GM Mason |
For almost a millennium, the continent of Khorvaire was united in a single massive kingdom, known as Galifar. It is from this founding that the Khorvaire calendar is founded. Ruled over by a royal human family for 900 years, their reach spanned to almost every corner of Khorvaire. Given a kingdom so large, it became necessary to have the king to grant his adult children rulership over their distinct areas, with the king ruling over them in turn. When one king passed, the eldest would assume the throne while his siblings continued to rule until the new monarch's children came of age.
Or that was the way it was supposed to happen.
In 894, King Jorat passed away, but his eldest was challenged for the crown of Galifar. The aftermath of that single conflict led all of the siblings to turn on each other and for the next one hundred years, the continent of Khorvaire was racked by war the likes of which none had seen (save maybe the dragons). As the war went on, groups turned on each other and, eventually, what started as five siblings fighting for the crown turned into a dozen countries either defending their independence or attempting to take over their neighbors. While the war raged, the various dragonmarked houses remained largely neutral in the war, selling their various services to the nations that would pay the most. Leading this war-profiteering was House Cannith and their invention of a sentient, replicated foot soldier that could be trained to fight and replenish the ranks in months where normal soldiers might take years. These were the warforged and while their race may only be less than four decades old, their impact effected everyone in Khorvaire somehow.
Then, as abruptly as the fighting started a century ago, it was forced to stop. On the 20th of Olarune in 994 YK, the nation of Cyre, located in central Khorvaire, was destroyed. Obliterated. Down to the last square inch of territory that Cyre held on that day. This would be known as the Day of Mourning and ever since, the grey, blasted wasteland that remains of this once great nation would be known as The Mournland. At the time, and even still years later, no one knew what could cause such widespread devastation. Some blamed a failed experiment of House Cannith, since their family home and many of their laboratories were located in Cyre. Others blamed the most fearsome of enemies of Cyre at the time, being Thrane and Karrnath. Others simply said it was the will of the gods. For whatever reason, the result was clear. In 996, an official peace treaty, known as the Treaty of Thronehold, was signed by all of the nations involved, except Cyre as it was destroyed and the monstrous nation of Droaam, out of sheer racism of the more 'civilized' nations.
And thus, The Last War came to an end with no clear victor and no unified Khorviare.
Hello all.
I am an avid fan of Eberron and have been tossing around the idea of GMing a PBP Pathfinder game for some time. I have recently started GMing my first campaign and I am enjoying it immensely. I would like to start a new game running parallel with the first. I may use this group to add to the other group should I lose a player or two. Depending on how this group plays out, they could also be an antagonist to the first group. Like the other game, I plan to do some one on one RPing through spoilers at the start of the campaign to allow the players to “get into” their character’s head and promote ownership. A good incorporation of Eberron setting in your backstory is a major plus as I will custom the campaign to your backstory! I would really like players who prefer a good mix of RPing and combat. I am looking for 1-3 active players.
Character Creation Guidelines:
-20pt buy
-1 extra feat
-2 traits, no drawbacks.
-150 starting gold
-Classes: All except Gunslinger, Ninja, Samurai and Summoner.
-Races: Core and Eberron (see the wiki). Ask me about other races. Warforged can either go with the listed abilities (option one) or chose: +2 dex +2 con -2 wis (option two), +2 str +2 con -2 wis (option three)
-Alignment: Preference goes to good and neutrals. LE can be considered, but needs a good reason.
-Level 1, lvl gain will go at my pace.
-Hp max on lvl 1. On gain, half +1.
No 3rd party content.
Please submit a crunch and a developed backstory. Adding a physical description and motivations would be nice.
RP is encouraged, creativity can get you a long way!
I'm looking at 2+ posts a day.
No deadline yet for the end of recruitment.
Eberron/Pathfinder Conversion Wiki Link
Gameplay Thread 1st Group: If you want an idea of my GMing style and the pace of the other game.
Stalwart |
Quite interested.
My submission: Olyvvar Merriman: Actor, poet, legend.
Changeling bard who puts on a one-man show, full of quick-changes between characters and outfits. His focus will be acting, with a number of different personas for his various plays and skits. Before becoming an adventurer, that is.
(I'll flesh this out later, but here's the basics:)
S 12
D 14
C 12
I 12
W 9
Ch 16+2= 18
HP: 10 (1d8+2)
Skills:
Bluff +10
Diplomacy +8
Disguise +10
Knowledge (arcana) +6
Knowledge (all) +3
Perform: Acting +8
Perform: Sing +8
Spellcraft: +5
Bardic Performance (8 rounds/day)
-- Countersong, Distraction, Fascinate, Inspire Courage
Feats: Quick Change (Use shapechange ability as a move action)
To be determined
Spells:
0: dancing lights, detect magic, ghost sound, prestidigitation
1: cure light wounds, grease
Equipment:
To be determined.
Adopted by the accomplished thespian, Biggin Drammattex, the young Changeling known as Pal studied under the traveling bard. Although the Last War waged brutally in the background, it was still a time of wandering minstrels and troubadours for folks of all walks of life sought a brief respite from the endless horrors of battle.
Pal's gift -- truly, that singular ability of all Changelings -- was channeled into acting. The great Drammattex taught him the varied styles of acting, from classical, to method, to Stanislavski's system. From bit parts to sharing the lead, Pal's talents grew under Drammattex's tutelage. Immersing himself in the roles, he developed a number of characters that he was able to truly embody.
When his apprenticeship ended, he took upon the name and character of Olyvvar Merriman, actor extraordinaire (and human). He likes to play up the illusion that there are several people involved, often to the point of changing appearances and costume in order to display different skills he possesses. He hates to break character, and will avoid doing so unless life or limb is at stake.
With the end of the Last War, Olyvvar has written a handful of short plays that feature his one-man act, and hopes to travel around acquiring a name for himself in regions that he had never been able to go while the war was raging.
If (when) he encounters other adventurers, he would take upon the role of Chronicler, and plan to write sweeping epics of grand scope to reflect the adventures. While the stage and the roar of the crowd will always be his first love, there is something about actually living the experiences that draw him away. After all, once he has experienced firsthand the terror of the unliving dead, how much greater will his acting be!
GM Mason |
Quite interested.
My submission: Olyvvar Merriman: Actor, poet, legend.
Changeling bard who puts on a one-man show, full of quick-changes between characters and outfits. His focus will be acting, with a number of different personas for his various plays and skits. Before becoming an adventurer, that is.
** spoiler omitted **
** spoiler omitted **...
I really like this guy. Bards are one of my favorite classes. What are you thinking for his alignment? Are you cool with often posting 2+ times per day?
Stalwart |
Glad you like him! I'm thinking some flavor of Neutral Good. Kind of self-absorbed (it's all about the craft!), but definitely wanting to entertain and bring joy to people.
As far as posting, I'm frequently checking the boards and posting when I can (some would say obsessive, actually). The games I'm already in have slowed up considerably, so I'm itching for a faster-paced game. 2/day or more shouldn't be a problem.
Te'Shen |
Viluki wrote:hi again, is psionics outlawed?Hey Viluki. I am perfectly fine with you submitting a psion. I liked the direction your backstory was heading previously and you look like a consistent poster. Roll with it!
Well, I'll try to throw together an elan (soulthief) vitalist for your perusal, if you are not adverse to it. The Secrets of Sarlona book gave reasons for elan edgewalkers in the inspired society... I thought they were pretty cool.
Tenro |
How solid are you on the ban for ninja? I have a character idea that i would really like to put forth, and while i havent looked at crunch yet, ninja was one of the things i was considering.
My idea is a goblin from the sharaat'khesh clan of dakhaani golin'dar. (modeled off of a character i really liked from an eberron novel)
i havent looked yet, but either ninja or slayer if allowed, rogue or monk if i had to.
the personality would be aloof, callous, but seeing the good of the group as more important than the good of the individual.
GM Mason |
Te'shen: Sounds good.
Samurai-Jack: I'll check it out!
Rhorn: I like bets. Let me think about it for a bit. The character is looking good.
Tenro: Roll with it. I'm excited to see the Eberron background. Goblins fit the setting well.
Alex: We can reflavor Golarian. What are you thinking?
Menmark: Excellent. I'll check him out.
Dylos |
Any particular area of Eberron where you are planning for the story to take place?
I'm rather fond of the houses Canntih and Deneith, any issues with submitting a dragonmarked character of either of those families?
Additionally, I am quite fond of the Blood of Vol, are there any issues with having a Seeker?
Alex Mack |
I'm thinking an inquisitor of the silver flame would be a great fit for the class. also mechanically the longbow is a great choice for an inquisitor and the free bonus feat is really helpful here.
Gotta mull the idea a bit but I'm liking the idea of a ruthless Veteran of the Thranish military out to destoy foes of the church.
GM Mason |
I will respond in more detail tonight when I get home. I am really liking the ideas so far. I have tossed around the idea of making this group an evil group (intelligent evil, not CE) and have them working with the blood of Vol and Emerald Claw. They would be working against the other group. I'm not sure though. Many of your concepts would work as evil. Are any of you against this idea? It is not set in stone. I am just brainstorming. All the characters would not have to be Blood of Vol. Many or all could be mercenaries.
Dylos: I am still deciding where to take this group. I'll post more on this tonight.
Disclaimer: I would definitely not want "evil for the sake of evil" characters though. It would need to stay PG 13.
Rhorn the Renegade |
Evil just doesn't feel "right" for eberron, but neither do "heroes" feel right for eberron...
This setting is the lair of anti heroes, I would not be opposed to an evil party member but has to be a different kind of evil then "just" evil... For instance a Blood of Vol cleric who is seeking lichdom would be perfectly acceptable, such a character is not going to betray party members so long as the GM knows what he is doing...
GM Mason |
Evil just doesn't feel "right" for eberron, but neither do "heroes" feel right for eberron...
This setting is the lair of anti heroes, I would not be opposed to an evil party member but has to be a different kind of evil then "just" evil... For instance a Blood of Vol cleric who is seeking lichdom would be perfectly acceptable, such a character is not going to betray party members so long as the GM knows what he is doing...
You and Jack are right on. It would be Darth Vader type evil. Seeking power. Even if we didn't go evil, we could do characters with an edge (anti heroes). I have no desire for reckless evil. The party would definitely have to have a code of ethics.
I am not saying we have to go this direction. I am just brainstorming.
Dylos |
I have never particularly thought of the majority of the Blood of Vol as evil anyway, in fact I suspect that many seekers are good or neural.
If you were to go with a Blood of Vol theme to bond together the group, I would be more then interested, and even more so if the adventure has anything to do with a possible reappearance of the Mark of Death.
GM Mason |
I have never particularly thought of the majority of the Blood of Vol as evil anyway, in fact I suspect that many seekers are good or neural.
If you were to go with a Blood of Vol theme to bond together the group, I would be more then interested, and even more so if the adventure has anything to do with a possible reappearance of the Mark of Death.
The parallel group is already heading in this direction. The campaign name is Queen of the Dead. I thought about starting this group in Karrnath and calling it Rise of the Vampire King.
Stalwart |
Rhorn the Renegade wrote:Evil just doesn't feel "right" for eberron, but neither do "heroes" feel right for eberron...
This setting is the lair of anti heroes, I would not be opposed to an evil party member but has to be a different kind of evil then "just" evil... For instance a Blood of Vol cleric who is seeking lichdom would be perfectly acceptable, such a character is not going to betray party members so long as the GM knows what he is doing...
You and Jack are right on. It would be Darth Vader type evil. Seeking power. Even if we didn't go evil, we could do characters with an edge (anti heroes). I have no desire for reckless evil. The party would definitely have to have a code of ethics.
I am not saying we have to go this direction. I am just brainstorming.
I don't see Olyvvar being evil. Definitely not at first, as I envision him as a sort of comic character. However, I could see a dark turn where the "sweeping epic" he is chronicling becomes more of a tragedy (or something GRRM might draft), but he chooses to remain with the party to see the story through to the end.
That would be pretty neat, come to think about it...
GM Mason |
Are you looking to make this an urban campaign or one of exploring? This will influence character creation for me.
After all of your comments, I say skip the "evil party" idea. It is OK if someone chooses to be LE, but we won't go that direction as a group. I plan for the party to start in Karrnath and be hired by either the King or the Blood of Vol. Like the other group, you will go from city to wilderness (back and forth).
Tenro |
aside from the evil party in Eberron, which i don't see an issue with, i would say what i DO have a slight issue with is parties of players vs parties of other players in PbP.
The idea of the conflict doesnt bother me, but the fact that you are now in combat waiting for twice as long to complete a round... really bogs things down, i have had that issue in a few of the games i am in/was in.
GM Mason |
aside from the evil party in Eberron, which i don't see an issue with, i would say what i DO have a slight issue with is parties of players vs parties of other players in PbP.
The idea of the conflict doesnt bother me, but the fact that you are now in combat waiting for twice as long to complete a round... really bogs things down, i have had that issue in a few of the games i am in/was in.
I wasn't planning pvp. I was thinking more along the lines of a race to get things accomplished or missions that would cause the other group trouble.
Alex Mack |
Below you'll find my submission Jander Squat Human Inquisitor of the Silver Flame. I left the backstory as open ended as possible to leave you with some creative license to make it work with your planned story.
There a few things in the crunch (those marked with question marks) that I'm not 100% set on but overall the build is a fairly standard ranged inquisitor. Equipment is a rough guestimate but should add up to a bit under 150 GP.
Should I be selected I will put up a profile and finalize all details quickly.
Jander was born in the small hamlet Hanksmil in the northern part of Thrane 24 years ago. Despite the war that had been raging for decades life had been fairly peaceful in Hanksmil. Jander’s father had went to war when Jander was but a small boy but returned home a few years later unscathed or so it seemed. When Jander was eleven years of age his father drowned in a nearby lake and his death was cause of much talk in Hanksmil. This also meant Jander was now the eldest man of the house and two years later was called in to serve in the Thrane military. Not a man grown but a kid that knew his way in the wilds he was assigned a scout and learned to handle a bow. He served in the military for five long years growing a man in the ranks of soldiers and brushing with death more than once, watching comrades, foes, women and children die. Through all this time Jander’s faith in the Flame kept him alive and kept him from losing his sanity or succumbing to the allure of drink, drugs and whores.
With the Treaty of Thronehold signed all that Jander knew fell away as he was disbanded from the military and thus he returned home or what he had called home in his past life. When he arrived in Hanksmil however it was no longer there. The young man wandered to the nearest settlement where he sought out the Temple of the Silver Flame and was taken in. After a time of looking after the distraught young man the priests offered that the church could become his new home and that the faith and the nation needed him in times of peace even more than in times of war.
And Jander served, rooting out cults, chasing down Lychanthropes pestering the countryside and learning of those who lost sight of their true calling and looked to extend only their personal gain through their position in the church. But the latter choose the most dangerous of tasks and once he found clues that connected high ranking members of the clergy to drug trafficking to Karnath he was all of a sudden all alone caught in a maze he could no longer escape.
At the age of 23 Jander has seen more than other men in a lifetime. Two things have helped him to cope with his experiences, his faith in the Silver Flame and his trust that there exist a spark of good in every person and his ability to completely detach himself of all emotions and compassion.
Most would describe Jander as cold. Some perhaps even as heartless. Jander does not care about such talk for he believes in the good in every soul. He also believes in the teaching of the Silver Flame and sees himself as a tool of the flame, the arrow that strikes true and pierces all resistance.
Jander is not a large man by any standards, his skin is pale and he wears his dark hair long in order to better hide a horrid scar on the left side of his face. His facial features are rather ordinary and are adorned by the stubble of a beard.
Unlike the Paladins of the church Jander prefers simple and nondescript attire well suited to travel and remaining unseen in the wilds and the dark. The only thing identifying him as an agent of the church is his fine longbow and the symbol of the flame he wears around his neck.
Jander Squat
LN Human
Inquisitor of the Silver Flame 1
Heretic Archetype
STR 13 (3)
DEX 18 (10)
CON 12 (2)
INT 12 (2)
WIS 14 (5)
CHA 8 (-2)
Traits:
Fate’s Favored
?Armor Expert?
Spells:
?Ancient Knowledge/Cure Light Wounds?
Divine Favor
Feats:
Point Blank Shot
Precise Shot
Rapid Shot
Abilities:
Judgement
Lore of Escape (add WIS to Stealth and Bluff)
Hide Tracks
Inquisition: Redemption (+2 Bonus on Diplomacy, Perception and Sense Motive)
Skills (8):
Stealth +10
Bluff: +5
Survival +6
Knowledge Local +5
Knowledge Nature +5
Diplomacy +5
Perception +8
Sense Motive +9
Equipment:
Longbow
Quiver with 40 arrows
Studded Leather Armor
Dagger
Holy Symbol
Rations
Rope
Traveling Pack
Tenro |
Tenro wrote:I wasn't planning pvp. I was thinking more along the lines of a race to get things accomplished or missions that would cause the other group trouble.aside from the evil party in Eberron, which i don't see an issue with, i would say what i DO have a slight issue with is parties of players vs parties of other players in PbP.
The idea of the conflict doesnt bother me, but the fact that you are now in combat waiting for twice as long to complete a round... really bogs things down, i have had that issue in a few of the games i am in/was in.
oh that's not a bad idea
karlprosek |
I'll post fluff in this post and work on crunch later, hopefully to be done tomorrow.
Harika ir'Thul, LE Karrnathi cleric necromancer
Harika can certainly recite the names of hundreds of dead ancestors all the way back to one of Karrn's warrior companions, but there is a point at which any possibility of verification is impossible and the names just have to be taken on faith. The ir'Thul family certainly dates back to the time of Galifar I, as Lamek ir'Thul was a noted general of the Unifier, but the family's insistence of a greater bond with the land than the ir'Wyrnan family is nothing more than bluster.
It is indisputable, though, that the ir'Thuls are a powerful house within Karrnath. Specifically within and around the city of Atur, where Harika's grandfather, Falko ir'Thul, has served as governor and lord of the surrounding region for decades. House ir'Thul has a strong martial tradition and attendance at Rekkenmark Academy is virtually compulsory for ir'Thul children.
Harika and almost all of her relatives served Karrnath in the Last War. Harika's oldest brother died in the War, and her next oldest was crippled. She served only briefly before the Treaty of Thronehold, while her younger sister was two years behind her at Rekkenmark and their baby brother was too young.
While she is familiar with armor and shield and can swing a wicked morningstar, Harika's real sttrength is her connection to the undead troops Karrnath developed over the course of the War. Through sheer force of personality she can get the mindless ranks of undead soldiers to do her bidding where they would just ignore another. After graduating from the Academy she was posted as a sub-officer in an undead shock unit.
Unfortunately- from her point of view- she was only in active service for a few short months before the Treaty of Thronehold was signed. In that time she saw many skirmishes but few real battles. She was present, though, at the last large scale battle on Karrnathi soil, the Battle of Karlach Valley, and fought Brelish troops in vicious fighting for several days before both sides got the order to fall back. Seeing the Valley destroyed for no good reason put a sliver of doubt in her mind about the justness of the war, and once the Treaty was signed with no one on the throne of Galifar- with no Galifar and no Cyre- her eyes were opened to the futility of fighting for king and country.
On returning home to Atur she found her father a shattered wreck, poisoned and permanently scarred and mute by some vile Cannith gas, her eldest brother dead at the hands of Deneith mercenaries hired by the Brelish when he had commanded a unit of Deneith Blademarks himself only the year before, and her next older brother walking with a limp un-healable by divine magic, the result of getting caught in an explosion while fighting Aundairian knights arcane.
Home wasn't home anymore, and she sought solace in the peace and quiet of the laboratory, where she could study the dead and the undead without having to see the ruin the War had made of her family. It was here that she was inducted into the Blood of Vol. She had known of the Blood before, of course, but had never been interested in much other than service to Karrnath.
Now, though, she saw how empty that was. Though her family had served long and proudly the throne had just used them up like they were as expendable as the undead troops they threw in wave after wave at enemy walls. The Blood, though, promised something more than fleeting temporal power. The Blood codified what she already felt- that external power was a crutch at best and an anchor at worst, that the way for her to grow in power so she wasn't beholden to any throne was to improve her own innate abilities.
Harika embraced the Blood's teachings and is now looking for ways to improve herself and grow her abilities.
Regardless of her other clothes- in armor, a noblewoman's gown, or a simple scholar's robe- she always proudly wears the black opal ring of the Order of Rekkenmark, sign of her study at the Academy and service as an officer during the War.
She's bitter about the sacrifices her family made for what seems to her to be no result. She doesn't care to make any more meaningless sacrifices for someone who doesn't care about her. Harika cares about herself first, her family and friends second, and anyone else only to the extent they can help her.
That isn't to say she's an unpleasant person. Quite the opposite. It's hard to get people to help you when you're complaining and frowning all the time. Harika can be very pleasant and apparently open and friendly. When she's with friends or family or when she wants something, that is.
The Blood of Vol's teachings are directly in line with her ambitions. She hasn't met any intelligent undead or know any of the deep secrets of the church, but personal advancement through self-reliance? That is exactly how she feels things should be.
Some people might say she's immoral or dishonorable, but she would never dream of cheating a companion or letting a family member die destitute and alone. Stabbing an opponent in the back or animating their corpse after they fall, though, that's just taking opportunity of an obvious advantage.
Given her outlook, it's understandable that she is slow to extend her trust to others. But that trust, once given, is unshakable. It's how she lives, after all. Trust and take care of you and yours and everybody else better watch out for themselves.
Uncle Taco |
Here's my entry. Looking forward to seeing what you come up with.
Brave adventurers. Noble Warriors. Crafty Magicians. He knew them all. Dying wives, mourning fathers, love, loss, pain, and revenge; he knew them as well. He told their stories, but he had never seen them.
Kuronue the wanderer -- or Kuronue the Haunted, was a vagrant fancying himself more of a poet than shaman. A storyteller who lived through the borrowed greatness of others. Ever since he was young he was able to hear the undying voices: bards and poets of Aerenal speaking through the ages to him. He was able to speak before any of the other children his age. Rather than stumble through rudimentary sounds and syllables, he spoke in full sentences. He could recite the greatest literature of Elves. Whether Stories, songs, or poems; epics, folklore, or elegies, he held on to the lore of the ancients.
Half born to an undying people, half born to the dominant race on the continent, Kuronue lived a life divorced from both. Though he knew their stories, he never quite knew them. He spent days shambling about Sharn, telling his stories and making coin here and there. He spent nights in the bohemian enclaves of Torchfire, dreaming of white beasts stalking the moon. His own story was mundane, his life inconsequential– easy even, until They started talking to him.
They -- the ominous they -- began whispering to young Kuronue. They snickered, snorted, and teased the young half-elf and never gave him peace. They spoke loudest when he was in "thin" places. Thin places brimming with magical or divine energies where the mundane world rippled with the unknown. When the world was thick, their voices would lower. If that wasn't enough, his dreams of stalking the moonlight began to feel real. When he closed his eyes, he saw a beast journeying each toward an unknown place.
As the nights went on, the journey became more familiar. Familiar landmarks began to show up in his peripheral vision, and in the distance he could make out Sharn. This continued until he saw a beast stalking the streets of Sharn at night. Upon entering the city, the began to look for him. Making its way up to the Menthis Plateau, it found a young half-elf asleep in a communal dbed. Frightened, Kuronue woke to find himself staring into the eyes of a young white tiger.
Questions of how it got into Sharn unmolested, how it found him, or why it perched on his bed instead of trying to eat him came and went. Kuronue already knew those answers, he could feel them in his heart. He knew this was no mere coincidence. Whatever blessed him with the gift of lore was here for its due, and he had little choice but to follow it. He spirited his newfound companion away that night. Together they began an adventure not in search of gold nor glory, but to solve the mystery that brought them together.
Pale skin, hair, and eyes betray an otherwise young looking man. Though he is beautiful. He does not dress in the normal fashions of Sharn, instead wearing what looks to be a scarf made of animal hides that clasp with a number of tails behind his back. He usually wears a long tunic and loose pants, the better for the heat in the city and surrounding areas.
Sorta looks like this guy
Kuronue is adventuring for adventure's sake really. Having had a number of revelations recently, he is curious as to the origins of his power and by extension, the mysterious forces that power Eberron.
Kuronue the Wanderer
Male Half-Elf Oracle (Ancient Lorekeeper) 1 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 0)
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +0
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—dream
Oracle (Ancient Lorekeeper) Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—cure light wounds
. . 0 (at will)—ghost sound (DC 13), mage hand
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 12, Wis 7, Cha 17
Base Atk +0; CMB +3; CMD 13
Feats Extra Revelation[APG], Noble Scion of War[ISWG]
Traits fate's favored
Skills Diplomacy +7, Knowledge (history) +5, Knowledge (local) +5, Perception +1, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling
SQ dreamspeaker, elf blood, elven lore, mysteries (mystery [lunar]), revelations (primal companion, prophetic armor)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Lore +0 Add half oracle level to Knowledge checks about elves.
Fate's Favored Increase luck bonuses by 1.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Te'Shen |
. . .
Character Creation Guidelines:
-20pt buy
-1 extra feat
-2 traits, no drawbacks.
-150 starting gold
-Classes: All except Gunslinger, Ninja, Samurai and Summoner.
-Races: Core and Eberron (see the wiki). Ask me about other races. Warforged can either go with the listed abilities (option one) or chose: +2 dex +2 con -2 wis (option two), +2 str +2 con -2 wis (option three)
-Alignment: Preference goes to good and neutrals. LE can be considered, but needs a good reason.
-Level 1, lvl gain will go at my pace.
-Hp max on lvl 1. On gain, half +1.
. . . .
As to trait selection, may one of them be from Campaign traits subject to your approval?
I ask because Finding your kin will actually be one of the motivations for the character... though I'm not sure what the mechanic has to do with it... though I like it. A Lot.
Or Trap finder if the small band doesn't have anyone who has that covered.
GM Mason |
I ask because Finding your kin will actually be one of the motivations for the character... though I'm not sure what the mechanic has to do with it... though I like it. A Lot.
That trait is a little too powerful. It is actually multiple feats: toughness and skill focus. I would prefer no on that trait.
GM Mason |
GM Mason wrote:oh that's not a bad ideaTenro wrote:I wasn't planning pvp. I was thinking more along the lines of a race to get things accomplished or missions that would cause the other group trouble.aside from the evil party in Eberron, which i don't see an issue with, i would say what i DO have a slight issue with is parties of players vs parties of other players in PbP.
The idea of the conflict doesnt bother me, but the fact that you are now in combat waiting for twice as long to complete a round... really bogs things down, i have had that issue in a few of the games i am in/was in.
You going to throw together that goblin you've been talking about? ;)
Te'Shen |
Te'Shen wrote:That trait is a little too powerful. It is actually multiple feats: toughness and skill focus. I would prefer no on that trait.
I ask because Finding your kin will actually be one of the motivations for the character... though I'm not sure what the mechanic has to do with it... though I like it. A Lot.
That's fair. It actually struck me as the Fast Learner Feat 1.5 times... but, yes. It's more of a feat+ rather than the half feat most traits are.
So am I to take it that you might be ok with some campaign traits like the trap finder one previously mentioned but on a case by case basis?