A repost of the basic setting information from the Spelljammer game from last time I tried to run it, back in 2004. Anyone who's potentially participating (which should feel free to include anyone from the Massachusetts corridor) feel free to ask questions or whatever. Map to follow once I PhotoShop it up a little.
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Into outer space... )
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+2Str, +4Dex, -2Int, +2Wis, -4Cha
Darkvision
+3 nat. armor
Multiple limbs
4 claws and a bite
Weapon familiarity with racial stuff
Naturally Psionic (1 power point at 1st level)
Poison
Psi-like abilities: mostly survival stuff
Immunity to sleep
Leapin'.
+2 level adjustment, and the hit dice, skills, etc that goes with.
No mention of sand-and-spit, although it's probably not too relevant outside Dark Sun...
Are you familiar with the Artificer class out of Eberron? They're a sort of magic engineer, specializing in item creation and using infisions rather than spells (mostly infusions are just spells that need to be cast into or onto items).
3rd Ed/3.5 is much better about playing against race, since most stats have some signifigance.
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For the Ravenloft Pirates game I ran in Seattle I created a character I intended to use on the rare occasions someone else was the DM. He was a cleric of Osiris from the Amber Wastes, and took it upon himself to lead people where they were going in this world as his deity does in the next. Hence, he had some skill as a navigator in addition to his necromantic magic.
Of course, a Han Solo-like Giff or a noble but gruff Minotaur would also be cool.
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