Pirates of Xen'drik (Inactive)

Game Master Viluki

Recruitment is closed for now.


Interested if this happens.

Avast pirates! We need two more, examine the the character creation rules in the info tab! How do you make Xen'drik or S&S better? Simple you combine them.

Setting note, the Devourer's Eye:

The Eye of Abengo serves a vital purpose in the adventure path and as such has an eberron equivalent known as the "Devourer's eye" a massive hurricane that sit's square between Khoirvaire and Xen'drik. Travel between the two continents isn't impossible but is difficult/long.

Dark Archive

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (10) + 7 = 17
interested. Thinking maybe a warforged magus, tho I need to look up the rules your using before finishing the character.

This is the beginning of Chakka's submission. Will finish it tomorrow.
Basic premise is a Warforged who failed at understanding the artificer way of magic and the wizard way, melded a little into the magus.
would take the deserter trait and the focused mind trait.
His armor plates would be of darkwood instead of steel, as he was designed more for work in the water and on sea craft than most warforged.
Unfortunately he isn't susceptible to sleeping draughts, but being unsuccessful in his endeavors to date, would let himself be shanghaied anyway. Hoping for a purpose and a better future....

Are you allowing the Eberron repair spells? and if so are they a Magus spell? XD

Note on Warforged this is just ten years into the Last War as such Warforged haven't been made in the Cannith forges... However nothing stops you from being from Xen'drik proper, I go with the Warforged came from Xen'drik explanation...

Repair Spells I am ruling can indeed be Magus spells, with one caveat you can use them but only up to a certain point (i.e no spell level seven repairs spells).

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (1) + 7 = 8

Water Wizard/ Cleric of Water, and she'll be looking at those Elemental grafts-- that is, presuming you are including them in the setting? I can pull up a quick history and crunch the rest out in the next day or so, provided you're amenable.

if they come from this site sure...https://sites.google.com/site/eberronpathfinder/conversion-info/clas ses/artificer

Note that the Devourer/Fury kind of replaces Besmara in this setting. IF you do want to worship Besmara however she can be treated like Vulkoor, a racial aspect of a god (in this case ol' Besmara is the Fury with a tricorn hat).

No god/goddess.. Water itself. I was thinking the Water/Freedom domains for her Cleric class. What about the Elemental grafts?

Anything from that site is a go, you will have to either craft them yourself or find a gnome... Or "someone" else...

ok. Xen'drik it is then. going to go with touched by the sea trait instead of deserter then. Background will be a little more in depth, but the basic premise is , a group of adventurers walked into the jungle ruins, and a freshly awakened Barnacle walked out with some of their equipment. I mean after all... They no longer needed it...
He seems built for water work. he is made of darkwood (slightly buoyant?) instead of metal, and can swim.

Couple o questions...
1 Starting gold?
2 Max hp at first level?

Oops forgot those, average starting gold and max HP.

Ama might have an obsession with water. It's something that she's considered off and on, but nothing that she's really ever given much too much weight to. She could say that it was a "Love of the Sea", but she also reveled in rainstorms, and had never been afraid of the ocean or rivers. So it was only natural that she gravitate towards the water. Whether or not it was some ancestry that was exerting its pull on her, or an auspicious birth, she was comfortable with being who she was. It looked more and more like sailing was in her future, and she was not inclined to complain about it. There was something that she found comforting about being on a ship, and being on land was something that she endured until she could find a berth on a ship again.

That she could be found in Xen'drik was a matter that she did not discuss much, though the ring on her middle finger of her right hand spoke of a proper education in one of the schools of elemental wizardy, and the blue tourmaline in the ring indicated that it had been one of the schools of water that she had attended. If asked, she would proudly admit to graduating from the Ilmyre school of wizardry in Zilargo, but beyond that, she did not say much. Seeing as she was currently in Xen'drik, she was clearly a sailor, though some jokes were made about her "serving under" the captain. Rationally, she did question the wisdom of naming someplace "Port Peril", but that was where the ship she was on made port, so here it was for a few days. "Formidably Maid" appealed to her sense of humor, so she decided to patronize the establishment. She didn't think the drink would be this strong though...

Human Wizard(Water School),
Feats: Eschew Materials, Elemental Focus
Traits: Deserter, Devourer's(Besmara's) Blessing

Keeping this thread open for three more days, once we reach the 25th the selection will begin.

okies, he's finished. Hopefully up to par with what your lookin for.

Hello, I'd like to throw in my hat with my Fighter/Assassin sniper character. The main caveat is that he utilizes an alternate rule from 3.5 that gives up fighter bonus feats for full sneak attack progression. Another may be the abuse of held actions. If this is not an allowed then I can throw something else together i guess. Anyway, the characters role will obviously scout/lookout.

The class layout will be straight Crossbowman Fighter, perhaps switching to a PRC with sneak attack.

Let me know if you want to see the crunch, it won't take me long but I don't have the time currently.

I'm inferring that the game starts with the characters press-ganged into service somewhere, so I'm uncertain about how much equipment to buy (if any).


I'm interested (I, ah, misunderstood the opening post, since it says 'recruitment is closed', I thought that'd been recently edited in, but I just recently found out it is not possible to edit, so I now assume it's superseded by the later 'two slots remaining' post). Anyway, apologies for the near/on-deadline application/question.

Since it's set in Xen'drik, is a drow a suitable character? I'd imagined to play a sorcerer.

1d10 ⇒ 9
1d10 ⇒ 7
1d10 ⇒ 7
1d10 ⇒ 3



Ireariina Torviir
Drow Sorceress 1
True Neutral Female Medium Humanoid (elf, drow)
Short Background Outline


Ireariina is the scion of a long line of Drow arcanists. She has had a natural talent from birth, but never quite fit in with her more studious siblings and cousins. Due to some events, she’s left her brutally-dangerous family home to seek her fortune and return with enough power to avenge minor childhood spats and generally impose her will by fiat. She’s never really had friends she could trust - rather, those who saw her as a useful tool or whom she was trying to use - and she may find it in herself to become a true boon companion.

Init +4 Senses Superior Darkvision 120ft; Perception +0
AC 14 (10+4), touch 14, flat-footed 10 (+4 Dex)
hp 6 (d6+0)
Fort +3 (+0+1+2) , Ref +4 (+0+4), Will +2 (+2+0), Immune Sleep, +2vs. Enchantment, SR 7
Speed 30 ft.
Melee Rapier +4 1d6-1 18-20/x2
Ranged Hand Crossbow +4 1d4 19-20/x2 30’
Str 8, Dex 18, Con 12, Int 14, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 13
Age: 114 Height: 6’1” Weight: 120
Arcane Bloodline, Familiar, Sea Krait
Eschew Materials, Spell Focus (Conjouration)
Traits/Drawbacks Magical Lineage, Touched by the Sea
Trained Skills Swim +3 (+1-1+3), Spellcraft +8 (+1+4+3), Knowledge (arcana) +8 (+1+4+3), Bluff +11 (+1+5+3+2)
Untrained Skills Diplomacy +7 (+0+5+2)
Languages Elven, Undercommon, Common, Aquan
Racial Features
Superior Darkvision, 120ft, blind for one round when entering bright light, dazzled in areas of bright light
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Ambitious Schemer, +2 Diplomacy, Bluff, Diplomacy class skill
Poison Use: Drow never poison themselves
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Weapon Familiarity: Drow are proficient with the hand crossbow,rapier, and shortsword.
Favored Class Drow Sorcerer, 1st level, one additional spell known
Carrying Capacity 26lbs, 53lbs, 80lbs
Gear: I’ll do this if accepted, if that’s okay?
Spells Known: 1st Level: Color Spray, Obscuring Mist, Mage Armor, Enlarge Person; 0th Level: Detect Magic, Prestidigitation, Acid Splash, Ghost Sound, Mending

Ok recruitment (for new submissions) is officially closed. Several of you don't have have your concepts fleshed out etc... You have until tomorrow, midnight pacific time.

@Alistus I recommend checking this guy out http://www.d20pfsrd.com/path-of-war/classes/stalker. This guy may not seem to have sneak attack damage but he does (at the higher levels) read through him and check out the Solar Wind Discipline (http://www.d20pfsrd.com/path-of-war/the-art-of-the-blade).

@Ireariina Torviir add a 7 to all your dice (it's roll 10+7 not just roll 10). Drow are acceptable but to boost your chances I want to see more "focus" on the eberron part of the Drow. Drow may still be "evil" in this setting but remember that a NG Queen plans world domination while a LE Vampire King labors to keep the peace in Khorvaire...

From your background it sounds like your Character is a Sulatar Drow, if you don't know much about them give me a ring.

@Looking good Barnacle.

@Everyone. You are getting press ganged, you will have the chance to recover your equipment (if your smart/lucky) but raw gold or other currencies won't be so easily "recovered".

Any questions?

no questions, just awaiting word.... XD

Lightly modified, much extended background to include some personal relationships that flesh out her feelings, and absorbing the eberron concept of drow. Also equipment.


1) She’s a Sulatar Drow from the Obsidian City, raised in worship of the ‘The Promise of Fire’. She was raised with an innate respect for noble giants, especially fire giants, although this exempts wild or degenerate examples as ‘sinners’ who were denied entrance to the promised lands of fire.

2) She is a drow sorceress, from a long line of arcane spellcasters - mostly wizards. She was never as smart as her wizard-sisters, nor wise as her priestess-cousins, but has a more natural touch with magic and has a charismatic energy about her that they lack. Although she was a younger sibling, it was widely expected she’d be the heir of her clan.

3) She convinced her sisters and friends for years to help her cheat on/study for the more theoretical portions of her magical training - whilst being unable (or, from their perspective, unwilling) to share her talents and abilities in practical demonstrations.

4) As a drow on the verge of maturity, a trusted and powerful acolyte, she was allowed a degree of freedom of the surface, and in the jungles immediately surrounding the Obsidian City. A series of surface encounters with wild Vulkorian Drow ranger (Xen’kar Xar’cha), whom she did not immediately kill as she should’ve, led her to begin to question the teachings she was raised in.

5) Her best friend is Quavae Orlytyl, a talented and intelligent mage from a well-respected but lower-ranked merchant family.

6) Quavae discovered her meeting with Xen’kar, and out of concern raised the matter with Ireariina’s sister Talabdiira Torviir, who betrayed Ireariina to the Priestesses, portraying the matter in the darkest possibly light. With Quavae’s aid, Ireariina fled one step ahead of formal banishment, or worse. In the wake of it, Talabdiira cultivated Quavae as a useful pawn.

7) Her white hair, formerly worn long as a mark of her arcane status and familial rank, has been hacked off at the level of her ears, an informal punishment imposed by her sister and friends. She’s lightly tidied it, but it retains a rough look, even though it’s started growing out on the long journey through the jungle to Stormreach.

8) Xen’kar was captured and Ireariina believes him executed, but, unbeknownst to her, he was able to escape. He likely believes Ireariina betrayed him.

9) Ireariina’s seeking sufficient power for a triumphant return home, in the wake of some great deed to guarantee her entrance to the ‘Land of Fire’ beyond death, though, beneath the surface, her faith is wavering.

10) More practically she seethes with the desire for revenge, to settle scores with her sister and best-friend, though the betrayal still stings, especially Quavae’s, which she does not understand.

11) Her closest bond is with her sea-krait familiar, Kiss. Previously he was allowed to range somewhat, and she took up fishing to pass the time whilst waiting for him, but in the wake of her betrayal she keeps him close - he spends the majority of his time curled about her neck or arm, both to keep him safe and because she trusts his character judgements more than her own.

12) Typically, she wears leather boots so black they appear almost purple, white trousers and a white shirt, which she keeps clean with prestidigitation, coordinated with Kiss’s black-and-white banding. An obsidian-black rapier hangs from her side.

13) Although it was one of the first spells she learned, she rarely bothered to cast ‘detect poison’ inside her family home or the walls of the academy. Now she casts it before every meal (NB, I will swap out Mending for Detect Poison for roleplay reasons… didn’t think of it yesterday).

14) She has a touch of mermaid blood from some portion of her ancestry, often swimming in the caves beneath the Obsidian City, or in the jungle rivers surrounding it, with her sea-krait familiar ‘kiss’.

Equipment: Obsidian-black Rapier (20gp), Sorcerer’s Kit (8gp), Vial of Acid (10gp), Empty Vial x2 (2gp), Compass (10gp), Smoked Goggles (10gp), Journal and cheap pencil (10gp) - part-used, her personal history and journey from the Obsidian City - early parts are in fine ink, more recent entries in cheap pencil, Earplugs (0gp), Fishing Kit (0.5gp). Grooming kit (1gp), False-bottom cup (1gp), Coloured chalks and charcoal (0.5gp), Whetstone, Letter of Banishment

@Jonahkan. Now that's more like it!

we have ten hours to go everyone.

Deep within the audition chamber of the Dragon's lair the old, wizened Xen'Dragon looks up from his ledger and points at two contestants... Secret doors suddenly open and two swarms of florescent kobolds charge out, they throw massive nets to capture the chosen contestants. They quickly drag the unfortunates out of the chamber...

Congratulations "lucky" contestants, the ente- er "adventurers" selected are Barnacle and Ireariina Torviir. Report to the discussion thread.

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