Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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The Exchange

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No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, for those expressing interest, please let me know what your character concepts are. As a starter for ten, the campaign will kick off in Qbarra. I'm looking for about six players which seems more or less in line with the interest expressed so far. Going more or less on a first-come, first-served basis. Also, in line with the overwhelming (and unsurprising) preference, we will run with PF rules. Conversion to PF of Eberron stuff will be on a case-by-case basis, maybe (or maybe not) referencing Tzimine's stuff.

At the moment we maybe have:

- Eben
- Sinvel
- Spazmodeus
- 137Ben
- Algar
- Bigger Club
- Shady Motives

The only realy requirement is the ability to post on a more or less daily basis.


I love the idea of a shifter mercenary (possibly ranger or barbarian going into were-touched master). Still considering.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

i play in a bunch of game and i am currently DM'ing a 3.5 game on the board. so yup i am around.

Quick question what would be the flavor of that game? exploration / spy & intrigue / Mystery / etc ?


I am down for this. Never had the chance to play in Eberron. If you are full,I understand. Let me know if you would like me to whip up a character.


Well I am not set on the concept, but I think Karnathi necromancer(not the wizard specialist). Altough depending on how far the campaign is intended to progress, I might scrap the idea. Warforged is always a nice opportunity when playing eberron. So far the information is a bit limited to something really jump out for me.

As far as posting goes, not really a problem, I can post once or twice on a normal day.


Would psionics be allowed?
I have an idea for a warforged Psychoportation psion...an odd combination, yes, possibly the result of an abandoned project by the house of Making to develop a new way to transport armies.

I'm also thinking of making a ranger or witch with the mark of healing, if you don't want to allow psionics...

And yes, I can post regularly.


Well my initial idea was to use my witch, but 137ben's comment has me thinking about a psionic option as well.

I also post regularly.

Sczarni

I would love to get in as a warforged monk or wizard

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Thank you for all the interest. I need those in the original septemvirate to express a definitive interest so I can say "Yay" or "Nay" to those who have expressed interest since.

On Psionics - clearly it's quite an important part of Eberron. On the other hand, it's fairly also niche. I'm not terrifically familiar with the PF psionics adaptations, and while I'm happy for people to do psionics (since it doesn't happen anywhere else much) I'm slightly concerned about it being a psionics freak show from setting verisimilitude. Psionics will not be a very core element in this campaign from a flavour or plot perspective.

As for the feeling of the campaign. I'd say it'll be a bit like a thriller rather than a mystery. There will be an overarching plot, although significant sub-plots will come from the characters and their backgrounds, motivations and so on. Although the action will start in Q'barra, it won't stay there. Combat will be a significant element, but not the only one. Party-level cooperation is also important, and evil alignments are basically out. But in terms of character creation, go for what you feel and I will try to accommodate. You'll get the most out by roleplaying and enjoying your characters. If things work out, this could last years. To be honest, in overall tone it will be very similar to my existing one.

On a starting basis, they need a reason to be in Q'barra. Please give me the option you have in mind with a bit of flavour so we can discuss them and how they might fit in.


M Humanborn

i love me some eberron. i will be stalking this


M Humanborn

as a big fan of psionics, i would like to perhaps make a psychic warrior with an eye towards Elocater. high mobility, average damage and maybe slightly above average AC (dodge/mobility/spring attack)

likely a human, among the repressed peoples of Adar.


PF Psionics is mostly the same from 3.5 well the classes of the same name.

So some questions.

1) Are you open to stuff from 3rd party(Including WotC)? Meaning other than strictly Eberron related things.
-Personally I was thinking Dread Necromancer(well a conversion since certain rules changed) from heroes of horror(3.5). Just decided to put the question in general form so if others had similar things in mind.

2) Alternate Racial Traits, cool, case-by-case or not?

3) Ability score resolving method, point-buy or rolling(and what if so)? Just came to mind that if rolling would be better to get it out of the way, to avoid the"I have this really nice concept fully ready but with these rolls it really won't work"-situation.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

1) On a case-by-case basis. I generally say yes assuming the concept isn't disruptive to the game and there is a decent in-game explanation. I can't actually see "Dread Necromancer" in Heroes of Horror so you'll have to tell me where it is ands what changes you intend to make.

2) Same again, but it's a rule in PF so I'm unlikely to have problems with it.

3) Point buy, for a level playing field. Assume 15 points, but I'll check what I did for the last games to see if I was particularly generous or not.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, looking back we did 32 point buy under the 3.5 rules, which is relatively high if I recall (been a while since I played 3.5). So let's run with 18 point buy.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

32 point buy is high fantasy ( 25 points buy in pathfinder)

28 point buy is med =(it was the standard in Living greyhawk character creation. in PFS its the 20 point buy)

just as FYI

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, let's go with 25 points.


Well the concept is why necromancer wise soldier from the Last war from Karnath's army. Very utily based moral views on undead so should not be disruptive. I PMd the spesifics of the class. Also Cheers for the quick reply.


I'll have to say Nay at this time. Thanks for the consideration!

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Bigger Club wrote:
Well the concept is why necromancer wise soldier from the Last war from Karnath's army. Very utily based moral views on undead so should not be disruptive. I PMd the spesifics of the class. Also Cheers for the quick reply.

I like to keep things reasonably simple, plus I'm not very keen on non-standard stuff where it has to be house-ruled to work. Flavour-wise I'm not sure what the dread necromancer brings to the party that the undeath-bloodline sorcerer doesn't, which has the benefit of being 100% standard PF. What are your views on that?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, we are now down to:

- Eben
- Spazmodeus
- 137Ben
- Algar
- Bigger Club
- Shady Motives


I am a Yay.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, I need your character ideas, then.


I'm still working through mine, but I'm thinking a vet of the last war who operated within a Denieth merc company... and currently considering the name Degg.

I'm still looking through my old Eberron stuff to really iron out the story, but I'll update as soon as I can. i like the idea that his background is as a hunter from the reaches who saw the war as an opportunity (which probably reinforces his neutral-ish stance as it pertains to Good/Evil).

I'm definitely thinking martial strong-guy, but I'm trying to figure out the best way to also give him some skills to round out his hunter nature... so i'm still considering barbarian, ranger, or some combination there-of.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

i am still a go for game.

depending on what every one else is doing i'll make a character to cover either a strength or a weakness.


I would love to do this but I despise point buy character creation. If that is your final verdict I will have to bow out.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Sorry you feel that way, Shady. Best wishes.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, we are now down to:

- Eben
- Spazmodeus
- 137Ben
- Algar
- Bigger Club

Bilbo Bang-Bang, that means there is now a space for you.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Aubrey, I hate to push in, and it looks like you have six, but if you could drop me on the waiting list, that would be awesome.

I'd be willing to fill any party role. Aside from your long-running game, I'm not very familiar with Eberron. My concepts would probably be rather generic humans based out of the Core rullebook.


Aubrey the Malformed wrote:
Bigger Club wrote:
Well the concept is why necromancer wise soldier from the Last war from Karnath's army. Very utily based moral views on undead so should not be disruptive. I PMd the spesifics of the class. Also Cheers for the quick reply.
I like to keep things reasonably simple, plus I'm not very keen on non-standard stuff where it has to be house-ruled to work. Flavour-wise I'm not sure what the dread necromancer brings to the party that the undeath-bloodline sorcerer doesn't, which has the benefit of being 100% standard PF. What are your views on that?

Well one of the biggest differences is sorcerer's abilities are the result of lineage, admittedly accepted and mastered,(otherwise it would probably be class X with eldrict heritage feat) while DN is learned, meaning it is something the character chose for themselves. Another is the sacrifice of learning other parts of magic for single minded focus and mastery in a small section with it. To use an analogy the difference is something like Master summoner and Conjuration Specialist wizard.

The fact that I am all ready playing a sorcerer at another PBP is another reason for me not to. That being said there is Witch and Wizard, but the reason mentioned earlier still apply.

All that being said if it seems more trouble than it's worth, totally cool to say no. I will then move on to something different.


Here's my character outline--it will be expanded later:

Portforged, from its creation, was a fairly unusual warforged. Although she was built in a creation forge like any other warforged, her House Cannith makers had implanted a bit of essence from a Quori shard into her. The process made him naturally psionic.
Near the end of the last war, when he was built, Portforged was intended to be the first part of a plan by House Cannith to revolutionize transportation in the war. They had managed to make her inclined towards psychoportation powers, in the hopes that with enough refinement, a future version of psionic warforged could transport entire legions at once.

Unfortunately for house Cannith (and fortunately for everyone else), the last war ended before a better psionic warforged model could be designed--as far as she knows, Portforged was the last psionic warforged built.
When Portforged escaped from her master upon the end of the war, she was determined to unravel the secret of himself, and of its own power.

Portforged knew that her power ultimately came from dragonshards and Quori shards in particular. Being built for war, he wanted to get away from the inherent peace he expected in the Five Nations.
So where better to go than Q'Barra? The land was ripe with small-scale fights, and it had an abundant supply of dragonshards and magical artifacts that Portforged could study...or use to enhance herself.
Above all, though, she wanted to answer a few questions:
what would House Cannith have done with her? What kind of power could she, or her non-existent-successors, gain? And, in the end, should Portforged support the organization that brought it into existence, or should it seek to destroy the aristocrats who had enslaved him?
Okay, I was trying to be ambiguous about the gender, since warforged don't necessarily have genders, but now I think switching back and forth between pronouns too quickly could get a bit confusing.

Anyways, I'll finish and post the crunch tomorrow. A couple questions, though:

1. Starting level?
2. What are you allowing for traits? How many starting traits should we have?
3. Are we using action points/hero points/some other variation/none?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Bigger Club wrote:
Aubrey the Malformed wrote:
Bigger Club wrote:
Well the concept is why necromancer wise soldier from the Last war from Karnath's army. Very utily based moral views on undead so should not be disruptive. I PMd the spesifics of the class. Also Cheers for the quick reply.
I like to keep things reasonably simple, plus I'm not very keen on non-standard stuff where it has to be house-ruled to work. Flavour-wise I'm not sure what the dread necromancer brings to the party that the undeath-bloodline sorcerer doesn't, which has the benefit of being 100% standard PF. What are your views on that?

Well one of the biggest differences is sorcerer's abilities are the result of lineage, admittedly accepted and mastered,(otherwise it would probably be class X with eldrict heritage feat) while DN is learned, meaning it is something the character chose for themselves. Another is the sacrifice of learning other parts of magic for single minded focus and mastery in a small section with it. To use an analogy the difference is something like Master summoner and Conjuration Specialist wizard.

The fact that I am all ready playing a sorcerer at another PBP is another reason for me not to. That being said there is Witch and Wizard, but the reason mentioned earlier still apply.

All that being said if it seems more trouble than it's worth, totally cool to say no. I will then move on to something different.

OK, in the end it's your character and it's important you play the character you want. Could I ask you to put up a fully-converted version on the board so I can paste it into the campaign page? And you need a reason why an undead-wrangler is hanging in a jungle.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
137ben wrote:

Here's my character outline--it will be expanded later:

Portforged, from its creation, was a fairly unusual warforged. Although she was built in a creation forge like any other warforged, her House Cannith makers had implanted a bit of essence from a Quori shard into her. The process made him naturally psionic.
Near the end of the last war, when he was built, Portforged was intended to be the first part of a plan by House Cannith to revolutionize transportation in the war. They had managed to make her inclined towards psychoportation powers, in the hopes that with enough refinement, a future version of psionic warforged could transport entire legions at once.

Unfortunately for house Cannith (and fortunately for everyone else), the last war ended before a better psionic warforged model could be designed--as far as she knows, Portforged was the last psionic warforged built.
When Portforged escaped from her master upon the end of the war, she was determined to unravel the secret of himself, and of its own power.

Portforged knew that her power ultimately came from dragonshards and Quori shards in particular. Being built for war, he wanted to get away from the inherent peace he expected in the Five Nations.
So where better to go than Q'Barra? The land was ripe with small-scale fights, and it had an abundant supply of dragonshards and magical artifacts that Portforged could study...or use to enhance herself.
Above all, though, she wanted to answer a few questions:
what would House Cannith have done with her? What kind of power could she, or her non-existent-successors, gain? And, in the end, should Portforged support the organization that brought it into existence, or should it seek to destroy the aristocrats who had enslaved him?
Okay, I was trying to be ambiguous about the gender, since warforged don't necessarily have genders, but now I think switching back and forth between pronouns too quickly could get a bit confusing.

Anyways, I'll finish and...

Sexually-ambiguous warforged is fine - you can always run with "it". And the presence of dragonshards in an important aspect of the campaign (House Tharashk plays a part) which will mesh nicely.

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

so right now we have a melee specialist, a psion ?, and a sorcerer correct?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

So it would appear. The concept no one seems to be talking about much is healer, I have noticed (funny how that goes...).

To answer Ben's questions above:

- lvl 1
- no traits
- action points pretty much as they are in the ECS

Grand Lodge

Hp 70/75 AC 33(27) (+8 Perc; +1 Init; Fort +8 (+7), Ref +6, Will +8)

well that is ok i was toying between a bard, a magus and a nature oracle :)


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Full conversion:

Alingment: Any non-good

Hitdie: d6

Bab: 1/2

Saves: Fort Bad, Ref Bad, Will Good

Class Features

Weapon and Armor Proficiencies: A dread necromancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.

Dread necromancers are also proficient with light armor, but not with shields. The somatic components required for dread necromancer spells are simple, so members of this class can cast dread necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a dread necromancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do).

Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer’s spell list. Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, she automatically knows all the spells for that level given on the dread necromancer’s spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a dread necromancer’s spell is 10 + the spell’s level + her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 1: The Dread Necromancer. In addition, she receives bonus spells for a high Charisma score.

Spells per day:
Character Level: Spell levels
1st: 3/0/0/0/0/0/0/0/0
2nd: 4/0/0/0/0/0/0/0/0
3rd: 5/0/0/0/0/0/0/0/0
4th: 6/3/0/0/0/0/0/0/0
5th: 6/4/0/0/0/0/0/0/0
6th: 6/5/3/0/0/0/0/0/0
7th: 6/6/4/0/0/0/0/0/0
8th: 6/6/5/3/0/0/0/0/0
9th: 6/6/6/4/0/0/0/0/0
10th: 6/6/6/5/3/0/0/0/0
11th: 6/6/6/6/4/0/0/0/0
12th: 6/6/6/6/5/3/0/0/0
13th: 6/6/6/6/6/4/0/0/0
14th: 6/6/6/6/6/5/3/0/0
15th: 6/6/6/6/6/5/4/0/0
16th: 6/6/6/6/6/6/5/3/0
17th: 6/6/6/6/6/6/6/4/0
18th: 6/6/6/6/6/6/6/5/3
19th: 6/6/6/6/6/6/6/6/4
20th: 6/6/6/6/6/6/6/6/5

Dread Necromancer Spell List

0 Level

Bane
Create Water
Deathwatch
Detect Magic
Detect Poison
Light
Mending
Purify Food and Drink
Read Magic

1st Level

Bane
Cause Fear
Chill Touch
Detect Undead
Doom
Hide from Undead
Inflict Light Wounds
Ray of Enfeeblement
Summon Undead I*
Undetectable Alignment

2nd Level

Blindness/Deafness
Command Undead
Darkness
Death Knell
False Life
Gentle Repose
Ghoul Touch
Inflict Moderate Wounds
Scare
Spectral Hand
Summon Swarm
Summon Undead II*

3rd Level

Crushing Despair
Death Ward
Halt Undead
Inflict Serious Wounds
Ray of Exhaustion
Speak with Dead
Summon Undead III*
Vampiric Touch

4th Level

Animate Dead
Bestow Curse
Contagion
Death Ward
Dispel Magic
Enervation
Black Tentacles
Fear
Giant Vermin
Inflict Critical Wounds
Phantasmal Killer
Poison
Summon Undead IV*

5th Level

Blight
Cloudkill
Greater Dispel Magic
Insect Plague
Lesser Planar Binding
Magic Jar
Mass Inflict Light Wounds
Nightmare
Slay Living
Summon Undead V*
Undeath to Death
Unhallow
Waves of Fatigue

6th Level

Acid Fog
Circle of Death
Create Undead
Eyebite
Geas/Quest
Harm
Mass Inflict Moderate Wounds
Planar Binding
Waves of Exhaustion

7th Level

Control Undead
Destruction
Finger of Death
Mass Inflict Serious Wounds
Song of Discord

8th Level

Create Greater Undead
Horrid Wilting
Mass Inflict Critical Wounds
Symbol of Death

9th Level

Energy Drain
Soul Bind
Mass Harm*
Plague of Undead*
Wail of the Banshee

*Not PF Spells descriptions at the end.

Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, and can be used as a weapon in her careful hands. As part of his touch attack, a dread necromancer can cause 1d8 points of damage +1 per two class levels. Undead are healed by this touch, instead gaining 1 hit point per two levels.

Spectral hand may be used with this ability.

Channel Negative Energy (Su): The dread necromancer can channel negative energy as an evil cleric. In addition, choose one of the following. This choice cannot be changed once it’s made:

Selective Channeling: The dread necromancer gains the selective channeling feat, assuming she can meet the prerequisites.

Control Undead: The dread necromancer gains the control undead feat, assuming he can meet all the prerequisites.

Lich Body: As part of the process of becoming a lich, the dread necromancer’s skin begins to take on unliving qualities. Nerve endings start to decay, flesh becomes more resilient, and bones harden. Beginning at 2nd level a dread necromancer gains damage reduction equal to half his class level, and the damage reduction is bypassed with magic and bludgeoning.

Death’s Embrace: Upon reaching 3rd level the dread necromancer is better able to understand the energies that flow between all things living and dead. As a full round action the dread necromancer may activate death’s embrace and must select either within or without. Once chosen the choice cannot be changed for the duration of that day. Once she rests and reselects her spells, she may choose again.

Within: The dread necromancer chooses to infuse the necromantic energies into his own body, empowering his physical and mental forms. When under the effects of death’s embrace, she gains a tolerance for negative energy and the creatures that relish in it. Undead creatures may not attack the dread necromancer unless they succeed on a will save with a DC equal to 10 + ½ her class levels + her charisma modifier. Mindless undead fail these checks automatically.

Additionally, he reverses his life threshold and may be healed by negative energy. Any healing from positive energy instead inflicts great pain and deals half damage as it would normally heal.
Her charnel touch ability also adds half her Charisma bonus to damage rolls (minimum +1).

Without: Undead are treated as their previous creature type with regards to how the dread necromancer's spells affect them. For example, a human zombie would be treated as a human, and therefore susceptible to scare. A skeletal giant would count as a giant; a dracolich would count as a dragon, etc.

Further, every time he casts a spell that creates or animates undead, the creatures newly under her control gain +2 bonus hit points per hit die, as well as DR 1/-- with an additional +1 DR/-- per 5 caster levels the dread necromancer possesses.

Advanced Learning (Ex): At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Alternatively, the dread necromancer may chose a spell of any school, so long as the spell is one spell level lower than the highest possible he can cast.

Once a new spell is selected, it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer.

He selects another spell every two levels thereafter, for a total of eight advanced learning selections at 18th level.

Mental Bastion: Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 11th level and then again to +6 at 18th level.

Fear Aura (Su): Beginning at 5th level, a dread necromancer radiates a 10-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature that successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours. Starting at 15th level the fear aura’s radius increases to 30 feet.

Master of Death (Su): As the dread necromancer comes closer and closer to his ultimate ascension into undeath, he also becomes more aware of how weak he used to be. When activating this ability, upon reaching 6th level, she may choose between body and mind. Master of death lasts for a number of hours equal to the dread necromancer’s caster level. She may use this ability one time per day per four caster levels she possesses.

Body: You shed your life’s shell and temporarily gain the undead subtype. While under this effect you lose your constitution score and gain the traits of an undead creature. This effect renders the caster medically dead for its duration. In addition, he also gains a +4 channel resistance.

Mind: You gain spell resistance equal to 10 + class level. Further, any time the dread necromancer is forced to make a will save, she may roll twice and take the best of both roll.

Dreadsight: The dread necromancer gains a form of blindsight that can detect living and undead creatures. The necromancer can only distinguish if the target is living or undead; constructs, oozes and equipment carried by the targets cannot be seen. The targets appear as semi-colorful silhouettes, and can be seen up to a range of 60 feet. Activating or deactivating this ability is a swift action, and turns the necromancer's eyes black or dull grey. Spells that blind the necromancer have a 50% chance of negating this form of blindsight; blindfolds and shades have do not block dreadsight, but do block normal vision as usual.

At 13th level the range increases from 60 feet to 120 feet.

Necrotic Attunement: Beginning at 7th level a dread necromancer chooses one option from among the following. Once chosen, this ability may not be changed.

Master's Champion: The dread necromancer may appoint any one undead under her sole control to be her champion. This creature must be undead and under the necromancer’s control, and either mindless or willing to be so appointed.

This requires a touch and a quick incantation, but grants the undead many benefits:

It loses any appetites or diet needs it previously had (such as a ghoul's hunger for flesh or a vampire's thirst for blood), but can still gain benefits from partaking (if any).

It gains a +1 profane bonus on attack rolls (+1 per 4 dread necromancer class levels), the same in deflection modifier to AC, and +2 additional hit points per hit dice.

These bonuses last until the dread necromancer withdraws the boon, appoint a new champion, or the undead is destroyed. The boon can be withdrawn at any time with a similar incantation (a free action).

Dark Talisman: The dread necromancer can form a potent talisman of Death. This can take many forms, from a mummified hand, a jar full of eyes, a scroll of skin, an etched chalice, a cursed mirror, all the way to a painted skull on a strap.

By brandishing this talisman and reciting eldritch passages, the dread necromancer can amplify their spells by using the ambient energy that all undead emit. Upon using a move action to activate dark talisman, any spells cast until the end of your round will count as if being affected by the heighten spell feat, but doesn’t increase the spell level required to cast it.

Reciting the eldritch passages is necessary for the function of the talisman, but does not interfere with the verbal components of the spell. He may use his dark talisman a number of times per day equal to 3 + his charisma bonus.

Constructing this talisman is a very personal task, and can take hours or days depending on the item. Regardless of its type, materials worth around 100 gp per class level, and one day-long ritual to bind the item to the Dread Necromancer's aura are needed.

Undead Mastery: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.

In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.

Negative Energy Resistance: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, ability drain, and inflict spells.

Beginning at 16th level he gains a constant death ward effect as a supernatural effect. Dispel magic cannot cancel this effect, but will suppress it for 1 minute per spell level of the dispel used if failing the saving throw. Activating or deactivating this ability is a swift action.

Undead resistances: Starting at 10th level, a dread necromancer gains resist cold 5. At 17th level the dread necromancer gains resist electricity 5.

Enervating Touch (Su): When a dread necromancer reaches 12th level, she gains the ability to bestow negative levels when she uses her charnel touch attack. A successful attack renders 1d2 negative levels to the target. The saving throw to remove the negative levels has a DC of 10 + 1/2 her class level + her Charisma modifier. He may use this ability a number of times per day equal to 3 + his Charisma modifier.

Activating this class feature is a swift action. The effect lasts until she makes a successful charnel touch attack. A dread necromancer can use the spectral hand spell to deliver this attack from a distance.

Craft Wondrous Item: At 19th level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become a lich.

Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. Apply the Lich template as described in the Beastiary. A dread necromancer need not pay experience points or gold to create her phylactery.

A dread necromancer who is not humanoid does not gain this class feature.

SUMMON UNDEAD I
Conjuration (Summoning) [Evil]
Level: Blackguard 1, cleric 1, dread
necromancer 1, sorcerer/wizard 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like summon
monster I (see page 285 of the Player’s
Handbook), except that you summon
an undead creature.
Summon undead I conjures one of the
creatures from the 1st-level list in the
Summon Undead table at right. You
choose which creature to summon, and
you can change that choice each time
you cast the spell. Summoned undead
do not count toward the total Hit Dice
of undead that you can control with
animate dead, plague of undead, or other
command undead abilities. No undead
creature you summon can have more
Hit Dice than your caster level +1.
Focus: A tiny bag, a small candle
(not lit), and a carved bone from any
humanoid.
Note: The descriptions of the summon
undead spells presented here supersede
earlier published descriptions.

-1st: Human warrior skeleton, Kobold Zombie
-2nd: Owlbear skeleton, Bugbear Zombie
-3rd: Ghoul, Troll skeleton, Ogre Zombie
-4th: Allip, Ghast, Wywern Zombie
-5th: Mummy, Shadow, Vampire Spawn, Wight

SUMMON UNDEAD II
Conjuration (Summoning) [Evil]
Level: Blackguard 2, cleric 2, dread
necromancer 2, sorcerer/wizard 2
Effect: One or more summoned creatures,
no two of which can be more
than 30 ft. apart
This spell functions like summon
undead I, except that you can summon
one undead from the 2nd-level list or
two undead of the same kind from the
1st-level list.

SUMMON UNDEAD III
Conjuration (Summoning) [Evil]
Level: Blackguard 3, cleric 3, dread
necromancer 3, sorcerer/wizard 3
Effect: One or more summoned creatures,
no two of which can be more
than 30 ft. apart
This spell functions like summon
undead I, except that you can summon
one undead from the 3rd-level
list, two undead of the same kind
from the 2nd-level list, or four
undead of the same kind from the
1st-level list.

SUMMON UNDEAD IV
Conjuration (Summoning) [Evil]
Level: Blackguard 4, cleric 4, dread
necromancer 4, sorcerer/wizard 4
Effect: One or more summoned creatures,
no two of which can be more
than 30 ft. apart
This spell functions like summon
undead I, except that you can sum mon
one undead from the 4th-level list, two
undead of the same kind from the 3rdlevel
list, or four undead of the same
kind from a lower-level list.
SUMMON UNDEAD V
Conjuration (Summoning) [Evil]
Level: Cleric 5, dread necromancer 5,
sorcerer/wizard 5
Effect: One or more summoned creatures,
no two of which can be more
than 30 ft. apart
This spell functions like summon
undead I, except that you can summon
one undead from the 5th-level
list, two undead of the same kind
from the 4th-level list, or four
undead of the same kind from a
lower-level list.

Harm, Mass
School necromancy; Level Death mage 9, Dread Necromancer 9
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets One or more creatures, no two of which can be more than 30 ft. apart.
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
DESCRIPTION
Mass harm uses negative energy to deal 10 points of damage per caster level (to a maximum of 250 points of damage at 25th level to each creature). If the creature successfully saves, mass harm deals half this amount. Mass harm cannot reduce the target's hit points to less than 1.

If used on an undead creature, mass harm acts like heal.

PLAGUE OF UNDEAD
Necromancy [Evil]
Level: Cleric 9, dread necromancer 9,
sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within
range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell unleashes great necromantic
power, raising a host of undead creatures.
Plague of undead turns the bones
or bodies of dead creatures within
the spell’s range into undead skeletons
or zombies with maximum hit
points for their Hit Dice. The undead
remain animated until destroyed. (A
destroyed skeleton or zombie can’t be
animated again.)
Regardless of the specific numbers
or kinds of undead created with this
spell, a single casting of plague of undead
can’t create more HD of undead than
four times your caster level.
The undead you create remain under
your control indefinitely and follow
your spoken commands. However,
no matter how many times you use
this spell or animate dead (see page
198 of the Player’s Handbook), you can
only control 4 HD worth of undead
creatures per caster level; creatures
you animate with either spell count
against this limit. If you exceed this
number, newly created creatures fall
under your control and any excess
undead from previous castings of this
spell or animate dead become uncontrolled.
Anytime this limit causes
you to release some of the undead
you control through this spell or animate
dead, you choose which undead
are released.
The bones and bodies required for
this spell follow the same restrictions
as animate dead. All the material to be
animated by this spell must be within
range when the spell is cast.
Material Component: A black sapphire
worth 100 gp or several black
sapphires with total value of 100 gp

NOTE: Other classes spell list changes are just result of copy paste. Information what effect introducing the spells has on those is not here.

Note not my work(tweaked Neceros' conversion) also excuse the formatting not being the best. Changes from the PM, I removed most of the spells that were not allready in pathfinder, and changed the Mass, Harm to the one published by SGG for death mage. Also changed the fortification to resist cold and electricity as mentioned. Some wording change too like turn resistance to channel resistance etc.

As to why Q'Barra. It is mostly unexplored area with proof of things lost to ages elsewhere most likely knowledge too. As it is frontier it allows for at least faster if not easier ways to rise in station/power, and he belives true or not that he could do better than most. For now it is means to an end. Another reason is that he did not adjust well to peace time and defend based work as a soldier does not appeal to him so life of wandering was seen as preferable.

I will try to get a full background/personality/statblock today or tomorrow.


where would the game be starting?

and is there any open slots left? If not, I'd be happy to be on the reserves if you end up losing some.

thanks!

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Could the people who are "on the list" who haven't to date please provide their character ideas. There's quite a lot of interest from others and I want to be able to get a reasonably definitive starting list of players and be fair to those who are interested but came along later.


I was like the 4th post back on this thread, if that counts for anything. haha


Took a look at the psionic options but none appealed to me as much my witchy witch.

Main concept is thus : Having travelled out of the Demon wastes, our witch travels through the war-scarred continent of Khorvaire, wondering at the technologies and strange customs of the more civilized lands. Following her spirit patron, embodied by her plains hawk, she ends up in Sharn where she boards a ship that brings her to Q'barra. She could have just arrived or have settled there for a year of so...depends on how you want to start things off, Aubrey.


I'm still here, I'm still in, and I'm still working on a melee brute. Would it throw a wrench in anyone's day if my concept became a warforged? I can't decide between the two, but am working feverishly to get a story of either a warforged or shifter ironed out.

Sorry to flip-flop; I just want to have a character that I really dig. All I know is I want to smash things in this game. :)


M Humanborn

i am looking to be on the waiting list.

my character concept is a human (enlightened monk or psychic warrior) that would later move into the Elocater prestige class. He would be one of the oppressed peoples of Adar, but recently found out that he wasn't born there, but had instead washed up on shore from a shipwreck. He was raised by folks in Adar, but longs to see the world outside the monastery walls. Boarding a ship to Qbarra, he starts his journey in as foreign a place as is feasible.

in terms of party role, he would be a decent-to-high AC, high mobility melee fighter with normal-but-not-outstanding damage.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I have no objection to multiple warforged in the party.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Spazmodeus wrote:

Took a look at the psionic options but none appealed to me as much my witchy witch.

Main concept is thus : Having travelled out of the Demon wastes, our witch travels through the war-scarred continent of Khorvaire, wondering at the technologies and strange customs of the more civilized lands. Following her spirit patron, embodied by her plains hawk, she ends up in Sharn where she boards a ship that brings her to Q'barra. She could have just arrived or have settled there for a year of so...depends on how you want to start things off, Aubrey.

Happy with a witch, unhappy with a background from the Demon Wastes. By simply journeying from there to here you'd probably be several levels by now. The Demon Wastes isn't a place you just casually leave to engage in a little bit of tourism. Plus it's such an unusual place to come from she'd be so freakish as to be unlikely to avoid significant comment and interest (remembering that the Demon Wastes are virtually unknown to just about everyone from Khorvaire). Also, the location is arbitrary in respect of this campaign (maybe it made sense in the previous campaign) since she'd the have to cross an entire continent for no apparent reason to end up in a diseased swamp very similar to the one she left (bar the demons). Unless there is a really compelling reason for her to come from the Demon Wastes, I'd chose somewhere less out there as a place of origin. Q'barra itself is perfectly OK as a place of origin, but pretty much anywhere other than the Demon Wastes would be OK (even Droaam). If you are dead set on the Demon Wastes, you really need a good backstory.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Currently:

- Eben (melee)
- Spazmodeus (witch)
- 137Ben (psychoporting warforged)
- Algar (don't know)
- Bigger Club (dread necromancer)

At the moment there is oneplace going, but I'll stretch to two. I've offered Bilbo a place but he hasn't replied in 24 hours which might not seem long, but I'd like to get the game going so his place will go soon.


OK no problem, I'll switch out her place of origin...


How would you feel about a Cold Sun Tribe lizardfolk character from Q'Barra ?

Some thoughts..

I'm thinking he'd hail from a tribe that is largely benevolent(neutral good more or less), often serving as guides for humans through the dense jungles of Q'barra. This character would fill that role at the beginning of his adventuring career.

A few options I was thinking:

-mad dog barbarian with a dinosaur companion
-saurian shaman
-sorcerer(draconic) eventually headed towards dragon disciple.
-ranger(guide archetype maybe?)

I'm thinking humble beginnings would lead eventually to lofty goals of uniting the tribes against the Blackscale Lizardfolk


Okay, here is the crunch for portforged:
http://www.myth-weavers.com/sheetview.php?sheetid=661287

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, I get the impression you are running with Tzimine's warforged conversion rules given the 20 INT. That's a specific thing (the +2 to INT) I simply don't agree with for warforged - there's nothing in the fluff there to suggest they are smarter than average humans. In fact, I don't really like his conversion at all wrt warforged, albeit that it fits nicely in the advanced races rules for PF. So I would use the warforged as set out in the ECS, but lose the -2 penalty to WIS. That includes the thing about wearing armour - not in my Eberron.

Also, what book are you getting your psion from? I think I'll probably have to purchase a copy. I slightly question where the pschoportation angle comes in from the choice of powers, but that's down to you.

Other than that, looks fine based on my cursory view. Please set up an alias here and set out your character sheet there (as with the rest of you, please) so I can always have access to your character sheets if you guys are not around for some reason.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

OK, we have:

- Eben (melee)
- Spazmodeus (witch)
- 137Ben (psychoporting warforged)
- Algar (don't know yet)
- Bigger Club (dread necromancer)

Heard nothing from Bilbo, so sadly he's missed out. I'm adding two more:

- Biophilia (since he was on the original thread that got me doing this)
- therealthom (since his flattery was the best)

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