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

Game Master Aubrey the Malformed


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The Exchange

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bi0philia wrote:

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

Some thoughts..

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

A few options I was thinking:

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

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

I'm cool with the basic notion, though we will have to think a bit about how to do it given the two racial hit dice.


Okay, I got rid of the INT bonus--and switched stuff back to the old warforged as much as I could.

For the psion, I was using Dreamscarred Press' Psionics Unleashed book, which is the closest to an official psionics update as we can get (it was written by the same guy as the XPH, and its been used periodically by Paizo in their adventure paths...)

You can find all the rules here so you don't need to buy the book.

The Exchange

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137ben wrote:

Okay, I got rid of the INT bonus--and switched stuff back to the old warforged as much as I could.

For the psion, I was using Dreamscarred Press' Psionics Unleashed book, which is the closest to an official psionics update as we can get (it was written by the same guy as the XPH, and its been used periodically by Paizo in their adventure paths...)

You can find all the rules here so you don't need to buy the book.

Cool, thanks for the link.

The Exchange

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Re lizardfolk PCs:

If we were to ignore the racial HD and just treat them as a character race, per the Bestiary a lizardfolk would be something like:

- +2 STR, +2 CON, -2 INT
- natural Swim speed (15')
- +4 Acrobatics (not sure why, but it's there)
- natural attacks (bite and claw)
- +5 natural armour
- Hold Breath
- starting language - Draconic

So, Humanoid = 0RP, Medium = 0RP, Specialised ability score mods = 1RP, Base Speed = 0RP, Xenophobic = 0RP, Swim = 1RP, Bite and Claws = 3RP, Hold Breath = 1RP, Natural Armour = 1+1+2+3+4 = 11RP, Unusually Acrobatic = 1RP.

Total 18RP, which feels a little strong but not massively so. If we lost a couple of points of natural armour that would bring you down to 11RP, the same as a standard race. Then you can just create a 1st lvl character using our rigged-up race. I'd throw in free proficiency with Common too, since you don't want to spend a skill point just to talk to the other PCs and anyway it has no effect on the RPs. Work for you?

The Exchange

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Just to get you thinking, the action will start on a river boat heading up a tributary ofn the Adder River. The boat is chartered by House Tharashk and is on a trip to resupply a forward shard-finding base in the deep jungle. There might be a number of reasons why you might be on this boat, but the most obvious is that you have been hired by House Tharashk as security.


What year is the game starting? During or after the Last War?

The Exchange

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Usual timeline - just after.

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OK, I'm really looking for those who haven't done so yet to provide their character ideas and maybe start setting up their avatars and character sheets here.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

here is mine :)

The Exchange

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Right, I think the backstory might need a bit of work, as in making it relevant to Eberron. But other than that, I have no issues.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

indeed dm i am working on redoing the crunch etc :)


Aubrey the Malformed wrote:

Re lizardfolk PCs:

If we were to ignore the racial HD and just treat them as a character race, per the Bestiary a lizardfolk would be something like:

- +2 STR, +2 CON, -2 INT
- natural Swim speed (15')
- +4 Acrobatics (not sure why, but it's there)
- natural attacks (bite and claw)
- +5 natural armour
- Hold Breath
- starting language - Draconic

So, Humanoid = 0RP, Medium = 0RP, Specialised ability score mods = 1RP, Base Speed = 0RP, Xenophobic = 0RP, Swim = 1RP, Bite and Claws = 3RP, Hold Breath = 1RP, Natural Armour = 1+1+2+3+4 = 11RP, Unusually Acrobatic = 1RP.

Total 18RP, which feels a little strong but not massively so. If we lost a couple of points of natural armour that would bring you down to 11RP, the same as a standard race. Then you can just create a 1st lvl character using our rigged-up race. I'd throw in free proficiency with Common too, since you don't want to spend a skill point just to talk to the other PCs and anyway it has no effect on the RPs. Work for you?

here's a pretty good write-up of the Lizardfolk I think, and a +2 natural armor bonus isn't as overpowering as a +5, and It comes in at just 8 race points. We could throw in the free common and maybe the Hold breath and it'd bring it pretty well in line with 11 rp.

Would you be okay with it?


Cookie Jar Pilferer 7
Aubrey the Malformed wrote:

OK, we have:

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

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

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

And I've probably been flattering you the longer than any of the other responders.

Looks like Algar is doing an oracle. Very cool. Biophilia's concepts seem weighted to melee. Aubrey, how would it be if I tried a rogue steering hard for shadow dancer? He won't be too bright. Possibly House Tharashk? That would make him a good tool for brighter, more ambitious members of the house.


Halfling Hp 26/26 AC 22 (+5 Perc; +0 Init; Fort +3, Ref +0, Will +3)

oracle indeed but not of the life type so No AoE healing :)

The Exchange

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Something else for people to bear in mind - there will be an Aundair/Thrane spin to this too. Just a consideration when thinking about background.

The Exchange

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bi0philia wrote:
Aubrey the Malformed wrote:

Re lizardfolk PCs:

If we were to ignore the racial HD and just treat them as a character race, per the Bestiary a lizardfolk would be something like:

- +2 STR, +2 CON, -2 INT
- natural Swim speed (15')
- +4 Acrobatics (not sure why, but it's there)
- natural attacks (bite and claw)
- +5 natural armour
- Hold Breath
- starting language - Draconic

So, Humanoid = 0RP, Medium = 0RP, Specialised ability score mods = 1RP, Base Speed = 0RP, Xenophobic = 0RP, Swim = 1RP, Bite and Claws = 3RP, Hold Breath = 1RP, Natural Armour = 1+1+2+3+4 = 11RP, Unusually Acrobatic = 1RP.

Total 18RP, which feels a little strong but not massively so. If we lost a couple of points of natural armour that would bring you down to 11RP, the same as a standard race. Then you can just create a 1st lvl character using our rigged-up race. I'd throw in free proficiency with Common too, since you don't want to spend a skill point just to talk to the other PCs and anyway it has no effect on the RPs. Work for you?

here's a pretty good write-up of the Lizardfolk I think, and a +2 natural armor bonus isn't as overpowering as a +5, and It comes in at just 8 race points. We could throw in the free common and maybe the Hold breath and it'd bring it pretty well in line with 11 rp.

Would you be okay with it?

You can go with either. I'd just point out that since (ahem) you might be meeting up with some lizardfolk, the abilities of the lizardfolk write-up you have are a bit different from the Bestiary entry, where effectively the only real difference (other than AC) between mine and the Bestiary are the racial hit dice. So the fact your character seems a bit difference mechanically might be a minor jolt to verisimilitude (plus mine is, I think, slightly more powerful than the version you have). On that basis, I'd probably prefer to run with mine, unless you have major objections (and if you are OK with it, I'll write it up properly for you).

The Exchange

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therealthom wrote:
Aubrey the Malformed wrote:

OK, we have:

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

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

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

And I've probably been flattering you the longer than any of the other responders.

Looks like Algar is doing an oracle. Very cool. Biophilia's concepts seem weighted to melee. Aubrey, how would it be if I tried a rogue steering hard for shadow dancer? He won't be too bright. Possibly House Tharashk? That would make him a good tool for brighter, more ambitious members of the house.

A shadowdancer would most likely be from one of the elven houses, either Phiarlan or Thuranni. They are pretty much mercenary spy organisations masquerading as entertainment providers (of pretty much any sort - yup, that too). Another alternative might be the half-elves of House Medani, who are inquisitives (private investigators). Tharashk basically "find" stuff - generally either dragonshards or people (either as investigators but much more often as bounty hunters), and is either human or half-orc, so shadowdancer is certainly possible if a little unusual. Of course, you don't have to be an any house at all. In the end, what's important is a reasonably good reason to be on a boat heading into the deep jungle in Q'barra.


You're the dm my friend so I have no problem rolling with the punches!

I await the write-up!

I'm thinking he's from the Twilight Walkers tribe, hired on as a muscle / guide by House Tharashk.

Still debating class choices. Might multi-class between ranger and sorcerer until 6th level when he'll be able to go into the Dragon Disciple PrC.


would you allow the Linnorm alternative to the draconic bloodline? I like the idea of spitting a ball of fire as a precursor to gaining the breath weapon around 9th level.(long way off, I know.)

The Exchange

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The link doesn't work but I found it in Ultimate Magic. Fine with that - the claws power is pretty useless to you anyway. That said, I doubt it would actually be anything to do with linnorms (which probably don't exist in Eberron anyway) more likely something to do with the draconic prophecy. And weird stuff goes on in the jungle.


Cookie Jar Pilferer 7
Aubrey the Malformed wrote:

A shadowdancer would most likely be from one of the elven houses, either Phiarlan or Thuranni. They are pretty much mercenary spy organisations masquerading as entertainment providers (of pretty much any sort - yup, that too). Another alternative might be the half-elves of House Medani, who are inquisitives (private investigators). Tharashk basically "find" stuff - generally either dragonshards or people (either as investigators but much more often as bounty hunters), and is either human or half-orc, so shadowdancer is certainly possible if a little unusual. Of course, you don't have to be an any house at all. In the end, what's important is a reasonably good reason to be on a boat heading into the deep jungle in Q'barra.

Sounds good to me. A quick peek at the Eberron wiki, and House Thuranni will provide some sort of roots for Elar, but he won't be a member of the house. I'll shift his race to elf, but he still won't be very bright.

He's a minor agent for Thuranni, and the ulterior motive for his trip is to become an "asset in place" at the boat's destination. He's really being "stationed" out of the way. Thuranni doesn't want to waste resources on him so he's been told to make his way out there in "deep cover" -- meaning he's had to finance himself. Hence his position as a guard/cook on this expedition.

Using this premise, I'll start on the crunch tonight.


Aubrey the Malformed wrote:
That said, I doubt it would actually be anything to do with linnorms (which probably don't exist in Eberron anyway) more likely something to do with the draconic prophecy. And weird stuff goes on in the jungle.

right on, that's what I was thinking.

The Exchange

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therealthom wrote:
Aubrey the Malformed wrote:

A shadowdancer would most likely be from one of the elven houses, either Phiarlan or Thuranni. They are pretty much mercenary spy organisations masquerading as entertainment providers (of pretty much any sort - yup, that too). Another alternative might be the half-elves of House Medani, who are inquisitives (private investigators). Tharashk basically "find" stuff - generally either dragonshards or people (either as investigators but much more often as bounty hunters), and is either human or half-orc, so shadowdancer is certainly possible if a little unusual. Of course, you don't have to be an any house at all. In the end, what's important is a reasonably good reason to be on a boat heading into the deep jungle in Q'barra.

Sounds good to me. A quick peek at the Eberron wiki, and House Thuranni will provide some sort of roots for Elar, but he won't be a member of the house. I'll shift his race to elf, but he still won't be very bright.

He's a minor agent for Thuranni, and the ulterior motive for his trip is to become an "asset in place" at the boat's destination. He's really being "stationed" out of the way. Thuranni doesn't want to waste resources on him so he's been told to make his way out there in "deep cover" -- meaning he's had to finance himself. Hence his position as a guard/cook on this expedition.

Using this premise, I'll start on the crunch tonight.

Seems reasonable. From the House's perspective, most of what goes on in the jungle is pretty uninteresting, albeit that the government of Q'barra is of vague import as are the activities of another House, namely Tharashk. But in the end they might not invest much, sending a low level operative no one much reckons to sit it out and rot on the off-chance they discover anything useful (possibly suggestive of a low CHA too).

The Exchange

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Lizardfolk racial write-up now set out in the Campaign Info section for this campaign.


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Looks good, here's the Alias.

Something of an albino lizardfolk, bearing golden yellow scales and an innate connection to draconian prophecy.

This will likely be his only level in sorcerer, he'll be a ranger for the next 4 levels until Dragon Disciple opens up.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Here's a first cut at therealthom's character. I'll get the background written up and buy his gear later tonight or tomorrow.


Male Lizardfolk Draconic* Sorcerer | HP 10/10 | AC 15 |+5 Perc | +2 Init | Fort +3, Ref +2, Will +3

Crunch is mostly done for Grazzat here, looking forward to it.

What's the official ruling on starting wealth?

Any chance we could get a full write up of the creation guidelines in the campaign info so I know I'm doing things fairly?


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole (Eben), reporting in. (I might go with another avatar... not sold on the green eyes)

Still working through his story, but I'm also curious about starting wealth.


Hmm, having multiple warforged could get interesting if we end up with different ideas about house Cannith...:)


M Humanborn

or the lord of blades....


Well Cole does seem like the type to support the lord of blades:O
(Portforged isn't, and he has mixed feelings about his creators).


Seems I'm late to the party! :(

That's a shame, it appears that you care about posting every 24 hours as much as I do, a rare and precious thing on these boards. 18,000 posts too, that's the highest I've seen. I salute you Aubrey!


M Humanborn

not too late to run your own Eberron game, DM Jelani [hopeful thoughts]


Harr! I've never even gotten to play Eberron. Also, I just started running my Aspis Rising thing. That puts me at running four games, and at my limit. At least until my Witchwar Legacy game ends in a few (several?) months.


M Humanborn

curses! I have started putting together an Eberron game myself, but putting the story together how i want it is taking some time. keeps me busy anyway.


two-fife-dot-one's profile wrote:
The thick joints and heavy plating reminiscent of some of the earliest models to see action in the Last War. Considering this, his frame is in surprisingly good condition… with far less wear and tear as you'd expect to see of a warforged to have survived nearly a century of war.

Psst, the earliest warforged are ~34 years old.

...well, unless you are an ancient warforged from Xen'Drik constructed by giants before the Dal Quor invasion, and somehow escaped to Khorvaire and learned to speak Common, but that seems...unlikely, to say the least:)


I previously played a warforged in an eberron 3.5 game. I would like to reuse that concept for this game if there is room for another. Although I would make a conversion for it. It's either that or I can use the Ironborn of Questhaven to make one. I can give all the needed details of what the book entails on this should it be ok that I could use it.

The alias I used previously is It the metal fighter. I really liked It. :-)

The Exchange

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Hi Vixen. I'm sorry but we seem to be full, but I will bear you in mind if spaces free up.

The Exchange

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DM Jelani wrote:

Seems I'm late to the party! :(

That's a shame, it appears that you care about posting every 24 hours as much as I do, a rare and precious thing on these boards. 18,000 posts too, that's the highest I've seen. I salute you Aubrey!

That's half a decade with a couple of PbPs for you!

The Exchange

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One other thing which seems to be a habit for some people these days. Please don't bold your dialogue. I really hate that. Please just use normal punctuation - I know what it means. DM request.

.

The Exchange

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Maximum starting wealth for a 1st lvl character of that class.

The Exchange

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OK, let's see where we are:

- Eben (Cole, warforged bruiser)
- Spazmodeus (witch)
- 137Ben (Portforged, psychoporting warforged)
- Algar (William Kazzar, halfling oracle)
- Bigger Club (dread necromancer)
- therealthom (Rehil Egrac, elf rogue)
- Biophilia (Grazzat, friendly lizardman)

So we need characters from Spazmodeus and Bigger Club, and most people need to work on their backgrounds. But it's looking good, team. Hopefully we can start in the next couple of days.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
137ben wrote:
two-fife-dot-one's profile wrote:
The thick joints and heavy plating reminiscent of some of the earliest models to see action in the Last War. Considering this, his frame is in surprisingly good condition… with far less wear and tear as you'd expect to see of a warforged to have survived nearly a century of war.

Psst, the earliest warforged are ~34 years old.

...well, unless you are an ancient warforged from Xen'Drik constructed by giants before the Dal Quor invasion, and somehow escaped to Khorvaire and learned to speak Common, but that seems...unlikely, to say the least:)

Thanks for pointing that out. I had it in mind that there were some proto-warforged that were created for Galifar (I think?) before the war began, but I see that those were really just constructs.

30-ish years still works for Cole's story (which i'm trying to iron the wrinkles out of... as you can guess, I'm not the most knowledgeable about Eberron lore, never having gotten to actually play in a game despite my desire to).

I'm going to do my best to have his story up today. Hopefully everyone will think it's interesting enough. :)


Apologies. This weekend was crazy busy, I'll get my profile updated today.

The Exchange

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Cole :: Two-Five-Dot-One wrote:
137ben wrote:
two-fife-dot-one's profile wrote:
The thick joints and heavy plating reminiscent of some of the earliest models to see action in the Last War. Considering this, his frame is in surprisingly good condition… with far less wear and tear as you'd expect to see of a warforged to have survived nearly a century of war.

Psst, the earliest warforged are ~34 years old.

...well, unless you are an ancient warforged from Xen'Drik constructed by giants before the Dal Quor invasion, and somehow escaped to Khorvaire and learned to speak Common, but that seems...unlikely, to say the least:)

Thanks for pointing that out. I had it in mind that there were some proto-warforged that were created for Galifar (I think?) before the war began, but I see that those were really just constructs.

30-ish years still works for Cole's story (which i'm trying to iron the wrinkles out of... as you can guess, I'm not the most knowledgeable about Eberron lore, never having gotten to actually play in a game despite my desire to).

I'm going to do my best to have his story up today. Hopefully everyone will think it's interesting enough. :)

It doesn't need to be elaborate, or even particularly interesting. It's the playing of the character that's the interesting bit. Stick something down so I can see it and maybe suggest a few things that might make it fit more with the campaign and maybe inspire a few additional "incidents" during the game.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Well, I want something compelling just as much for my benefit as yours.

Still, i reduced it to brief bullet points to get it on-paper. I'd love to hear your thoughts.

Other than that, all I lack are gear purchases, which I'll do today.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Bigge Club here. Finally managed to get this ready.

I noticed two mistakes in the conversion. First Bane is not a Cantrip.(It's both in the 0 and 1st list) and Class skills list is missing as is skill point per level.

Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (religion), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks Per Level: 2 + Int modifier

The Background and mechanics are in the profile, I will probably add in appearance later, but decided I should not delay any further on that account. I did try to check it few times over, but might have a brainfart some where. Oh and since even the original did not have it, I took starting money as wizard.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

So, just to make sure I have it right, we're basically using the Warforged racials out of the ECS (3.5), but simply removing the penalty to Wisdom, right?

Let me know if it's otherwise, but that's how I have Cole right now. And other than that, Cole should be good to go.


Also, one more question. Does Adamantine Body still only grant a +8 armor bonus (like 3.5 full plate)? Or does it grant the benefits of full plate in Pathfinder... which would be a +9 armor bonus?

Let me know.

The Exchange

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Cole___ wrote:

So, just to make sure I have it right, we're basically using the Warforged racials out of the ECS (3.5), but simply removing the penalty to Wisdom, right?

Let me know if it's otherwise, but that's how I have Cole right now. And other than that, Cole should be good to go.

That is correct. Re the Adamantine Body feat, make it +9.

Read the backstory: a couple of comments. Who was Cole fighting when he was damaged? How was he lost?

Also:

Spoiler:
What happened to the other units in his troop? Were there any he was particularly friendly with (names?) given that in subjective time this was quite recent? What about the members of House Cannith he worked with (albeit they'd be a lot older now)? It is entirely possible he doesn't know, and it might be better from a dramatic standpoint if he didn't.

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