[Full] The Scarab (D&D3 Planar Adventure)

Here are the base stats, but I have a question about buying equipment:

Can I assume to have made alchemical items myself, so that they cost less?

Laucian Galanodel

Male Sun Elf
Wizard (Diviner) 1

Hit points: 5 (1d4+1)

Str: 8
Dex: 13
Con: 12
Int: 19
Wis: 12
Cha: 10

Racial Qualities: Immune to sleep, +2 on saves vs. Enchantment, secret door sense

Feats: Scribe Scroll (Wizard Bonus), Spellcasting Prodigy (1st level, FRCS) Weapon Proficiency (rapier, shortbow, longbow, club, dagger, heavy crossbow, light crossbow, quarterstaff)

Skills: Alchemy +8, Concentration +5, Knowledge (arcana) +8, Knowledge (the planes) +8, Scry +8, Spellcraft +8

Languages: Common, Elven, Draconic, Auran, Celestial, Gnome

Spells:
Specialization: Divination
Forbidden Schol: Evocation

Save DC: 15 + Spell level (effective Int for DCs is 21 becase of Spellcasting Prodigy)

Spells/day: 4/4 (0 level: 3 + 1 divination; 1st level: 1 + 2 Int [spellcasting prodigy] + 1 divination)

Spellbook: All cantrips except evocations, Identify, Comprehend Languages, True Strike, Protection from Evil, Grease, Charm Person, Ray of Enfeeblement

Spell typically prepared:
0: Detect Poison (divination bonus), Detect Magic x2, Mage Hand
1: Comprehend Languages (divination bonus), Charm Person, Grease, Protection from Evil

On a day when he expects trouble, he would probably memorize True Strike instead of Comprehend Languages.
 

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Questions:

Festy Dog: Unfortunately someone borrowed my copy of Oriental Adventures. Are Nezumi just ECL +0? (or ECL 1 according to the new ruling)? I don't have the Dragon article so I can't approve that. I'd be ok with the Oriental Adventures thing if I had the book back, though.

Jemal: There is still room! Please feel free to submit a character!


Arknath: There is still room! Please feel free to submit a character!

DonAdam: You can make the alchemical items yourself at cost, that would be fine.

Kajamba: The cosmology is very similar to the 'Great Wheel' with the addition of time travel. Don't assume too much- I won't be dealing with Sigil at all, for example. The Museum you work for is based in the Outlands.

As far as writing up your character history, don't worry about it too much right now. It will be worth a one-time bonus of 1000Xp once you achieve 2nd level to write it up then. I try and make people wait a bit because I want them to get settled into their character for a bit before they think about history. Just remember that all of you will be working for the Museum of Mortal Civilization and Achievement Exploration Society as 'Retrievers'. It's a bit like Indiana Jones mixed with Dr. Who and the X-men. Your mission is to go out and raid different time zones and prime-material plane areas to retrieve certain treasures, objects, and artifacts that signify the achievements of various mortal cultures before they are either destroyed, stolen, or looted by thieves. What you do is technically stealing- but you are stealing for a museum rather than for personal profit.
 
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I too, saw this & have chewed on it awhile, trying to decide if I have enough time to commit. The more I think about it, the more interesting it sounds. It looks like 6 players have volunteered at this point. I'd like to be an alternate. If you want me to submit a character, it would probably be a cleric, so I would need to know something about the pantheon.
 

Manzanita: The pantheon is pretty much unlimited, since it is a planar setting. However, you should choose one that uses standardized domains, domains from Defenders of the Faith or Forgotten Realms domains that are available from the Forgotten Realms Campaign Setting. Basicly anything I've already listed as a source back in the first post.
 


Casandra

Here's my PC for your consideration, if there's room.

Casandra
Female human cleric of Boccob.
Domains: Trickery & Knowledge

S 12
D 14
C 14
I 12
W 14
Ch 12

AC 18(chain shirt, dex, shield) HP: 10 Initiative: +6, Fort +4, Ref +2, Will +4

Alignment: Neutral

Feats: Alertness, Improved Initiative

Skills: Healing 6(4), Bluff 5(4), Knowledge: The Planes 4(3), Disguise 2(1), Diplomacy 3(2), Concentration 4(2)

weapons: morning star: +1(1d8)+1, light crossbow: +2(1d8)

Equipment: Chain shirt, large wooden shield, quiver w/20 bolts, dagger, backpack, spell component pouch, travelers outfit, torch, flint & steel, pint of oil, waterskin.

Spontaneous casting of heal spells.
Starting spells: light, create water, detect magic
Change self, protection from evil, comprehend languages


Blond hair tied back in a pony tail, hazel eyes, 5'4" 130 pounds. Casandra is generally reserved & rarely engages in smalltalk or reveals any personal information. She does love to talk about religion, history & the planes.
 
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Here's my halfling...cute little guy...description and background to come...too sleepy now...

Hremelan Hilldodger
Male Small Humanoid (Halfling)

Class: Wiz1 (Transmuter)
Hit Dice: 1d4 plus 0 (hp 4)
Init: +3 (Dex +3)
Speed: 20 ft.
Armor Class: 14 (+3 Dex, +1 size)
Touch AC: 14 (15 dodge)
Flat-footed AC: 11
Attack (Primary): +0 melee (+0 BAB, -1 Str, +1 size; dagger)
(Secondary): +4 ranged (+0 BAB, +3 Dex, +1 size; ranged touch attack (spells))

(Tertiary): +5 ranged, thrown (+0 BAB, +3 Dex, +1 size, +1 racial; sling)

Damage: 1d4-1 (sling) or spell
Special Attacks: N/A
Special Qualities: N/A
Alignment: Chaotic Good
Saves: Fort +1 Ref +4 Will +4 (+6 vs. fear)
Abilities: Str 8, Dex 16, Con 11, Int 16, Wis 12, Cha 13
Skills: Alchemy +7, Climb +1, Concentration +4, Hide +7, Jump +1, Knowledge (arcana) +7, Listen +3, Move Silently +5, Scry +7, Spellcraft +7

Feats: (B) Scribe Scroll, Dodge

Languages: Common, Halfling
Encumbrence: 16 (Light)
Possessions: Sling, Sling Bullets (x20 ), Spellbook, Spell component pouch, explorer’s outfit, backpack, bedroll, alchemist’s fire, acid (3 flasks), Flint and Steel, Ink (2 vials), Inkpen (x10), Waterskin, 20gp and 8sp

Spells: (3/3), (DC 13 + spell level): 0 – Detect Magic, Flare, Footpad’s Grace; 1 – Mage Armor, Ray of Clumsiness, Shield

**Spellbook 1 (100 pages): 0 – Acid Splash, Arcane Mark, Daze, Detect Magic, Flare, Footpad’s Grace*, Light, Mage Hand*, Mending*, Open/Close*, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage*, Resistant, Thunderhead; 1st – Expeditious Retreat*, Mage Armor, Magic Missile, Message, Shield, Ray of Clumsiness*, Stun Ray

Opposed Schools: Divination, Illusion, Necromancy

Familiar: Adly (sparrow hawk) CR -, Diminutive magical beast; HD 1; hp 2, Init +3; Spd 10 ft., fly 50 ft. (average); AC 18 (touch 17, flat-footed 15); Atk +7 melee (1d3-3, claws); Face/Reach 1 ft. by 1 ft./0 ft.; SQ Granted abilities; AL NG; SV Fort +2, Ref +5, Will +4; Str 4, Dex 17, Con 10, Int 6, Wis 14, Cha 6.

Skills and feats: Listen +6, Spt +6/+8 in daylight; Weapon Finesses (claws).


*Transmutation school spells

**Some spells are from Dragon Magazine articles (Footpad's Grace, Thunderhead, Ray of Clumsiness). The sparrow hawk familiar stats can be found in Tome and Blood, pg. 13


Hremelan (RAY-mehl-AHN) began life as the son of a middle-class halfling couple. His parents loved him very much and were always kind and gentle towards him. Being that he was an only child, Hremelan is sort of spoiled, but in a practical way. His parents always taught him to use common sense where life was concerned, and Hremelan assumed that everyone possessed wits enough to see the simplest things. It is because of this belief that he may seem snobbish to those that are without common knowledge of the world, but he is still kind and true to his people’s social attitude towards them.

His interest in the wizardly arts started as a fancy at first, for his real love was for the longleaf tobacco sold at his village’s apothecary. Occasionally, he would fancy something a bit stronger than tobacco and would indulge himself in “roundroot”, or “silly grass” as it was known in the circle. Although not entirely illegal, roundroot caused one’s reputation to be tarnished in the eyes of non-users. Since his parents held respectable positions in the village, the last thing Hremelan wanted to do was to hurt them in any way. So he was quiet and cautious, if a little paranoid, in his acquiring and consuming the holistic delight. This is where his true discovery of the wizardly art was born from, as he discovered that he could make himself less conspicuous in his other “hobby”.

It wasn’t until his Great Choice that he decided he wanted to be an explorer. Sure his fathers peddling business seemed the way to go (of course, most halflings do not wear shoes, so why not open a shoe store in the midst of a halfling village?) but it meant hours and hours of time inside workshops full of leathers and sweat, not something that Hremelan enjoyed at all. He did, however, enjoy the out of doors and for many years had partaken in (and won) many contests of stone throwing in his villages, which almost always held cash prizes. This cash, as one may guess, went toward more longleaf and roundroot purchases than other necessities, but he was able to still live with his parents until his Great Choice. It was that faithful day, when he turned 20 years old, that he decided to leave his village and go on a worldwalk.
 
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A planar adventure? Now this sounds good!

Jarval looks at the long list of applicants.

Hmm, I guess I might be a little late to get a place... Peter, if there's any change of me getting into this game, I'd really love to join in.
 

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