All major newspapers on Khorvaire wrote:
I am seeking a group of Brave Souls to enter the Grey Mists of the Mournland. This will be an expedition to my Family Estate to Recover Bodies and Items of Sentimental Value. Payment of 10,000 Galifars to each Soul upon safe return. Provisions will be Provided, Must bring your own Weapons. Safety not Guaranteed.
Apply Therendor 25, Inn of the Hare Prepared, New Cyre, Breland
--Alvar ir'Cliess, former Count Evaille
This pretty much explains what the characters know when they arrive. It's a trip into a very dangerous area and back. This will be somewhat sandboxy - The Mournland is dangerous and you may encounter things more powerful than you are. While this is not primarily a social campaign, some of the groups in the Mournland are people that you can interact with if you so choose.
Base 10 in each stat, then 18 points on 1:1 scale. Stats must be between 8 and 18 before racial and level modifiers.
Level 8, half gestalt. Fractional Bonuses from Unchained are in effect.
Maximum at each level
Core Races: In order to avoid playing an all-crazy group, Core races get a bonus feat from the following list. They must meet all prerequisites for this feat.
Changelings get +2 to any one stat. Once per day they can spend an hour transforming to switch which stat gets the bonus. The rest is per the ECS.
Kalashtar get +2 to any one stat. This would be based on their Quori lineage, so if we have multiple characters of the same lineage we'll need to work this out. The rest is per ECS.
Shifters are per ECS.
Warforged and warforged scouts may choose composite, ironwood, mithral, adamantine or unarmored plating for free. The rest is per ECS.
Dalkyr half-bloods are available as per MoE. They will need to explain who they are in the background (and why they haven't been lynched). I will go over symbiotes for balance at a later date.
Races from 1-10 race points will be accepted as-is, except androids and aliens. This includes the psionic races from Dreamscarred press. A good backstory will be needed for unusual races. If you aren't sure where they fit into Eberron, ask and we'll figure it out.
More Powerful Races
This is Eberron and we can fit it just about anything. However, there will be a cost to balance the power of these races. I will work with you to figure out a cost that works to balance what you want. Some options to give up are stat points, traits, feats and levels.
Creatures with hit dice will usually cost levels equal to their hit dice. Simple creatures like bugbears would take up one side of a gestalt, but others would take up both sides. Particularly powerful ones, will have additional costs. For example, a pixie would take up both sides of all four gestalt levels and 15 of your 18 stat points.
Templates will usually take up one side of your gestalt levels, but some will take both. The advanced template is not available.
All Core, Base, Hybrid and Unchained classes except the Gunslinger are available.
Occult Adventures playtest material is available, but you will need to modify your character to fit the final release. Limited retraining will be available to take advantage of archetypes and feats. Dreamscarred Press Psionics are available.
The Artificer class is available. Craft reserve is treated as gold and multiplied times ten. You get to use the craft reserve from your second highest level of artificer for crafting items and you will have your current level's crafting reserve available at the start of the game.
Characters start with 9 Action Points. They may use three action points to duplicate the effect of a Pathfinder Hero Point.
Background skills from unchained are in effect. Many characters will have some ranks in Profession: soldier from fighting in the great war.
Dragonmark feats that duplicate cantrips can be used at-will. Dragonmarks that duplicate 1st level spells can be used 3/day.
2 trait, plus an additional one if you take a drawback.
Regional traits may be taken if appropriate to your background.
Campaign traits from AP's may not be taken.
Characters can spend no more than 16,500 on crafting items
Artificers get craft reserve on top of this, as listed above.
Characters should have a reasonable history. I expect at least two paragraphs. If it's over a page, you should have a summary for easy reference.
You will be interviewed for this by Alvar Ir'Cliess and his associates. It will be short, but he wants an idea of who he's hiring. Give these answers in-character as you'd tell him. If you are lying or concealing anything, please list the truth in OOC afterwards.
1) What are you best at? Your strongest talent?
2) What else can you offer to the group?
3) What areas are you weakest in?
4) What experiences do you have with the Mournland?
5) Have you visited Cyre before the Mourning?
6) Did you serve in the war? For whom, and what were your duties?
7) Do you hold any oaths or duties to others that may conflict with this mission? If so, please explain.
8) Tell me a little about yourself. Your background, your training.
- I expect players to be familiar with Eberron. You don't have to be obsessive, but you should have a decent grasp of the world.
- Players should play nice to one another. If your characters squabble, check in ooc just to make sure it's fun on both sides.
- Don't try and break the game. Make a good, effective character, but don't torture the system. If you're in doubt, ask.
Deadline June 19th.