I play DDO. I also play Pathfinder PnP. I (along with my gaming group) switch over to Paizo and Pathfinder when 4th Ed was getting close to release. What I would LOVE to see is an MMO based in Galorian.
For those unfamiliar with DDO, it is based in Eberron, more specifically in and around Stormreach. it is actually a very good MMO based loosely around 3.5 rules.
For those familiar with DDO, my suggestions would be;
Instead of starting on Korthos; start in Sandpoint
Instead of going to Stormreach; go to Magnamar
Instead of Warforged and Drow; get Tiefling and Aasimar
Instead of True Resurrection; when they level to 20, they can come back as first level in Riddleport
Gosh, I hate to say this but I just don't like the name "the Darklands." I mean, I 'll live with it or tweak it for myself, but it's the first Pathfinder name that just doesn't sit well with me.
Maybe just "the Dark" or "the Darkhollows" or "the Darkrealms" or (taking a cue from Bastion Press) "the Black," but the word 'lands' suggests above ground to me.
Like I said, I'll can deal with it, but is anyone else feeling the same way?
Actually, well no, I am not feeling the same way. Underground is land, the same as above ground is (unless it is air or water...lol), just much more treacherous and sinister.
Skills:
(Eidolon Class Skills: Bluff, Craft, Knowledge: Planes, Perception, Sense Motive, Stealth (Acrobatics, Escape Artist, Survival, +1 TBD) Receives Fly as a class skill for free if gains fly speed.
Evolution Pool: 3
Improved Natural Armor: +2 Natural Armor (1 pt.)
Mount: Properly skilled and trained to serve as a combat-trained mount for creatures at least one size smaller than itself. (1 pt.)
Scent: Eidolon gains the Scent special quality. Detect presence of opponents within 30' (15' upwind, or 60' downwind). Move action to detect direction of scent. May pinpoint location if within 5'. May use scent to track creatures. (1 pt.)
Weapons:
Heavy Crossbow (Small): +0 Base, +3 Dex = +3 to hit (1d8 damage)
Spear (Small): +1 to hit (1d6+2 damage) Range: 20' (May brace)
Longspear (Small): +1 to hit (1d6+2 damage) (Reach, May brace)
Dagger (Small): +1 to hit (1d3+2 damage) Range: 10'
Heirloom Lance (Masterwork): +1 Enhancement bonus to hit. Wielded by Seredoc as if proficient. +2 to hit (1d6+1 damage) x2 if wielded from charging mount.
Feat & Traits:
Feats:
Mounted Combat: Ride check to avoid blow to mount once per round.
Traits:
Heirloom Weapon: (Lance) Seredoc wields this masterwork lance as if proficient. +1 enhancement bonus to hit.
Finding Haleen: +1 hp and +1 skill point per level. Journeying to Kelmarane to find Haleen.
Class Abilities & racial traits:
Proficient with simple weapons
Proficient with light armor. May cast summoner spells without arcane failure due to light armor.
Summoner Spells
Eidolon
Life Link: May sacrifice HP to prevent damage to Eidolon to prevent banishment.
Summon Monster I: 6x/day; not while Eidolon present. Lasts 1 min./level. At level 3 and every two levels thereafter increases by I.
Small size: +1 bonus AC and to hit, a –1 to CMD and CMB, +4 to Stealth.
Slow Speed: Base speed of 20 feet.
Fearless: +2 on saving throws against fear (stacks with halfling luck).
Halfling Luck: +1 racial bonus on all saving throws.
Keen Senses: +2 racial bonus on Perception skill checks.
Outrider: +2 racial bonus on Handle Animal and Ride skill checks. Replaces surefooted.
Weapon Familiarity: Proficient with slings. Any “halfling” weapon is a martial weapon.
Skills:
Class Skills: Craft, Fly, Handle Animal, Knowledge: All, Linguistics, Profession, Ride, Spellcraft, Use Magic Device.
Seredoc Underhill wanted to be a Knight. Unfortunately, halflings didn't have a homeland, let alone nobility or Knighthood. In fact, most places, halflings seemed to be in danger of being kidnapped and sold for slaves just walking down the street. And as if that weren't enough, Seredoc lived in Katapesh. Knighthood wasn't exactly in vogue, there.
Born to an outrider family in the savannas of Katapesh, Seredoc idolized the Outriders and followed them around constantly. He groomed the dogs. He cleaned up the dogs' messes. He occasionally went shopping for doggie treats. On one such shopping trip he, too, was kidnapped and sold in the flesh markets.
His new master was a wealthy noble who fancied himself a scholar, and Seredoc was set the sole task of keeping his books in order. He never bothered to give Seredoc his name, or learn the halfling's. Since Seredoc was forbidden to leave the book room except to go to his small cupboard adjoining it, he had little to do except read. Tales of dogs, nobility, ettiquette and combat were his favorites, of course, but one book on magic caught his eye. The Summoning of the Dog Moste Potente.
The majority of the book was taken up with the practices and exercises necessary to master the ritual. Seredoc had intended to skip these, but, all he had was time, and he might as well do the thing right. Eventually, he worked up his nerve to perform the ritual, and a great big, beautiful, black dog appeared. Seredoc had intended to call him Cuchulain, after a name he had read in a book, but the dog immediately found Seredoc's dinner and scarfed it down, so was christened Scarf, instead.
Having found his partner and noble steed, Seredoc decided the time for freedom had come. It was absurdly easy. Nobody talked to him or looked at him twice. He had to wonder if they even knew his name. Once outdoors again, for the first time in months, he mounted Scarf, waited for his eyes to adjust and rode into the sunset, eager for his first adventure.
His first adventure was getting lost, with no money, supplies, or friends in the great city of Katapesh. He earned the odd copper here and there using minor magics to mend the items of folk slightly better off than he. He faced down a bully, once, but when the bully came back with his gang, he and Scarf quickly learned about the better part of valor.
But his chivalrous instincts died hard. He later saw that same gang corner a human woman in an alley, and wondering if this would end his tale, he and Scarf charged in to her aid. The woman easily drove them off, but invited her 'Rescuers' for a hot meal. The woman turned out to be an adventurer named Haleen.
He and Scarf stayed with her a while, and she eventually arranged for them to return to his people on the savanna. Still, she kept in contact. She constantly encouraged him in his dream to become a knight, telling him that many things were possible for those with great hearts. One day a letter came that was not at all like her, and Seredoc feared for her safety. He packed his things and said goodbye to his family. His family understood his need to repay what he saw as a debt of honor and presented him with the lance of his grandfather, slain in combat during a gnoll raid.
Finally, he heard that Haleen had been sighted in Kelmarane. He immediately signed up with the first group headed that way, anxious to rescue or at least avenge his friend.