Under strange stars [OOC]

Someone

Adventurer
I must confess that the adventure has nothing to do with sexy amazons, but now that you´re here it won´t do you any harm to continue reading. Several months ago I started here a one-shot adventure called strange stars that died shortly after it began. I´d like to give it another try. Those are the premises:

-I´ll accept 4-5 players.
-3.5 core only, plus psionics (but not psionic races)
-Standard races, classes (prestige or not) and magic itmes; something that I could remember easily when making the posts. It´s difficult to remember obscure, twisted and utterly clever combos when one is playing D&D alone, so let´s play fair.
-Character level would be around 10.
-Homebrew world, with a feel of Simbad voyages. Setting will radically change cosmology, but won´t otherwise change game mechanics.
-Posting once per day.

If you like what you see, please post. I´ll add more info once I have enough players.
 
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I am interested. Will be playing a female elven fighter, focusing on Two Weapons/ Double Weapon.

Do I use point buy, or 4d6 drop lowest?
What about hit points?
Starting gold?
 

I'm definitely intrigued. Sinbad-esque, you say? If you're amenable, I could submit a male human sorcerer. Nothing flashy, no prestige classes; straight sorcerer. If it's *really* Sinbad-esque, he may wear unnecessarily snazzy robes and a turban. ;)
 


Oh, yes. Definitely Sinbad-esque; you should expect sea voyages, evil sorcerers, monsters eating your low-level companions and things like islands that turn to be giant turtles. Large turbans are welcome.

If you can´t wait to make your characters, the character creation rules are, in a nutshell: 30 point buy, 45400 XP to start and 49000 gp. Average hit points (rounding up, 1st level max, as normal) Since it´s a one shot adventure, don´t abuse one use or charged items. Background is not required or encouraged.

I should mention that I aim to create a cinematic adventure: a good action film, if you like; difficult battles in exotic locales, the just touch of roleplaying, a somewhat railroaded history and the largest amount of fun I can cram in it. It´s a long module, expect 6-10 months of gaming.
 
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I was bored, so I statted up a character! :D

I present to you...Ormazd the Inscrutable, puissant and be-turbaned sorcerer extraordinaire!

Ormazd the Inscrutable
Sorcerer 10
Human male, N.
Str 8
Dex 14
Con 14
Int 12
Wis 12
Cha 18/20 w item (Starting cha 16; 2 stat pts added)
HP 47 (4+[2.5x9]+20)
AC 16 (10+2 dex+2 armour+1 deflection+1 natural); touch 13, flat-footed 14.
BAB +5
Init +2
GP 98


Saves
Fort +7 (3 base, 2 con, 2 resist)
Ref +7 (3 base, 2 dex, 2 resist)
Will +10 (7 base, 1 wis, 2 resist)

Skills
Bluff +18 (13 ranks, 5 cha)
Concentration +15 (13 ranks, 2 con)
Knowledge (arcana) +14 (13 ranks, 1 int)
Spellcraft +16 (13 ranks, 1 int, 2 syn)

Feats
Empower Spell
Eschew Materials
Point Blank Shot
Precise Shot
Spell Penetration

Languages
Common
Draconic

Stuff (48,902 spent; 98 gp remains)
Bracers of Armour +2 (4,000)
Chime of Opening (3,000)
Cloak of Charisma +2 (4,000)
Dagger, masterwork (302)
Dust of Dryness [2 doses] (1,700)
Heward’s Handy Haversack (2,000)
Necklace of Adaptation (9,000)
Pearls [2] (200)
Potions [5], cure moderate wounds (1,500)
Potion [3], cure serious wounds (2,250)
Ring of Natural Armour +1 (2,000)
Ring of Protection +1 (2,000)
Robe of Useful Items (7,000)
Shirt of Resistance +2 (4,000)
Turban of Comprehend Languages and Read Magic (5,200) [As Helm]
Wand, detect secret doors (750)

Spells (Slots per day follow in brackets)
0th: Acid Splash, Dancing Lights, Detect Magic, Detect Poison, Ghost Sounds, Light, Mage Hand, Prestidigitation, Read Magic. (6)
1st: Feather Fall, Identify, Magic Missile, Ray of Enfeeblement, Shield. (8)
2nd: Alter Self, Melf's Acid Arrow, Scorching Ray, Web. (7)
3rd: Dispel Magic, Lightning Bolt, Ray of Exhausation (7)
4th: Enervation, Evard's Black Tentacles. (6)
5th: Shadow Evocation. (4)

Attacks
+5 melee, 1d4-1; masterwork dagger
+7 ranged touch (+8 w/ in 30 ft) by spell

Description: Ormazd is a tall and imposing man in his early thirties, standing 6'2" tall (taller with turban). He is bald and tanned, and his dark eyes seem to speak of knowledge mortals should not meddle in. That or he's thinking that his slippers chafe. Ormazd wears black robes embroidered with gold thread and atop his head sits a dark blue turban. He has a deep and sonorous voice, which he uses to full effect. Ormazd attributes almost all unexpected or unhelpful events to 'dark and arcane forces working against us'; which sounds impressive the first few times you hear it, but gets old fast.

History: Ormazd says he learnt his craft at the feet of the mighty Sages of Aran-Kor, deep in the deserts of Mu'tab but no-one's ever heard of any such mystics; or, indeed, of Mu'tab, so he's probably just lying. Again.


NB: Two things which are NOT core rules above;
1) The 'shirt of resistance'. My cloak slot's taken up with my Charisma item, so I moved resistance to a different slot. If that's not ok, tell me and I'll remove it.
2) The 'ring of natural armour.' Technically, rings can have anything on them, hence this item. If you don't like me doing that, tell me and I'll remove it.

The guy's hardly combat optimised, so I hope you weren't looking for super-powerful characters. I went for a combination of spells which are good and spells which fit the genre. (mm, evil black tentacles grappling mine enemies!) He should be a lot of fun! :)
 
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Shin'nairo


Female Elven Fighter10


AL: N
Hair: Fiery Red
Eyes: Light Blue
Experience: 45400


STR: 15 (+2) [8pts]
DEX: 24 (+7) [10pts + 2racial + 2lvl4&8 + 4gloves]
CON: 12 (+1) (6pts -2 racial]
INT: 10 (+0) [2pts]
WIS: 10 (+0) [2pts]
CHA: 10 (+0) [2pts]


HP: 70 (10d10 + 10 con)


AC: 23 (10 + 6dex + 4armor + 2armor enchantment + 1weapon defense) / 17 / 16


Saves:
FORT: +8 (7base + 1con)
REF: +10 (3base + 7dex)
WILL: +3 (3base)


Init: +11 (+4 imp. init. + 7dex)


Base attack bonus: +10/+5


Attacks:
Primary hand: Sun-Up +18/+13 (10 base + 7dex + 1weapon focus + 1greater weapon focus + 1weapon enchantment - 2two weapons), 1d4+4 + 1d6fire (+1d10fire on critical) damage, Threat 15-20/x2
Off Hand: Sun-Down: +18/+13 (10 base + 7dex + 1weapon focus + 1greater weapon focus + 1weapon enchantment - 2two weapons), 1d4+4 + 1d6cold (+1d10cold on critical) damage, Threat 15-20/x2


Skills:
Climb 10 (8ranks + 2str)
Intimidate 9 (9ranks)
Swim 10 (9ranks + 2str)


Feats:
(lvl 1) - Two Weapon Fighting
(lvl 3) - Weapon Focus (kukri)
(lvl 6) - Improved Innitiative
(lvl 9) - Combat Reflexes
(fighter lvl 1) - Weapon Finesse
(fighter lvl 2) - Two Weapon Defense
(fighter lvl 4) - Weapon Specialisation (kukri)
(fighter lvl 6) - Improved Two Weapon Fighting
(fighter lvl 8) - Greater Weapon Focus (kukri)
(fighter lvl 10) - Improved Critical (kukri)


Race:
+2dex, -2con
Immun to sleep effects
+2 save throw against sleep spells or effects
Low-Light Vision
Weapon Proficiency with div. weapons.
+2 on Listen, Search and Spot


Class:
Bonus feat on lvl 1, 2, 4, 6, 8 etc.


Proficiencies:

Single and Martial weapons
All armors
Shields


Languages:
Common
Elven


Equipment:
Mithral Shirt +2 [5100gp]
Sun-Up (Kukri +1 of Flaming burst) [10308gp]
Sun-Down (Kukri +1 of Icy Burst) [10308gp]
Gloves of Dexterity +4 [16000gp]
Cloak of Manta Ray [7200gp]

16 dinars
100 dirhems
 
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