| EltonJ |
| 1 person marked this as a favorite. |
Hi everyone,
Some recent developments have gotten me to look at Eberron again. This time, the campaign is set in Windsheer, a little village on the frontier between Aundair and the Eldeen Reaches. Like Keith's patreon game, we are setting this campaign in a frontier town. It will be like a Wild West town. Its a town of civilization on the edge of a wild frontier.
Races
You may choose any race of Eberron or a Core Rulebook race. Remember, races from the Core Rulebook have dragonmarks attached to them. You can also choose to play goblins, orcs, or hobgoblins. Since this is a frontier town on the border of the Eldeen Reaches and Aundair, I'd expect at least one shifter. The book Races of Eberron is a handy resource.
Class
I WILL NOT ACCEPT A CLASS FROM THE BOOK OCCULT ADVENTURES. However, you may choose any class except the gunslinger class (and the Samurai and Ninja classes are not allowed either). Gunpowder simply does not exist in Eberron (wands are so much better anyhow). IF you have to play a Kalashtar psion or soulknife (yes, and I encourage it), there is ULTIMATE PSIONICS from Dreamscarred Press. Choose your class wisely.
Traits, archetypes, starting details
You start with two traits, and you may choose any archetype for your class. You start at level 1, as pilgrims or pioneers or something (smugglers maybe) on the way to Windsheer from inner Aundair.
Religion
The book Faiths of Eberron gives a list of Faiths you can belong to. The nature of the Gods are fuzzy on Eberron. They are more distant, and it's a cleric's faith that grants him cleric spells. Choose your religion carefully, though. And also how you portray yourself.
Inspirations
Try to watch most any western in your library. True Grit, The Searchers, The Sons of Katie Elder are good ones. Also, try to watch the movies listed in the ECS for further inspiration.
Other Points
I'd like to capture the Western feel with this campaign. Think of iconic roles for your characters: the Preacher, the Mystic, the Muscle, the Face, etc.
Take a look at this site: https://sites.google.com/site/eberronpathfinder/Home for how to do Pathfinder 1e with Eberron.
I guess that's it.
| Evindyl |
Wow, what a good read!
I was obsessed with Eberron when it came out; was really cool that they had that competition and the guy who submitted it won, and became part of the team that produced it. LOVE Dragonmarks, Elemental Grafts, the whole thing.
Question: will you want characters with Dragonmarks, or not? The opening sounds like the team is pilgrims or poor people or something.
I think I am in ;) I will propose a Kalashtar Psion at the moment.
| SmooshieBanana |
I am interested. I may whip something up. I love Eberron.
Are you doing anything with elephant in the room or background skills in this campaign? Any other features?
How Western of a feel are you going? Terrain? Terrain + Clothing? Terrain + Clothing + Attitude + High Crime + lack of justice + big iron on the hip (meaning sword in this instance) + street stare-downs?
| SmooshieBanana |
Also, how are we building these characters? Point-buy? 4d6 drop lowest? Dice Pool? 3d6+6 drop lowest?
She had and retreated with everyone else to her shame and could not return to her old life. As things settled and the conflict ended, she decided to turn from her desire to understand the realm of the faith and settle into tangible knowledge.
She was born an Aundarian citizen, so she naturally enrolled at Arcanix. Her fee was waived and she was gained entrance on the condition that the mages in the Tower could experiment on her due to her exposure to some magical disfigurement (yet to be decided) that occurred on the Day of Mourning.
She has since graduated and begun to seek employment with her new skills. Her past experiences with the government of Aundair and a soldierly life no longer appeal much to her. The untested mage settled in with those of lesser status--as a caravan guard--casting spells and providing support to their warriors.
She would likely play the Mystic role
| EltonJ |
I am interested. I may whip something up. I love Eberron.
Are you doing anything with elephant in the room or background skills in this campaign? Any other features?
How Western of a feel are you going? Terrain? Terrain + Clothing? Terrain + Clothing + Attitude + High Crime + lack of justice + big iron on the hip (meaning sword in this instance) + street stare-downs?
Think of it as Frontier State of Washington or British Columbia. Eberron is barely Medieval (I really don't think of the setting as Medieval) so it's alright to go with the clothing. If you look at KB Presents Exploring Eberron, clothing styles are downright steampunk inspired. Since it's on the edge of the Eldeen Reaches, a duster might not be needed.
| Evindyl |
SmooshieBanana wrote:Think of it as Frontier State of Washington or British Columbia. Eberron is barely Medieval (I really don't think of the setting as Medieval) so it's alright to go with the clothing. If you look at KB Presents Exploring Eberron, clothing styles are downright steampunk inspired. Since it's on the edge of the Eldeen Reaches, a duster might not be needed.I am interested. I may whip something up. I love Eberron.
Are you doing anything with elephant in the room or background skills in this campaign? Any other features?
How Western of a feel are you going? Terrain? Terrain + Clothing? Terrain + Clothing + Attitude + High Crime + lack of justice + big iron on the hip (meaning sword in this instance) + street stare-downs?
Good one; I think I always thought of it as like pre-Industrial Tech with full-on Industrialized Magic 'SteamVictorian' if I can invent that
Malinor.
|
It has been a few years since I looked into Eberron. Are there limits on which races can use psionics? It appears several of the races on the website list Psion as a favored Class, but can a goblin use psionics?
I am tempted by a Goblin Contemplative Wilder, but if it doesn't work that would be good to know.
| EltonJ |
It has been a few years since I looked into Eberron. Are there limits on which races can use psionics? It appears several of the races on the website list Psion as a favored Class, but can a goblin use psionics?
I am tempted by a Goblin Contemplative Wilder, but if it doesn't work that would be good to know.
Yeah, a goblin can use psionics.
| gyrfalcon |
For others who're curious but relatively new to Eberron (as I am), I found this Beginner's Guide to Eberron.
DM, I know you're including DSP's psionics classes. Would you include Spheres of Might as well? I have a notion for a hard drinking, crossbow-wielding ("gun"fighting) frontier doctor, inspired in part by Doc Holliday. Spheres would be a great system to build him with.
If spheres doesn't work, what about DSP's Path of War classes?
Thanks!
| EltonJ |
For others who're curious but relatively new to Eberron (as I am), I found this Beginner's Guide to Eberron.
DM, I know you're including DSP's psionics classes. Would you include Spheres of Might as well? I have a notion for a hard drinking, crossbow-wielding ("gun"fighting) frontier doctor, inspired in part by Doc Holliday. Spheres would be a great system to build him with.
If spheres doesn't work, what about DSP's Path of War classes?
Thanks!
I don't have both (Spheres of Might and Path of War) so I can't allow them.
| EltonJ |
For others who're curious but relatively new to Eberron (as I am), I found this Beginner's Guide to Eberron.
That beginner's guide is scant on information, but it does tell you where to start. I would suggest reading the Eberron Campaign Setting to get started.
| Evindyl |
Sharn: the City of Towers is well done, but Ptolus is better designed.
Wow, very cool. I had not seen it.
Sharn I just always loved because it was a city based on Flight.
Like with its own endemic magic that enhances flight. Whoa.
Gotta love that.
Ptolus seems like the fantasy dream-land of an Urban Ranger.
Love it.
| DjinnBob |
Name: Zylbella Irohel
Race: Tairnadal Elf
Alignment: Lawful Good
Class: Bard (Dervish of Dawn) [Dol Arrah instead of Sarenrae]
Traits: #1- Merciful Scimitar(Combat), #2 Signature Moves(Social)
Feats: Level 1- Enforcer(Combat), Level 1 Bonus-Dervish Dance(Combat)
Description: Zylbella is a young woman in her prime. She stands 5'10" and has a lithe physique and the toned form that of a dancer. Zyl's dark wavy hair billows down to the middle of her back, but more often than not she ties it into a high-ponytail. The Dervish's eyes are a soft amber and twinkle with the naivety of youth. In total, she moves with the grace of one who has spent decades of training to be gentle... yet firm.
Her attire is made of fine silks and golden threads, and she wears adornments similar to those who reside in the Blade Desert. On top of these silken garb, she wears a set of finely maintained studded leather which is dyed in a rich green color and highlighted by more adornments of gold. Tied about her waist is a flowing white silken sash, in which she tucks the scabbard to an immaculate looking masterwork Scimitar.
Personality: Zylbella is an idealist to a fault. She believes that no one is irredeemable, and even the most deadly and "evil" foe has a chance to change. This has caused quite a number of squabbles with family and friends, where when they wished to see an end of a life, Zyl did the best she could to save lives. This does not mean she is without the ability to render violence, in fact quite the contrary. Zylbella is one of the most fearsome battlers of her generation, utilizing Tairnadal blade-dancing. There is more than one way to end a fight, in her view.
Background: Zylbella Irohel was born in Taer Valior, home of the clan of Kel Valior, along the western border of Valenar. The harsh desert of the Blade was her backyard, and the Zaeltairn her teachers. From a young age, she was taught the art of blade-dancing, in accordance with her ancestors. In fact she excelled at the art and was considered to be a rare talent. Though a feeling of disquiet soon began to grow in Zyl's heart as she was being forged into a weapon against an unknown foe. As she matured into a young adult, this doubt in the beliefs in following their ancestors grew only deeper. She decided that staying in the desert to train and patrol was not all there was to her life, and in secret she planned her escape.
Luckily, Taer Valior was an important fortress in Valenar and had frequent airships running in and out of it. And so she smuggled herself away on a passage out of the Taer on a House Lyrandar airship. Some days later, Zyl found herself in the grand city of Fairhaven, the Capital of Aundair. Zylbella was now in a new world, and everything was fresh and exciting. Her time in Fairhaven was the most invigorating experience she had had yet, where she met a fair many new people and experienced new facets of life she had not seen.
One facet that clung deeply on her heart was the faith of Dol Arrah, the Sovereign of Sunlight and Sacrifice. Her time within the Temple helped guide her to the next part of her life, and would be a guiding light now until death. Zylbella saw her part in the world was not to fight the enemies of the Tairnadal... No, she saw her lot in life as a person who must fight the unending fight against injustice, wherever that might be. It just so happened that in her wandering took her westward into the frontier town of Windshire.
| EltonJ |
Name: Zylbella Irohel
Race: Tairnadal Elf
Alignment: Lawful Good
Class: Bard (Dervish of Dawn) [Dol Arrah instead of Sarenrae]
Traits: #1- Merciful Scimitar(Combat), #2 Signature Moves(Social)Feats: Level 1- Enforcer(Combat), Level 1 Bonus-Dervish Dance(Combat)
Description: Zylbella is a young woman in her prime. She stands 5'10" and has a lithe physique and the toned form that of a dancer. Zyl's dark wavy hair billows down to the middle of her back, but more often than not she ties it into a high-ponytail. The Dervish's eyes are a soft amber and twinkle with the naivety of youth. In total, she moves with the grace of one who has spent decades of training to be gentle... yet firm.
Her attire is made of fine silks and golden threads, and she wears adornments similar to those who reside in the Blade Desert. On top of these silken garb, she wears a set of finely maintained studded leather which is dyed in a rich green color and highlighted by more adornments of gold. Tied about her waist is a flowing white silken sash, in which she tucks the scabbard to an immaculate looking masterwork Scimitar.
Personality: Zylbella is an idealist to a fault. She believes that no one is irredeemable, and even the most deadly and "evil" foe has a chance to change. This has caused quite a number of squabbles with family and friends, where when they wished to see an end of a life, Zyl did the best she could to save lives. This does not mean she is without the ability to render violence, in fact quite the contrary. Zylbella is one of the most fearsome...
Looks well done. Are you sure you want to play as a Tairnadel elf?
| EltonJ |
Yeah I think playing to the theme of tribal Native going West is kinda on brand for the feel you're going for. And another take on the perhaps a "white hat" type who wants to bring justice to a lawless place. Plays into a couple different ideas I think.
Do you think being one would be an issue?
No, not really. Though you should have an interesting backstory. Coming from Arenal to Aundair.
| DjinnBob |
Actually they're not from Aerenal, but on the mainland, like everyone else. It's not exactly that far away either.
https://eberronmap.johnarcadian.com/
^^^^^^^
A great Google maps-like site. But anyway, right along the edge of the Mournland, from Taer Valior.
Malinor.
|
Here is
-------------------
Male Kalashtar Wilder 1
N Medium humanoid (Kalashtar Subtype)
Init +4 ; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, + Dodge, +0 Natural Armor, + Deflection, +2 Shield)
hp: 10 (1d8+2)
Fort +2, Ref +2, Will +2
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Morningstar +2 [1d8+2; x2]
Ranged: Ray +2 [as spell; x2]
Special Attacks:
Powers (Power Points: 7; CL 1; Concentration +9)
Level 1: [1] Mind Thrust
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk + 0; CMB 2; CMD 13
Racial Abilities:
Naturally Suspicious: Kalashtar have many enemies and know they could be hiding anywhere. They get a +2 racial bonus to Perception, Sense Motive and Stealth. This racial trait replaces naturally social.
Razor Sharp Concentration: Some kalashtar can hold a thought so focused that little can be done to break their train of thought. They get a +4 racial bonus to concentration checks. This racial trait replaces dream native.
Naturally Telepathic: Psi-Like Ability: 1/day, Mindlink (as per Psionics Unleashed). The manifester level for this ability is the kalashtar's character level. Charisma is the related attribute
Class Abilities:
Wild Surge +1: A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see psychic enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits outside of the manifestation (she gains no higher-level class abilities, for instance).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
At 3rd level, a wilder boosts her manifester level by two instead of one. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. The wilder always wild surges for the maximum amount possible, for unleashing emotions in the fashion of a wild surge does not lend itself to using finesse.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power by this additional amount; only the standard power point cost is subtracted from the wilder’s power point reserve. For example, if Alrik the 8th level wilder were to invoke his wild surge when manifesting a power, he would spend between 1 and 8 power points as normal, but the power would manifest at 11th manifester level and behave as if he had spent 3 more on it than normal.
The wilder can expend her psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only her wild surge. She manifests this power as if all power points were paid by her wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to her wild surge amount, but she may not augment the power beyond the amount of her wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. A wilder must wait 10 minutes after wild surging in this fashion before she can do so again. If the winder suffers psychic enervation and loses more power points than she has available, she instead loses 3 hit points for every power point lost.
Psychic Enervation: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort, the effect of which is detailed in the specific surge type below. The chance of suffering psychic enervation is 15%.
A warping wilder channels her emotions into an aura of energy that shifts the flow of psionics around her. When the warping wilder suffers psychic enervation, she is sickened for one round per point of wild surge. She also loses power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost).
Surge Blast: A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge.
Surge Bond: The wilder’s choice of emotional surge, as defined in psychic enervation, grants the wilder additional benefits through a surge bond. The wilder gains a unique benefit depending on the type of surge selected.
After a warping wilder has invoked a wild surge, all creatures within a 5 ft. radius are affected by a warping effect. Allies of the warping wilder can choose to treat their manifester level as one higher for all powers manifested while in the warped area. This does not supply any additional power points to augment the power, but does allow the manifester to spend more power points if he so chooses. All enemies of the warping wilder treat their manifester level as one lower for all powers manifested while in the warped area. If this would reduce the manifester level lower than that required to manifest the power, the effect fails and the enemy wastes the action used, but no power points are spent. Spellcasters are affected in a similar fashion. All affected creatures, both allies who choose the manifester level boost and all enemies, suffer a 30% risk of psychic enervation when manifesting powers or casting spells and suffer the same psychic enervation effects as the warping wilder would. This warping effect lasts for one round per point of the wild surge that invoked the warping effect and does not stack with effects such as Overchannel or wild surge.
Traits
Psigifted (Mind Thrust): You have an affinity for one particular power chosen from ones that you know, and your effective manifester level for that psionic power increases by 1. Once this power is selected it cannot be changed.
Reactionary: You gain a +2 trait bonus on initiative checks.
Feats:
Psionic Talent: When you take this feat for the first time, you gain 2 power points. Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Skills: Acrobatics +6 [1], Autohypnosis +4 [1], Spellcraft +4 [1], Perception +4 [1]
Languages: Common, Quor
Combat Gear: Morning Star (8 gp / 6 lbs), large wooden shield (7 gp /10 lbs), dagger(2 gp /1 lb), studded leather (25g / 20 lbs)
Gold: Silver: Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Rations* 7/5 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
Total Weight 65 lbs / 66 lbs light or less/ 67-133 medium / 134-200 heavy
Nevitash comes from a powerful family of Kalashtar psions and his parents always hoped that he would follow in their footsteps. When it came time for him to learn to use his psionic gifts they tried to teach him, but his powers were wild and he had trouble controlling them the way that his parents would. After several years of trying his parents decided that they needed to get help to hone his gifts and sent him to distant Sharn to learn more.
The teacher in Sharn quickly realized that Nevitash had potent psionic powers, but would never control them the way that his family hoped. The teachers worked with him and got him to a point where he would not harm himself and then sent him home to Windshear to let his parents know that he had gained his psionic skills, but would never be who they wanted him to be.
| Linnea the Diviner |
| 1 person marked this as a favorite. |
*bursts in through the door* Did somebody say EBERRON?! Hell yeah, I love this setting and you hardly ever see it anymore.
You said it'll be a Wild West sort of feel. Does that mean mounted classes are viable? I'm debating between a cavalier and a Greensinger druid or shaman. If I go the Greensinger route, can I take the Greensinger Initiate feat?
Also, what's our deadline for character submission and how are we determining HP?
| EltonJ |
*bursts in through the door* Did somebody say EBERRON?! Hell yeah, I love this setting and you hardly ever see it anymore.
You said it'll be a Wild West sort of feel. Does that mean mounted classes are viable? I'm debating between a cavalier and a Greensinger druid or shaman. If I go the Greensinger route, can I take the Greensinger Initiate feat?
Also, what's our deadline for character submission and how are we determining HP?
I'm thinking that the deadline for character submission is on Oct. 5 of this year. Yes, mounted classes are viable.
| EltonJ |
Elton -
Would most of the adventure be in Windsheer? Thinking of becoming a bartender, so would have a job tending bar in the evenings until he was able establish a bar to delegate day to day work...
Some adventures will take place in the Eldeen Reaches, depending on what the players come up with.
| Atamar Gorrin |
Are we able to use the Artificer class listed in the Pathfinder conversion document you attached in your initial post? Always heard people talking about them but I'm not super familiar with Eberron and have never played (or seen) one.
Alternatively, what about the psionics Aegis class? Is this something that a Half-Elf or Human would be able to become?
| EltonJ |
Are we able to use the Artificer class listed in the Pathfinder conversion document you attached in your initial post? Always heard people talking about them but I'm not super familiar with Eberron and have never played (or seen) one.
Alternatively, what about the psionics Aegis class? Is this something that a Half-Elf or Human would be able to become?
You can choose the Artificer class from the website. It's (strangely enough) balanced. Although, the best crafting class is the Alchemist. As for the Aegis from Ultimate Psionics, yes you can become a human or half-elf Aegis.
| Chantal Pinegrove |
One druid herbalist, reporting for duty! All of her information is on this profile. Please take a look and tell me what you think.
If we end up with a backup healer in the party, like a paladin or bard, or even a primary healer like a cleric, I'll stick with base druid because I like spontaneously casting summon nature's ally spells. If not, I'll give her the Restorer archetype and go full healer.