Against the Silver Flame an eberron Campaign

Game Master Phurs

The Silver Flame has gone out of its way as of late to make every one of its neighbors anxious and weary. Clandestine raids into neutral nations and against dragonborne houses hasn't won them any love on these fronts either.
Someone has even gone as far as to say the Flame is just a front for a power hungry religious zealots, and a dragon has been working behind the scenes trying to expose these individuals.
Do you have what it takes to raid against one of the most powerful groups in the world. If so a mysterious figure in skarn politics is looking to recruit you. The emerald claw is more active these days as well operating with impunity near church areas.


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Lemme say a bit about myself I've been playing d&d in all of its forms since 1978. I've been both a dm and a player in at least 20 tabletop games. 2-3 of which lasted over a year and one of those took 4+ish years. I've played every class, I've moaned and groaned about rules I didn't like. I've played every campaign setting tsr has thrown out of its doors and then some. While I haven't dmed in 11 years or so. Mostly cause of rules I dislike immensely and I've listed those below under house rules. When I finally found a campaign world I like, I couldn't find any players I come on these forums and see people clamoring for eberron and go hmm might be time to try out dming again but that's beside the point. (I play in at least 2 other campaigns at this time along with starting this up.)

Against the Flame:

The Flame has gone out of its way as of late to make every one of its neighbors anxious and weary. Clandestine raids into neutral nations and against dragonborne houses hasn't won them any love on these fronts either.
Someone has even gone as far as to say the Flame is just a front for a power hungry religious zealots, and a dragon has been working behind the scenes trying to expose these individuals.
Do you have what it takes to raid against one of the most powerful groups in the world. If so a mysterious figure in skarn politics is looking to recruit you. The emerald claw is more active these days as well operating with impunity near church areas.

Basic Premises
1. As the majority of the flame is honest and good. Making attacks against their assets requires a certain bit of hostility and well frankly evilness therefore no one may serve the flame. If you wish to be a paladin you must choose a different Lawful Good Deity or just the ideals of paladin hood! And you best be willing to bend some of the rules of being paladins. In other words Lawful Good is discouraged! I will overlook minor offenses against your alignment/religion i.e. slaying of flame church members who are zealots and I determine zealot status!(this is a last resort entirely!)

1a. No player may be ce but I will allow le and with a good back-story ne!

2. This is a 60/40 campaign meaning 60% of your actions will involve little to no combat and the remaining will involve heavy combat

3. Some heavy rule modifications are present

4. Since I’m looking for 6-8 players’ combats are at least cr8 to begin!

5. You must be willing to work for a hidden factor! Which depending on how long the game continues may NEVER come to light!

Character Creation Rules:

Players may begin at 4th if they choose this option I’ll allow up to 3 racial challenge rating
Players may begin at 5th if they choose this option I’ll allow 1 or 2 racial challenge rating
Players may begin at 6th if they choose this option for standard races

Stats
5d6 drop 2 lowest dice
Assign as wanted
Then raise any stats below 12 to 12.

You may not drop a stat below 10 with racial penalty or raise it above 24 with bonuses

2 talents with option of 3rd with disadvantage
Plus Every character receives the following talent free.
Talent
Strong Power Reserve
Effect: 5% bonus to SPP

Max Hp to begin (yes that means all levels you start with
Not racial hd these are limited to 2 being maxed)
Beyond this your hps will raise according to this chart
d6 4.5
d8 5.5
d10 7.5
d12 8.5

All other racial bonuses are included

Not Playable Classes: Hellenic Sorceress, Deathmage, Dragon Rider, Malefactor, wilder

All other classes and all feats are possible

All equipment is acceptable

Players may only spend 2500gp or less on a single item

Rules on Classes
Paladins are frowned upon! not because of the class but because of the starting alignment of LG!
Any class that requires LG alignment must be played carefully! NO CE classes sorry I don't like this alignment as they are allowed to do as they please without
Repercussions (IE I don't allow murdering of non zealot flame members!) If you wish to play a CE
Class you must set your alignment to NE and I will allow this!

Psionic are allowed for 1 player in the group must be a psionic race

Clerics receive both spells for their 2 domains IE if your healing/sun then you receive the healing and the sun domain spells

House Rules/Rule Changes:

#1 Massive damage is a moronic rule it doesn't exist Period! No Player Can Die from a 50+ damage attack till their HP drop below -Con.

#2 Undead Characters are extremely rare if you want such a thing you are to use the elf rule stating you are healed by positive energy!!!!! No Exemptions!!!!!

OK I understand this is a controversial change to the rules as its very rarely if ever used but i as a player and a dm consider it to be a paramount importance. If you can't accept this I am sorry but the change isn't negotiable.

#3 Magic is different in my campaign or at least the cast per day rules are!

D20srd website with original spell point vrs spell slots

For the list on spell point gained per level for each caster type A,B,C,D,E
spreadsheet for spell points

Spell Point Rules vs. Spell slot and extra sub rules
Spell Casters are divided up into 5 categories based upon spell slots

A. Ranger, Paladin, Anti-Paladin, Vanguard
B. Bard, Alchemist, Inquisitor, Magus, Summoner, Schooled Bard, Archon
C. Wizard, Cleric, Druid, Witch, Hedge Witch, Shaman
D. Specialist Wizard, Priest
E. Sorcerer, Oracle, White Necromancer, Magister, Eldritch Godling

Feat
Extra Power Potential
Effect: +2 Concentration and 5% bonus to SP

Universalist wizard
Upon Reaching 5th Level receives a 5% boost to SP
Upon Reaching 15th Level receives a 10% boost to SP
Yes Specialist wizards don't receive this as they already get 20-30% more pp than a universalist does!

All B Class Casters receive 5% Boost to SP at 10th Level
All A Class Casters receive 2% Boost to SP at 6th level and the fortitude feat automatically so plan for it.

Divine/Natural Favor
All Divine spell casters receive 3% Boost to SP at 4th Level
Further this boost goes to 5% at 12th level

Because of the strength of magic in eberron all casters receive 5% bonus setting to sp

No spells like mnemonic enhancer- There is no way to increase your sp per day thru use of magic short of Limited Wish/Miracle/Wish or magic items. If you can design a feat/what have you that allows for said ability and give it to me I may allow 1d4's once to thrice per day.

Magic Item Rule differences.
Pearls of power give 1,2,4,6,9,12,16,20,25 SP depending on level instead of spell slots.

Rings of wizardry/divine might reduce sp cost of spells
1 will provide 5 per day
2 will provide 4 per day
3 will provide 3 per day
4 will provide 2 per day
5 will provide 1 per day
1-3 will provide 10 points per day useable in 1-3 units

Wands/Staffs/Rods have exactly the number of SP to use said spell the number of times equal to the number of charges remaining (a no BRAINER!!!)

PP Regen Rate is 1/4 spent PP every 2 hours of rest.
Active PP Regen rate is 1% of your PP per hour.

This rule being the one rule that is hard to understand is listed last but applies to all spellcasters
every die of damage above normal(ie fireball 5d6) costs 1 spellpoint extra (this evens out the potential for misusing spells that cost half but do the same damage!)

say a 9th level Generalist Wizard wants to cast said fireball and he wants to cast it doing all 9 dice, we take the base of a 3rd level spell cost and apply which is 4 you add 4 dice of damage which is 4 so 4+4 is 8 you must spend 8 powerpoints to cast said spell where as if you had cast a 5th level 9d6 ice storm you would spend 9. So you see that the difference in cost isn't that great 8 vrs 9.

Meta-Magic Feats Increase the spell cost in proportion to the increase in level its cast at thus a fireball w/quickened would be cast as a 4th level spell and cost 6 before the above rule would apply to increase damage dice.


Okay I'm interested in everything Eberron and share a strong dislike for the Silver Flame. However you're gonna have to clarify a few things.

- As to the allowed resources I'm a bit confused. Are we talking Pathfinder here or 3.5 or both?

-That Excel sheet makes 0 sense to me and I tried and my day job is interpreting statistics...My main quip being my inability to understand what the combination of Caster level and SPP is supposed to mean.

-What is the difference between SP (Spell Points) and SPP (SpellPowerPoints?) and wouldn't it be far simpler to just use the basic rules on spell points?


1. if 3.5 put before me as i dont all the books
2. what class find letter with class name A,B,C,D,E

OOPS missing a part sorry
A casters who max at 4th lvl spells
B casters who max at 6th lvl spells
C casters who max at 9th lvl spells
D specialist casters " " " 9th " "
E Intuitive spell casters " " " 9th " "

find level look
4th
0
5
9
10
12
SPP

5th
1
8
11
18
20
SPP

6th
1
10
17
24
28
SPP

ok can see how that's confusing caster level is class level in the spell casting class, as sp don't stack between arcane and divine sources

3. sorry my mistake spp should be spb for spell point base to get final sp take spb(spp) add bonus for stat then multiply by total % percentage bonus (between 5% and 20%) or in my campaign 10-25%

reason i did this is spell while powerful can and should be more prevalent in a casters plans (gives leeway and flexibility)!

and the basic is exactly the same as the psion power point cost list
at 4/4/4/4/4/4/4/4/4 which is 344 in base a wizard universalist difference between the 2 is mines 46 more or 380 (not much)


Possibly interested, but I'm also confused, is it 3.5 rule set, or Pathfinder Rule Set?


mdt wrote:
Possibly interested, but I'm also confused, is it 3.5 rule set, or Pathfinder Rule Set?

Ok I have many 3.5 books and some of 3.0 so I'll allow just about any race and almost all psion classes if I can get the information on it.

Pathfinder is though the primary source of information I'll be using, and conversion from one to the other is fairly easy.


I might be missing it, but what is the starting level for this campaign?


Captain Fremont wrote:
I might be missing it, but what is the starting level for this campaign?

Players may begin at 4th if they choose this option I’ll allow up to 3 racial challenge rating

Players may begin at 5th if they choose this option I’ll allow 1 or 2 racial challenge rating
Players may begin at 6th if they choose this option for standard races

basically CR 6-7 each individual
Players with standard races may receive some additional bonus of some kind.


Ah, nevermind. I missed your response above mine.

Let's give the dice bot a try:

Dice Bot:
5d6 ⇒ (6, 1, 3, 5, 6) = 21
5d6 ⇒ (5, 6, 6, 4, 3) = 24
5d6 ⇒ (2, 5, 2, 6, 6) = 21
5d6 ⇒ (3, 1, 3, 6, 5) = 18
5d6 ⇒ (6, 6, 1, 3, 2) = 18
5d6 ⇒ (1, 4, 4, 2, 6) = 17


And as I've stated 6 characters is prime number but if I get enough I'll allow up to 8. Each adventure will be slated for 6 but Ill write the encounters so I can do 8 (with a slight upgrade in competition).


Captain Fremont wrote:
Ah, nevermind. I missed your response above mine.

Nice rolls so that means your array is 17,17,17,14,15,14. WOW did you just roll near perfect or what LOL.


As for races, do you want us to go ahead and draw from races that already have rules for creating player characters,

Such as a Werewolf is CR 2 and a Drow Noble is CR 3.

or will we be using some sort of rules to play more monstrous and/or unstated creatures,

Such as an Imp is CR 2 and a Air Mephit is CR 3.


I could see you being one of the last of the were creatures but your gonna have to keep it from anyone outside the group from finding out. The flame supposedly wiped out all weres in Eberron. I can see revenge being your prime response to doing what your doing.

Unstated or Monsterous races are perfectly acceptable.


I believe he's using the 'Monsters as PCs' rules from the PF Bestiary, given the way he stated it.

So, would an Atomie (CR 1) be acceptable as a player character? CG fey sprite. I could see one wanting to stop the raids into her forest territory. Either a knife adept rogue, or possibly a Druid/Sorcerer/Mystic Theurge (given the recent ruling on spell like abilities counting).


Just to make sure I'm not over stepping before I start, but would you mind if I made an Occultist?


One of the members of one of the campaigns im playing is doing one of the viscious fey races and I think its awesome! (hes a quickling by the way)


Void Dragon wrote:
Just to make sure I'm not over stepping before I start, but would you mind if I made an Occultist?

Have no problem ive been thru all the classes on the pfsrd20 web page and put only a few classes into no can do for one reason or another.

Just to reiterate and ill give reason behind each one

Not Playable Classes:
Hellenic Sorceress Frankly your getting the same as another class
Deathmage again same as another choice
Dragon Rider Dragons are pets in eberron so cant have this
Malefactor The penalty hurts the party the same as the enemy
Wilder only psion class that's unacceptable why cause its just a watered down psion that's why LOL.


I'll have to wait until I get home to put up more information on what I wish to make considering that is where my books are. Will be allowed to use Dragonmarks?

Perhaps a character sent by his house to help make sure that the raids stop.


mdt wrote:

I believe he's using the 'Monsters as PCs' rules from the PF Bestiary, given the way he stated it.

So, would an Atomie (CR 1) be acceptable as a player character? CG fey sprite. I could see one wanting to stop the raids into her forest territory. Either a knife adept rogue, or possibly a Druid/Sorcerer/Mystic Theurge (given the recent ruling on spell like abilities counting).

My question is how you would determine what bonuses they get to their stat rolls.


Stat rolls are 5d6 Drop 2 lowest and raise any stat below 12 to 12
If the race has a stat bonus you get it. If it doesn't you get the standard 2Physical/2Mental/-2Mental or +2 in one stat of choice! Be reasonable pick a combo that fits. Most cr 3 or lower monsters have a stat array you should pick +2 in the highest physical +2 in the highest mental and place the -2 in the lowest mental.


At this point till someone asks a question, No other rules are set in stone!

OH one more thing I forgot to mention how many posts you should make I can do multiple everyday. Players should make atleast 2 every weekday and 1 on weekends, as I know weekends are harder for some people to post.


Captain Fremont wrote:

I'll have to wait until I get home to put up more information on what I wish to make considering that is where my books are. Will be allowed to use Dragonmarks?

Perhaps a character sent by his house to help make sure that the raids stop.

Yes but you cant be a heir till you meet the prereq's.


Included in this link is one of the maps I could use for a dungeon!

Example Map


For racial stat bonuses, it's the same as it was in 3.5.

If it has racial hit dice, you subtract 10 or 11 from the score (10 for even scores, 11 for odd scores), and the remainder is the racial bonuses.

For races that don't have racial hit dice, there will be text in the entry telling you what it is.


Stat: 5d6 ⇒ (3, 3, 3, 2, 4) = 15 -> 10
Stat: 5d6 ⇒ (1, 4, 3, 4, 1) = 13 -> 11
Stat: 5d6 ⇒ (6, 3, 1, 2, 5) = 17 -> 14
Stat: 5d6 ⇒ (1, 6, 5, 6, 6) = 24 -> 18
Stat: 5d6 ⇒ (6, 2, 6, 3, 1) = 18 -> 15
Stat: 5d6 ⇒ (1, 2, 3, 6, 4) = 16 -> 13

Not awesome, but not bad either.

Atomie Modifications (As best I can figure from Bestiary entry)

CR Adjust : -1

Size : Diminutive
Stats : STR -4, DEX +6, CON +2, WIS +4, CHA +8

Speed 20 ft., fly 50 ft. (good)

Weapon Proficiency : Rapier

Skills : +4 Acrobatics for Jumping

Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +10)

Constant—speak with animals
At will—dancing lights, reduce person (DC 15)
3/day—invisibility (self only)
1/day—shrink item


5d6 ⇒ (1, 6, 6, 4, 1) = 18 16
5d6 ⇒ (4, 2, 3, 2, 1) = 12 9 raised to 12
5d6 ⇒ (2, 4, 5, 2, 6) = 19 15
5d6 ⇒ (2, 4, 6, 5, 3) = 20 15
5d6 ⇒ (1, 4, 3, 6, 5) = 19 15
5d6 ⇒ (5, 6, 4, 6, 2) = 23 17

One question on the racial challenge rating. Would that also apply to templates such as half-celestial, half-fiend, or half-dragon?


Is the 'min stat 12' before or after racial modifiers?


You raise it to 12 before racial modifiers, but racial penalties cannot lower it below 10, and bonuses cannot raise anything above a 24 is the way I read it.


Werewolf is a template, so I would assume it applies to said templates as well.

I believe the "Raise any stat lower than 12 to 12" rule would apply before racial modifiers.


how many race points are in a race rating?

5d6 ⇒ (5, 3, 6, 6, 4) = 24 17
5d6 ⇒ (3, 3, 3, 6, 4) = 19 13
5d6 ⇒ (4, 3, 6, 6, 5) = 24 17
5d6 ⇒ (6, 4, 4, 2, 5) = 21 15
5d6 ⇒ (2, 6, 5, 1, 6) = 20 17
5d6 ⇒ (1, 1, 3, 5, 1) = 11 12

LoL, and I though my nightmarish campaign redux was OP, but this is off the charts. I make up for it though by being gold tight and putting in harsh combats, and so does this one. This seems a lot more gold tight than the campaign I have, considering the players will only get 2500 gold to start with.

Also
Strong Power Reserve
Effect: 5% bonus to SPP
What is SPP?


Here is the general build of the character I have right now.

Stats:

Half-Dragon (Green) Human level 5 Occultist

STR: 15 (+8 half dragon)= 23 (+1 level 4 increase)= 24 (+7 modifier)
DEX: 15 (+2 Modifier)
CON: 16 (+6 half dragon)= 22 (+6 modifier)
WIS: 12 (+1 modifier)
INT: 15 (+2 half dragon)= 17 (+3 modifier)
CHA: 17 (+2 half dragon, +2 human)= 21 (+5 modifier)

Natural Armor +4
Fly 60 ft. (average)
Darkvision 60 ft., low-light vision, Immunity to sleep, paralysis, and acid energy damage
2 claws 1d4 each
1 bite 1d6

HP:70 (5d8+30) Initiative +2
BAB: +3 CMB +10 CMD 22
Fort +10, Reflex +3, Will +5,

Max Spirit level 3rd

Skills (4+3+1+1=9 per level)
1.Bluff +13
2.Diplomacy +13
3.Linguistics +11
4.K. Arcana +11
5.K. History +11
6.K. Religion +11
7.K. Planes +11
8.Perform (Comedy) +13
9.Spellcraft +11

Feats
1. Capstone Binding
Bonus (human). Flexible Pactmacking
3. Armor Proficiency Medium
Bonus (occultist). Rapid Recovery
5. Armor Proficiency Heavy


3. sorry my mistake spp should be spb for spell point base to get final sp take spb(spp) add bonus for stat then multiply by total % percentage bonus (between 5% and 20%) or in my campaign 10-25%

reason i did this is spell while powerful can and should be more prevalent in a casters plans (gives leeway and flexibility)!

and the basic is exactly the same as the psion power point cost list
at 4/4/4/4/4/4/4/4/4 which is 344 in base a wizard universalist difference between the 2 is mines 36 more or 380 (not much) about 8.5% and my high level spells cost more


Are you ok with Mystic Theurge? Especially given the new Paizo ruling on spell like abilities counting toward prestige class qualifications?


yep if paizo says yes then yes


DoubleGold wrote:


LoL, and I though my nightmarish campaign redux was OP, but this is off the charts. I make up for it though by being gold tight and putting in harsh combats, and so does this one. This seems a lot more gold tight than the campaign I have, considering the players will only get 2500 gold to start with.

Also
Strong Power Reserve
Effect: 5% bonus to SPP
What is SPP?

SPP should be spb or spell point base.

Nearest multiple of 10 determines
1+ is 10
2+ is 20
3+ is 30

2500 is most spendable on any one item
4 6,000 gp
5 10,500 gp
6 16,000 gp


If you really are using monsters as races rule, then how do you feel about magical beasts, since they don't have int of 3, but at 10 or above, so it would make sense. It doesn't say what the racial modifiers on stats would be just skills, so I would need to know what the stat modifiers are, other than just the ones for being large sized. Of course though I would be able to understand language only but not speak it. I won't be able to use weapons, but I'm sure armor can be custom made to fit the creature. It would most likely be a spellcaster of some sort using its front leg to cast.
Unicorn


unicorns are lg creatures and are definetly smart enough for classes most are druid but any spell caster is fine, horn is there wand.

For racial stat bonuses, it's the same as it was in 3.5.

If it has racial hit dice, you subtract 10 or 11 from the score (10 for even scores, 11 for odd scores), and the remainder is the racial bonuses.

For races that don't have racial hit dice, there will be text in the entry telling you what it is. just as mdt said.

eventually will want polymorph or something like that.

your racial stat bonuses
Str 8
Dex 6
Con 6
Int 0
Wis 10
Cha 14

yes unicorns are powerful. If you want more levels take away 1hd per level and -1 to str,dex,con and -2 cha. if you want 6th level your bonuses would be 6,4,4,0.10,10.


Is there a link that gets me to 3.5? I don't own any books.


d20srd.org


GM Black Knives wrote:

unicorns are lg creatures and are definetly smart enough for classes most are druid but any spell caster is fine, horn is there wand.

For racial stat bonuses, it's the same as it was in 3.5.

If it has racial hit dice, you subtract 10 or 11 from the score (10 for even scores, 11 for odd scores), and the remainder is the racial bonuses.

For races that don't have racial hit dice, there will be text in the entry telling you what it is. just as mdt said.

eventually will want polymorph or something like that.

your racial stat bonuses
Str 8
Dex 6
Con 6
Int 0
Wis 10
Cha 14

yes unicorns are powerful. If you want more levels take away 1hd per level and -1 to str,dex,con and -2 cha. if you want 6th level your bonuses would be 6,4,4,0.10,10.

This is a cr 3, so it would have to be level 4, as by your rules.

Really, I get a plus 8 to strength, plus 6 to dex, etc...?That would put almost every single one of my stats to 24, or the maximum allowed. If that is true, I wasn't even trying to be powerful, just unique.
They have 3 racial hit dice since they are CR 3?
Also, wouldn't he be level 1, since the 3 racial hit dice would treat him as level 4, or no?


Bounty hunter unicorn if that is okay. Most of my bonus feats would be fleet constantly, with a few others taken, since most feats won't do me much good since I can't use weapons or do certain things since I'm not humanoid. So by level 20 I'd be really fast.

Although I can't do a lot of things as an animal, so those huge bonuses for all those stats if you are right is not as powerful as I think. I can't climb, because that don't make sense, I can't use diplomacy, because I can't talk, sleight of hand wouldn't make sense, and I can only understand but not speak languages, so linguistics and int bonus would only affect half as much. Craft or disable device I would assume cannot be used. Disguise wouldn't make any sense, so basically it would be knowledge, acrobatics, stealth and a few other skills I would be limited to. Ride doesn't make any sense either, unless that skill would apply to people riding me.


You have it almost right Double, they'd be 2 with 4 levels of class. And yes, high stats. However, you're a horse. You can't do a lot of things others can, you can't use a lot of equipment others can. I have a unicorn cohort in a game, and she's got a LOT of limitations (lower hit points, no ability to manipulate things, no way to climb things), so you're a powerful invalid in the wrong situation. So it balances out.

The reason it CR 2 + 4 class levels is that you get to drop a CR when you hit 3rd class level, and gain a new class level. That's because the racial bit becomes less and less useful. However, that's all you can drop from a CR 3. So, your unicorn would always be 2 class levels behind someone who was, say, a drow or hobgoblin or elf or whatever.

As to talking, unicorns have always been able to talk in the stories I've ever read. Up to the GM though. I do play an Awakened Lynx in another game, and yes, he can't talk. It's very frustrating at times.


unicorns speak common and sylvan to begin


I'll have my character done up sometime tonight or tomorrow. Are you ok with a PDF character sheet hosted on Google Docs, with a link to it in an alias?

Random gender, 1 = Female, 2 = Male: 1d2 ⇒ 2


yep fine with me


reason i put 1&2 together is it wont go below +1
+1 will be lvl +1 all the way to 20
+2 wLL become lvl +1 at 3
+3 will drop to lvl +2 at 3 and lvl +1 at 10

that's how it works and why i allow up to +3

unicorns are intelligent enough to speak, the idea of one bounty hunting is intriguing, probably should answer why and why your willing to associate with humanoids. This could be as simple as flame sent say agents too your woods to kill a reported were and botched the job or what have you. Revenge I find like I've said before is a good motivator!


I've found the monsters as PCs rules work well up to CR 3, after that, they break down big time.


Ok, got most of the crunch done other than the equipment, gotta finish it and then do the background. He's going to end up being a combat healer type (you didn't expect a diminutive creature to be a combat monster did you). :) Life Oracle 4/Karmic Sorcerer 1. Ready to hit Mystic Theurge next level.


For starting funds, are we going by Hit Dice, Class Levels, or Effective Character Level?

For example, my character has 3 different values for those.

Hit Dice : 7
Class Levels : 5
Effective Character Level : 6


Milgen

And here is Milgen. I assumed 10,500gp. I can buy more if it's not the class levels that determine starting funds. I think I calculated the spell points correctly. He's going to be a nasty caster eventually, but mostly he's an excellent combat healer right now.


Spoiler:

5d6 ⇒ (6, 6, 4, 6, 4) = 26 18
5d6 ⇒ (4, 6, 5, 3, 1) = 19 15
5d6 ⇒ (1, 4, 4, 2, 1) = 12 10>12
5d6 ⇒ (2, 4, 5, 1, 6) = 18 15
5d6 ⇒ (5, 1, 4, 3, 2) = 15 12
5d6 ⇒ (2, 5, 1, 3, 4) = 15 12

Stat array 18, 15, 15, 12, 12, 12

GM, your house rules are confusing. Would you please copy them into the campaign info tab? Then, we can use the most clarified rules set.

I want to play a bard, spell points are not a stretch, but you have so many 5% bonuses I need to understand the math.

thanks

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