Interest Check: Eberron campaign (PF1)


Recruitment

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Just want to put out feelers for an Eberron Campaign. I don't have a plot for it yet, but I figure on starting with the Forgotten Forge and going on to the Shadows of the Last War. Thus this campaign is set in the tropical environment of Sharn.

What will you need
* One Eberron Campaign Setting (3.5 optimally, Rising from the Last War would be useful, so would the 4th Edition ECS).
* Possibly Races of Eberron (3.5)
* If you play a Kalashtar or Inspired Empty Vessel, Ultimate Psionics will obviously be very useful.
* Faiths of Eberron is optional but not recommended (it trumps some of ECS, but if you want to play a Silver Flame gnostic for instance, it's the best resource.)
* The Pathfinder Roleplaying Game (PF1)
* Player's Guide (PF1) would also be useful.
* Dragonmarked (3.5) would be tremendously useful.
* Finally, this site is very useful.

Races allowed
Any race from Pathfinder RPG Core rulebook.
The new Eberron Races (obviously)

Character Creation
* Five Nations (3.5) is a useful read for your background.
* Starting at level 1. Two traits, one drawback. 25 points.
* Describe what you did during the Last War in your background.


I love kalashatar, is therr a PF1 equivelent?


Quen Pah wrote:
I love kalashatar, is therr a PF1 equivelent?

I like this treatment, found at this link.


*A placeholder is set, neatly folded*

Let me refresh my knowledge, but the idea of a Warforged Medium(Fiend Keeper) came to mind immediately-- or a Daelkyr half-blood, drawn between reconciling their heritage with explo(r/it?)ing the limits of Craft.


I can't put together a concept today, but dot for interest.


Me'mori wrote:

*A placeholder is set, neatly folded*

Let me refresh my knowledge, but the idea of a Warforged Medium(Fiend Keeper) came to mind immediately-- or a Daelkyr half-blood, drawn between reconciling their heritage with explo(r/it?)ing the limits of Craft.

Sounds good, but I'm not using psychic magic, but psionics.


I’ve long wanted to play a warforged, but have yet to get the chance. I’ve seen several Pathfinder conversions, do you have a preferred one?


Is there a fillable form that has the psionics classes? I have the book packed away some where.


Ouachitonian wrote:
I’ve long wanted to play a warforged, but have yet to get the chance. I’ve seen several Pathfinder conversions, do you have a preferred one?

This one is the one I recommend.

Quen Pah wrote:
Is there a fillable form that has the psionics classes? I have the book packed away some where.

I have no idea.

Sczarni

Question: how much will the Dragonmarked houses play a part in your story?

I have an idea for a House Deneith unchained monk Dragonmarked adept, but am more than willing to adapt or come up with something different.

Hal the bodyguard:
Halloran “Hal” Melius d’Deneith
Male Human Unchained Monk 1
LN Medium humanoid (human)
Init: +3; Senses: Perception +8
Speed: 30, Languages: Common

Defense
AC 17 (Dex +2, Dodge +1, Wis +4) Touch 117 FF 10
HP 12 (1d10+2)
Fort +3 Ref +4 Will +4 (+2 vs Mind Affecting)

Offense
Melee: unarmed strike +4 (1d6+3)
Ranged:
BAB 1 CMB +4 CMD 20

Statistics
Abilities: Str 16 Dex 14 Con 12 Int 10 Wis 18 Cha 8
SQ: Favored Class (Monk; HP), Skilled
SA: Stunning Fist (1/day, DC 15), Flurry of Blows (+1 attack)
SLA: Mage Armor (2/day, CL 1), Remove Fear (1/day, CL)
Traits: Survivor (+1 Initiative/Sense Motive), Sound of Mind (+2 vs Mind Affecting Spells)
Drawback: Paranoid
Feats: Least Dragonmark (Mark of Shielding; mage armor), Dragonmark Prodigy (remove fear), DodgeB
Skills: Acrobatics +6, Climb +7, Knowledge (History) +4, Knowledge (Nobility) +4, Perception +8, Sense Motive +10, Stealth +7
Combat Gear:
Equipment: backpack, belt pouch, blanket, rope (50’), soap, torches (10), trail rations (5 days), waterskin, dagger, quarterstaff, sling, sling bullets (10)
Coin 39gp 9sp
Description Hal is a muscular and well-groomed human man of 23, with unassuming features, short brown hair and a trimmed beard. He wears simple traveling clothes, well made but obviously worn from use, heavy-soled walking boots, and carries no weapons beyond a belt knife and quarterstaff. He walks with poise and excellent posture, and speaks with a soft voice and slight Brelish accent.
His clothes hide his most distinguishing features, two large, multi-colored tattoos of arcane patterns that cover his shoulders. They nearly meet one another between his shoulder blades, with a small area of well-defined muscle remaining unmarked (for now).
Background
Half has spent his entire life this far in the care of education of House Deneith. Born to mid level clerks working in the House's Sharn enclave, he showed an aptitude for physical exertions and the simple self-defense techniques afforded the scions of Deneith. At 16, when his dragon marks first began to appear, his overjoyed parents shipped him off to one of the advanced defense training enclaves set in the mountains of Breland. While there, Hal spent the next 7 years drilling in combat skills, both armed and unarmed, as well as learning all about the other Houses and political factions of the Kingdoms.
Armed with the experience imparted by almost a decade of monastic training, and with the full expression of his Dragonmark realized, Hal was tasked with the next phase of his House employment; set out into the world and gain the knowledge necessary for proper bodyguard work as well as the contacts needed for the House to continue to expand and thrive. He finds himself moving on his own directive for the first time, and relishes the thought that he is now the master of his own fate.


psionichamster wrote:

Question: how much will the Dragonmarked houses play a part in your story?

I have an idea for a House Deneith unchained monk Dragonmarked adept, but am more than willing to adapt or come up with something different.

** spoiler omitted **...

That depends on how many Dragonmarked characters get submitted.


My Eberron concept of choice is a changeling spy/actor. My initial thought is for them to work for one of the Dragonmarked houses, but any organization would work.


Is Dreamscarred's PF Psionics material on the table?


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Ouachitonian wrote:
Is Dreamscarred's PF Psionics material on the table?

Yes. It is. I hope that's not a problem.


No no, that's great. I'm thinking an Aegis (Aberrant). A warforged who's constantly tinkering with and altering his own form. Speaking of, what's starting gold? (and can warforged wear armor in this version? IIRC they kind of went back and forth on that point.)

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Would the Path of War classes be on the table? I have fond memories of initiator characters in two campaigns I was in years ago

A Valenaran Warlord is the current concept, but I could shift it to a Daring Champion if PoW isn't an option.


Starting gold should be the full amount.

CrusaderWolf wrote:

Would the Path of War classes be on the table? I have fond memories of initiator characters in two campaigns I was in years ago

A Valenaran Warlord is the current concept, but I could shift it to a Daring Champion if PoW isn't an option.

Path of War isn't an option.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Daring Champion it is then! Not an especially skilled rider, she would have fought in the Last War as a privateer on one of the elves' sleek, fast rakers.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.


I use Heroforge. I am not sure that they have the expanded psioniucs class.


Okay.


Quen Pah wrote:
I use Heroforge. I am not sure that they have the expanded psioniucs class.

Should have said Herolab.


Are the minotaurs on the site you linked to an acceptable race? Or did you mean only the new Eberron-specific races?


The minotaurs on that site isn't acceptable.


I have an idea for a Karrnathi crossblooded (black blood/shapechanger) bloodrager. An ex-mercenary who was fighting a shifter platoon with the undead forces on the Karrnathi army side when he was touched by the Mourning. Is that acceptable? Or are the hybrid classes out?


I figured I couldn't stop people from submitting hybrid class characters, so I didn't limit class selection.


I would love to play an Eberron campaign. I have created a human alchemist that I could tweak to adapt to different roles if needed. I am, however, pretty new to PbP, but I feel confident that I have read up enough to be acceptable at it.

Mellandra Vown:

Female Human Alchemist 1
NG Medium humanoid(Human)
Init:
+3 Speed: 30 ft.
Languages: Common, Draconic, Goblin, Orc, Sylvan

Defense
AC: 16 (+3 Hide shirt, +3 Dex) Touch: 13 Flat-Footed: 13
HP: 9 (1d8+1fc)
Fort: 2 Reflex: 5 Will: 1

Offense
Dagger: -1 (1d4-1)
Light Crossbow: +3 (1d8)
Bombs: +3 (1d6+4) 5/day

Statistics
Abilities: Str 9 Dex: 16 Con: 11 Int: 19 Wis: 12 Cha: 10
Traits: Pragmatic Activaor, Accelerated Drinker
Feats: Point Blank Shot, Least True Dragonmark of Making (Repair Light Wounds)
Skills: Appraise +8, Bluff +1, Craft (Alchemy) +11, Kn(Arcana) +8, Kn(Nature) +8, Perception +5, Sleight of Hand +4, Spellcraft +8, Use Magic Device +8
SQ: Skilled, Alchemy, Bombs, Mutagen
SLA: Repair Light Wounds 1/day

Gear: Backpack, belt pouch, 2 bandoliers, waterskin, trail rations (5 days), bedroll, 2 lbs. of soap, whetstone, signal whistle, 30 crossbow bolts, bullseye lantern with 3 pints of oil, 5 pieces of chalk, formula book, alchemy crafting kit
Coin: 60gp 2sp 1cp

Background: For most of her young life, Mellandra was a disappointment to her parents. She had a nigh uncontrollable fighting spirit, often arguing and talking back with her tutors if they couldn't sufficiently answer her many, wearisome questions to satiate her curiousity of how the world around her worked. Although highly intelligent, she was prone to boredom and often turned to pranks to entertain herself

Mellandra's parents had hoped she would continue the family tradition of wizardry. But Mellandra found the art of alchemy to be far more satisfying. There was something so elating about mixing alchemical components to boost her own abilities while also being able to blow stuff up. Sometimes you just need to blow stuff up. However, her parents didn't approve.

She'd spent several years crafting potions and alchemical tools of destruction for her homeland, Cyre, to use in the Last War. She was too young to do any fighting on the front line and too inexperienced to to make any truly devastating weapons, but she used the practice to hone her talents in explosives.

When she turned 18, Mellandra felt obliged to finally capitulate with the arranged marriage her parents had set up for her. She found her husband's personality to be lewd and abhorrent. Finally, after two years of marriage to the loathsome oaf, a few too many drinks, and countless times too many obscene comments made at dinner parties, she'd decided enough was enough. She decided it was time to slaughter the pig. Unfortunately, she'd blacked out.

When she woke, she found her husband dead in the room with her. Although she doesn't remember commiting the misdeed, she assumed that she'd been too drunk to recall doing it. And so she fled. She left her homeland and never looked back. This is what ultimately saved her from a bleak fate on the Day of Mourning.

She's spent the years since wandering from place to place using her skills in alchemy to try to earn enough money to get by on. She has no clue if her parents are even still alive and assumes that she has been excoriated from House Cannith. She arrives in Sharn in hopes of finding a place she might belong to or, even better, a chance at redemption.

Appearance: Mellandra is a short, attractive woman in her late twenties or early thirties. She has snow white, shoulder length hair and intelligent pale blue eyes. Her demeanor often seems melancholy and it is rare to see her smile. She is careful to keep the dragonmark on her back hidden.


Sojourner Koan wrote:

I would love to play an Eberron campaign. I have created a human alchemist that I could tweak to adapt to different roles if needed. I am, however, pretty new to PbP, but I feel confident that I have read up enough to be acceptable at it.

** spoiler omitted **...

Okay, looks good. What kind of dragonmark did she have?


She has a least mark of making.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

alright after contemplating the character for a bit, I think I'll need to bow out. I'm now GMing three games of my own and don't want to over-commit on games


CrusaderWolf wrote:
alright after contemplating the character for a bit, I think I'll need to bow out. I'm now GMing three games of my own and don't want to over-commit on games

That's alright. Have fun with your games!


Would you like a full sheet (with crunch) submitted, or would a Concept/Class/Description/Background Fluff piece be enough for consideration?


This is an interest check, so a concept/class/background fluff piece is all that is needed.


• Daelkyr Half-Blood (Flesh)crafter
• Alchemist(Clone Master)

Background::
The town of Millcall was one of the first towns that sprouted up around the logging industry in the Skybreaker forest, but as profession progressed, the focus dwindled. It had dwindled to village when an illness started to take hold. The fever was the worst part of the illness, leading the village's wise woman to suggest bathing in the local pond. Those that did, recovered— the success eventually attributed to the leeches that inhabited it. Not at all unusual for frontier medicine.

As the illness waned, those that had not yet caught the illness and were fearful of the illness pre-emptively decided to keep a leech on them. Ultimately, while slightly distatsteful, those that had them found them beneficial.

Odd births were attributed to the illness, and later, as they continued, the location. The children seemed healthy, so little thought was given to it, while the aid of the leeches continued out of a sense of tradition.

Maturity brought a wave of change for the children, which was the topic of intense debate for some time. Some stayed, some left— to search for answers, to find a reason, to escape. While there was a (fading) stigma, the village continues.

She might return, after she understands the extent of what is possible with who she is and her pursuits. She's not sure what she would return to, or if there would be something worth returning to. In the meantime, she will try not to think too hard about it...

It isn't worth thinking about yet.


Neat.


Apologies to the new player, I did not see that they had also chosen an Alchemist. Out of deference, I would alter my idea a bit.

Is the Artificer on the linked site available as an option?

That fits the concept far better than the approximation that Alchemist provides. If it is possible, I would use that class instead. The intended focus was more on the exploration of creation.

— Granted, that exploration of creation would be done through the means of the Craft Symbiont feat in conjunction with the other creation feats, but what's the price of power without a bit of a reminder of the cost?

Additional Background:

As one of the first wave of the "Children of the Pond" as they were politely referred to ("Ill-Spawn" was the impolite term), the majority of them were sent away. This was to both to allay the fears that were voiced by refugees passing through (few staying) the village and prove themselves to those that thought they were the product of some taint.

Their initial training was gained by spending a few years with Cinna, a gnome whose work was remarkable, easily house-quality. This was all the more so for the fact that they were living so far away from House influence.

They never gave their full name, and after a point, she never asked. Their regard for the Houses was especially dim; "Marked an'enslaved to greed, they've lost themselves without even knowing!"

Trust was slow to be gained, going from a barely tolerated hand that knew how to stay out of the way, to someone that could offer a second eye on a complex design that would never see the light of day. Acquiring materials was just another fond use, as extra hands could carry more things.

On a supply trip, one of their idle creations drew more attention than they expected, and a truly astonishing sum was offered just for the design alone. When she returned with the money and told Cinna, they were silent for a long time.

When a response finally came, it was that of the Gnome getting up, going about their place and collecting her things. Dragged outside, the pack was dropped at her feet and her stunned look earned the last words her former Master would ever speak to her.

"They misused my ideas and ruined lives. I departed, and vowed never to aid them again. Go. Your welcome here has ended. Your return is unnecessary."

That departure still haunts her to this day. Even worse is the fear that she may have been followed, and something may have befallen Cinna due to her actions. It is not spoken openly, but some Houses have been known to "actively retain" members.
_____________________________________
Regrets: 1d10 ⇒ 9
Debts: 1d10 ⇒ 9 Membership dues for a Gray Crafter Society?


Friedrich Vollritter:

male human (Karrnathi) crossblooded (black blood/shapechanger) bloodrager

Concept: A somber, half-mad war veteran is seeking peace within.

Appearance:
A dour, hulking bear of a man, Friedrich sports thick moustaches that meet his meticulously clipped black sideburns, the heavy and well-used weapons of a veteran, and a notable lack of medals of distinguishment for service in the Karrnathi during the Last War. He bears a passing similarity of appearance to a shifter, with those dark, feral eyes, but he is quite human, though deathly pale. He moves with slow, even gravitas - until he's angry, upon which he becomes frighteningly quick for a man his size. He bears many terrible scars from his time in the War, but most are hidden by his crisp nigh-military uniform, and he does not speak of them. He's fatalistic, but with a dark sense of humor, and a penchant for philosophy.

Background:
The taste of old blood is what Friedrich remembered from the Day of Mourning.

He drowned the memory in the taste of ale. There was nothing quite like it; Nightwood ale had that certain something. A yearning for a time that had never been, perhaps. Certainly he hadn't known it in his childhood.

"One more."

The barkeep wouldn't meet his eyes. He knew that there would be trouble soon, if he didn't leave.

Just one more.

It drove away memories, that crawled up from the past as he had crawled up from among the dead, shifter and undead alike; came seeming through the fog of memory and ale as he had staggered through the mist of what would come to be known as the Mournlands.

He drank the dregs of his ale with bitter satisfaction, and grasped the new tankard possessively. If there was something in his nature that gave the impression that he was feral, what of it? He had no medals to prove his valor, to prove himself to anyone. He had no need. His thick, black blood ran dark with fury, and if they would give him a target for it, so much the better. What more could a mere mercenary hope for?

What was the nature of goodness, when the world held such evil? Shades of grey that ran so dark that he couldn't find his way out, never a light so bright he couldn't stare it down. Never an answer for why he had lived, when his blood had been spilled all over the earth. "How" was not a question he concerned himself with.

But "why" ate much of his waking moments.

The Mourning had struck him like a cold wave, reaching even through his death haze to shock him into action. Enemies, allies, what difference? Death came for them all. Even the undead ones, eventually. Was this divinity?

He heard the scrape of chairs behind him, and smiled.


Me'mori wrote:

Apologies to the new player, I did not see that they had also chosen an Alchemist. Out of deference, I would alter my idea a bit.

Is the Artificer on the linked site available as an option?

That fits the concept far better than the approximation that Alchemist provides. If it is possible, I would use that class instead. The intended focus was more on the exploration of creation.

— Granted, that exploration of creation would be done through the means of the Craft Symbiont feat in conjunction with the other creation feats, but what's the price of power without a bit of a reminder of the cost?

** spoiler omitted **...

It's the best artificer class. The one on d20PFSRD is nuts.


EltonJ wrote:
It's the best artificer class. The one on d20PFSRD is nuts.

I would use that one, then.


Concept: Daelkyr Half-Blood (Flesh)Crafter
Class: Artificer.

Collected Background:
The town of Millcall was one of the first towns that sprouted up around the logging industry in the Skybreaker forest, but as profession progressed, the focus dwindled. It had dwindled to village when an illness started to take hold. The fever was the worst part of the illness, leading the village's wise woman to suggest bathing in the local pond. Those that did, recovered— the success eventually attributed to the leeches that inhabited it. Not at all unusual for frontier medicine.
As the illness waned, those that had not yet caught the illness and were fearful of the illness pre-emptively decided to keep a leech on them. Ultimately, while slightly distasteful, those that had them found them beneficial.

Odd births were attributed to the illness, and later, as they continued, the location. The children seemed healthy, so little thought was given to it, while the aid of the leeches continued out of a sense of tradition.

Maturity brought a wave of change for the children, which was the topic of intense debate for some time. Some stayed, some left— to search for answers, to find a reason, to escape. While there was a (fading) stigma, the village continues.

She might return, after she understands the extent of what is possible with who she is and her pursuits. She's not sure what she would return to, or if there would be something worth returning to. In the meantime, she will try not to think too hard about it...

It isn't worth thinking about yet.

As one of the first wave of the "Children of the Pond" as they were politely referred to ("Ill-Spawn" was the impolite term), the majority of them were sent away. This was to both to allay the fears that were voiced by refugees passing through (few staying) the village and prove themselves to those that thought they were the product of some taint.
Their initial training was gained by spending a few years with Cinna, a gnome whose work was remarkable, easily house-quality. This was all the more so for the fact that they were living so far away from House influence.

They never gave their full name, and after a point, she never asked. Their regard for the Houses was especially dim; "Marked an'enslaved to greed, they've lost themselves without even knowing!"

Trust was slow to be gained, going from a barely tolerated hand that knew how to stay out of the way, to someone that could offer a second eye on a complex design that would never see the light of day. Acquiring materials was just another fond use, as extra hands could carry more things.

On a supply trip, one of their idle creations drew more attention than they expected, and a truly astonishing sum was offered just for the design alone. When she returned with the money and told Cinna, they were silent for a long time.

When a response finally came, it was that of the Gnome getting up, going about their place and collecting her things. Dragged outside, the pack was dropped at her feet and her stunned look earned the last words her former Master would ever speak to her.

"They misused my ideas and ruined lives. I departed, and vowed never to aid them again. Go. Your welcome here has ended. Your return is unnecessary."

That departure still haunts her to this day. Even worse is the fear that she may have been followed, and something may have befallen Cinna due to her actions. It is not spoken openly, but some Houses have been known to "actively retain" members.


Quen Pah wrote:
Quen Pah wrote:
I use Heroforge. I am not sure that they have the expanded psioniucs class.
Should have said Herolab.

Dunno if it will help but I believe that if you download the PF1e Community Content option in Herolab, they got Psionic content included in there (has to be allowed in the character options menu too).

Bought to you by the Not-Committee for moar Psionics. ;)


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Sounds good to me. Downloading the PF1e Community Content will help Herolab users.


oh dang, super interesting. I'll think about a concept.


Please do!


Oooohhh .... dot for interest! Let me think!


Ok, here's a sketch.

Veylan d'Lyrandar:

Veylan hops down from the fighting top to the airship deck, leaving his drum up by the guns. He's a tanned, spry, ageless Khoravar, with dark, almost black eyes, and similarly dark hair, clearly favoring the elven side of a more pureblooded Xen'drik tribal line. He nods his head at the boy.

"You were asking about seeing the Mourning from the air, young master? Oh, don't worry, we don't do that run over Cyre, rest their souls. Unpredictable and dangerous--best avoided. No, I prefer my own danger to be more in the form of a chat, even if it's with a medusa--keep your eyes down and your voice sweet, is my advice."

He kneels down to eye level with the young traveler. "Your parents don't want you to know about what happened, and that's just fine. But I'll tell you."

His dark eyes look up and to the left into the past. "I was in the air that day, in East Thrane. No warning, a peaceful blue sky, and then--thank the Host it was behind us--a light so bright it almost had a sound. It scorched our hull and blistered our backs, and several crewmembers had to keep their eyes covered for a few days. Thought we'd take a dive right there. But we steadied up, and came out all right."

He rises back up and gives an almost fatherly grin. "It was terrible, but it's leading to peace. Why, I think we can keep that peace growing. Ever heard of Cazhaak Draal? No? Medusas, me lad. Medusas and other folks no one else would trade with, and not necessarily aligned with...you know...the Three Sisters. We'll not mention their names here. Anyhow, that's my dream. I've proposed it a few times. Perhaps the House Enclave in Sharn will go for it; we've been to Stormreach enough, which is ten times more dangerous."

Other crunch/fluff: Veylan will be a vanilla Bard, half-elf to House Lyrandar. Born in Stormhome, operates as a diplomat in working out route and trade agreements. He'll have the Least House Dragonmark.


Interested. How long after the Last War is it?


Ironperenti wrote:
Interested. How long after the Last War is it?

Well, it's four years after the treaty at Thronehold.


Here's my submission (in Axolotl's style), a sketch of Huc, a young Longstride shifter Sharn street rat.

Huc:

THWAP THWAP THWAP THWAP

Huc’s own feet slapping on the hard ground, his own heart beat and ragged breathing, and the shouts of a half-dozen of Marik’s boys hot on his trail … the sounds clash together as Huc sprints through the gloom. Most Sharn folks would be disgusted and terrified if chased through the sewers of the lower districts. They’d rather talk about politics with Aundair over coffee, or the state of the nations after the Treaty of Thronehold, or maybe chat about the latest headlines in the papers.

Whatever. Huc was never ‘most Sharn folks’.

A T-junction rushes up out of the gloom ahead of him. Without missing a stride, Huc peels to the right, momentum carrying him a bit up the far wall before he straightens out. The abrupt turn offers him two opportunities. One: he checks the sack of gold he lifted from Marik’s boys. Still there. Two: he looks back through the gloom, his animal-like yellow eyes reflecting what little light there is as he gauges the distance of his pursuers. Most were falling behind. But one — a dangerous-looking goblin of all things — was closing the gap.

Not for long, Huc thinks as he re-doubles his focus on the tunnel ahead. Those boys weren’t joking around, and if they caught him, Huc wouldn’t walk away with just a beating. ’Khyber below, I won’t walk away at all.’

Huc had learned at an early age the value of being born with the blood of long-sprinters in his veins. He tapped that blood now, feeling a warmth spread along his straining limbs, mixing with the adrenaline. He felt himself explode forward, rushing towards the near-blinding light of the tunnel’s mouth .. which opened into nothing. Open air where the refuse and filth from his sewer-escape route fell away to a gathering pool far below.

Huc’s mouth quirked in a feral grin as the fatal drop rushed towards him. Chase me in my sewers, will ya?

The yells, the slap of his feet, the running of filthy water … all are suddenly replaced by the whistling of wind rushing past his ears as Huc’s speed-enhanced legs launch him into open air.

For a few wonderful heartbeats, Huc was truly alive. Plummeting through open air. Free-falling through Sharn’s less-used vertical spaces. This is what Huc was born for.

Just as quickly, the moment ends. Huc tucks into a haphazard, tumbling landing. He slides, scuffs, and finally rolls to his feet, heaving breaths in a squatted position just inside the shadow of the open mouth of yet another sewer pipe. Other than his labored breaths, he’s still as a statue, his sharp eyes watching the opening he just recently jumped from. The two tunnels were over twenty feet apart, with a ten foot drop into this second one. Few would be dumb enough to follow … if they even spot him in the shadows.

The goblin appears. Huc grins at the little pursuer’s dumbfounded look as he tries to find Huc. As the other gang members arrive, heaving and gulping for breath after their pursuit, the goblin finally sees Huc. The goblin gauges the distance, looks at the hundred-foot drop below him, and then points at Huc with his blade, making a threatening gesture with his other hand.

Huc shrugs at the pursuer, then lopes into the gloom behind him. Gotta get this gold back where it belongs before the boss thinks I’ve taken it for myself, Huc thinks with a grimace. At seventeen years old, Huc was tired of running other folks’ errands. There had to be more to Sharn than this. Khyber below, there had to be more to Eberron than this…maybe Huc just needed an excuse to step out.

Mechanics: Huc will be a Longstride shifter, either rogue or Urban Ranger, but either way focused on scouting-ish skills. As a bit of an adrenaline junky, I might head straight for the Extreme Explorer PrC.

Motivation: Unlike his Reacher cousins, he was born and raised a slum-district Sharn street-rat who survived by grit and playing the gang games that dominate down there. He was a kid during the Great War, and longs to see whatever waits for him beyond the alleys, sewers, and lifts of Sharn. Plus, I’d love to write him up as start ting the game with someone dangerous after him, some criminal element, hopefully. This will propel him into the action whether he’s initially interested in it or not. (And maybe become fodder for your use as future plot elements?) :D


Eben TheQuiet wrote:

Here's my submission (in Axolotl's style), a sketch of Huc, a young Longstride shifter Sharn street rat.

** spoiler omitted **...

Not bad.


1 person marked this as a favorite.
EltonJ wrote:
Sounds good to me. Downloading the PF1e Community Content will help Herolab users.

Where would one find that?

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