Gauging Interest (Eberron)
I am looking for lovers of Eberron & Roleplaying. The campaign will revolve around the characters’ backstories. I am looking for good character ideas and player interest (not builds) at this time. I am willing to work with 5e conversions of Eberron races and backgrounds to fit your concepts, so you can create what you are passionate about. Please leave your interest, ideas, and experience. Thanks! ~Souls
I would like to play either a Kender Bard or Evangelist Cleric of Branchala. I may switch to Human or Half Elven if you have a Kender already in the party. If I went Bard, could his spell casting be divine? "Divine Bard
Devoted Bard
Good bards gain their power from Branchala, through the Song of Life. It is said the hearts of mortals beat to the Song of Life. This song inspires people to create, and to do good works."
Sounds fun. Will you guys help me understand the rules if I am accepted. I read some of the game thread and I like the humor. Do you guys want a rogue or fighter? I may randomly roll the character in the spirit of the game. What is the starting wealth? Anything you guys would like to see in a new character? Ring of Sustenance-Nacho Cheese version?
Ulfgard Strongfist wrote: To recap. We are already dwarven Ranger, Dwarven Cleric, Dwarven Warpriest, human fighter->DD. We do have enough melee power, I think, but we lack ranged/arcane power afaik I could really help both with an arcane duelist/archer bard and also provide inspire courage. I would max out UMD to be able to use wands/scrolls for utility magic. He would also have the knowledge skills the party is missing. The other idea would be full wizard if you guys think that is needed more.
Crunch:
Human Cleric (evangelist) of Desna 2/fighter 1 CG Medium humanoid (human) Init +4; Senses Perception +2 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 26 (3 HD; 2d8+1d10+6) Fort +6, Ref +4, Will +5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +4 (1d4+2/19-20) or morningstar +4 (1d8+2) Ranged mwk composite longbow +7 (1d8+2/×3) Special Attacks countersong, fascinate, inspire courage +1, sermonic performance Domain Spell-Like Abilities (CL 2nd; concentration +4) 5/day—bit of luck Cleric (Evangelist) Spells Prepared (CL 2nd; concentration +4) 1st—bless, divine favor, shield of faith, true strike[D] 0 (at will)—create water, guidance, light, mending D Domain spell; Domain Luck -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 7, Wis 14, Cha 12 Base Atk +2; CMB +4; CMD 18 Feats Lingering Performance[APG], Point-blank Shot, Precise Shot, Rapid Shot Skills Acrobatics +1 (-3 to jump), Climb +3, Heal +7, Knowledge (religion) +2, Sense Motive +6, Swim +3 Languages Common, Varisian SQ public speaker, spontaneous casting Combat Gear scroll of bless x2, comprehend languages x2, divine favor x2, obscuring mist x2, protection from evil x4, shield of faith x2, wand of cure light wounds; Other Gear kikko armor, arrows (60), blunt arrows (20), dagger, morningstar, mwk composite longbow (+2 Str), Masterwork Backpack, Healer's Kit (10/10), Minor Bag of Holding Type One -------------------- Special Abilities -------------------- Bardic Performance: Fascinate (1 targets, DC 12) (Su) One or more creatures becomes fascinated with you. Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls. Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Cleric (Evangelist) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot Public Speaker (-3 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier ( Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Sermonic Performance (standard action, 7 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound. Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
I went with a ranged/support cleric instead. It looks like the fighter and rogue have the melee deal held down pretty well. I bought a wand of CLW and a few utility scrolls to aid the group. I also took the evangelist archetype (If you are OK with this GM) to pick up inspire courage for the group. He also has the luck domain to assist the fighter if he needs help hitting or to assist the rogue with tricky skill checks. I think he is a good guy for the current group. He can also lay down some decent damage when called upon: Mswk Composite Longbow w/ PBS/Rapid Shot/Inspire Courage +7/+7 1d8+4/1d8+4 (Add +1 to hit and damage if Divine Favor is cast) Let me know what you guys think! He is a Cleric of Desna for now, but can change for group needs.
Male Human Paladin/20
I was invited by a member of the Merchant's Guild. I am an active poster on the boards and would like to join my friend. I am currently on vacation, but brought along my iPad and iPhone. Since I left my laptop at home (no herolabs), I will get some help creating the character. Thank you for the possibility of playing in this campaign!
Male Human Paladin/20
Ranger/Rogue:
Unnamed Hero Goblin Ranger (Trapper) 1 Rogue (Knife Master, Scout) 1 CN Small Humanoid (goblinoid) Init +4; Senses Darkvision; Perception +7 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size) hp 19 (1d10+1d8+4) Fort +4, Ref +8, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee Kukri +6 (1d3/18-20/x2) and Masterwork Kukri +7 (1d3/18-20/x2) Bite +6 (1d4/20x2) Ranged Longbow +6 (1d6/x3) Special Attacks Sneak Attack +1d8/+1d4 -------------------- Statistics -------------------- Str 10, Dex 19, Con 14, Int 12, Wis 14, Cha 7 Base Atk +1; CMB +0; CMD 14 Feats Rogue Weapon Proficiencies, Weapon Finesse Traits Eye for Plunder, River Rat (marsh or river) Skills Acrobatics +8, Appraise +2, Bluff -2 (+0 vs. Humans), Climb +3, Disable Device +11, Escape Artist +8, Fly +5, Perception +7 (+8 to locate traps, +9 vs. Humans), Profession (sailor) +7, Ride +7, Sense Motive +2 (+4 vs. Humans), Sleight of Hand +8, Stealth +15, Survival +6 (+8 vs. Humans, +7 to track), Swim +5 Languages Common, Goblin SQ Favored Enemy (Humans +2), Hidden Blade +0, Track +1, Trapfinding +1, Wild Empathy -1 Combat Gear Crossbow bolts (20), Kukri, Masterwork Chain shirt, Masterwork Kukri, Shortbow; Other Gear Backpack, masterwork (5 @ 8.67 lbs), Bedroll, Belt pouch (2 @ 2 lbs), Mug/tankard, Signal whistle, Tanglefoot bag, Thieves' tools, masterwork, Waterskin -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps). Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans). Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade. Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed. Track +1 +1 to survival checks to track. Trapfinding +1 +1 to find or disable traps. Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Fort goes up 2, Ref 1
Male Human Paladin/20
I could do 1st level ranger (Trapper) too-Then go straight rogue. That would increase my BAB and HP. I didnt have the charisma for oracle spells. I would get proficiency with Kukri too which down the road I could get improved critical and then pass my crits to my minotaur friend?
Male Human Paladin/20
Bjorkus wrote:
Yeah, but I am stealthy, have evasion, and have a decent perception to be a scout. Stinks I can't disable the trap. I guess I can scout and then get Red to disable to trap. Minotaur and Goblin LOL going to be best buds!
Male Human Paladin/20
Bjorkus wrote:
So we need a skill guy? Will said Druid be able to provide healing? About The FragmentFragment
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