Short Custom Campaign created for 2 -3 Players [3.5E] (Closed)

Of course, that is ultimately DM's call. But the summon swarm spell very specifically states that the caster has no control over its (the swarm's) target or direction of travel.

As for concentration, doesn't casting another spell break concentration on an existing spell effect? Maybe there is a feat out there that can allow you to concentrate on more than one spell. Or - like with a psicrystal - there might be a feat that allows a familiar to maintain concentration. Although that could be a funny thought. Example: Said sorcerer casts a spell and then says to his familiar the snake, "Now, think really hard..."

Anyway, not meaning to be the DM here - because ultimately it would be FX's call.
 

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Okay, here's what I've got. I didn't work off a template or character sheet, so I probably missed something.

Telas the Rat
Goblin Wizard 3 of Droaam


Background: Born the chief’s daughter to the Delathua Tribe of goblins in the region that would eventually become Droaam, Telas quickly realized he was not like other goblins. He was the smartest and the quickest of his family, but more importantly, he was the least ambitious. He spent most of his time away from the encampment, practicing his craft away from the squabbling and infighting in the tribe. When the tribe called upon Telas to fight, he did so without complaint, serving his father in the strikes against the Brelish troops along the Graywall Mountains. It was difficult, however, to avoid gaining a reputation of being ‘too smart for his own good’. By the time the Daughters of Sora Kell came to rules the land, declaring Droaam a sovereign nation, he was practically a pariah among his kind. Between his superior intellect and habit of associating with rats, his tribe barely paid attention to Telas when they didn’t need his spells.

Eventually he was called to serve the Daughters at the capital, and served well during a bloody raid against a rebellious Orc tribe that threatened the newly forged nation. He caught the eyes of Sora Katra, who noticed his intelligence and sense. After meeting the wizard, she decided to send him amongst the world in an attempt to learn more about the people of the Five Nations. She hoped that other nations would see Telas as representative of the new sort of humanoid from Droaam. He was confused in the outside world initially, but has taken to his task with relish, traveling the breadth of Khorvaire. He has worked with many masters in his travels, serving as everything from a pet wizard to a Brelish merchant prince, a catcher of rats for a restaurant in the deepest levels of Sharn, and a scout and interpreter for a caravan moving finished goods from Breland to Darguun.

But Telas faces a dilemma. Even though his scheduled return to Droaam is still one year off, he is already having doubts about returning. He has grown to love the lifestyle of travel, and is glad to be away from the constant squabbling and racket of the goblin tribes.

About this character: Telas is much more intelligent and wittier than most people expect, and he is more than willing to take advantage of this. He lives his life day to day, not concerning himself with what is to come beyond the moment, but often stays up late into the night, gazing at the stars and dreading the day he will have to betray his true master, Sora Katra. Telas is very loyal to his companions, and is willing to sacrifice his well-being to help other party members. He still has trouble understanding the laws of the lands he travels in, having been raised in a society where only might makes right, but he has grown to respect the way that other people live. Telas is angered when he hears talk of the Silver Flame’s persecution of lycanthropes, not understanding how they are evil any more than he is. After all, if a goblin can become a member of society, can’t a werewolf? He has recently started paying attention to religion for the first time. Droaam has little need for religion, and Telas is fascinated with tales of the gods, having never heard even the most widely-known stories. He does have a somewhat alien mindset compared to others he meets, often spending more time talking to Skree than his companions, and his fascination with rats of all sizes and varieties is very disconcerting to those who think of them as the vile, filthy animals they seem to be.

Appearance: Standing a mere three feet tall and weighing only 40 pounds, Telas is very small, finding it easy to avoid the eyes of the bigger folk. His skin is a leathery dark orange, highlighted at the tips of his nose, fingers, ears, and toes with lighter hues. He wears a loose fitting robe that hides a wicked-looking curved dagger and a multitude of small pockets to hold the items needed to cast his spells. The robes have seen better days, the cotton is now worn through in some spots and a dull creamy tint has replaced what was once white. Telas normally wears a wide-brimmed conical hat of bamboo in the eastern style. His familiar, a rat named Skree, is often found crawling over his back and arms. His spell book is a loosely-bound collection of spells he has gathered, with stray pages poking out from the edges. A line of ivory scroll cases lines his belt, and a series of small glass bottles hang from a bandolier across his chest.

Stats
Str: 8
Dex: 18
Con: 14
Int: 18
Wis: 14
Cha: 10
AC: 15 (10 base, +1 Size, +4 Dex)
HP: 15 (6+4+5)
Alignment: CN
Saves:
Fort +5 (+1 Wizard, +2 Con, +2 Familiar)
Ref +5 (+1 Wizard, +4 Dex)
Will +5 (+3 Wizard, +2 Wis)

Attacks:
Dagger +1 (+1 Base, -1 Str, +1 Size) for 1d4-1 damage, thrown +5, 10 range
Grapple -3 (+1 Base, -1 Str, +1 Size, -4 Size)

Skills
Skill Points: 24+6+6= 36
Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Appraise +4
Balance +4
Bluff +0
Climb -1
Concentration* +8 (6 ranks, +2 Con)
Craft* +2
Decipher Script* +10 (6 ranks, +4 Int)
Diplomacy +0
Disguise +0
Forgery +4
Gather Information +0
Handle Animal +3 (cross class, 3 ranks)
Heal +2
Hide +10 (+4 size, +4 Dex, +2 Stealthy feat)
Intimidate +0
Jump -1
Knowledge (Arcana)* +8 (4 ranks, +4 Int)
Knowledge (Local)* +6 (2 ranks, +4 Int)
Knowledge (Nature)* +6 (2 ranks, +4 Int)
Listen +4 (+2 Wis, +2 Alertness from familiar)
Move Silently +10 (+4 racial bonus, +4 Dex, +2 Stealthy feat)
Perform +0
Profession* +2
Ride +8 (+4 Dex, +4 racial)
Search +4
Sense Motive +2
Spellcraft* +10 (6 ranks, +4 Int, additional +2 re: Conjuration spells)
Spot +4 (+2 Wis, +2 Alertness from familiar)
Survival +2
Swim -1
Tumble +6 (cross class, 2 ranks, +4 Dex)

Feats:
Stealthy (1st level feat, +2 bonus on all Hide checks and Move Silently checks)
Scribe Scroll (1st level Wizard bonus)
Augment Summoning (3rd level feat, summoned creatures have +4 enhancement bonus to Strength and Constitution)

Racial traits:
-2 Strength, +2 Dexterity, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages chosen: Draconic, Giant, Gnoll, Orc.

Spellcasting
Specialized school: Conjuration, giving up illusion and necromancy
Spells per day: 4/3/2, plus a bonus Conjuration spell each level.
Spellbook:
0 level- Save DC 14
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st level- Save DC 15
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Sleep: Puts 4 HD of creatures into magical slumber.
2nd level- Save DC 16
Levitate: Subject moves up and down at your direction.
Summon Swarm: Summons swarm of bats, rats, or spiders.

Familiar:

Skree~ Rat Extraordinaire
Size/Type: Tiny Animal
Hit Dice: 3d8 (7 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 Familiar), touch 16, flat-footed 14
Base Attack/Grapple: +1/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16,
Move Silently +12, Swim +10
Feats and abilities: Stealthy, Weapon Finesse, Improved Evasion, share spells, empathic link, deliver touch spells

Gear:
Scroll of Alarm x2 50 gp
Scroll of Char Person x2 50 gp
Scroll of Disguise Self x2 50 gp
Scroll of Endure Elements x2 50 gp
Scroll of Expeditious Retreat x4 100 gp
Scroll of Feather Fall x2 50 gp
Scroll of Floating Disc x2 50 gp
Scroll of Summon Swarm x2 300 gp
Scroll of Protection from Arrows x2 300 gp
Scroll of Locate Object 150 gp
Scroll of Knock x2 300 gp
Scroll of Disguise Self x2 300 gp
Potion of CLW x8 400 gp
Potion of Mage Armor x8 400 gp
Dagger
Scroll case x 5
Three days of food and water
Parchment (10 sheets), Ink, and inkpen
125 gp
 


Branding Opportunity said:
I like him Bobitron. Reminds me a little of a wasp-riding druid goblin I created for a game but sadly never got to play.

I was agonizing over making him a druid, and it's still sticking in the back of my head. :\

Maybe I'll re-work him as a druid over the weekend and see how it turns out.
 

Bobitron said:
I was agonizing over making him a druid, and it's still sticking in the back of my head. :\

Maybe I'll re-work him as a druid over the weekend and see how it turns out.
You could make him a Child of Winter druid and give him the Vermin Companion feat! Lots of creepy bug-fun to be had there!
 

Ok, here is my background, character sheet to follow. I have tied my character to Nonlethal Force's by permission and assitance.

In the great northern forests live several small tribes of humans, eking a meager existence in the forest. From the Wolf Clan of the Husguhlr Peoples comes a young man. During his rituals to manhood he took the whippings so stoically that he was named Boarhide. Boarhide grew as most men of the Clans did roaming the forest, hunting, fishing and protecting the People. The northern forests are very dangerous and it requires a certainly level of animalism to survive there. Boarhide learned his skills well, stalking, killing, fighting. One day, Boarhide was charged with the long travel over to the wall dwellers to trade some pelts for some new axe heads and knives. There fate played him a terrible blow as he was accused of murder by the local villagers. Boarhide fled the confusion and noise of the wall-dwellers, seeking sanctuary in the forests.

Tullia’s second toughest prey was a man called Boarhide. He was a savage from the northern forests, and had brutally murdered a man in a local village. Tullia was offered the reward to find him and bring him to justice. He proved to be a tenacious prey, staying a step ahead of her, trying here with various tricks, trying to tire her out, and leading her through dangerous terrain. But Tullia was a determined hunter and found satisfaction in this chase, especially as she did catch him eventually. Boarhide had been trying to lead her into the liar of a dire bear, but awoke him accidentally. The bear and man were locked in a savage battle and though Boarhide fought with the same ferocity as the bear, the man was losing. Tullia’s came to his rescue (she didn’t want to lose her mark to a bear!) and her barrage of arrows finally dropped the beast. When Boarhide awoke he was tied up and Tullia was tending to his wounds. Knowing he was defeated, he said he owed his life to her and would submit to her will. Tullia lead Boar hide back to the village, but on the way she was curious about this mark who so easily submitted once caught, when, it was obvious from his stature he could probably break the ropes that bound him. In her questioning of him she saw inconsistencies in Boarhide’s tale and from his earnest expression and other clues from the scene, determined he was not the true suspect, but most likely a scapegoat for the village mayor’s son.

Tullia knew that for Boarhide to be truly free, someone would need to prove his innocence. Together they set out to do just that, reconstructing the events. As they proceeded, they found glaring discrepancies not only in the way the man was murdered, but many things that demonstrated that Boarhide couldn't have been the killer. After many great debates with the town officials, they had to agree that Boarhide was innocent and free to go. Tullia bid Boarhide farewell and fully intended to leave alone in search of another bounty to collect. However, Boarhide said that he owed her his life and that he had to re-pay the debt. Tullia preferred to work alone, and simply ignored Boarhide. Boarhide followed her wherever she went though, which was not easy. He lost her many times, but as she would answer bounties he would find her at the collection stations. Boarhide did finally get the chance to repay his debt however. Tullia had been tracking a local thief and was surprised by his whole gang, it was getting dicey for her when Boarhide came charging in scattering the thieves like rabbits from a wolf. After that Tullia found that perhaps she could use a partner, especially one with a huge axe. Boarhide can’t quite keep up with her, but is better than many at trying to.

Tullia has learned to appreciate his company, and they now both realize that they can accomplish more together than they can apart. It has taken some time, but Tullia has even learned to depend on Boarhide's skills in pursuing her mark. In turn Tullia has taught Boarhide how to use a bow, and the patience to not charge everything and actually use it once in a while.

FX here you go:
[sblock]
Boarhide
Human Male
Wilderness Rogue 1 (UA)/Barbarian 2
XP: 3,000
Neutral Good

Str 18 (+4)
Dex 14 (+2)
Con 16 (+3)
Int 14 (+2)
Wis 12 (+1)
Cha 10 (+0)

Size: Medium (6'1", 175 lbs)
HP: 34
BAB: +2
Init: +2
Move: 40'

AC: 17 (10 +5 armor + 2 dex )

Fortitude: +6
Reflex: +4
Will: +1

Attacks:
Greatsword (+7 attack, 2d6+6 dmg, 19-20/x2)
Composite longbow (+4 attack, 1d8+2 dmg, 20/x3)

Feats:
Power Attack (1st level)
Cleave (Racial Bonus)
Extra Rage (MotW) (3rd level)

Skills (bonus/ranks):
Balance (+4/0 + Synergy)
Climb (+6/2)
Hide (+6/4)
Intimidate (+5/5)
Jump (+11/5 + Synergy)
Knowledge (Nature) (+9/5 + Synergy)
Listen (+5/4)
Move Silently (+7/5)
Ride (+4/2)
Search (+6/4)
Sense Motive (+6/5)
Spot (+6/5)
Survival (+6/5 +8 Above Ground Synergy)
Swim (+6/2)
Tumble (+9/5 + Synergy)

Languages Known:
Common
+2 others

Class Features:
Fast Movement
Rage 3/day (8 rounds)
Illiterate
Uncanny Dodge
Sneak Attack +1d6
Trapfinding
Simple Weapon Proficiency
Martial Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency

Equipment:
Masterwork Greataxe {320gp / 12 lb}
+1 Mithril shirt {2,100gp / 10 lb}
Comp Mighty (+2) long bow {300 gp / 3 lb}
Quiver with 20 arrows {2 gp / 3 lb}
Explorer's outfit {10gp / 0 lb worn}
Woolen cloak {1gp / 1 lb}
Backpack {2gp / 2 lb}


Weight carried: 31 lb

Encumbrance:
Light: 0 – 100 Medium: 101 – 200 Heavy: 201 – 300 Lift: to 600 Drag: to 1500

Boarhide is a shaggy looking lean, muscular man. His black hair is usually tied out of his face. His skin is tanned and leathered from his years of outdoor exertions. He wears several wolf totems about his person, including tails, skins and a necklace of teeth.

I noted the source of the two non-core items, a feat from MotW and the Wilderness Rogue variant from UA)

[/sblock]
 
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Nonlethal Force said:
AmorFati: assuming we both get picked, I would be more than happy to work on a 'cooperative background.' Sheilika sounds like the kind of girl that Tullia would find interesting. Let me know if you are interested. If you want to work on it outside of the forums, you can reach me at address: nonlethal_force and that receives a yahoo.com extension. [Sorry for not putting the address together and all, but I like avoiding senseless spam. That e-mail address is strictly for my gaming done here at Enworld]


Been thinking about it, and Tullia sounds like a kind of person that Sheilika would consider a friend. How they met, I am not sure though. Perhaps Tullia (and Boarhide) was pursuing a mark in the place where they are now (wherever that might be :p ), and stumbled upon poor Shei on accident.... The <insert town/city/whatever> have been plagued the last week by a series of ugly murders. Several young girls were found, slayed in their own beds, all across the city. The murderer had marked Shei as his next victim, and she would be, if not for Tullia and Boarhide coming to rescue in the very last moment.
 

AmorFati said:
Perhaps Tullia (and Boarhide) was pursuing a mark in the place where they are now (wherever that might be :p ), and stumbled upon poor Shei on accident.... The <insert town/city/whatever> have been plagued the last week by a series of ugly murders. Several young girls were found, slayed in their own beds, all across the city. The murderer had marked Shei as his next victim, and she would be, if not for Tullia and Boarhide coming to rescue in the very last moment.

Definately workable. And it sounds like just the kind of thing that Tullia would do - I don't want to speak for Boarhide but I doubt Fenris would object either.

Of course, the cooperative backgrounds must be done in such a way that if one of us gets in and the other doesn't, it doesn't hurt the background. For example ... if Fenris is selected and I am not, the background he posted is still cool. He just has this girl named Tullia who spared his life, helped him fight for freedom, and then for some reason they had to seperate before he met the current adventure. But the same kind of thing could also be done with Shei - I am definately interested in exploring that option.

Plus, by having met in the past an already earned each other's trust ... it'll get everyone past the automatic "untrust" of the fellow party that often plagues and hinders PbP games in the beginning. But that's just my opinion.
 

Nonlethal Force said:
Of course, the cooperative backgrounds must be done in such a way that if one of us gets in and the other doesn't, it doesn't hurt the background. For example ... if Fenris is selected and I am not, the background he posted is still cool. He just has this girl named Tullia who spared his life, helped him fight for freedom, and then for some reason they had to seperate before he met the current adventure. But the same kind of thing could also be done with Shei - I am definately interested in exploring that option.

Plus, by having met in the past an already earned each other's trust ... it'll get everyone past the automatic "untrust" of the fellow party that often plagues and hinders PbP games in the beginning. But that's just my opinion.

Of course. The events could still have happened, and if some are chosen and others are not, it is a good way to perhaps introduce Alternates later in the game as well.

And about the misstrust that often plagues PbP, I totally agree! Playing a party where wll know and trust eachother is easier in the long run as well.
 

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