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Sailors on the Seas of Fate
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<blockquote data-quote="Lorthanoth" data-source="post: 3915311" data-attributes="member: 3023"><p>Here's where you can post your finished characters - the 'Sailors on the Seas of Fate'!</p><p></p><p><a href="http://www.enworld.org/showthread.php?t=213205" target="_blank">IC Thread</a> </p><p><a href="http://www.enworld.org/showthread.php?t=212648" target="_blank">OOC Thread</a> </p><p></p><p><strong>Party Background</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p><strong>Races</strong></p><p></p><p>Human</p><p>Halfling</p><p>Rakasta (see below)</p><p>Tiefling (with changes)</p><p>Lizardfolk</p><p>Aranea (with changes)</p><p></p><p>Languages</p><p></p><p>Common aka Low Imarran</p><p>Ispan (Belcadiz)</p><p>Minroan (Minros)</p><p>Nimean (Nimea)</p><p>Herathian (bonus for aranea)</p><p>Rakastan (bonus for rakasta)</p><p>High Imarran (bonus for Imarrans)</p><p>Shazak (Lizardfolk)</p><p>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] </p><p></p><p><strong>Rakasta - new race</strong></p><p>+2 Dex, - 2 Wis</p><p>Treat all falls as 10' shorter for purposes of damage. Stacks with other such effects, as monk's slow fall and the tumble skill.</p><p>+2 to racial bonus to balance checks and +4 racial bonus to listen checks.</p><p>The +4 racial listen check bonus raised to +8 for purposes of checks to detect or locate unseen opponent.</p><p>Blind fight as a bonus feat.</p><p>-1 to saves versus spells or abilities with the sonic descriptor.</p><p></p><p>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.</p><p></p><p><strong>Aranea (new version) As Characters</strong></p><p></p><p>Aranea characters possess the following racial traits. </p><p>+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.</p><p>Medium size.</p><p>A aranea’s base land speed is 30 feet and its base climb speed (in spider form) is 20 feet.</p><p>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.</p><p>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.</p><p>Racial Feats: An aranea’s aberration levels give it one feat (this is usually Weapon Finesse).</p><p>Weapon and Armor Proficiency: An aranea is automatically proficient with it's bite attack and simple weapons.</p><p>+1 natural armor bonus.</p><p>Natural Weapons: Bite (1d4).</p><p>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.</p><p>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.</p><p>Automatic Languages: Common, Herathian. Bonus Languages: Any.</p><p>Level adjustment +1.</p><p></p><p>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) </p><p></p><p><strong>Imarran (aka revised Tiefling)</strong></p><p>+2 DEX, +2 CHR, -2 WIS</p><p>Medium Size, Base Speed of 30 </p><p>60' Low light vision </p><p>+2 racial bonus to Bluff and Intimidate</p><p>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.</p><p>Dancing Lights [Illusion of torches or other lights], as sorcerer </p><p>Flare [Target dazzled, suffers -1 to attacks], as sorcerer </p><p>Ghost Sounds [Illusionary noises], as sorcerer </p><p>Inflict Minor Wounds [Inflict 1 hp of damage with melee touch attack], as cleric </p><p>Light [One object magically provides light as a torch], as sorcerer </p><p>Mending [Make minor repairs to one object], as sorcerer </p><p>Open/Close [Opens or closes small or light things], as sorcerer </p><p>Resistance [+1 bonus to saving throws for 1 minute], as sorcerer</p><p>Cold, Electricity, Fire Resistance 5 </p><p>Starting Languages: Common </p><p>Possible Bonus Languages: Abyssal, Infernal</p><p>ECL +1</p><p></p><p>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.</p><p></p><p>(adapted from work by Rick Coen and Ken Lipka, and flavour based on Moorcock's presentation of Vadhagh, Melniboneans and other similar races)</p><p></p><p></p><p><strong>Classes: </strong></p><p></p><p><strong>PHB</strong></p><p>Barbarian</p><p>Bard</p><p>Fighter</p><p>Ranger</p><p>Wizard</p><p>Sorcerer</p><p>Cleric</p><p>Rogue</p><p>Monk</p><p></p><p><strong>PHB 2</strong></p><p>Knight</p><p>Duskblade</p><p>Beguiler</p><p></p><p><strong>Complete Adventurer</strong></p><p>Spellthief</p><p>Scout</p><p>Ninja</p><p><strong></strong></p><p><strong>Complete Warrior</strong></p><p>Hexblade</p><p>Swashbuckler</p><p></p><p><strong>Others</strong></p><p>Warlock</p><p>Marshal</p><p>Binder</p><p>Shadowcaster</p><p><strong></strong></p><p><strong>Oriental Adventures</strong></p><p>Samurai</p><p>Sohei</p><p>Shaman</p><p>Wu Jen</p><p></p><p><strong>Witch's Handbook (Green Ronin)</strong></p><p>Witch</p><p></p><p><strong>Psychic's Handbook (Green Ronin)</strong></p><p>Psychic</p></blockquote><p></p>
[QUOTE="Lorthanoth, post: 3915311, member: 3023"] Here's where you can post your finished characters - the 'Sailors on the Seas of Fate'! [URL=http://www.enworld.org/showthread.php?t=213205]IC Thread[/URL] [URL=http://www.enworld.org/showthread.php?t=212648]OOC Thread[/URL] [B]Party Background[/B] 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... [B]Races[/B] 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] [B]Rakasta - new race[/B] +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. [b]Aranea (new version) As Characters[/b] 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) [b]Imarran (aka revised Tiefling)[/b] +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) [B]Classes: [/B] [B]PHB[/B] Barbarian Bard Fighter Ranger Wizard Sorcerer Cleric Rogue Monk [B]PHB 2[/B] Knight Duskblade Beguiler [B]Complete Adventurer[/B] Spellthief Scout Ninja [B] Complete Warrior[/B] Hexblade Swashbuckler [B]Others[/B] Warlock Marshal Binder Shadowcaster [B] Oriental Adventures[/B] Samurai Sohei Shaman Wu Jen [B]Witch's Handbook (Green Ronin)[/B] Witch [B]Psychic's Handbook (Green Ronin)[/B] Psychic [/QUOTE]
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