The city of AltonDale was once safe and law-abiding. The crime rate was low and the trade was high. The prosperity made it a hub of research, experimental technologies, and trade. The City Guard proudly kept the citizens safe. However as is inevitable in a growing city crime soon became more than the guard could handle. The various gangs and crime related guilds quickly gained advantages over the law enforcing agencies. And the agencies themselves proved only to vulnerable to corruption.
Now the City Guard is over spread and under manned. The Crime Lords make the rules and the innocent civilian lives in fear of getting caught in a gang war or simply looking like an easy mark. Enough is enough. I need a team that is brave and strong enough to fight back, and end this dark age. I need a team of Heroes, not held to the bounds which have made the law enforcement impotent. I need you, and I am willing to pay. I will pay 20 gold a week for your services as a vigilante. If interested meet at the Luck of Shinara.
Signed Lord Brown.
So reads the letter covertly placed upon your bed. You've never heard of a Lord Brown but 20 gold a week is a sizeable purse, and all you need to do is dispense a little justice.
I'm looking to put together an urban crime fighting campaign and will need 4-5 players. It will be a rules based game with 3.5 edition rules. I just like them better, dunno why. Any takers?
Yeah whip it up and we'll start when we get a couple more bites. Hey I had a question you might know the answer to... How do I get one of those picture things? I tried editing my profile but the picture doesn't seem to take and I can't find a save changes button.
Posted on 2015-09-09 at 14:39:30.
Edited on 2015-09-09 at 14:40:34 by Feypyro
As far as setting your avatar pic goes, you should just need go to the 'Edit Profile' screen, select your avatar picture from the dropdown, there, and click the submit button. Bing, bang,boom, picture!
Are you getting any errors when you try to change the pic or does it just act like it's doing something and then you get nothing?
Any 3.5 books are open except gestalt weirdness, no race restrictions. You can roll up your own stats I'll trust ya let's go with 500 gold to start and non purchased gear is just the shirt on your back.
Posted on 2015-09-09 at 15:13:31.
Edited on 2015-09-09 at 15:13:52 by Feypyro
Okay, got a bit of a start on my Urban Ranger character - a Half-elven chap known as Dak Whisperfoot. Basically just stats and such at the moment, haven't finished buying gear, haven't really come up with much of a background, yet, either. But, all that aside, I figured I'd post what I've got for review/perusal. I'll update appearance, background, additional gear, etc a bit later. Name: Dak Whisperfoot
Race: Half Elf Player: Eol Fefalas Class/Level: Urban Ranger 3 HP: 30 XP: 3000 Alignment: Neutral Good Vision: Low-light Speed: Walk 30 ft. Languages: Common, Elven, Sign Language
Weapon and Armor Proficiency: Duskblades are proficient with all simple and martial weapons, as well as all armors and shields (except tower shields).
Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list on page 24. Duskblade spells unique to this book appear on a spell list Page 98.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.
You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—3. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).
A duskblade's caster level is equivalent to his class level.
Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. You also know one additional 0-level spell for each point of Intelligence bonus.
Each time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list.
Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. In effect, you lose access to the old spell in exchange for gaining the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause spells to fail if those spells have a somatic component. A duskblade's limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 4th level, you learn to use medium armor with no chance of arcane spell failure.
At 7th level, you learn to use a heavy shield with no chance of arcane spell failure.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Armor and shield Proficiency light
weapon proficiency simple
Armored mage(light): no spell failure for light armor and shield
Warmage edge: any spells that do dam I add my int score to the dam dealt (example: orb of acid, lesser for my level does 3d8+(int)2)
Advanced learning: every 3 levels I can learn a new spell from EVO school not on warmage spell list
Toughness: +3 HP
Dodge:+1 to AC against specific enemy I choose
Mobility:+4 to AC against attacks of opportunity
Melee to hit: 2
range to hit: 4