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#1 Adventures in the Sand: DnD 3.5

Posted: Wed Jan 14, 2009 11:11 pm
by Jason_Firewalker
I am tired of people playing exclusively in Middle Ages and Oriental Adventures so I came up with a setting based upon the middle east. I will be starting you all out at fourth level summoned to the city of Kirtash by its lord and master. Please run any ideas by me and I do have a few playable races worked up for use in this game.

Finer points:
40 point build (ala dmg rules)
4th lvl gold (5,400 gp)
Egyptian/Middle Eastern stylization on the characters please.

#2

Posted: Wed Jan 14, 2009 11:34 pm
by Jason_Firewalker
Since I am going to not be online for much longer tonight if I do decide to go to sleep, I am going to post the availiable NEW races and a few restrictions on previous races, any and all questions can be posted and I will answer asap:

Anubite = Gnoll

Orcs and Half-Orcs dont exist

Setteshie = Goblins

Setteshites = Hobgoblins

Settishem = Bugbears

Ogres and Half-Ogres are rare as heck

Ogre mages do not exist

Draconians do exist

Sevbekian: +6 Str, +6 Con, -4 Wis, -4 Cha, +4 Nat Armor, Lrg Sized, 1d8 Bite attack as secondary attack OR 2d10 Tail slap as secondary attack each round, +8 to Swim Checks, Breathe Water. +2 Lvl Adjust, Favored Class: Fighter (Giant Crocodile people)

Ibexxzin: -4 Str, +2 Dex, -2 Con, +2 Int, +4 Wis, Special Ability: Cast Conjuration Spells at +2 Caster Level, Constant Feather Fall from wings, but cannot fly Level Adjust +1, Favored Class: Cleric (Female) or Druid (Male) (Ibis-People)

Sheremites: -2 Str, +2 Int, +1 Caster Level for Wizard Spells, Extra Feat at first level, Favored Class: Wizard (Female) Necromancer (Male) (Dark skinned humans from the south)

Crucian: +4 Str, +6 Con, +8 Nat Armor, +2 Lvl Adjust, Favored Class Druid, (Tortise people)

No Halflings in traditional sense (there are Scablands halflings which are effectively the same but get an additional +2 Survival instead of the bonus versus fear effects)

No Elves or Half Elves in the traditional sense there are Painted Elves and Half Elves but they are rare as hell

No Dwarves

#3

Posted: Thu Jan 15, 2009 12:16 am
by Haizu
I'm in, gonna make a Teenage Mutant Ninja Tortoise! :D

#4

Posted: Fri Jan 16, 2009 6:34 am
by rhoenix
Basic Info:
Name: Muhammad Ibn Al Ashrad (Ash)
Class: Artificer 4
Race: Sheremite
Alignment: Chaotic Neutral

Character Backstory:
Ostracized by others of his people for his fascination with things that tick instead of more arcane pursuits, Ash has taken well to the life of a wanderer for a while, eventually settling down in a small village to a degree; that degree being where his protected workshop is currently located.

Attributes:
STR: 10 (+0)
DEX: 12 (+1)
CON: 14 (+2)
INT: 19 (+4)
WIS: 11 (+0)
CHA: 16(20 with necklace infused with Eagle's Splendor) (+5)

Max HP: 25 (8+(3(1d6+2))
AC: 20 (10(base) +1(dex) +6AC (mithril chain shirt) + 3AC (battle cloak))
BAB: +3 (as rogue)

Saving Throws: (Class favored save: Will)
REF Save: 6 (+1(art4) +1(dex12) +4(resistance items))
FRT Save: 7 (+1(art4) +2(con14) +4(resistance items))
WLL Save: 8 (+4(art4) +4(resistance items))

Combat:
Light Crossbow (1d8, 80' range, +1(dex12) to hit)

Skills: (32+8+8+8
(* denotes Artificer class skill)
*Appraise(INT +4) 4
*Craft: Pottery(INT +4) 2
*Craft: Blacksmithing(INT +4) 2
*Craft: Armorsmithing(INT +4) 2
*Craft: Trapmaking(INT +4) 2
*Concentration(CON +2) 6
*Disable Device(INT +4) 4
*Knowledge: Arcana(INT +4) 2
*Knowledge: Architecture/Engineering(INT +4) 2
*Knowledge: The Planes(INT +4) 2
*Open Lock(DEX +1) 4
*Profession(WIS +0): Blacksmith 4
*Search(INT +4) 6
*Spellcraft(INT +4) 4
*Use Magic Device(CHA +5) 10
Spot(WIS +0) 1

Languages:
Agypo (northern), Norheli (Southern, as common), Babbish (A religious language), Yothu (Provincial), Draconic

Feats:
Scribe Scroll (Art1)
Brew Potion (Art2)
Craft Wondrous Item (Art3)
Craft Homunculus (Art4)
Legendary Artisan (-25%xp required to make magic items) (bonus Art4)
Maximize Spell (clvl1)
Energy Substitution: Electricity (bonus clvl1)
Extraordinary Artisan (-25% gold required to make magic items) (clvl3)

Special Abilities:
Intelligence-based Infusions (Infusions function just as spells do, but aren't considered arcane or divine; can only affect items)
Artificer Knowledge (Detect whether or not an item is magical: 1d20 +(Art lvl) +(int. modifier) vs. DC 15)
Artisan Bonus (Gains +2 bonus to Use Magic Device check to use an item for which Artificer has the item creation feat for)
Disable Trap (Find trap: Search check vs. DC20; Disable Device check vs. 20+spell lvl)
Item Creation (To "fake" a spell during the creation of item, make Use Magic Device check vs. DC20+spell lvl)
Craft Reserve: 80max

Infusions: (all act as +1 caster lvl, due to racial bonus)
(3) Level 1: Identify (learn all details of magic item), Magic Vestment(+1AC every 4 levels bonus to armor or shield), Resistance Item(+1 every 4 lvls bonus to all saves)
(2) Level 2: Unseen Crafter, Eagle's Splendor(+4 CHA bonus)

Weapons:
Light Crossbow (1d8, range 80')

Armor:
Mithril Chain Shirt +6 to AC (+4 AC, +6 max dex mod, 0 check penalty, currently infused with Magic Vestment for +2 AC bonus)
Battle Cloak +3 to AC (+1 AC, 0 check penalty, treated as shield, currently infused with Magic Vestment for +2 AC bonus)

Constructs & Homunculi:
Dedicated Wright (2500gp)

Other Items:
Bracelet (worn on left wrist - currently infused with Resistance for +2 bonus to all saves)
Bracelet (worn on right wrist - currently infused with Resistance for +2 bonus to all saves)
Necklace (worn around neck, beneath clothing - currently infused with Eagle's Splendor for +4 to CHA)
Various Artificer oils/powders

Character Creation:
(4000 gold remaining)
-2500 dedicated wright
1500
-1100 mithril chain shirt
400
-5 (Battle Cloak)
395
-5 (2 ordinary steel bracelets, 1 ordinary steel necklace)
390
-300 (stock of artificer oils & powders)
90
-4 (Backpack -2, 2 Belt Pouches (2 for both))
86

Versioning:
v0.01: Basic character sheet begun
v0.1: Added most details

#5

Posted: Fri Jan 16, 2009 12:04 pm
by Jason_Firewalker
Whatever isnt made I will make an NPC for and we will have a 5 person party minimum with a maximum of 7 people

#6

Posted: Fri Jan 16, 2009 1:07 pm
by Haizu

#7

Posted: Fri Jan 16, 2009 1:27 pm
by Jason_Firewalker
approved

#8

Posted: Fri Jan 16, 2009 1:31 pm
by Haizu
Shweet!

#9

Posted: Sat Jan 17, 2009 11:27 pm
by Jason_Firewalker
Alright to get the idea of the game out I am posting a short synopsis.

The basic concept is that the Shah of Kirtash has summoned you all, a seasoned adventuring party to go and handle a small problem of Setteshite infestation in the southern regions of his province of the kingdom. So the Lord will reward you with titles of Shepi in his realm if the task is completed before the next Setteshite raid. If not it might mean problems for the survival of several of the towns of the lower regions of his part of the kingdom.



Also politics in this setting, are pretty interesting. There are seven major kingdoms on the continent each with seven provinces. Each province is split into seven regions. Each kingdom is ruled by a Grand Shah, each province by a Shah and each region is ruled by a Shem. Shepi are the council members to the Shems and higher, providing advice and enforcing his laws as well as whatever he tells you to do.

#10

Posted: Sun Jan 18, 2009 12:54 pm
by Jason_Firewalker
Name: Tsot
Race: Ibexxian
Class: Cleric 3 of Thoth
Gender: Female
Align: True Neutral

STR 10
DEX 12
CON 10
INT 14
WIS 22
CHA 15

HP: 22

AC: 15

Skills:
Concentration: 6 = 0 + 6
Heal: 12 = 6 + 6
Know Religion: 8 = 2 + 6
Know The Planes: 8 = 2 + 6

Feats:
Combat Casting
Augmented Healing

Equipment:
Wand of Cure Light Wounds x4
+1 Studded Leather
MW/MW Quarterstaff
Backpack
5 Days Rations
1 everfull waterskin

GP - 501

---------------------------------------------------------------------

Name: Doras
Race: Anubite
Class: Fighter 1
Gender: Male
Align: LN

STR 22
DEX 15
CON 16
INT 10
WIS 10
CHA 10

HP: 31

AC: 17

Skills:
Listen: 7 = 1 + 5
Spot: 7 = 1 + 5
Intimidate: 2 = 0 + 2


Feats:
Point Blank Shot
Precise Shot
Rapid Shot

Equipment:
+1 MW Mighty Composite (+6 Str) Longbow
+1 Studded Leather
MW Great Scimitar
Backpack
10 days rations
1 Everfull Waterskin
100 ft silk rope
Grapple Hook

GP - 747

------------------------------------------------------------------

Name: Ut Ali
Race: Whisper Gnome
Class: Rogue 4
Alignment: CN

STR 10
DEX 18
CON 12
INT 18
WIS 10
CHA 12

HP 25

AC

Skills:
Balance: 11 = 4 + 7
Disable Device: 11 = 4 + 7
Hide: 19 = 4 + 7 + 8
Listen: 9 = 0 + 7 + 2
Move Silently: 15 = 4 + 7 +4
Open Lock: 11 = 4 + 7
Search: 11 = 4 + 7
Sleight Of Hand: 11 = 4 + 7
Spot: 9 = 0 + 7 +2
Tumble: 11 =4 + 7
Use Magic Device: 8 = 1 +7
Use Rope: 11 = 4 + 7

Feats
Extra Silence
Silencing Strike

Equipment:
+1 Studded Leather
+1 Finger Blade
+1 Dastana
Backpack
5 Days Rations
1 Everfull Waterskin

#11

Posted: Sun Jan 18, 2009 5:18 pm
by The Necrontyr Messenger
Wow. A setting in which I want to play a cleric for a change. Mostly because I really like the flavour of the egyptian pantheon. Specifically, a priest (or priestess, in earlier times there were both, the Hellensitic version had only women) of Isis, easily my favourite egyptian deity. I'll knock up a character sheet some time tomorrow.
Jason_Firewalker wrote:No Dwarves
I was tempted to suggest a dwarf cleric of Bes. Because Bes is hilarious. But on reflection, I think I'll do the above.

#12

Posted: Mon Jan 19, 2009 9:56 pm
by Jason_Firewalker
Edits to Classes(Excerpted from Sandstorm and edited for my ease of typing):

DRUID:
Sandskimmer: At second level the wastes druid gains sandskimmer as a bons feat replacing woodland stride.

Heat Endurance: At 4th level the wastes druid gains heat endurance (or improved heat endurnace if he/she already has heat endurance) This replaces resist natures lure.

Wild Shape Wastes Vermin. With normal size restrictions the Wastes Druid gains the ability to wildshape into Wastes vermin, replacing the 10th level ability of 1 more wildshape. From now on the druid has 1 less wildshape per day then normal.

PALADIN:
Replaces the Horse mount gained with a War Camel

RANGER:
Heat Endurance: Gains heat endurance as a bonus feat, if the ranger already has heat endurance, he gains improved heat endurance without needing to meet prereqs. This replaces Endurance.

SandSkimmer: The wastes ranger gains Sandskimmer as a bonus feat at 7th lvl replacing the woodland stride normally gained by a ranger.

Waste Hunter: At 10th level the wasteland ranger chooses a particular enemy from within the types and subtypes of favored enemies they already have. (Such as choosing displacer beasts if possessing Magical Beasts as a favored enemy). The ranger gains an additional +2 Damage, Bluff, Listen, Sense Motive, Spot and Survival when dealing with that enemy AND DR 2/- against its physical attacks. This replaces the 10th level favored enemy gained by a ranger but previous favored enemy bonuses still rise.

SORCERER:
New Familiar: Horned Lizard: +2 Will Saves.




NEW WASTELAND ANIMAL COMPANIONS:
Bat, Camel, Chuckwalla (treat as lizard), Coyote (Treat as dog), donkey, hawk, horned lizard, hyena, moon owl (treat as owl), serval, snake (small or smaller vipers) or vulture.

4th Lvl (druid lvl -3)
Dire Bat
Monitor lizard
Peccary (Treat as boar)
Puma (treat as leopard
Lrg Viper

7th lvl (druid lvl -6)
Giant Crocodile
Deinonychus
Dire hawk
Dire Peccary (Treat as dire boar)
Protoceratops
Rhino
Huge Viper

10th lvl (druid lvl -9)
Dire Puma (Actual stats in Sandstorm)
Dire Snake
Dire Tortise
Dire Vulture
Hippo

13th lvl (druid lvl -12)
Diprotodon
Elephant
Giant Banded Lizard

16th lvl (Druid lvl -15)
Dire Elephant
Roc
Dire Rhino
Triceratops

#13

Posted: Tue Jan 20, 2009 2:11 pm
by The Necrontyr Messenger
As Isis is also a goddess of magic, and I wanted a familiar, she ended up as a multiclass cleric/wizard.

Ta da

A few things there need GM approval. There's bit from a third party book (explained in the notes) that's got a hefty price on it. There's also a bit about a magic item I may or may not drop (the magic items will get a second pass through, where I'll pick out potions {libations?} and possibly something defensive) which isn't terribly thematic as written - egyptian priests don't raid corpses! (though now that I think about it, there was the tradition of cutting off dead enemies' hands to count the slain after battles...)

At present, I intend her to be a support/buffing caster. With some diplomacy/face elements. I'm also going for Mystic Theurge later, because I've always wanted to do one of those.

#14

Posted: Tue Jan 20, 2009 2:58 pm
by Jason_Firewalker
Linguistics Notes:

There are 4 main languages in the area as "Common" languages and depends where you are from. The languages are similar and the basic jist of the speech can be sent across except with Babbish. The languages are as follows: Agypo (northern), Norheli (Southern), Babbish (A religious language), and Yothu (Provincial).

There are also racial languages for each of the main races besides humans.

#15

Posted: Thu Jan 22, 2009 4:36 am
by rhoenix
Character sheet edited in.

#16

Posted: Thu Jan 22, 2009 10:11 am
by Jason_Firewalker
rheonix, approved

#17

Posted: Thu Jan 22, 2009 10:11 am
by Jason_Firewalker
The Necrontyr Messenger, approved

#18

Posted: Thu Jan 22, 2009 4:45 pm
by Jason_Firewalker
Initiative checks

#19

Posted: Thu Jan 22, 2009 5:08 pm
by LadyTevar
Hey, Firewalker? By hitting alt+146, you get a nice pretty Æ

#20

Posted: Thu Jan 22, 2009 9:15 pm
by Jason_Firewalker
thanks LadyTevar but I tried to get the symbol in there and all I got was a mess of numbers

#21

Posted: Thu Jan 22, 2009 10:43 pm
by Haizu
Ini Check

#22

Posted: Thu Jan 22, 2009 10:44 pm
by Haizu
Wow, that sucked.

#23

Posted: Thu Jan 22, 2009 10:45 pm
by rhoenix
Init check:

#24

Posted: Fri Jan 23, 2009 6:07 am
by The Necrontyr Messenger
Initiative:

#25

Posted: Fri Jan 23, 2009 2:21 pm
by Jason_Firewalker
Init for Tsot:



Init for Doras:



Init for Ut Ali