AU Sunless Citadel (3.0/3.5) Seeking ALTERNATES

Go ahead and post character concepts/sheets here in this thread. I trust you all to make your own characters... just remember that super-hero characters face super-hero monsters, as my old DM used to say.

RACES
Faen* - size small, tend to find a god for each and every facet of existence (can take feat at 3rd level to become TINY and fly); Come in two varieties: Loresong (intelligent w/ spell-like abilities) or Quickling (FAST runners, agile)
Giants - size med, can take racial levels (3 of them) to become size LARGE
Humans - normal humans
Mojh** - humans that undergo a transformation to become more like dragons; can take racial levels for additional abilities including a breath weapon. Mojh are not trusted by most due to the previous big-bad dudes being called Dramojh and also being dragonlike.
Lithoran - Nomadic Lion men, like idealized American Indians (agile)
Sibeccai - Jakal headed dog men, impatient and ill-tempered (tough)
Verrik - Red skinned people with mysterious psychic powers, emminatly pragmatic... almost like Vulcans (wise)
* Faen can sacrifice thier 3rd, 6th, 9th, 12th, 15th, or 18th level feats for SPRITE TRANSFORMATION that will turn the Faen into a Sprite (size Tiny and fly speed) and also allow them to begin taking up to 3 Sprite racial levels.
** Any human can sacrifice thier human, 1st, 3rd, etc... level feat for MOJH TRANSFORMATION; gaining all the Mojh abilities and losing thier human abilities (but not previously gained feats and skills).


Regular DnD races can be played, if you like but your origin must include somehow going through a portal and ending up in the lands of the Diamond Throne, without a way to get back. You'll be unlikely to meet others of your race but I won't rule it out.

RACIAL LEVELS
There are racial classes available for all the non-human races (humans become mojh and mojh have a racial class). Each class has three levels and tends to access all of that races abilities (faen become more fay, mojh become more draconic, giants get bigger, lithoran and sibeccai become more animal-like, verrik get more mind powers).

STARTING RESOURCES
Standard starting gold for your class (use InvisibleCastle.com to roll)

TRUENAMES
Decide whether or not your character has a truename (certin spells won't affect a person w/out a truename... but you can't be ressurected w/out a truename and can't qualify for Ceremonial feats.

DnD classes will get an additional 1st level feat at first level (ceremonial feat or normal feat depending upon truename/no truename)

SKILLS
ALL classes in an AU game can use a Spot check to notice a trap. Even if there's a rogue in the group, I don't feel that this will tread on his abilities too much as no class in AU gains Sneak Attack like a rogue does.

Hide & Move Silently - These skills have been combined into a single skill called Sneak.

Wilderness Survival & Survival & Intuit Direction - These skills have all been combined under the single skill Survival
 
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suggestion..

Oh yeah.. Sorry for posting again, but as a suggestion for those who don't have the book/access to the book, from someone who went that route before.. I'd avoid the AU spellcasting classes. It gets real hard to pick your spells (AU spellcasters are basically sorcerers who "pick" their spell known daily) without having access to the book.
 


Any chance you'd be willing to pick up a 6th? I have the books and can easily post 1-2 times/day. Let me know.

thanks,
Nick
 

Eh, why not. I fully expect to lose someone to attrition (if you're offended by that statement, then prove me wrong). :) Kajamba Lion is our sixth.

But for all you readers out there, that really is the limit. I'll accept alternates though (2 of them).
 

Sweet. I'll have a character up sometime later this afternoon/evening. :D I'm probably looking at a mageblade, magister, or witch (leaning towards a witch of some sort).

Nick
 
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Yay

Excellent. I'd really rather not play a spellcaster, but as I said, it's easier for someone with the AU book. Glad to see one is inching that way. :)

I'll still wait to see what's missing before offering my own concept. :)

Edit: Oh yeah. Mind rolling stats for me? I usually like point-buy, but rolled stats sorta appeal to me at the moment. Ya can e-mail them to me: jfmador(at)yahoo.com
 
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Yossariad the Sane, Truename:
Neigedenithon
Male Sibeccai Winter Witch 1; Size M; HD 1d6+1; hp 7; Disabled/Dying -1/-12; Spd. 30 ft.; Init +1 (+1 Dex); AC 11 (+1 Dex); BAB +0; Atk +0 melee (shortspear, 1d6/x3), +1 ranged (shortspear 1d6/x3/20 ft or ; Full Atk +0 melee, +1 ranged; SA Witch spells, witchery; SQ Witchery; SV Fort +1 (+1 Con), Ref +1 (+1 Dex), Will +5 (+3 Wis); Str 10, Dex 12, Con 12, Int 12, Wis 16, Cha 14.

Skills, Feats, Languages
Alchemy +3 (2 ranks, +1 Int), Concentration +5 (4 ranks, +1 Con), Heal +5 (2 ranks, +3 Wis), Knowledge/Cosmology +3 (2 ranks, +1 Int), Sense Motive +5 (2 ranks, +3 Wis), Spellcraft +5 (4 ranks, +1 Int), Survival +7 (4 ranks, +3 Wis); Energy Mage (Cold), Spell Affinity (transfer wounds (lesser)); Common, Faen, Giant.

Sibeccai Traits
Medium Size; base speed 30 ft.; low-light vision; +2 racial bonus on Gather Information, Handle Animal, Innuendo, and Sneak

Witch Traits
Simple weapon proficiency, light armor proficiency, shield proficiency, spells (Save DC 13 + level), witchery (cold resistance 20; icefire, 2d6 cold damage, Ref save DC 13 for half, useable 3/day)

Witch Spells and Spell Slots
Spells Slots/Day: 3/1
Spells Readied: 3/1
Bonus Spells: 1/1/1/1 (16 Wis)

Spells Typically Readied
0-level: canny effort, sense thoughts, transfer wounds (lesser)
1st-level: coldblast

Equipment
Starting Money: 140
Current Money: 16 gold, 3 silver
Encumbrance: 31.5 lbs (light load)
Shortspear, 10 darts, witchbag, adventurer's outfit, backpack.
In Backpack: winter blanket, trail rations (2), bedroll, sunrods (5), cold-weather outfit, healer's kit (9 uses), Copernicon's Cosmologica (book, +2 Knowledge: Cosmology).

Appearance, Personality
5 ft. 4 in., 150 lbs., 15 years old. Silvery-white fur (grey around the face), brown eyes. Slightly loopy in his behavior and prone to speak in rhyme and meter, Yossariad's interactions with his true, inner self have changed him — making someone who was once an extremely rational pup more flexible and willing to see the inherent irrationality in most things. That said, he does have enough sense and self-discipline to muffle any bouts of quirkiness at times when they'd be inappropriate. Most times, at least.

Background
A young sibbecai from Erdaenos (just south of the Harrowdeep), Yossariad was a dangerously sane and rational pup until he encountered the teachings of a giant winter witch named Na-Gogoloth, who espoused the virtue of self-realization through self-denial and exposure to extreme cold. Venturing far into the northern end of the Bitter Peaks, with nothing but a new copy of Copernicon's Cosmologica to guide him and a fortnight of trail rations for sustenance, the pup spent two weeks of meditation in a frozen cave. He survived, but a good portion of his psyche was damaged by it, and he returned home, claiming to have had visions of the world as a series of interlocking patterns and matrices. Reaction to this was quick and severe, with his former friends and acquaintances attaching the unkind epithet "the Sane" to his name. Finding no solace in their companionship, Yossariad has wandered through the various cities of the Diamond Throne looking for acceptance and peace.
 
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