So Iris won't be able to form an entire mercenary company or thieves' guild using hirelings. There go her dreams! None of us could take Leadership, but there is the Recruits feat available at level 5. It gives a number of cohorts equal to half one's level, only one of whom may travel with the character at any given time.
In that case, the major problem with clay tablets will be keeping them whole. A spellbook could be a padded satchel with multiple fur- or fleece-lined slots for individual tablets. Alternatively, a spellbook could be human flesh inked in blood, like the "Sumerian" text the Necronomicon ex Mortis from the Evil Dead series. It would not be historically accurate, but it would be in keeping with historical fiction. ;)
Monte Cook, 3E author, went on to write Arcana Unearthed (AU) and Arcana Evolved (AE), which have a very Middle Eastern, non-Tolkien flavor and fill the gap between European-flavored standard D&D and East Asian Oriental Adventures. Some races from there that may be appropriate are humans, a sort of half-giant, litorians (lion-men), and sibeccai (jackal-men). For an Egyptian flavored Spelljammer style world I was working on, some of the races are Fengari (ibis-men, Thoth's people, my creation), Giff (hippo-men, a classic Spelljammer race), Gnolls (hyena-men), Harrid (vulture-men, an AU/AE monster), Inshon (frog-men, an AU/AE monster), Litorians (lion-men, an AU/AE race), Lizardfolk (crocodile-men), Minotaurs (bull-men), Rhodin (goat-men, an AU/AE monster), Sibeccai (jackal-men, an AU/AE race), Takashi (hawk-men, Horus's people, my creation), and Yuan-Ti (snake-men). Some of these may be usable in this campaign or inspire other ideas. I made a size small variation of the minotaur that I called the "pygmy minotaur" (or "mini-minotaur") which could be a PC race with no level adjustment.
Dot. Interested. I would like to echo Loup Blanc's sentiments, and add that doing something such as answering the riddle of steel should require forming a pact with a god or a demon or going on a quest or an Odyssey-like journey. I would expect PCs to be as epically heroic as Hercules, Conan, or even Cohen the Barbarian - demigods who are head and shoulders above the common man.
Here is my two-handed fighter, slightly revised. Please let me know if you want me to change this to some form of cleric. Umberto: Umberto Background:
Human Fighter (Two-Handed Fighter Archtype)
STR: 15 DEX: 13 CON: 18 INT: 14 WIS: 10 CHA: 10 BAB: +1 = +1 fighter
Fort: 6 = +2 fighter +4 Con
Skills:
Weapon and Armor Proficiency: All simple and martial weapons, all armor and shields (including tower shields). Feat (Trait Alternative): Fast Learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
Equipment:
Traveler's Outfit (1 gp, 5 lbs)
Lucerne Hammer (15 gp, 12 lbs)
Fighter's Kit (9 gp, 19 lbs): This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, trail rations (5 days), and a waterskin. Excluding torches (10).
I was going for a human two-handed fighter archtype of fighter. Shall I change this up since you already have the shieldless dwarven bloodrager who is likely to use his weapon two-handed? Work in Progress: Human Fighter (Two-Handed Fighter Archtype) Alignment: Neutral Good STR: 15 DEX: 13 CON: 18 INT: 14 WIS: 10 CHA: 10 ******* BAB: +1 = +1 fighter
Fort: 6 = +2 fighter +4 Con
******* Skills:
******* Weapon and Armor Proficiency: All simple and martial weapons, all armor and shields (including tower shields). Feat (Trait Alternative): Fast Learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
******* Equipment:
Lucerne Hammer (15 gp)
Fighter's Kit (9 gp)
Tandor Tinderfoot
Description:
Height: 3 ft. 3 in., Weight: 38 lbs. Tandor has brownish-orange skin. His short white spiked hair is often covered by a leather aviator's hat. He has golden irises set in rather enormous eyes. If you were ever to see him shirtless, which is unlikely unless you happen to be a sauna aficionado, you will see that his back is covered with line upon line of scarring from multiple harsh whippings. His right arm is covered with a sleeve tattoo depicting a happy lava gnome family frolicking amongst volcanic surroundings. His left arm has a tattoo that reads "All Drow Must Die!" in gnomish. He wears a cold-weather outfit, even in summer, because it is frigging freezing in the surface world. He still wears the brass slave collar that he wore when he was a prisoner of the drow. Tandor is alternately nervous, somber, contemplative, mischievous, and joyful. He despises drow and has difficulty trusting surface elves, whom he suspects of being one suntan away from becoming spider worshippers. Background:
Tandor Tinderfoot is a lava gnome. He grew up in the vast caverns beneath an active volcano, in a community that consisted of several gnome families, some lizardfolk, and a smattering of individuals from other subterranean races. They spent their days basking in the warmth of their volcano and harnessing the heat of its liquid hot magma to power their technology. Every five years, lava gnomes throughout the world gather together to participate in the Lava Games, demonstrating their skills with fire magic, mountain climbing, lava surfing, crafting, and racing a diverse assortment of flying machines. They also exhibit whatever zany technology they have invented since the last gathering. Tandor's settlement was on their way to just such an event when disaster struck. They stumbled upon a powerful drow raiding party, who slaughtered many of the gnomes and enslaved the rest. His grandparents and older brother were slain. Tandor, his fiancée, and both of his parents were captured. The survivors were taken to a drow citadel. The journey was harsh. Once they arrived, they were taken to the slave market and sold, scattered to the four corners of the dark elves' cavern. Tandor and his father were sold to a mining crew. They did hard labor for three years before Tandor's father finally succumbed to malnutrition and exhaustion and died. Tandor's anguish at his father's passing annoyed the taskmaster enough that he whipped Tandor within an inch of his life. Four more years passed before a young drow wizard noticed Tandor's affinity for magic and bought him to train as a wizardly sparring partner. Tandor must have learned faster than the drow wizard had anticipated, for he soon knew enough magic to escape. He thought to look for the women and any other gnome survivors, but fear of recapture drove him ever onward and away from the citadel. Tandor met with a nasty surprise just outside the citadel where he met a creature with the body of a spider and the head and torso of his fiancée. He tried to speak with her, but she attacked him. He incinerated her with tears streaming from his eyes. Stealth, illusion, and a string of good luck allowed Tandor to make his way back home to his volcano, but he found no gnomes there. He resolved to continue his magical studies amongst the surface dwellers, that he might become powerful enough to return to the drow citadel to free his mother. He finds the surface world much too cold for his liking. Tandor wears a cold-weather outfit, even in summer, and is known to frequent saunas. He studies every scrap of magic he can get his hands on. He earns a living every way he can, by working with stone, distilling spirits, or putting on a show of tumbling and fire magic. He has journeyed toward Rostland and the Stolen Lands seeking the company of other gnomes and fey and curious about a way to the First World. General Information:
Languages: Common, Gnome, Ignan (in place of Sylvan), Undercommon, Dwarven, Elven, and Draconic. Offense:
Defense:
Saving Throws:
Racial Traits:
* Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength. * Type: Gnomes are Humanoid creatures with the gnome subtype. * Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. * Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet. * Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages. * Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. * Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. * Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. * Fey Thoughts: Acrobatics and Fly are always class skills for the character. This trait replaces racial weapon familiarity. * Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. * Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Personal Traits:
* Excitable: You gain a +2 trait bonus on all Initiative checks. * Trickster: You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school. Feats:
Dodge: +1 dodge bonus to AC Ranger (Cinderwalker) Class Abilities:
Weapon and Armor Proficiency: All simple and martial weapons, light armor, medium armor, and shields (except tower shields). 1st Favored Enemy (Elves) Track +1 Wizard (Fire Elementalist) Class Abilities:
* Arcane Bond: Bonded Object: Masterwork Brass Slave Collar * Arcane School: Elemental School: Fire * Cantrips: * Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. * Fire Supremacy (Su): fire resistance 5, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage. * Fire Jet (Su): As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Spells:
Known: 0th: all non-water cantrips; 1st: Detect Secret Doors (Divination), Flare Burst (Evocation), Illusion of Calm (Illusion), Hold Portal (Abjuration), Mage Armor (Conjuration), Monkey Fish (Transmutation), Peacebond (Abjuration), Vanish (Illusion) Prepared: 0th: Detect Magic, Mage Hand, Spark; 1st: Vanish, Mage Armor, Fire Bonus: Burning Hands Skills:
Skill Points: 17 = ( (6 +4 Int) * 1 ranger level ) + ( (2 +4 Int +1 favored) * 1 wizard level ) Acrobatics: +6 = 1 ranks +3 class skill +2 Dex -0 ACP Appraise: +8 = 1 ranks +3 class skill +4 Int Bluff: +0 = 0 ranks +0 Cha Climb: +3 = 1 ranks +3 class skill -1 Str -0 ACP Craft (clockwork): +8 = 1 ranks +3 class skill +4 Int Craft (stonemasonry): +8 = 1 ranks +3 class skill +4 Int Craft (any): +4 = 0 ranks +4 Int Diplomacy: +0 = 0 ranks +0 Cha Disable Device: N/A = 0 ranks +2 Dex -0 ACP Disguise: +0 = 0 ranks +0 Cha Escape Artist: +3 = 1 ranks +2 Dex -0 ACP Fly: +2 = 0 ranks +2 Dex -0 ACP Handle Animal: N/A = 0 ranks +0 Cha Heal: +0 = 0 ranks +0 Wis Intimidate: +3 = 1 ranks +3 class skill +0 Cha -1 Str Knowledge (arcana): +8 = 1 ranks +3 class skill +4 Int Knowledge (dungeoneering): +8 = 1 ranks +3 class skill +4 Int Knowledge (engineering): +8 = 1 ranks +3 class skill +4 Int Knowledge (geography): +8 = 1 ranks +3 class skill +4 Int Knowledge (history): N/A = 0 ranks +4 Int Knowledge (local): N/A = 0 ranks +4 Int Knowledge (nature): N/A = 0 ranks +4 Int Knowledge (nobility): N/A = 0 ranks +4 Int Knowledge (planes): N/A = 0 ranks +4 Int Knowledge (religion): N/A = 0 ranks +4 Int Linguistics: N/A = 0 ranks +4 Int Perception: +4 = 1 ranks +3 class skill +0 Wis Perform (any): +0 = 0 ranks +0 Cha Profession (architect): +6 = 1 ranks +3 class skill +0 Wis +2 racial Profession (distiller): +4 = 1 ranks +3 class skill +0 Wis Profession (any): N/A = 0 ranks +0 Wis Ride: +2 = 0 ranks +2 Dex Sense Motive: +0 = 0 ranks +0 Wis Sleight Of Hand: N/A = 0 ranks +2 Dex -0 ACP Spellcraft: +8 = 1 ranks +3 class skill +4 Int Stealth: +6 = 1 ranks +3 class skill +2 Dex -0 ACP Survival: +4 = 1 ranks +3 class skill +0 Wis Swim: -1 = 0 ranks -1 Str -0 ACP Use Magic Device: N/A = 0 ranks +0 Cha Equipment: Carrying Capacity: Light: <= 26 lbs, Medium: <= 53 lbs, Heavy: <= 80 lbs Weight Carried: 24.625 lbs, Wealth: 0 pp, 6 gp, 3 sp, 9 cp Weapons:
Other:
Backpack, 2 gp, 1/2 lb.
Dot. I was thinking of playing a gnome(lava gnome racial subtype) ranger(cinderwalker) / wizard(fire elementalist) who used to be a lava surfer and was captured and enslaved by drow during a surfing competition. He eventually escaped and made his way to the surface. Elves are his favored enemy. He has an arcane bond with the brass slave collar that he has never removed. His favored class would be wizard. His primary focus is fire magic. His secondary foci could be enchantment or divination or whatever the party needs.
Hit Points: 1d8 ⇒ 8
Swap Str and Wis, modify with Gnome Racial Traits:
We dine well here in Aachen. We eat lamb and jam and bacon. On second thought, let's not go to Aachen. 'Tis a silly place. I like the class options. This will be like Iron Heroes.
Reroll just to see if there are more epic mystic theurgey rolls to be had?:
(STR or INT): 4d6 ⇒ (6, 3, 3, 3) = 15 (DEX or INT): 4d6 ⇒ (2, 3, 3, 3) = 11 (CON or INT): 4d6 ⇒ (2, 4, 6, 4) = 16 (STR or WIS): 4d6 ⇒ (6, 5, 3, 3) = 17
(STR or CHA): 4d6 ⇒ (4, 2, 3, 6) = 15
Results: Str: 14, Dex: 12, Con: 9, Int: 14, Wis: 17, Cha: 13 Hmm... I could be slightly better looking but with worse reflexes and a cough. I think I'll keep the first set, unless we are allowed to roll again!
Beardo the Magnificent (his name may change) Ability Score Grid of Doom: (STR or INT): 4d6 ⇒ (1, 5, 3, 6) = 15 (DEX or INT): 4d6 ⇒ (2, 5, 6, 2) = 15 (CON or INT): 4d6 ⇒ (1, 1, 4, 2) = 8 (STR or WIS): 4d6 ⇒ (6, 2, 3, 5) = 16
(STR or CHA): 4d6 ⇒ (4, 4, 1, 3) = 12
Results: Str: 14, Dex: 13, Con: 10, Int: 14, Wis: 17, Cha: 11
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