Eberron: Shadows of Breland -- Need 2 new players!


Recruitment

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My Eberron campaign has lost two players, and that is 2 players too many. :)

We lost our Artificer and we lost our Priest. We have a Sorcerer, a Psi, a Soulknife, and a marksman (it's been a whole year).

Player Characters start at level 5, and I'd like to have 2 more join the party. I'd like them to be martially oriented or magically oriented to balance out the three psis.

If anyone is interested, this is the second recruitment drive.


This is a good game. I am in it, and this is my character alias.

I would suggest not slouching on investigative/interpersonal skills. So far we have solved mysteries, tracked bad guys, snuck around and taken things from gangs, there is an arcing plot poking its way through here and there.

A martial artificer wouldn't be bad.

The soulknife is a melee powerhouse, the marksman is pretty sneaky, and the sorceror seems to focus on mobility, illusion and some ranged attacks? The psion is a wild card.

As you can imagine, without a priest we are missing out on healing, but a wand is still working.


I'm also in it, dotting to keep track of this thread. Since the GM didn't link to it, the gameplay thread is here.
To clarify, also, we didn't lose the player who had a cleric--he switched to an cryptic. We lost a magus relatively early on (along with its player), and we just lost our articifer (and his player).


switched to a cryptic after he caught lycanthropy! i wonder if our shifter is contagious...


That being said:

  • Players looking at Shifters for a PC should consider the Skinwalkers that came out with Blood of the Moon. They are still called "Shifters" but the mechanics for Skinwalkers are much, much more balanced.

  • Artificers in the ECS are all but 2 trick ponies. If you want the to play an Artificer, look at the Alchemist class instead and suddenly you have a lot more options. I've grown to respect the class since as DM I got to play a Psychonaut (who I played as a laid back, do nothing hippie), a Ragechemist (who I played as a Psychiatrist who is out to cure Adventurers of their psychoses), and an Artificer who built a submarine (and is suffering from the Graying).

  • Artificers are Alchemists with the Artificer Archetype. This way you get access to bombs and mutagens (that don't work on Warforged -- kind of). But you also get to repair Warforged and do item creation.

    So you use Tzimine's Eberron Conversion, with a few changes, outlined above.


  • Very interested. I'll work on an inquisitor.

    DM, do you still look for PoWs?


    I'll get a character together ASAP. I've GM two Eberron games on these boards.


    Dreaming Warforged wrote:

    Very interested. I'll work on an inquisitor.

    DM, do you still look for PoWs?

    The Prisoner of War background is unnecessary at this point given how old the Campaign is. But I will still accept Prisoners of War.


    GM Mason wrote:
    I'll get a character together ASAP. I've GM two Eberron games on these boards.

    Great!! :)

    Grand Lodge

    I've always loved magicpunk and steampunk settings, and eberron is one of the best. I'll definitely throw something together.


    I'm looking in the gameplay thread. Can someone give a quick summary of what is currently happening in the game? Where the group is...What their current goal is?


    GM Mason wrote:
    I'm looking in the gameplay thread. Can someone give a quick summary of what is currently happening in the game? Where the group is...What their current goal is?

    The first major story arc, having to do with an Eldritch Machine called the Astrolabe, is complete. This was Ebran's story arc, and without our cleric, we couldn't go for the second (going into Thrane and getting something out of an old hobgoblin ruin). The Dreaming Dark wanted the Astrolabe all along, since it can affect Moon orbits. It had nothing to do with the Aurum, but the Dreaming Dark used Ebran's desire to be officially recognized as part of House Lyrandar to get ahold of the Astrolabe so that they can bring Dal'Quor's moon back into a proper orbit. As Dal'Quor's moon came into proper orbit, so did will the whole plane of Dal'Quor.

    The group found the Astrolabe in the hands of the Emerald Claw, who wanted to use it's magic to give Erandis Vol her body back; and to keep it away from the Dreaming Dark. The heroes retrieved it, returned it, and now on Ebran's induction ceremony, the Dreaming Dark set their plan in motion. Which was a bad day to do it on because the PCs clobbered them.

    I was going to pursue Danir's goals next, that is going into the Mournland, with the party; but have more of an Aurum Presence so more questions about Breland's loss can crop up.


    EltonJ wrote:
    GM Mason wrote:
    I'm looking in the gameplay thread. Can someone give a quick summary of what is currently happening in the game? Where the group is...What their current goal is?

    The first major story arc, having to do with an Eldritch Machine called the Astrolabe, is complete. This was Ebran's story arc, and without our cleric, we couldn't go for the second (going into Thrane and getting something out of an old hobgoblin ruin). The Dreaming Dark wanted the Astrolabe all along, since it can affect Moon orbits. It had nothing to do with the Aurum, but the Dreaming Dark used Ebran's desire to be officially recognized as part of House Lyrandar to get ahold of the Astrolabe so that they can bring Dal'Quor's moon back into a proper orbit. As Dal'Quor's moon came into proper orbit, so did will the whole plane of Dal'Quor.

    The group found the Astrolabe in the hands of the Emerald Claw, who wanted to use it's magic to give Erandis Vol her body back; and to keep it away from the Dreaming Dark. The heroes retrieved it, returned it, and now on Ebran's induction ceremony, the Dreaming Dark set their plan in motion. Which was a bad day to do it on because the PCs clobbered them.

    I was going to pursue Danir's goals next, that is going into the Mournland, with the party; but have more of an Aurum Presence so more questions about Breland's loss can crop up.

    Thanks! I had read some, but this is very helpful.


    Tenro wrote:
    switched to a cryptic after he caught lycanthropy! i wonder if our shifter is contagious...

    Being a shifter is not a disease, despite what some may claim.

    And soul knives are amazing at killing things, not so great at defense. But given that with notice I doing 3d6+2d8+14 on the charge, not much tends to be able to hit back effectively.


    Do you guys use maps for combat? I haven't seen any.


    yeah i was just joking due to all the thranian propaganda.

    good thing we arent headed there??


    It all depends on what these three come up with.


    dotting...


    I had a look at the original recruitment thread and your folder for the campaign on your Dropbox. Are we still rolling? If so, here are mine.

    Rolls:

    4d6 ⇒ (1, 6, 3, 6) = 16 = 15
    4d6 ⇒ (5, 6, 5, 2) = 18 = 16
    4d6 ⇒ (5, 5, 4, 5) = 19 = 15
    4d6 ⇒ (6, 5, 3, 1) = 15 = 14
    4d6 ⇒ (2, 2, 3, 2) = 9 = 7
    4d6 ⇒ (4, 3, 1, 2) = 10 = 9

    Reroll 7: 4d6 ⇒ (2, 5, 2, 1) = 10 = 9

    So stat array is: 16, 15, 15, 14, 9, and 9.


    1 person marked this as a favorite.

    Note GM, I fully support any application that GM Mason makes. He is a good GM and I suspect he will be a good player.


    Dreaming Warforged wrote:

    I had a look at the original recruitment thread and your folder for the campaign on your Dropbox. Are we still rolling? If so, here are mine.

    ** spoiler omitted **

    Alright, sounds awesome!! I need to download that document and put it up on my new drop box.


    Absylon wrote:
    Note GM, I fully support any application that GM Mason makes. He is a good GM and I suspect he will be a good player.

    I'll take that fully under advisement.


    Spoiler:

    stats: 4d6 ⇒ (2, 6, 5, 5) = 18
    stats: 4d6 ⇒ (5, 6, 5, 6) = 22
    stats: 4d6 ⇒ (6, 2, 2, 3) = 13
    stats: 4d6 ⇒ (2, 4, 3, 3) = 12
    stats: 4d6 ⇒ (2, 4, 4, 4) = 14
    stats: 4d6 ⇒ (2, 1, 2, 5) = 10

    stats: 4d6 ⇒ (1, 4, 1, 4) = 10

    16, 17, 11, 10, 12, 9


    Absylon wrote:
    Note GM, I fully support any application that GM Mason makes. He is a good GM and I suspect he will be a good player.

    Thank you.


    GM Mason wrote:
    ** spoiler omitted **

    Perfect.


    So your good with alchemist characters now?


    Yes. I am.


    2 people marked this as a favorite.
    EltonJ wrote:
    Absylon wrote:
    Note GM, I fully support any application that GM Mason makes. He is a good GM and I suspect he will be a good player.

    I'll take that fully under advisement.

    Have to second that. I am playing a Alchemist Eugenist in his campaign and he has rolled with the humanocentric propaganda I have been spouting like a champ. :p


    I think a Dragonborn Warpriest would be good for melee and healing.

    If no on the warpriest a cleric that focuses on Melee.
    Rolling stats for curiosity sake if not else.

    Stats:

    stat1: 4d6 ⇒ (4, 2, 3, 6) = 1513
    stat2: 4d6 ⇒ (3, 1, 3, 5) = 1211
    stat3: 4d6 ⇒ (4, 3, 4, 1) = 1211
    stat4: 4d6 ⇒ (4, 4, 4, 4) = 1612
    stat5: 4d6 ⇒ (1, 5, 1, 5) = 1211
    stat6: 4d6 ⇒ (6, 4, 6, 1) = 1716

    erg that's a lot of 11's.


    If you are going to play Dragonborn, You are going to use my latest conversion, Doomguide.

    Now I don't have the 5e PHB, so this is from the 4e materials. Dragonborn Race.


    EltonJ wrote:

    If you are going to play Dragonborn, You are going to use my latest conversion, Doomguide.

    Now I don't have the 5e PHB, so this is from the 4e materials. Dragonborn Race.

    Yep, that was the plan. Is warpriest ok? I don't have the new book quite yet, but I would be converting when availible.


    Let me see something first. I think the new ACG is released, but I'm not sure yet.


    Since it's so close to being released, I can't approve the Warpriest until I can get the book. But don't worry, you can multi-class into the Warpriest. :)

    -- Anyhow --

    Your concept is sound even without the warpriest, and I'll be happy to see what you come up with.


    EltonJ wrote:

    Since it's so close to being released, I can't approve the Warpriest until I can get the book. But don't worry, you can multi-class into the Warpriest. :)

    -- Anyhow --

    Your concept is sound even without the warpriest, and I'll be happy to see what you come up with.

    Why not build it as a cleric now, and then re-build it when warpriest is released?


    Doomguide wrote:
    EltonJ wrote:
    Absylon wrote:
    Note GM, I fully support any application that GM Mason makes. He is a good GM and I suspect he will be a good player.

    I'll take that fully under advisement.

    Have to second that. I am playing a Alchemist Eugenist in his campaign and he has rolled with the humanocentric propaganda I have been spouting like a champ. :p

    Thanks man. I love me some Jarot! If you do a divine melee caster, me playing some arcane casterish character would be perfect. I'll work on it today. I am thinking alchemist, bard, or wizard.


    Here he is with just some basic equipemnt. What starting equipement\gold should we look at. What HP per level, this is with half+1.

    Dakazzar Crunch:

    Dakazzar
    Male Dragon Born Cleric of Sovereign Host 5
    NG Medium dragon
    Init -1; Senses darkvision 60 ft., low-light vision; Perception +3
    --------------------
    Defense
    --------------------
    AC 17, touch 9, flat-footed 17 (+6 armor, +2 shield, -1 Dex)
    hp 33 (5d8+5)
    Fort +5, Ref +0, Will +7
    Immune paralysis, sleep
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee bastard sword +5 (1d10+5/19-20)
    Special Attacks channel positive energy 4/day (DC 13, 3d6)
    Domain Spell-Like Abilities: (CL 5th; concentration +10)
    6/day—bit of luck , inspiring word (2 rounds)
    Cleric Spells Prepared: (CL 5th; concentration +10):
    3rd—chain of perdition, prayer, protection from energy D
    2nd—aid D, bull's strength , calm emotions (DC 15), weapon of awe (DC 15)
    1st—divine favor D, remove fear, shield of faith (3)
    0 (at will)— create water , detect magic , guidance, read magic
    D Domain spell; Domains: Luck, Nobility
    --------------------
    Statistics
    --------------------
    Str 16, Dex 9, Con 12, Int 11, Wis 16, Cha 13
    Base Atk +3; CMB +5; CMD 15
    Feats Craft Wand, Power Attack, Selective Channeling
    Traits armor expert, focused mind
    Skills Diplomacy +8, Heal +7, Intimidate +8, Knowledge (religion) +7, Sense Motive +7, Spellcraft +4
    Languages Common, Draconic
    SQ aura, breath weapon
    Other Gear breastplate, heavy steel shield, bastard sword, 115 gp
    --------------------
    Special Abilities
    --------------------
    Armor Expert -1 Armor check penalty.
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
    Breath Weapon (1d6 , 0 ft, Ref neg, 1/day, DC 11) (Su) As a standard action deal elemental damage to an area.
    Cleric Channel Positive Energy 3d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead;
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Focused Mind +2 to Concentration checks
    Immunity to Paralysis You are immune to paralysis.

    Dakazzar backstory:
    In his youth Dakazzar was drawn to the war to prove to win glory and gain the awe that people should properly bestow on the children of the dragons. The war aged him quickly. Seeing the full force of a continent engaged in war unchained by the binds of morality left him deeply scarred.

    One day he noticed an old man that went from battle to battle, going unarmed and unarmored on to the fields of the slain to aid the wounded of both side. His Cyran squad-mates called him a mad man, but Dakazzar wasn't sure. He began going out to the man to help him, to listen to him, and learn from him. Striving for respect from others is always a losing game played by too many. You must respect your self, and you must live with your actions.

    A few weeks later, his squad was fighting the Karnathi just outside of Cyre when the world went mad and Cyre became the Mournland. For Dakazzar the war ended that day. For weeks he searched for the old man. He hadn't even learned his name. Deep down he know where he was. Dead on the battlefields of Cyre, killed by an unknown weapon as he sought to give dignity to the forgotten dead.

    Left the backstory a little generic so i could adjust it to the group\story.


    Othan wrote:
    EltonJ wrote:

    Since it's so close to being released, I can't approve the Warpriest until I can get the book. But don't worry, you can multi-class into the Warpriest. :)

    -- Anyhow --

    Your concept is sound even without the warpriest, and I'll be happy to see what you come up with.

    Why not build it as a cleric now, and then re-build it when warpriest is released?

    agreed


    Doomguide wrote:

    Here he is with just some basic equipemnt. What starting equipement\gold should we look at. What HP per level, this is with half+1.

    ** spoiler omitted **...

    -- Looks good, but yeah can get better. ---

    Just so you know, Q'Barra is where the Dragonborn in Khorvaire comes from. They (WotC) basically kicked out the lizardmen and moved them to Droaam to make room for the Dragonborn.

    So you have roots in Q'Barra and Argonessen, but your family can come from Cyre if that's what you wish.

    Qs. What was Dakazzar's family life like? Was his father a war priest? Was his mother a priestess of one of the Sovereign Host? Does Dakazzar have any brothers or sisters? Did they serve in the Last War? Any surviving family in that case? Does he have a Black Sheep in the family?

    Does he know the Old Man's name? (It could be the traveler to this DM). Was he captured by Breland? What are his reasons in Breland? Did he trace the old man's past here? What did he give up by participating in the Last War? (You know what they say, War is Hell).


    shoot, if i were WotC, i would have put dragonborn in Droamm and left lizardfolk in QBarra. it only makes sense.


    Here is my application: Falko d'Deneith, monk 1 / inquisitor 4.

    Let me know if you have questions or comments. Equipment is still very tentative...


    GM Mason wrote:
    Do you guys use maps for combat? I haven't seen any.

    I did have a map when they went underground to retrieve the Astrolabe the first time. It was on my first dropbox account.

    The rest took place in the theater of their minds. If you need a map, I can find a good map of Breland and download/upload it if that's what you need.


    I am currently building a Female Elven Mad Bomber Alchemist who works for House Thurrani. We had a bad storm today and lost power.


    Okay. I don't care how long it takes you.


    Here is the avatar and crunch! I am working on the back story now. Let me know what you think ;)

    ~GM Mason


    EltonJ wrote:
    GM Mason wrote:
    Do you guys use maps for combat? I haven't seen any.

    I did have a map when they went underground to retrieve the Astrolabe the first time. It was on my first dropbox account.

    The rest took place in the theater of their minds. If you need a map, I can find a good map of Breland and download/upload it if that's what you need.

    Cool. I use google docs for maps. With the number of good maps online, I grab one I like and just add grids/coordinates with Gimp 2. The I copy and paste the avatars. It looks like this: MAP

    It's fun and easy.

    Dark Archive

    Dotting for interest.

    Will try and throw something together in a reasonable amount of time - something not easy for me, I fear... Unless everything instantly gels together in my mind, character creation generally takes a while for me. :/


    Dreaming Warforged wrote:

    Here is my application: Falko d'Deneith, monk 1 / inquisitor 4.

    Let me know if you have questions or comments. Equipment is still very tentative...

    Whoa, that's . . . beautiful.


    Backstory in profile.


    Looks really good. :)

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