The Romance of the River Kingdoms


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Mystal Mar..........................Male Salsham'ai

Strength............10-2 (-1)...........Character Level: 3 /Swordsage 3, XP: 3000
Dexterity...........16+2 (+4)...........Small Size, Speed 20 ft.
Constitution......12 (+1)............Initiative: +9, BAB: +2, Grapple: +1
Intelligence.......12 (+1)............Melee: +2 (+6 Finesse), Ranged: +6
Wisdom...........15+2 (+3)............Total HP: ?
Charisma..........8 (-1)...............Fortitude: +1+1, Reflex: +3+4, Will: +3+3

WIS +1 at 4th level
AC: 10 + 4(DEX) + 3(WIS) +1(small) + armor = 18 + armor = 23

Racial:
-2 STR; +2 DEX; +2 WIS
small, base speed 20'; climb speed 10'
+4 size bonus to sneak checks
+8 racial bonus to climb
+4 racial to hide in woodlands (+2 if woodland tones only)
prehensile feet (at -4 penalty)
+2 racial bonus to checks to prevent fall
+2 racial bonus to Craft, Diplomacy and Knowledge (nature)
Automatic Languages: Themnassic and Common (Low Imperial);

Alignment: Chaotic Good, Age 30, Height 2'10'', Weight 30 lbs.
White Skin, Pink Eyes, Long White Hair (albino)

Languages: Susaran (Themnassic), Low Imperial, High Imperial

Proficiencies: All simple weapons, martial melee weapons and light armors.

Feats:
1st: Focused Attack
1st: Weapon focus (rapier)
3rd: Improved Initiative
--6th: Adaptive Style



Skills:
Appraise +1 (0 ranks, +1 Int),
Balance +7 (1 ranks, +4 Dex, +2 synergy),
Climb +8 (1 ranks, -1 Str, +8 racial),
Concentration +8 (5 ranks, +2 Con),
Heal +3 (0 ranks +3 Wis),
Hide +10 (2 ranks, +4 Dex, +4 small size, racial +2/+4 in woodlands),
Intimidate (0 ranks -1 Str),
Jump +6 (5 ranks, -1 Str, +2 synergy),
Knowledge (history) +2 (1 rank, +1 Int),
Knowledge (local) +2 (1 rank, +1 Int),
Listen +7 (4 ranks, +3 Wis),
Martial Lore +2/+4 (1 rank, +1 Int, +2 Diamond Mind/Shadow Hand),
Move Silently +13 (5 ranks, +4 Dex, +4 small),
Profession (Bounty Hunter) +2 (1 rank, +1 Int) - just for story sake
Ride +5 (1 rank +4 Dex)
Sense Motive +5 (2 ranks, +3 Wis),
Spot +7 (4 ranks +3 Wis),
Swim +0 (1 rank, -1 Str),
Tumble +12 (6 ranks, +4 Dex, +2 synergy),

Skill trick: Extreme leap (2 points) - after jump of at least 10' move additional 10'
-----------------------------------------
42 skill points




AC Bonus: Adds Wisdom bonus to Armor Class (inlcuding touch attacks) except when immobilized. - as monk

Discipline Focus: Weapon Focus in all Diamond Mind weapons,
+2 on Martial Lore checks related to the Diamond Mind or Shadow Hand disciplines,
Quick to Act: +1 Initiative.


Swordsage Maneuvers: Initiator level 3, knows 2 stances and 8 other maneuvers, can ready 5 maneuvers.
Stances: Flame's blessing (desert wind 1), Island of Blades (shadow hand 1)
1st-Level Maneuvers:
--Clinging Shadow Strike (strike, shadow hand, DC 14),
Shadow blade technique
Counter Charge (counter, setting sun),
Sapphire Nightmare Blade (strike, diamond mind),
Stone Bones (strike, stone dragon).

2nd-Level Maneuvers:
--Baffling Defense (counter, settings sun)
Fire reposte(counter, desert wind 2)
Clever Positioning (strike, setting sun)
Cloak of Deception (boost, shadow hand)
Shadow Jaunt (other, shadow hand)
--Drain Vitality (strike, shadow hand)


3rd-Level Maneuvers:
--Shadow Hand Garrote (strike)
--Mind Over Body (counter)

Active Stance: Flame's blessing

Readied Maneuvers:
Shadow Jaunt
Shadow Strike Technique
Fire reposte
Clever positioning
Cloak of deception
--Mind over body


Possessions:
Masterwork Rapier (320gp, 2lbs, 1d4 pierce, 18-20/x2 critical)
Silver Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Shortbow (30 gp, 1 lb., 1d4 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.),
Studded Leather armor(25 gp, 5 lbs., +3 AC, +5 maximum Dexterity bonus to AC, -1 armor check penalty, 15% arcane spell failure),
--Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement),
--Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws),
--Handy Haversack(2,000 gp, 5 lbs)
backpack currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig

1 Potion of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
1 Acid Flask (1 lbs., 10 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid),
Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance),

Map Case (1 gp, 1/2 lb., holds map),
Bedroll (1 sp, 1-1/4 lbs.),
Wooden Holy Symbol of ?? (1 gp),
Chalk (1 cp),
Flint & Steel (1 gp),
Tindertwig (1 gp),
4 Trail Rations (2 gp, 1 lb.),
2 Waterskins (4 gp, 4 lbs.).
Caltrops (1gp, 1lb.)
1 oil skin (1sp, 1lb.)
--------------------------------
Remaning 10gp 7sp 9cp = 1790 yen

Light Load: 24-1/4 lbs. max..Medium Load: 48-1/2 lbs. max..Heavy Load: 75 lbs. max
Lift High: 75 lbs. max.....Lift Off Ground: 150 lbs. max....Push/Drag: 450 lbs. max
Medium Load Drawbacks: 20 ft. speed, +3 max Dex to AC, -3 check penalty.
Heavy Load Drawbacks: 20 ft. speed, x3 run, +1 max Dex to AC, -6 check penalty.

Appearance:

The mystics backpack does not look especially full, and only one small but wide pouch adorns the back of his belt.
He wears some nice, tanned-leather gloves, well-worn black leather foot-gloves, plain brown trousers, and a dark green shirt that's covers his armor.

His hair is white and long, face half hidden in deep hood, rosy eyes watching with intensity world around.

Personality and Background:
Mystal Mar is born in the tribe of Susar, who live in the cloud forest upland regions where the braashak climbs the mountain borders with Denra-Lyr. The Susar are sometimes called Cloud or Mountain salsham'ai. They are similar to their lowland cousins except that they do not revere Themnass and Shroma but have a closer association with the smaller spirits. Mist spirits are very popular, coming at dawn to bring fertility to their mountain home. The Susar have also taken up the practice of terrace farming on the mountain slopes above the borders of the braashak. They have their own dialect, Susaran, related to Themnassic but distinct enough to cause misunderstanding. Nevertheless, relationships between Thalsan and Susar salsham'ai are cordial and fairly open."

Mystal grew up as part of small semi-nomadic community in far north of cloud forests on the mountains. He was marked from birth by his unusual skin by superstitious folk of his tribe. His parents however tried to instill into him peace of mind and strength of will to recognize such reactions as simple fear of unknown and to control his grief over this treatment. They tried to show him that by helping community he helps himself to survive regardless of the treatment he receives.

(He was later informed that was probably because his parents were traveling through mistmoor and were touched by mistwraiths.)

After some time he was apprenticed to tribe shaman, learning basics of spirit language and some focusing techniques that were supposed to aid him in meditation and communication with spirits. Problem with young Mystal however was that he lacked patience common to his people. He was more willing to take risks and experience spirit world directly then to patiently learn from his tutor until he is ready. After many exasperated tries, Deep Root gave up on young albino.

When a mystic warrior from the mountain visited the community for a week, the young Mystal , outcast because of his 'mist blessing' and later disgrace as lost shamanic student, took an interest in the man's stories and unusual tricks,
bugging him for a few days until the older man, Orlane, allowed Mystal to prove his worth as a student.
Mystal passed Orlane's tests of agility, cleverness, prudence, and basic swordsmanship, so the teenaged albino was accepted as an apprentice.
He followed the swordsman Orlane for several years, adopting part of his mentor's philosophy and discipline for himself, but preferring to continue pursuit of bright gold and rare treasures.

In time this lead to Orlane dismissing Shaddar as a student and he has wandered alone for many years since.

Mystal struggles to maintain the warrior's discipline that his mentor taught him, so he's usually honorable and reliable, though occasionally acting purely out of self-interest. He keeps to his word, but prefers not to promise anything in the first place. Greedy and proud of his talents, Mystal is always looking to acquire treasure and glory for himself, though he's willing to share some of it, thanks to the influence of his original community.

Because of this jadednesss he is seen as strange by his own race and those familiar with gentle ways of his people. Somewhat of his naivette stemming from living his early life high in the mountains isolated from the rest of the world still remains and he is amiable to new friendships altough rarely those result in deep bond.

Mystal is used to cooperating with other folks and prefers to work alongside other people who have skills that complement his own, but doesn't forge many long-term bonds. He doesn't concern himself much with the welfare of others, but will fight for them if he's getting paid for it and on rare occasions might even do so without payment.

Mystal likes to explore and wander from place to place, seeking new opportunities and only staying in one place for a few months at a time, as he figures that people who stay still never get to have any real fun or make any significant discoveries.

He's always searching for chances to advance himself.

Current life:
A bounty-hunter and explorer of ruins, Mystal has spent the past several years wandering the land in search of riches, fame, and secret lore.
Primarily motivated by greed and pride, Mystal has braved dangerous caves and catacombs on his own and alongside various temporary allies.
So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on new human and tlaxi fighting techniques,
to supplement what he learned from mountain swordsage in his youth.

His occasional partnerships with other adventurers have been brief, and only motivated by a mutal need for aid to obtain treasure from dangerous places.
Mystal desires personal power and glory, but struggles to reconcile those selfish goals with the more-communal greater good that his elders and parents had once tried to teach him.

For now, glory and wealth remain his immediate goals, along with the pursuit of secrets and special techniques to better achieve those goals.

Attacks:
Rapier +8 (+2 BAB +4 DEX +1 weapon focus +1 MW weapon); 1d4 -1 piercing; 18-20/x2
Silver Dagger +2 (+7 ranged) (1d3-2 dmg) 19-20/x2
Shortbow +6 ranged for 1d4 damage (60 ft. increment, 600 max) 20/x3
Unarmed strike +2 melee for 1d3-1 nonlethal damage (provokes AoO)
 
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Here is initial version of Shaddar Mar (I'll put some meaning into it once I read more of Conclave)
I'll write everything from swordsage that's used here.

I can send you Tome of Battle in 6 files of about 5 MB if you have good connection to download it.

I have a good connection, this would be good, thanks.

Shaddar Mar..........................Male Salsham'ai
Character Level: 5 /Swordsage 5, XP: ??

Salsham'ai is good, but we're only at 3rd level at the moment so you'll need to adjust accordingly.

Possessions:
Rapier +1

Silver Dagger (2 gp, 1/2 lb., 1d3 piercing or slashing, 19-20/x2 critical, 10 ft. increment),
Shortbow +1 (2,330 gp, 1 lb., 1d6 piercing, 20/x3 critical, 60 ft. increment), 20 Arrows (1 gp, 1-1/2 lbs.),
Mithral Shirt Armor +1 (2,100 gp, 6-1/4 lbs., +5 AC, +6 maximum Dexterity bonus to AC, -0 armor check penalty, 10% arcane spell failure),
Gloves of Dexterity +2 (4,000 gp, +2 Dexterity enhancement),
Cloak of Resistance +1 (1,000 gp, 1 lb., +1 resistance on saving throws),
Handy Haversack(2,000 gp, 5 lbs)
currently holds coins, poison flask, map case, bedroll, tools, survival kit, rations, and waterskins), chalk, flint, steel, and tindertwig

3 Potions of Cure Light Wounds (50 gp, heals 1d8+1 hit points),
2 Acid Flasks (2 lbs., 50 gp, 1d6 acid damage on a direct hit and 1 acid splash damage within 5 feet, actually green globes filled with acid),
Traveler's Outfit (1 gp, 1-1/4 lbs., worn outfit doesn't count towards his encumbrance),

I realise that this is for a 5th level character, but there are too many magic items here for Conclave. Probably adjusting average loot to a 3rd level character will remove some of them, but as far as I'm aware none of the other characters have a magic weapon or armour. Scrolls and potions are fine, plus perhaps one miscellaneous type item.

The mystics backpack does not look especially full, and only one small but wide pouch adorns the back of his belt.
He wears some nice, tanned-leather gloves, well-worn black leather boots, plain brown trousers, and a dark green shirt that's only visible at the sleeves thanks to his vest and armor.

Salsham'ai, with their prehensile toes, do not wear boots. Usual salsham'ai footwear is something like a reinforced fingerless cycling glove.

Personality:
Shaddar grew up as part of small semi-nomadic community in far north of Borderlands. He was marked from birth by his unusual skin by superstitious folk of his tribe.
His parents however tried to instill into him peace of mind and strength of will to recognize such reactions as simple fear of unknown and
to control his grief over this treatment. They tried to show him that by helping community he helps himself to survive regardless of the treatment he receives.

Possible origin would be in the cloud forests to the north of the salsham'ai homeland, that climb the flanks of the mountains bordering human lands. The cloud salsham'ai are similar to their lowland cousins, and I quote

"One such subculture are the Susar, who live in the cloud forest upland regions where the braashak climbs the mountain borders with Denra-Lyr. The Susar are sometimes called Cloud or Mountain salsham'ai. They are similar to their lowland cousins except that they do not revere Themnass and Shroma but have a closer association with the smaller spirits. Mist spirits are very popular, coming at dawn to bring fertility to their mountain home. The Susar have also taken up the practise of terrace farming on the mountain slopes above the borders of the braashak. They have their own dialect, Susaran, related to Themnassic but distinct enough to cause misunderstanding. Nevertheless, relationships between Thalsan and Susar salsham'ai are cordial and fairly open."

An albino in this area might be thought of as touched by spirits, as (a) the area is home to plentiful mist spirits and (b) the human neighbours (the Denra-Lyr) associate albinism with latent magical power.

Background:
A bounty-hunter and explorer of ruins, Shaddar has spent the past several years wandering the land in search of riches, fame, and secret lore.
Primarily motivated by greed and pride, Shaddar has braved dangerous caves and catacombs on his own and alongside various temporary allies.
So far he's only managed to plunder a few minor magic items and a handful of old coins, and a little bit of old lore on dwarven and elven fighting techniques,
to supplement what he learned from another swordsage in his youth.

Greed is rare is salsham'ai, but not unheard of. There are no dwarves or elves in this setting. The salsham'ai have several fighting techniques of their own, notably the Skill of Raindrops (which focuses on precise, deceptively gentle, strikes to "meridians" to cause a range of effects) and Spider in Amber, which is a wrestling technique that takes advantage of the salsham'ais small size. Feel free to invent other techniques, the salsham'ai tend towards defence or ambush over frontal assault, and non-lethal over lethal, but this is not 100% limiting.

He rides pony named Serrin, he obtained as part of bounty hunt two years past. Not very skilled rider, Shaddar recognizes the need to move quickly once the target is found and to cover vast distances of Conclave.

Horses and ponies are rare in Conclave, except for the Khazarate of Vaarta. Possible alternatives would be a shandix (a light riding antelope) or a matoo (riding apes reared by the salsham'ai).
 

Probably adjusting average loot to a 3rd level character will remove some of them, but as far as I'm aware none of the other characters have a magic weapon or armour.

Not yet, but 3F will have one soon enough ;)... Just need another level and some money :lol:
 

Salsham'ai is good, but we're only at 3rd level at the moment so you'll need to adjust accordingly.
***
No problem, I don't know why I took it to be at 5th :(



as far as I'm aware none of the other characters have a magic weapon or armour. Scrolls and potions are fine, plus perhaps one miscellaneous type item.
**
very well I'll adjust items to be masterwork. Some potions and we're set.



Salsham'ai, with their prehensile toes, do not wear boots. Usual salsham'ai footwear is something like a reinforced fingerless cycling glove.
****
Is it possible to benefit from two pairs of gloves instead of gloves and boots?



Possible origin would be in the cloud forests to the north of the salsham'ai homeland, that climb the flanks of the mountains bordering human lands. The cloud salsham'ai are similar to their lowland cousins, and I quote

An albino in this area might be thought of as touched by spirits, as (a) the area is home to plentiful mist spirits and (b) the human neighbours (the Denra-Lyr) associate albinism with latent magical power.
****
I like this one, but if it's 'blessed' instead of 'cursed' I'll change history to reflect his training with local shaman until mountain mystic hermit came down to the village and took him for training. This would be especialy appropriate if we change 'shadow hand' maneuvers to 'mist hand' and adjust maneuvers appropriately.


Greed is rare is salsham'ai, but not unheard of. There are no dwarves or elves in this setting.
**
I'll download more of conclave pdfs. I just assumed there are such races :( I'll change it to various cultures fighting techniqueas. Greed is not extensive, more reflectio of his own personal quest for glory and gratification.


The salsham'ai have several fighting techniques of their own, notably the Skill of Raindrops (which focuses on precise, deceptively gentle, strikes to "meridians" to cause a range of effects) and Spider in Amber, which is a wrestling technique that takes advantage of the salsham'ais small size.
***
I'll look them over


ambush over frontal assault, and non-lethal over lethal, but this is not 100% limiting.
***
non-lethal doesn't change anything except in first round when sneak attack may come into play. Maneuvers will do (physical) damage as user attacks thus, possibility is there.



Horses and ponies are rare in Conclave, except for the Khazarate of Vaarta. ***
Do any of the others have mounts? If not I won't take it, otherwise I'll ride small matoo
 

Neurotic:

Hmm... not sure if you'll find any info on the salsham'ai fighting styles on the site, actually. I can post something if you're interested, but it's only really a version of the monk variants, so not so fitting with the swordsage mechanics. The "mist hand" thing sounds good though. I like that he's quite unorthodox for a salsham'ai, which will contrast with Jar'Thol who was a fairly typical member of the species.

Races: Humans are the only SRD race found in Conclave. Others are outlined in the first post of this thread, otherwise see this page. All non-human PC races are in the downloads to the right.

No-one else has a mount, although I think Three Flowers has ranks in Ride. There may be some riding- based stuff later as I think this is an under-used facet of the game and would like to use it more. Be aware, though, that it's not called Romance of the River Kingdoms for nothing - a lot of stuff happens on, around or under water where a mount may not the most useful possession.

You can play a greedy salsham'ai who does lethal damage if you like, just pointing out that it will be seen as rare. But then, he's a bit of an oddity anyway :)

I'm not sure what you mean by "benefit" from two pairs of gloves instead of gloves and boots. The salsham'ai foot-glove* would count as wearing boots for the purposes of caltrops and the like, otherwise I don't see many in-game benefits. It's more a flavour thing, really.

*That's like the diametric opposite of the German for glove, literally "hand-shoe".
 
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No-one else has a mount, although I think Three Flowers has ranks in Ride. There may be some riding- based stuff later as I think this is an under-used facet of the game and would like to use it more. Be aware, though, that it's not called Romance of the River Kingdoms for nothing - a lot of stuff happens on, around or under water where a mount may not the most useful possession.

Yeah, I was planning on having a horse during the char-creation but dropped it because I couldn't afford it. But if horses are rare, what would be a mount that spoiled rich kids ride with?
 

Yeah, I was planning on having a horse during the char-creation but dropped it because I couldn't afford it. But if horses are rare, what would be a mount that spoiled rich kids ride with?

Um... a horse? :p Think of the cachet of riding such a rare and exotic animal!

Otherwise, perhaps an obrovon, which is a slightly more hardy version of the shandix antelope (who are mainly used for courier work).
 

Noticed that you are picking up some replacement players, and I would love to join. However, I am not sure where to begin w/ character creation.

I have several character concepts I'm tossing around and always love playing something new, but I am unsure which to propose based on your current roster. I'll have to check our you Rogue's Gallery roster when I get a chance.

Question 1: Are there any positions to be filled that are a party necessity (i.e. healer, mage) or any positions you as DM would like to be filled for more game options (trapfinding, track, etc). *I don't feel pressured to fill these gaps, but I enjoy it. This gives me a chance to learn new ways to work in party dynamics and also gives me a chance to develop new interesting characters. My character wont lack 'flavor' if pushed into one of these gaps, but he might be slow on the upbringing*

Question 2: Will regular PHB classes work? Such as your typical bard or druid? as long as I give him an Asian feel? Or must the character classes come from the Asian variants?

Sorry to bring up what seem like dumb questions, but just interested in building the most compatable character and personality for the game.
 

I seem to be following Tiali to PbP things, as I just saw the advertisement as well, and am also interested.

The Conclave doesn't seem to indicate any statistical racial differences. Or am I missing something?

My main concept at the moment was a Monk of some sort, most probably human with a dragon bloodline, or perhaps that shapechanger race as a shaman. Where do I look for the mechanical information on them to see whether I'd like how they play?

Edit: Just realized I had to DL the PDF for the information, lol.

New concepts:
T'laxu Rogue/Fighter(Or Rogue/monk or monk/fighter)
This character was raised in a human community after being orphaned while his parents were traveling. (They thought he had died, but had merely been lost in a bandit raid) An overall good person, he follows the laws as far as it helps the greater good. A law that oppresses the population is one he's likely to break, either to do something to help the others, or simply to draw attention to himself so as to show people that they CAN stand up for themselves.

Wolverine/Leopard nainekchai Barbarian(or shaman)
Living in the mountains, this character can't remember his childhood, and is a general wanderer who doesn't mind helping others on occasion if he meets them, though he tends to avoid risking his neck for strangers. Follows laws as far as they are convenient.

T'laxu Shaman
(Same basic concept as the other T'laxu)

Note: Both T'laxu will be taking levels in their race as I play.

Are any of these ideas favorable over the others? And is there still room?

Questions:
What are the available non-SRD fighting styles?
Can T'laxu take feats involving their natural weapons?
What would a bloodline do? Like, the only change I noted in Threeflowers character was the swimspeed. What sorts of things would a bloodline impart to a character?
 
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