FULL: Agents of D.E.L.V.E. (UA/Dungeon Mag)

Blue_Kryptonite

First Post
The D.E.L.V.E. game is down to three players. Repost of the particulars below. In addition, this thread will serve to re-post characters on the new server, since I can't locate the old thread. :)

Edit: Got ahead of myself... The Game to date is posted here.
 
Last edited:

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----> The Hook:

The extradimensional masters of the Nameless Legion (Dragon Magazine #304) have, for their own inscrutable purposes assembled a team from various worlds whose sole mandate is to enter dangerous situations and recover their objective. This team is known to the masters as the Dungeon Expeditionary Low-Visibility Extraction team. D.E.L.V.E. goes where they’re told, when they’re told… To retrieve their objective. Are there other D.E.L.V.E. teams? What is the significance of the objectives? Do you have backup? Opposition? None of your business, Delver. Suit up, you’re moving out.

----> The Campaign:

D.E.L.V.E. will begin at level 5. Most adventures will be loosely strung together from my vast collection of Dungeon Magazines, modified to suit my style as a DM. The campaign will be cinematic, and have overtones of military buddy adventures and espionage/conspiracy flavouring.

----> The Rules:

32 Point Buy. 9K, half total on one item. Full HP 1st level, average after.

D&D 3.5. Unearthed Arcana is used as a heavy modification.

In particular, the following variants are always used:

Spontaneous Divine Casting (page 64)
Maximum Skill Ranks, Limited Choices (page 80)
Weapon Group Proficiencies (page 94)
Defense Bonus (page 110)
Armour as DR (page 111)
Recharge Magic (page 158)
Taint (page 189)
Level-Independent XP (page 214)

The following are allowed:

Racial paragons (page 32)
Totem Barbarians and Bard Variants (page 48)
Monk Styles (page 52)
Urban Ranger, Wild Rogue, and Battle Sorcerer (page 56)
Favoured Environment (page 65)
Wild Shape: Aspect Of Nature (page 67)
Spelltouched Feats (page 92)
Summon Monster Variants (page 137)
Incantations (page 174)

In addition, I will be using Spycraft Action Dice.

----> The Characters

Only hard and fast rule: No evil, no loners. These characters will be part of a team.

Characters from the following books and sources will be accepted outright.

Core 3.5 + Psionics Handbook
Eberron Campaign Setting
Forgotten Realms Campaign Setting

Characters using elements from the following sources will be considered, with discussion:

Dragon Magazine
Dungeon Magazine
Other D&D & D20 Worlds and settings (will often require backstory to be provided to the DM, including player-generated conversion work for older settings)
Savage Species (case by case basis).

Any Feat/Base Class/Prc/Spell/Item etc. from a source not owned by the DM will need to be summarized.

Provide a concept paragraph (or two) before creating. Sorrow The Man Bear is player one, and Rules Monkey. (Rules Man-Bear?). Isida Kep'Tukari and Azaar are our other two remaining players. Up to three other players will be accepted, first come, first served.
 

Pik-ik-cha (Player: Isida Kep'Tukari)
Male Thri-kreen Psychic Warrior 1 (ECL 5)
Medium Monstrous Humanoid
Alignment: Chaotic Neutral
Height: 5' 9''
Weight: 212lbs
Shell: Mossy green
Eyes: Yellow
Age: 8

Str: 16 (+3) [6 points, +2 racial]
Dex: 16 (+3) [4 points, +4 racial]
Con: 14 (+2) [4 points]
Int: 14 (+2) [10 points, -2 Int]
Wis: 16 (+3) [6 points, +2 Wis]
Cha: 4 (-3) [0 points, -4 Cha]

Class and Racial Abilities:
+2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha, darkvision 60 ft., immunity to magic sleep effects, +3 natural armor, multiple limbs (can take multiweapon fighting and multiattack feats), natural attacks (4 claws and bite, 1d4 dmg each), poison (1d6/1d6 Dex, DC 14, 1/day), leap (+30 racial bonus on Jump checks), weapon familiarity (gythkas and chatkchas), naturally psionic (1 bonus power point), psi-like abilities (3/day – chameleon, know direction; 1/day – psionic displacement, metaphysical claw. Manifester level ½ HD, minimum 1), racial hit dice (2 levels of monstrous humanoid), Deflect Arrows as a bonus feat.

Proficient with all armor, basic plus three other kinds of weapons, bonus feats, psionic powers. Weapon groups – Basic, bows, claw weapons, heavy blades.


Hit Dice: 2d8 + 1d8 + 6
HP: 22
AC: 22 (+3 Dex, +3 natural, +6 defense bonus)
ACP:
Init: +3 (+3 Dex)
Speed: 40ft (50ft. when psionically focused)

Saves:
Fortitude +4 [+2 base, +2 Con]
Reflex +6 [+3 base, +3 Dex]
Will +6 [+3 base, +3 Wis]

BAB: +2
Natural Melee Atk: +5 (1d4+3/x2/P, bite or claw)
Armed Melee Atk: +5 (1d10+4/19-20/x2/S, two-handed bastard sword)
Armed Melee Atk: +5 (1d4/x3/P, punching dagger)
Full Natural Melee Atk: +5/+3/+3/+3/+3 (1d4+3/x2/P, four claws and a bite)
Ranged Atk: +5 (1d8+3/x3/110 ft./P, mighty (+3) composite longbow)

Skills
Concentration +7 [5 ranks, +2 Wis]
Hide +8 [5 ranks, +3 Dex]
Jump +38 [5 ranks, +3 Str, +30 racial]
Listen +8 [5 ranks, +3 Wis]
Spot +8 [5 ranks, +3 Wis]

Feats:
Deflect Arrows (racial bonus)
Multiattack (monstrous humanoid 1st level)
Point Blank Shot (1st level)
Speed of Thought (1st level psychic warrior bonus)

Languages: Common, Thri-keen, Gnoll, Goblin

Powers Known – Power Points 2
Save DC +3
1st - prevenom.

Equipment

Wearing or carrying
Clear Spindle ioun stone – 4,000gp (does not need to eat or drink)
MW mighty (+3) composite longbow – 700gp
60 arrows – 3gp
2 MW punching daggers – 604gp
+1 bastard sword – 2,335gp
Psionic tattoo of psionic lion’s charge – 300gp
Psionic tattoo of body adjustment – 300gp
Dorje of biofeedback – 750gp
Belt pouch – 1gp
Traveler’s outfit (harness) – free
Sack – 1sp

Money
6gp, 9sp

Appearance: Pik-ik-cha is a sturdy example of a thri-kreen, heavily built with thick armor. His chitin is mossy green, and his faceted eyes are bright yellow. He only wears a simple leather harness that holds his weapons, so it appears as if fighting is the only thing on his mind. A tattoo of a lion decorates one of his left forelimbs, and one that resembles a heart decorates one of his right forelimbs. A clear gem circles round and round his head like a lazy fly.

Personality: Pik-ik-cha has very little experience with other races, and tends to treat them like he would other thri-kreen. This understandably leaves others with a poor impression, as the harsh, mannerless ways of the thri-kreen are quite abrasive. Pik-ik-cha is given to regarding other individuals as a child would resemble a beetle on a pin. “Please” and “thank you” are foreign words to him, as are other forms of courtesy such as dividing treasure, allowing others to go first, or distributing healing around.

Though he has learned the value of structure from his time in the Nameless Legion, outside of that, he’s not the most fun person to be around.

Background: Pik-ik-cha grew up in the Burning Sands, last of his hatching, and first to leave the hive. Possessing a keener intellect and sharper perception than others of his hive, he chose to learn about the techniques of the others outside the desert. He learned mostly through imitation of travelers, occasionally stealing the weapons he needed from their camps. While he became an excellent fighter, he was emotionally stunted, finding it very difficult to communicate his needs to villagers when he needed to get food.

Keeping in his safety zone of what he knew, he sold his sword (and claws, and dagger) to the highest bidder, accumulating money to continually improve his lot in life. To avoid further unnecessary contact in the future, he put a huge chunk of his savings into obtaining a crystal that would sustain his body. Freed from having to go into town, he could range farther and wider seeking work for his blade. When he heard of the Nameless Legion, he was quite eager to join up, for they promised money in plenty, and combat in spades.
 

Erran Steelfist (Player: Azaar)

Male elan psychic warrior 1/monk 4: Medium-size aberration; HD 1d8+2 + 4d8+4; hp 32; power points 3; Init +2; Spd 40 ft.; AC 24 (+3 Dex, +3 Wis, +3 defense bonus, +1 natural, +4 inertial armor), touch 20, flat-footed 21; Atk +6 melee (1d8, unarmed strike) or +4/+4 melee (1d8 + 1d8, unarmed strike -- flurry of blows) or +6 ranged (1d8, light crossbow); SQ elan traits, naturally psionic, resistance, resilence, repletion, flurry of blows, evasion, fast movement, still mind, ki strike (magic), slow fall 20 ft.; AL lawful neutral; SV Fort +8, Ref +6, Will +7; Str 10, Dex 16 (+2 gloves), Con 14, Int 14, Wis 16 (+1 from 4th level attribute point), Cha 10 (-2 racial Cha). Height: 6’0”, Weight: 204 lbs., Eyes: emerald-green, Hair: red, Age: 23.

Skills and Feats: Autohypnosis +8, Balance +7, Climb +5, Hide +7, Jump +5, Listen +8, Move Silently +7, Search +7, Spot +8; Weapon Group (basic), Weapon Group (crossbows), Weapon Finesse, Blind-Fight, Improved Unarmed Strike (free monk feat), Stunning Fist, Combat Reflexes, Skill Knowledge (Balance, Listen).

Special Qualities: Elan traits (aberration -- no darkvision, requires only 4 hours in deep trance to give benefit of 8 hours sleep); Naturally Psionic: 2 bonus power points at first level; Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of their next action.; Resilience (Su): When an elan takes damage, they can spend power points to reduce its severity. As an immediate action, they can reduce the damage they are about to take by 2 hit points for every 1 power point they spend.; Repletion (Su): An elan can sustain their bodies without need of food or water. If they spend 1 power point, an elan does not have to eat or drink for 24 hours.; Flurry of Blows (Ex): extra attack (with -2 penalty), Evasion (Ex): successful Reflex saving throw against magical or unusual attack deals no damage (unarmored or light armor only), Fast Movement (Ex): enhanced monk speed; Still Mind (Ex): +2 bonus on saves against enchantment spells and effects; Ki Strike (Su): unarmed attacks act as magical weapons for purposes of overcoming damage reduction; Slow Fall (Ex): monk can use wall (if within arm’s reach) to slow their descent and take less damage.

Psionics: inertial armor (cost: 1 power point)

Possessions: Gloves of Dexterity +2 (4,000 gp), Bag of Holding (type I) (2,500 gp), Amulet of Natural Armor +1 (2,000 gp), masterwork light crossbow with 50 bolts (340 gp). Miscellaneous equipment: bedroll, chalk (10 pieces), flint and steel, small steel mirror, belt pouch, 30 days of trail rations, 50’ silk rope, tent, torches (10), waterskin, monk’s outfit (3) -- 62 gp, 3 sp. Total Funds Remaining: 97 gp, 7 sp.

==================================================

Erran Steelfist, originally a monk, was selected as an aspirant by the elan council, and underwent the psionic ritual that transformed him from a human into an elan. Deciding to try a new life for himself, Erran tried to devote himself to becoming a psychic warrior, but found that the memories he retained were more powerful than his new devotion. Returning to his original calling as a monk, Erran has since traveled the realms, acting as an impromptu champion of order. With the inherent secrecy of being an elan, however, it seemed all too fitting when he was approached by the Nameless Legion to become a member of D.E.L.V.E. Now, he awaits his first mission… and his fellow team members… with some trepidation. But he is intent on performing to the best of his abilities.
 

Unless I'm mistaken, you are requesting new players, no? If that's the case, I'd like in! I've been waiting for an open DnD 3.5 game for a while. People respond to these things so fast... Anyway, I'll check back later for a confirmation. Thanks!
 

I was thinking about either a Battle Sorcerer (would you allow the spellfire wielder feat and potentially the spellfire channeler PrC?) or a straight up wizard.

What does the current party look like? I don't mind filling a role if it direly needs filling.
 



If you're still looking for another player, I'd like to toss my hat into the ring.

I'm thinking of a 'Face'-type character: a human with high social skills and an excellent disguise ability--a master of infiltration and manipulation. Probably rogue, though quite likely with levels in human paragon.
 

Rae ArdGaoth: Yup. If you want in, you got it.

Ferrix: Spellfire is fine, so is the Prc, if it'll fit into the level. And no, one of my posts got eaten. I'll insert the third player below.

nonamazing: Awesome, I like your work, what with reading over Sorrow's shoulder. :) Welcome.

OK, we'll take a brief IC break for Chargen and intro, and open the next "episode" back at base. :)

The missing writeup:

Kazadi (Player: Sorrow the Man Bear)
Male Tiefling, Planar Ranger 4, Lawful Neutral
Age: 23 Height: 5'11" Weight: 165lbs Eyes: Total Black Hair: White

STR 13+1
DEX 19+4
CON 13+1
INT 12+1
WIS 15+2
CHA 8-1

Fort +5
Ref +8
Will +0

HP 24 (4d8+4)
AC 18 (Touch 18, FF 14)
Init +4
BAB +4
Spd 30'
DB +4

Racial Features
*+2 Dex, +2 Int, -2 Cha
*Medium
*Darkvision 60'
*+2 Bluff, +2 Hide
*Darkness 1/day = to HD
*Resistances: Cold/Electricity/Fire 5
*LA +1

Class Features
Weapon Group Proficiencies: Basic, Bows, Picks/Hammers, Spears/Lances
Favoured Environment: Underground
Wild Empathy
Combat Style 1: Archery (Rapid Shot)
Animal Companion

Attacks
Seeking Shortbow: +9, 1d6, x3, 60', 2lb, P, Seeking (2330gp)
MW Light Pick: +9, 1d4 +1, x3, -, 3lbs, P (304gp)
MW Light Hammer: +9. 1d4+1, x2, 20', 2lb, B (301gp)


Armour
None

Feats
Track
Endurance
Point Blank Shot
Weapon Finesse

Companions
Dripfang, Fiendish Viper
Medium Magical Beast; HD 2d8, 19hp; Init +3; Speed 20' (Climb/Swim); AC 16, Touch 13 Flat-footed 13; Base Attack/Grapple +1/+0; Atk; Bite +4 melee (1d4-1 plus Poison) Full Atk: Bite +4 (1d4-1 plus Poison) Special Attack: Smite Good 1/day; Darkvision 60', Cold/Fire Resistance: 5, SR 4, Poison (1d6 Con DC 11), Scent; Fort +3 Ref +6 Will +1; Str 8 Dex 17 Con 11 Int 1 Wis 12 Cha 2; Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7; Feat: Improved Initiative, Weapon Finesse; Tricks: Fetch, Guard, Seek, Track

Skills Skill: Total/Check(ranks+ability+misc)
Heal: 10(8+2+0)
Hide: 12(8+4+2)
Knowledge: Planes: 9(8+1+0)
Listen: 10(8+2+0)
Move Silently: 12(8+4+0)
Survival: 10(8+2+0)
Use Rope: 12(8+4+0)

Equipment Total: 47.5lbs
Seeking Shortbow 2lbs (2330gp)
MW Pick 3lbs (301gp)
MW Hammer 2lbs (304gp)
Quiver of Elhonna 2lbs(1800gp)
50 +1 Arrows (in Quiver of Elhonna) 2 ½lbs (2350gp)

Explorer's outfit 8lbs (-)
Backpack 2lbs (2gp)
50' Silk Rope 5lbs (10gp)
Grappling hook 4lbs (1gp)
Climber's Kit 5lbs (80gp)
Trail rations x5 5lbs (5sp)
Sunrod x2 2lbs (4gp)
Sack 1/2lbs (1sp)

Beltpouch 1/2lbs (1gp)
Flint + Steel – (1gp)
Trail rations x2 2lbs (2sp)
Candle x3 – (2cp)
2 Flask Alchemists Fire 2lbs (40gp)

Appearance:
Kazadi is slight of frame for his almost 6 feet in height. He wears a combination of tight fitting dark shirts and trousers with simple brocade embroidery, and long loose jackets and capes. Not all of them are black, and in fact he enjoys dark and heavy greens blues and purples. He prefers long fingerless gloves, and several belts of varying sizes, styles, and colours looped loosely around his waist. His armament is slight, a well crafted and curiously patterned with angular design shortbow of dark wood, along with a forest green quiver poking above his left shoulder. Any other weapons are hidden by his clothing. His skin is pale and fair, and his shoulder length hair is closely cropped, swept back from his forehead and ears, and stark white. Over his eyes he wears a pair of dark goggles on a tight leather thong. A sharp aquiline nose presses in tightly over thin, colorless lips and a somewhat pointed jaw.
 

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