The Sands of Solaris - Rogues, Heroes, and Villians

Phoenix

First Post
Well Ladies and Gentlemen, here will be the location of our illustrious (and brave) PCs. As soon as our core four post their final character sheets with all the trimmings (show those calculations), the main story board will appear!

For those that wish to join in on the story, openings to swell the party numbers will be posted either here or on the OCC board (I'll be creating a new one I think, look out for it after the game starts).

Certain NPC's and monster's details may be posted here, depending on the necessity of revealing or hiding the details. As the PCs level I expect that their changing character sheet will be shown here for the enjoyment and reference of all.

If you have pictures for your characters, I would love to see them too. I like the pretty ones myself, visual aids are very nice. Crank out those non-openly recognized pictures and bung them on your post I say!

The game will begin any day now, House rules will be posted on the OCC board as soon as the game starts. As you learn more about the world this post may grow....

IC Thread
http://www.enworld.org/forums/showthread.php?p=1319156#post1319156

OOC Thread
http://www.enworld.org/forums/showthread.php?t=74227&page=1
 
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Khusrau Human Ftr 1

Str 12 (4 points)
Dex 16 (10 points)
Con 12 (4 points
Int 10 (2 points)
Wis 8 (0 points)
Cha 10 (2 points)

Melee +2, 1d6+1 18-20/x2 (+1 BAB, +1 Str)
Missile +4 1d6, 20/x3 (+1 BAB, +3 Str)

AC: 18 (flatfooted 15, touch 13)
HD 1d8+1 (9)
Init: +3

Saves:
F +3 (+2 base, +1 Con)
R +3 (+3 ability)
W -1 (-1 ability)

Feats: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge

Skills: Ride 4 ranks -2 armor +5
Handle Animal 4 ranks +4
Survival 2 ranks (cross-class) +1

EQ: War-trained camel (named Whoreson), military saddle, studded leather (Leather supplemented by horn strips across the vital areas), light wooden shield, scimitar, composite shortbow, 40 arrows. (I'm assuming max starting gold)

The second son of a minor desert chief, Khusrau's only prospects of advancement at home were to gain wealth in petty oasis raids. Of course, given his martial bent, this didn't displease him at all. When his father died, Khusrau's older brother, Hormuzd, began embarking on a campaign to unite the desert tribes, bringing them against the city-dwellers, whom he feared had forsaken the Sun, dwelling too close to Night and growing soft as they squatted in one place. Khusrau fled when Hormuzd planned a raid on a large caravan of weapons, certain that his brother and all who followed him were doomed. It was only later that he learned Hormuzd's attempt had been successful, and that tribes were rallying around the banner of the Eagle of the Sun, as Hormuzd now titled himself.

Personality: Though certainly very warlike, and (like all his people) contemptuous of the city-dwellers' softness, Khusrau retains at least a modicum of respect for their sheer numbers. He is incautious in battle, but always wary of attacking larger numbers (at least until steel is drawn). Curiousity is not his strong point; investigating every mirage will get you killed out on the sands. He is, however, quite hot-tempered, and a challenge to his courage will usually rouse him to action.
 
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Djamir Al Qasaur

Djamir Al Qasaur
Dwarf, 1st-Level Wizard
Medium Humanoid (Dwarf)
Hit Dice: 1d4+1 (5 hp)
Initiative: +1
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: + Melee (1d10+1/x3) or Shortbow +1 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dwarf traits, Magic
Special Qualities: Darkvision 60 ft., dwarf traits, Familiar (Lizard)
Saves: Fort +*, Ref +1*, Will +2*
Abilities: Str 10, Dex 12, Con 12, Int 15, Wis 10, Cha 8
Skills: Appraise +4/+6 metal and stone, Craft (blacksmithing) +8, Spellcraft +6, Knowledge Arcana +6. Climb +3,
Feats: Spell focus Transmutation, Scribe Scrolls, Alertness (when familiar within 5’)
Alignment: Neutral Good

Dwarf Traits (Ex): Dwarves possess the following racial traits.
— +2 Constitution, –2 Charisma.
—Medium size.
—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to 60 feet.
—Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
—Weapon Familiarity: Dwarves treat Dwarven waraxes and Dwarven urgroshes as martial weapons, rather than exotic weapons.
—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +1 racial bonus on attack rolls against Orcs (including halforcs) and Goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
—Automatic Languages: Common, Dwarven, Giant, and Terran.

Djamir has lived his life in the dune city of Kah-Athin. A small Dwarven community made from the magical sands left behind after a great battle between the Dwarves and the Giants. Magery is a source of pride for these dwarves and to not have a mage or sorcerer in the family is considered a sign of bad luck. The clan Al Qasaur is a merchant caravan clan trading from one Dwarven enclave to the other. They also hire out their children to be guides and aids to other non-Dwarven caravans.
One such caravan is what deposited Djamir firmly in the story.
He is brash and stubborn and very proud of his schooling. He sees the warrior’s life as one of pure limitation and finds that he pities them their lack of insight. Fond of food and drink he has been known to feast like a professional bard.
Djamir has a sadness about him as well. He has been told that he will never wed. This is a disgrace for a Dwarf not to start a family when his time comes.
He has a special talent for transmutation magic. He finds the shaping of things into other things endlessly fascinating.

Basic spell book:
All Cantrips
1st Level:
Mage Armor, Magic Weapon, enlarge person, reduce person, sleep.

Basic spell load:
Cantrips (0 level): Detect Magic, Ray of Frost, Mage Hand
1st Level: Mage Armor, Reduce Person.

Basic Equipment:
Spellbook (free)
Backpack (2g)
Spell comp pouch (5g)
Staff (0)
Waterskin (1g)
Scroll case (2) (2g)
Parchment (5) (10g)
Ink pens (2)
Ink bottle (8g)
 

Tarim
Male Human Rogue 1
Strength 12 (+1)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 8 (-1)
Charisma 14 (+2)

Initiative: +5 (+1 dexterity, +4 improved initiative)
Hit points: 1d6+1= 7
AC: 13 (+1 dexterity, +2 leather armor), Touch 11, Flat Footed 12

Saves:
Fortitude +1 (+1 constitution, +0 base)
Reflex +3 (+1 dexterity, +2 base)
Will -1 (-1 wisdom, +0 base)

Base attack bonus: +0
Grapple Bonus: +1
Melee attack: +1
Ranged attack: +1

Scimitar +3 melee (1d6+1, 18-20/x2)

Skills:
Bluff +8 (4 ranks, +2 charisma, +2 persuasive)
Climb +4 (3 ranks, +1 strength)
Craft: Tailor +2 (1 rank, +1 intelligence)
Diplomacy +6 (4 ranks, +2 charisma)
Gather Information +6 (4 ranks, +2 charisma)
Hide +5 (4 ranks, +1 dexterity)
Intimidate +8 (4 ranks, +2 charisma, +2 persuasive)
Move Silently +5 (4 ranks, +1 dexterity)
Open Locks +5 (4 ranks, +1 dexterity)
Sleight of Hand +5 (4 ranks, +1 dexterity)
Tumble +5 (4 ranks, +1 dexterity)

Languages: Local, Trade, Ignan

Feats: Improved Initiative, Persuasive

Equipment: Explorer’s outfit, Camel, bit and bridle, saddle, saddlebags, backpack, bedroll, piece of chalk, flint and steel, leather armor, grappling hook, small steel mirror, two belt pouches, twenty five feet of hemp rope, cloth sack, scimitar, shortbow, 20 arrows, thieves’ tools, 2 torches, 2 candles, whetstone, needle & thread, four days trail rations, eight full waterskins.

Money left: 9 gp, 7 sp, 3 cp

Special abilities: Sneak Attack +1d6, Trapfinding, Light Armor Proficiency, Rogue Weapon Proficiencies.*

Tarim is dark skinned (as are most people of the cities, living as they do beneath the sun), but he has not been baked like the desert nomads. He has a neat goatee and mustache, giving him a rakish air. His clothes are as fine as he can afford (which is not too much) and well-maintained- his mother was a seamstress, and he learned a thing or two.

Tarim is the son of a desert nomad who was in town long enough to get drunk, seduce his mother, and leave. His mother maintained that it was love; as the streets are hard on the poor and romantic, it was probably a mercy she died of disease when Tarim was twelve.

Tarim ran with the usual band of guttersnipes and pint-sized pickpockets, although he displayed more smarts and less restraint than most. As he moved from cutting purses in the marketplace to entering the houses of rich merchants to take their gold and wink suggestively at their wives, he became increasingly a target of those more powerful than him on both sides of the law. The thugs envied him his skills and the way he had with people, and the guards wanted to throw him in a dark dungeon to rot.

The guards, somehow, Tarim managed to avoid with a certain amount of pananche, but it was the way he dealt with the thugs that made people nervous enough around him that he had to leave the city. Cornered by a bunch of ruffians, Tarim (he knows not why) began chanting in a strange language and waving his hands... and the thugs ran away in fear. Now, he knows that, odd chanting or not, he just managed to spook them- but now his reputation for being some kind of warlock decended from a djinn is causing him as much trouble as his reputations as a braggart, a theif and a womanizer.

The guards are after him as a thief and everyone else is after him as a demon- time to leave, Tarim thinks to himself. He gets a camel and some supplies and heads off to go anywhere but where his immediate future involves burning, hanging or beheading. He hasn't quite gotten the hang of camel-riding yet, but he's named it "For the sake of the Gods." As in, "For the sake of the Gods, turn right!" That's quite a mouthful, so he's nicknamed it "you bastard" and "you stupid animal."
 
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Name: Khalas
Race: Elf
Class: Monk 1
Alignment: LN

Str 11
Dex 14 +2
Con 10
Int 11
Wis 13 +1
Cha 11

Hp: 8
AC: 13 (+2 Dex, +1 Wis)
BAB 0
Attacks: +0 Melee, +2 Ranged, -2/-2 Flurry of Blows
Speed: 30 feet
Initiative: +2
Saves
Fortitude 2 = +2
Reflexes 2 (+2 Dex) = +4
Will 2 (+1 Wis) = +3

Skills:

Balance 2 (+2 Dex) = 4
Diplomacy 3 = 3
Jump 2 = 2
Listen 2 (+2 Elf) = 4
Knowledge (Religion) 3 = 3
Spot 2 (+1 Wis, +2 Elf) = 5
Tumble 2 (+2 Dex) = 4

Languages:
Common, Elven

Feats:

Improved Unarmed Strike, Stunning Fist, Dodge

Racial Traits:
Immune to magic sleep effects and +2 racial bonus to save against enchantment
Low-light vision
Weapon Proficiency: scimitar, longsword, long bow, short bow
+2 racial bonus on Listen, Search, and Spot checks

Class Abilities:
Weapon Proficiency: Club, crossbow (light or heavy), dagger, katar, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, chakram
AC bonus
Flurry of blows
Unarmed strike

Equipment:
2 katars, 10 shuriken, Monk's Outfit, Traveller's Outfit, Backpack, Flint and steel, Five days trail rations, Bedroll, Belt pouch, 3 water skins, 3 gp, 4 sp


Background: Many years ago a band of elves settled deep in the borderlands, with one unusual goal; to understand the nature of both light and darkness. Though they have lived mostly in peace, they have long trained themselves in the arts of battle as well as philosophy. Recently one of their number, Khalas, began to question the ways they have lived by. When the elders of their order doted on the nature of duality, Khalas would ask "How can we come to understand the difference of both light and darkness when we do not truly know the nature of either?" Because he was often shrugged off or given an unsatisfactory answer, Khalas decided to leave the confines of his order and seek the truth for himself. Khalas joined the next caravan that still dared venture so far from Solaris and has come with them back towards its blazing light.

Personality: Unlike most who focus so deeply inward, Khalas is inquisitive and surprisingly outgoing. Though he has great respect for his teachings, he still has quite the independent streak that has led him far from home. He is very calm-natured, and is slow to judge others.

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Renath of Alspinar​

Met on the streets of Alspinar, quite literally, this man was also one of the chosen of the city to seek the way to Solaris. Making a spectacle of himself before the The Lady's Wait (the party's tavern) and refusing to on the quest, fearing death and the Curse of Solaris, he was humiliated by Tarim in front of a large crowd.

A short man, Renath sports light brown hair that falls down his back and past his shoulderblades. Prone to paranoia and superstition, he is probably the worst candidate for the quest set to him and has shown no visable talents as yet.

Known equipment: Leather armour, fighting knife.
 

Caliph Syndar of Cularn

Caliph of the Kingdom of Cularn, this richly dressed man displays his wealth in the silks and jewelry that draps from his body eligantly. No doubt within his late 40s, his dark moustache and beard betray little signs of greying or age, and his demeanor is happy and boulstrous.

First (and last) seen atop a great elephant, the Caliph wished the group all his blessings in finding the path to Solaris for his people. After returning to the city he is yet to be spotted again.

Known Possessions: Several thousands gold pieces worth of jewellry, a masterwork scimitar.
 

Thyrian al Kusarn of Kah-Athin​

The eldest of a group of dwarven caravan guards hailing from the same city as Djamir, Thyrian's grey braided hair displays his high standing and power amongst his people. Dressed in elegant silks and decorated with trinkets (perhaps magical?), Thyrian is a noble character in stance and in word.

Known Possessions: Elegent silken robes, arcane trinkets, dagger.
 

The Wjauld

Small twisted and misshapen creatures from subterrainian caverns, these albino-scaled creatures rarely risk the light of Solaris to hunt on the surface of the lands. Their small but sharp claws, and fangs within their long snouts, tear through their victims easily, but are more suited to devouring fallen foes after combat.

Weak in individual combat, the creatures hunt in packs to overcome more powerful foes, attacking with great savagery. Initially encountered during a strange 'earthsinking' outside the Caliph's city, they sheltered themselves from the worst of the sun in the middle of a great dust storm.

Easy Stats: Take the kobold's stats and remove all armour and weapons, add claw and bite attacks and grant the little critters Rage as a 1st level Barbarian. The CR changes from 1/4 to 1/2 after these changes are made.
 
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