(CSToA) Touch of the Abyss [OOC]

Creamsteak

Explorer
I've cancelled my intended E6 Eberron game. I'm now intending to run a different game using some of the concepts from that game. All of the details are in the attached PDF (it's only 4 pages this time, not 25, so more people should be able to take a look). In general, it's an E6 game with a couple custom changes.

All I'm looking for right now is for players to express interest and maybe inform me of the Race/Class/Feats they intend to take with a character. No need to go into full stat-block detailing or equipment.

The adventure I'm intending to run is called "Touch of the Abyss" and starts in Dungeon Magazine, issue 117. If you've read or run it, please don't apply. The adventure is both an urban one and sometimes a dungeon crawl. It also will be extremely difficult in certain places. If you're not up for getting splattered and re-rolling, this might not be a good fit.
 

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How about something like this...

Slisik, Dragonborn
Druid 3 / Barbarian 3
Alignment: Neutral Evil
Feats/skills/stats/etc: TBD
Background:
Slisik began a typical reptilian life in his swamp village, learning how to respect, worship, and control nature. However, his people were constantly harassed by the nearby settlement of cave goblins, who demanded hunting rights in the swamp. Both races being fiercely territorial, the dispute eventually developed into a full-scale war. The goblins would send warbands to ambush trade caravans and hunting parties, while the dragonborn would send raids into the caverns. Finally, the goblins launched a massive assault on the village; all but a number of dragonborn were slain, their heads posted on sticks as a warning.
The survivors, enraged by their loss, launched a crazed attack on the caves while the goblin tribe was celebrating. None escaped their wrath; non-reptilian prisoners, children, and warriors alike were all cut down. With both settlements destroyed, and less than 50 survivors between them, Slisik decided to leave the swampland and try to make a life elsewhere. But he wasn't the same after the bloodshed; he lost his peaceful, naturalistic outlook on life. He now took up the sword, seeking riches and glory in what he expected would be a very short life.

OOC: Slisik is generally pissed off at the world since the destruction of his village. He's neutral evil because he's only interested in himself, and doesn't care who he hurts to get what he wants. However, this change from a true neutral alignment is very recent, and not necessarily permanent. If over the course of his adventures he can calm down, he may revert to his more harmonious roots.
 

It would depend somewhat on what kind of players there are, but just about anything is workable. How do you think you'd do at keeping up with the 1/day posting?
 


Tesla, Human Female
Psion 6 (Kineticists)
Feats: (6) Overchannel, Talented, Privledge Energy (Electric), Paraelemental Power (Electric), plus two more.

Pretty much your psionic blaster with a taste for things with a bit of electricity.


-Blood
 

Errol, Human warblade 6

A dual-kukri wielding showman who revels in finding weak points in his opponents defenses. He'll be heavily weighted to dex over strength, using two weapon fighting, weapon finesse, weapon focus and weapon specialization to maximize his effectiveness.
 


I can run with these 4 concepts I think. I'll need to see the psion spelled out pretty well since that's a fairly complex character. The other concepts are all pretty simple to deal with.

If everyone's up for it I can start looking at stat-blocks when you get time.
 

Slisik

Code:
Name: Slisik
Class: Druid 3 / Barbarian 3
Race: Dragonborn
Size: Medium
Gender: Male
Alignment: Neutral Evil
Deity: Semuanya (I'm using the Lizardfolk god, since I'm not sure which one
the Dragonborn worship)

Str: 16 +3 (8p+1lvl) Level: 6        XP: 15000
Dex: 12 +1 (4p.)     BAB: +5      HP: 48 (3d8+3d12+12 [8,4,5,6,7,6])
Con: 14 +2 (6p.)     Grapple: +8     
Int: 10 +0 (4p.)     Speed: 40'      
Wis: 16 +3 (6p.)     ACP: -0        
Cha: 8  -1 (0p.)     Action Points 8/8    

                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10    +4    +0    +1    +0    +0    +1    16
                                       Touch: 11 Flatfooted: 16(Uncanny Dodge)

                         Base   Mod  Misc  Total
Fort:                      6    +2          +8
Ref:                       2    +1     +1*  +3  (*against traps only)
Will:                      4    +3          +7

Weapon                  Attack   Damage     Critical
+1 Greatsword             +9     2d6+5      19-20--x2
MW Scimitar               +9     1d6+4      18-20--x2   (using it 2-handed)
Unarmed			  +8	 1d3+3         20--x2
Longbow                   +6     1d8+1         20--x3

Spells Prepared
0 (4): Detect Magic, Detect Poison, Light, Read Magic
1 (3): Cure Light Wounds, Cure Light Wounds, Entangle
2 (2): Bull's Strength, Summon Swarm

[sblock=Animal Companion]
Sasthil, Medium Viper
Hit Points: 21 (4d8=8+4+5+4)
Abilities: Str 9, Dex 18, Con 11, Int 1, Wis 12, Cha 2
Initiative: +4
Speed: 20 ft., climb 20 ft., swim 20 ft.

AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Saves - Fort: 3, Ref: 7, Will: 3
BAB: +4
Grapple: +3
(Full) Attack: Bite +8 melee (1d4-1 plus poison)
Space/Reach: 5ft/5ft

Special Attacks: A viper snake has a poisonous bite that deals initial
and secondary damage of 1d6 Con. The save DC is 11 Fort for a
medium snake. The save DCs are constitution-based.
Special Qualities: [URL=http://www.d20srd.org/srd/specialAbilities.htm#scent]Scent[/URL]
Skills: Balance +12, Climb +11, Hide +13, Listen +5, Spot +5, Swim +7
Feats: Weapon Finesse, Evasion, Link, Share Spells

Bonus Tricks: Trained for Fighting, Heel[/sblock]

Languages: Common, Draconic, Druidic.

Abilities: Animal Companion, Nature Sense, Wild Empathy, Woodland Stride
Trackless Step, Fast Movement (+10ft), Rage 1/day, Uncanny Dodge, Trap Sense+1

Feats: Track (1st), Power Attack (3rd), Cleave (6th)

Skill Points: 36       Max Ranks: 8/4
Skills                   Ranks  Mod  Misc  Total
Animal Handling           9    -1           +8
Athletics                 0    +5           +5     (racial)
Concentration             6    +2           +8
Survival                  9    +5     +2    +16    (Nature Sense, racial)
Endurance                 3    +2           +5
Initiative                3    +1           +4
Perception                6    +3           +9


Equipment:               Cost  Weight
+1 Greatsword          2,350gp  8lb
MW Scimitar              315gp   4lb
Longbow	                 75gp   3lb
20 Arrows		 1gp    3lb
+1 Studded Leather     1,175gp 20lb
Ring of Protection +1  2,000gp   --
Backpack                 2gp    2lb
Flint and Steel          1gp    --
Waterskin                 1g     4lb
Whetstone                2cp   1lb
 
                                    

Total Weight:45lb      Money: 79gp 9sp 8cp

                           Lgt   Med   Hvy  Lift  Push
Max Weight:               76    153   230   460   1150

Age: 22
Height: 5'9"
Weight: 145lb
Eyes: Light green
Scales: Dark green

I liked the code block for your character, Redclaw. Very organized. So I hope you don't mind that I ripped it off! ;)
 
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Tiefling Warlock

Str: 8/-1
Dex: 14/+2
Con: 14/+2
Int: 12/+1
Wis: 10/0 (12-2)
Cha: 18/+4 (15+2+1)

Init: +2

Hp: 6+5d6+12=35

Action Points: 8

Bab: 4
Ranged touch: +7 Eldrich Blast 3d6+2 (250ft)

AC: 19/12/17(total/touch/flatfooted), (10+2(dex)+5(armour)+2(buckler))

Fort: +2+2
Ref: +2+2
Will: +5

Skills: 2+2x9=36
Deception: 13 (9+4)
Concentration: 11 (9+2)
Perception: 9 (9+0)
Use Magic Device: 13 (9+4)

Feats:
Weapon Focus (ranged spell)
Ranged Spell Specialization
Extra Invocation

Class Abilities:
Detect Magic at will
Decieve Item (can always take 10 on UMD)
DR 1/cold iron

Invocations
Least 3+1
Entropic Warding (deflect 20% of ranged attacks, pass without trace, no scent)
Spiderwalk (spiderclimb+immune to webs)
See the Unseen (darkvision+see invis)
Summon Swarm

Lesser 1
Walk Unseen (invisibility,self)


Equipment: 6000 gp
Chain shirt+1 (100+150+1000=1250gp) 25lb, -1acp
Buckler+1 (15+150+1000=1165gp) 5lb
2 Wands of Cure Light Wounds (1d8+1, 50/50, 50/50): 750x2=
Hat of Disguise: 1800gp
Mundane gear: 100 gp
Gold: 185 gp

Wishlist:
Handy Haversack
Scrolls
Wands


[sblock=Swarm]Swarm
Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature.

Many different creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms, locust swarms, rat swarms, and spider swarms are described here. The swarm’s type varies with the nature of the component creature (most are animals or vermin), but all swarms have the swarm subtype.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous.

Combat
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.

Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

Vulnerabilities Of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Bat Swarm
Size/Type: Diminutive Animal (Swarm)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +11, Spot +11
Feats: Alertness, Lightning Reflexes
Environment: Temperate deserts
Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A bat swarm is nocturnal, and is never found aboveground in daylight.

Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)
Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Blindsense (Ex)
A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

Skills
A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.



Rat Swarm
Size/Type: Tiny Animal (Swarm)
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 10 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +8, Spot +7, Swim +10
Feats: Alertness, Stealthy, Weapon FinesseB
Environment: Any
Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Disease (Ex)
Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills
A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



Spider Swarm
Size/Type: Diminutive Vermin (Swarm)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +1/—
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, poison
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +11, Listen +4, Spot +4
Environment: Warm forests
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat
A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex)
Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

Skills
A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. [/sblock]
 
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