RE-recruitment for my Eberron campaign


Recruitment


I have three (3) regulars for my Eberron: Danger in Rekkenmark Campaign, and I lost two players. So I'm recruiting again to inject new blood into the campaign.

  • Everyone is level 2.
  • The campaign is an urban campaign.
  • They, the PCs, just had a major encounter with Damien Dahrk (who I stole from Arrow). One almost got killed.
  • We need two level one characters. Race does matter (look up Tzizimine's Eberron Conversion), but class does not. I suggest no more slayers, we have one already.
  • You get an extra feat at levels 1, 5, and 10. This is so you can take Dragonmarks without wasting a precious feat slot.
  • You are all students from the Rekkenmark Academy. That may affect your class choices, but we'll see.
  • Last thing: 25 point buy, and interesting characters please.


  • Dotting for interest. I'll take a quick look at your game, see what's needed/personalities, etc.


    I'm interested. Eberron was my favorite campaign setting from D&D 3.5, so I will have to see what you need in terms of characters.

    Liberty's Edge

    I'll dot, let's see if my Muse touches me.


    I'll dot, also conditioned on my muse.

    You say you have a slayer, what else do you have?

    Are replacement characters really behind the existing characters? That's a disappointment.


    Philo Pharynx wrote:

    I'll dot, also conditioned on my muse.

    You say you have a slayer, what else do you have?

    Are replacement characters really behind the existing characters? That's a disappointment.

    No, you're not behind the existing characters in terms of level. I just couldn't keep them level one, so I'm having them go to level 2.


    Just to clarify, then - the new characters will also be level 2?

    Liberty's Edge

    Perhaps I may go with a Warforged Juggernaut or some kind of psionic Kalashtar, but I have another idea that requires me to ask GM approval: the requirements for the Silver Pyromancer prestige class include "ability to cast 3rd level arcane spells, ability to channel positive energy". Since I saw you allow Spheres of Power, would a 6th level SoP class with the Channel Energy feature (Incanter, Soul Weaver, Sphere Cleric or somesuch) qualify? Or, closer to RAI, Incanter 5/Sphere Cleric 1 or similar?


    JonGarrett wrote:
    Just to clarify, then - the new characters will also be level 2?

    Correct.


    I am greatly interested. I see Ultimate Psionics and Path of War are viable options. I also assume artificers are unchanged?


    Definitely interested. Eberron has been one of my favorite settings. If nothing else, thank you for bringing the conversion to my attention.


    stormcrow27 wrote:
    I am greatly interested. I see Ultimate Psionics and Path of War are viable options. I also assume artificers are unchanged?

    Artificers are not allowed.

    Dark Archive

    Dot, I have an Alchemist Warforged scout I'll apply, oviously I need to convert him over, will have details and my alias over soon.

    However I now realize your system is a little different than the one I'm using

    This is where I get my Warforged...
    Just not sure your okay with this one though.


    Would an Eberron Changeling Rogue suit your campaign? Played one in a table top game years ago. Most fun ever!


    Alias ad Tempus wrote:
    Would an Eberron Changeling Rogue suit your campaign? Played one in a table top game years ago. Most fun ever!

    Yes. I think the character could.

    William Nightmoon wrote:

    Dot, I have an Alchemist Warforged scout I'll apply, oviously I need to convert him over, will have details and my alias over soon.

    However I now realize your system is a little different than the one I'm using

    This is where I get my Warforged...
    Just not sure your okay with this one though.

    I'm not okay with it. You should use the ARG to make up your Warforged scout.


    EltonJ wrote:
    Alias ad Tempus wrote:
    Would an Eberron Changeling Rogue suit your campaign? Played one in a table top game years ago. Most fun ever!

    Yes. I think the character could.

    Great! Details to come...


    Another question: background skills?


    Amergin the Wise wrote:
    Another question: background skills?

    A. Yes, you can use background skills.


    I'd like to submit Dante Black, Half Elf Noble Scion of House Lysander. He was sent to Rekkenmark Academy by his house to demonstrate an Air Glider. The Academy ultimately decided that the training necessary was too intensive and declined to take an order. This has resulted in Dante being slightly out of favor with his House, a fact that is mitigated by the fact he is Dragonmarked and quite an accomplished Aerokinetic. At odds with his superiors he has enrolled in the Academy, still hopeful he can convince them that the Glider is the next phase in aerial warfare.

    Crunch:

    Dante Black
    Male half-elf aerokineticist 2 (Pathfinder RPG Occult Adventures 10)
    CG Medium humanoid (elf, human)
    Init +2; Senses low-light vision; Perception +7
    --------------------
    Defense
    --------------------
    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 23 (2d8+10)
    Fort +7, Ref +5, Will +1; +2 vs. enchantments
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +2 (1d4+1/19-20) or
    longspear +2 (1d8+1/×3)
    Ranged heavy crossbow +3 (1d10/19-20)
    Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
    Special Attacks kinetic blast
    Kineticist Spell-Like Abilities (CL 2nd; concentration +3)
    Constant—feather fall
    Kineticist Wild Talents Known
    Defense—enveloping winds
    Infusions—extended range
    Blasts—electric blast (1d6+2 electricity)
    Utility—air cushion, basic aerokinesis
    --------------------
    Statistics
    --------------------
    Str 13, Dex 14, Con 18, Int 13, Wis 12, Cha 12
    Base Atk +1; CMB +2; CMD 14
    Feats - Least Dragonmark (Lysander), Skill Focus (Fly), Skilled Driver (Air)[UC]
    Traits affable, chelish noble
    Skills Acrobatics +6, Bluff +1 (+2 vs. members of Chelish aristocracy), Craft (ships) +5, Diplomacy +5 (+7 to gather information., +6 vs. members of Chelish aristocracy), Disguise +1 (+2 vs. members of Chelish aristocracy), Fly +12, Intimidate +5 (+6 vs. members of Chelish aristocracy), Knowledge (local) +5, Knowledge (nobility) +6, Perception +7, Profession (sailor) +6, Sense Motive +5, Stealth +6, Use Magic Device +5 (+6 vs. members of Chelish aristocracy); Racial Modifiers +2 Perception
    Languages Auran, Common, Elven
    SQ burn (1 point/round, max 7), elf blood, gather power
    Combat Gear potion of cure light wounds; Other Gear mwk studded leather, crossbow bolts (10), dagger, heavy crossbow, longspear, backpack, bedroll (4), belt pouch, blanket[APG], blanket[APG] (4), cutting board, wooden (2 lb), firewood (per day), flint and steel, glider[UC], knife, cutting (0.5 lb), ladle (0.5 lb), masterwork shipwright tools, medium tent[APG], medium wagon[UC], mess kit[UE] (4), noble's outfit, pot, seasonings, local (0.5 lb), signet ring, skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tindertwig, torch (10), trail rations (5), trail rations (8), tripod, iron (3 lb), waterskin, hireling, dagger, masterwork carpentry tools, training whip, pony, pony, 127 gp
    --------------------
    Special Abilities
    --------------------
    Air Cushion (Sp) Constantly under the effects of feather fall.
    Burn 1/round (2 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
    Electric Blast (Sp) Level 1; Burn 0
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Extended Range Kinetic blast has range of 120ft.
    Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
    Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Skilled Driver (Air) Gain +4 bonus on driving checks with made with one vehicle
    --------------------
    Family:
    Fahter -Algiero Black
    Mother - Bella Black nee Abati
    Older Half Brother - Francesco Black
    Older Half Sister - Galana Belandone nee Black
    Hireling Driver - Bertram (his chauffer)

    DRAGONMARK SPELLS
    Gust of Winds 1/day

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    Chelish Noble:
    This is a background trait in Pathfinder for being a Chelish Noble. I was hoping it would apply to being a lower nobility in House Lysander. He wouldn't have the Rich Parents Trait as he is currently out of favor with his class. Just replace all occurences that refer to Chelish with Lysander

    Least Dragonmark:
    I chose Gust of Wind 1/day, and instead of giving the +2 bonus to Acrobatics, I applied it to Fly

    Dark Archive

    Ah, but the problem I have is my build and the stats presented in the other one...

    There is literally no way to be a scout model(small size, less str more Dex,) and my character relies on this so I'm gonna have to pull out.


    I present to you Dolos (Changeling Rogue Spy).

    Keep me posted if there is anywhere there that doesn't work for you!


    I would like to put forth a psion - either human, half-orc, or a half-blood.

    Would a daelkyr half-blood fit your campaign?


    MisterLurch wrote:

    I would like to put forth a psion - either human, half-orc, or a half-blood.

    Would a daelkyr half-blood fit your campaign?

    No, not really. I actually think they are a little overpowered. But it's been a while since I read Magic of Eberron. What I can remember about Daelkyr half-bloods is that they are more powerful than an Inspired or an empty vessel (the last could be cool to play, actually).


    william Nightmoon wrote:

    Ah, but the problem I have is my build and the stats presented in the other one...

    There is literally no way to be a scout model(small size, less str more Dex,) and my character relies on this so I'm gonna have to pull out.

    Someday, soon, the Warforged Scout will be represented by an ARG build.


    EltonJ wrote:
    MisterLurch wrote:

    I would like to put forth a psion - either human, half-orc, or a half-blood.

    Would a daelkyr half-blood fit your campaign?

    No, not really. I actually think they are a little overpowered. But it's been a while since I read Magic of Eberron. What I can remember about Daelkyr half-bloods is that they are more powerful than an Inspired or an empty vessel (the last could be cool to play, actually).

    An empty vessel is basically a human with some built in backstory and conflict. That would be interesting. As would Kalashtar for the same reasons.


    EltonJ wrote:
    william Nightmoon wrote:

    Ah, but the problem I have is my build and the stats presented in the other one...

    There is literally no way to be a scout model(small size, less str more Dex,) and my character relies on this so I'm gonna have to pull out.

    Someday, soon, the Warforged Scout will be represented by an ARG build.

    If you would like I can build the Scout with the ARG.

    Liberty's Edge

    Ok, I've got an idea! Warforged Spheres of Power Elementalist going into High Elemental Binder (if it's allowed to use spherecasting to qualify). I'll try to set it up ASAP.


    Dotting for interest - am mulling Pummel - a Warforged Brawler.

    Not hugely familiar with Eberron as other worlds, but my mind's eye notion was he might have been a sparring partner for classes/student.

    Will try and pull something together tomorrow.


    Black Dow wrote:

    Dotting for interest - am mulling Pummel - a Warforged Brawler.

    Not hugely familiar with Eberron as other worlds, but my mind's eye notion was he might have been a sparring partner for classes/student.

    Will try and pull something together tomorrow.

    Alright. An aerokineticist and a changeling rogue so far.


    Tempting...maybe a Dragonmarked 1/2 elf Lyrandar Swashbuckler? Or something similar?


    Oh, I like that idea. :)


    Starting Gold?

    How many Traits?

    Alternate Racial Traits OK (as long as they make sense)?

    EDIT: I see in your original game you gave 3 traits and 1 drawback.

    Was the Drawback for the 3rd trait? Or a requirement for the character in general? Etc?


    1,000 GP I believe, is for level 2 characters.


    I'm still thinking. A few of my ideas have already been half-taken, so I'm working on a couple others.


    Character idea is a psiforged/warforged psion nomad, (aka the teleportation discipline) named Road. Road acts as a force multiplier by enhancing the other cadet squads' movement and transport capabilities at Rekkenmark, and has been training for a long time in order to lend a hand to a squad willing to resist the rule of the king, simply to open up more opportunity to a democratic government.


    He'sDeadJim wrote:

    Starting Gold?

    How many Traits?

    A. 2

    Quote:
    Alternate Racial Traits OK (as long as they make sense)?

    Yes. You can use Alternate racial traits as long as they make sense.

    Quote:

    EDIT: I see in your original game you gave 3 traits and 1 drawback.

    Was the Drawback for the 3rd trait? Or a requirement for the character in general? Etc?

    The drawback is for the 3rd trait.


    stormcrow27 wrote:
    Character idea is a psiforged/warforged psion nomad, (aka the teleportation discipline) named Road. Road acts as a force multiplier by enhancing the other cadet squads' movement and transport capabilities at Rekkenmark, and has been training for a long time in order to lend a hand to a squad willing to resist the rule of the king, simply to open up more opportunity to a democratic government.

    Good luck to him, probably has some ties to Breland.


    I present Vestorr d'Lyrandar. Swashbuckler and Scion of House Lyrandar, (Working towards the Windwright Captain Prestige Class!).

    Crunch:

    Vestorr d'Lyrandar
    ___________________________________________
    Race ½ Elf (House Lyrandar)
    Gender Male
    Age 22
    Alignment/Class CG Swashbuckler 2
    Concept Airship Captain Heir-Apparent (Working towards the Windwright Captain Prestige Class)

    Init +5

    Senses Perception +6 (Low-Light Vision)

    _____________________________________________
    DEFENSE
    _____________________________________________
    AC 17, touch +14, flat-footed +13
    (+3 Armor, +3 Dex, +1 Feat, + Nimble)

    Hp 12 (includes +1 favored class bonus)
    Temp hp [ ]

    Fort +1, Ref +6, Will +0
    *Immunity to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    *Charmed life 3/day
    ~As an immediate action before attempting any saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made.
    _____________________________________________
    OFFENSE
    _____________________________________________
    Base Speed 30

    Melee
    ~Rapier +4 (1d6+1/18-20)

    Ranged
    ~Dagger +4(1d4+1/19-20/10ft.)

    Special Attacks
    *Gust of Wind SLA 1/Day (Caster level = 2) Reflex DC 15
    The caster level for all least true dragonmark spell-like abilities is equal to 1 + 1/2 your character level, rounded down, and the spell level is always the lowest possible if it appears on multiple spell lists. Any applicable saving throw has a DC equal to 10 + spell level + your Chr modifier. Activating a true dragonmark spell-like ability is a standard action that does not provoke, but may require concentration checks based on movement, damage or distraction. The concentration check is made using your caster level plus your Chr modifier.
    _____________________________________________
    STATISTICS
    _____________________________________________
    Str 12, Dex 16, Con 13, Int 12, Wis 11, Cha 17
    Base Atk +2; CMB +3; CMD 17

    Feats (GM NOTE: You get an extra feat at levels 1st, 5th, and 10th.)
    1st Lvl Dodge (+1 AC and CMD)
    1st (GM Bonus ) Least True Dragonmark of Storm! (Gust of Wind 1/Day, +2 Acrobatics)
    1st (Class Bonus) Weapon Finesse (with light or one-handed piercing melee weapons only)

    Feats 2 Get
    Dragonmark Feats!

    ____________________________________________
    SKILLS 5/lvl (includes +0 from favored class bonus)
    ____________________________________________
    Skills
    +9 Acrobatics (Dex) (+4 w/Narrow or Slippery Surfaces)
    +5 Climb (Str) (+4 w/Docks and Ships)
    +7 Diplomacy (Cha)
    +6 Perception (Wis)
    +4 Sense Motive (Wis)

    Background Skills (2/lvl)
    +7 Profession (Sailor)
    +5 Knowledge (Nobility)

    Languages Common, Elven, Auran
    ____________________________________________
    SPECIAL QUALITIES
    ____________________________________________
    Drawbacks
    *Family Ties: When a family member (House Lyrandar) makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

    Traits
    *Sun Blessed (Magic):
    Your birth came at a time when the sun was auspiciously aligned with your birth sign. As a result, you have a natural affinity for light and life. Benefit(s) Whenever you're affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.
    *Elven Reflexes (Racial): +2 Initiative
    *Armor Expert(Combat) -1 Armor Check Penalty

    Racial Traits
    *Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
    *Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
    *Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
    *Elf Blood: Half-elves count as both elves and humans for any effect related to race.
    *Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Swashbuckler/Sorcerer)
    *Sea Legs: These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability

    ____________________________________________
    EQUIPMENT AND GOLD
    ____________________________________________
    Gear
    ~Sash, Adventurer’s (20gp)
    ~Kit, fighter’s (9gp) *This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
    ~Outfit, Courtier’s (30gp)
    ~Outfit, Noble’s (75gp)
    ~MW Rapier (320gp)
    ~Dagger x2 (4gp)
    ~Parade Armor: House Lyrandar (25gp) +3AC
    ~Ioun Torch (75 gp)
    ~Potion of CLW x2 (100gp)
    ~Potion of Protection from Evil (50gp)
    ~Feather Fall Token x2 (100gp)
    https://sites.google.com/site/eberronpathfinder/conversion-info/magical-ite ms/wondrous-items/feather-fall-token
    * This pin is in the shape of a feather or bird. As an immediate action or a swift action that does not provoke, the wearer can activate a Feather Fall effect, after which the pin crumbles to dust. However, this protection only lasts for the first 60 feet fallen. Falling farther than 60 feet requires a Wisdom check, DC 15, to know when to activate it at the right time to land safely, otherwise, the user slows down for 60 feet and then speeds up again for whatever remains. This equates to 1d6 feet times the amount the Wisdom check failed by, to a maximum of 14d6 or the original falling damage, whichever is less.

    Total spent: 808gp (326gp remaining)
    ____________________________________________
    APPEARANCE
    ____________________________________________
    Height 6'1"
    Weight 180 lbs
    Eye Color Intense Blue
    Hair Color Blondish Brown
    Region of Origin House Lyrandar
    Deity Silver Flame (Secretly)

    Background:

    Vestorr d'Lyrandar was born flying. He lived most of his young life on board the Lyrandar Airship Grand Convocation. The Grand, as everybody calls it, is one of the largest and oldest of the House Lyrandar airship fleet. His father, Kandatorr d'Lyrandar has been captain since it was built. His grand Dragonmark, evident on his neck and shoulders, is easily one of the most intimidating things most sailors ever see. Vestorr has always loved and honored his father, loves the The Grand, and many see Vestorr as a rising star with the emergence of his own Dragonmark on his left wrist when he was younger. Mastering sailing, the blade, and his Dragonmark easily; Vestorr has quickly grown into a handsome and erstwhile 'captain' to be, but his father disagrees. Considering him to be flippant and unreliable, and lacking in tactical experience, Kandatorr has engaged the Rekkenmark Academy to help 'train' Vestorr in naval combat tactics. Now he's been dumped in a decaying Karnathi city in the middle of nowhere. How boring...


    Graciously dropping out - alas can't get my muse on for Pummel.

    Enjoy the game everyone :)


    Do you need us to specify gear, and iron out the details of the characters? Or do background and basic character build suffice for now?

    I assume that backstories will be fixed to fit your campaign?


    Dolos wrote:
    Do you need us to specify gear, and iron out the details of the characters? Or do background and basic character build suffice for now?

    A. I won't be making a choice as to who will join or not; until sundown today. So you can specify gear and iron out the details.

    Quote:
    I assume that backstories will be fixed to fit your campaign?

    Yep.


    Okay, I have an odd character idea. Sunny d'Orien. Check out the story first and you'll se how the character works.

    History:

    Metrol was truly the center of the world. While the war raged on, the city was largely insulated from the worst of it. The Orien Enclave was even more protected. While Sunny was being groomed as a courier, she also enjoyed the best of Cyre.

    War is hell, but it's good for business. The Courier's Guild always had work. Based in Cyre, Sunny was a messenger. With her dragonmark, she conjured a steed of magic and rode across the land under the banner of House Orien. For the first few months, she kept near Metrol. But finally she was tasked with going further.

    She was on a ridge when it happened. She heard the rumbling and saw a wall of grey coming from horizon to horizon. She leapt her horse off the ridge and into the ravine. The summoned horse disappeared on landing and Sunny's leg was broken. She crawled into a cave and fell even deeper.

    She was isolated from the direct effects of the mourning and thus survived. But she was trapped. She had food and water. With rationing, she lasted for a couple of weeks. The lizard was unpleasant, but helped.

    She was starting to lose her optimism when she heard noise above. Sadly it seemed that whoever was there was fighting. She called out that she was of Orien and she saw a head pop over the edge. A halfling. "Azul d'Jorasco. We've got some Karnathi Deaders to deal with and then we'll help."

    She sighed. Things were looking up. Except the battle went strange. Sounds she couldn't recognize. A Karnathi skeleton was pushed back on top of her by an opalescent white mass. Both came down on top of her and the skeleton began dissolving. As for her, it felt good. Really good. She felt her leg healing as she floated in the goo. She drew her blade and struggled with the skeleton.

    Another mass came down, this one black as night. It burned her and seemed to bolster the skeleton. Where the two oozes touched there was a sizzling negation as they opposed each other.

    Sunny managed to clobber the skeleton and then was caught between life and death. She felt her life force being pulled forward and back. Eventually the white one dissolved the negative energy. Life poured into her. Too much life. She was healed, but it kept filling her. She slashed at the ooze, managing to finish it off. But it was too late. She felt her flesh falling off, left with clean white bone.

    With that things fell quiet. She was dead, but she still moved. She climbed out of the pit to find the land changed, different. She knew that it had come from the center of the nation, so she travelled away.

    She needed no food or water or rest. When her flesh went, so did her dragonmark. The traces of it showed on the side of her skull, but there was no connection.

    When she emerged from the mists, people ran from her. She tried to explain that she didn't want to harm them. But she kept going. Most ran, but a group found her. The leader called on the Silver Flame, and energy washed over her. It felt good. Again and again, he called down positive energy and it did nothing to her. His companion, a skull-painted elf, stepped forward with a look that was both of reverence and revulsion. "This one is deathless! A human given the sacred rites? How could this be?"

    Sunny explained what had happened. She had no need to fight them, and she was an heir of Orien. The Treaty of Thronehold had established that the undead of Karrnath were citizens, and so she was technically a person.

    House Orien recognized her. The shadow of the dragonmark was too detailed to be false. She knew the passcodes of the Metrol enclave. But they didn't know what to do with her. Sending her off to Rekkenmark was a choice that avoided the problem.

    It was at Rekkenmark that she understood the power within her. She was created by the energies of life and death. One sustained her and the other was a weapon.

    crunch:

    Note: I used skeletal champion and then simply switched it to deathless. This normally gives two HD, but I reduced it to one so I'd only be 2HD.

    Sunny d'Orien
    Human skeletal champion (Cyre, Displaced) chaokineticist 1
    CG Medium deathless
    Init +8; Senses darkvision 60 ft.; Perception +7
    --------------------
    Defense
    --------------------
    AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 natural)
    hp 25 (2d8+12)
    Fort +6, Ref +6, Will +4
    Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, deathless traits
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee 2 claws +5 (1d4)
    Special Attacks kinetic blast
    Kineticist Wild Talents Known
    . . Defense—emptiness
    . . Infusions—draining infusion (DC 14)
    . . Blasts—negative blast (1d6+2 negative energy)
    . . Utility—basic chaokinesis
    --------------------
    Statistics
    --------------------
    Str 10, Dex 18, Con —, Int 12, Wis 14, Cha 18
    Base Atk +1.5; CMB +1; CMD 15
    Feats Improved Initiative, Toughness, Weapon Finesse
    Traits militia veteran (any town or village), nomadic (bas'o)
    Skills Acrobatics +8, Artistry (musical composition) +5, Bluff +8, Climb +4, Diplomacy +9, Escape Artist +8, Heal +6, Knowledge (arcana) +5, Knowledge (geography) +7, Knowledge (religion) +5, Perception +7, Perform (sing) +5, Ride +9, Sense Motive +6, Stealth +9, Survival +4
    Languages Common, Elven
    SQ basic chaokinesis, burn (1 point/round, max 7), gather power, mental prowess, mind over matter
    Other Gear darkleaf cloth lamellar (leather) armor[UC], 190 gp
    --------------------
    Special Abilities
    --------------------
    Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
    Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
    Channel Resistance +4 +4 bonus to save vs. Channel Energy.
    Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Draining Infusion (DC 14) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
    Deathless Traits Undead have many immunities.
    Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
    Immunity to Cold You are immune to cold damage.
    Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
    Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
    Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
    Negative Blast (Sp) Level 0; Burn 0

    Liberty's Edge

    Here he is, finally. Small but tanky warforged, Mageknight Doomblade, fighting with elemental energy bound to his runes, possibly going towards Spellcarved Soldier.

    Tower:
    Tower
    Male Warforged Mageknight (Doomblade) 2
    Alignment Neutral
    Size Small
    Init +3; Senses Perception +2, Sense Motive +2
    --------------------
    Defense
    --------------------
    AC 21, touch 13, flat-footed 18 (+6 breastplate, +3 Dex, +2 natural, +1 size)
    hp 10 + 6 +3*2 + 2 = 24
    Fort +6, Ref +3, Will +5
    Save bonuses: +2 mind-affecting, stun, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken
    Immunities: paralysis, sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +2 BAB, +3 Dex, +1 Focus, +1 size
    - Destructive Blast +7 (against touch)(1d6+1) [x2, Bludgeoning/Fire/Electric]
    - Slam +6 (1d3+1) [x2, Bludgeoning]
    Ranged
    - Destructive Blast +7 (against touch)(1d6+1) [x2, Bludgeoning/Fire/Electric]
    --------------------
    Statistics
    --------------------
    Str 12, Dex 16, Con 16, Int 16, Wis 14, Cha 6
    Base Atk +2; CMB +2; CMD 14
    Skills (6/level) (2 class, +3 Int)
    - Acrobatics +5 (2 ranks, +3 Dex, +3 class, -3 armor)
    - Knowledge(arcana) +8 (2 ranks, +3 Int, +3 class)
    - Knowledge(planes) +8 (2 ranks, +3 Int, +3 class)
    - Knowledge(religion) +8 (2 ranks, +3 Int, +3 class)
    - Spellcraft +8 (2 ranks, +3 Int, +3 class)
    Background Skills
    - Craft(warforged) +8 (2 ranks, +3 Int, +3 class)
    - Profession(librarian) +7 (2 ranks, +2 Int, +3 class)
    Armor Check Penalty: -3
    Traits
    - Armour Expert (-1 ACP)
    - Destructive Talent (+1 +1/10 levels damage to destructive blasts)
    Feats
    1 from levels, 1 bonus
    - Weapon Focus(melee touch attack)
    - Weapon Finesse
    Favored Class Bonus +1 HP
    Languages Common, Draconic, Elven, Gnome
    SQ Mystic combat, Construction Metabolism, Natural Plating (+2 nat. armor)
    Mundane Gear
    Magic Items --
    Money 800 gp
    Encumbrance

    Special Abilities:
    Mystic Combat:
    - Unbreakable: can spend a spell point to grant DR equal to class level for (casting modifier) rounds (2/- for 3 rounds)

    Spherecasting Low-Caster
    - Destruction Sphere:
    - Air Blast: can make a free bull rush with CMB=CL+casting modifier
    - Electric Blast: targets wearing metal suffer -3 to AC and saves
    - Fire Blast: Reflex or catch fire for 1d6/round

    Background
    Zorin Steylmahn, High Elemental Binder, was a force to be reckoned with. Not only had the venerable gnome mastered the arcane arts, but he had toiled his whole life to fight against the hoarding of knowledge, claiming that all must benefit from new inventions, discoveries and innovations. He stood against the powerful of Zilargo and the Great Dragonmarked houses, printing and distributing the blueprints and notes of his best craftsworks. But if this fervor won him enemies, his brilliance won him just as many friends and admirers. So many, in fact, that House Cannith gifted him with the pinnacle of their own craft, a personal, gnome-sized warforged to serve as his bodyguard and helper. That warforged was Tower.
    For all his liberal ideas, Zorin was eventually called to fight in the war, where he served, old and frail, as a tinkerer and quartermaster, and where he caught the pneumonia that eventually brought to his end. As he felt his death coming by, he spread his knowledge one more time, teaching Tower most of what he knew on binding and controlling elemental power. And if Tower showed no talent for summoning, he was smart and determined. Taking in his master's teaching, he carved runes onto his body, runes crackling with elemental power. Tower was the only one present where Zorin, who never had a family, drew his last breath.
    The Treaty of Thronehold was still quite far, so Zorin's death had Tower coming into possession of the army. In the next months he was sent around as a package, often forced to fight, and he learned to combine the gnome's teaching with the martial training that had been built in him. At the end of the war, he was stationed in Rekkenmark. Unlike most warforged, who found themselves struggling for purpose, Tower's uncommon upbringing allowed him to choose his destiny: he decided to honour his master's legacy and delve into elemental magic, turning it into a tool of protection. And Rekkenmark Academy seemed like the best place to start.


    Boy, I'm impressed.


    okay, time to choose. I can only take two, because I said I'll be recruiting two.

    I'm choosing Tower and Dolos. Everyone else has great characters, and if I had room for a third, I'd pick Vestorr d'Lyrandar. This half-elf fits the setting and the campaign the best of who's left.

    Alright, Tower and Dolos, I'd like you to sign into the gameplay thread and type out a monologue that states your motivation for adventuring. I'd also like you to add in a dialogue. You are joining Garra in an eatery. Sorry, Rekkenmark wasn't detailed. So she's eating in an unnamed restaurant.


    Thanks for your consideration. Good Luck!

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