Goblin

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Players 3
Characters 4.

Half-Elf Fighter (Focusing on Bows)
* Loved the new rules for Half Elves, didn't feel like half an elf.
Quote - "This is awesome I don't have to take Half-Elf Paragon to get what I want from my character"

Elan Psion
- Hit Dice Increased to D6 (ala Wizard)
- Elan now counts as humanoid, not aberration, gave Half-Elf Adaptability (it seemed to make sense)

2 Kobolds (1 Barbarian, 1 Cleric of Saranrae)
- It took a while to convince the player that losing Domain Spells wasn't so bad if you get Newer and Niftier domain powers.
- Player often forgot about Domain Powers (took good and healing)
- Everybody loved Turn Undead healing allies, since they could adventure for longer and the Cleric got to cast other spells (like bless)

Character Creation Positives.
******************************
- Racial Starting Hit Points were very much appreciated, everyone felt like adventurers rather than pinatas.

Character Creation Negatives.
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Players felt Skill choices were too limiting, one character wanted to just take a couple of ranks in a few 'out there skills' but couldn't because of how skill choices worked. Others were confused as to what their bonuses actually were.
When characters leveled up they were unsure what their new bonuses were. Either way it seemed more limiting and more confusing than skill points.

Other Positives
****************
Players liked the idea that they "Got something every level" - Skill choice on even and feat on odd.

The fighter liked that he wouldn't need to take "Weapon Focus" since that was part of the fighter class any way.

Other House Rules and Changes
***************************
Skill List was further consolidated -
Athletics (Climb, Jump, Swim)
Acrobatics (Climb, Jump, Swim) - Characters could choose better of strength or Dex for jump checks basically
Diplomacy (Diplomacy/Gather Information)
Persuade (Bluff/Intimidate)

Perception was changed to
Perception (Passive) Wis
Perception (Active) Int
Basically whenever I called for a Perception check it was a passive skill, whenever the player's asked for one it was an active skill. Its a little change but I felt it was a necessary one.

Combat Feats - When I showed players how they worked, nobody wanted to use them. Especially when they were feats they had in a previous edition that didn't require build up (Such as the Dodge Tree). On a unanimous vote Combat Feats were changed so that you did not need to use the lower feat in a previous round.
We thought that Combat Feats might work, but as a separate idea, where the feat is literally more powerful than previously published feats. (By building up over the rounds you should get a BIG pay off, especially since you can only use ONE combat feat a round).

Magic - Since one player was really set on playing a psion (Psychokinetic), I gave him the telekinetic fist power that a transmuter gets. He was psyched (pun intended), because it meant that when he ran out of Power Points he didn't have to call a stop the adventuring.

Things accomplished -
Characters defeated a CR 4 green dragon (it was the second encounter after resting), one character was reduced to negative hit points, but a timely Turn Undead revived him. (Since it was the equivalent of a CR 5 encounter I gave them experience for a CR 5 creature.

Characters Defeated without rest -
13 normal kobolds
1 Deinonychus
1 kobold bard (1st level)
1 Half-Green Dragon Kobold Barbarian (Breath weapon removed)
During
3 CR 1 Traps
(They had access to about 3 CLW potions)
In that span one character was brought to negative hit points 3 times.
Another was reduced to negatives 1 time.
Turn Undead was the difference between life and death.

Next Session - Testing the CMB to the limit and trying to remind my cleric about his nifty new powers.


The idea of Trapfinding as an ability is ridiculous to me. For a number of reasons:

1) As a player, if the rogue decides not to take Search (Or Perception) and Disable Device then every time we go Kobold hunting somebody is going to die painfully.

2) As a Dungeon Master, if I want to throw some traps into the dungeon, the PCs have no chance of finding the traps and bypassing them or using them to their own advantage.

So here are some things that I'm using in my Pathfinder game.

1) Any trap no matter how high the DC can be searched for with a Perception Check. A character who has spent a skill slot in Perception should be allowed to perceive of traps just as well as a rogue.

2) Disable Device is a class skill for Bards, Rangers and Wizards. A character may choose to use their Craft (Trapmaking) ranks instead of their Disable Device check to disable a trap, but they do not get the other uses of Disable Device (sabotage), and has the time taken multiplied by 10.

Example of Play -
Blurg the Kobold Barbarian with Craft (Trapmaking) +6, and Dojo the Dwarf Wizard with Disable Device +8 have found a trap. Realising it is a magical trap they decide to go slow and Dojo takes Blurg's advice regarding the disabling of the burning hands trap.
He makes his skill check roll 1d20+8, while Blurg uses aid another (1d20 +6), it takes 2d4x10 rounds (because they can only use the skill as fast as the slowest character).
Dojo rolls 16 adding his skill mod gets 24, while Blurg get 12 and successfully aids another). All together that adds up to 26 beating the Disable Device DC of the Trap (25 +1 for a first level spell). It takes 40 rounds (or a little under a minute), but together they have bypassed a deadly burning hands trap. High fives all round!

What think you all?

Does not having a rogue (or a suboptimal rogue) effect you guys negatively? Have you ever changed a dungeon to accommodate a play group without a trapfinder? Do you think the above rules will help in your game? Let the Paizonians know!


Hey, I want to start playtesting the Pathfinder RPG this week, but every time I try to download it Internet Explorer says:
"Can not download [filename] as the connection to the server has reset"
and Firefox says
"PathfinderRolePlayingGameOGLAlphaReleasePDF.zip.part could not be saved because the source file could not be read.

Try again later or contact the system administrator"

I've tried re-personalizing it a bunch of times, but it doesn't want to co-operate. Help me Paizo Wan Kenobi, your my only hope.


Part 1: The Whispering Cairn

The Whispering Cairn, its been a place of local legend around Diamond Lake for longer than I've been alive. Word was it was a haunted place, filled with the ghosts and skeletons of tomb robbers past. When most people hear of the Whispering Cairn they think of fear.

I think of money. I think of treasure. I think of my ticket out of this festering hellhole of a town. I think bloody adventure.

A week ago I hired a gnome brawler on as something akin to a body guard and adventuring partner, goes by the name of Slip, in the Feral Dog Tavern. I tell him of a Cairn filled with glorious treasure, the kind of place that could make a gnome surprisingly rich. The guy agrees with me and we head to the Cairn, meeting a human Cleric of Wee Jas goin' by the name of Valanskar (or somethin' like it, bigjob names are always so hoighty), and Trip the resident village knight. Turns out the pair of them were headed into the Cairn because bigjob cleric was having all sorts of visions about it. They seemed good enough (if slightly off kilter) company so we asked 'em to tag along.

Inside the Cairn we find that the whispering noise it was so famous for was due to a series of stone tubes running throughout the place. The wind in the cairns would travel through the pipes leading to the haunting sussurus. Well we get deeper and find some wrecked magical oddity, which seemed to me to be a wrecked portal of some kind. Then we accidentally stumble on a den of wolves.
That fight was brutal and fierce, the first time I was ever in combat. Damn near got torn apart by canine critters. Luckily I used the fear, I empathically projected it onto the wolves causing them to turn tail and run. Even so the gnome and I were in dire straights. We decided we couldn't dare explore this place without some healing potions.

We headed back to Diamond Lake and struck up a deal with the Old Wizard Allustan, that makes his Manse in the town. In exchange for some start up capital, the group and I would clear the dungeon out of nasties, and bring back all sorts of wonderments from a bygone age. Some oaths were sworn and a compact was struck. With a quick trip to the shrine of Heironious we were potion laden and ready to go.

We returned to the Cairn and made short work of the wolves, finding some treasures in their Den, including a strange indigo lantern. We then entered a circular room, with a large sarcophagus in the centre, mounted upon a dais. Beneath the dais was a large stone arrow, mounted on a circular track in the ground. With a bit of gnome and dwarf effort we pushed the arrow towards one of the lit lanterns (each of a different colour). Descending down an ancient elevator we discovered a room with welcoming statues, a huge stone block barred the hallway beyond. Mounting a great amount of my psychic strength the stone block fell forward, activating a poison gas trap. Quickly donning my gas mask, we recalled the elevator, getting the bigjobby and Trip the Dwarf back up first. Apparently the gas was some kind of strength sapping poison because the pair of them were weak as kittens (gnomes and halflings are made of tougher stuff).

After another turn of the arrow we descended down the green lantern elevator. This elevator had not survived the rigours of time so well as its predecessor, arriving with a heavy and heady rumbling noise. We descended downwards on it, and explored the dungeon beneath, but were startled by a horrible crash, as the elevator smashed itself to smithereens beneath the dungeon. That was not the last we heard of terrible noises. A strange skittering chittering noise filled the elevator shaft, and when we went to investigate we were attacked by a swarm of deadly acid beetles, and a thing that could only be described as a Mad Slashing Thing. In the fight that ensued the bigjob cleric and the gnomish brawler were laid low, bleeding to death. Summoning strength from my fear I telekinetically threw the Mad Slasher into the elevator shaft from whence it came. Using one of my healing potions I revived the disciple of Wee Jas. I knew at this point a plan was needed. Presenting myself as a target for the swarm of beetles I dropped a bottle of oil where I stood and leapt out of the way as Valeskas let roar a fan of flames from his hands. Apparently fire is the best way to get rid of a pest problem. Too many close calls for comfort we spent the next couple of days in Diamond Lake, resting and healing from the damage.

We returned to the nest of insectile monsters and using a combination of old fashioned oil, and pyrokinetic power we laid it low. This done we found a room which had become flooded. Using my telepathic ability to sense minds, I found an elemental driven mad, and a water lurking ghoul hidden in the briny depths. Taking my time to familiarise myself with the creatures I yanked them out of the water telekinetically giving my allies and I a fighting chance to defeat the creatures on dry land. Having near exhausted myself with my feats of telekinetic power I stayed above to rest while the others sought out the treasure to be plumbed within the depths. Also within was a Red Lantern, companion to the Indigo Lantern found in the wolve's den.

The blue lantern revealed only a high shaft, which then led to a dead end carved into a screaming face. The gnome volunteered to go ahead as a scout, while I relayed information from him telepathically to the rest of the group. Finding no access to anything beyond the face my companions and I decided to see what other secrets were hidden in the Cairn. We placed the lanterns on their missing hooks, but this revealed no new secrets. We returned to the first poisonous shaft we entered, since the gas would have long since become inert. Our explorations revealed a Lurking Strangler, and copious amounts of brown mould. With a bit of focus and luck I managed to reverse my natural pyrokinetic ability to freeze the mould shattering it into harmless motes. We found in the rooms an earth elemental guardian of some description and some treasures of various types.

Still we were not satisfied. There were more secrets within the Cairn, we knew it. Heading to a map room we had previously found we realised our mistake. It was not enough to hang the lanterns, all seven must be lit. We climbed the blue shaft again (when we realised the central sarcophogus was pointing it out), and found the yawning mouth was wide open.

We entered a new room, with balls of heavy stone covering the floor, and a thin beam crossing to a very heavy steel door. When the door refused to budge (despite the combined strength of dwarvish muscles, gnomish moxie and my own prodigious mental might), a giggling ghost explained that he could easily open the door should we provide him a small favour. His corpse was buried beneath the stone boulders under the beam, if we were to return the body to its resting place at his family's plot he would unlock the door from the other side. The cleric of Wee Jas took this quest quite seriously and agreed.

That's when the trouble really started, but I'll get stuck in on that next time. Right now I have to explain why a house fire is not entirely my fault to the captain of the Watch.

Soon to Come: The Diary of Billy Canary Part 2 - Barbeque Dinner of the Dead


From the Case Files of the Tavick’s Landing Outer Watch

Overseeing Officer Sergeant Dolom,

Case # 203012

Investigation Day 1
The case was opened when a petrified corpse was thrown into the Outer Watch House in Tavick’s Landing. The duty officers were
Lance Constable Ylandriel Miensien, Arcane Advisor, (Elf Sorceror)
Lance Constable Wrynn Darramen, Junior Investigative Officer (Human Ranger)
Junior Constable Slade Lyrandar, Investigative Officer, (Half-Elf Rogue)
Lance Constable Dorn Plumblore, Field Medic and Divine Advisor (Dwarf Cleric of Dol Arrah)

The officers were busy finishing their filing and paperwork, when the victim fell through the door.
(note: Slade insists they were definitely not playing poker, and thus was definitely not cheating)
Inclement weather made visual tracking of any individuals involved in the moving of the petrified corpse impossible. Preliminary investigation of the corpse revealed the deceased to be one Monte ir’Vandrian. Although further investigation revealed an effeminate navel ring bearing a symbol of a known gang of criminals, pimps and prostitutes (The Tyrants). Also a receipt for the sale of a ship called the Blue Nixie was found on the deceased’s person. The method of petrification was definitely cockatrice bite, the individual was dressed after the petrification.

The investigators decided to split up, Ylandriel and Wrynn were to investigate the victim’s connections to the Dragoneyes district of Sharn, while Slade and Dorn were to visit the family of the deceased.

From Wrynn’s account of the Dragoneyes district the pair investigated a brothel that the deceased was suspected to have frequented. There the investigators determined that:
1) Monte ir’Vandrian had caused a lot of trouble for the establishment in the past, drunken revelry taken too far.
2) Monte owed a lot of money to a gambling den called the Ogre’s Tooth, owned by a goblin by the name of Rat-Bastard Good-For-Nothing Fink (hereafter referred to as Rat Fink).
3) Monte had taken a shine to a young prostitute named Kiv, he had influenced her quite a lot, so much that she had started to use the same drugs Kiv had.
4) The navel piercing was only given to Changeling prostitutes. Though it was possible Kiv may have given hers to Monte as a sign of affection.
5)Kiv had an ex-boyfriend named Mondello, a quietly frightening individual, Velvet felt that Mondello may have something to do with Monte’s death.
(Note: Ylandriel’s report was a little unclear on her method of interrogation, Wrynn did note he never witnessed her act in anything less than a professional manner).

From Dorn Plumblore’s account of the ir’Vindrian estate, the family was not the wealthiest in Upper Dura. The family had fallen on hard times, with the parents killed in a tragic boat fire a month ago. Upon arrival they encountered Victor Saint-Demain, a sometime advisor to the watch, he had been hired by Lavinia ir’Vandrian to discover the truth of her parent’s mysterious death. They then met Lavinia ir’Vindrian, who assumed the Watchmen arrived to see about some complaints she had made previously about a thug named Soller Vark who was squatting on her ship. She required a signet ring and a combination clue that were on the ship to get into her family vault and pay her taxes. She asked the watchmen to see to the situation. Slade was quick to volunteer for the job, showing remarkable enthusiasm. (Note: Dorn noted that Slade often showed remarkable enthusiasm to anyone vaguely female).

The Investigative Team decided that the best course of action was to find out what was happening on the Blue Nixie. After acquiring a dingy, the group rowed through the choppy waters to the Blue Nixie, which was sitting in the middle of the Dagger River. There they as Dorn Plumblore put it: “Aggressively Interrogated” the crew, and “Forensically Investigated” the ship. They were nearly eaten by a large insect of some type (A Rhagodessa, as was identified by the charred remains that washed up on the shore). They found a signet ring, and mysterious sheet of paper with a list of monsters. Talking to Soller Vark revealed that Monte’s debts to the Ogre’s Tooth were more sizable than first thought. Also that he had purchased the ship for a pittance and in exchange for smuggling dangerous wildlife from Xen’Drik into Sharn. After a full day of investigation the team rested and recouperated. (Note: The Forensic Investigation caused the Blue Nixie to burn to the waterline, the watchmen insist that the ship was burned down because of the actions of Soller Vark).

Investigation Day 2
The next day with fresh leads the team split up again. This time Ylandriel and Slade went to visit the ir’Vindrian woman, and help with her safe. While Wrynn and Dorn investigated the Ogre’s Tooth. Ylandriel and Slade found that the safe was a complex mechanism, and the list of monsters was the key to opening the vaults. The vaults had mostly been plundered already, leaving behind some coloured feathers and a matchbook for the Ogre’s Tooth.

In the Ogre’s Tooth, Dorn and Wrynn met with Rat Fink, and learned the depths of Monte ir’Vindrian’s debts, and crimes. It seems in his last days Monte was a desperate man, but had apparently confided in an individual by the name of Shefton Rosk. (Wrynn described the half-elf as a loser, who other losers looked down on). Shefton afraid of being accused of Monte’s murder aided the police and put himself in their custody so as to guide them to a series of smuggler’s tunnels beneath Parrot Island, an Islet in the middle of the Dagger River.

When the entire Watch Patrol did not report at the end of the shift, the Night Watchmen came to me to investigate their disappearance. Utilising the help of Victor Saint-Demain who was familiar with some aspects of the Watchmen’s case we found Parrot Island.

Investigation Day 3:
The Watchmen were shaken, and showed signs of injury but were in good health considering their ordeal. (Note: Make sure Dolom sees a counsellor about his in the smugglers tunnels beneath Parrot Island, he was most shaken up by what he witnessed down there. There may be an investigation about the death of an individual in Watch Custody. All four Watchmen claim Monte ir’Vindrian was Shefton’s killer.) The watch discovered a vital clue as to the whereabouts of the real Monte ir’Vindrian, beneath a Taxidermist’s office in the cogs.
The Watchmen were given time to rest, but were eager to close the case, thus tomorrow they shall investigate the Taxidermist and perhaps find the real Monte ir’Vindrian.

Current Theories:

Simple Theory 1: Monte ir’Vandrian was petrified by a cockatrice, and then dragged to the watch house (by persons unknown) to draw attention to his death.

Simple Theory 2: The deceased is actually Kiv, the unusual method of death would mean she would not turn back into her natural changeling form. Why she was dragged to the watch house is still unknown.

Simple Theory 3: The deceased is Kiv, her death was orchestrated by Monte so he could fake his own death, probably to clear himself of gambling debts and to allow him to complete some plan involving exotic Xen’Drik animals. A plan he discussed with Vark and Shefton.

Arrests and Accomplishments:

Perpetrator: Soller Vark
Criminal Charges: Impeding the Investigation of the Watch, Illegal Wildlife Smuggling, Assault Officers of The City Watch, Grand Theft Vessel, Destruction of Evidence Pertinent to a Watch Investigation.
Arresting Officer: Lance Constable Dorn Plumblore

Perpetrator: Shefton Rosk
Criminal Charges: Money Laundering, Impeding a Watch Investigation
Arresting Officers: Lance Constable Wrynn Darramen, and Lance Constable Dorn Plumblore

Annoying the Establishment Award
Awarded to Junior Constable Slade Lyrandar, for always finding a way to undermine and annoy Victor Saint-Demain.

Playa Award
Awarded to Ylandriel for "interrogating" two gigolos at once.

Deadkiller Award
Awarded to Lance Constable Wrynn Darramen, for killing 5 zombies and one Hucueva.

Outstanding Officer Award
Awarded to Lance Constable Dorn, for always obeying the legalities of the Watch, and reporting possible corruptions in the Dockside watch, and watchmen visiting the Cogs.

Notable Quotes:
Slade to Viktor Saint-Demain:
"Hey Vicky! How's it going!"
Viktor Saint-Demain's friendly face turns to a spiteful squint for a moment. "Very good, officer."

Soller Vark to Mera below decks:
"Burn them! Burn them all!"
Mera: "Aye aye!"
Dorn uses Intimidate: "Belay that order or I'll turn your head to mush!"
*success*
Vark: "Belay that order! BELAY THE ORDER!"
Mera: "Uh... uh oh!"

Lana Lanyariel (Elf Reporter): "So apparently Viktor Saint-Demain was the one to find you beneath Parrot Island. What do you think of that?"
Wrynn: "Viktor Saint-Demain is an arrogant tool. You can write that down and tell him I said it too."

Notes: This adventure was heavily adapted from "There Is No Honor" The first adventure in the Savage Tide Adventure Path. The sewers beneath the Taxidermist's Hall will be modified, because I don't want such a complex dungeon for the big finale.


It seems that Dungeon and to an extent even Wizards of the Coast have been really tapping the nostalgia factory for their articles, and adventures. I think theres nothing wrong with nostalgia but at the same time it is somewhat disconcerting to be part of D&D culture and still have some shared experiences barred from me. I've never played a 1e dungeoncrawl, and my only experience of the Realms are the ultra-fun Baldurs Gate, Neverwinter Nights and Icewind Dale games. Oh and endless references to some drow guy ;).

So let's hear it, what was so awesome about that Temple of Elemental Evil?

Why is it that the Barrier Peaks piqued your interest?

And for those who are like me, who think that the most horrible thing about the Tomb of Horrors is that our players might get bored with so many traps and so little chance to show off their roleplay skills. What is it you enjoy about todays adventures, and what are you nostalgic about when you, like me only began playing at 3.0?


Nearly finished Life's Bazaar in SCAP, (party defeated Kazmojen, but still have to clean out the Malachite Hold). During the adventure though I adlibbed some unexpected encounters which turned out to be a blast for the players, playing in Eberron btw.:

After killing Xukaxis, and causing quite a ruckus in Jzadirune the PCs went home to rest. One of my players, a Thuranni Elf, invited two of the players to stay at her house while they dealt with the kidnapping problem. One of the players an Urban Druid decided to keep watch in Ghelve's house, while the rogue went off on his own and the Paladin stayed at the temple. I had decided that Kazmojen wouldn't take the intrusion lying down, and sent a contingent of 4 Hobgoblins and 3 Skulks to the Thuranni house. The skulks set some booby traps which the Warforged Artificer heard among his tinkerings, he woke the Elf Urban Ranger and the Thuranni Artificer from their trances and they could see the outline of two muscular individuals across the street in the foggy night, they seemed to be watching the house. The trio formulated a plan and the Urban Ranger would go out the window to flank the pair out front, this set off a tanglefoot bag booby trap and a skulk peeled away from the nearby alley wall and put a rapier up against the elf's throat: "Go out with your hands up! No weapons!" ... cut to about 1/2 an hour previous. The druid spots the group leaving Ghelves, he heads to the temple and gets the paladin, the two hurry to the Thuranni's house. (He could tell where they were going via Knowledge (Local), and his high Int. The two arrive in the midst of a battle. 3 of the hobgoblins have been dropped by the Thuranni Archivist and the Warforged Artificer, but two Skulks still snipe at them from the roof. Losing patience the Warforged casts Fireball from his scroll incinerating the 2 but inciting a "Hey! That's my house!" from the Thuranni. Fight finishes up and the Paladin goes to the nearest watch house to report the Warforged's dangerous spell casting within city limits! His well noted dislike of the Warforged comes to the fore, and isn't hampered one bit by Skylar Krewis' unashamed hero worship...

... Cut forward, the Players decide that the Malachite Hold has to be cleared and the children found. They travel through the secret doors, but discover the elevator isn't in the up position. Since they had not discovered the Jzadirune elevator lever, the party decides to lower the halfling down the shaft. The halfling slowly descends into the darkness, approximately 150 feet down, the chains begin to rattle and the elevator starts rising! Unfortunately the PCs upstairs are ambushed by a trio of Dark Creepers and a trio of skulks. The halfling kicks away from the wall and grabs the chain, when the upstairs PCs let go of the rope it begins sliding down the elevator shaft, the confused hobgoblins below move towards it. In the darkness the halfling wraps his legs about the chain, hangs upside down and unties the rope (didn't want the Use Rope penalty for being one handed). The Warforged casts sleep from a scroll into the darkness below, while the other upstairs PCs fight off the Jzadirune residents. Unfortunately the 200ft of falling rope whacks one of the sleeping Hobgobs in the face waking him up. By this point the Halfling is close enough to the top to attempt to jump onto the platform. He jumps, but his leg gets caught and he begins falling, the Paladin goes to catch him but fails dismally on the jump check. The halfling meanwhile tumbles (rolls a natural 20), and I allow him to land on a hobgoblin and deal his falling damage + sneak attack as the halfling lands and breaks the hobgob's neck! The Paladin also lands on a hobgob, though far less gracefully, but still killing it. In the darkness the rogue and paladin finish the remaining 2 hobgoblins swiftly. The party reaches the top standing victoriously over their hobgoblin opponents...

Overall 2 very sweet scenes which just ran naturally from the maps and situation provided! Anyone else have any unscripted but excellent encounters?


In a campaign I am getting to play in we are playing Gestalt characters and I could not pass up on the fun of a Dvati Bard/Jester, named Argos and Argent.

So here are my conundrums:

1)Argos uses bardic music to Inspire Courage,can Argent use another use of bardic music to fascinate while Argos does that?

2)The pair decide the best course of action during a fight is to perform a hilarious song lampooning their enemy to inspire their allies. Argos uses one Bardic Music to Inspire Courage while Argent uses one Jester's Performance to insult the orc in a series of hilarious rhymes in the same round. Can this be done?

My DM tends towards no (DMs always right blah blah), but the reading of the class doesn't forbid such things since I am not actually spellcasting. Nothing prevents for example a Hexblade/Bard from having one perform while the other Hexes.

Mostly I want to play the character as a master of morale, lampooning enemies and encouraging allies to victory, with Argos tending towards the happier side of things and Argent being a little more of my Dvati's darker side.

What do you all think?


Hi Everybody! Long time lurker first time poster.

I'm running SCAP in Eberron, and need a little help with conversion. Here's what I've done so far.

Cauldron is found in Q'barra, where the city of Whitecliff can be found on the map.

I've added Houses Cannith and Thuranni into the city giving them small manses in the city.

One of my players is really aching to play a psion, and since Eberron is so accomodating to Psions I wanted to do a little work to make Eberron more accomodating to him. So I've decided to convert the Ghost Village into a progressive Kalashtar enclave. The elders of the enclave have seen some terrible event happening in the near future and have taken to training the psionically sensitive in the area, no matter the race. Now, heres my questions:

1) If you would convert any of the villains or NPCs in SCAP to Psionic Classes/Monsters who would it be?

2) What Eberron planes would you use to replace Occipitus and Carceri?

3) Would it make sense for the Cagewright's plots to be connected to the Dreaming Dark at all, perhaps this is a big scheme to link Eberron and the plane of dreams again?

4) If one were to replace the half-orc mercenaries with warforged ones, what would be the consequences of that?