Music-Inspired Insanity OOC [3.5, CLOSED]

Dragonwriter

First Post
EDIT: Recruiting closed.

After trying my hand at Play by Post and liking it, I’ve decided to DM a game. The system will be 3.5 with between 4 and 6 players, but the game itself will be somewhat unorthodox, due to my inspiration… More on that later…

I’ve created a simple world for this game to take place in (don’t worry about the details) that will justify using most any race/class combo.

[sblock=Character Generation:]
36 point-buy for stats. Start at 3rd level (3,000 XP), with 2,700 GP (cannot spend more than 1,500 GP on a single item). If you select a race with LA, it will count as extra character levels (ex: an Aasimar character will be 2nd-level, but with 3,000 XP and will gain their next class level at 6,000 XP, but will always be 1 class level behind everyone else). If you want to do item crafting before joining play, subtract it from your starting 3,000 XP. Max HP for each level. Alignment is any non-evil.

Multi-classing and prestige classes must be justified in your background, or in the course of play (i.e. no taking a level of wizard next level without even looking at a spellbook). Please inform me if you plan on taking a prestige class so I can look it over and provide opportunities for you to interact with other members of that class.[/sblock]

As to actions, rolls and combats, I will allow you to make your own rolls on Invisible Castle (and I will post rolls for most enemy actions, except for certain skill checks and BBEG combat stuff). For combats, I will be attempting to simply use text-maps.
Also, I would like to keep the game moving at a relatively quick pace. At absolute slowest, I expect to be able to make two good-sized updates per week, and would ask for players that could keep to a similar pace.

Now, as to my inspiration… I was enjoying my music when I caught myself thinking about tweaking it into a D&D adventure. Strange, I know… But that’s me… There are so many songs that can give interesting NPCs and PC ideas, plus locations, monsters, battles… It’s everything you could ask for! ;)
So, this basically boils down to me drawing inspiration from a bunch of different artists (sometimes a major character, an adventure, or even just a small nod) to make a fun, interesting campaign. So, if anyone is interested in joining in my musically-inspired insanity, please do! :D
(I will be naming the songs I was inspired by as the sections come up in play.)

Now, here’s my House Rules:

[sblock=House Rules (organized by Book) and Rulings]
[sblock=Player’s Handbook]
Fighters get a Bonus Feat every level.

Druids do not receive the ability to spontaneously cast Summon Nature’s Ally.

Sorcerers get Eschew Materials as a bonus feat at 1st level.[/sblock]

[sblock=Tome of Magic]
Shadowcasters use the class fixes proposed by the class designer, located here: http://www.enworld.org/forum/general-rpg-discussion/184955-shadowcaster-fixes-mouseferatu.html

The Shadow Time mystery lasts 3 rounds, according to the Errata for Tome of Magic.

Truenames are going to use a small tweak. When trying to name a creature, the Truespeak DC is equal to 15 + target’s CR + target’s CHA mod.[/sblock]

[sblock=Tome of Battle: Book of Nine Swords]
The Bloodstorm Blade PrC (Tome of Battle) counts as full Initiator levels for the purposes of determining maximum maneuver levels (as the other ToB PrCs), but does not give any extra maneuvers, maneuvers readied or stances.

The Mountain Tombstone Strike maneuver (Stone Dragon Strike, level 9) requires that you have 2 other Stone Dragon maneuvers in order to learn it.

The Inferno Blade maneuver (Desert Wind Boost, level 7) requires you to have 3 other Desert Wind maneuvers in order to learn it. [/sblock]

[sblock=Races of the Dragon]
The Dracolexi PrC’s Draconic Word “veschik” (replenish) can only be used once per target, per day (as in, if a Dracolexi uses the word to regain a level 7 spell, then casts the spell, he cannot use the word again on himself, but could use it on his Cleric buddy, as long as the Cleric hasn’t benefited from that word yet today). However, he can use the Draconic Words in his spells an unlimited number of times per day (but still only once per round).

Venerable (Old age category or older) Dragonwrought Kobolds cannot take Epic Feats. [/sblock]

[sblock=Magic of Incarnum]
The Strongheart Vest soulmeld cannot be used to fuel the Hellfire Blast of a Hellfire Warlock (PrC from FC2). (However, a soul bind to Naberius, of Tome of Magic, is legal.) [/sblock]

[sblock=Libris Mortis]
The Deathbound Domain will use the Errata’d version, only increasing the number of undead you can create at one time to three times your caster level (rather than twice your caster level).

The Master of Shrouds has a requirement of Knowledge (religion) 8 ranks, instead of 5. [/sblock]

[sblock=Player’s Handbook 2]
Dragon Shamans add Knowledge (arcana) as a class skill. [/sblock]

[sblock=Dragon Magic]
Eldritch Glaive is finesse-able.

Dragonfire Adepts cannot use Metabreath feats for their Breath Weapon Class Feature. (And if you try to use the Dragonborn race’s Breath Weapon, the Metabreath feat will only be usable with the racial breath weapon, not the class feature.) [/sblock]

[sblock=Complete Warrior]
Improved Toughness counts as Toughness for the purpose of meeting requirements/prerequisites.[/sblock]

[sblock=Additional Feats]
Practiced Invoker (General): Works the same as Practiced Spellcaster, but for Warlocks and Dragonfire Adepts, giving them a higher CL for their invocations and increasing their EB and Breath Weapon damage, respectively. [/sblock][/sblock]

[sblock=Available Books]
Player’s Handbook
Player’s Handbook 2
Complete Warrior
Complete Arcane
Planar Handbook
Races of the Dragon
Dragon Magic
Tome of Battle: The Book of Nine Swords
Tome of Magic
Magic of Incarnum
Stormwrack
Unearthed Arcana

Dungeon Master’s Guide
Monster Manual 1, 2 and 4
Draconomicon
Libris Mortis
Fiendish Codex 1 and 2
Fiend Folio
Exemplars of Evil
Elder Evils[/sblock]

[sblock=Ban List]
Frenzied Berserkers (Complete Warrior)
Samurai (Complete Warrior)
Wu Jen (Complete Arcane)
Racial Variants (from Unearthed Arcana)
Bloodlines (from Unearthed Arcana)
Celerity in all its incarnations (Player’s Handbook 2)
Harpoons (Stromwrack)
Anything I don’t have.[/sblock]
And, here’s some info on the setting:

[sblock=Setting Info]
The world is in a time of peace. The Republic of Karvath and the Sebran Empire have maintained a decent relationship for about thirty years now, after the brutal war they had been fighting for about three years. The Gorin Alliance managed to broker a deal between the two nations, so that Sebran would transplant some of their trees to Karvath and help care for them with knowledge and magic so that Karvath would be able to have the lumber resources they so wanted. In return, Karvath would assist Sebran with their superior knowledge of metals and learned magic.

However, peacetime breeds complacency and can lead to desperation… Since the wars ended, many people lost their jobs in their respective militaries and are now hungry for work, and are willing to ignore the more unscrupulous natures of certain jobs…

Each nation is also aware of the Northlands, a horribly inhospitable place, but seemingly inhabited. The few ships that get close or land there rarely return, but those that do are badly damaged and the survivors speak of large, violent and destructive people who stopped at nothing to destroy them. Ships have tried sailing around the land, but only find huge mountains jutting up out of the sea blocking them off from the land anyway, though they can glimpse massive glaciers past the mountains on especially clear days…

Gorin is modeled on the classic Medieval Europe and England setting. Sebran is more Celtic, with some Egyptian style in their two south-most cities. Karvath is Greco-Roman in style and culture, with a little Arabic style in their south-most city. The Northlands are unexplored and savage (no PCs can be from the Northlands).

Karvath is composed mostly of humans, with some dwarves living in the mountains to the north, and gnomes in the foothills below. Several nomadic halfling clans travel the roads and rivers between the cities also. There are some half-orcs as well as a presence of most other humanoids in the major cities. However, there are very few elves in Karvath. As far as classes go, Barbarians and Dragon Shamans are uncommon, while druids, totemists and rangers are rare in Karvath.

Sebran is a very integrated society, boasting large populations of humans, dwarves, gnomes and elves, with a few halfling clans in the nation as well. Half-orcs have a very small population in Sebran, due to the old wars between the orcs, dwarves, elves and humans decimating their numbers. The most southern city in Sebran has a good-sized enclave of Skarn as well. The people of Sebran are more in tune with nature, but care somewhat less about books and their teachings, so it is unusual to find wizards, warmages, shadowcasters or duskblades in the nation.

Gorin is a very accepting nation, while also trying to remain neutral in relation to other lands, which hasn’t worked very well so far. They try to accept each race and make a place for them in the way of things, and so there are groups of nearly every humanoid race in the nation, including a kobold tribe (mostly LN) that periodically moves and trades freely with the nearest cities. Due to the strange collection of races, many different traditions and schools have grown within Gorin, and so members of every class can be found somewhere in the land.

(I will be starting the game in one of the cities of Gorin. If some of you want to write in that your PCs have worked together, that is fine with me.)[/sblock]

If anyone has any questions, feel free to ask. I will also be adding the list of characters to this post as they are approved.

EDIT: Guess I ought to note the kind of music... I will be drawing primarily from classic rock (ranging from Jethro Tull to Led Zeppelin to... well, lots of stuff).

2nd EDIT: Added Complete Warrior to the HRs/Rulings.

Applied Players and Characters:
HolyMan …………Jasperian Sunsong, Male Human Bard
Jager0727 ………… Twi’Tar “Monkeyman” Alexa, Male Hadozee Rogue/Beguiler
Vertexx69 ………… Platinus, Male Dragonborn Goliath Ranger/Crusader
Theroc ………… Shavallah Touranisha, Female Duskling Totemist
Frozen Messiah ………… Major Tom Robinson, Male Hellbred Hexblade
OPEN SLOT
 
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HolyMan

Thy wounds are healed!
Code:
Name: Jasperian Sunsong
Class: Bard
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: ?
 
Str: 10 +0      Level: 3        XP: 3,000
Dex: 16 +3      BAB: +2         HP: 21 (3d6+3)
Con: 11 +0      Grapple: +2     Dmg Red: none
Int: 14 +2      Speed: 20'      Spell Res: 0%
Wis: 10 +0      Init: +3        Spell Save: 13+ spell lvl
Cha: 17 +3      ACP: -3         Spell Fail: 5%
 
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10    +4    +1    +3                      18
Touch: 13              Flatfooted: 15
                          Base   Mod  Misc  Total
Fort:                      1    +0          +1
Ref:                       3    +3          +6
Will:                      3    +0          +3
 
Weapon                  Attack   Damage     Critical   Range
Rapier,mw                 +3     1d6        18-20x2     ---
Dagger,mw(melee)          +3     1d4        19-20x2     ---
Dagger,mw(thrown)         +6     1d4        19-20x2     10' 
 
Languages: Common, Elven, Halfling
Abilities: Bardic Music, Bardic Knowledge(1d20+7), countersong, fascinate,
                    inspire courage +1, Human traits, inspire competence 
 
Feats:  Prof. with all simple weapons plus longsword, rapier, sap, short sword,
           short bow, and whip, Prof. with light armor and shields(except tower 
           shields), Negotiator (bonus human), Toughness(lvl1), Skill Focus-
           Diplomacy 
 
Skill Points/lvl: 9/lvl   Max Ranks: 6/3
Skill points: 54       
Skills                      Ranks  Mod   Misc   Total
Perform(lute)                 6    +3     +2     +11
Perform(singing)              6    +3            +9
Diplomacy                     6    +3     +9     +18
Bluff                         6    +3            +9
Sense Motive                  5    +0     +2     +7
Knowledge(history)            5    +2            +7
Knowledges(all others)        2    +2            +4
Spellcraft                    2    +2            +4     
 
Equipment:               Cost  Weight
Taveler's Outfit                    0gp     0lb
Chainshirt(mw)                    250gp    25lb
Buckler(mw)                       165gp     5lb
Rapier(mw)                        320gp     2lb
Dagger(mw)                        302gp     1lb
Backpack                            2gp     2lb
  -sunrods(2)                       4gp     2lb
  -trail rations(2days)             1gp     2lb
  -waterskin                        1gp     4lb
  -sack(empty)                      1sp    .5lb
Belt Pouch                          1gp    .5lb
  -flint&steel                      1gp     ---
  -whetstone                        2cp     1lb
Lute(mw)                          100gp     3lb
Bedroll                             1sp     5lb
Spell Component Pouch               5gp     2lb
Magic:
-potions of cure light wounds(2)  100gp     1lb
-potion of levitation             300gp    .5lb
-dust of illusion               1,200gp    .5lb
 
 
 
Total Weight:57lb      Money: 95gp 7sp 8cp
                           Lgt   Med   Hvy  Lift  Push
Max Weight:                 33    66   100   200   500
 
Age: 19
Height: 5'11"
Weight: 165lb
Eyes: light blue
Hair: blonde
Skin: light
 
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jager0727

First Post
As a huge music buff this sounds like an awesome concept to play around with, I'll see if any brainstorms hit tonight or tomorrow and I might put something up for you to look at
 

Dragonwriter

First Post
HolyMan, there's a couple corrections that I see, then Jasper will be ready to go. :)
[sblock=Jasper Corrections]
Armor Check Penalty is -1, rather than -3 (MWK Armor and shields reduces ACP by 1). Speed is 30 feet. You have a 5% ASF with a buckler (bards suffer ASF with shields). You should also have about 1,100 GP left. At least, according to my math, since I gave you 2,700 GP to start with.

EDIT: And are you really sure about Toughness? I'd be willing to let Improved Toughness (Complete Warrior) count as it for other prerequisites.[/sblock]

As a huge music buff this sounds like an awesome concept to play around with, I'll see if any brainstorms hit tonight or tomorrow and I might put something up for you to look at

Awesome. :)
 

HolyMan

Thy wounds are healed!
at work right now so no books but I believe jasper is carrying a medium load so ACP -3 and Move = 20'

I will double check my math tonight for equipment maybe I put an extra zero somewhere. As for Improved Toughness won't the prerequestie[sp?] be Toughness first??? then you could improve it?

HM
 

Dragonwriter

First Post
at work right now so no books but I believe jasper is carrying a medium load so ACP -3 and Move = 20'

I will double check my math tonight for equipment maybe I put an extra zero somewhere. As for Improved Toughness won't the prerequestie[sp?] be Toughness first??? then you could improve it?

HM

Ah, right... I've never paid huge attention to carrying capacity (since I usually play pretty strong, armored characters, it doesn't matter so much).

Only thing for Imp. Toughness is Base Fort save +2. So, while you don't qualify for it quite yet, once you do, I'd let you take it (and it is better than plain ol' Toughness, giving +1 HP/level, rather than just +3 HP), and I'd let it count as Toughness for PrCs and other feats.
 

Frozen Messiah

First Post
Music and D&D...My two loves

I'm intrigued by both the music part and the madness :D

The first thought that jumps into mind is a swashbuckler/Dervish who also ballroom dances

Would you allow the a) swashbuckler and b) Dervish?
 

Dragonwriter

First Post
I'm intrigued by both the music part and the madness :D

The first thought that jumps into mind is a swashbuckler/Dervish who also ballroom dances

Would you allow the a) swashbuckler and b) Dervish?

They're both fine classes by me. Dervish is a bit strong, but not brokenly strong, in my opinion.
 

Frozen Messiah

First Post
Very good, than that is what I shall do

For the record, I didn't chose Dervish for power more for how the fighting style plays out

oh yes, as a side note check out Rush (I ran a short ived campaign based soley of one of their songs)
 
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Dragonwriter

First Post
Very good, than that is what I shall do

For the record, I didn't chose Dervish for power more for how the fighting style plays out

oh yes, as a side note check out Rush (I ran a short ived campaign based soley of one of their songs)

That's fine. And, given your ballroom dancing idea... "Ballroom Blitz" anyone? May have to rig that one up into a neat l'il encouner... ;)

And I do know and quite enjoy Rush (though I sadly don't have any of theirs in my music). Any particular song you're thinking of?
 

jager0727

First Post
alright so I have a whole list (about 50 or so) possible character concepts based on musical characters or song references but three quick questions, urban or rural setting (mainly), just to clarify, if using a non-standard race are we adding racial hit dice to ECL (I wasn't sure since the Aasimar don't have any) and just how monty-python style game do you want to get with the music theme (including any number of song-related puns and such) in backgrounds and IC? Let me know and I can put up something basic tomorrow
 
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Frozen Messiah

First Post
Is changeling alright for a race?

As for rush songs: A Farewell to Kings, Closer to the Heart, The Trees, New World Man, Witch Hunt and if you have time to listen 2112 (good for an evil government/group) and Xanadu
 

Dragonwriter

First Post
alright so I have a whole list (about 50 or so) possible character concepts based on musical characters or song references but three quick questions, urban or rural setting (mainly), just to clarify, if using a non-standard race are we adding racial hit dice to ECL (I wasn't sure since the Aasimar don't have any) and just how monty-python style game do you want to get with the music theme (including any number of song-related puns and such) in backgrounds and IC? Let me know and I can put up something basic tomorrow

Yes, racial HD count as ECL for this, reducing your class levels accordingly.

Honestly, the setting is varied... The nation I'll be starting you in (Gorin) has a few good-sized, civilized and somewhat impressive cities, but between the cities, the roads are in rather poor condition, as they don't have enough people in their various groups of guardsmen to patrol them. Your jobs will vary between the cities and the wilderlands (but early on, I expect there will be more adventures beyond the city walls).

As to the music references... Some will be obvious (for example, I'll title certain sections with the song title... I'm setting up something to go with Creedence Clearwater Revival's "Run Through the Jungle"), others will be a slight nod (passing by "Little Pink Houses" in a village near the road) and if you want to reference something in your characters, by all means, do it (For example, I've got a few NPCs set up along those lines: Lord Jeth Rotull, a sentient Iron Golem, and Father Judas).

Basically, I'm trying to set up adventures (along with NPCs and locales) based on different songs. Naturally, some songs are easier than others, but several just strike me as ones that could be brought to a D&D game and fit right in.
 

Dragonwriter

First Post
Is changeling alright for a race?

As for rush songs: A Farewell to Kings, Closer to the Heart, The Trees, New World Man, Witch Hunt and if you have time to listen 2112 (good for an evil government/group) and Xanadu

The only info I have on Changeling is off of CrystalKeep (blech!), so no...

The list of available books in the first post is the entire collection of my gaming library, and each of them are open to use (with my House Rules in mind). Anything beyond those I'm hard-pressed to allow, since I don't have any of the material to go with them, and I don't like relying on CrystalKeep for the most bare-bones info...

And I know Closer to the Heart and New World Man pretty well. I'll take a look/listen around at those others.
 

Frozen Messiah

First Post
It's of no consequence because I checked over requirements for Dervish/Deulist combination and I need all the skill points and feats I can get to make it effective, so I go back to human :p

The music I'm basing my character off of is that of Stonesour Sillyworld, he's going to be a anarchist (the nice kind though)
 
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HolyMan

Thy wounds are healed!
Hmm.. I need to do personality/background and I was thinking Jasper is a know it all (ranks in all knowledge skills and bardic knowledge) so anyone no any songs to that effect I guess i could goggle some lyrics and see from there.

HM
 

Frozen Messiah

First Post
Hmm.. I need to do personality/background and I was thinking Jasper is a know it all (ranks in all knowledge skills and bardic knowledge) so anyone no any songs to that effect I guess i could goggle some lyrics and see from there.

HM

Hey HM, there is a song by Primus called Mr.Know-it-all or if you want you could go with the Logical Song by Supertramp,

Hope it helps
FM
 

HolyMan

Thy wounds are healed!
They call me Mr. Knowitall
I will not compromise.
I will not be told what to do.
I shall not step aside.

They call me Mr. Knowitall
I have no time to waste.
My mouth it spews pure intellect.
And I've such elegant taste.

They call me Mr. Knowitall.
I sup the aged wine.
Oh I could tell such wonderous tales
if I should find the time.
I must be Mr. Knowitall
For ideas they come in bounds.
I am Mr. Knowitall
Now spread the word around.

They call me Mr. Knowitall
I am so eloquent.
Perfection is my middle name
And whatever... rhymes with eloquent.

Yes thanks FM I think that will do nicely.

HM
 

jager0727

First Post
Ok, well sorry it took so long, been a busy week already. Anyway, I resisted my corniest impulses and avoided the Hammer expert named Maxwell and Bungalow Bill the ranger and instead went with


Twi'Tar "Monkeyman" Alexa (Hadozee ship-name)
[sblock]
Twi'Tar Alexa (Hadozee ship-name)
"the Monkeyman"

Chaotic Good Male Hadozee Rogue 1 / Beguiler 2

Patron Deity: Osprem (god of sea voyages, sailors and ships)
EXP: 3000

Strength 13 (+1) (5pt buy)
Dexterity 16 (+3) (6pt buy, + 2 racial)
Constitution 14 (+2) (6pt buy)
Intelligence 17 (3) (13pt buy)
Wisdom 10 (+0) (2pt buy)
Charisma 10 (+0) (4pt buy, - 2 racial)

Size: Medium
Age: 26
Height: 5' 10"
Weight: 235 lb
Eyes: grey
Hair: covered in reddish-brown fur with a black muzzle area

Appearance
[sblock]
Hadozee are ape-like creatures of human size. As such, Twi'Tar resembles a baboon of moderately tall, stocky human size. He possesses red-brown fur over most of his body, with the exception of his muzzle area and his hands and feet (which all possess an opposable thumb). Hadozee also possess a set of long, fang-like canines, visible when they open their mouths and "flaps" under their limbs resembling that of a flying squirrel.
[/sblock]

Total Hit Points: 24 (3D6 + 2/lvl Con bonus of 6)
Speed: 30 feet / glide 40ft (average) for a distance of 20 ft./5 ft. above the ground
Armor Class: 17 = 10 + 4 [studded leather +1] + 3 [dexterity]
Touch AC: 13
Flat-footed: 14

Special:
[sblock]
Rogue
1st Sneak attack +1d6, trapfinding
2nd Evasion
3rd Sneak attack +2d6, trap sense +1
4th Uncanny dodge
5th Sneak attack +3d6
6th Trap sense +2
7th Sneak attack +4d6
8th Improved uncanny dodge
9th Sneak attack +5d6, trap sense +3
10th Special ability
11th Sneak attack +6d6
12th Trap sense +4
13th Sneak attack +7d6, special ability
14th Sneak attack +8d6, trap sense +5
16th Special ability
17th Sneak attack +9d6
18th Trap sense +6
19th Sneak attack +10d6, special ability

Beguiler
1st Armored Mage, trapfinding
2nd cloaked casting (+1 DC), surprise casting
3rd advanced learning
4th
5th silent spell
6th surprise casting (move action)
7th advanced learning
8th cloaked casting (+2 to overcome SR)
9th
10th still spell
11th advanced learning
12th
13th
14th cloaked casting (+2 DC)
15th advanced learning
16th
17th
18th
19th advanced learning
20th cloaked casting (overcome SR)
[/sblock]

Caster Level: 2
Spell DC: 10 + Spell Level + 3 (Int)

Initiative modifier: + 3 = + 3 [dexterity]

Fortitude save: + 3 = 0 [base] + 2 [constitution] + 1 [cloak of resistance +1]
Reflex save: + 6 = 2 [base] + 3 [dexterity] + 1 [cloak of resistance +1]
Will save: + 4 = 3 [base] + 0 [wisdom] + 1 [cloak of resistance +1]

Attack (handheld): +2 = 1 [base] + 1 [strength] (+ 1 with light, rapier, chain or whip [feat])
Attack (missile): +4 = 1 [base] + 3 [dexterity]
Grapple check: +2 = 1 [base] + 1 [strength]

Light load: 50 lb.
Medium load: 51-100 lb.
Heavy load: 101-150 lb.
Lift over head: 150 lb.
Lift off ground: 300 lb.
Push or drag: 750 lb.

Languages: Common, Hadozee, Elven, Aquan, Draconic

Feats
[sblock]
Weapon Finesse: +1 to att. rolls with lt. weapons, rapiers, whips and chains
Persuasive: +2 to bluff and intimidate checks
[/sblock]

Skills
[sblock]
8 + Int/lvl rogue levels
6 + Int/lvl beguiler levels
Appraise + 3 = +3 [Int]
Balance + 7 = + 3 [Dex] + 4 [racial]
Bluff + 6 = + 4 [ranks] + 2 [feat]
Climb + 5 = + 1 [Str] + 4 [racial]
Concentration + 6 = + 4 [ranks] + 2 [Con]
Craft (leathrworking) + 6 = + 3 [ranks] + 3 [Int]
Craft (fletching) + 6 = + 3 [ranks] + 3 [Int]
Decipher Script + 5 = + 2 [ranks] + 3 [Int]
Diplomacy
Disable Device + 7 = + 4 [ranks] + 3 [Int]
Disguise
Escape Artist + 3 = + 3 [Dex]
Forgery + 3 = + 3 [Int}
Gather Information + 4 = + 4 [ranks]
Heal
Hide + 6 = + 3 [ranks] + 3 [Dex]
Intimidate + 2 = + 2 [feat]
Jump + 1 = + 1 [Str]
Knowledge (arcana) + 4 = + 1 [ranks] + 3 [Int]
Knowledge (local) + 4 = + 1 [ranks] + 3 [Int]
Listen + 4 = + 4 [ranks]
Move Silently + 7 = + 4 [ranks] + 3 [Dex]
Open Lock + 7 = + 4 [ranks] + 3 [Dex]
Perform
Profession (sailor) + 2 = + 2 [ranks]
Search + 6 = + 3 [ranks] + 3 [Int]
Sleight of Hand + 4 = + 1 [ranks] + 3 [Dex]
Spot + 4 = + 4 [ranks]
Sense Motive + 4 = + 4 [ranks]
Spellcraft + 5 = + 2 [ranks] + 3 [Int]
Survival
Swim + 1 = + 1 [Str]
Tumble + 4 = + 1 [ranks] + 3 [Dex]
Use Magic Device + 4 = + 4 [ranks]
Use Rope + 3 = + 3 [Dex]
[/sblock]

Spells
[sblock]
Known Spells: beguiler list
Spells/Day
0 level: 6
1 level: 5 = 4 + 1 [Int]
2 level: + 1 [Int]
3 level: + 1 [Int]
4 level:
5 level:
6 level:
7 level:
8 level:
9 level:
[/sblock]

Level Advancement
[sblock]
1: Rogue - Decipher Script + 2; Craft(leatherworking), Craft(fletching)+ 3; Bluff, Disable Device, Gather Information, Listen, Move Silently, Open Lock, Sense Motive, Spot, Use Magic Device + 4,
Sneak attack +1D6, Trapfinding
Feat: Persuasive

2: Beguiler - Knowledge(arcana), Knowledge(local), + 1; Hide + 3; Concentration + 4
Armored Mage, Trapfinding (again..)

3: Beguiler - Tumble, Sleight of Hand + 1; Spellcraft, Profession(sailor) + 2, Search + 3
Cloaked Casting (+1DC), Surprise Casting
Feat: Weapon Finesse

Totals:
BAB +1 (+0: rogue/+1: beguiler), Fort +0 (0: Rogue/0: beguiler),
Ref +2 (+2: rogue), Will +3 (+3: beguiler)
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Hadozee
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• +2 Dexterity, –2 Charisma.
• Medium: As a Medium creature, a hadozee has no special
bonuses or penalties due to her size.
• Hadozee base land speed is 30 feet.
• Gliding: Hadozee can use their arm-flaps to glide,
negating damage from a fall of any height and allowing
them to travel 20 feet horizontally for every 5
feet of descent. A hadozee glides at a speed of 40 feet
(average maneuverability).
• +4 racial bonus on Balance and Climb checks: Hadozee
are natural climbers and have no fear of narrow pathways.
A hadozee does not lose her Dexterity bonus to
AC while climbing and can climb unimpeded while
holding something in one hand.
• Automatic Languages: Common, Hadozee. Bonus
Languages: Aquan, Elven, Halfling.
• Favored Class: Rogue.
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Prestige
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N/A
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Equipment
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Studded Leather + 1 = 1175 gold/20 lbs, AC +3
Short sword = 10 gold/2 lbs (lt. melee/1d6/ crit 19-20 X2/ piercing)
Light Mace = 5 gold/4 lbs (lt. melee/1d6/ crit x2/ bludgeoning)
2 Daggers = 4 gold/2 lbs. (lt. melee/1d4/ crit 19-20 X2/ piercing or slashing)
Short bow = 30 gold/2 lbs. (ranged/1d6/ crit X3/ 60ft. range/ piercing)
20 arrows = 1 gold/3 lbs.
Backpack = 2 gold/2 lbs
Bedroll = 1 silver/5 lbs
Flint and Steel = 1 gold
Whetstone = 2 copper/1 lb.
Waterskin = 1 gold/4 lbs .
Spell Component Pouch = 5 gold/2 lbs.
Thieves Tools = 30 gold/1 lb.
Leather Belt = 2 silver
High Boots = 5 silver/1 lb.
2 Belt Pouches = 2 gold/1 lb.
Wand of Light(50 charges) = 375 gold
Cloak of Resistance +1 = 1000 gold/ 1 lb.
_____
Total:2637 gold, 7 silver 2 copper/49 lb. lbs.
GP on person: 62 gold, 2 silver 8 copper
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religious views
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Twi' Tar took up faith in the god Osprem who, despite being only a minor god, is highly revered in coastal areas as god of sea voyages, sailors and ships. For most of his life he acknowledge the gods' existence but wasn't particularly devote, until a ship's chaplin named McKenzie who was devoted to Osprem converted him during his first passage as a deck hand. The man's comfort and help after a violent storm, in which the superstitious crew members swore they saw the infamous "riders" sometimes seen on storms, so impressed the young Hadozee that he paid homage to the man's deity at the first temple he found after he made landfall.
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background
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Twi' Tar has fond memories of a childhood spent roaming the docks of whatever city in southern Sebran his family was passing through at the time. Like most Hadozee, his parents were wanderers and naturally adept sailors, who traveled from port to port taking crew positions on trade ships between Sebran, Karvath and other less-civilized locales.
As a result, Twi' Tar often spent months at a time with Hadozee communal houses eagerly running to the dock of the bay each evening to sit and await his parents' return.
Upon reaching adolescence, he took his first job as crew on a sloop, the John Boley, making short trips between the cities of Sebran. Cpt. Wilson of the vessel took an interest in the young Hadozee and, sensing he was more intelligent than the average dock-scamp, allowed him access to his books and told him stories of the far away lands and creatures he might someday meet in his travels.
He remained with the vessel for some months before he and an ettercap crewmate named Boris disembarked in the north to find positions on a larger vessel. After a few months in the city with little luck, Boris suggested a policy of noting which merchants were corrupt and taking what they needed from them. Soon tales of "The Spider and The Monkeyman" were circulating throughout the trade districts and it began to become more difficult for the amateurs to hone their skills faster than their pursuers could track them. This life was destined to be short-lived however. Late one night Twi'Tar and Boris were spotted by the town constables. The young Hadozee gae himself up to the authorities (a move that may well have saved him life or limb) and the deputies arrested him on the spot. Boris on the other hand, decided to flee and was trailed by the town sheriff until finally cornered in a blind alley where he unfortunately shot the man with an arrow before making his escape, Twi'Tar has since heard only rumors of whether his friend lives or not. Twi'Tar was imprisoned for his part in the robberies.
After being held in the town labor barracks for so long he had begun to lose track of the days, he was one day freed and told his restitution to the town's merchants had been paid. Upon his release, he was met by the former first mate on the Boley, Corporal Clegg. Clegg informed him he had ventured up the coast to take his first captain's commission on a downeaster named the Alexa and the hadozee could work off his debt to him as crew. Twi'Tar quickly agreed, not wanting to return to the labor barracks and took on his first full deck position on the Alexa, where Clegg continued his education in sailing and navigation. The hadozee remained with Clegg as his journey's progressed from short, city-hopping trade runs to exploratory forays to the north, where a deep wanderlust to see the northern lands over the hills and far away was kindled within him.
Over time, he also made close friends with crew mates who would come and go over the voyages. In particular, two swordsman, Johnny "Blade" and Mack "the Knife" began to teach him the art making his strokes count to make up for what he lacked in strength. A whore and sometime ship's cook named Sweet Melissa taught him the subtleties of getting information and manipulating people to his own ends. An old tribesman from northern Sebran who described himself as an eskimo, named Quinn showed him the arts of working leather and weapons, though he never had a knack with working metal and could produce little more than arrowheads, he was however very good with tasks requiring manipulation fo small objects, and the man taught him the inner workings of locks and the complex devices sometimes in the ship's hold. Finally, he became friends with a sea sprite named Betty Lou after he fashioned her a new pair of leather shoes she had wanted to replace the worn fairy boots she had, in return, the sprite taught him the rudiments of the enchanting and illusion magics that come naturally to the fey. He took one final position with his friends, simple trade voyage for the Sheik of Araby to deliver goods to a city in Karvath.
In Karvath he heard of a village named Johnson's Crossroads where he had heard resided two reclusive adepts in the arcane schools of mystery known only as the Hoodoo Man and Rihannon the Black Magic Woman. After the voyage he set off for the village and, after petitioning the two and being taken on mostly as a curiosity (being a hadozee wanting to learn magic) has been an apprentice there until recently, when his teachers instructed him to go and seek worldly experience.
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So let me know what you think (and if I need to pull any of my references out that you might be planning on using).

Also HM you might want to check out a few of the lines from Steely Dan's Reelin in the Years, but I think Frozen Messiah probably made the best call available, props.
 
Last edited:

Dragonwriter

First Post
HolyMan, I still need you to add the 5% ASF and the extra money to your character.

Jager, very cool. Love the references. There was only mistake on your sheet, and that is your AC should be 16 because Bracers of Armor’s bonus doesn’t stack with normal armor (same bonus: armor).

And there's only one thing in the background I need either a little clarification on, a slight edit, or to drop it... The northern tribesman (Quinn)... Do you mean he was from the Northlands, or from a roving tribe in the north of Sebran? If you clarify it to be Sebran, that can stay, but no one comes out of the Northlands.
 

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