| Master Rahl |
| 2 people marked this as a favorite. |
The Last War has ended, but much of the anger and pain remains. The new nations of Khorvaire, while technically at peace, continue to vie for political and economic supremacy. In the wake of war, new treaties and alliances are forming, new weapons and armies are being built, and another great war is inevitable. Still, that war is years away. In the meantime, a new age of exploration and growth creates an exciting era in which to adventure.
During the Last War, not everyone saw action and not every location was a battle zone. Great portions of every nation never suffered invasion or attack. On the other hand, locations in every nation did suffer through the war, and some sites switched hands a dozen times or more as the century-long conflict unfolded. Particularly along the borders of the nations, bloodshed and violence came and went as the war progressed.
The Treaty of Thronehold was signed on the 11th day of Aryth in 996 YK, thus ending the Last War. After more than a century of war, soldiers and kings alike must learn to live in a peaceful world. The long struggle and the shocking destruction of Cyre, which occurred in 994 YK, have left deep scars on the psyche of the continent. There is an undercurrent of despair and doubt, a fear that the fate of the Mournland may herald the doom of Khorvaire itself.
This sense of trepidation has provoked many different reactions. Crime is on the increase in the major cities of the nations; many question moral standards, as people no longer believe in the security of their old way of life.
Murder and theft are far more common than they used to be. Sinister conspiracies such as the Aurum and the Order of the Emerald Claw are using the overall sense of confusion and uncertainty to increase their own power and influence. The elves of Valenar have been ignoring the Treaty of Thronehold, and elf forces continue to clash with the Karrns, the Talenta halflings, and the Q’barrans. Rumors tell of graft and corruption even within the Church of the Silver Flame, the traditional bastion of law and order.
Not everyone gives in to despair, however. Academic institutions such as the Library of Korranberg and Morgrave University have redoubled their efforts to explore the mysterious continent of Xen’drik, seeking knowledge and wonders. There are those who fight to make Khorvaire a safer place, battling in the shadows, the streets, and the courts of the land.
This is a time of opportunity and adventure. The lost treasures of forgotten civilizations are only beginning to be recovered. Untold wealth and powerful artifacts can be gained—assuming one can get past the deadly guardians and cunning traps that protect them. Crime lords and corrupt priests clash in the cities. Spies, courtiers, and assassins battle with words and swords in the courts of Khorvaire. Mad wizards, ancient demons, and sinister cults pursue deadly schemes that could threaten Eberron itself. This is a time when new heroes must arise to replace those slain in the Last War, to find a way to restore light and hope to the people of Khorvaire.
Excerpt from the Korranberg Chronicle, from the 2nd of Eyre edition.
You are people from a surviving band of mercs turned adventurers. As a band of mercenaries you had strong connections with Breland, Crye, House Deneith, House Cannith and various churches of the Sovereign Host. Recruitment was easy, they wanted those abandoned by country, house or army but still want to fight and only required loyalty to the band. After a tough weeding out process that usually found the spies, thieves and the deserving, you would join the main faction. From then on you were known as the Hounds of Khorvaire , your primary missions was rescuing civilians and protection from the front lines. Now that the war is over the surviving leaders had decided to convert to a new organization helping to restore peace to some of the chaotic regions, slaying renegade dragons, monster and undead. Helping to explore regions such as the Mournland, Xendrix and even braving the shores of Agronnessen.
You’ve been summoned to Sharn, and are looking to find the local meeting place for the Hounds. As Copper members, you’ve been part of the organization since the final days of the war. Traveling around to various outpost and working on requests. Now you’ve been summoned to Sharn, the City of Towers, for some it’s a trip home for others a place only dreamt about. Either way, your instincts tell you that trouble, excitement and possible treasure are in your near future.
Hello All and welcome to my Eberron with Pathfinder game. I’m Master Rahl and I shall be the Dungeon Master for this game. Below you will find what I’m looking for in players.
Please note a couple things:
1. While familiarity with Eberron is a plus, I’m not basing my decision on it.
2. Due to RL schedules I might be starting off without maps, depending on how things go, or if it becomes too much trouble without them I will strive to get some up.
3. I’m only looking for 2-3 players, which may grow depending on interest and characters.
4. I’ll be using a modified version of the Automatic Bonus Progression.
5. This list might be modified later as needed.
On to the Crunch:
Startling Level:2, with Gestalted characters.
Classes:Any Paizo Class except Gunslingers (Bolt Ace allowed), Dreamscarpress Ultimate Pscionics Classes. After thinking it over it, I’ve decided to not use Spheres of Power, primarily as I’m not as familiar with it as I would like.
Races: Core plus Shifter, Changeling, Kalashtar, Warforged, Goblin, Hobgoblin and Bugbear (Only one and have to have an awesome backstory. Eberron Races can be found Here!
Alignment: Any non-evil.
Ability Scores: 25 point buy, no stat higher than 18 after racial mod, below 8 before race mod.
Feats: The website in the race section has options for everything including feats, you can use those or if you have any eberron source books you can use any of those. Also I’m using the Feat Tax system, which can be found HERE! Adjust accordingly.
Hitpoints: Max 1st Level, 75% each additional level.
Traits: Normal
Starting Gold: 1500 gp.
Background: I’m looking for a bit of history of your character, please remember that you have just come out of a century of war, and the everyone knows of the Mourning. So they should include what you did in the war, for the merc, country of origin, etc and where you were on the Day of Mourning. If you need definition of what that is just ask I or someone else will jump on that and give you a heads up.
I’ll run recruitment till 15th, and give out the results that weekend.
| Ouachitonian |
Ouachitonian wrote:I’m not familiar with Eberron, but I like the set up (ABP, Gestalt, available classes, etc), so I may give it a whirl. Dreamscarred classes but not races, is that right? (IE no Half-Giant, Xeph, etc)Itll be a case by case basis, post your request and I'll think about it.
I'm leaning toward Warforged anyway, but I'll keep that in mind.
| JonGarrett |
Would you allow the Blue Goblins? In the case of my character it would be more the case of lots of blue (and fire ink) tattoos...but he would be pretty Blue.
| ExiledMimic |
A few questions I feel I should ask.
What's the ruling on taking Dragonmark feats? Is that an issue for story ect or is it alright?
If they're ok then how do you feel about Aberrant Dragonmarks? Dunno the tone of the campaign so I thought I'd ask.
Dunno if there's anything else I should ask, but I am loving the idea of a Valenar double scimitar character... so yeah. Thanks in advance
| JonGarrett |
Is praying to the GM Allowed? I mean, I personally prefer bribery...
My idea looks like it'll be a Goblin/Blue Crystal Warrior Aegis / Brutal Disrupter Cryptic with possible levels in Barbarian later. Essentially it's going to be a small strength build character, a shockingly strong and smart Goblin. Because such contradictions amuse me.
| Master Rahl |
@JonGarrett Yes their allowed as I see them as a mutant off shoot. Praying works as long as it's NOT WHILE I'M SLEEPING.
@ExiledMimic Yes I encourage them to be honest, I feel they bring great flare to the game.
@Critzible Go ahead I forgot to add them to the list but yes their allowed.
@Lekkric18 Glad to see another Seeker, looking forward to your submission.
@Gavmania Thank you, to be honest I stole it from the campaign setting, but I felt it give a strong idea of the world to those who haven't played it much.
@Keith Baker I apologize for any plagurism I might have used.
@Monkeygod Any of the evil ones. So no evil characters either.
| Threll Aeckson |
I present for your consideration Architect’s submission, Threll Aeckson
There’ll has been “blessed” by Nethys, God of Magic. He has powerful gifts, but the All-Seeing Eye never gives without taking.
Threll Aeckson
Male Human Crossblooded Sorcerer 2/ Blue Dragonheir Scion Fighter 2
LN Medium Humanoid (Orc)
Init +3; Senses Perception +0 , lowlight vision, darkvision 90
--------------------
Racial
--------------------
Bonus Feat: Reach Spell
Draconic Heritage: At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
--------------------
Traits
--------------------
Magical Lineage: Shocking Grasp
Marked by Unknown Forces: You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
--------------------
Bloodlines
--------------------
Draconic(Blue): Class Skill Perception
Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Orc: Class Skill Survival
Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Powers
1st: blood mutation: Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
DRAWBACKS
A crossblooded sorcerer has one fewer spell known at each level (including cantrips)
A crossblooded sorcerer always takes a –2 penalty on Will saves.
--------------------
Defense
--------------------
AC 13 Touch 13 Flat-footed 10
HP 19
Fort +4 Ref +3 Will +2
Favored Class Sorcerer, +2 skill points
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2
Ranged +5
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 12, Wis 12, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Least True Dragonmark(Sentinel, Mage Armor), (b)Reach Spell, (b)Eschew Materials, (b)Arcane Strike,
(b) Precise Strike
Skills //Perception +6, //Kn. Arcana +6, //Intimidate +9, //Bluff +8
Languages Common, Orcish
Combat Gear
Mw Shortbow, Boot sheath Dagger(flavor location, just a dagger), Alchemist’s Fire x2, Holy Water x2
Arrows x40, Whistling Arrows x20, Blunt Arrows x20
SQ Fearful Might (Ex)
--------------------
Other Equipment
--------------------
58p
Sleeves of Many Garments
Backpack,
-bedroll
-flint and steel
-iron pot
-mess kit
-rope 50ft
-soap
-torches (10)
-trail rations (5 days)
-waterskin.
Belt Pouches
-Potion of Cure Light Wounds
-Wand of Infernal Healing
--------------------
Spells
--------------------
Slots: 0th-4, 1st-5
Known:
0th DC 144
Detect Magic, Flare, Prestidigitation, Jolt
1st DC 151
Shocking Grasp
Mage Armor(1/day)
Threll was raised in a small town in Thrane near Angwar Keep, and tragically close to what is now the Mournland. The town suffered from bitterly frequent raiding, and thus began Threll’s long history with chaotic battle. He was raised with the intent to be a powerful guardsman by his father Aeck, the town guard captain.
Sadly, Threll never met his father’s goal: during a drawn-out raid on their town he lost his father. Threll was protecting his mother by hiding with her, per his father’s orders, when he felt something… undeniably wrong. Threll told his mother to stay hidden and ran from their homes cellar, just in time to watch his father, nested with arrows, fall from their town’s wall.
Enraged and screaming, Threll ran to the wall, stole an archer’s bow from his hands and began firing. He felled man after man, being shot himself but screaming through the pain as he continued to shoot. Finally, he was out of arrows. Too enraged to call for resupply, he acted on instinct, and pointed two fingers at a man with bright red epaulets on his shoulder. There was a crack like rending stone, and Threll was knocked to his feet, unconscious. When he was awakened shortly after by a guardsman, Threll saw the raiders in full retreat. He peered over the wall and saw a body with red epaulets being dragged away by his comrades, a smoking and charred creator where the man’s head had been.
A smile split slowly dawned across his face, but it wasn’t happy. In fact, the few guardsman nearby who saw Threll backed away, almost without thinking. The sight was… crazed, terrifying. Threll hissed one word through his manic grin, barely a whisper, “…Vengeance!”. After this, he ran the length of the wall, firing bolts of lightning at anyone close enough to the wall to draw his ire. No matter how he tried though, these were mere sparks in comparison to the bolt he had hurled at the man with red shoulders.
After a while, when there were no more raiders to shoot, Threll felt his hand burn. He looked at his right hand, from which the lightning had come, to see an odd mark. He almost mistook it for a burn, but closer inspection revealed two things: it looked like a familiar eye, the eye of Nethys, and second, it hurt. Gods, how it hurt. This subsided as the rage within him turned to curiosity at the days happenings, but fatigue swiftly overtook both and Threll sagged. He returned home to his beleaguered and grieving mother, another member of the guard having already come to inform her of Aeck’s fate. She hugged her son to her chest, and declared that she would never let him go again. Truth was, Threll didn’t want her to. He fell to his knees very quickly, asleep at his feet. He slept for two days straight, thereafter.
This was not the only loss Threll endured. He lost his childhood that day, as the town’s elders insisted he be educated, “lest he destroy us all”. Threll was sent to a mage in Angwar Keep, to live and study so that he may return and aid his town. There he lived, 6 years, and tried to learn, but could never make much more than the lightning he threw on the battlefield that day, in one form or another. It was in the weeks of raiding before the Day of Mourning, when he received word his town was again under attack. No simple raid this time, a full siege by invaders taking advantage of the chaos nearby. Angwar Keep was on lockdown, however, and Threll was not allowed to leave. He tried to jump from the walls in the night, hoping to escape and go to their aid, but was stopped by 5 nightwatchmen, wrestling him to the ground. As they dragged him from the walls, Threll swore he saw the fires of his town burning in the distance. The next morning, the worst Day of Threll’s life, they received word his town had been routed and pillaged. Killed to a man. Threll was inconsolable. He sat atop the walls, morose and speechless.
It was then that the flash ripped the sky. In an instant the sky was so bright that his eyes seared with pain, and he felt a rush of warm wind and dust wash the keep as it knocked him to the ground, screaming in pain. His eyes were never quite the same. On a bright enough day, his eyes would water uncontrollably, suffering from real and phantom pain alike.
This was the Day of Mourning, and to Threll the first of many sunny days he would despise. It took his eyes a full month to heal, and by then, Threll had decided his purpose. He would escape this keep, with its half-blinded guard, and he would hunt. Hunt those responsible for the destruction of his village. This vengeance… no, retribution would be his calling. He managed to escape a week later, and thus began his hunt.
He joined a mercenary company, one dedicated to hunting down these ne’er-do-well forces, the Hounds of Khorvaire. With this company, he hopes to encounter the raiding company that marks what he can only assume to be their raid leaders with red epaulets. His hunt will never be done, so long as the men who took his parents from him still waste air. They are already dead, to Threll it is but a matter of time. And patience, endless patience.
The Hounds have had an odd effect on Threll, and a good one. He was serious, and brutal, upon joining. His time with his comrades had softened these walls, smoothed the lines on his brow and made him at least capable of smiling again. But, that rage still waits. Waits for men with red epaulets, in the same corner of his mind where his father and mother live.
Threll has become a bit of a prankster, delighting in small, distracting jokes among his comrades. He laughs like a bell, and his friends groan at hearing it, saying “the Wyrmling’s at it again”
| Master Rahl |
@Threll Aeckson, looks good just 1 modification and 1 question. I would like you to use Eberron gods, I would suggest Aureon, God of Law and Knowledge or Onatar, God of Artifice and the Forge as a nethys replacement. The question I have is where that fighter archetype came from as I don't recognize it.
@Harm's Way 2 years, just like the setting is set up.
@"The Lucky Halfling" Yes I am, I'll compare Paizo and Eberrons Hero Points and see if theres a difference and figure it out from there.
| JonGarrett |
Threll's Dragonheir Scion is a Paizo Archetype from the Legacy of Dragons book, I believe.
And does bribery work even if you're asleep? I'm very good at bribery. My cherry cookies have earned me many a GM's leniency.
| Anderlorn |
Question on Point-Blank Shot to Precise Shot Feat Tax. Do you still get the +1 ATK/DAM for up to 30'? If not, from experience that actually does make sense to keep the bonus since it is easier to shoot at close range than long range in real life. Precise shot does take practice and strength building depending on the weapon.
| Threll Aeckson |
@Threll Aeckson, looks good just 1 modification and 1 question. I would like you to use Eberron gods, I would suggest Aureon, God of Law and Knowledge or Onatar, God of Artifice and the Forge as a nethys replacement. The question I have is where that fighter archetype came from as I don't recognize it.
Threll's Dragonheir Scion is a Paizo Archetype from the Legacy of Dragons book, I believe.
And does bribery work even if you're asleep? I'm very good at bribery. My cherry cookies have earned me many a GM's leniency.
Jon is right, the archetype is from Legacy of Dragons, as is the alternate human racial trait.
I think I will go with Aureon, and change the mark to his octogram. Probably going to wait to take the dragonmark, thinking that, thematically, his mark becomes more powerful. Thanks for the feedback!
Threll Aeckson
Male Human Crossblooded Sorcerer 2/ Blue Dragonheir Scion Fighter 2
LN Medium Humanoid (Orc)
Init +3; Senses Perception +0 , lowlight vision, darkvision 90
--------------------
Racial
--------------------
Bonus Feat: Reach Spell
Draconic Heritage: At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch Heritage and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.
--------------------
Traits
--------------------
Magical Lineage: Shocking Grasp
Marked by Unknown Forces: You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
--------------------
Bloodlines
--------------------
Draconic(Blue): Class Skill Perception
Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Orc: Class Skill Survival
Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Powers
1st: blood mutation: Blood Havoc: Whenever you cast a bloodrager or sorcerer spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline.
DRAWBACKS
A crossblooded sorcerer has one fewer spell known at each level (including cantrips)
A crossblooded sorcerer always takes a –2 penalty on Will saves.
--------------------
Defense
--------------------
AC 13 Touch 13 Flat-footed 10
HP 19
Fort +4 Ref +3 Will +2
Favored Class Sorcerer, +2 skill points
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2
Ranged +5
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 12, Wis 12, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats: Spell Focus(Evocation), (b)Reach Spell, (b)Eschew Materials, (b)Arcane Strike, (b) Precise Strike
Skills //Perception +6, //Kn. Arcana +6, //Intimidate +9, //Bluff +8
Languages Common, Orcish
Combat Gear
Mw Shortbow, Boot sheath Dagger(flavor location, just a dagger), Alchemist’s Fire x2, Holy Water x2
Arrows x40, Whistling Arrows x20, Blunt Arrows x20
SQ Fearful Might (Ex)
--------------------
Other Equipment
--------------------
58p
Sleeves of Many Garments
Backpack,
-bedroll
-flint and steel
-iron pot
-mess kit
-rope 50ft
-soap
-torches (10)
-trail rations (5 days)
-waterskin.
Belt Pouches
-Potion of Cure Light Wounds
-Wand of Infernal Healing
--------------------
Spells
--------------------
Slots: 0th-4, 1st-5
Known:
0th DC 14, 4
Detect Magic, Flare, Prestidigitation, Jolt
1st DC 15, 1
Shocking Grasp
Threll was raised in a small town in Thrane near Angwar Keep, and tragically close to what is now the Mournland. The town suffered from bitterly frequent raiding, and thus began Threll’s long history with chaotic battle. He was raised with the intent to be a powerful guardsman by his father Aeck, the town guard captain.
Sadly, Threll never met his father’s goal: during a drawn-out raid on their town he lost his father. Threll was protecting his mother by hiding with her, per his father’s orders, when he felt something… undeniably wrong. Threll told his mother to stay hidden and ran from their homes cellar, just in time to watch his father, nested with arrows, fall from their town’s wall.
Enraged and screaming, Threll ran to the wall, stole an archer’s bow from his hands and began firing. He felled man after man, being shot himself but screaming through the pain as he continued to shoot. Finally, he was out of arrows. Too enraged to call for resupply, he acted on instinct, and pointed two fingers at a man with bright red epaulets on his shoulder. There was a crack like rending stone, and Threll was knocked to his feet, unconscious. When he was awakened shortly after by a guardsman, Threll saw the raiders in full retreat. He peered over the wall and saw a body with red epaulets being dragged away by his comrades, a smoking and charred creator where the man’s head had been.
A smile split slowly dawned across his face, but it wasn’t happy. In fact, the few guardsman nearby who saw Threll backed away, almost without thinking. The sight was… crazed, terrifying. Threll hissed one word through his manic grin, barely a whisper, “…Vengeance!”. After this, he ran the length of the wall, firing bolts of lightning at anyone close enough to the wall to draw his ire. No matter how he tried though, these were mere sparks in comparison to the bolt he had hurled at the man with red shoulders.
After a while, when there were no more raiders to shoot, Threll felt his hand burn. He looked at his right hand, from which the lightning had come, to see an odd mark. He almost mistook it for a burn, but closer inspection revealed two things: it looked like an octogram, sign of the god Aureon, and second, it hurt. Gods, how it hurt. This subsided as the rage within him turned to curiosity at the days happenings, but fatigue swiftly overtook both and Threll sagged. He returned home to his beleaguered and grieving mother, another member of the guard having already come to inform her of Aeck’s fate. She hugged her son to her chest, and declared that she would never let him go again. Truth was, Threll didn’t want her to. He fell to his knees very quickly, asleep at his feet. He slept for two days straight, thereafter.
This was not the only loss Threll endured. He lost his childhood that day, as the town’s elders insisted he be educated, “lest he destroy us all”. Threll was sent to a mage in Angwar Keep, to live and study so that he may return and aid his town. There he lived, 6 years, and tried to learn, but could never make much more than the lightning he threw on the battlefield that day, in one form or another. It was in the weeks of raiding before the Day of Mourning, when he received word his town was again under attack. No simple raid this time, a full siege by invaders taking advantage of the chaos nearby. Angwar Keep was on lockdown, however, and Threll was not allowed to leave. He tried to jump from the walls in the night, hoping to escape and go to their aid, but was stopped by 5 nightwatchmen, wrestling him to the ground. As they dragged him from the walls, Threll swore he saw the fires of his town burning in the distance. The next morning, the worst Day of Threll’s life, they received word his town had been routed and pillaged. Killed to a man. Threll was inconsolable. He sat atop the walls, morose and speechless.
It was then that the flash ripped the sky. In an instant the sky was so bright that his eyes seared with pain, and he felt a rush of warm wind and dust wash the keep as it knocked him to the ground, screaming in pain. His eyes were never quite the same. On a bright enough day, his eyes would water uncontrollably, suffering from real and phantom pain alike.
This was the Day of Mourning, and to Threll the first of many sunny days he would despise. It took his eyes a full month to heal, and by then, Threll had decided his purpose. He would escape this keep, with its half-blinded guard, and he would hunt. Hunt those responsible for the destruction of his village. This vengeance… no, retribution would be his calling. He managed to escape a week later, and thus began his hunt.
He joined a mercenary company, one dedicated to hunting down these ne’er-do-well forces, the Hounds of Khorvaire. With this company, he hopes to encounter the raiding company that marks what he can only assume to be their raid leaders with red epaulets. His hunt will never be done, so long as the men who took his parents from him still waste air. They are already dead, to Threll it is but a matter of time. And patience, endless patience.
The Hounds have had an odd effect on Threll, and a good one. He was serious, and brutal, upon joining. His time with his comrades had softened these walls, smoothed the lines on his brow and made him at least capable of smiling again. But, that rage still waits. Waits for men with red epaulets, in the same corner of his mind where his father and mother live.
Threll has become a bit of a prankster, delighting in small, distracting jokes among his comrades. He laughs like a bell, and his friends groan at hearing it, saying “the Wyrmling’s at it again”
| Master Rahl |
@"The Lucky Halfling" Thanks for the link right now I'm more leaning to Action Points over Hero Points but that could change.
@Monkeygod If you spelled MORD Sith right I might have said yes :p
@JonGarrett Archetype was fine I just didn't recognize it and bribery always works... Though I'm not a cherry fan
@Anderlorn no bonus, I'm fine with feat tax the way it is.
@Lekkric18 Looking forward to it
| Anderlorn |
Oh, you know I didn’t think about that. I just saw being near Angwar Keep as a cool way to explain the light sensitivity xD. I’d be open to changing my Day of Mourning to incorporate being with others, and just being coincidentally watery-eyed!
I don't think we have to be actually together when the arcane "EMP" event occurred but we need some sort of Day of Mourning synergy. Our back stories can be different but our Day of Mourning day needs to have some sort of synergy. Let's go with mission prep, we were supposed to move back to the front lines from Angwar Keep the day after the Day of Mourning. This may set up a nice story line for you pig skins (humans) having Survival Guilt or you may be happy that we were at Angwar Keep at the time because it saved your bacon ... LOL
20 Olarune 994 YK, the Day of Mourning, marked more than the beginning of the end of the Last War, it was the end of a nation. On that day the nation of Cyre was destroyed in a holocaust of fire and magic.
In what is now known as the Field of Ruins in southwestern Cyre, the combined forces of the Brelish military, led by Princess Borann, and Thrane armies, led by Bishop-Militant Grodan, a close friend and advisor of High Cardinal Krozen, joined by pact, were attacking a much smaller Cyran force. The Cyrans had just been reinforced, after having cleverly used tireless warforged units for days to convince their opponents that they possessed greater numbers, but were still outnumbered 3-1.
Karrn attackers were moving through Cyre to the north, in a retaliatory strike for the recent Cyran attack on Atur, Karrnath, near the Ashen Spires.
However bad things might have looked for the Cyrans, no one could have imagined the devastation in store. And the invading armies were not spared. The skies are said to have burned so brightly that soldiers at Angwar Keep in Thrane were blinded. In the end, virtually everyone within the borders of what is now the Mournland perished.
@GM - Roger, no point blank bonuses. I wasn't sure that point-blank bonuses still were being used or not so that is the other reason why I asked.
| Master Rahl |
What I'm looking for with the day of Mourning is where you were.... We're you in crye on its borders, another nation entirely... Think of it as their 9-11, everyone can remember where they were that day and what they were doing when they found out.
So people don't have to have been there, or even have been physically changed by it. It's more of the day the world changed and what we're you doing, and can never forget that. It also doesn't have to be included in the background, or involve other Hound members
I also apologize for any insensitive remarks I might have made while trying to describe my thoughts.
| "The Lucky Halfling" |
I stumbled across a site that is similar to the reference Eberron Pathfinder site that you directed us to in your first post with some feats put together for Action Points as opposed to Hero Points. I'm not sure if these are altered, newly created, or what, but I thought I would run them past you to see if you were interested in using them.
| Master Rahl |
I stumbled across a site that is similar to the reference Eberron Pathfinder site that you directed us to in your first post with some feats put together for Action Points as opposed to Hero Points. I'm not sure if these are altered, newly created, or what, but I thought I would run them past you to see if you were interested in using them.
Actually their Eberron Action Point Feats, I should have mentioned which I did in my original interest thread but not here, which is that the site provided is one guys conversion that I like,the problem with his site is that he converts or removes anything he doesn't want to use [due to pathfinder replacements, not using it such as Action Points, or he thinks are redundant].
My goal is to use source material as much as possible, but he's converted some things and I like what he's done and it makes some things easier. So the site will have things missing, if you have source material and can't find it on that site, check his removed material section. If you don't like his choice bring it up and I'll most likely go with the source.
Again sorry about missing that, so the link Happy Halfling found is approved for use. From what I read their accurate, and replaces some but not all the functions of Hero Points at the cost of Feats.
| Vagabond? |
So, I'm interested in playing, but the key issue I have is that I hae no idea what the heck happened on Day of Mourning. A google search doesn't really explain as much as I'd like.
Sad to see that Spheres of Power is a bust, a Lazy Investigator would have been really, really fun. (Incanter with Squadron Commander to pass my actions, and Infusion to pass infusions).
For build, I'm either going Wizard or Artificer, gestalted with Tactician.
| Threll Aeckson |
** spoiler omitted **...
So, I'm interested in playing, but the key issue I have is that I hae no idea what the heck happened on Day of Mourning. A google search doesn't really explain as much as I'd like.
Anderlorn posted a spoiler above with the description of the Day of Morning. I’m sure someone more familiar with Eberron can give a better description, but the summary is that vastly out numbered Cyran forces, under siege by Brellish and Thrane military, somehow set off a magical Nuke/EMP that eradicated all life within the borders of the nation of Cyre, leaving a lifeless waste now know as the Mournland.
Everyone remembers either from personal impact or the fact that on that day the sky would have been lit a frightening color for a time, and word would have spread that an entire nation had been eradicated
I hope this helps!
| Master Rahl |
@Vegabond no worries, here's an excerpt from he campaign setting that should help:
The Mournland and the Day of Mourning
Once, Cyre shone more brightly than any of its sibling nations in the kingdom of Galifar. The Last War took a toll on the nation and its citizens, slowly toppling its many achievements as it became the battleground on which the armies of Karrnath and Thrane and Breland clashed. Finally, disaster struck. No one knows if the catastrophe was caused by a weapon from an enemy nation or a doomsday device of Cyre’s own design. The cataclysm may have been deliberate; it may have been an accident. In the end, the result was the same. Beautiful Cyre, jewel of Galifar’s vast holdings, exploded in a blast of arcane power the likes of which hadn’t been seen since the ruin of Xen’drik forty thousand years before. On the Day of Mourning in 994 YK, Cyre disappeared. Now the region that was once Cyre goes by a different, darker name.
Now it is simply the Mournland.
A dead-gray mist hugs the borders of the Mournland, creating a barrier that only occasionally offers a glimpse of the desolation and devastation inside. Beyond the mist, this battle-scarred region remains a grim memory of the Last War, cloaked in perpetual twilight. Like a wound that will not heal, the land is broken and blasted. In some places the ground has fused into jagged glass. In others, it is cracked and burned and gouged. Broken bodies of soldiers from various sides litter the landscape—soldiers whose dead bodies refuse to decompose. The Mournland is, quite literally, a vast open grave.
In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land like magical storms that never dissipate. Misshapened by the unnatural forces present across the region, monsters rage and hunt as they struggle to survive. Sometimes even some of the dead, animated by strange powers radiating from the blasted ground, rise up to continue fighting the war that has long since ended for the living. In this land of disaster and mutation, a charismatic warforged gathers followers to his side and seeks to build an empire of his own.