The Sands of Solaris - OOC (Closed)

Great! I am more than happy with the character and hope to see and hear more of it. No problems with the weapon proficencies, I aint much of a stickler for the rules if they get in the way of a good game.

I hope that people won't be disheartened by the lower stats I'm offering for starting characters either, the game will adapt for it in a suitable fashion. I hope to see another three characters like this soon, once people post their character concepts (at least) and we nut out the changes needed, I'll open the Rogue's Gallery thread and we can get the game moving.

Keep 'em coming...
 

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Khusrau Human Ftr 1

Str 12
Dex 16
Con 12
Int 10
Wis 8
Cha 10

Melee +2, 1d6+1 18-20/x2
Missile +4 1d6, 20/x3

Saves: F +3 R +3 W -1

Feats: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge

Skills: Ride 4 ranks -2 armor +5
Handle Animal 4 ranks +4
Survival 2 ranks (cross-class) +1

EQ: War-trained camel, military saddle, studded leather (Leather supplemented by horn strips across the vital areas), light wooden shield, scimitar, composite shortbow, 20 arrows. (I'm assuming max starting gold)

The second son of a minor desert chief, Khusrau's only prospects of advancement at home were to gain wealth in petty oasis raids. Of course, given his martial bent, this didn't displease him at all. When his father died, Khusrau's older brother, Hormuzd, began embarking on a campaign to unite the desert tribes, bringing them against the city-dwellers, whom he feared had forsaken the Sun, dwelling too close to Night and growing soft as they squatted in one place. Khusrau fled when Hormuzd planned a raid on a large caravan of weapons, certain that his brother and all who followed him were doomed. It was only later that he learned Hormuzd's attempt had been successful, and that tribes were rallying around the banner of the Eagle of the Sun, as Hormuzd now titled himself.

Personality: Though certainly very warlike, and (like all his people) contemptuous of the city-dwellers' softness, Khusrau retains at least a modicum of respect for their sheer numbers. He is incautious in battle, but always wary of attacking larger numbers (at least until steel is drawn). Curiousity is not his strong point; investigating every mirage will get you killed out on the sands. He is, however, quite hot-tempered, and a challenge to his courage will usually rouse him to action.
 
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Here goes backround. His first level will be in rogue (and I'm sure you can guess what his second will be in ;)) and I have a pretty good idea of the stats, but I'll just do the concept for now.

Tarim is the son of a desert nomad who was in town long enough to get drunk, seduce his mother, and leave. His mother maintained that it was love; as the streets are hard on the poor and romantic, it was probably a mercy she died of disease when Tarim was twelve.

Tarim ran with the usual band of guttersnipes and pint-sized pickpockets, although he displayed more smarts and less restraint than most. As he moved from cutting purses in the marketplace to entering the houses of rich merchants to take their gold and wink suggestively at their wives, he became increasingly a target of those more powerful than him on both sides of the law. The thugs envied him his skills and the way he had with people, and the guards wanted to throw him in a dark dungeon to rot.

The guards, somehow, Tarim managed to avoid with a certain amount of pananche, but it was the way he dealt with the thugs that made people nervous enough around him that he had to leave the city. Cornered by a bunch of ruffians, Tarim (he knows not why) began chanting in a strange language and waving his hands... and the thugs ran away in fear. Now, he knows that, odd chanting or not, he just managed to spook them- but now his reputation for being some kind of warlock decended from a djinn is causing him as much trouble as his reputations as a braggart, a theif and a womanizer.

The guards are after him as a thief and everyone else is after him as a demon- time to leave, Tarim thinks to himself....
 

on the off chance that I can get in...

Djamir Al Qasaur
Dwarf, 1st-Level Wizard
Medium Humanoid (Dwarf)
Hit Dice: 1d4+1 (5 hp)
Initiative: +1
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: + Melee (1d10+1/x3) or Shortbow +1 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dwarf traits, Magic
Special Qualities: Darkvision 60 ft., dwarf traits, Familiar (Lizard)
Saves: Fort +*, Ref +1*, Will +2*
Abilities: Str 10, Dex 12, Con 12, Int 15, Wis 10, Cha 8
Skills: Appraise +4/+6 metal and stone, Craft (blacksmithing) +8, Spellcraft +6, Knowledge Arcana +6. Climb +3,
Feats: Spell focus Transmutation, Scribe Scrolls, Alertness (when familiar within 5’)
Alignment: Neutral Good

Dwarf Traits (Ex): Dwarves possess the following racial traits.
— +2 Constitution, –2 Charisma.
—Medium size.
—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to 60 feet.
—Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
—Weapon Familiarity: Dwarves treat Dwarven waraxes and Dwarven urgroshes as martial weapons, rather than exotic weapons.
—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +1 racial bonus on attack rolls against Orcs (including halforcs) and Goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
—Automatic Languages: Common, Dwarven, Giant, and Terran.

Djamir has lived his life in the dune city of Kah-Athin. A small Dwarven community made from the magical sands left behind after a great battle between the Dwarves and the Giants. Magery is a source of pride for these dwarves and to not have a mage or sorcerer in the family is considered a sign of bad luck. The clan Al Qasaur is a merchant caravan clan trading from one Dwarven enclave to the other. They also hire out their children to be guides and aids to other non-Dwarven caravans.
One such caravan is what deposited Djamir firmly in the story.
He is brash and stubborn and very proud of his schooling. He sees the warrior’s life as one of pure limitation and finds that he pities them their lack of insight. Fond of food and drink he has been known to feast like a professional bard.
Djamir has a sadness about him as well. He has been told that he will never wed. This is a disgrace for a Dwarf not to start a family when his time comes.
He has a special talent for transmutation magic. He finds the shaping of things into other things endlessly fascinating.

Basic spell book:
All Cantrips
1st Level:
Mage Armor, Magic Weapon, enlarge person, reduce person, sleep.

Basic spell load:
Cantrips (0 level): Detect Magic, Ray of Frost, Mage Hand
1st Level: Mage Armor, Reduce Person.

Basic Equipment:
Spellbook (free)
Backpack (2g)
Spell comp pouch (5g)
Staff (0)
Waterskin (1g)
Scroll case (2) (2g)
Parchment (5) (10g)
Ink pens (2)
Ink bottle (8g)
 

Nice one people, now that some concepts are going I can see good things ahead. Signed up already we have:

Djamir Al Qasaur (Dwarf Wiz1) - Argent Silvermage
Khusrau of the Sands (Human Fgt1) - Paxus Asclepius
Khalas the Wanderer (Elf Mnk1) - John E Smoke

Thomas, if you want to be in drop your stats in as well and I'll put the Rogue's Gallery up ASAP. A lot more information is being knocked together now, some things will be deliberately ignored (eg: if you want a map, go buy one.....how many will be the same though.....).

The details you enter into the Rogue's Gallery will be considered final and the descriptions and background made permenent in my notes, so if you want anything changed you still have a short amount of time to do so. I like the characters so far, and hope that each will develop well in the setting...
 

Phoenix: I've also asked for a slot as well, but it will be this weekend before I can make my character. I'm at school right now, and my books are at home. Of course, if you're going by who submits a character sheet first and someone beats me to it, that's okay; there will be other games, and I'll yield my slot.
 


OK, here he is. I plan to edit the bio minorly. Also, how are we doin' languages? I just guessed, really....

Tarim
Male Human Rogue 1
Strength 12 (+1)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 8 (-1)
Charisma 14 (+2)

Initiative: +5 (+1 dexterity, +4 improved initiative)
Hit points: 1d6+1= 7
AC: 13 (+1 dexterity, +2 leather armor), Touch 11, Flat Footed 12

Saves:
Fortitude +1 (+1 constitution, +0 base)
Reflex +3 (+1 dexterity, +2 base)
Will -1 (-1 wisdom, +0 base)

Base attack bonus: +0
Grapple Bonus: +1
Melee attack: +1
Ranged attack: +1

Scimitar +3 melee (1d6+1, 18-20/x2)

Skills:
Bluff +8 (4 ranks, +2 charisma, +2 persuasive)
Climb +4 (3 ranks, +1 strength)
Craft: Tailor +2 (1 rank, +1 intelligence)
Diplomacy +6 (4 ranks, +2 charisma)
Gather Information +6 (4 ranks, +2 charisma)
Hide +5 (4 ranks, +1 dexterity)
Intimidate +8 (4 ranks, +2 charisma, +2 persuasive)
Move Silently +5 (4 ranks, +1 dexterity)
Open Locks +5 (4 ranks, +1 dexterity)
Sleight of Hand +5 (4 ranks, +1 dexterity)
Tumble +5 (4 ranks, +1 dexterity)

Languages: Local, Trade, Ignan

Feats: Improved Initiative, Persuasive

Equipment: Explorer’s outfit, Camel*, bit and bridle, saddle, saddlebags, backpack, bedroll, piece of chalk, flint and steel, leather armor, grappling hook, small steel mirror, two belt pouches, twenty five feet of hemp rope, cloth sack, scimitar, shortbow, 20 arrows, thieves’ tools, 2 torches, 2 candles, whetstone, needle & thread

*Camel’s not priced. A horse is more useful in combat, and costs 75 gp; I believe that the Arms and Equipment guide pegs a camel at 60 gp. Also, although I don’t think a camel uses a conventional saddle, etc., I just paid for the standard gear on the assumption that whatever they do use will cost the same. Your call.

Money left: 79 gp, 7 sp, 3 cp (some of which will be spent on food, water, and camel)

Special abilities: Sneak Attack +1d6, Trapfinding, Light Armor Proficiency, Rogue Weapon Proficiencies.*

*Switched out rapier for scimitar. I’m assuming this is OK. :)
 


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