war with just about everyone and winning. Backed by an army over a million strong, phrenic sea creatures and the formidable psionic powers of the memory fish, as well as magical artifacts dating back before the founding of Hvergelmir. The Emperor hopes that the Sunless Sea will hold some relic or power that will help turn the tides of the war against them, and has enlisted the aid of the finest artifacters and craftsmen from Merica, Ostgard, Alfheim, Gnomheim and Unterhold to outfit ships to explore the newly discovered land.
« Last Edit: October 30, 2011, 10:04:40 pm by Grek »
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filiusenox

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Re: D&D 3.5: Sunless Sea
« Reply #68 on: October 30, 2011, 10:17:37 pm »

So have you guys agreed on a time, yet?
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #69 on: October 30, 2011, 10:22:55 pm »

Fridays normally work for me, but I should be able to shift my availability at work to suit. Thursdays would work quite well for me after if I reschedule. More time for homework and D&D. Win win.

EDIT: What time of day would this be happening in GMT?
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mainiac

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Re: D&D 3.5: Sunless Sea
« Reply #70 on: October 30, 2011, 10:30:00 pm »

EDIT: What time of day would this be happening in GMT?

That is a rather crucial question.  Conceivably if it were happening late enough at night, I might be able to do this Sunday after I get back from my weekend sojourn.
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #71 on: October 30, 2011, 10:31:26 pm »

If I can work out how to do this character sheet and memorize all these rules, then Friday is good for me.
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filiusenox

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Re: D&D 3.5: Sunless Sea
« Reply #72 on: October 30, 2011, 10:37:08 pm »

Is there still an opening, then?
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RedWarrior0

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Re: D&D 3.5: Sunless Sea
« Reply #73 on: October 30, 2011, 10:40:28 pm »

I finished my sheet. She's been posted earlier, but Matisa the Wanderer.
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #74 on: October 30, 2011, 10:45:27 pm »

If I can work out how to do this character sheet and memorize all these rules, then Friday is good for me.

If you need help with character sheets be sure to ask me. In Shoruke's Western Marches campaign I made at least 4 sheets that I used, and several others that I didn't use. To say the least I've learned how to make a character sheet.
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