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Looking for a group to play a 3.5 game where you have been charged with horrible crimes(up to you if you actually have committed crimes before, but this is not one of them) and sent to an island far out in the ocean as a death sentence. You will have all your gear and do not have to stay together as a group, though it is advised. You will eventually be able to get off the island(thus proving your innocence since only the innocent get off the island). 32 point buy, 7th level, 19,000 starting gold.
Here is what you can use. Run stuff by me first, and I'll look it over. No psions though, sorry.
Material from Complete Arcane/Divine/Warrior/Psionic is also usable.

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I'd be interested in playing a Dwarven Battlerager (Barbarian) if you still have room available. Is this set in any known world or is there any background info you could give us for help with backgrounds?
While I don't actually have a name for it yet, this is a homebrew world. As for backgrounds, just be sure to be accused of a horrible crime you didn't commit. You can still have commited crimes(and thus be evil if you wish). Looking at you backgrounds can give me a general feel of how the characters will act when the first set foot on the island, but I have a feeling that they will change as they try to survive...
You will all be on one boat at let go at the same place, a beautiful cove with about 45ft of sand between island jungle and the water. This is a big island. You may make a Knowledge(local) check to remember a bit about the island before you get there, and may choose to share what you know with your fellow prisoners. Or not.

Opdigan |

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Annalisa Half-Scale |

Here she is, Half-Dragon Barbie!
Alternatively, since we seem light on arcana:
Jimpy Ashtongue
Male Halfling Sorcerer 7
True Neutral
Strength 6 (-2)
Dexterity 20 (+5)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 21 (+5)
Size: Small
Height: 3' 1"
Weight: 33 lb
Total Hit Points: 35
Speed: 20 feet
Armor Class: 22 = 10 + 5 [dexterity] + 1 [small] +2 [deflection] + 4 [armor]
Touch AC: 18
Flat-footed: 17
Initiative modifier: + 5 = + 5 [dexterity]
Fortitude save: + 4 = 2 [base] + 1 [constitution] + 1 [halfling]
Reflex save: + 8 = 2 [base] + 5 [dexterity] + 1 [halfling]
Will save: + 5 = 5 [base] -1 [wisdom] + 1 [halfling]
Attack (handheld): + 2 = 3 [base] -2 [strength] + 1 [small]
Attack (missile): + 9 = 3 [base] + 5 [dexterity] + 1 [small]
Grapple check: -3 = 3 [base] -2 [strength] -4 [small]
Languages: Common Halfling
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Spear [1d6, crit x3, range incr 20 ft., 3 lb., two-handed, piercing]
Feats:
Point Blank Shot
Precise Shot
Spell Focus (Evocation)
Skills:
Concentration 11 = +1 + 10
Knowledge (arcana) 10 = +0 + 10
Spells (DC 15+level; 16+level for Evocations)
Zero-level Sorcerer spells: 6 per day (7)
Dancing Lights*
Detect Magic
Disrupt Undead
Flare*
Light
Mage Hand
Ray of Frost*
First-level Sorcerer spells: 7 (6 + 1) per day (5)
Burning Hands*
Charm Person
Mage Armor
Magic Missile*
Protection from Evil
Second-level Sorcerer spells: 7 (6 + 1) per day (3)
Invisibility
Knock
Scorching Ray*
Third-level Sorcerer spells: 5 (4 + 1) per day (2)
Fireball*
Lightning Bolt*
Halfling
+ 2 dexterity / -2 strength (already included)
Small (combat bonuses, + 4 to hide already included)
+ 2 racial bonus on climb, jump, move silently
+ 1 racial bonus on all saving throws (already included)
+ 2 morale bonus on saves vs. fear (stacks with racial bonus)
+ 1 to hit with thrown weapons and slings
+ 2 racial bonus on listen checks (already included)
Sorcerer
Familiar / Alertness, etc.
Can know only limited numbers of spells
High charisma gains bonus spells daily
Gear
Cloak of Charisma +2 (4,000 gp)
Ring of Protection +2 (8,000 gp)
Gloves of Dexterity +2 (4,000 gp)
Robe of Bones (2,500 gp)

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I don't have to take a god do I?
Also: What about teleport and fly. Easy ways to get off the island.
Is the island magically protected or patrolled?
You do not have to have a god. Yes flying off the island by means of a fly spell could work.
Even knowledge(local) with a result of a rolled 1 result in the rumor of an ancient spell that keeps people from get off the island by certain magical means(a really big dimensional lock spell).As far as any rumors go, there has never been any need for patrols, magical or otherwise.

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Done. Please verify.
Why a monk's belt? Even counting it with your armor and shield, you AC is a point off. You also do not have any feats listed. Everything else is okay.
Here she is, Half-Dragon Barbie!
Alternatively, since we seem light on arcana:
Jimpy Ashtongue
Male Halfling Sorcerer 7
True Neutral
** spoiler omitted **...
Both check out. But you only get to choose one.
A note to casters. Any material components you need must be bought, unless it qualifies for the benifit of Eschew materials and you hve the feat. You will be on an island, so I doubt there are any magic-user shops. ;)

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Dragonborn3 wrote:Yes flying off the island by means of a fly spell could work.You breathe in the fresh ocean air as you fly to your freedom...
*Flying*
You still do not see land.
*POOF*
the spell is over...
You fall into the ocean with your full plate mail. At least you got off the island!
And that is only if you get that far. And drowning will not be your biggest worry if you fall in he ocean...

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Ok here is my Aasimar Cleric. I am still busy with the Items and the Spell's for the day, but the rest should be fine.
Lemme know!
Opdigan
I see a hook...
A vicious fighter, or just stubborn? It is not often you see 'viscious fighting' clerics with scores like that. You have sparked my interest.
Jimpy Ashetongue |

In the interest of adding an arcane blaster to the group, I'll throw Jimpy into the mix. Picture the happy-go-lucky halfling wandering through a village, whistling a happy tune. Then the camera pulls back to reveal a village on fire, people screaming, running about while the clueless halfling merrily wanders through, watching the pretty sparks and embers fly...

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Okay, so far the possible PCs are:
A tiefling paladin
A dwarven Battlerager(whose name isn't Pwent)
A ? werewolf or drunken master
A ? Cleric of Trithereon
A ? half-dragon barbarian
A Aasimar Cleric of ?
A werewolf rogue appears to be a logical choice considering the class composition... unless another barbarian won't upset the group.

Seiva Trovian |

I see a hook...
A vicious fighter, or just stubborn? It is not often you see 'viscious fighting' clerics with scores like that. You have sparked my interest.
She might not be melee heavy or have rage, but she doesn't run from a fight. Quite potent with a bow.
Jimpy: If your a "HE" why is your picture a "SHE", or am I missing something?

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Doesn't the monk's belt give the Monk's AC bonus as well? That is why my AC is 23.
Ah, I see the confusion!
Belt, Monk’s
This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.
You might be felled by this bit:
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
In this case, the AC bonus would only apply when you were out of armor. It might not make sense to spend so much on something that only applies when you're out of your best defense.