Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*
DEPTHS init:1d20 + 3 ⇒ (10) + 3 = 13
H27, Nalverren is running deadline down the middle of the path as quick as possible. With a Run action I should be able to get to AA15.
Initiative
Rehil 19
Wultram and Sexy Rexy 16
Skellie 14 (surprised)
Bog Creeper 13
Tal 11
Will save 1d20 + 5 ⇒ (20) + 5 = 25
The creature shrugs off Wultram's spell and lurches forwards. It's heavy limb and bite target the dinosaur skeleton but its tendrils reach for the juicy morsel on top.
Bite and slam target Rexy, the four tendrils (which have reach) go for Wultram.
Slam 1d20 + 11 ⇒ (13) + 11 = 24 to hit, damage 1d6 + 4 ⇒ (4) + 4 = 8
Bite 1d20 + 11 ⇒ (20) + 11 = 31 to hit, damage 2d4 + 4 ⇒ (3, 4) + 4 = 11
Tendril 1 1d20 + 9 ⇒ (8) + 9 = 17 to hit, damage 1d4 + 2 ⇒ (2) + 2 = 4 plus grab
Tendril 2 1d20 + 9 ⇒ (18) + 9 = 27 to hit, damage 1d4 + 2 ⇒ (4) + 2 = 6 plus grab
Tendril 3 1d20 + 9 ⇒ (8) + 9 = 17 to hit, damage 1d4 + 2 ⇒ (1) + 2 = 3 plus grab
Tendril 4 1d20 + 9 ⇒ (17) + 9 = 26 to hit, damage 1d4 + 2 ⇒ (1) + 2 = 3 plus grab
If any of the tendrils hit it gets a change to grapple, 1d20 + 15 ⇒ (2) + 15 = 17 to hit v Wultram's CMD
EDIT: possible crit on the bite
Bite 1d20 + 11 ⇒ (18) + 11 = 29 to confirm, extra damage 2d4 + 4 ⇒ (3, 3) + 4 = 10
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)
Seeing Wultram turn toward the log thing, Rehil stops. When the tendrils explode toward Wultram, the elf starts splashing back toward the fight On the way he draws his knife and hurls it at the thing.
HP 48/48, 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
I am vaguely familiar with mounted combat rules, but I am not 100% sure how this would work so if mistakes happen, note and I can correct them.
Wultram is totally taken by surprise with the onslaught of the tendrils, expecting to be relatively safe on top of his mount from such small in comparison creature. He thanks in his mind for his experiments on his body paying off as he isn't injured too badly. Seeing that he has no hope in competing in the wrestling match he has found himself in he calls upon the mysterious power that they have been granted to boost his spell casting and trying to curse the plant once more. The mage doesn't stay still to see if his spell worked instead trying to slam his hand against the tendrils to unleash a burst of negative energy.
Concentration check, using wild arcana and necrotic mastery:1d20 + 7 + 6 + 2 + 2 ⇒ (19) + 7 + 6 + 2 + 2 = 36DC is 10+CMB+spell level(3), same spell as before only change is +4 caster levels.(which doesn't really matter effects wise since it just increases duration which is counted in days to begin with) Charnel touch to hit:1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9dmg:3d6 ⇒ (3, 2, 3) = 8
The now undead beast in turn follows it's orders trying to bite the thing in half that is abusing it.
HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
DM Aubrey - an idea:
So, tis seems like the perfect chance to do something MYTHIC, but I dont know how the rules would support it. Could Cole walk to an edge above one of the dolgrim groups, then spend a mythic point and smash the ground at the edge of the rock walkway (but not quite right underneath him)? My hope is to use hte hammer to shatter the ground away, then have it rock-slide down on that dolgrim group.
That sounds fine. Basically you need to blow a point of mythic power and then roll the following: damage from the falling rocks (equal to your maul damage) and also a separate bull rush attempt. You can use another point to have a mythic surge on that CMB check. If you succeed, the rock fall makes the horde fall down into the abyss. This will only work once in this combat, either way.
Somehow Wultram's spell simply don't seem to be affecting this creature. However, his undead mount certainly makes an impact, biting a huge gouge in its corky body. The damage seems to evoke some sort of defence mechanism as it spews corrosive fluid from its mouth.
2d8 ⇒ (3, 4) = 7 acid damage, Reflex DC 20 for half damage. Affect Skellie, Rexy, and Wultram.
HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
"MOVE!" roars Cole as he thunders forward to the edge of the walkway, "BUT DON'T GET SEPARATED!" He grinds to a stop in the curve of the walkway, raising his massive maul up into the air. With a roar that reverberates across the cavern walls, the head of the maul meteors down into the cliff-wall near his feet, sending an explosion of rocks and debris falling on the nearest dolgrim horde.
Move to K.23, then use a pair of Mythic power points. One to activate the MYTHIC ROCK-FALL MANEUVER!!!! and then one to boost the ensuing Bull Rush CMB check.
rock fall damage:2d6 + 8 ⇒ (3, 6) + 8 = 17 (not sure if this was supposed to include STR bonus, remove if that’s appropriate)
Bulll Rush + Mythic Surge:1d20 + 11 + 1d6 ⇒ (19) + 11 + (2) = 32
This is why every party needs a Cole. We are sort-of using mythic power points as 'coolness' points when you want to consider a cool move. I have used action points for the same purpose in my other Eberron game - the midair dive-bombing of a wyvern in flight by a PC jumping off a cliff is probably the most memorable example.
With a grinding rumble, a slab of rock calves from the top of the cliff and plummets towards the climbing dolgrims. It plunges into their midst and with a shriek sends them spinning into the dark of the chasm.
Horde 1 duly despatched back to where they came from (though somewhat faster than they got here).
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)
Aubrey the Demented/Malformed wrote:
This is why every party needs a Cole. We are sort-of using mythic power points as 'coolness' points when you want to consider a cool move. I have used action points for the same purpose in my other Eberron game - the midair dive-bombing of a wyvern in flight by a PC jumping off a cliff is probably the most memorable example.
...
Yeah, Torch Holder was the best.:
Light bringer was awesome! One of my favorite all time characters on the boards.
I posted yesterday. Usually I could understand if you missed one of Rehil's posts, but this time he hit the target. Really he deserves a brass band.
HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
Yep, that Lightbringer wyvern dive bomb was a most excellent moment in that campaign. It's one of those moments that made me rethink how I think about combat so often. :D
(I mean, jumping onto the dragon-turtle's carapace as my homage to it)
AshsharAC24 '...Lidrokrar succeeded, yet Tarthestrush still calls him fool.'
The enemy numbered more than their arrows. A growling hiss indicated Ashshar's thoughts of contempt, their halberd was readied as they advanced up to stand beside Cole, understanding the value of making sure that their lighter companions were defended. A guttural chuckle displayed his amusement at seeing him remove an entire wave at once. "Impressive."
______________________
Moving forward to hold the line with Cole(J-23), attacking the first enemy in range.
Swift: Stance of Aggression Power Attack:1d20 + 4 ⇒ (17) + 4 = 21,Damage:2d6 + 1d6 + 8 ⇒ (2, 2) + (4) + 8 = 16
Hmm, Ashshar never really talked gibberish before either - I had to look up the ST reference to know what you were on about. Be a bit careful with the whole metaphor thing. A few obscure aphorisms in RP are fine but don't go overboard.
More generally, you will need to be more specific with your actions. I.e. what square are you moving to? I'm not sure you have the movement to get into combat yet but you can keep that roll if you wish as it's quite good.
The remaining dolgrims continue to seethe upwards. The nearest group reach the edge of the path.
Horde 2 have reached the same level as the path, although they haven't got the movement to climb on to it yet.
Neither necromancer nor the undead manage to react in time to protect themselves from the acid.
"Is this bloody thing immune to curses?" Wultram shouts out more in frustration than actual inquiry. Deciding that there is no point in trying to continue this line of tactics when it wasn't working he manages himself down on the ground before gathering negative energy and unleashing it to heal the undead.
Dismount to S-7
Channel:3d6 ⇒ (6, 6, 3) = 15
The dinosaur or former one, continues it's orders with a mindless focus trying to crush the plant like thing between it's jaws.
The group move forward, casting spells as they go. Vaard summons a silver-flamed elemental which lashes out, scorching the unclean denizens of the deep places. But more surge upwards.
Both of the undead carve large chunks from the aquatic horror but it manages to fight on.
Wultram was grappled round before last by a tendril so unless he succeeds with a CMB check to break the hold he can't get out of range. However, if he tries to break the hold he won't be able to do his channel to heal his minions. As a channel doesn't require a Concentration check, I'll assume he stays put and channels.
The creature lashes out again.
Slam and bite on Rexy, tendrils 1 and 2 on Skellie, tendrils 3 and 4 on Wultram.
Slam 1d20 + 11 ⇒ (19) + 11 = 30 damage 1d6 + 4 ⇒ (5) + 4 = 9
Bite 1d20 + 11 ⇒ (10) + 11 = 21 damage 2d4 + 4 ⇒ (1, 3) + 4 = 8
Tendril 1 1d20 + 9 ⇒ (13) + 9 = 22 to hit, damage 1d4 + 2 ⇒ (4) + 2 = 6 plus grab
Tendril 2 1d20 + 9 ⇒ (20) + 9 = 29 to hit, damage 1d4 + 2 ⇒ (4) + 2 = 6 plus grab
Tendril 3 1d20 + 9 ⇒ (5) + 9 = 14 to hit, damage 1d4 + 2 ⇒ (4) + 2 = 6 plus grab
Tendril 4 1d20 + 9 ⇒ (4) + 9 = 13 to hit, damage 1d4 + 2 ⇒ (1) + 2 = 3 plus grab
If any of the tendrils hit Skellie it gets a change to grapple (it's already grappling Wultram) 1d20 + 15 ⇒ (19) + 15 = 34 to hit v Skellie's CMD
EDIT: potential crit on tendril 2
Tendril 2 1d20 + 9 ⇒ (6) + 9 = 15 to confirm, extra damage 1d4 + 2 ⇒ (4) + 2 = 6 plus grab
HP 48/48, 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
I assumed it released the hold due to no mention of maintaining it. But if it does maintain it, assuming it does not have something beyond just grab. It would take -20 on the check to maintain it(unless it uses a normal standard action to maintain), and I think the limb used is unavailable for other uses. Now regardless if it does maintain it -20 or no, Wultram won't move because standard action to channel and that is more important to him atm. But it would change that full attack, I believe. Now I am not 100% on this, and like I said it could have some special ability that allows it to 'break' the normal grapple rules.
I assumed it released the hold due to no mention of maintaining it. But if it does maintain it, assuming it does not have something beyond just grab. It would take -20 on the check to maintain it(unless it uses a normal standard action to maintain), and I think the limb used is unavailable for other uses. Now regardless if it does maintain it -20 or no, Wultram won't move because standard action to channel and that is more important to him atm. But it would change that full attack, I believe. Now I am not 100% on this, and like I said it could have some special ability that allows it to 'break' the normal grapple rules.
Yeah, now you mention it, that seems reasonable. I didn't roll to maintain the grapple due to an oversight, and it doesn't have "constrict" which does away with the -20 penalty. So we'll assume it didn't bother to grapple you and just lashed you. This round it doesn't matter all that much anyway as it missed with both attacks. I'll place Wultram out of harm's way.
HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none
THE DEPTHS
Cole’s fist clanks against his chest in salute to Nalverren. Then — war maul whirling to get a sense for its new weight — the warforged charges forward, his inner war engines chugging to life. He crashes into the horde of dolgrims, warmaul slamming down into their midst.
Rage. Then move to Q20. Then power attack Horde 2. (rage, lead blades, power attack)
war maul:1d20 + 10 ⇒ (18) + 10 = 28 damage:3d6 + 15 ⇒ (2, 3, 6) + 15 = 26
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Rehil elven blade slices through the beast's body and with a wet glug dirty water begins flowing out. The skeletal tyrannosaur grabs the thing in its jaws and shakes it until it falls apart.
HP 48/48, 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
Wultram scans around for a moment to make sure there aren't other of the creatures kin around. "I will need to take a moment. Hopefully we won't be disturbed further. I still want to get a look how big thins swamp is. And I am injured but not seriously."
The necromancer then starts mending the two undead with negative energy.
Yay. My count says 19,657, btw did we get XP for the stampede/flame thing?
Wultram HP: 29/40
Masters Champion HP: 64/68
Rex HP: 102/102
CT uses: 0/9
Spells: 1st: 7/day 2nd: 7/day 3rd: 3/day
MP: 3/day
Ashshar sends more of the aberrent little horrors screaming over the edge. But more of them spill on to the path as they clamber on to the path, clubs and cleavers in multiple hands. They screech and jabber, some with two mouths on their warped faces, some especially deformed ones with three or more, as they surge forwards eagerly.
Everyone in contact with Horde 2, which is Ashshar, Cole and the elemental, takes 2d6 + 3 ⇒ (2, 2) + 3 = 7 damage.
Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*
Nalverren will take a arcing snap shot into the ranks of the horde to distract them from their more immediate foes.
swift action mythic ability: Brilliant Distraction (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a creature within 30 feet, using your Intelligence modifier in place of your Strength and Dexterity modifiers to determine your attack and damage bonus for that attack. If the attack hits, one ally COLE that threatens the same target can take an attack of opportunity against that target, adding your Intelligence modifier as a bonus on its attack roll.
Nalverren will then begin the weaving of magic into a rock. Item Augmentation, Charge Storing. gotta pick a spell for it but thatll take me awhile and i've been remiss in my posting all weekend already.
Vaard rips out the throat of one dolgrim and bludgeons another. But the elemental struggles to fight back. Nalverren's shot finds its mark but as he is only able to fool the people some of the time, and the vast majority of the dolgrims are unaffected. More clamber on to the path.
Sorry, no AoO for Cole - 'troops' are not affected by effects that would only affect a single creature, due to their composite nature. However, anyone in the party can make a DC 12 INT check (go on, brainiacs):
Spoiler:
The best way to fight off large numbers of relatively weak opponents is through spells which affect a large area.
HP 48/48, 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
After Wultram is done with his undead mending. The skeleton returns to the original plan that got them into this mess and tries to climb the tree to get a vantage point.
Tal concentrates on his allies life force for a moment and form a link between them and himself. As his life force begins feeding into theirs he channels the power of Dol Arrah to heal everone.
round 1: Wultram heals 5hp &Tal looses 5. Channel energy to heal channel:2d6 ⇒ (4, 1) = 5
Wultram:39 hp/ Tal:47
Turn off life link and channel once more.
channel:2d6 ⇒ (6, 5) = 11
that should cover all the lost hp assuming we don't see any threats, shall we rest on one of these dry spots?
I'm testing the waters for a PbP set in Eberron. I currently run a PbP set in Eberron on these boards that has been running for about six years, and I'm wondering if there is an appetite for another one. It wouldn't have the same plot as my existing one. I have preference for 4e (since it makes my life as a DM easier) but I will do it in PF if that is the players' preference (please indicate either way).
Well Eberron is probably my favorite setting, well out of the published ones.(My experience is mainly in homebrew worlds.) But as the pair before me not interested in 4e at all, mainly for the same reasons mentioned.
Either way mark me as interested, of coarse the details of the campaign itself will matter.
In general tone it would probably quite similar to the existing one, a sort of plotted AP-type experience from 1st level upwards. It wouldn't be sandbox-y.
In fact, if people want to know what it would be like they should look no further than here.
Count me interested as well. I've got a witch out of the demon wastes from an eberron campaign that sputtered and died early; I dig her and would like the opportunity to play her again.
I'll have to modify her background and crunch a bit (that DM used alot of house rules), to adhere to your own character creation guidelines; if I'm accepted that is ;)
Case-by-case. I haven't looked at the big conversion that is up elsewhere on these boards. In terms of races, it depends what you want. My fluff is basically 3e Eberron and the game is Khorvaire-based so I'm not really keen on anything really out there but it's really down to people to ask and I'll decide.
Hello all. We currently have a gap in the party following a player dropping out of the game and are looking for a replacement. However, the situation is slightly complicated as:
- the party is in the middle of a jungle infested with hostile lizardfolk and a long way away from civilization, so the options are a bit limited for introducing a new character
- the player who left was playing the party healer, and the party doesn't have recourse to other healing options very easily (like purchasing consumables) also because of the being in a lizardfolk-infested jungle
Therefore, there is:
- a bit of a restriction as to what characters classes, and possibly races, might be viable to introduce at this point. In particular, healing ability is important
- a need to develop a reasonable in-game explanation for the new character, depending on what your choices and desires for a character might be
As a consequence, this might require a degree of flexibility as to what character you end up playing - if you have a really cool concept you have been nursing for years, be aware that it might not be entirely appropriate for this game at this stage, so coming with a few concepts and an open mind will help. The characters are currently 3rd level, getting close to 4th level. It is also intended that the campaign will go mythic as some stage.
Some familiarity with the Eberron setting would also be helpful.
If the above appeals, please drop a line on this thread. To give you a taster, the game thread is here. Thank you for your interest.
Kanye, at the moment reliance on items for healing is basically not viable as there are no easy places to actually get them.
Let me provide you gents with a bit more information. The player for the party healer has moved on. The party is currently accompanied by a lizardfolk guide with no character levels, who is a potential replacement (although at level 3, with two racial hit dice, the actual character class would be 1st). However, I am not wedded to the concept of the guide becoming the new PC and I have considered one or two other options if that doesn't suit. If you don't go with the guide, we will need to discuss backstory in more detail.
Please feel free to shoot some concepts so we can discuss.
I'd be game to play the guide, but I was also thinking some kind of Galifaran nostalgic who left for Newthrone after being badly branded by politics in Thronehold, only to find his airship grounded in the middle of the jungle...
Also, what kind of healer are you looking for: optimized or good healer? For example, would a shaman, a cleric (evangelist), or even a druid be too far off the mark?
Yes, I remember that from the beginning of the campaign as one of the PCs wanted to be a lizardfolk. I didn't really like it to be honest, as it felt a bit different from actual lizardfolk. Now the PCs are high enough level to simply absorb the racial hit dice I'd prefer to go with that. Another PC died in the previous combat and he is also be playing the other lizardfolk guide (there are two).
Concerning the healer, I don't expect optimization. Shaman and druid are fine. I also considered witch (don't know if they can heal at level 1, though). Don't know much about the evangelist cleric but it doesn't sound a good cultural fit with a lizardman, though it might be fine with a non-lizardfolk PC.
Just to give you a steer, the characters are created using 25 point buy. The current stats for the Ashshar the guide are here. However, these are a basic 15 point build so you can add to or rebuild the stats as you require. Assuming you are considering Ashshar the guide, of course.
... but I was also thinking some kind of Galifaran nostalgic who left for Newthrone after being badly branded by politics in Thronehold, only to find his airship grounded in the middle of the jungle...
I must admit, 2 levels of Lizardfolk hits hard in my opinion. It might just be me...
What about the other idea I suggested (see quote)?
No, it does, I appreciate that. That said, +5 AC, plus a few other things, helps a bit. But if you prefer a different option, go for it. Another alternative is (don't read this, current PCs):
Spoiler:
The PCs are currently heading towards a Demon Age ruin which has been taken over by humans and warforged of unknown origin, which is driving the lizardfolk down the warpath. You could be a low level mercenary recruited by the human contingent, which has a decidedly military cast to it, somehow lost in the jungle and captured by the lizardfolk. You don't know anything much - you are not important or in on what is going on. And you would need a reason to turn on your former employers.
Interesting! I could see the two brought together. A petty noble in search of a better Galifar leaves for Newthrone, only to find himself lost in the jungle after his airship crashed in the jungle. Survival is a hard teacher, and he develops a definite strangeness (he could become a shaman (speaker for the past) during his few eeks in the jungle. But then hope is restored when he is rescued and hired by your faction. But he's not very happy there...
That could work. Maybe you stumble into a Demon Age ruin and weirdness ensues, maybe a visitation in your dreams. That could tie in nicely with the broader campaign....
I haven't played Eberron before, but I have the book for it around here and can read up on it a bit. I would certainly be interested in it. If it's a healer you want would an oracle of life work for you? Would love to try one sometime and this could be a good place for it.
I can try and get a rough start of it done for you in the next hour but I won't get to finish it until this evening, gotta go to work for a couple hours soon.
I have no problem with the lizard folk idea. It's been a while since I thought of doing a character with racial hit dice. I'll look over a couple things and go from there
As discussed, I've put together a background... I'm still struggling with the crunch...
Aubrey:
APPEARANCE
Otto is a polished man. He carries with him in his manners, in his clothing, the stoic ways of Karrns. His hair shows the sign of early aging, no doubt brought forth by the trials of the Last War and the tribulations surrounding the Treaty of Thronehold. He prefers simple and functional garments of dark grey, usually a short tunic over a white shirt, and strong leather black boots.
The last few weeks have been hard though and his appearance has suffered. His eyes wander a lot when he speaks or listens, as though he’s distracted by something, or someone.
PERSONALITY
An idealist, Otto has come to believe, through his studies, that the ways of Galifar could heal the wounds that fester among the Five Nations.
His recent adventures have put him in contact with unknown spirits. Whether they live inside or outside him he doesn’t know.
BACKGROUND
Otto is the fifth son of Fried ir’Kaspart of Rekkenmark. Sponsored by his father, he avoided the war and worked in the foreign services as a diplomat. When the war ended, Otto had a great reputation and was invited to join the negotiation embassy in Thronehold. For two years he toiled at making war work. The result was a fragile peace treaty, a shattered reputation, and a sour resentment for the legacy of the Last War.
Disillusioned, Otto, still carrying with him the dream of a strong and liberating Galifar, opted to use his savings to buy himself a voyage to distant Newthrone in Q’barra, where he had heard the ancient ideals were kept alive.
But his airship flew into a storm and crashed in the jungle. Isolated, he struggled to survive for weeks, until he stumbled upon an abandoned temple. Tired and delusional, he hid there for a few weeks. The temple was a strange place, with a waterfall in its center. The sound of the waterfall and of the jungle, would bounce against its stone walls, creating wonderful effects.
The temple changed Otto. He can’t explain why, but he’s unlocked inner sources of power. Through his will, he could command powers beyond the realm of the possible, in a manner similar to the priests of Vol…
During one of his foray for food, he ‘met’ with a group of mercenary who pressed him into service.
How about a gatekeeper druid who is in the area tracking an aberration when he comes upon the group? I love Eberron and have been playing it since the original campaign setting dropped.
I was thinking Shifter using the PF Skinwalker. They are very iconic in Eberron.
OK, crunch-wise my comment is that, if he had been a diplomat, I'd expect that to be reflected in his character classes somewhere as well as just the backstory. Having him as a full-blown shaman feels a bit odd - he's not particularly young and had a reasonably full life beforehand, so I'd maybe expect something like a level of rogue or bard or something that works with the background in diplomacy. After all, he's only become a shaman very recently.
Regarding the backstory (spoilered since it reveals a little about what is to come):
Spoiler:
It's fine in outline. I'd like to consider some details that might fit better with the campaign.
First off, do you have to be a Karrn? People seem to love being Karrns - must love a man in uniform - but we already have one in the party. It's not a problem if you feel it suits your character best - though there doesn't seem to be much that screams Karrn necessarily other than a mention of Rekkenmark - but with only two humans in the party and both from Karrnath it seems a little samey. But it could just be one of those coincidences - two guys meet in the jungle, happen to be from the same town.
If you could swing a Thrane it would be helpful, but not compulsory. I think it would have very little impact on that section of your backstory, though you might be a Thrane royalist given your background (i.e. a believer that Thrane should be ruled by its queen rather than the Church of the Silver Flame) which might be a good reason to leave Thrane and head for Qbarra.
Second, on the flight over the jungle and crashing, I'd quite like it if instead of just being a crash, you were attacked by a military flying vessel and shot/forced down. Those of you who survived were then hunted down and killed by human and warforged soldiers, with you being the only survivor. Rather than joining the mercenaries by just staggering out of the jungle - which doesn't work for reasons I can't really go into right now - you escaped from them into the jungle. This gives you a reason to really dislike those guys, which probably works better in the campaign.
Then we get into the spirits thing. Nothing wrong with what's there, but if you are lurking in a Demon Age ruin chances are what happens would be a bit traumatic - you make it sound a bit warm and flowery, but those ruins are mainly remains of terrible places built by rakshasas and their demonic minions for the edification of rakshasa rajas, so it probably wouldn't be nice. Maybe you still have bad dreams about what you experienced, but it awoke something...
Then finally you would be foraging and captured by lizardfolk of the Finback tribe. They are inclined to kill and eat you for defiling one of their sacred places (i.e. the ruins) with your presence, but the tribe's witch doctor recognises your strange spiritual powers. You are currently holed up in their village held in a pen, waiting for them to work out what to do with you.
As an aside, as you are not actually joining with the mercenaries, I'm not sure where all your shaman-y equipment comes from (and even then I'm not sure they would have it). If you have a level of another class like rogue or bard you could equip yourself with the gear that would be appropriate for your proficiencies in that class, which we can assume you brought with you on your journey. I doubt a diplomat would be lugging a hide shirt about and spear around.
Just to update, please carry on with your character ideas - there is no winner yet.
In fact, the best way to do this is to pitch a character idea and see what I say. I need the basic character idea and (if not the guide) how they wound up in the jungle. That will give us something to work on. At this stage, the story is more important than the fluff. If you prefer to PM me, also fine.
In fact, people are seeming to shy away from Ashshar the guide. That's actually fine - he's the main conduit for the DM to provide the party with information, so it might be better if he stays an NPC anyway. (Unless you have an amazing concept for him, of course.)
Also, just saying something like "How about a half-orc druid?" doesn't really get me very far. Please come up with a bit more meat to the story, especially what they are doing in the jungles of Q'barra.
Jman, I'm not massivley familiar with skinwalkers but they don't seem to be very far away from shifters in terms of flavour, so I'm happy for you to pitch that idea.