Salvage Operations OOC Thread

stonegod said:
I can't get my PHBII until Weds eve, so I'll post to the RG thread then (on travel, so its a good bit away).

No problem. I will also let everyone know I will be on the road over the weekend also, so there will be a slight pause there. I am fine with you doing a physical description and rough outline if you are okay with that.
 

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Now that the group has the divine, I have taken down the recruiting sign and will work on getting the first post ready for this afternoon.
 


Greyhawk setting, but open to any reasonable deity choice. The adventure will be in a seafaring town, but any choice is open.
 

Beta Build

Asad eb Nabil

Male Human Cleric 2 of Al'Akbar
Demigod of Guardianship, Faithfulness, Dignity, Duty
Lawful Neutral
Representing H4H


Strength 14 (+2)
Dexterity 10 (+0)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 15 (+2)
Charisma 12 (+1)
Size: Medium
Height: 6' 3"
Weight: 190 lb
Skin: Tan
Eyes: Blue
Hair: Black; Wavy; Light Beard



Domains:
Community Domain
Granted Powers: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks.

Healing Domain
Granted Powers: Can cast healing spells at +1 caster level.


Energy: Positive [Healing / Turns Undead]


Total Hit Points: 17

Speed: 30 feet

Armor Class: 15 = 10 +3 [studded] +2 [heavy wooden]

Touch AC: 10
Flat-footed: 15
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +4 = 3 [base] +1 [constitution]
Reflex save: +0 = 0 [base]
Will save: +5 = 3 [base] +2 [wisdom]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (unarmed): +3 = 1 [base] +2 [strength]
Attack (missile): +1 = 1 [base]
Grapple check: +3 = 1 [base] +2 [strength]


Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.











Languages: Common, One Open


Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]


Feats:

Augment Healing
Type: General
Source: Complete Divine
Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast.
For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 11, for the feat, since heal is a 7th-level druid spell).

Sacred Healing
Type: Divine
Sources: Player's Handbook II
Complete Divine
You can channel divine energy to aid in your efforts to tend to a comrade's injuries, sickness, or other conditions.
Prerequisite: Ability to turn undead.
Benefit: As a swift action, you can expend a turn undead attempt no augment your ability to tend to the wounds of others. You gain a +5 bonus on Heal checks and a +2 bonus per die on the damage healed by any conjuration (healing) spells you cast. This benefit lasts until the end of your current turn.



Skills
Appraise Int 1 = +1
Balance Dex* -2 = +0 -2
Bluff Cha 1 = +1
Climb Str* 0 = +2 -2
Concentration Con 6 = +1 +5
Craft_1 Int 1 = +1
Diplomacy Cha 8 = +1 +5 +2
Disguise Cha 1 = +1
Escape Artist Dex* -2 = +0 -2
Forgery Int 1 = +1
Gather Information Cha 1 = +1
Heal Wis 9 = +2 +5 +2
Hide Dex* -2 = +0 -2
Intimidate Cha 1 = +1
Jump Str* 0 = +2 -2
Knowledge (religion) Int 6 = +1 +5
Listen Wis 2 = +2
Move Silently Dex* -2 = +0 -2
Perform_1 Cha 1 = +1
Ride Dex 0 = +0
Search Int 1 = +1
Sense Motive Wis 2 = +2
Spot Wis 2 = +2
Survival Wis 2 = +2
Swim Str** -2 = +2 -4
Use Rope Dex 0 = +0


* = check penalty for wearing armor

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.


Zero-level Cleric spells: 4 per day



First-level Cleric spells: 3 (2+1) per day +1 from a domain:




Human


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Cleric

Alignment Aura

Spontaneous Casting (heal)

Turn Undead (4x/day)

High wisdom gains bonus spells daily

Domain choices give additional abilities


Class HP rolled
Level 1: Cleric 8
Level 2: Cleric 7


Equipment: TBA
 

Looks good so far, once you get his sheet finalized and a rough background which brings him to Sasserine, go ahead and post him in the RG.

Out of curiousity, which book is Al'Akbar from and would he be okay with his servant taking the gleaming plot hook job for no other reason than just needing the coins?
 

He is a very obscure deity worshipped by the Baklunish. He is Lawful Good but I don't see anything in his credo that would be against honest mercenary work.
 
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Oh and I believe he was originally referenced in the original OD&D DMG back in '79.
The Cup and Talisman of Al'Akbar

Most stuff you can find about him knowadays is in Living Greyhawk webpages.
 

Cool..he just sounded like a desert named deity and I was interested about what brought him out to see the waterlands.

But if he is comfortable with honest coin, then so am I and the plot hook..:)
 

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