
EltonJ |
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Recruiting for an original Eberron Campaign using PF1e, Spell Points from Unearthed Arcana, and Advanced d20 Magic. Looking for 5 recruits!
SECRETS OF MAGIC
Some say that the combined might of armies is power. Some say, the will to dominate another is power. Others say that physical strength is power. Well, they are all wrong. Knowledge is power. In the Secrets of Magic campaign, Scientia est Potentia is taken to the storied halls of Arcanix.
In this campaign, you are playing recent graduates from the Arcane Congress. You have yet to be invited to the floating castles of Arcanix. But you have aspirations to be. You are on your Journeys to become great, to learn magic for yourselves -- and to be invited into the halls of Arcanix's legendary libraries and learn the secrets there.
Campaign Dynamics
This campaign is centered around Arcane magic casters. Wizards, Sorcerers, Summoners, Arcanists, and Magi (singular Magus). Adventurers start in Aundair, but your Journeys as Journeymen might take you far and wide. This campaign has you started with the goal to join the Arcane Congress, but you may have other goals. We will use:
* PATHFINDER Roleplaying Game, Core Rulebook: The bulwark of the campaign.
* Advanced Player's Guide: Summoner class, other class options, and new spells.
* Advanced d20 Magic: Contains the magic system we will be using.
* Unearthed Arcana Specifically, the Spell points optional rule. On page 156. After reading the rules on drain, it should be easy to understand why we are using spell points.
* Ultimate Magic: Magus class and new spells.
* Advanced Class Guide: Arcanist class.
* Eberron Campaign Setting: This contains the basics of the world we are using for this campaign.
* Races of Eberron: Talks about the four new races introduced in the ECS.
* Five Nations, especially the chapter on Aundair.
Classes Allowed: Wizard, Sorcerer, Arcanist, Summoner, and Magus. Multi-classing into other classes is possible. Just not the Gunslinger. Gunpowder doesn't exist on Eberron. Just remember that the Arcanist, Summoner, and Magi has to be converted to Advanced d20 Magic. Should be easy, after looking at how the other spell using classes work. I'll be willing to work with you. NO CUSTOM CLASSES!
Races: Any race in the Eberron Campaign Setting book and Races of Eberron book works out fine. Kalashtar also work as a choice, just remember this game is centered on spellcasters. Just remember, some Warforged feats work best as Alternate traits.
Character Creation Dynamics
* Purchase method; 20 ability points.
* Two traits.
* Average starting gp.
* 1st Level
* Starting spells from Advanced D20 Magic and the Pathfinder Core Rulebook. You will discover more powerful magic on your journey. Try to choose starting spells with 1 slot to learn.
* You start off knowing each other as friends and/or colleagues. Your friendship between each other should grow as the campaign progresses.
* Alignments: Any of the alignments are possible -- but try to stay away from evil alignments, I'd like to play all the bad guys.
* Character backgrounds: You can use Ultimate Campaign to generate your background. Or, if you are feeling adventurous, you can get a copy of Central Casting: Heroes of Legend by Paul Jacquays and generate your background using that.
Okay, that should cover everything. You start on your journeys as Journeymen. You won't be acknowledged as a Master until you reach 10th or 15th level. If you have any questions, don't hesitate to contact me.

GM_Panic |

Im thinking of an LG Summoner who has a contract with an Angle.
Back ground Elf
1d100 ⇒ 100
96–100 Unusual Homeland: Roll on Table 1–24. If you’re
an elf, you gain access to the Forlorn trait. If
you’re a half-elf, you gain access to the Elven
Reflexes race trait.
Roll on Table 1–24
Table 1–5: Elf Parents
1d100 ⇒ 72
01–79 Both of your parents are alive.
Table 1–6: Elf Siblings
1d100 ⇒ 88
86–90 1d4 + 1 ⇒ (2) + 1 = 3 biological siblings. 1d3 ⇒ 2 of these siblings are half-elves, adopted, or a mix of the two (your
choice). You gain access to the Kin Guardian combat trait.
Roll on Table 1–24
1d100 ⇒ 14
11–25 Mountains: You gain access to the
Highlander regional trait.
Roll on Table 1–23
1d100 ⇒ 18
17–26 Elf Adopted Sister
1d100 ⇒ 15
07–16 Dwarf Adopted Sister.
1d100 ⇒ 76
72–81 Half Elf-Human Brother
Table 1–25: Circumstance of Birth
1d100 ⇒ 96
Energy Infused: During your birth you were
exposed to potent source of divine energy. You
gain access to the Sacred Conduit faith trait and
the Sacred Touch faith trait
Table 1–26: Parents’ Profession
1d100 ⇒ 22
06–25 Serfs/Peasants: You gain access to the PovertyStricken social trait.
Table 1–29: Major Childhood Event
1d100 ⇒ 81
81–85 Met a Fantastic Creature: When you were
only a child, you made contact with a magical
creature, such as a dragon, unicorn, genie, pixie,
or similar creature. You learned a powerful lesson
or a magic trick from that creature. This meeting
changed your life and made you different from
the other children. You gain access to the Gifted
Adept magic trait.
Summoner
Most, if not all, spellcasters can call to otherworldly
creatures for aid. And though many learn to call
increasingly powerful minions to assist them, none boast
the same connection to these outsiders as summoners do.
A summoner is defined by the bond formed with the single
creature that acts as his eidolon. Protectors, steeds, and
links to other worlds, eidolons are lifelong companions
for their mortal masters. The choice to tie oneself to an
eidolon and the circumstances leading to that choice
form the foundation of any summoner’s character. Roll
on Table 1–48 to determine what caused you to forge your
otherworldly bond with your trusted companion
Table 1–48: Summoner Background
1d100 ⇒ 58
51–60 Outsider’s Lineage: You have the blood of
outsiders in your veins. This lineage either laid
dormant until your powers manifested or was a
storied part of your family heritage. Regardless,
your connection to the planes has always been
potent. No matter what other subjects you
studied, your understanding of planar matters has
always seemed instinctive or innate rather than
the product of memorization and study. You gain
access to the Planar Savant faith trait.
Table 1–51: Influential Associates
1d100 ⇒ 59
The Criminal: One of your associates committed
crimes regularly. He regaled you with many
stories of daring robberies and break-ins—and
perhaps even murders. You learned most of what
you know of the criminal element from him, and
he trusted you as a friend. You gain access to the
Canter social trait.
Table 1–52: Conflicts
1d20 ⇒ 13
13 Major Theft: You stole expensive items. 5 Neutal
Table 1–54: Conflict Subject
1d20 ⇒ 13
13 Family member
Table 1–55: Motivation
1d10 ⇒ 3
3 Pressured or Manipulated 2
Regret and Penance (–3 CP): Not only do you regret your
action, but you have publicly admitted to it and did your
best to make amends for the wrongdoing. Most know of the
conf lict’s details and those who don’t can easily find them
out if they know where to look or whom to ask.
Sarenrae: Flame of the Dawnf lower
Table 1–56: Romantic Relationships
1d20 ⇒ 18
17–18 Experience but No Substantial Relationships:
You’ve had a fling or two, but have so far shied
away from any ties or commitments.
Table 1–57: Relationship with Fellow Adventurer
1d100 ⇒ 44
41–45 Friendly competitors
Table 1–58: Character Drawback
1d100 ⇒ 52
Race: You are truly comfortable only around
others of your race, and you have a hard
time putting faith or trust in those of races
different from your own. You gain access to the
Xenophobic drawback

GM_Panic |

I like the idea he is a Synthesist, who wares part of an angle form a higher plan. Having met it as a child. Exposed to positive Energy.
He slows with it and his foossteps leave for a shot while glowing steps.
He was born and abandoned, being placed in an Elf orphanage come foster home. Growing up was not easy, an planes touched elf high in the high mountains, poor and under fed but with fellow orphans and a family of sorts.
But while praying to Sarenrae one day he was taken up by and angle. Making a contract he swore in penance for getting involved with a theft to do good deeds in Sarenrae name. And so the Angel lent him some of its power to aid him in this.
Form Biped.
Angle Eidolon/Synthesist,looks
1d100 ⇒ 31
Hair: Animated
1d100 ⇒ 1
Limes: Appear sculpted from marble
1d100 ⇒ 73
Wings: light [it it has them]
PC Variant Aasimar Abilities
1d100 ⇒ 20
You gain an additional +2 racial bonus to your Dexterity score.
PC looks
1d100 ⇒ 34
34 Hair: metallic
1d100 ⇒ 97
97 Other: unusual footprints
Other Traits
Planar Savant
You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.
High Lander
You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Character Drawback
1d100 ⇒ 52
Race: You are truly comfortable only around
others of your race, and you have a hard
time putting faith or trust in those of races
different from your own. You gain access to the
Xenophobic drawback [Elf]
You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.