| therealthom |
Welcome. I am running a bit behind and the place is a mess, but come in anyway. We can chat here. Everyone can say 'hi.'
Work had me going late the past two days so I don't have the house rules quite organized.
A few notes:
Characters start at level 2, two traits.
Core Rulebook, other Paizo material by agreement. Portions of Dreamscarred Press' first Psionics book, by agreement.
20 point buy.
Max level 1 starting wealth plus a free light horse and basic tack. You may upgrade horse and tack by paying the delta.
| therealthom |
As intimated earlier, the campaign will start in a small town in the hinterlands of Breland. It will quickly move into a cross country journey. No more spoilers than that.
It will be easiest for me if the characters, or some substantial subset of them, are locals. Visitors from away can be accommodated, but must have some reason for being there and being concerned with the fate of some local boys. OK that's the last spoiler. For now. More details on the starting locale later.
We also need to talk about your characters' aspirations. I have a sketch of a story arc, but I'd like to customize side-quests and NPCs to help fill vast amounts of white space in that sketch.
Current roster of players is Dabbler, DSX, Treppa.
French Wolf graciously turned me down for this game. I left him a standing invitation if he changes his mind.
I'd like to start with 7. If you have anyone you'd like to play with, let's discuss them. There are a few threads that I'd recruit in.
| Treppa |
*ducks under scaffolding and steps over dropcloths*
Woo-hoo, good to see another TT game in the making!
Is this Eberron Wiki the best one to use for those of us without source books? Breland: humans and gnomes and half-elves, oh my!
Will noodle on players. DSX and I play with a fairly regular group, but we're all in a lot of games together. They may not want to hang around us quite so much, creepy-uncle style.
| therealthom |
Hi, Treppa. You win a free action point for posting first.
That Wiki looks pretty good. And I'm sure you're not as bad Tommy's uncle Ernie.
Let's see. How Eberron savy is everyone?
There's several additional races for characters beyond the Pathfinder core. If you're interested and don't know them just ask. The races are on the front page of Treppa's wiki.
The world is just a few years out of a decade-spanning continent-wide war. Your portion of Breland was not an active battlefield during the rule of your current lord, but many were called to foreign fronts. Everyone knows someone who didn't return when the peace was signed.
Keep in mind that I am likely to change Eberron canon, by deliberate intent, foul caprice, or simple mistake.
| therealthom |
Some house rules:
Character Generation House Rules:
Hit dice: Roll for hp. Minimums -- d12 4, d10 3, d8 2, d6 and d4 1. There is also a mystery minimum by % of average class hit points.
Despite how characters are generated, the average population's ability scores more or less conform to a 3d6 distribution. People of up to third level are fairly common. Sixth level characters are worthy of popular notice and fame.
Multiclassed characters use fractional to hit.
Mental power enhancement items are hard to make.
4 skill points per level. Expanded Class skill list. Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Ch), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (history) (Int), (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Fighters get the feat Expertise as a class feature at 3rd level even if they do not have the prerequisites. If they have already taken Expertise, they may retrain it.
When using weapons for which they have weapon training, Fighters may choose to roll 3d6 on their attack rolls in lieu of the +1 to hit bonus. They still get the +1 to damage.
At level 1, fighters may take exotic weapon proficiency as a trait.
At 6th level, fighters may take a 10' free step, or two 5' free steps.
Monks: Let me just offer encouragement.
All skills are class skills. Rogues with an intelligence of 14 or higher get an additional +1 for every four skill points they dedicate to a knowledge skill.
All Rogues get an additional +1 for every four skill points they dedicate to a Physical skill, Acrobatics, Climb, Craft, Escape artist, Ride, Swim. Fly, with access to the spell. Handle animal if they have a Charisma of 12 or higher.
Rogues get the feat Expertise as a class feature at 3rd level even if they do not have the prerequisites. If they have already taken Expertise, they may retrain it.
Rogues may roll 3d6 on skill checks in which they have taken at least 4 ranks.
At 4th level rogues may choose a combat style, ala rangers.
Spell books are fair game. (This does not mean that I will target the spellbook often, but that I may target it.) Take care of it. Keep it dry and away from fire. Reasonable precautions should suffice. Spellbook counts v. WBL. Spares are counted 50%.
Spells can be cast like a scroll directly from the spell book. The spell is wiped from the spellbook if used this way and it must be researched again.
| Dabbler |
Looks interesting. I've played Eberron a few times, it's a VERY fun setting, one of my favourites. I've also a few different character concepts...not sure which I would like to try yet, suffice to say any could fill a role in a party, I'll see what everyone else comes up with.
Some (well all right, all) of my ideas involve some non-core classes:
Soulknife
Psychic Warrior
Hunter (from Ultimate Classes)
Oracle (from Advanced Class Guide)
| therealthom |
Dabbler! Welcome aboard.
Thank you for the links.
I am not at all familiar with the hunter, but after a quick skim through, it looks quite rangery with a guaranteed teamwork buddy in the animal companion. Or did I miss the main point of it all together?
| therealthom |
I am planning to start the campaign in Haltwhistle.
The nearest city of note is Xandrar, four or five days to the west. Xandrar is a bustling commercial town at the crossing of the Orien Trade Road and the Wynarn River between Lake Galifar and Silver Lake. It is the market that gathers in the produce of the region's towns and exchanges it for finished goods from the metropoles of Breland, Aundair, and even farther.
The war was not kind to Xandrar. An early Aundair invasion seized it. The conqueror's ruled with a light hand in those early, gentlemanly days of the war, and their troops were generally made to behave, but when Brelish forces retook the town, the fleeing Aundairians fired the wharves, docks, and warehouses. Despite strong demand for the produce of the region to feed Breland's troops, the city recovered slowly. Naval action on Lake Galifar closed the water-routes and only the trade road south was left to ship food out. It is only in the last two years since the peace was signed that Xandrar is truly rebuilding.
Xandrar is also the local seat of government. The regional councilhall is there, as are the local guild halls, as is the manor of the local lord, Bradford Winehorn. Winehorn is nearing seventy years old. His mind is still keen, although his hand shakes with palsy. Winehorn had a reputation as a lucky commander during the war, and as one who took care of his levies. Perhaps one led to the other. The people feel lucky to have him, "He's better than most of the nobility". It is much the same feeling that they have for King Boranel ir Wynarn.
Unfortunately, I left my notes on local personalities at work.
| Dabbler |
That's pretty much the Hunter, yes - a sort of druid-lite with a bit of ranger thrown in. Casts druid/ranger spells like a bard. It's a nice "all rounder" class that works well in a wilderness setting. I'm working on an archer build that will act as a hand back-up divine caster and support fighter.
| therealthom |
Wilderness setting applies well to the first chapter of the campaign.
I wouldn't worry too much about filling roles. We'll be picking up some other players and because it's a homebrew, I can tailor encounters to the party.
Ultimately any of those classes will have a chance to shine. There's going to be some time in big cities. Several forays into the wilderness. Perhaps an outing on the high seas. International intrigue. And maybe, although I am not a big fan of save the world type stakes, a chance to save the world.
Or die trying.
Actually before cranking out stats, it might be nice just to talk about the characters' backgrounds, their dreams, and the players' aspirations for them.
| Dabbler |
Good idea!
I think there is a great device in the Last War to create background material - everyone would be effected in some way or another, after all. Some characters would be veterans, others may have lost loved ones, or been effected in other ways. Members of the Dragonmarked Houses may have feuded or profited from the war, guild members could have lost everything or gained much.
Both of the current ideas I have started fleshing out were veterans of the war.
First, a shifter who began by serving as a scout in Breland's armies (possibly under Lord Winehorn?). During the war her druidic calling was triggered and she's become a fusion of that conflict between the militant and spiritual callings of her nature. Lydia's a restless soul, always wanting to see the other side of the next hill, beyond the next mountain.
Complications: Lydia was AWOL for several weeks after a scouting mission into the Eldeen Reaches, an absence she has explained by having run into a skirmish between an Aundairian and Eldeen Reaches patrol and having been injured and then lost in the forest while she rested up. In fact, she was rescued from death by a wolf-pack loyal to the druids, and was inducted into the Gatekeepers. As such her loyalties are no longer entirely to Breland....
I've settled on making Lydia a Hunter, but could improvise with a ranger/druid build if needed.
Second, a commander who had seen (and done) too much to forget, but was so talented that the Elan took notice. The prospect of starting over with fresh memories was an offer she could not refuse, and she has re-dedicated herself to martial perfection. Taramantha is a purist, wishing to hone her martial skill and maintain her honour beyond all else.
Complications: Taramantha was a commander in a horrific war, and while she tried to be honourable, it was a very nasty war and orders cannot be overlooked. She still strongly resembles the person she was then, and could be recognized easily...
I've stated Taramantha out as a Psychic Warrior, although the concept would work OK for a Soulknife.
| therealthom |
Either concept could work nicely, Dabbler.
Lydia would very probably served under Winehorn. Most local recruits did.
Taramantha is a little more problematic in terms of integration because there's no obvious connection to Haltwhistle. Why would she be there and care about a what is really a small local matter?
| therealthom |
Two things. I'll be off on a quick vacation Tues, and Wed.
I'm not opposed to Taramantha. In fact she could be a lot of fun. I'm just not sure how to integrate her.
On that note: charcters born and raised in Haltwhistle will have a natural connection.
Connections through Winehorn are the most likely reason that anyone from away would be there. Perhaps they served with Winehorn and ended up living in Haltwhistle after the war. After a couple years in town they would also be connected.
I suppose the Elan could have dumped her there 2 years ago shortly after the peace accord.
| DSXMachina |
Sorry, I was away at a music festival all weekend.
My Eberron knowledge isn't extensive, but I'll do some extra checking out of the wiki.
IDEA 1: (In progress)
Worked on his family farm, a small vintners and wine merchants - which was left fairly untouched by the war; since most soldiers want their wine ;) (Then again there could have been occasional occupations of the farm, with resultant tensions between the soldiers & my PC (and family))
During the war, he remained a vintner and cartier. Transporting goods around towns and resupplying areas, despite the dangers it left him with ambivalent feelings. The dangers of the road were considerable, having to fight off bandits or other undesirables.
Glad to have been out of the direct line of conflict and danger, he saw how it affected others when he made the journeys to Xandrar and beyond. The depredations of war took it's toll, he tried to be as generous as he was able.
It did allow him to visit stay regularly with his family & bring back items to the village if required.
Since the war has ended though he's felt a tad downcast, since visitors to the village or some in the towns wear their war-history as a mark of honour & he's heard "What did YOU do in the war?" slur more than once. Whilst he'd like to point out his role was vital (or useful at least), there's an underlying guilt that motivates him to take more risks & seek adventure.
| Treppa |
I have two broken-soldier character concepts in mind, both young (thus low-level) war vets.
One: The low-level fighter who was assigned to fill an open slot in a veteran's unit but was often relegated to messenger service during the war, since her skills were not up to par with those of the unit. During one such run back to the field command post, her unit was wiped out to the last man, leaving her with massive survivor's guilt.
Two: Cleric assigned to medical corps who was distressed by not being powerful enough to heal everyone.
[As a frequent GM, I often GMPC a clerical character, but I do really like them as a player. A lot of players don't want the healing role, but I'm perfectly willing if the party would like a primary healer.]
| Nuttomancer |
Hello there,
Im the son of Dabbler, and I would quite like to join the campaign, fair warning however, I am new to online roleplay, so brace yourselves for some mistakes.
The Character concept I currently have in mind is that of an armoursmith who worked towards the end of the war, He would often work in the various camps of the armys fixing armour as well as performing the expected variety of basic blacksmith skills. This would also allow me to craft my own armors (Hero Lab changes amount to 1/3 cost when crafting on mundane items) though he lacks the skill to craft his own weapons.
I would quite like to use a barbarian as a base class with the Armored Hulk Archetype from Ultimate Combat.
The idea being that whiles he is an ordinarily a quiet and hard worker he often vents his frustration with fists and weapons. He travels with a cart (paid for out of starting gold ofc.) to bring his tools and anvils with him and recently has settled back into Haltwistle as soon as he could worm his way free of the requests for his skills. (This allows for some recognition by some soldiers/officials as well as the possibility of some ticked off fellows for having not stayed to listen to their requests.)
If any of this is a problem, let me know. If you think the Armored Hulk Archetype is not suitable I can go to a fighter, or, if you think the concept is too inconveniant, I was thinking I might do a Sorcerer of some kind, though I'll cross that bridge when I come to it!
| therealthom |
Work slammed me yesterday.
Welcome, DSX and Nuttomancer.
I like the concepts.
DSX, the everyman turned hero is one of my favorites. DSX, one note. During the war Winehorn instituted universal basic weapons training and a draft which he has not discontinued, although duties are typically light. Your character could have gotten a pass on active duty due to his occupation. No game effect on PC gen.
Treppa, I love both character ideas. War-scarred veterans are also great starting points. If you go cleric, what deity would you choose?
NM, I'll take a gander at armoured hulk. As a heads up, the cart may not be convenient for the initial journey, you'll be moving at speed.
| Dabbler |
Treppa, I was thinking that whichever character option you choose as all our characters are veterans we can be known to one another, either distantly or closely as you prefer.
Noting that we have no arcane caster I have a back-up prepared...
| therealthom |
NM, if you survive, you'll have a chance to retrieve cart and anvil in Haltwhistle. Armored Hulk is ok by me.
Dabbler, I'm planning on starting with seven, so I wouldn't sweat character classes and filling roles at this point.
I am open to nominations for fellow players. I can also open a recruitment thread or trawl through a couple of other games to generate broader interest.
DSX, don't worry too much about knowing the setting. I'll try to include sufficient exposition as we go.
Also, the noble NPC class, may be a viable multi-class. Any character opting for this route would most likely be a minor noble, not very important, but at least a member of the club. It would provide social status and entre to another strata of society which might play well later. We can tweak it mechanically -- first off take the rich parents trait for free.
Provisional Team:
Dabbler : Lydia, shifter hunter or ...?
DSX : human (?) vintner with 'civilian guilt'
NM : human (?) armored hulk, armor smith
Treppa : cleric or fighter
What about aspirations for these characters?
| Treppa |
It sounds like there's been quite a long war, so my cleric serves Dol Dorn. She's human.
With a long war over just as she was able to get in on the action and try to help, she's probably feeling like the rug has been pulled out from under her. House and home were not on her list of aspirations, so returning to Haltwhistle is almost like going to prison - not really anything to do. She might try to supplement the town guard, though there are doubtless tons of vets who can do that as well if not better.
Have our guys been kicking around here for a couple of years now, or has the return been fairly recent?
| Lydia Wolfheart |
Lydia, Shifter Hunter. Lydia has found herself at something of a loss since the end of the war. She has no trade to return to, and precious few people. She has taken to hunting and tracking in the wilds around Haltwhistle, where her family had a home. She is growing restless, and is thinking of just upping and leaving to see the world. She doesn't miss the violence and horror of war, but she does miss the thrill of danger and the wonder of visiting new places, and the camaraderie of her fellows. This latter and the few fellow veterans in Haltwhistle are the sole reasons she has remained near the village this long.
| therealthom |
Humble aspirations in general. Fit's well with the small town beginning. We'll see what DSX comes up with.
Treppa's cleric is a devotee of Dol Dorn. Chaotic good crusader? Although in Eberron the relationship between clerics and gods is far more flexible than the usual D&D standard. Worship of all nine of the Sovereign Host is also a possibility. But I like Dol Dorn; I can work with him.
Feeling a little restless is good for both you and Lydia.
I like the streak of perfectionism in Uthar.
We're looking at adding maybe 3 more recruits. DSX hasn't weighed in on nominees. I'll hear if he has any recommendations before going out looking.
| DSXMachina |
I was thinking that my chap would be from a 'protected occupation', like many in the second world war - thus avoiding the draft. Definitely human. probably male, not too sure on what class however.
Well Treppa & I play with a few others (pinvendor, Maghorfeus, Meowselsworth & Leo) at least 1 of which has expressed interest.
| therealthom |
I was thinking that my chap would be from a 'protected occupation', like many in the second world war - thus avoiding the draft. Definitely human. probably male, not too sure on what class however.
Well Treppa & I play with a few others (pinvendor, Maghorfeus, Meowselsworth & Leo) at least 1 of which has expressed interest.
Your PC is definitely on the 'protected occupation' list. All I'm saying is that he would have had to do a little reserve training. A couple days a month. Winehorn instituted it as a means of getting youngsters, 11-17, some training and passing experience from veterans returned from the front to them. He felt a local militia would be good in case another force from the Eldeen Reaches (which were still part of hostile Aundair) invaded.
To the north, Lake Galifar, Silver Lake and the river between them form a decent buffer between the Reaches and Breland. The two lakes are really the size of inland seas. After the first invasion was driven back , the area remained fairly peacable. Deserters and bandits from the Black Cap moutains were a larger threat than raids from the Reaches.
A Local timeline of the war:
Prior to the war the country of Galifar spanned nearly the whole continent of Khorvaire. There were 5 kingdoms which historically were ruled by descendants of the first king's 5 children. Each country's ruler took a turn at ruling the whole country when the standing king died.
One hundred years ago the succession was disputed. It was the turn of Cyre's ruler to rise to head ruler, but Breland, Thrane, and Karrnath demurred. Aundair supported Cyre. That's how the war began.
Early in the war Aundair forces invaded across the river from bases in what is now the Eldeen Reaches. After nearly seven years of occupation, Brelish forces liberated the area and re-established the border along the river. Cross-border raids continued for about 20 years and the lakes themselves became a battlefield because they could be used for amphibious assaults.
As the war wore on, the primary battlefields of the war became focused on the central part of Khorvaire, hundreds of miles from Haltwhistle. Fighting became nastier as the 5 kingdoms' rulers each tried to take control for themselves. They betrayed allies and each betrayal spawned counter alliances and ever more animosity.
For the last twenty years of the war separatist movements in the pastoral and wild Eldeen Reaches, also helped prevent forces from more urban, cosmopolitan Aundair from fighting in the Haltwhistle area.
Then came the Day of Mourning. It's not clear what happened. Cyre, increasingly desperate because much of the fighting raged on its territory may have tried to unleash a magical super-weapon. Or perhaps an experiment went awry. Or some magical cataclysm not made by human hands. Cyre was utterly destroyed. A mysterious mist spread out to Cyre's borders and the land within perished. Cyre became the wasteland now called the Mournland.
The disaster was a cold shot of reality for the exhausted, warring kingdoms. The peace was signed soon after.
That was two years ago. Troops returned slowly from the war. The last ones got home barely a year ago.
| DSXMachina |
DSXMachina wrote:What kind of music festival?Sorry, I was away at a music festival all weekend.
Bloodstock Open Air music festival, basically created as a 'British Wacken'. Trying to cater to various flavours of the metal scene. It's quite a well behaved affair in comparison to Reading/Leeds/Glastonbury festivals.
This years highlights were, Rob Zombie, Opeth, Within Temptation, Delain & Arnocorp.
| pinvendor |
Hello! I was directed to post here as a potential player. I haven't read the thread yet but figured if I am not to be accepted, then there was no rush so I should investigate that front first. :D
Looking for confirmation if I should proceed. Thank you for your consideration!
| therealthom |
SUGAR!!!
Pinvendor and Marhorfeus' names sounded familiar so I tracked down where I knew them from. I owe them both an apology. They were both part of my pledge at my Crimson Throne campaign's end to contact them for a new campaign. I can only plead a faulty memory and welcome you aboard.
Since pinvendor has shown already some interest here, I hope he'll consider us square. I will PM Mahorfeus with apologies and an invitation.
| pinvendor |
Ha ha! There is no reason for you to apologize. Unlike your other players, Mahorfeus and I were only involved for a few short weeks. As a couple of my other games seem to be progressing a tad slowly, I will be glad to have more gaming available. :D
After reading a little bit, it would seem the veterans angle is popular. I have a pretty interesting character concept I'd like to present.
Concept: Even small towns have their troublemakers. Haltwhistle is no different. Thenji Cross was one such person. Growing up, he shirked his chores and was at the center of any mischief the local children were getting into. Not one to lead, Thenji was rather shrewd and clever, he often had the plan needed to execute whatever the local urchins had their hand in. Thenji grew up with a very bitter grandfather who blamed the former occupation for ruining his life and was a cruel patriarch of a rather poor and uneducated clan most who were more than happy to escape to the war once they were of age. His mother was an overly timid woman who was terrified of her father was one of the few sources of kindness in Thenji's life. She had been impregnated by one of the occupying soldiers resulting in Thenji who had never met his father though his mother would often speak of him in glowing tones making him about to be a strong wonderful man. Sadly she died as Thenji began puberty.
Whatever strength his father had had, Thenji was always more on the small side and better at using his sly tongue and deft mind to perpetrate ways to avoid work and still get what he was after...well some of the time anyway. As he got older, Thenji's attitude darkened from the years of abuse by his grandfather and his mischief often turned cold and was sometimes malicious, but he still excelled at getting himself in and out of trouble, but now the stakes were getting higher. He left Haltwhistle for Xandrar when he was still a just barely a young man. He found himself fitting in with some of the more criminal and dangerous elements there, but as he soon learned just how depraved such folk can be, and made his escape (possibly with a price on his head) by joining the war effort.
Everyone thinks of the stalwart soldiers and mages who are at the forefront of battle when they think of war in Eberron. Yet even the most adept commanders know war needs men like Thenji. Men who makes friends easily, but whose morals are loose and are willing to live with dark deeds on their soul. The kind that often sneak in and out of enemy controlled territory and masquerading as civilians or scouts from other enemy platoons.
Returning from the war, Thenji found most of his family dead or gone. Most of the cousins he had grown up with left for war and did not return whether now dead or having settled elsewhere. His grandfather had passed in his absence, and as if some kind of wicked glue had finally dissolved, his family had more or less scattered from the backwater cabin community they held outside of Haltwhistle. The few who married into other local families did not really know how to treat Thenji as he had always been a delinquent and a scamp, and it was easier to keep such persons at a distance.
And this suited Thenji just fine. He started to actually patch up his family's semi-sprawling group of cabins and is currently making ends meet by renting out some of the cabins to displaced veterans. Since he came back, Thenji is a brooding reclusive man. Whatever happened during the war has affected him greatly, and while he still puts on the front of the somewhat affable rascal he once was, the darkness in his eyes gives evidence to the dangerous but tortured soul inside.
Concept twist: Thenji Cross is dead. The man who returned from the war was, in fact, one of Thenji's closest comrades, a Changeling named Vex who was deeply involved with a very bad gang in Xandrar and escaped to the war with Thenji. During a secretive mission that had very unfortunate results, Thenji was gravely injured. Vex managed to help him escape, but the man died a few days later. Knowing Vex had nowhere to go, Thenji told him to take his place and return to Haltwater safe from his old gang. Vex still remembers his words.
"Those fools never knew me. Anyone who thinks they did is probably dead. That's the kind of life I lived. Just one war to the next. At least I die honest for once...being me."
Vex is not quite the scoundrel Thenji was, so acting the part is somewhat more of a moral quandary for him. But considering the price on his head if the old gang ever finds out he's alive, Vex does his best to keep up the illusion. Yet, the people of Haltwater whisper that "Thenji" just isn't quite the man they remember. There's a softer side to him now...
Concept twist reversal?: In this version Vex didn't meet Thenji until Thenji joined the war effort. Vex was never revealed to Thenji as a Changeling. Vex was actually a double agent blackmailed into his role by the opposing force. Vex befriended Thenji under his persona, and ended up feeling very conflicted about the kinship he found with the scoundrel, so when Thenji dies and Vex hears his final words, he feels profoundly guilty and wishes that he too could live as himself something Changelings rarely do.
/endconcept
I was figuring maybe Thenji/Vex knew some of the other PCs during the war. Maybe they even approve of Vex taking Thenji's place and help him maintain the fiction when they arrive home filling in the gaps that Thenji's stories didn't cover.
If anyone feels like a collaborative backstory, I had started to think of a neat idea where all the veterans are the survivors of some kind of horrible battle which a number of secret magics or weapons were unleashed, something any of the militaries involved may wish to keep quiet. I kind of envision each of the characters all have their own secret about the battle that not even the other characters know but they all end up converging together and as a result agree to keep the secret of the battle or may even be actively working to expose the secrets as a super long term character goal. Kind of like several heroes who all know one piece of the puzzle and act on it all meet in the boss room at the same time and then depart as tentative comrades who want to learn about each other and also more about what the hell just happened.
Hopefully something in there sounds good. Ultimately, I'm seeing Thenji/Vex as some kind of Rogue-like class. I haven't looked at Ultimate Psionics in a while, but I know there are some roguey classes in there, so I will review.
Rules questions:
- Since the Rogue has its own homebrew extras: would those changes be in lieu of the Unchained Rogue or in addition to? Would we need to re-calibrate the homebrew bonuses if I use an archetype?
- Which of the many Eberron conversion rules are you using for the races and special classes? I googled Eberron/Pathfinder conversion and there are a few. Almost all of them have different ideas about how a Changeling should be converted. I saw that two other players are using the Eberron conversions provided by HeroLab. Is that the conversion you would like to use?
Looking forward to feedback! And it can be from anyone. :-)
| Dabbler |
I like the "concept twist", and the idea of all characters being veterans and survivors of some action is very beguiling. We'll have to see, though - not everyone may want to play a veteran...but it is definitely worth bearing in mind.
| Mahorfeus |
Hello therealthom, thank you very much for the invite to your game.
To be honest I had already heard about the game from pinvendor a little while ago, but was reluctant to ask about joining because of the setting. To put it bluntly, I know jack squat about Eberron, and I feared that I would not be able to put together an interesting concept. However, this is a really good group you have here, so I would really like to give it a try.
| therealthom |
DSX seems to be standing outside the typical veteran mold. And that's more than fine. It would be a little boring if the whole party had the same military backstory.
Speaking of which, DSX, feel free to give your PC a total exemption from Winehorn's training program. When initially planning the campaign, I had thought that would pull the party together, but I've got a better idea now. And you get to stay closer to your original concept. Everyone wins.
Pinvendor, WOW! I wish you'd spoilered the twist and twist reversal. Could have been a great reveal mid-campaign. Even without that, brilliant stuff.
The house rogue rules are part of an ongoing effort to improve the rogue incrementally. If you'd rather use the unchained rogue instead, I can take a look at it.
Mahorfeus, don't worry about knowing the setting. The wiki linked in Treppa's first post is pretty good and I will try to include expository material when needed. It's my first fling at DMing in Eberron. That's why we're starting in this bucolic corner of the world. No one really knows a lot about 'away'. Even the veterans didn't have a lot of time to get to know about places they went, although they will have some smattering of knowledge.
| therealthom |
Provisional Team:
Dabbler : Lydia, shifter hunter or ...?
DSX : human (?) vintner with 'civilian guilt'
NM : human (?) armored hulk, armor smith
Treppa : human cleric of Dol Dorn
Pinvendor: Vex/Thenji rogue-like changeling
Mahorfeus: ??
I was planning on 7. DSX had mentioned Meowselsworth & Leo. If they are not interested, I've a couple invitees in mind, if no one else has more suggestions.
| therealthom |
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Rules questions:
•Since the Rogue has its own homebrew extras: would those changes be in lieu of the Unchained Rogue or in addition to? Would we need to re-calibrate the homebrew bonuses if I use an archetype?
•Which of the many Eberron conversion rules are you using for the races and special classes? I googled Eberron/Pathfinder conversion and there are a few. Almost all of them have different ideas about how a Changeling should be converted. I saw that two other players are using the Eberron conversions provided by HeroLab. Is that the conversion you would like to use?
Direct answers: my changes are in lieu of the Unchained Rogue. Nor do my changes apply to archetypes, just the base rogue. Not to say we couldn't look at applying them to an archetype ....
If you have access to HeroLab, let's make it easy. If not we can examine the different conversions and pick one.