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Sailors on the Seas of Fate

Lorthanoth

Explorer
Here's where you can post your finished characters - the 'Sailors on the Seas of Fate'!

IC Thread
OOC Thread

Party Background

Artemis and Anemone have served together on various ships and have made a career for themselves as mercenary help, and along with the Belcadiz blademaster Esteban have formed a tightknit team, exploring new islands, looting ancient ruins, and generally doing the things that adventurers do in a devil-may-care manner for the last year or so.

Things have taken a more serious turn of late however with the recent addition to your band of Theon. a countryman of Artemis who has a more suspicious nature than the rest, and a mysterious half-blind wizard from fabled Imarr.

Now far away from your homelands in the mysterious southern jungle realms, a new frontier, you are currently to be found in the trading port of Coral Bay...

Races

Human
Halfling
Rakasta (see below)
Tiefling (with changes)
Lizardfolk
Aranea (with changes)

Languages

Common aka Low Imarran
Ispan (Belcadiz)
Minroan (Minros)
Nimean (Nimea)
Herathian (bonus for aranea)
Rakastan (bonus for rakasta)
High Imarran (bonus for Imarrans)
Shazak (Lizardfolk)
Various languages used by the tribes of the jungle-lands including Banda (used by the tribes near Coral Bay), Thanegi (native language of the Thanegi archipelago) [characters cannot be from these cultures initially but can know the languages]

Rakasta - new race
+2 Dex, - 2 Wis
Treat all falls as 10' shorter for purposes of damage. Stacks with other such effects, as monk's slow fall and the tumble skill.
+2 to racial bonus to balance checks and +4 racial bonus to listen checks.
The +4 racial listen check bonus raised to +8 for purposes of checks to detect or locate unseen opponent.
Blind fight as a bonus feat.
-1 to saves versus spells or abilities with the sonic descriptor.

Rakasta are the cat-folk of Bellayne, a proud warrior people who have relatively recently moved from a nomadic society to a settled feudal monarchy. The stll have many of the same traditions, including a belief in the world of spirits and a warrior code of honour. They have mixed this with an order of knighthood called the Honourbound (members usually fighters, samurai, paladins, or knights) who are split into several companies, as well as several heralds guilds who function as town-criers, messengers, couriers and (on occasion) spies.

Aranea (new version) As Characters

Aranea characters possess the following racial traits.
+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.
Medium size.
A aranea’s base land speed is 30 feet and its base climb speed (in spider form) is 20 feet.
Racial Hit Dice: An aranea begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
Racial Skills: An aranea’s aberration levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Escape Artist, Listen, Jump, Spot. Aranea have a +2 racial bonus on Jump, Listen and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Racial Feats: An aranea’s aberration levels give it one feat (this is usually Weapon Finesse).
Weapon and Armor Proficiency: An aranea is automatically proficient with it's bite attack and simple weapons.
+1 natural armor bonus.
Natural Weapons: Bite (1d4).
Special Qualities: Poison (Ex)Injury, Fortitude DC 11 + aranea's Con modifier, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.
Alternate form - human (this form is fixed i.e. the aranea is always the same person, like a lycanthrope). In human form, the aranea loses its bite attack and natural armour.
Automatic Languages: Common, Herathian. Bonus Languages: Any.
Level adjustment +1.

Araneas are taught from birth that they are two people; the aranea and the human. If the outside world were to discover their secret it would mean certain death for them as monsters. The human side of an aranea is just as much the 'true' self of the aranea as its spider form.(this is something I adapted quickly just now to capture the flavour of the aranea, in particular their presentation in OD&D)

Imarran (aka revised Tiefling)
+2 DEX, +2 CHR, -2 WIS
Medium Size, Base Speed of 30
60' Low light vision
+2 racial bonus to Bluff and Intimidate
Spell-like Ability (Cantrip): Player chooses 3 of the following, usable once per day (multiple selections of same item provide multiple daily uses). Caster level = tiefling character level.
Dancing Lights [Illusion of torches or other lights], as sorcerer
Flare [Target dazzled, suffers -1 to attacks], as sorcerer
Ghost Sounds [Illusionary noises], as sorcerer
Inflict Minor Wounds [Inflict 1 hp of damage with melee touch attack], as cleric
Light [One object magically provides light as a torch], as sorcerer
Mending [Make minor repairs to one object], as sorcerer
Open/Close [Opens or closes small or light things], as sorcerer
Resistance [+1 bonus to saving throws for 1 minute], as sorcerer
Cold, Electricity, Fire Resistance 5
Starting Languages: Common
Possible Bonus Languages: Abyssal, Infernal
ECL +1

Tieflings are not the result of extra-planar union; they are their own viable race and are called Imarrans on this world. They are near-human and rather than being a mixture of demonic appearances, they are all (by human standards) rather elfin looking; a tall, slim, elegant race, with long, delicate fingers and almond shaped eyes. They are quick, and possessed of great self-confidence, but lacking in self-control due to their society's long dependance on soporific drugs, and dalliances with demonic entities of Chaos.

(adapted from work by Rick Coen and Ken Lipka, and flavour based on Moorcock's presentation of Vadhagh, Melniboneans and other similar races)


Classes:

PHB
Barbarian
Bard
Fighter
Ranger
Wizard
Sorcerer
Cleric
Rogue
Monk

PHB 2
Knight
Duskblade
Beguiler

Complete Adventurer
Spellthief
Scout
Ninja

Complete Warrior

Hexblade
Swashbuckler

Others
Warlock
Marshal
Binder
Shadowcaster

Oriental Adventures

Samurai
Sohei
Shaman
Wu Jen

Witch's Handbook (Green Ronin)
Witch

Psychic's Handbook (Green Ronin)
Psychic
 
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Theon Marinatos

[sblock=Character Sheet] Male Human, Rogue 4th/Sorcerer 1st
Experience: 10,600
Alignment: Chaotic Good
Age: 19
Appearance: 5’7”, 153Lb. Close-cropped dark hair, piercing green eyes.

Statistics
Str: 12 (+1) (4 points)
Dex: 16 (+3) (8 points, +1 from level)
Con: 14 (+2) (6 points)
Int: 14 (+2) (6 points)
Wis: 10 (+0) (2 points)
Cha: 14 (+1) (6 points)

Hit Points: 31 (6+3d6+1d4 +10)
Armor Class: 18 (10 Base, + 4 Defence bonus, +3 Dex, +1 deflection) touch 18, flat footed 15(18) (Uncanny Dodge)
Initiative: +3 (+3 Dex)
BAB: +2
Grapple: +3
Speed: 30ft
Action Points: 7

Saves
Fort: +4 (1 base, +2 CON, +1 Cloak)
Reflex: +8 (4 base, +3 DEX, +1 Cloak)
Will: +4 (3 base, +0 WIS, +1 Cloak)

Melee
Rapier +7 (Base +3, Dex +3, MW +1), 1d6+1, 18-20/x2
Dagger +7 (Base +3, Dex +3, MW +1), 1d4+1, 19-20/x2

Ranged
Light Crossbow +6 (Base +3, Dex +3), 1d8, 19-20/x2
Dagger +7 (Base +3, Dex +3, MW +1), 1d4+1, 19-20/x2

Feats
Mercantile Background (Bonus)
Weapon finesse (1st)
Dodge (Human)
Mobility (3rd)

Special Abilities
Sneak Attack +2d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge (can't be caught flat-footed)

Skills
Appraise: +9 (5 Ranks, +2 INT, +2 Mercantile Background)
Balance: +11 (6 Ranks, +3 DEX, +2 Synergy)
Climb: +7 (6 Ranks, +1 STR)
Diplomacy: +5 (4 Ranks, +2 CHA, -1 Suspicious)
Disable Device: +11 (7 Ranks, +2 INT, +2 Arcane Thieves Tools)
Hide: +9 (6 Ranks, +3 DEX)
Knowledge(Arcana): +3 (1 Rank, +2 INT)
Move Silently: +9 (6 Ranks, +3 DEX)
Open Lock: +12 (7 Ranks, +3 DEX, +2 Arcane Thieves Tools)
Prefession(merchant): +4 (2 Ranks, +0 WIS, +2 Mercantile Background)
Sense Motive: +3 (3 Ranks, +0 WIS, +1 Suspicious)
Spellcraft: +6 (4 Ranks, +2 INT) (+2 synergy to decipher scrolls)
Swim: +7 (6 Ranks, +1 STR)
Search: +10 (7 Ranks, +2 INT, +1 Nearsighted) (+5 to find secret doors, traps, etc. from Goggles of Minute Seeing)
Spot: (+0 WIS, -1 Nearsighted)
Tumble: +12 (7 Ranks, +3 DEX, +2 Acrobat Boots)
Use Magic Device: +7 (5 Ranks, +2 CHA)

Traits
Nearsighted
Suspicious

Weapon Groups
Basic Weapons
Light blades
Crossbows

Magical Items
Cloak of Prot +1 (1000gp)
Ring of Protection +1 (2000gp)
Acrobat Boots (900 gp)
Arcane Thieve's Tools (1400gp)
Goggles of Minute Seeing (1250gp)
Cloak of Preotection +1 (1000gp)
Total: 7550gp

Weapons
MW Rapier (320gp)
MW Dagger (302gp)
2 Daggers (4gp)
Light Crossbow (35gp)
20 Bolts (1gp)
Total: 662gp

Equipment
Backpack (2gp)
Bedroll (1sp)
Flint & steel (1gp)
Oil x5 (5sp)
Signal whistle (8sp)
Potion of Cure Light Wounds
2 vials of antitoxin
Caltrops (1gp)
Map/Scroll Case (1gp)
4 sheets paper (1gp 6sp)
Waterskin (1gp)
vial of ink (8gp)
inkpen (1sp)
Bullseye Lantern (12gp)
3 pints oil (3sp)
Whetstone (1cp)
Spell Component Pouch (5gp)
Total: 34gp, 4sp, 1cp

Languages Known
Minroan
Common
Nimean

Money
Gold: 907
Silver: 5
Copper: 9

Magic Rating: 2 Spells Per Day: 5/3+1
Spells Known
0- Detect Magic, Ghost Sound, Light, Mage Hand
1-Shocking Grasp, Reduce Person [/sblock]
[sblock=Acrobat Boots]
+2 competence bonus on Tumble checks.
3 charges per day, usable with a swift command. One charge=+10' move for one round
Two charges=+15' move for one round
Three charges=+20' move for one round [/sblock]
[sblock=Arcane Thieve's Tools]
+2 circumstance bonus on Disable Device and Open Lock checks.
Can expend an arcane spell or spell slot of 1st level or higher to gain a +5 competence bonus on either a Disable Device check or an Open Lock check begun before the end of that turn. [/sblock]
 
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Anemone
Female Human (Nimean) Cleric 5
Alignment: Chaotic Neutral
Age: 20
Languages: Common, Nimean, Aquan, Auran
Appearance: Anemone is a young woman with long, wild, windswept black hair that she often keeps in tight braids or buns to keep it under control and clear sea-blue eyes framed in a perfect oval face, as tan as the rest of her from many years under the sun on the open sea. When not wearing the long, flowing blue-white toga that is a Nimean priestesses official raiment, she alternates between a rather conservative blue long tunic and breeches, or a much less conservative halter and loose baggy pants. She is always barefoot while on ship regardless of her whims though, and she is never without a thin but strong shirt of "windkissed steel," mithril to most, for additional protection.

[Sblock=Statistics]
Str: 8 (-1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 12 (+1)
Wis: 17 (+3)
Cha: 14 (+2)

Hit Points: 38/38
Action Points: 7/7
Armor Class: 16 (10 + 2 dex + 3 armor +1 deflection)
Armor DR: 2/-
Initiative: +2
BAB: +3
Grapple: +2
Speed: 30ft

Saves
Fort: +7
Reflex: +4
Will: +8

Melee
Ranged: +6 atk, 1d8+1 dmg, magic xbow

Feats
1 Point Blank Shot
1 Spell Focus: Conjuration
3 Precise Shot

Special Abilities
Turn Undead
Rebuke Air, Turn Earth
Rebuke Water, Turn Fire
Domains: Air, Water
Spontaneous Casting: Positive Energy

Skills 32
Concentration (Con) +10 (8 ranks + 2 Con)
Diplomacy (Cha) +5 (3 ranks +2 Cha)
Heal (Wis) +10 (5 ranks + 3 Wis + 2 item)
Knowledge (religion) (Int) +6 (5 ranks + 1 Int)
Knowledge (the planes) (Int) +5 (4 ranks + 1 Int)
Profession (Sailor) (Wis) +6 (3 ranks + 3 Wis)
Speak Language (4 ranks)

Spellcasting (Cleric CL 4, DC 13+lvl)
Prepared:
0: Create Water, Detect Magic, Guidence, Purify Food/Water, Light
1: Divine Favor, Doom, Shield of Faith, Bless
Domain: Obscuring Mist
2: Spiritual Weapon, Hold Person, Sound Burst
Domain: Wind Wall
3: Summon Monster III, Prayer
Domain: Water Breathing

Weapon Groups
Basic
Crossbows
Spears/Lances[/sblock]

[sblock=Equipment]
Magical Items
Vest of Resistance +1, 1000
Healing Belt (+2 to Heal, 3 charges/day, 1 chr 2d8 heal, 2 chr 3d8, 3 chr 4d8), 750
Wand of Cure Light Wounds 50/50, 750gp
Scroll - Lesser Restoration
Scroll (2) - Cure Light Wounds

Weapons
+1 light crossbow, +6 atk, 1d8+1 dmg, 80', 4lbs, 2335

Armor
Mithril Chain Shirt +1, AC +3, DR 2/-, ACP 0, Max Dex +6, 10lbs, 1100gp

Equipment
Backpack
Bedroll
Waterskin
Clothes
2 belt pouches
Spell Component Pouch

Money 55gp[/sblock]

[sblock=Background]Anemone was born in a small Nimean village on a small island that is far enough north to have cold snaps in winter, but not so far that summer lacks heat. As such, extreme weather was not uncommon, and thus the level of frantic devotion to Nimea was high. Even so, Anemone following the priesthood was in spite of that rather than because of it. She always followed a perverse streak that urged her to reject the dictates of authority and seek her own way. This led her to no end of trouble, but it also lead her to a personal calling from the Goddess.

Following her religious experience (details to come, perhaps in play), Anemone journeyed to the main island to study in the great temple itself. Even here though, in service to the goddess she had devoted herself to, Anemone's penchant for disobedience led to difficulties. Only the obvious favor of Nimea, as expressed by her continued ability to draw on the goddesses miracles, saved her from expulsion from the order. Instead, it was decided that the priestess be sent on a long, solo 'sabbatical.' It was understood that this was a sort of exile. She was not defrocked, but was expected to find her own way...neither limited to the temple's usual mandates, nor able to draw on the explicit support of the temple for any but circumstances she could demonstrate affected the order as a whole, not just herself.

As a priestess of the goddess of the sea and storm, Anemone had no problem finding crew positions on ships, and was more than happy to spend the next several years on one ship or another, bringing the blessings of her goddess to the voyage at hand....serving freighters, passenger ships, and of course renegades and rogues of all stripes.[/sblock]
 
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Artemis Marsei

Male Human, Ranger 1st/Swashbuckler 3rd/Fighter 1st
XP: 10600
Alignment: Chaotic Good
Age: 20
Appearance: 6’2, 200Lb. Shoulder length blond hair and green eyes. Artemis is lithe and athletic, with stern handsome features.

Languages
Common, Minroan, Nimean, Ispan, Thanegi

Background
At the age of twelve, Artemis was orphaned from his parents who died in the plague that wiped out one in six people on the isle of Dacia (Venician culture, member of the Merchant League of Minros). From that time onwards, Artemis had to care for himself. He joined the Black Swan as a cabin boy and studied the life of a mercenary. At the age of eighteen, he joined a group of adventurers. It is here that he discovered his true calling.

[sblock=Physical]
Statistics
Str: 14 (+2)
Dex: 18 (+4) [+1 from level; +2 gloves]
Con: 14 (+2)
Int: 14 (+2)
Wis: 12 (+1)
Cha: 10 (+0)
[/sblock]

[sblock=Combat]
Hit Points: 48
Action Points: 7/7
Armor Class: 22, touch 21, flat footed 10
Initiative: +8
BAB: +4
Grapple: +6
Speed: 30ft
[sblock=]
Hit Points: 48 (8+4d10+10 CON)
Armor Class: 22, touch 21, flat footed 1 (10 Base, +7 Defence bonus, +4 Dex, +1 dodge)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
[/sblock]
Saves
Fort: +11
Reflex: +9
Will: +4
*A further +2 against death effects, energy drain, and ability drain
[sblock=]
Fort: +10 (7 base, +2 CON, +1 Cloak, +1 Strong Soul)
Reflex: +9 (3 base, +4 DEX, +1 Cloak, +1 Grace)
Will: +3 (1 base, +1 WIS, +1 Cloak, +1 Strong Soul)
[/sblock]
Melee
Rapier (right hand)
+9, 1d6+4, 18-20/x2
Short sword (left hand) +9, 1d6+3, 19-20/x2
Long Bow +9, 1d8+2, 20/x2, 110ft
[sblock=]
Rapier (right hand)
Attack: +9 (Base +5, Dex +4, MW +1, Weapon group focus +1, -2 Two weapon fighting style)
Damage: 1d6+4, 18-20/x2 (1d6, +2 Str, +2 Insightful strilke)
Short sword (left hand)
Attack: +9 (Base +5, Dex +4, MW +1, Weapon group focus +1, -2 Two weapon fighting style)
Damage: 1d6+3, 19-20/x2 (1d6, +1 Str, +2 Insightful strilke)
Short Bow
Attack: +9 (base +5, Dex +4)
Damage: 1d8, 20/x2, 110ft

Weapon Groups
Light blades
Heavy blades
Slings & Thrown
Bows
[/sblock]
[/sblock]

[sblock=Feats & Skills]
Feats
Strong Soul, Weapon finesse, Improved initiative, Weapon focus (light blades), Dodge, Two weapon fighting style, Track
[sblock=]
1st. Improved initiative, Weapon focus (light blades), Weapon finesse (swashbuckler free)
3rd. Dodge
4th. Two weapon fighting style
5th. Track
[sblock=Bonus: Strong Soul]
You are made of stern stuff indeed; you are able to resist the pull of powers that would drain your soul - +1 bonus to Fort and Will saves; against death effects, energy drain, and ability drain, this bonus increases to+3.
[/sblock]
[/sblock]
Special Abilities
Grace +1
Insightful strike
1st favorite enemy (humans)
Wild empathy

Skills
Balance: +10
Climb: +8
Diplomacy: +8
Hide: +11
Jump: +8
Move Silently: +11
Sense Motive: +7
Swim: +7
Search: +8
Survival: +8 (Track +10)
[sblock=]
Balance: +10 (6 Ranks, +4 DEX)
Climb: +8 (6 Ranks, +2 STR)
Diplomacy: +8 (6 Ranks, +0 CHA, +2 Sense motive)
Hide: +11 (7 Ranks, +4 DEX)
Jump: +8 (6 Ranks, +2 STR)
Move Silently: +11 (7 Ranks, +4 DEX)
Sense Motive: +7 (6 Ranks, +1 WIS)
Swim: +8 (6 Ranks, +2 STR)
Search: +8 (6 Ranks, +2 INT)
Survival: +8 (7 Ranks, +1 WIS, +2 on tracking due to search)
[/sblock]
[/sblock]

[sblock=Equipement]
Magical Items
Handy Haversack (2000gp)
Cloak of Prot +1 (1000gp)
Healing Belt (750gp)
Gloves of dexterity (4000gp)
Continual flame cast on necklace (50gp)
Total: 7800gp

Weapons
MW Rapier (320gp)
MW Short sword (310gp)
Long bow, composite (300gp)
Quiver, Arrows(40) (2gp)
Total: 1032gp

Equipment (all in haversack)
Anti-toxin
Bedroll (1sp)
Winter blanket (5sp)
Crowbar (2gp)
Fishhook x5 (5sp)
Flint & steel (1gp)
Grappling hook (1gp)
Hammer (5sp)
Oil x5 (5sp)
Piton x5 (5sp)
Pot, iron (5sp)
Rope, hemp (1gp)
Signal whistle (8sp)
Soap x 5 (25sp)
Tent (10gp)
Total: 21.3gp

Food (all in haversack)
Rations, trail x30 (15gp)
Waterskin x10 (10gp)
Bread loafs x5 (1sp)
Cheese, ½lb (1sp)
Ale, gallon (8sp)
Total: 26gp

Money
Platinum: 20
Gold: 65
Silver: 17
[/sblock]
 
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Complete:
Code:
[B]Name:[/B] Zariv Morandr
[B]Class:[/B] Abjurer 5
[B]Race:[/B] Low Imarran (Human)
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] None
[b]Action Points:[/b] 7

[B]Str:[/B] 8  -1 (0p.)     [B]Level:[/B] 5        [B]XP:[/B] 10,000
[B]Dex:[/B] 12 +1 (4p.)     [B]BAB:[/B] +2         [B]HP:[/B] 18 (5d4+5)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] None
[B]Int:[/B] 19 +4 (16p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] No
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] +0         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +1    +0    +0    +3    14
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14
+3 Class Defence to AC added

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +1    +1    +3
[B]Ref:[/B]                       1    +1    +1    +3
[B]Will:[/B]                      4    +2    +1    +7

[B]Weapon                  Attack   Damage     Critical[/B]

Quarterstaff		  -1     1d6-1      20x2
  Double Attack main hand -5     
      Off hand            -9
Note: -2 on all Melee Attacks (added)

[B]Languages:[/B] Common, Low Imarran, High Imarran, Infernal, Abyssal

[B]Abilities:[/B] Summon Familiar, Bonus Wizard Feats, Spells
Barred Schools: Enchantment, Illusion.

[B]Feats:[/B] Scribe Scroll (bonus), Spell Focus (Conjuration), Spell Focus (Abjuration)
Augment Summoning, Sudden Extend 1/day, Alertness (Bonus from Familiar)
Heighten Spell, Proficiency (Basic Weapons Only)
Bonus Feat:  Wild Talent (Precognition 1/day)

[b]Traits:[/b]Absent Minded (-1 Spot & Listen; +1 all knowledge checks)
[b]Flaws:[/b] Murky-Eyed (when fighting a foe with concealment, roll twice, take worst result)
Non-combatant (-2 on all melee attacks)

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentrate 		   8	+1	    +9
Decipher Script		   4	+4	    +8
Knowledge (Arcana)	   7	+4      +1  +12	
KNowledge (Dungeoneering)  4	+4	+1  +9
Knowledge (Geography)      4	+4	+1  +9
Knowledge (History)	   4	+4	+1  +9
Knowledge (Local)	   3	+4	+1  +8
Knowledge (Nobility)	   4	+4	+1  +9
KNowledge (The Planes)	   3	+4	+1  +8
Knowledge (Religion)	   3	+4	+1  +8
Precognition (off Wis)	   2.0	+2	    +4
Listen			   0	+2	-1  +1
Spellcraft                 8    +4	    +12
Spot			   0	+2	-1  +1

[B]Equipment:               Cost  	Weight[/B]

Wand of Magic Missile
    (50 Charges, CL 5th) 3,750gp   	0  lb
Potion Cure Moderate
    (2d8+3)		 350 GP		0  lb
Cloak of Resistance +1   1,000 GP	1  lb
Elemental Gem (Fire)	 2,250 GP	0  lb
Backpack		 2 gp		2  lb
Spell Component Pouch	 5 GP		1  lb
Spellbook		 -		10 lb
2 100 GP Pearls

Scrolls:
Knock (CL 3rd)
Summon Monster III (CL 5th)


1st: 9; 2nd: 7; 3rd: 5

[b]SPELLS KNOWN[/b]
oth: all 0th Level Spells
1st:  (Abjuration)
   Alarm
   Deflect, Lesser (PHB 2; Immediate Action, +2 AC)
   Protection from Chaos/Evil/Good/Law
      (Conjuration)
   Kelgore's Fire Bolt (5d6 fire; DC 16 for half)
   Mage Armour (AC 13, DR 2/-)
      (Others)
   Enlarge Person
   Expeditious Retreat
   Identify
   Ray of Enfeeblement

2nd:    (Abjuration)
   Protection from Arrows
   Resist Energy
       (Conjuration)
   Cloud of Knives (PHB 2; 5 knives, +9, 1d6+2
   Glitterdust
   Summon Monster II
       (Others)
   Bull's Strength
   Glitterdust

3rd: 	(Abjuration)
   Dispel Magic
   Explosive Runes
   	(Conjuration)
   Summon Monster III
   	(Others)
   Clairaudience/Clairvoyance
   Haste
 

[B]Total Weight:[/B]14 lb      [B]Money:[/B] 199 pp 6 gp 0 sp 0 cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               0-26   27-53   54-80   160   400

[B]Age:[/B] 28 years old
[B]Height:[/B] 5'6"
[B]Weight:[/B] 140 lbs
[B]Eyes:[/B] One is brown, other is milky white
[B]Hair:[/B] Black
[B]Skin:[/B] Very Pale, and pockmarked

[sblock=rules]
Wild Talent - Precognition - you can take Precognition as a cross class skill

Precognition (Wis)
may be used untrained

You can get glimpses into the future, not necessarily accurate. The future can be changed by actions in the present. This skill can used in three ways:

Active Precognition
You can attempt to see the future of a person of object. You must be able to see or touch the subject. Requires full round action and a skill check.

Spontaneous Visions
At GM's discretion the power may activate when you are in contact with a subject with strong 'vibes'. Skill check required.

Danger Sense
Whenever you would normally be surprised in combat, you can make a DC 15 Precognition check. If you succeed you are not surprised.

Special: You can take 10 but not take 20 on a check

Strain: (this is the amount of non-lethal damage you take when you make a Precog check, whether the power is successful or not) Active use 9, spontaneous 1, danger sense 0

***

Summoning list
Zariv
Summon I
Anarchic dire rat CN
Fiendish hawk LE
Fiendish monstrous spider, Small CE

Summon II
Fiendish monstrous spider, Medium CE
Fiendish snake, Medium viper CE
Lemure (devil) LE
Anarchic wolf CN

Summon III
Dretch (demon) CE
Fiendish snake, Large viper CE
Hell hound LE
Fiendish snake, constrictor LE
[/sblock]
 
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[sblock=Esteban Ignacio Lopez de Arriortua y Lucientes]
Esteban Ignacio Lopez de Arriortua y Lucientes
Male Human (Belcadiz) Duskblade 3/Swashbuckler 2
Alignment: CG
Height: 5' 6''
Weight: 129lbs
Age: 23
XP: 10,000

Str: 10 (+0) [2 points]
Dex: 16 (+3) [8 points, +1 level]
Con: 12 (+1) [4 points]
Int: 16 (+3) [10 points]
Wis: 10 (+0) [2 points]
Cha: 14 (+2) [6 points]

Racial Abilities: Bonus Feat, +4 skill points at first level, +1 skill points/level past first.

Class Abilities: Weapon Finesse, Arcane Attunement, Armored Caster (light), Combat Casting, Channel Spell

Hit Dice: 1d10+3d8+4
HP: 39/39
AP: 7/7
AC: 20 (+7 armor, +3 Dex), 17 flat-footed, 20 touch, +1 vs single target
Init: +5 (+3 Dex, +2 Born Duelist)
Speed: 30ft

Saves:
Fortitude +7 [+6 base, +1 Con]
Reflex +5 [+1 base, +3 Dex, +1 Grace]
Will +3 [+3 base, +0 Wis]

BAB/Grapple: +5/+5
Attack: Rapier +10 [1d8, 18-20/x2], +1 to hit if I damage target with a spell previously
Attack: Channeled Shocking Grasp +10 [4d6+1 (3d6 lightning), 18-20/x2], +3 to hit a target in metal armor, +2d6 lightning damage if Arcanist's Gloves are used.

Skills :
Balance +8 (5 ranks, +3 Dex)
Bluff +9 (5 ranks, +2 Cha, +2 Born Duelist)
Concentration +5 (4 ranks, +1 Con), +9 casting defensively
Diplomacy +7 (5 ranks, +2 Cha)
Escape Artist +7 (4 ranks, +3 Dex)
Jump +7 (5 ranks, +0 Str, +2 Synergy)
Perform: Violin +5 (6 CC ranks, +2 Cha)
Sense Motive +7 (7 ranks, +0 Wis)
Spellcraft +10 (7 ranks, +3 Int)
Swim +5 (5 ranks, +0 Str)
Tumble +10 (5 ranks, +3 Dex, +2 Synergy)

Weapon Group Proficiencies:
Basic
Light Blades
Heavy Blades
Slings and Thrown Weapons
Exotic Weapons

Feats:
Born Duelist (Bonus Feat)
Weapon Finesse (Swashbuckler Bonus)
Combat Casting (Duskblade Bonus)
Weapon Focus: Rapier (1st)
Dodge (Human Bonus)
Battlecaster Offense (3rd level)

Languages: Common, Ispan, Minroan, Nimean

Equipment:
+1 Cold Iron Rapier (4,400gp)
Lesser Crystal of Arcane Steel in Rapier (2,000gp)
Arcanist's Gloves (500gp)
Empowered Spellshard: Shocking Grasp (1,500gp)
Spell Component Pouch (5gp)

Money: 7gp, 6sp, 10cp.
Gems/Art: Moss Agate (7gp), Pair of Bloostones (30 and 40gp respectively), Gem-Studded Silver Chalice (140gp), Gold Bracelet (60gp), Three Pearls - gold, pink and silver (100gp each).

Esteban's sword was passed down to him by the captain of the first ship he fought aboard, and he was told it would serve him well against any strange creatures of the depths he might run into - since then Esteban has found it quite effective at dealing with the occasional nature spirit or demon that took exception to him. Mounted in the basket hilt is a small crystal given to him by the weather-wizard that first trained him, which amplifies the magic he channels through his sword.

Around his neck he wears another crystal, this one in a the stylized shape of three intertwining bolts of lightning, and on his hands he wears gloves that on first glance appear to be simple duelist's gloves, but on closer examination are covered in minute arcane runes.

Spells Known (5/4): Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue. Shocking Grasp, True Strike, Swift Expeditious Retreat, Kelgore's Firebolt.

Spells per Day: 5/5

Quote: “There's no substitute for a quick mind and a quicker blade.”

Background: Esteban is the wayward son of a noble from Belcadiz who was captured by pirates when he was a young boy of 12. When he found out two months later that he was being ransomed back to his family, he enlisted the help of a sympathetic deckhand and escaped overboard, determined not to go back to what he considered the most boring possible life imaginable. From there Esteban made his way along, first as a cabin boy and then as a deckhand. He apprenticed himself briefly to the weather wizard of the ship he served on, but quickly decided that musty books were possibly just as boring as nobility, and returned to his sword practice. Despite his impatience, he found that between the lessons he'd taken and his naturally quick mind he had developed an aptitude for working small bits of magic into his swordplay.

Personality: Esteban is a bubbly, outgoing young man with a fiery temper and a short memory for grudges. He's quick to challenge others, and just as quick afterwards to buy them a drink and swap stories. He tends to consider pretty much any pursuit besides the blade a little inferior, and perhaps a bit silly, but he supposes someone has to do them.

sminigo1.jpeg


[/sblock]

[sblock=Rules]
Battlecaster Offense (Complete Mage): +1 on the first attack roll to hit a target damaged by a spell last round, +1 to save DC of first spell against a target damaged with a weapon last round.

Empowering Spellshard, 1st Level (MIC): Each spellshard is keyed to a specific spell (Shocking Grasp in my case). 3 times per day the spellshard lets the wearer spontaneously empower that spell.

Arcanists' Gloves (MIC): 2/day increase your caster level by +2 when casting a first level spell.

Crystal of Arcane Steel, Lesser (MIC): Set in a weapon (which must be +1 or better), gives +1 to hit and damage when delivering a spell through the weapon.
[/sblock]
 
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Summons Lists

Anemone's Summons list

Summon Monster I
Hawk (air) N
Porpoise (water template) N
Octopus (water) N
Merfolk (extraplanar) N

Summon Monster II
Eagle (air template) N
Squid (water template) N
Shark, medium (water) N
Nixie (extraplanar) N

Summon Monster III
Elemental, Small (air or water) N
Shark, large (water) N
Triton (extraplanar) NG

Air element creature and water element creature templates

Zariv's Summons List

Summon Monster I
Anarchic dire rat CN
Fiendish hawk LE
Fiendish monstrous spider, Small CE

Summon Monster II
Fiendish monstrous spider, Medium CE
Fiendish snake, Medium viper CE
Lemure (devil) LE
Anarchic wolf CN

Summon Monster III
Dretch (demon) CE
Fiendish snake, Large viper CE
Hell hound LE
Fiendish snake, constrictor LE

Anarchic creature template
 

World info

The setting

Much of civilization on this world is founded on chains and archipelagos of islands; even the largest land masses would struggle to be called continents on our planet. The largest land mass is probably the size of Australia, which is still pretty damn big!)

Now many different cultures vie with one another to win treasures and knowledge from the ruins of older civilizations, whether it be ancient Imarran cities, decayed god-priest kingdoms or the unknown ruins of the southlands.

The adventure begins in Coral Bay, a trading post established by the Minros Guilds (see below) on a largely unexplored land of jungles, at the mouth of a great river.

Some realms of interest

Belcadiz - a kingdom reknowned for its sword-fighters, and hot-blooded politics. She has sent many an explorer to chart the islands of the south and search for gold and magic. Her
sailors and traders are amongst the best in the world. (human, some halfling) [Golden Age Spain]

Imarr - once the ruler of the known world through demon pacts and sorcery, now a shadow of her former self. An insular and self-serving folk inhabit this group of islands of which the
largest is Imarr itself. Many of this realm's younger aristocracy have made their way in the wider world as swords for hire, although they are not met with much trust.
('tiefling' but with substantial changes, some human) [Pop-culture ancient decayed empire people with magic-users; think Melnibone or just about any evil wizard culture in Howard's work]

The Merchant League of Minros - a small island chain run by a guild of merchant-princes. Often to be found as privateers and traders. (human, halfling) [Italy, Greece]

Bellayne - a realm of cat-folk whose culture is a mixture of nomadic riders and settled towns-dwellers; the have a rich oral literature and a fierce code of honour. Matriarchal monarchy. (rakasta)

Powers

There are many different gods, goddesses, spirits, demon princes, dukes of hell, elemental beings, and other things that have worshippers or at least beings that acknowledge them. Many beings even go under different aliases to different races or countries.

Major deities are:

The Great Pantheon - the most common form of worship in Minros and surrounding areas. This religion is syncretic and tends to assimilate local deities into existing ones. Thus its gods and goddesses are commonly referred by titles in a general sense; locally, people may have their own names for gods that are important to them. e.g. the Lady of the Forest may be known to a small village in northern Minros Island as Ehlonna, but further south on Dacia she may be called Deana. Most well-travelled people who follow this faith use the deieties titles as their names. Some gods (with rough PHB/FR equivalents) are: Lord of Beasts (Obad-Hai/Silvanus); Lady of the Forest (Ehlonna/Mielikki), The Thunder King (Hieroneous/Torm), Lord of the Dead (Nerull/Myrkul), The Sun Lord (Pelor/Amaunator), Queen of the Moon (no real Greyhawk equivalent/Selune).

The rakasta have a variant on this pantheon but it is a more unified, smaller one and the the cat people depcit the gods as divine rakasta. The pantheon is led by Tarastia Pax Bellanica, a sort of embodiment of the spirit of Bellayne.

Nimea - goddess of the sea; most countries venerate her under some sort of alias or just by one of her titles. Some even see her as male!

Sol Invictus - the Sun Lord is the state religion of Belcadiz, and his worship has forced out that of all other deific beings, who are regarded as at best lesser servitors of the All-Conquering Sun, and at worst demons. He is known elsewhere as Ixion, amongst other names.

Demon Princes/Dukes of Hell - There are many such beings who pander to the baser side of mortals. The people of this world tend not to make distinctions between evil (and some neutral) outsiders referring to them generally as 'demons'.

Narul - Lord of Death and Disease; acknowledged more than worshipped. He is seen as a necessary part of the cycle of life in some religions.

Lords of Chaos - powerful, amoral beings not so much given worship as respected as beings of power by the nearhuman people of Imarr. Very few humans even know of their existence, and the few who would worship such beings are often insane. They have names such as Ariok, Lord of the Seven Darks, Slortaer the Beautiful, and Zeombarch, Queen of Swords.

Planar cosmology

Most people don't pay much mind to how the different planes of reality interact, indeed many don't know such things exist. For those who do know however, the cosmology of this world is slightly different to standard.

The Astral Plane is replaced by the Spirit World, a plane with the same traits that appears as a version of the real world where everything is magnified in splendour or depravity e.g. a dark cemetary where cultists are known to perform vile rites will appear horrific and twisted in the Spirit World, a forest will be more verdant, the mountains higher etc. Other planes can be reached via the Spirit World through portals, gates or even through 'normal' travel.

In between the Material and the Spirit is the Ethereal which functions as per normal, except that it also reaches into the Spirit World.

Surrounding all of these (or branching into them depending on your viewpoint) is the Shadowland, the Plane of Shadow which is as per normal.

There are no Inner Planes, or rather parts of the Spirit World may be like Inner Planes, but there is no such thing as the Elemental Plane of Water etc. Elementals may be summoned normally.

'Outer Planes' do exist but they are varied in their location and dimensions; some resemble the Material Plane, others are comparable to demi-planes.
 
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NPCs

Lady Balama Theron - Captain of the Blue Heron

Human Female Rogue 3/Illusionist 3

Str 10
Dex 15 +2
Con 11
Int 16 +3
Wis 10
Cha 13 +1

AC: 19 (+2 Dex; +5 class defense, +2 ring of prot) [20 vs 1 opponent] or 16 (+2 Dex; +2 mage armour, DR 2/-, +2 ring of prot) [17 vs one opponent]
MR: 3
AP: 3/3
HP: 3d6+3d4 = 23
Initiative: +6

BAB +3

Melee +5 Scimitar
Ranged +5 Light crossbow

[sblock=Skills]

Balance +8
Bluff +4
Climb +4
Concentration +3
Diplomacy +9
Gather Information +9
Hide +8
Knowledge (Rana artifacts) +6
Listen +8 (alertness)
Move Silently +8 (familiar)
Open Lock +6
Prof (merchant) +5
Prof (navigator) +2
Prof (pilot) +5
Search +9
Sense Motive +7
Survival +2
Spot +8 (alertness)
Swim +6
[/sblock]


Weapon Groups


Crossbows
Heavy Blades
Basic
Light Blades

Feats

Alertness (bonus from familiar)
Dodge
Mobility
Improved Initiative
Scribe Scroll (wizard bonus)
Weapon Focus (scimitar)

Spellbook

0 - All except Transmutation and Necromancy
1 - Charm Person, Colour Spray, Mage Armour, Magic Missile, Shield, Silent Image
2 - Detect Thoughts, Invisibility, Mirror Image, Protection from Arrows, Resist Energy

Hurm Feros - First Mate

Rakasta Male Expert 5

Str 14
Dex 12
Con 12
Int 13
Wis 10
Cha 10

AC: 15 (+1 Dex, +4 Defense bonus) or 12 (+1 Dex, +1 leather armour, 1/- DR)
HP: 5d6+5 = 24
Initiative: +1

BAB +3

Melee +5 Scimitar
Ranged +4 Light Crossbow

Treat all falls as 10' shorter for purposes of damage.
+2 to racial bonus to balance checks and +4 racial bonus to listen checks.
The +4 racial listen check bonus raised to +8 for purposes of checks to detect or locate unseen opponent.
Blind fight as a bonus feat.
-1 to saves versus spells or abilities with the sonic descriptor.

[sblock=Skills]

Balance +6
Climb +6
Intimidate +4
Know (nature) +6
Listen +6
Prof (pilot) +4
Prof (sailor) +11
Search +2
Spot +3
Survival +6
Swim +6
Use Rope +6[/sblock]


Weapon Groups

Basic Weapons
Crossbows
Heavy Blades

Feats


Weapon Group - Heavy Blades
Skill Focus (Profession sailor)
Blind Fight [racial bonus]

Terez - Cabin Boy

Human Male Expert 2

Str 8 -1
Dex 14 +2
Con 9 -1
Int 11
Wis 10
Cha 9 -1

AC 15 (+2 Dex, +3 Defense bonus)
HP 2d6-2 = 6
Initiative +2

Melee +0 dagger 1d4
Ranged +3 light crossbow 1d8

Skills

Balance +5
Climb +3
Intimidate +3
Knowledge (nature) +3
Listen +4
Profession (sailor) +8
Spot +4
Survival +3
Swim +3
Use Rope +7

Feats

Alertness
Skill Focus (profession - sailor)

Weapon Groups

Basic Weapons
Crossbows
 
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Experience and Treasure Log

Experience

Encounter XP (each)

River Ambush 440 XP

Roleplaying XP (each)

500 XP (02/12/07 - 16/12/07)
250 XP (17/12/07 -24/12/07)
250 XP (02/01/08 - 08/02/08)
250 XP (09/02/08 - 24/02/08)



Story XP

Treasure

Darrezan's journal (Zariv)
 
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Into the Woods

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