The Xen'drik expedition


Recruitment

1 to 50 of 97 << first < prev | 1 | 2 | next > last >>

We all know that eberron is popular and so is kingmaker, so to satisfy both needs they will be combined. First brave adventurers read the poster.

the poster:

The lords of Stormreach call upon you to join the Xen'drik expedition, join i the grand adventure of a lifetime! Explore the interior of Xen'drik and revel in wealth and glory! Those of you who prove themselves worthy will be ade viziers of the new territories and will be given great honors and wealth. Join today with expedition master Kalin Drask, fabled hero of karnnath and leader of the glorious expedition! Sign up at the leaky dingy in the harbor.

character creation:
Any Common and featured race is allowed in addition to the Warforged and Changelings. Warforged also have the option of using the following subraces and tieflings, assimars and dhampirs may use bloodlines.
The agile are a variety of warforged suited for the more usbtle aspects of warfare, 2+ dex, 2+ wis and -2 cha.
The officers are a variety of warforged made to command other warforged, 2+ str, 2+cha and -2 wis
The Mindforged only come from Xen'drik and House Cannith never made any of them, 2+ cha, 2+ int and -2 wis.
all non evil alignments are allowed.
Hp is to be max for your first 2 levels and then half your hit dice+con modifier.
You start at level 2 and any class except for the antipaladin, sythesist summoners and gungslingers can be used. Determine your stats by focus/foible, select one stat to be 18, another to be 8 and roll 1d10+7 for the remaining stats. Traits are 1 per character as for those who are selected I will give a custom trait.

this recruitment will last for a week and you must just convince me but convince your fellow players who are already onboard. They are 137ben. Browman and Tenro. We have 2 slots available and we will be using hero points or you can choose an extra feat instead. Also psionics is allowed from dreamscar press. Use this for the Warforged and Changeling as well as eberron religions. https://sites.google.com/site/eberronpathfinder/

Any questions brave heroes (and antiheroes)?


Our party composition so far is:

Warforged Dread (psionic debuffing class)
Human Summoner
Dwarven Inquisitor


Half Giants are definately available and the other psionic races will require a good backstory to be considered. Sadly I don't allow third party material, however if you want to reflavor a sorcerer or an oracle as a warlock you have my blessing.


those interested in playing psionic classes and/or psionic races should read up on Sarlona, which is where most (but certainly not all) psionic characters hail from.


Cool then i think I may take a Half Gaint, that would be fun, Elans cryptic or telepath would be great fun,

Ill look at a warlock like sorcerer that would work,
thinking a Grammaton would be cool.

What year is it set, V
https://sites.google.com/site/eberronpathfinder/conversion-info/rules/firea rms


Are Shifters allowed?

If not, might be interested in a Chageling, maybe ninja, or normal rogue if ninja isn't allowed.

Tenro and I have played a few games together, and I think we get along, lol.


Monkeygod wrote:
Tenro and I have played a few games together, and I think we get along, lol.

never seen this guy in my life! >_> hahaha


an emotionally cold grammaton would be interesting with the dread, who creates fear (not implying i would do fear on you but for any NPCs we interact with, theres a creepy warforged and a stone-faced grammaton hahaha)

I'm not sure how the inquisitor will fight, weapon-wise (melee/ranged/both), i imagine the summoner will likely fight ranged while his eidolon fights melee. my character will start melee but transition to ranged as his levels increase.

so initially, i imagine we will need at least some melee support. it seems like everyone so far has some sort of spellcasting/manifesting, so that will be interesting as well. some more healing couldn't hurt, but this being eberron, perhaps some wands will suffice)


pending GM Xen'Dragon's approval of Shifters, here is the page for Eberron races built according to ARG


shifters are allowed, sorry for not mentioning that in the initial posting.


Tenro wrote:

an emotionally cold grammaton would be interesting with the dread, who creates fear (not implying i would do fear on you but for any NPCs we interact with, theres a creepy warforged and a stone-faced grammaton hahaha)

I'm not sure how the inquisitor will fight, weapon-wise (melee/ranged/both), i imagine the summoner will likely fight ranged while his eidolon fights melee. my character will start melee but transition to ranged as his levels increase.

so initially, i imagine we will need at least some melee support. it seems like everyone so far has some sort of spellcasting/manifesting, so that will be interesting as well. some more healing couldn't hurt, but this being eberron, perhaps some wands will suffice)

That sounds cool, I really would like to see what a grammaton can do, in the Inter PC play of a Emotionless Elans grammaton and a dread would be fun, NPCs would freak.

Could also do Half-Gaint cleric/Vatalist, Ill have a think.

the group makup sounds like a tactical thinking group over a kicking down doors group.

I also know Monkeygod, he plays a cool PC in anther game I am on, in fact the only game I am in on here.


I am playing a Life Leech Vitalist in a Dark Sun game, pretty fun class. Grammaton could be good as well, depending on what the GM rules on the prevalence of guns.


Rolls
18
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (6) + 7 = 13
8

1d100 ⇒ 64
1d100 ⇒ 70
1d100 ⇒ 88

O thats a keeper

18/17/13/12/12/8
not bad at all that.


This is my PC building Alt
Capt Wombat, hes an half Giant,


1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (2) + 7 = 9

18, 17, 10, 9, 8, 8.
Ergh. I'll have to think on this.


hes not a half giant any more, going with something like a warlock, but psionic


Since I have FOUR stats that are a 10 or below, I'd like to request a re-roll.

I'm definitely going to submit either way, so no worries it's a no. And I'm planning to create a Vitalist, so I could probably make the previous array (18, 17, 10, 9, 8, 8) work, I'd just prefer something a bit more balanced, to keep from getting my ass kicked 24/7.

Rerolls (If Approved):
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8


Well, you've caught my interest. I'm going to do a little digging into Ebberon seeing as my knowledge of the setting is a little subpar then I'll probably stat up a ranger or an alchemist :-)

Ability Rolls:
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (5) + 7 = 12


Just to keep people informed, my dwarven inquisitor will be focusing on melee combat with his halberd. So a second melee would be appreciated. I will have minor healing, limited buffing and out of combat spells. Many of my later spells will be inquisitor specific type.


Most likely, I'll submit a ranger, (guide archetype if that's allowed). Human male named Menviol Rofouth ir'Tajar.

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (2) + 7 = 9


I'm a fan of the setting, and I may be interested.

That being said, I prefer role-playing to roll-playing as it were and really believe PBP's function best when the players and dm both put a bit of effort into "writing the story" rather than just rolling dice through encounters. It helps if you've got a few good writers.

I understand that's not everyone's style but where do you imigine this game falling on that scale, GM?


Just curious, but is material from the 3.5 Eberron books allowed?


Thinking about it a half giant cleric would just fit better, really looks like the party needs a dedicated healer/second front line fighter. Range attacks are covered.

Big half giant with a large sword and shield would be a nice tank in a stand up fight.


yep looking good
Healer/fighter AC22 nice big sword


rules for HP is that it is to be max at each level, as with that stat being as imporant as it is and me being a first time gm I don't want to kill you (alright maybe a little bit). Gold is 300 and as for 3.5 material I don't like prestige classes mechanically, so instead if you get selected and want a prestige class I will try to convert it into an archtype. For instance with the thief of Life prestige class as a rogue archtype I would replace Trap Sense with a "Life Sense" ability that would scale up as you leveled up. As for spesific 3.5 eberron feats and gear I will be allowing them on a case by case basis. Also I am implementing the following stat rule, if you have a con that is 9 or lower you may choose to have a basic 10 instead. For those races that receive con penalties they will instead suffer a -2 to Fortitude, so be careful with those poisonous reptiles. Drow characters instead of gaining poison use can instead select the alternate racial trait "Venom resistance" which gives them a 5+ bonus on saves against poison.


How long will recruitment be open for?


I'd like to play a Shifter Druid, using the Racial Sub levels from Races of Eberron, which were basically early Archetypes.

Shifter Druid

If possible, I'd like to be a Moonspeaker, but if that somehow makes me less likely to be chosen, I'll do without it.


recruitment is one week, as for substitution levels and moonspeaker you have to choose one to be your "archtype" if you get selected. What we are truly concerned with is flavor at this point. However with archtypes I will do my best to not cripple you in the game while at the same time not making you overpowered. As such I will try to maintain the flavor of the prestige class if not the exact abilities when I convert it into an archtype. To give an example the Thief of Life as an archtype would focus a rogue into his subroll as an assassin at the cost of his versatality via loss of trap sense for life sense etc. A thief of life rogue will be very good at killing living targets but woe to him if he fights an enemy like a construct...


Ok Noss is done and ready, if you need me to change anything please let me know. hes a Fighter Cleric of "The Traveler" basicly a mercenary for hire, not bad not good just a working fighter.

The Idea is he can heal and fight frontline ready when spells and powers run out.

O and he has a pet Dog, Half Giant standing some 9'1" tall, uses a great sword one handed, AC20/24/26* Can heal and Carry a hell of a lot.


rule change you have a 1000 gold for equipment and if you have some left over wealth you can put it in a House Kundarack bank account instead of hauling it across Xen'drik and a warning for all heavy armor users you may be required to make fort saves due to heat. Platemail wearing knights for instance may fry alive in the saddle...

And Noss I like do you worship the traveler directly or do you worship him in a "mercenary aspect" (like the drow who worship the Mockery in the form of Vulkoor)?


Focus: Wisdom
Foible: Str

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (7) + 7 = 14

Only other game I've seen/done Focus/Foible is Way of the Wicked. In that, your rolls are placed in the order of Str, Dex, Con, Int, Wis, Cha.

Are you doing the same here, or can we move them around?


same as the way of the wicked.


So that would end up

8 Str
15 Dex
15 Con
9 Int
18 Wis
14 Cha

without Mods. With them, I get a 17 Dex, 20 Wis and 12 Cha.

Shifting, as per that ARG link above, is a lot weaker, and no longer relies on a stat at all, nor can it be used more than 1/day. The per day uses isn't increased via feats either.

Can I please use the original version, as shifting is going to be a bit essential to my concept?


not a problem for Noss hes got Endure Elements.
May give him Cold Iron Sword and MW Armor.


If you want either a shifter druid archtype or a moonspeaker archtype shifting will replace the standard wildshape class feature with a few additions depending on the archtype. For example my shifter druid archtype concept is that you will get more "raw power" and more uses with shifting then the moonspeaker does, in effect you will be a melee/survivor druid with attitude. While as a moonspeaker your shifting will at first glance not as "powerful" in the sense that you can basically throw a human across a gorge. However you will gain bonuses depending on your moon of choice (you can choose a moon each month however you cannot use the same moon every month is my current idea). For instance if your moon of choice for the month is Aryth which is alighned with Risia, you will receive abilities based around Risia. For instance you might be able to change the damage type of melee attacks and spells to cold at will and as you level you will be able to convert your prepared spells to the spells that re alighned with your moon (in the same way that a cleric can cure or wound spells at will if he has prepared spells remaining). Both will increase the number of uses of shifting you get per day.


I'm going with the Druid archetype. I think it fits better overall my concept.

It already alters/replaces Wildshape, at a later level. The first power replaces Animal Companion, with a Beast Spirit, which I am guessing is fine as is?


Monkeygod wrote:

Shifting, as per that ARG link above, is a lot weaker, and no longer relies on a stat at all, nor can it be used more than 1/day. The per day uses isn't increased via feats either.

Can I please use the original version, as shifting is going to be a bit essential to my concept?

yeah just read it and noticed that. that stinks. the only work around i see would be the Incremental Shifting feat:

Incremental Shifting:
Incremental Shifting [Shifter]
Prerequisite: Shifter, at least 1 other Shifter feat
Benefit: You may use your shifting ability in 1-round increments that do not have to be consecutive. Activating and deactivating the ability is still the same kind of action.
Normal: Shifters can only use their shifting ability once per day and the entire duration is used in that one shifting.
Special: Unlike other shifter feats, this feat does not increase the duration of your shifting.
Source: Personally created

That said, in 3.5 Eberron, each [Shifter] feat got you +1 round to duration, and every two [Shifter] feats got you +1 time/day, but each time got the whole duration.

On the other hand, under the PF conversion to shifter, most [Shifter] feats give you 2 rounds of duration, and no additional uses/day.

Even with the feat i spoilered above, you would get as many uses/day as you had rounds (given from feats), but each use is variable length and your total rounds per day is much less. It is odd that the PF conversion would be LESS powerful than the 3.5 equivalent.

For instance, given two Level 10 Shifters, the rounds per day would be as follows, assuming all normal character progression feats were [Shifter] feats and a CON of 16:

3.5: 10 rnds/shift (3 base, 3 con, 4 feats), 3 shifts/day, 30 rnds shifted
PF: 30 (20 level, 10 feats) 1/day (unless you took that feat)

so actually, on doing the math (unless i am missing something) they are about the same since shifters have a base amount of shifting equal to 2x their character level, and get 2 rounds bonus per feat and more feats in PF than 3.5

You just basically NEED that Incremental Shifting feat from the PF conversion site (under Shifter Feats)


Updated,


Problem is, what happens after the first encounter of the day?

You just used a rather decent to very strong benefit, depending on build, and can no longer use it for the rest of the day.

Its also silly, in my opinion, to have to waste a feat on something that used to be inherent and not all that powerful.


well I am converting it into an archtype (its less clunky that way) but the abilities seem good as is. Although I may shift the abilities around a bit (pathfinder is a little more powerful then 3.5 edition so we may change the abilities around a bit). My beloved players Tenro, 137ben and Browman take a look at the shifter link and give me your opinion on any changes it may need or if it is good as is.


Monkeygod wrote:

Problem is, what happens after the first encounter of the day?

You just used a rather decent to very strong benefit, depending on build, and can no longer use it for the rest of the day.

Its also silly, in my opinion, to have to waste a feat on something that used to be inherent and not all that powerful.

well both versions of the shifter CLEARLY give incentive to taking all possible shifter feats.

however, as i posted above, there isnt much difference between the two.

going the PF way basically REQUIRES that you take that feat, yes, but it allows you to tailor your uses to the task at hand. rather than having 3 uses of 10 rounds each, you could have 30 uses of 1 round each. you're going to be taking shifter feats no matter what and you get more feats in PF. if you have 4 battles, youve already used your 3 shifts in 3.5, even if you shifted for a battle that was over in 5 rounds instead of 10. In PF, if you wanna shift for some specific reason outside of combat (like to get scent or something), well you can, and still have plenty of use in combat (assuming you take that feat).

WITH ALL OF THAT SAID, were i running the game, i would probably just let the player use whichever way they want. I honestly feel you would be losing versatility by going the old way, but I don't know all the specifics of your build. by your asking for the Moonspeaker PrC, I take it you want to focus on spellcasting/summoning a bit.

shifting per day benchmarks:

This will be barring feats that serve no purpose but to extend rounds or add uses per day, and assuming PF models include the Incremental Shifting feat, and only using standard character feat slots for each system (NOT bonus feats given by any class), and assuming 16 CON

Level 5:
3.5: 16 rnds 2 uses per day, 8 rnds each = (3 + CON + 1/feat 2 feats)
PF: 16 rnds per day = (Character Level*2 10 + 2/feat 6)

Level 10:
3.5: 30 rnds per day 3 shifts per day, 10 rounds each = (3 + CON + 1/feat 4 feats)
PF: 30 rnds per day = (Character Level*2 20 + 2/feat 10)

Level 15:
3.5: 48 rnds per day = 4 shifts per day, 12 rnds each(3 + CON + 1/feat 6 feats)
PF: 46 rnds per day = (Character Level*2 30 + 2/feat16)

Level 20:
3.5: 65 rnds per day = 5 shifts per day, 13 rnds each = (3 + CON + 1/feat 7 feats)
PF: 60 rnds per day = (Character Level*2 40 + 2/feat 20)

TL;DR: my assessment of the pros and cons determines that it doesn't matter which style of shifting MonkeyGod gets. The 3.5 way gets slightly better at high levels, but the PF version is way more versatile. Since there is little difference, I don't think it matters which way is used. As such, I would err on the side of the player getting what they want. Attention must be paid to the way feats, racial abilities, etc. interact when blending systems, but that is standard anyway.


My biggest problem with the PF way is that I am kinda forced to take the feat, which I am strongly against. Its a rather solid feat, one which I might take anyways if I were to go the PF route, I just dislike being pretty much required to take it.

What about keeping the rounds+Con from PF, and times per day from 3.5?

So, right now, without any feats, I would have 6 rounds of shifting 1/day.

If I take two Shifter feats(if those are allowed) I would then be able to shift 2/day.

Hope I'm not being to much of a pain, by the way. I just wanna get this as right as possible.


You can use the shifter feats from https://sites.google.com/site/eberronpathfinder/conversion-info/feats/shift er-feats. However we do need a story though none of this matters if the tribune finds you...wanting.


It's no pain to me to discuss it. I already check the boards way too much as it is hahahah plus i have had enough discussions with you before to know you arent being combative about it

3.5 was the one with 3+CON rounds per day, PF is just straight up Level times two to determine your base rounds per day.

I see what you mean about being forced to take a feat, but in my mind that point is moot because obviously a shifter is going to take shifter feats, and you get more feats in pathfinder.

In 3.5, you start with 3 rounds plus CON modifier, and one use of shifting per day. Each feat you take after that, you get 1 more round.

In PF, you have a base of your level times two. CON doesnt matter. Each feat gives you 2 more rounds each.

An important distinction is that in 3.5, your extra 1 round per feat is applied to each use of it, and you get one additional use per 2 shifter feats. Pathfinder counteracts this by having a much higher base, and you get more rounds per feat and more feats across your levels as a character.

Another important distinction to make, which is not reflected in my prior benchmark, is the importance of CON in the 3.5 system. I used 16 as that is a decent score to start with, but it is likely that someone focusing on shifting (which i already stated that it appeared to me that you were leaning more towards focusing on spellcasting rather than shifting) would boost that CON score past 16. Every two points of CON would give one more round per shift, per day (and your uses per day increase as you take more feats, so if you WERE focusing on shifting, this would be a significant bonus to your rounds per day).

Now, with the Incremental Shifting feat, you can have any number of uses per day up to your total rounds per day, cut up in exactly the size you need. So it is more beneficial if you shift for non-combat reasons at all, or if you find yourself having more combats per day than you have uses per day under the 3.5 system. The rounds per day, as seen in the benchmarks i provided earlier, remain largely the same until after level 10.

Based on my gaming experience (everyone else's mileage may vary), the PF system would be what i would choose if i were making a shifter. This is because i have rarely been in a combat that lasted more than 10 rounds, and I have often had more than 1 combat per day at low levels and even more than 5 at high levels.


Hmm, true points all. The one thing I loose out if I go PF is the Con bonus to shifting. Which isn't all that great, except for the fact that the Shifter Druid Archetype I am taking lets me use my Wis instead, eventually.

Also, GM, don't worry about story/histroy. I'm deeply familiar with Eberron and its lore, flavor and what not. I own and have read most of th 3.5 books too.


ah yeah, i can see that point if you are focusing on spellcasting and boosting WIS


Monkeygod wrote:

Hmm, true points all. The one thing I loose out if I go PF is the Con bonus to shifting. Which isn't all that great, except for the fact that the Shifter Druid Archetype I am taking lets me use my Wis instead, eventually.

Also, GM, don't worry about story/histroy. I'm deeply familiar with Eberron and its lore, flavor and what not. I own and have read most of th 3.5 books too.

i'd probably just suggest using either WIS MOD or (WIS MOD *2) as a bonus to your rounds per day, in that case.


Hey- did not post any ideas for a character earlier because I simply could not think of any concepts that I wanted to play, but I think I have one now that will get keep me interested- I was thinking it would be fun to play a Warforged Monk who, instead of full Adamantine Body Plating, would just have the hands made of Adamantine, for the bypassing of 20 points hardness when sundering and the ability to bypas x/Adamantine DR. Would this be allowed? Character name, as a variation on the Lord of Blades group that name themselves after swords, would be Gauntlet or Cestus.


Aberrant Dragonmark feat is it ok to take it,

also can a cleric be of "The Path of The Prophecy"?

1 to 50 of 97 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / The Xen'drik expedition All Messageboards

Want to post a reply? Sign in.