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

Aranea As Characters

Aranea characters possess the following racial traits.
+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution.
Medium size.
A aranea’s base land speed is 30 feet and its base climb speed (in spider form) is 20 feet.
Racial Hit Dice: An aranea begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
Racial Skills: An aranea’s aberration levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Escape Artist, Listen, Jump, Spot. Aranea have a +2 racial bonus on Jump, Listen and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Racial Feats: An aranea’s aberration levels give it one feat (this is usually Weapon Finesse).
Weapon and Armor Proficiency: An aranea is automatically proficient with it's bite attack and simple weapons.
+1 natural armor bonus.
Natural Weapons: Bite (1d4).
Special Qualities: Poison (Ex)Injury, Fortitude DC 11 + aranea's Con modifier, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.
Alternate form - human (this form is fixed i.e. the aranea is always the same person, like a lycanthrope). In human form, the aranea loses its bite attack and natural armour.
Automatic Languages: Common, Herathian. Bonus Languages: Any.
Level adjustment +1.

Araneas are taught from birth that they are two people; the aranea and the human. If the outside world were to discover their secret it would mean certain death for them as monsters. The human side of an aranea is just as much the 'true' self of the aranea as its spider form.(this is something I adapted quickly just now to capture the flavour of the aranea, in particular their presentation in OD&D)

Imarran (aka Tiefling)
+2 DEX, +2 CHR, -2 WIS
Medium Size, Base Speed of 30
60' Low light vision
+2 racial bonus to Bluff and Intimidate
Spell-like Ability (Cantrip): Player chooses 3 of the following, usable once per day (multiple selections of same item provide multiple daily uses). Caster level = tiefling character level.
Dancing Lights [Illusion of torches or other lights], as sorcerer
Flare [Target dazzled, suffers -1 to attacks], as sorcerer
Ghost Sounds [Illusionary noises], as sorcerer
Inflict Minor Wounds [Inflict 1 hp of damage with melee touch attack], as cleric
Light [One object magically provides light as a torch], as sorcerer
Mending [Make minor repairs to one object], as sorcerer
Open/Close [Opens or closes small or light things], as sorcerer
Resistance [+1 bonus to saving throws for 1 minute], as sorcerer
Cold, Electricity, Fire Resistance 5
Starting Languages: Common
Possible Bonus Languages: Abyssal, Infernal
ECL +1

Tieflings are not the result of extra-planar union; they are their own viable race and are called Imarrans on this world. They are near-human and rather than being a mixture of demonic appearances, they are all (by human standards) rather elfin looking; a tall, slim, elegant race, with long, delicate fingers and almond shaped eyes. They are quick, and possessed of great self-confidence, but lacking in self-control due to their society's long dependance on soporific drugs, and dalliances with demonic entities of Chaos.

(adapted from work by Rick Coen and Ken Lipka, and flavour based on Moorcock's presentation of Vadhagh, Melniboneans and other similar races)
 
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I'd be interested to play a ranger-like character more suited for the open seas. Is there some type of variant ranger that is not linked so much to nature and has more roguish abilities?

For example a ranger without:
1. Wild empathy
2. Animal companion
3. Woodland stride
4. Swift tracker
4. Camouflage
5. Hide in plain sight
6. Spells
7. Skills: Concentration, Craft, Handle Animal, Heal, Knowledge (dungeoneering/nature)

And instead have the following abilities & skills:
1. Sneak attack
2. Evasion & Improved evasion
3. Uncanny dodge & improved uncanny dodge
4. Trap sense
5. Skills: Rogue skills that are not included in the ranger's skills

Or perhaps more feats & different skills instead of the ranger abilites & skills listed above?
 



Yeah, that does sound kind of like a a plain old rogue :D Have a look at the various options in the Variant Classes section of the SRD.

Expanded Psionics Handbook is a no, I'm afraid. Sorry!
 

Hmm! An aranea would be very interesting...but at level 4, they'd only get one class level...

Perhaps a Nimean then. I have a yen for a "sea caster." Either a cleric with appropriate domains, a sea themed druid, or perhaps a sorceror with water/weather spells...
 

Sounds good!

I was holding off putting up loads of info about gods and whatnot until someone expressed interest in a divine caster. I'll try to get some put up later on today.

EDIT: Have consolidated race info into first post and added wu jen to class list.
 
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Working on a spartan cultured swashbuckler (really just a smart fighter as opposed to the musketeer like fencer).
How much wealth do we start with (what's average for 4th level)?
 


Correct! You have 5400 gp to play with. We'll also be using these rules Monte's DR redux for damage reduction.

So far we have possible ideas from:

Redclaw - Theon Marinatos the rogue/sorcerer? (Minros)
Scranford - Lizardfolk binder
Wik - Zariv the abjurer (Imarr)
Voda Vosa - Shepas the rakasta warlock (Bellayne)
Wysiwyg - Artemis the swashbuckler/fighter (Minroan)
Shayuri - Anemone the cleric (Nimean)
Zurai - Rosa the swashbuckler (Belcadiz)
Farmboydmp - ?
Nac Mac Feegle - Esteban the duskblade/swashbuckler (Belcadiz)
Douane - Julian the fighter/ranger (Herath)
Gli'jar - ? wu jen?
WakkaWakka - alternate

I'll keep recruitment open 'til midnight GMT Sat 24th.

@Shayuri - how's this for starters?

Nimea (Mother Ocean, Sea Mistress, Mother of Us All)
Alignment: Neutral
Domains: Air, Commerce, Ocean, Storm, Trade, Travel, Water, Weather (from Eberron book rather than Complete Divine, or found on p111 in the Clerical domains document at crystalkeep)

Patron goddess of the city state that bears her name; Nimeans believe that Mother Ocean gave them birth and to her all things must go; as her children they are the natural masters of the waves. She can be fickle, hence the superstitious nature of Nimean sailors, and her priests play an important part in the social and poilitical spheres of Nimean life.
 
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