Storyteller Shadow |
RECRUITMENT NOW OPEN for Eberron - Echoes of the Past Table II
This will be a Pathfinder game.
Builds:
Starting at 2nd Level.
Traditional Eberron Races are (obviously) allowed.
25 Point Buy.
We are using Background skills.
Max HP at 1st Level. Roll or 1/2+1 HD thereafter.
If you wish to use a supplement just ask.
Yes Psionic Characters are welcome.
A brief Background 2 paragraphs max is fine.
Two Traits (from any book including Campaign Traits unless they are tied to the core of that Campaign and would make little sense here).
You may take a single Drawback to gain another Trait.
Each character will receive a bonus Feat of their own choice over and above the base level 1 Feat.
I will use a Hero Point system of my own devising.
Starting Gold max for your Class.
Current party consist of an Oracle, a Dragonmarked Blade Adept Arcanist, and a Bloodrager.
Recruitment will be open until February 1.
I am Recruiting for 2 Slots.
Gyro Linebreaker |
HP: 1d10 ⇒ 7
Gyro Linebreaker
Warforged (Xen'drik) fighter (two-handed fighter) 2 (Pathfinder RPG Advanced Player's Guide 108)
N Medium construct (living)
Init +1; Senses Perception +7
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Defense
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AC 22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +4 natural)
hp 25 (2d10+8)
Fort +6, Ref +1, Will +1
Defensive Abilities fortification; DR 1/—
Weaknesses warforged vulnerabilities
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+6/19-20) or
. . tetsubo +6 (1d10+9/×4) or
. . slam +0 (1d4+3)
Special Attacks shattering strike
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Statistics
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Str 18, Dex 12, Con 16, Int 12, Wis 12, Cha 6
Base Atk +2; CMB +5 (+8 sunder); CMD 17 (20 vs. sunder)
Feats Exotic Weapon Proficiency (tetsubo), Improved Sunder, Power Attack, Weapon Focus (tetsubo)
Traits armor expert, egorian school apprentice, seeker
Skills Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7
Languages Common, Draconic, Dwarven, Undercommon
SQ consume, die hard, unlearned, warforged immunity
Other Gear banded mail, dagger, tetsubo[UC], artisan's tools, backpack, belt pouch, flint and steel, grappling hook, signal whistle, silk rope (50 ft.), warforged repair kit, 3 gp, 9 sp, 8 cp
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Special Abilities
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Consume A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Die Hard A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but s
Fortification 25% (Ex) When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.
Unlearned (Knowledge [engineering]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Warforged Immunity (Ex) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Warforged Vulnerabilities The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.
His original design and purpose was to go with dwarves and try to break siege emplacements of enemies
Storyteller Shadow |
Does the Party work for any official government or organization? Would a character loyal to Karrnath work?
Alignment preferences?
No the party does not work for anyone they are thus far a mercenary outfit.
Sure, I'll make the agent angle work if your submission is accepted.
I would prefer any non-evil.
Helikon |
May I present Toolbox
Toolbox is an engraver and etcher, who travels around and offers his service to other warforged and others, who wish their armor personalized, laquered in special colours, or in any other way made distinguished.
But in his downtimes, he listens to the stories of the war, of heroics told to him while working on the bodies of his brothers. The war is over, and he was to late to join it, but still there are adventures waiting for him, somewhere, out there.
But alone, well he is just one person. But maybe, in the next city, in the next village, there will be his opportunity. His chance for glory, for adventure, for a life greater, better, more meaningful!
Rhal, the Styx Boatman |
Rhal, the Styx Boatman wrote:Does the Party work for any official government or organization? Would a character loyal to Karrnath work?
Alignment preferences?
No the party does not work for anyone they are thus far a mercenary outfit.
Sure, I'll make the agent angle work if your submission is accepted.
I would prefer any non-evil.
Thanks for the response. My first thought was to head to the Bone Knight PrC at the appropriate level - if that is something that could work in the game.
Storyteller Shadow |
Storyteller Shadow wrote:Thanks for the response. My first thought was to head to the Bone Knight PrC at the appropriate level - if that is something that could work in the game.Rhal, the Styx Boatman wrote:Does the Party work for any official government or organization? Would a character loyal to Karrnath work?
Alignment preferences?
No the party does not work for anyone they are thus far a mercenary outfit.
Sure, I'll make the agent angle work if your submission is accepted.
I would prefer any non-evil.
Not familiar with that one. You talking a 3.5 retread into Pathfinder or has it already been converted?
Rhal, the Styx Boatman |
Itwas on the website for the conversion that you listed. here is the direct link to it - Bone Knight Conversion
Storyteller Shadow |
Itwas on the website for the conversion that you listed. here is the direct link to it - Bone Knight Conversion
Ah ok. Then approved!
Rhal, the Styx Boatman |
Rhal, the Styx Boatman wrote:Itwas on the website for the conversion that you listed. here is the direct link to it - Bone Knight ConversionAh ok. Then approved!
Great! Then I will work on my character with the future plan of heading to that PrC.
Storyteller Shadow |
Question on the warforged. In 3.x They have DR2/- from the adamant plating. But the conversion only 1. Does this stick? Or can it be 2? Also. May change my lvl2 feat for one of the other pre-req feats for the Warforged Juggernaut =^^=
Go with the Conversion or check some of the PC's in the group to see what they have (I may have waffled during character creation don't remember). One is a still active warforged the other not but his build was fine. Links to the campaign are in my profile.
Ken Marable |
If you wish to use a supplement just ask.
Would you allow Occult Adventures? I have an idea for a kalashtar soulknife/spiritualist that starts to have the quori spirit partially manifest outside of her (the spiritualist phantom). I have been interested in playing with some psionic/psychic intermixed in an interesting concept.
Is that supplement (or at least the spiritualist class) permitted?
Thanks!
Storyteller Shadow |
Storyteller Shadow wrote:
If you wish to use a supplement just ask.
Would you allow Occult Adventures? I have an idea for a kalashtar soulknife/spiritualist that starts to have the quori spirit partially manifest outside of her (the spiritualist phantom). I have been interested in playing with some psionic/psychic intermixed in an interesting concept.
Is that supplement (or at least the spiritualist class) permitted?
Thanks!
Yes, if accepted I may ask for links to how certain powers work as I do not own the book.
Ken Marable |
Ken Marable wrote:Yes, if accepted I may ask for links to how certain powers work as I do not own the book.Storyteller Shadow wrote:
If you wish to use a supplement just ask.
Would you allow Occult Adventures? I have an idea for a kalashtar soulknife/spiritualist that starts to have the quori spirit partially manifest outside of her (the spiritualist phantom). I have been interested in playing with some psionic/psychic intermixed in an interesting concept.
Is that supplement (or at least the spiritualist class) permitted?
Thanks!
Great, thanks! It's all on d20pfsrd and I will hyperlink my sheet. Thanks again!
Storyteller Shadow |
Hows that 5E Ravenloft game going...
Good once this current arc is over they will start a new arc with a new player in the group. At that point in time, I'll see if they want a 6th player. The group seemed resistant even to a 5th but that may be because we have had a hard time with a 5th player for a while there.
Here4daFreeSwag |
Storyteller Shadow, about your recruitment for your Eberron table... would you be open to allowing stuff from Paizo's recent Vampire Hunter D Kickstarter supplement as a possible source?
It's also fine if it's not okay for it to be allowed since it is rather focused on it's own tropes. In such case, I'd try for making a Dread character from Ult. Psionics (Kalashtar or the Half-Quori, if allowed).
Storyteller Shadow |
Storyteller Shadow, about your recruitment for your Eberron table... would you be open to allowing stuff from Paizo's recent Vampire Hunter D Kickstarter supplement as a possible source?
It's also fine if it's not okay for it since it is rather focused on it's own tropes. In such case, I'd try for making a Dread character from Ult. Psionics (Kalashtar or the Half-Quori, if allowed).
Sure I am open to it!
Here4daFreeSwag |
Here4daFreeSwag wrote:Sure I am open to it!Storyteller Shadow, about your recruitment for your Eberron table... would you be open to allowing stuff from Paizo's recent Vampire Hunter D Kickstarter supplement as a possible source?
It's also fine if it's not okay for it since it is rather focused on it's own tropes. In such case, I'd try for making a Dread character from Ult. Psionics (Kalashtar or the Half-Quori, if allowed).
Cool and thank you much. :) Plus you won't have to worry about my engaging in my usual habit of doing "archetype tetris". ;)
Storyteller Shadow |
1 person marked this as a favorite. |
Storyteller Shadow wrote:Cool and thank you much. :) Plus you won't have to worry about my engaging in my usual habit of doing "archetype tetris". ;)Here4daFreeSwag wrote:Sure I am open to it!Storyteller Shadow, about your recruitment for your Eberron table... would you be open to allowing stuff from Paizo's recent Vampire Hunter D Kickstarter supplement as a possible source?
It's also fine if it's not okay for it since it is rather focused on it's own tropes. In such case, I'd try for making a Dread character from Ult. Psionics (Kalashtar or the Half-Quori, if allowed).
I don't mind that either, I do it sometimes myself when I think I have a really interesting angle on a submission.
Storyteller Shadow |
The any class or archetype with 'witch in it. Witch, a Witch Doctor, a Witchguard, a Witch Hunter, a Witch Killer, etc. recruitment would be for Reign of Winter.
The all Bard recruitment would be for Council of Thieves.
Neither would start until post April 15. At this point I am behind on the games I already run due to illness and a heavy workload. That back up will be resolved when I get home from work tonight...
Just an FYI for those interested. :-)
Johnnycat93 |
1 person marked this as a favorite. |
Storyteller Shadow, about your recruitment for your Eberron table... would you be open to allowing stuff from Paizo's recent Vampire Hunter D Kickstarter supplement as a possible source?
It's also fine if it's not okay for it to be allowed since it is rather focused on it's own tropes. In such case, I'd try for making a Dread character from Ult. Psionics (Kalashtar or the Half-Quori, if allowed).
Was that supplement released to non-KS backers? I wanted to pick it up.
Ken Marable |
For the Eberron game, here is Malavakri, a kalashtar soulknife/spiritualist.
She is updated from another game, and I noticed that I used 2 traits from the Psionics Augmented: Soulknives II supplement. Since traits are short, I included the full text of them in the sheet. I can swap them out if you like, no worries.
I also tried to hyperlink everything I could especially for the spiritualist stuff since you said you don't have Occult Adventures.
Lastly, I still need to stat up her phantom (basically like a animal companion/eidolon/pet). But I should be able to do that soon.
Thank you for your consideration!
Blue Drake |
Would you be willing to consider a run of the free goblin modules (and maybe further)? Here's an example of one such attempt.
Here4daFreeSwag |
Was that supplement released to non-KS backers? I wanted to pick it up.
From what I understand, it's only just gone out to all the backers nearly two months ago; I'm not entirely certain if the actual print version of the Vampire Hunter D supplement had already been sent out to backers either since I've only opted for just the pdf version.
I suspect that they'd have to redo at least the back-cover to fit it in with a more retail based setup (ie. input UPC codes, price); runs to about 34-36 pages though- even has a four page adventure for 9th level characters.
Here4daFreeSwag |
And here is my character, a Thranish Vampire Hunter who fought in the last war as part of a minor military faction, known colloquially as the Argent Anthracite, whom were tasked with fighting Karrnathi undead.
Still working on getting her equipment list finished up.
Xetovia Phlogiston
Female Lawful Neutral Human (Thrane) with Fey Magic alternate racial trait
Vampire Hunter Level 2
Str: 14 +2 /16 +3 [with Vampiric Might]
Dex: 14 +2
Con: 16 +3 [+2 added here, base score: 14]
Int: 12 +1
Wis: 14 +2
Cha: 13 +1
Init: +2
Mvt: 20' (30' base)
HP: 20 (2d8)
FCB: +1 Skill (1st) and +1 HP (2nd)
1st Level feat: Possessed Hand
Human Feat: Hand's Autonomy
Bonus Feat: Hand's Sight
Traits: Searing Beacon, Mental Discipline, Guiding Spirit
Drawback: Righteous Indignation
BAB: 2
Fort: 3 (+0 Base/+3 Con)
Refl: 5 (+3 Base/+2 Dex)
Will: 5 (+3 Base/+2 Wis) [-1 all non-fear emotion spells]
CMB: 4 or 5
CMD: 16 or 17
Starting Gold: 300 gp (5d6x10)
Fey Thoughts, Fey Magic, and Low Light Vision: add skill acrobatics and escape artist, in urban environs, may cast Stabilize, Spark, Virtue, and Faerie Fire once per day as a spell like ability (Cha based, DC 11-12), gain low light vision as human.
CLASS SKILLS: The vampire hunter’s class skills are Bluff (Cha), Climb (Str), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Acrobatics (Dex) and Escape Artist (Dex) are from Fey Thoughts and Autohypnosis (Wis) from trait at +1.
Background Class Skills: Craft (Int), Handle Animal (Cha), Knowledge (geography)(Int), Profession (Wis)
Skill Ranks per Level: 6 + Int modifier plus 2 background. [15 pts. (1st:8/2nd:7) and 4 pts. (2/2)]
Class Skill Ranks: 1 Bluff=+5, 1 Climb=+6/+7, 1 Heal=+6, 1 K:Arc=+5, 1 K:Loc=+5, 1 K:Relig=+5, 1 Perc=+6, 1 S:Motiv=+6, 1 Spellcr=+5, 1 Stealth=+6, 1 Surv=+6, 1 Swim=+6/+7, 1 Acro=+6, 1 E:Art=+6, 1 Autohyp=+7
Background Skill Ranks: 1 K:Geog=+5, 1 H:Anml=+5, 1 Prof (Herbalist)=+6, 1 Prof (Soldier)=+6
Weapon and Armor Proficiency: A vampire hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields).
1st: Detect Undead (Sp): At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range.
1st: Technique Feat: Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. This often makes vampire hunters just as feared as the undead they hunt. As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.
At 1st level, a vampire hunter gains a bonus feat. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats. A vampire hunter must meet the prerequisites for these feats to select them. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter. Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. In effect, the vampire hunter loses the old feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or another ability the vampire hunter knows. A vampire hunter can exchange only one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
EXTENDED VAMPIRIC FOCUS (TECHNIQUE): You can employ vampiric prowess for a longer period.
Prerequisite: Vampiric focus class feature.
Benefit: Add your Wisdom modifier (minimum 1) to the number of minutes per day that you can use your vampiric focus ability.
1st: Track (Ex): A vampire hunter adds half his level to Survival skill checks to follow tracks.
1st: Vampiric Focus (Su): A vampire hunter knows the sinister power of the undead. Through discipline and precision, he can temporarily turn the unholy powers of the undead against them.
At 1st level, the vampire hunter must select one common vampiric power to mimic from the vampiric foci listed below. Each vampiric focus grants the vampire hunter a bonus or special ability. Once this decision is made, the vampire hunter cannot change which vampiric focus he knows. At 8th and 16th level, the vampire hunter learns an additional vampiric focus. As a swift action, the vampire hunter can activate his vampiric focus. Ending the vampiric focus is a free action. He can use each vampiric focus for a number of minutes per day equal to his level (4 min.). This duration does not need to be consecutive, but it must be spent in 1-minute increments. Once the vampire hunter ends a focus, it cannot be reactivated for 1 minute. The vampire hunter can have only one vampiric focus active at a time. Benefits from different vampiric foci do not stack with one another, including temporary hit points from multiple foci.
Vampiric Might: The vampire hunter gains a +2 enhancement bonus to Strength and his weapons are always treated as magical for the purpose of overcoming damage reduction. This bonus increases to +4 at 8th level and +6 at 16th level.
2nd: Relentless (Ex): At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter (and his mount, if he has one) can walk 16 hours in a day of travel without it being considered a forced march (see page 171 of the Pathfinder RPG Core Rulebook), but at the end of that day, he must attempt a DC 15 Fortitude saving throw. If he fails, he can travel for 8 hours the following day, and he (as well as his mount, if he has one) is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to 15.
Carrying Capacity:
15 Str: Light:66 lbs. Med:67–133 lbs. Hvy:134–200 lbs.
17 Str: Light:86 lbs. Med:87–173 lbs. Hvy:174–260 lbs.
Equipment: tba