The Savage Islands (working title..) - Recruitment closed

Hunh. Sounds fun, and with school wrapping up, I'd have some time to post.

If I made a spellthief, would I be nerfed because there were no spell-using enemies to fight?

Out of curiousity, what are the changes made to the Aranea?
 

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Love me some Lizardmen

I've been meaning to try to play a Binder for some time now. How about a ritually scarred Lizardfolk Binder. Dosen't say where the vicious scars came from, in fact dosen't say a lot period. And what is this strange new magic he seems to be able to call upon.
 


I was thinking:

1) Spellthief from Imarr, who happened to steal the wrong spell from the wrong person, and now has a "haunting" from a demonic presence following him, taunting him. He's trying to fight off the demonic taint, and while he was never the greatest lad before, he's now trying to do good deeds to offset the demon's presence. The idea only works, though, if the PC actually has a chance to, you know, steal spells (I've played spellthieves before that never got a chance to steal magic, and it's boring).

2) An Aranea "Wise Woman" Druid or Ranger, doing her best to fight the forces of Entropy that she sees destroying the world around her.

3) A one-eyed, Howard-like Wizard, maybe - though I think the Wu Jen (from Complete Arcane), stripped of it's asian influences, would fit Howard's idea of sorcery a bit better. Anyways, I think a dark Imarrian apprentice, whose goal was to protect the summoners from the things they summoned (sort of a dark abjurer).
 

Woow is all i can say! Sailing adventures with the oriental spicy that only Rakasta can give.
I'll got with a rakasta wu fen, or if it is not allowed, a warlock. Mostly Arabian themed =)
 

Alright. Here's a preliminary PC.

Zekeros
Zekeros is a thin man that has lost his left eye. He took his own eye out as part of a ritual to improve his own magical power - a regular tradition in part of Imarr. He was trained as an assistant to a great summoner - it was Zekeros' role to maintain wards that protected the summoner during foul rituals. Forced to consort with demons and act as an apprentice to a power-hungry fiend, Zekeros preferred to not think about the life before him

Then, a fiend broke free of his summoner's bonds, and tore Zekeros' master to pieces. Zekeros fled with his life - and as much as he could steal from his master's inventory.

Zekeros (and his raven familiar, formerly the familiar of Zekeros' master, a crude observer of the human condition) has taken to the high seas, hoping to get as far away from Imarr as possible. Zekeros seeks to discover much of the world he has only read about in books, and perhaps break free of the demonic taint that grips him.

[sblock=Zekeros Ovid]
Human Male
Wizard (Abjurer) 4
LN

STR 8
DEX 12
CON 12
INT 19
WIS 14
CHA 10

Feats
Scribe Scroll (bonus)
Spell Focus (Abjuration)
Spell Focus (Conjuration)
Augment Summoning
Spell Penetration
Item Familiar – Staff

Skills
Spellcraft 7
Knowledge/Arcana 7
Concentration 7
Knowledge/History 4
Knowledge/Geography 4
Knowledge/The Planes 4
Knowledge/Religion 4
Decipher Script 3
Knowledge/Local 3
Knowledge/Nobility and Royalty 3
Knowledge/Dungeoneering 3

Flaws
Murky-Eyed: When fighting a foe with concealment, roll twice, and keep the worst.
Non-Combatant: -2 on all melee attacks.

Traits
Absent Minded: -1 Spot and Listen, +1 Knowledge Checks.

Spells Known
0th: All Spells
1st: Ray of Enfeeblement, Alarm (A), Hold Portal (A), Shield (A), Protection from C/E/L/G (A), Summon Monster I, Mage Armour, Identify, Magic Missile, Mount
2nd: Command Undead, Resist Energy, Protection from Arrows, Summon Monster II.

0th: 4+1
1st: 4+1
2nd: 3+1

Barred Schools: Enchantment, Illusion[/sblock]
 

Wow! Lot of interest already!

Re: oddballs... I have a thing against them (I'm entirely prejudiced, I know) but I'll just say no to character species raised outside their own culture. *ducks to avoid angry potential players*

EDIT: this is in response to Douane's question.
 
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Other cultures:

City-state of Nimea - a race considered to be pirates, thieves and savages by others. In actuality, they conduct trade and have a very sophisticated and spiritual culture combined with a scholarly tradition. It's just they're pirates as well... (humans) [again, a very 'pulp' style Mediterrean culture]

Herath - a secretive forest realm ruled by a powerful wizard king. Prosperous and somewhat insular but with great wealth. Not much is known about this land, but the various nobles one may encounter seem, by contrast, to be greatly informed about the outside world. [human, aranea, halfling, lizardfolk]
 

Too bad! (Guess I shouldn't have started statting him already. :( )


I'll see if I find anything else that interests me as much - if not, well, you aren't really wanting for players. :)
 

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