Sovereigns & Aces (Inactive)

Game Master DragonBlood472

Sovereigns & Aces

The Dragon Between has the greatest hoard of all. Treasures of all varieties lie in spades around the world, waiting to be claimed by those brave and clever enough to seek them.

Sovereigns & Aces is a noir/treasure-seeking campaign set in Eberron using Pathfinder rules. Unless stated otherwise, Eberron conversions will use Tzizimine's Conversion


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Yeah I'm reading the time thief and going jeez these guys look fun. Phurs here is my Awakened Giant Weasel in another campaign (as algar can attest too) and I have 2 favorite classes rogues (which I play very well) and LOL as edrec clerics of sun/healing (which I've had lots of experience playing, not as edrec but in my last tabletop game years ago).

Still writing up Origin but like phurs his background is something interesting and well thought out. But my favorite part of character play isn't the play itself its the creation of his back story/history! I base how the character is played around his back story almost completely. I was once told that I should have been a writer, but I hate typing :(.

Background:

Origin was born no created first among the warforged his master created. Yet his master considered him a failure as he wouldn't learn to fight or learn to blow things up with magic. No Origin was captivated by mechanical devices of the simple variety (namely and most relevantly Clocks!) along with traps and locks. His master should have questioned the simpleton who's soul they had used to create Origin.

Origin is a genius at his favorite things too mind you clock making and repair are child splay. He built a clock from scratch spare and sometimes broken parts. And his masters Soulforge was so well defended with traps and pitfalls that when his enemies learned its location, more of them died from traps than the combat mage warforged and warforged combat soldiers combined to achieve.

Yet something about his first clock creation confused his master it was deviously simple but the number of hands were immense and its accuracy was astonishing. Origin didn't care he continued to modify and improve this clock that one day when tinkering with it he found himself looking at the clock and seeing that he didn't do the work he could have sworn he had just performed 20 seconds earlier! This intrigued Origin and he tried as hard as he could to replicate the experience. Finally just 7 days before the attack on the soulforge came he made a breakthrough he was working on the hands of the clock and when he turned all of them together he found himself a few seconds earlier. Dreading what his master would do with such knowledge he hid it and in desperation on the day of the attack he installed the clock inside himself and used it to keep himself safe from the attack.

He survived yes he did thru careful manipulations and adjustments every time he needed to avoid the enemy during the attack he simply edited out any mistakes. Thankfully there were few as the clock could only be used so often during the day. Finally when the rumbles ended he came out of his hiding spot and found the soulforge destroyed and his master was no where to be found. The only thing he found was a person who seemed strangely familiar but completely foreign to him.

"Playing with time for your own good is dangerous" the stranger said let me give you a few points of advice. And he did and origin soaked in the knowledge! "Remember young time adjuster there are infinite possibilities and infinite dangers to modifying time" and with that after 3 years the stranger was gone!

Since that day Origin has made a living fixing clocks in different towns and cities. Finally stepping off the boat in the Lhazaar provinces to fix a faltering clock of some rich person.


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Here is a preliminary build for a changeling rogue, using the stat array I previously made.

Name is Illyri

Build:

11/20/12/16/10/12
HP 21
AC 19(20 w/ Combat Expertise) T 15 FF 13
F 2 R 8 W 1 (+2 against mind affecting and poisons)

Traits: Cunning Word Play (bluff), Threatening Defender
Feats: Weapon Finesse, Combat Trick - Combat Expertise, Imp Feint
Features: Sneak 2d6, Trapfinding, Evasion, Trapsense +1
Skills: Acrobatics 11 (3), Climb 4(1), Appraise 8(2), Bluff 12(3), Diplomacy 6 (7 to gather information)(2), Disable Device 10(2), Disguise 5(+10 w/ ability, +2 more with Disguise Kit)(1), Intimidate 7(1), K Local 7 (1), Linguistics 7, Perception 6 (3), Sense Motive 7(2) Perform Dance 5(1),Stealth 11(3), Sleight of Hand 11(3), Swim 4(1), UMD 7(3)
Languages: Common, Elven, Dwarven, Halfling, Draconic

Attacks:
Rapier +8 1d6 18-20 x2
Hand crossbow +8 1d4 19-20 x2
Throwing dagger +7 1d4 19-20 x2 10ft range

Equipment:
Mithral Shirt (1100, 10)
Mk Rapier (320, 2)
MK Backpack (50, 4)
MK Thieves' Tools (100, 2)
Silk Rope (10, 5)
Mk Hand Crossbow (400, 2)
3 Daggers (6,3)
Belt Pouch (1, 1/2)
Pickpocket's Outfit (-,3) (+2 to hide objects on person)
Disguise Kit (50, 8)
Courtier's Outfit w/ jewelery (80, 6)
Entertainer's outfit (3,4)
Waterskin (1,4)
5 days rations (2.5, 5)
flint and steel
Mess Kit (.2,1)
Bedroll (.1,5)
Journal (10,1)
Wand of Cure Light Wounds (750, -)
Marked Cards (1,-)
Quality Fortune Teller Cards(25,-)
Loaded Dice (Quality) (50,-)
39gp, 11 sp, 10 cp
Load: 65.5 - Medium
43/86/130/130/260/650


Simple Backstory and Description, will expand later:

Illyri grew up in Stormreach. Her parents died when she was young, forcing her to take to the streets at a very young age. She was quickly taken in by a small time street gang, where she learn the tricks of her trade - a thief. And for years, she has been quite successful at it, until she decided to rob from someone she shouldn't have - a house Kundarak noble. Now she is hightailing out of the city, running from a spurned noble.

She is 5'8" with long grey hair, and pale skin. Her eyes are a misty grey. However, her go to form is a half elf with midnight black hair, somewhat darker skin though with the same eyes. She normally wears a tight fitting white shirt with an open collar and tan pants with a black cloak and leather vest, but she will sometimes wear much fancier garb when the situation requires it (normally to impersonate a noble) or a skimpy dancer's outfit when distraction is necessary. Whenever she thinks she needs the protection, she wears a mithral shirt tailor made for her under he clothes. She wears a golden necklace with a emerald inset and small silver earrings.

She is clever and sly, easily matching or exceeding most in battles of wits or verbal repartee, but as she has no formal education, she know little about the world. She has a biting and crude tongue, having grown up among thugs and ruffians, but she knows when to hold it. She is skilled with her rapier, using feints and flourishes to land deadly attacks while dodging theirs. She like fancy and pretty things, decadence, and the easy life, but she will be the first to become bored and restless when things become stagnant.

I may decide later to make her into a bard, but that will be more or less the same.

Scarab Sages

Alright, I'll throw down some dice, and probably make an application. Thinking about warforged something, we'll see how the dice land.

4d6 ⇒ (5, 1, 6, 5) = 17 -> 16
4d6 ⇒ (6, 1, 6, 6) = 19 -> 18
4d6 ⇒ (3, 5, 5, 5) = 18 -> 15
4d6 ⇒ (4, 3, 1, 1) = 9 -> 8
4d6 ⇒ (6, 2, 1, 3) = 12 -> 11
4d6 ⇒ (1, 4, 5, 2) = 12 -> 11

1d3 ⇒ 3

Great rolls, I'll whip something up in a little bit.

Grand Lodge

i can attest to his awaken Weasel :)

Dark Archive

Phurs, what class do you plan on using as the backdrop for chronomancy?


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I am working on a hobgoblin samurai (sword saint archetype), would that be ok as a concept? I'd re-fluff everything from asian to dhakaani culture, and make him a ronin, exiled from the Ghaal'dar tribe.

Dark Archive

Antariuk that is perfectly acceptable. A Dhakaani Ronin would be neat.


I would love something other than rogue based maybe even a warforged chronomancer warrior. I found the class in 3.5.

http://www.dandwiki.com/wiki/Chronomancer_(3.5e_Class)

Dark Archive

As a general rule I hate all things dandwiki, it's all just so clunky. Chronomancers are in the same realms as Psionics, they add mechanical glithces and hiccups that are hard to work around as a DM. I would really prefer not to have chronomancy to contend with.


Um how do you want to work using the spell compendium for magus spells? Or will it just be on a GM's approval basis?


Very interesting!

Rolls:

Level: 1d3 ⇒ 1 = Level 1

Stats:
4d6 ⇒ (1, 6, 1, 5) = 13 = 12
4d6 ⇒ (1, 3, 1, 5) = 10 = 9
4d6 ⇒ (3, 5, 6, 2) = 16 = 14
4d6 ⇒ (1, 6, 2, 4) = 13 = 12
4d6 ⇒ (3, 1, 6, 5) = 15 = 14
4d6 ⇒ (1, 2, 3, 5) = 11 = 10

I'll think on it.


there is this for a time thief


ok was looking for something unique I can play a monk warforged with a few modifications to his backstory. or a more martial version of the time theif.

Dark Archive

I am just going to reiterate, no chronomancy. Thank you.

3.5 Spells will be on an approved basis for spell lists, but just follow the general guidelines. Magus spells tend to be buffs or outright offense spells.


Ok lemme run this against you.

Warforged Armiger Resuce

Background:

Broken no I've never been broke. My charges are Unbreakable, I was built to defend others but unlike a golem I have feelings and beliefs.
I hold the line and I hold it well, I provide protection when there is no other protection. I am a wall of living steel I don't allow anything past the wall that doesn't belong there.

My master was a Dwarf wizard who fell when the soulforge I was created in was destroyed. He didn't want a golem he wanted something with the ability to think outside the box. I'm still upset I want to find something to protect. That's my job, that's my purpose.

When I plant my feet into the ground I don't move. Soft targets are weak and need protection that's my job I may not stand at the front of the line but once I set I am unbreakable and I help the less armored stay safe! Other warriors attack I defend that's what I do that's who I am!

Resuce is a rock solid defender he believes that dieing to defend a weaker person is the most honorable thing he can do. Other warriors may look down on him for this, but he's well respected for his job with the rest of a group!

At 7 feet tall and armored to the bone its hard to think of this trident using shield wielding warrior as a backliner! But he prefers to defend others to attacking don't get him wrong he's an expert crossbowman and quite vicious with his trident


level: 1d3 ⇒ 2
Ability 1: 5d6 ⇒ (1, 4, 3, 2, 4) = 14 = 13
Ability 2: 5d6 ⇒ (6, 3, 6, 6, 5) = 26 = 23
Ability 3: 5d6 ⇒ (5, 3, 1, 6, 4) = 19 = 18
Ability 4: 5d6 ⇒ (4, 4, 4, 6, 6) = 24 = 20
Ability 5: 5d6 ⇒ (1, 6, 4, 4, 2) = 17 = 16
Ability 6: 5d6 ⇒ (4, 3, 2, 2, 4) = 15 = 13

2nd level with an array of 23, 20, 18, 16, 13, 13


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Well I worked on a much better and longer backstory for a while, it has been lost to the ether. I don't feel like doing it over again right now, but I'll post it again tomorrow.

But anyways, here is Illyri, slightly edited and aliased.


Jubal, he made a mistake earlier with saying 5d6. In later posts he changed it 4d6.


its Phurs
Clarifications please

do we get max hp for all levels if we rolled 2 or 3 or do we need to roll for these or do we take the standard half for the extra levels?

sorry about the further question but I figured I better ask.

the npc gear cost list is confusing heres a better way of looking at it
45% weapons
25% arm
10% limited
20% gear

im gonna modify this as a defender
25% weapons
45% armor
10% limited
20% gear

thus allowing me to choose the armor I want


I love Eberron! I hope I am not too late to the party! Here are my rolls. I will work on the character soon!

Level: 1d3 ⇒ 2
Stats: 4d6 ⇒ (6, 1, 5, 5) = 17
Stats: 4d6 ⇒ (2, 5, 6, 2) = 15
Stats: 4d6 ⇒ (4, 4, 5, 6) = 19
Stats: 4d6 ⇒ (5, 4, 4, 4) = 17
Stats: 4d6 ⇒ (2, 1, 4, 5) = 12
Stats: 4d6 ⇒ (2, 5, 4, 2) = 13

16, 13, 15, 13, 11, 11


1d3 ⇒ 2

5d6 ⇒ (2, 1, 6, 1, 6) = 16=15
5d6 ⇒ (3, 1, 3, 1, 2) = 10=9
5d6 ⇒ (1, 1, 3, 5, 2) = 12=11
5d6 ⇒ (5, 6, 3, 6, 3) = 23=20
5d6 ⇒ (2, 5, 3, 6, 2) = 18=16
5d6 ⇒ (4, 1, 5, 3, 5) = 18=17

interesting...


It's been a very long time since I played anything 3.5 related, so...

Level: 1d3 ⇒ 3

4d6 ⇒ (4, 5, 2, 5) = 16
4d6 ⇒ (4, 2, 1, 2) = 9
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (1, 4, 6, 5) = 16
4d6 ⇒ (1, 5, 1, 2) = 9
4d6 ⇒ (4, 1, 5, 3) = 13

4d6 ⇒ (3, 5, 4, 6) = 18
4d6 ⇒ (2, 4, 6, 2) = 14
4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (6, 4, 6, 6) = 22
4d6 ⇒ (2, 2, 6, 2) = 12

I'll go with my second set. I don't yet know what I want to play and they are more varied (ignoring the part where they're stronger for now).

So:

15
12
15
15
18
10

I'll have a think about what to play at work, then put them into order. :)

Dark Archive

0/5 Party roles have been filled so far. I haven't chosen anyone. I stated earlier that you get Maximum HP for your first level, if you are starting beyond first level you must roll Hit Points.

Viluki I would like to look over the Invoker before allowing the class, but if it translates well I am willing to accept it over warlock. Meaning that I will not accept both a Warlock and an Invoker into the party (if I got such applications)

I like some of the concepts I am seeing, others need tweaked a bit. But hopefully people are starting to get a feel for their characters. I still would like to encourage everybody to read up on the 3.5 Eberron Campagin Setting and Races of Eberron if you have access to those books or PDFs so you may see how your character can fit into the world.


2d8 ⇒ (4, 8) = 12

Forgot to roll the other 2 levels.


2d12 ⇒ (9, 5) = 14
As a Armiger I can't roll below 6 on hit point gains so I get 9 and 6 or 15.

Dark Archive

Also, for those who are familiar with Forgotten Realms and Eberron, they have a Lot of regions. So I would ask that when you place a rank into Knowledge Local, you specify which locale the rank is for. Broad is fine, you don't need to be as specific as Sharn, Breland will suffice. Non-Khorvaire continents count as their own region, so you don't need Xen'drik And Stormreach.


Would this work similarly to linguistics and Languages? ie a rank gives a new region in your repertoire, or is each K Local check individual?

Dark Archive

Yes, it will work just like Linguistics and Languages. Your overall check is still valid, but for particular areas, you can exceed higher DCs or get bonuses if your rank(s) is for that particular region.


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I will present four character concepts, one for each pact. Choose which one you like the most and I'll flesh it out gm.

Demon Pact:

The inquisition took her, they called her a witch. They said she would be purified by flame, they strapped her to the stake and surrounded it with kindling and wood... As they did this her mind raced, she knew why she was being called a witch. She had dared to try to give her parents a better life by marrying into the nobility. She had experienced such radiant hope, hope that she and her family might live in comfort and not die by their forties in the field as the work broke their backs. Yet it was not to be, the family matriarch of the family she was to marry into hated her and had begun the rumors... As the smoke ensorcelled around her and she began to fill a burning sensation in her body she heard a voice in her head. The voice offered her salvation, all she had to do was say yes...

Devil Pact:

Cyre lies in mist and ashes, once the greatest of the Galifar provinces. Her people scattered, broken and dying. Cyre is dead and broken to most, yet some remain defiant... Some are willing to do whatever it takes to revive Cyre and see the glorious homeland restored. Some refuse to give up the dream of seeing the golden fields of Cyre and her majestic cities. Some are willing to strike dark bargains in the name of Cyre's restoration, what price is too steep for the homeland?

Fey Pact:

The Fey have slumbered for a long time, they have only made brief forays into the mortal world. They are the tales told to children, they are the folklore of country folk and the stuff of "fairytales". Yet just as such planes as Xoriat have had their heyday so to will Thelanis, the beginning of the Fey Era is coming. Nature itself will embraces the extremes of Thelanis, the land will become like the feywilds... Wild, free and unshackled by mortals and their desire for order, civilization and sanity... The Fey already begin to appoint those who will become their mortal vassals and knights upon eberron. Some choose this path for power, some choose this path for loved ones and some choose this path out of desperation...

Star Pact:

The Karnathi will do anything to achieve victory, they will pay any price to emerge victorious on the field of war. They demonstrated this in the Last War and even after it they began experiments to enhance their troops. They turned to the dark magics and sciences of the Closed Circle to help them, most of the test subjects died from the resulting "complications". But one survived...and killed those who performed the experiments. Now a half insane subject of horrific experiments has escaped from Karnath and has fled to the pirate islands...


Introducing Resuce Warforged Armiger.

Crunch, description and background done.
Gonna work on his personality now.
I purchased one small magic item a travelers anytool hopes that wasn't against your rules. And as I said I spent a ton of gold on his armor
MW Full Plate and MW Heavy Metal Sheild is 1420 gold total or almost half of the 3000 I began with but it goes with my concept. I could be persuaded to drop some of the cost but it would be into Tatami-do 1,000 gp +7 +3 –6 35% 20ft 45 lbs dropping the cost of his armor down to 500 gold. If you say oriental armors are allowed then I will do that.

Grand Lodge

Viluki Appolo.

the dam stated in a lower part of the thread that its 4d6 to roll...


ack!

4d6 ⇒ (6, 3, 2, 2) = 13
4d6 ⇒ (3, 5, 3, 5) = 16
4d6 ⇒ (1, 2, 4, 3) = 10
4d6 ⇒ (5, 2, 2, 6) = 15
4d6 ⇒ (4, 1, 3, 6) = 14
4d6 ⇒ (5, 6, 2, 3) = 16

reroll
4d6 ⇒ (6, 4, 6, 4) = 20=16
4d6 ⇒ (5, 1, 1, 2) = 9=8
4d6 ⇒ (1, 6, 3, 2) = 12=11
4d6 ⇒ (6, 5, 5, 3) = 19=16
4d6 ⇒ (2, 3, 6, 4) = 15=13
4d6 ⇒ (1, 4, 1, 6) = 12=11

taking second set


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Hey Dragonblood I've settled on a concept but I wanted to hear your thoughts on the matter as it might not work for you and I'd have to adjust accordingly.

Background:

I want to play a Goblin Bladebound Magus. I want to to build him as Roguish as possible so I'll be adding some traits to give him more appropriate class skills (on that note are Drawbacks allowed? I'd need 3 traits to pick up Perception, Stealth and Disable device).
Idea is that he's a City Goblin from Sharn who ended up in prison due to robbery in the upper reaches of Sharn. Having amassed quite the reputation as a con artist of considerable repute he was approached in prison by the Dark Lanterns. The deal was we bail you out and you serve as an operative in places where Goblins make good spies such as Darguun or Drooam. He was then trained by the Citadel who built on his considerable arcane talents with formal wizardly training. As to how exactly he ends up in the Lazaar principalities I'm not quite sure yet but it would sorta depend on the black blade.

Black Blade:

The black blade is a sentinent and powerful weapon you receive as part of the Archetype of the same name. It posses an own Ego score and thus can be used by the DM as a plot hook. I have two alternate ideas on what this weapon could be a bout.

Option a)It was given to my char by the Dark Lanterns and is a LG/LN type of guy (With my char likely being N/NE/CN) to look after the goblin operative whom nobody fully trusts. If you've read the thorn of Breland series you might catch my drift. This option would entail my character still being involved with the dark lanterns but prolly currently being somehow stuck in Lazaar after a mission gone wrong, maybe with some form of hot cargo. Problem is I'm not sure if allegiance with the Dark Lanterns would work for your adventure.
Option b) He found the Black Blade in Dhakaan and it's some powerful Dhakani Artifact and is likely NE and guiding my char in the wrong direction. This option could entail my char having disbanded from the Dark lanterns but he could still be in action however the Sword would keep reminding him that his true loyalty lies with Dhakaan, however as a city Goblin he doesn't really have any such allegiances currently. This option would allow you far more control over the blade as a plot hook if/when needed.


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Everyone who doesn't have Eberron materials, do not despair! There are a few article series on the old Wizard's archives where you can read up on many of the basics. Start with Gearing up for Eberron, continue with Eberron under the Glass, and end with a Dragonshard article or two. The Dragonshards are especially helpful if you are looking for informations on various races and cultures.


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To Serve The Flame:

When Avicia was at the brink of death she said yes to the voice and in doing so came into the service of the Dark Flame. When she said yes a burst of black and purple flames fanned out from the stake and incinerated the entire village square. Avicia escaped quickly, she fled from Thrane and to Breland and then boarded a ship bound for the pirate isles. She has been in the isles for but a few months and has done her best to blend in... Unfortunately Avicia is not exactly the type to blend in, Thranians are uncommon in these lands and they stand out like a sore thumb. Voices have also began to visit her dreams, each night they grow more and more insistent and clear...

Appearance:

Avicia was once a wholesome, good natured peasant girl the type cynical Brelish call "sunflowers". Yet after her near death experience Avicia has become a "wilted sunflower" as the Brelish call those Thranian women who has been in the business of prostitution for several years. Her blond hair once so slavishly maintained is now a untamed mat, her once kind, blue eyes are now purple and blood shot. Avicia's face once so beautiful and unmarred is now jutted with pulsing blue, purple veins. While her formally plump form has become skin and bones. She wears a set of clothing that has seen better days, they are a far more beaten down version of what most Lhaazar sailors wear. A set of tattered black trousers, a bleached white shirt and a set of old leathery sea boots.

Personality:

Avicia was once a pleasant individual, now she is a jaded woman prone to paranoid delusions (or are they?) and acts of terrible violence. To be fair acts of terrible violence are exceptionally common in her new locale. Avicia more then even the voice constantly whispering in her mind fears and hates priests, paladins and generally anyone who venerates the flame. For these hated foes Avicia reserves no quarter nor mercy, even if they are knocked unconscious or helpless she isn't going to hesitate in the administration of death. Yet despite all these flaws Avicia is also an exceptionally cunning individual, she understands the worst instincts of human kind and knows how to exploit fear and hate in her enemies. She also fights like a cornered lion, she would have to read a dictionary to understand the term surrender.

before I create the statblock gm does this character match your visions of a demonic warlock?


Yeah the Dragonshards are definitely recommend. Imo way better than EberronWiki. Just read about Goblins there and the Dragonshards are just way better...

Dark Archive

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Never fear, your DM has all of the Gearing up for Eberron, Eberron Under the Glass, Dragonshards, DragonMarks, and every other WotC or Keith Baker created Eberron article printed out in a 7" binder. I've read them all :D

For those that have the option to do so in their free time, I highly recommend reading all Eberron novels you can get ahold of, at least City of Towers, the first novel by Keith Baker. Really sets the scene.

Alex either option for the black blade works for me, so it's whichever you choose. I can work around anything. I love Dhakaani items though. I am okay with Drawbacks for flavor purposes.

Viluki, it's perfect. I mean, who doesn't hate the Silver Flame? I'm sure even the couatls hate the Flame!


Ah the flame reminds me of the inquisition of the middle ages.
That said hey dragonblood I understand your only doing 5 players and have you noticed the number of applicants who have really good ideas so far. Its cause eberron is one of the few campaign settings that isn't so dead from over extending itself.

I like paizo's world somewhat but eberron's well its better cause of how much love the creator put into it. That and theres so much room for expansion and all that untapped potential!


This guys meant for a tight group with little fighter power, something most groups dont enjoy having especially with only 5 group members.

I can probably forsee your group makeup already
1 warrior who hits hard and has alot of hp's
1 Backup healer who can fight
1 Rogueish type character
1 healer of somesort
1 high damage yeild ranged blaster

So lets discuss options do you mind if since your only looking for 5 if I put forth my own gmed eberron world to your applicants.

You get to pick your 5 then when your done I'll post mine and its going to be different. As in I don't mind psionics and i have house rules that make it totally different than yours. I wasn't planning on starting a gmed game but with all this interest in eberron a world/setting I enjoy I can't help but think maybe it would be a good time to start a campaign up. And I'm not looking for a small group i perfer 6-8 members since so many of my quests are high danger.


DragonBlood472 wrote:
Never fear, your DM has all of the Gearing up for Eberron, Eberron Under the Glass, Dragonshards, DragonMarks, and every other WotC or Keith Baker created Eberron article printed out in a 7" binder. I've read them all :D

A kindred spirit, cool :) I included all the articles into my Eberron Campaign Setting, which now looks like a mad man's tome...


Second both Rescued and DragonBlood's assesments of Eberron. Keith Baker really is the man. He should work for Paizo more. I really loved all his Eberron content and particularly how Eberron goes out of it's way to do away with fantasy clichés to create a world that is on the one hand more realistic and on the other hand fantastic in every sense of the word.

@Dragonblood: I'll make up my mind but currently I really like both ideas. Prolly will go with whatever works better to rationalize being in Lazaar.


@Alex: Especially since he did (or still does?) his Eberron FAQ on his own website, years after leaving WotC. He even responds to personal mails, which I think is pretty boss.

Grand Lodge

i'll post my character tonight :)


Antariuk wrote:
@Alex: Especially since he did (or still does?) his Eberron FAQ on his own website, years after leaving WotC. He even responds to personal mails, which I think is pretty boss.

Goes to check out site: I guess he still does. And I wasn't even aware of the fact that he had left WotC. Guess that explains why he isn't writing any new novels for them...


I decided to do away with the barbarian from the Demon Wastes and settled on the concept of a Valenar elf, a bard with the dervish dancer archetype. I'll make him 'heavy on the ancestor worship bit', probably make his ancestor an 'explorer/treasure hunter' to better fit the theme of the campaign, as I understand it.

He's going to be one haughty elf with a short fuse who will have to adjust to the fact that he's not in Valenar anymore; it should be fun. :)

Assuming there is no issue, I'll post his crunch/fluff in the next day or so.

L8r,

Fabian


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Ghaal'dar Samurai 3 (Sword Saint, Ronin) reporting in!
I am still fiddling with equipment and stuff, but the rest is (planned to be) final. Details on the class abilites and such are in the profile. The Stealth skill is not an error, this samurai can sneak quite admirably, which I think is hilarious.

Background:

Chierak was born as a son of Ghaal'dar tibe, but has clan lived on the borders between Ghaal'dar and Dhakaani territory, and violent disputes were a regular part of Chierak's childhood. Early on, he became fascinated with the Dhakaani Bladebarers, who possessed martial skills rarely seen among the Ghaal'dar. Unlike his father, wo was content to serve their clan lord, Chierak wanted more. The dar of his clan were mostly hunters, which wasn't how he wanted to live his life. The tales of ancient Dhakaan, ruling Khorvaire for thousands of years, filled his mind with dreams of a warrior's honor and the glory of battle.

When Lhesh Haruuc called in all the clans for an important meeting, Chierak followed his clan lord into the capital of Rhukaan Draal. Never before had he seen so many different dar before, and didn't take long before he identified a popular Ghaal'dar warlord, who had achieved fame and glory in the bloody claim of Darguun over twenty years ago. It was rumored that he was in charge of a widespread net of slave hunters to sustain the demands of his people, and that his warriors saw a lot of action along and beyond the borders. Chierak waited patiently for an opportunity to speak with the warlord, and offered him his loyalty and his sword. Impressed by the youngster's braveness, the warlord accepted and swore him into service.

In the following years, Chierak rose through the ranks and became a skilled swordfighter. Unlike other Ghaal'dar, he didn't dismiss the Dhakaani tribes but sought tutelage from their sword masters. It took a long time before he finally met an old veteran, again in Rhukaan Draal, who would teach him the way of the blade. Chierak never learned if his mentor was motivated by gold, or the prospect of passing on his wisdom, but he absorbed all he could.

But the Dark Six are cruel, and no gift in this life is given freely. Shortly after Chierak thought he'd achieved all he had ever dreamt of, he was put in charge of a raid into Breland territory, to intercept a caravan from House Orien. But Breland knew of this attack, either by magic or the word of traitors, and Chierak's warband was welcomed by the Brelish army. Although the dar fought desparately, only very few made it back into Darguun alive. Battered and shamed, Chierak reported his defeat to the warlord, who accused him of having neither skill nor honor, and exiled him from the Ghaal'dar and the nation of Darguun.

At first, Chierak thought about sacrificing himself to the Dark Six, since his life wasn't worth much now. But something in him hesitated, a will to live and see this through. If not in Darguun, maybe he could become an example of his people's proud heritage outside of it. So he left his homeland behind, but he kept with him all the things he had learned.

Chierak traveled to Zilargo, then, skipping Valenar, to Q'barra, and finally ended up at the borders of Khorvaire, the Lhazaar Principalities. The huge sailing vessels of the humans and elves impressed him quite a bit at first, since the dar never had sailed far from the shores of their homelands, but he adapted quickly. Chierak accepted odd jobs here and there, as guardian, mercenary, or worse, but only when he could find something worthy of an Heir of Dhakaan - high risk, honorable partners, or enough gold to live without worries.

Description:

Chierak is extremely strong and hardy, even for a ghaal'dar. He still has the inborne talent of his people to step lightly when needed, but his physical prowess rivals that of a guul'dar (bugbear). His skin and fur shows the usual reddish color of his tribe, and his stern face and his arms are marked by several scars from his past battles.

Although he lives for the thrill of battle, and the honor of a Dhakaan warrior, Chierak also enjoys company, strong beverages, and a good story or two. His own talents as an entertainer are somewhat nonexistent (he tried), but occasionally he shows a sardonic humor. He is always interested in weapons and armor, readily exchanging thoughts on martial equipment with like-minded folks.

Statistics:

Chierak of the Ghaal'dar
Male Hobgoblin Samurai 3 (Sword Saint, Ronin)
LG Medium Humanoid (goblinoid)
Init +2; Senses darkvision; Perception +1
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DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (dex +2, armor +6, shield +1)
hp 19 (3d10+9) (+2 Con, +3 FC)
Fort +5, Ref +3, Will +2; +2 against charm, compulsion, and emotion effects.
Defensive Abilities 2/day resolve
--------------------
OFFENSE
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Speed 20 ft.
Melee mwk katana +9 (1d8+5, 18–20/×2) or wakizashi +8 (1d6+5, 18–20/×2)
Ranged composite longbow +5 (1d8+5/×3)
Special Attacks 1/day challenge, iaijutsu strike; powerful charge
--------------------
STATISTICS
--------------------
Str 20, Dex 14 Con 17, Int 12, Wis 13, Cha 11
BAB +3, CMB 8, CMD 17
Feats Power Attack, Powerful Charge
Traits Highlander (hills), Principled
Skills Bluff, Climb +9, Diplomacy +4, Intimidate +5, Knowledge (local, Darguun) +7, Knowledge (local, Lhazaar Principalities) +5, Sense Motive +5, Stealth +13, Survival +6, Swim +9 Racial Modifiers +4 Stealth
Languages Common, Goblin, Draconic.
SQ challenge, resolve, powerful charge
Combat Gear Mwk katana, wakizashi, composite longbow +5, 20 arrows, +1 kikko armor, mwk buckler
Other Gear Traveler's outfit. backpack, bedroll, waterskin, flint & steel, torches (5), silk rope (50 ft.), traveling papers
Gold 789 gp 7 sp
Weight XXX lbs.
Light Load (133 lbs.), Medium Load (266 lbs.), Heavy Load (400 lbs.).

EDIT: Do we know which town or port we start in? I left the background vague on purpose, since I couldn't find anyting about that.


2nd level with an array of 18, 16, 15, 14, 11, 11

Dragon452, did you post the party introduction plot hook? I just saw the 4d6 instead of 5d6 post. It would be great to steer a character background.

cheers

Dark Archive

Mr. Baker is great about getting back to you when you ask random questions... which I pose to him more and more often as of late. Alex, any work he does for Paizo cannot be Eberron because WoTc still owns the license to that world.

Resuce/Phurs there's nothing stopping you from creating your own thread after mine closes, I appreciate you asking, and you are welcome to link your recruitment here after my players have been chosen.

Chierak do you have a specific clan/tribe in mind? Ghaal'dar just means mighty people/hobgoblins. I love the Eberron Goblin language. My bugbear in Larp speaks it almost exclusively. Feel free to pepper your vocabulary with Eberron Goblin Vocabulary. This module will start on the Isle of Krag in Port Krez.

Jubal, have not posted a hook because different characters have different reasons to be in Lhazaar. I try to railroad players as little as possible. It's up to you to decide what brought your character there in the first place.


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Well, I might be mistaken, but I think the major power group in Darguun is also called Ghaal'dar, since they constist mostly of hobgoblin tribes. They are separated into several clans with other names, but since Chierak doesn't have a clan anymore, I though he'd refer to his people as a whole. But I'll re-check my Eberron books when I´get back home.

P.S.: Know the vocabulary, love it. I'd like to use it every now and then, expecially when someone says "hobgoblin", but not so much that other players become annoyed.


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DragonBlood472 wrote:

Mr. Baker is great about getting back to you when you ask random questions... which I pose to him more and more often as of late. Alex, any work he does for Paizo cannot be Eberron because WoTc still owns the license to that world.

Yeah I'm aware of that. Still Golarion could benefit from a bit of Keith Baker love...

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