
EltonJ |
2 people marked this as a favorite. |

Welcome to the Shadows
You are one of the Dark Lanterns, a special secret operative working for the Citadel. Your mission, should you accept it, is to defend the state of Breland from the enemies of the State. Both foreign and domestic.
You have been highly trained in the arts of Espionage and are a veteran of the Last War. You will be a part of a team of such operatives. You will perform various secret missions to preserve the State of Breland. Each of you will be granted a license to kill in the name of King and Country.
The Campaign
Hi everyone, and welcome to the Shadows of Sharn campaign. In this campaign you will be playing one of Breland's Dark Lanterns, a secret agency like Impossible Mission Force, James Bond, and Jason Bourne. The campaign will assume that you are going to do feats and amazing stunts. We will be using Pathfinder First Edition. This campaign requires you to have a working knowledge of Eberron. This is what you will need:
* One Eberron Campaign Setting (3.5). If you aren't familiar with Eberron, you need at least this book. There are some pronounced differences from Eberron and Golarion. So, if you are coming to this campaign expecting it to be like Golarion, I suggest you buy the Eberron Campaign Setting and give it a read. Like Evindyl said, Eberron is pronouncely different from Golarion. It's nothing like Golarion. Don't worry, the book can be downloaded for 10 U.S. dollars. If you want it in hard copy, you will only pay 21 dollars.
* One copy of the Pathfinder Core Rulebook (PF1).
* One copy of Advanced d20 Magic. With the serious action scenes comes a serious variant magic System. The Advanced d20 Magic system, also called Dynamic Spellcasting, allows you to cast any spell you know as if you had the Silent Spell, Eschew Materials, and Still Spell feats already applied, coming at a cost. ANY SPELL! The system has some work arounds to make it easier to cast spells. Unfortunately, the book Advanced d20 Magic is very rare and can command $100 dollars or more for a hard copy. The pdf is not available on Drivethru. The system for Dynamic Spellcasting was originally designed for the Slayers d20 book, and was adapted for use for D&D 3.5 and the BESM d20 system.
* One copy of Ultimate Psionics from Dreamscarred Press. We will be using this book for psionics rather than Occult Adventures. So if you want to play a psionic character, you'll need this book.
* Extras: You may find the following books to be helpful in creating your character: Sharn City of Towers and Races of Eberron. The first for formulating your background and the second in case if you want use an Eberron specific race for your character. They aren't needed for this game, though. But they will be helpful.
Character Creation
Abilities: roll 4d6, drop lowest, and arrange to taste. If all of your ability bonuses total to 0, your scores are too low and you may reroll. We won't be using points in this campaign.
Race: You may choose any of the Core Races for this game, or any of the Eberron specific races. Each of the Core Races is linked to a Dragonmarked House, and the ECS can explain this in more detail.
Class: You may select a class from the Core Rulebook, or if you want to play a psionic character, from the Ultimate Psionics book. If you want to play a non-Core class, please note that the Dynamic Spellcasting system may alter the way you cast spells. Because Eberron does not have gunpowder, please note that the gunslinger class is banned. The Artificer is also banned. Please no Ninjas or Samurai, we aren't playing in Rokugan. If playing a psionic, your class restrictions are Psion, Psychic Warrior, Soulknife, and Wilder.
Skills: We will be using Background Skills for this game. Choose wisely.
Feats: We won't be using Elephant in the Room/Feat Tax.
Starting Level: Everyone is thoroughly trained and has some experience from the Last War. So you may create 3rd level characters.
Starting Resources: You may start with 3rd level wealth.
Hit Points: Full first level, then Average each subsequent level.
Archetypes: You may select an Archetype for your character from the PF1e rulebooks.
I will be looking for a team of 5. Create your agents with care.

Oceanshieldwolf |

Create your agents with care.
And a super rare, $100+ book.
This is what you will need:
…. One copy of Advanced d20 Magic. ….Unfortunately, the book Advanced d20 Magic is very rare and can command $100 dollars or more for a hard copy. The pdf is not available on Drivethru.

Seth86 |

4d6 ⇒ (2, 2, 4, 6) = 14 1
4d6 ⇒ (2, 1, 1, 2) = 6 -3
4d6 ⇒ (2, 3, 4, 5) = 14 1
4d6 ⇒ (6, 4, 3, 3) = 16 1
4d6 ⇒ (2, 5, 1, 4) = 12 0
4d6 ⇒ (5, 5, 4, 4) = 18 2
+2
4d6 ⇒ (5, 4, 2, 6) = 17 15 +2
4d6 ⇒ (6, 5, 4, 3) = 18 15 +2
4d6 ⇒ (6, 6, 1, 6) = 19 18 +4
4d6 ⇒ (6, 4, 5, 1) = 16 15 +2
4d6 ⇒ (6, 4, 3, 2) = 15 13 +1
4d6 ⇒ (5, 4, 5, 1) = 15 14 +2
+13
@DM
May I spend my starting money on Permanancy Enlarge?

Gyro Linebreaker |

Warforged
Two Handed Warrior (Fighter 3)
Size : Large
STR 20
Dex 12
Con 17
Int 17
Wis 15
Cha 11
HP : 34
Shattering Strike
Overhead Chop
Feats :
Exotic weapon : Butchering Axe
Power Attack
Weapon Focus
Improved Sunder
Skills
Climb 3 = +4 (+11)
Craft (weapons) 3= +9
Intimidate 3 = +6
Dungeoneering 3 = +9
Engineering 3 = +9
Perception 3 = +9
Survival 3 = +8
Butchering Axe
Heavy Crossbow
20bolts
Banded mail
Artisan Tools
Pathfinders kit
1Gp

Philo Pharynx |

Here's Bell.
Bell
Changeling psion 3 (Ultimate Psionics 49)
N Medium humanoid (shapechanger)
Init +2; Senses alertness; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (3d6+3)
Fort +2, Ref +4, Will +3 (Situational Text); +2 mind affecting and poison, +2 racial bonus vs sleep and charm effects.
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Offense
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Speed 30 ft.
. . M mythic spell
Psion Powers Known (power points 18, ML 3rd; concentration +6)
. . 2nd—detect hostile intent, inflict pain (DC 17)
. . 1st—crystal shard, entangling debris (DC 16), inertial armor, mind thrust (DC 16), slumber (DC 16)
. . 0 (at will)—conceal thoughts, detect psionics, far hand, missive
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Statistics
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Str 8, Dex 14, Con 11, Int 20, Wis 8, Cha 17
Base Atk +1; CMB +0; CMD 12
Feats Additional Traits, Fast Step, Psicrystal Affinity
Traits conspiracy hunter, ease of faith, keeper of the veil, seeker
Skills Appraise +6, Bluff +10 (vs. determine true intent), Diplomacy +8, Disguise +8, Intimidate +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Linguistics +9, Perception +6, Sense Motive +7, Sleight of Hand +4, Spellcraft +9, Stealth +9; Racial Modifiers +2 Bluff, +2 Intimidate, +2 Sense Motive
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Orc
SQ active energy type, deliver touch powers, discipline (psychoportation [nomad]), intuition, minor change shape, nomad's step, shape change (medium), shape change (small), share powers, talents, telepathic link
Combat Gear dorje of energy ray (50 charges); Other Gear bag of holding, minor, cloak of resistance +1, sleeves of many garments[UE], wrist sheath, spring loaded, psicrystal, 45 gp
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Special Abilities
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Active Energy Type (Fire) Lets you set your psionic active energy type.
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Deliver Touch Powers (Su) If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the "toucher" The psicrystal can then d
Intuition +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks.
Minor Change Shape (Su) Changelings have the super natural ability to alter their appearance as though using a disguise self or alter self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical a
Nomad's Step (Su) As a standard action, you may teleport 20 feet while maintaining psionic focus.
Psicrystal Affinity You have created a psicrystal
Psychoportation (Nomad) A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.
Shape Change If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.

Yuki-Tsune |

Unchained Rogue (Kitsune Trickster)
Deity : The Traveller, aka Giver of Gifts
STR 11
Dex 17
Con 15
Into 18
Wis 14
Cha 17
Feats
Realistic likeness
Weapon focus
Rogue trick
Coax Information
Weapon
Mwk rapier
Shortbow
Armor
+1 Mithral Shirt
She is really good at infiltration and information gathering.
A bit of a chaotic personality. But a pleasant person to converse with. But always take her words with a grain of salt. A lifetime of deceit has almost made her a chronic lier
She grew up in the society as both her parents are agents (now retired. As much as a Lantern can be retired. Probably classified as R.E.D)

Curaigh's Recruitment Avatar |

Welcome to the Shadows
.
Class: You may select a class from the Core Rulebook.... If you want to play a non-Core class, please note that the Dynamic Spellcasting system may alter the way you cast spells....
Dotting for Interest. I spent a lot of time in Eberron back in the day. :) There is a class in PF1 that I never got to try before my home group moved to PF2 and I think Inquisitor would be a pretty good 'Secret/Special Agent'. Since it is a non-core class is it allowed? If not I will want to play something with illusion magic for disguises & infiltrating & escaping & & &...
Abilities:
4d6 ⇒ (2, 5, 2, 2) = 11 9 (-1)
4d6 ⇒ (6, 4, 4, 3) = 17 14 (+2)
4d6 ⇒ (4, 1, 6, 4) = 15 14 (+2)
4d6 ⇒ (4, 1, 4, 6) = 15 14 (+2)
4d6 ⇒ (3, 3, 3, 5) = 14 11 (+0)
4d6 ⇒ (5, 1, 3, 1) = 10 9 (-1)
lol that looked really nice until I remembered to drop the lowest :)
Race: I forgot about Eberron's changelings, so leaning that way. Warforged or gnome depending on what class is chosen. (because that is where my story will begin of course... :)
Class: Inquisitor. sorcerer/cleric? cleric/bard? champion/sorcerer? I have done an illusion occultist before & she was fun :) Do you have any recommendations on campaign-appropriate deity? That may also help me decide.
Skills: TBD depending on class.
Feats: We won't be using Elephant in the Room/Feat Tax. I will have to look this up...
Starting Level: 3rd level
Starting Resources: TBD (class depending)
Hit Points: TBD (class depending)
Archetypes: TBD (class depending)

EltonJ |
1 person marked this as a favorite. |

Race: I forgot about Eberron's changelings, so leaning that way. Warforged or gnome depending on what class is chosen. (because that is where my story will begin of course... :)Class: Inquisitor. sorcerer/cleric? cleric/bard? champion/sorcerer? I have done an illusion occultist before & she was fun :) Do you have any recommendations on campaign-appropriate deity?
I suggest the Silver Flame (see pages 67 and 68 of the ECS) or the Sovereign Host (page 68). As an inquisitor of the Silver Flame, you are expected to make sure the faithful stay faithful.
Skills: TBD depending on class.
Feats: We won't be using Elephant in the Room/Feat Tax. I will have to look this up...
Starting Level: 3rd levelStarting Resources: TBD (class depending)
Hit Points: TBD (class depending)
Archetypes: TBD (class depending)

ElbowtotheFace |

4d6 - 2 ⇒ (2, 6, 3, 3) - 2 = 12
4d6 - 1 ⇒ (4, 6, 1, 1) - 1 = 11
4d6 - 1 ⇒ (2, 1, 5, 2) - 1 = 9
4d6 - 1 ⇒ (3, 5, 6, 1) - 1 = 14
4d6 - 1 ⇒ (3, 5, 1, 4) - 1 = 12
4d6 - 2 ⇒ (4, 3, 2, 2) - 2 = 9
Ewww
4d6 - 5 ⇒ (6, 5, 5, 5) - 5 = 16
4d6 - 2 ⇒ (6, 3, 3, 2) - 2 = 12
4d6 - 1 ⇒ (1, 6, 5, 4) - 1 = 15
4d6 - 1 ⇒ (1, 3, 5, 2) - 1 = 10
4d6 - 3 ⇒ (6, 3, 4, 4) - 3 = 14
4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
Much better
Unchained monk ok?

Philo Pharynx |
1 person marked this as a favorite. |

Dotting for Interest. I spent a lot of time in Eberron back in the day. :) There is a class in PF1 that I never got to try before my home group moved to PF2 and I think Inquisitor would be a pretty good 'Secret/Special Agent'. Since it is a non-core class is it allowed? If not I will want to play something with illusion magic for disguises & infiltrating & escaping & & &...
Inquisitor can be really good for an intrigue game where social skills can often prevent a fight. Infiltrator and urban infiltrator are some good archetypes.
Race: I forgot about Eberron's changelings, so leaning that way. Warforged or gnome depending on what class is chosen. (because that is where my story will begin of course... :)
Since I'm doing a changeling psion, we could connect backstories if you want.

EltonJ |

Interested in possibly applying, gonna toss the dice.
4d6 ⇒ (1, 1, 6, 2) = 10 = 09
4d6 ⇒ (5, 5, 1, 4) = 15 = 14
4d6 ⇒ (6, 4, 3, 2) = 15 = 13
4d6 ⇒ (5, 6, 5, 2) = 18 = 16
4d6 ⇒ (6, 3, 4, 4) = 17 = 14
4d6 ⇒ (1, 5, 6, 4) = 16 = 15Wow, pretty solid to build with.
Looks solid to me. Yep!

Curaigh's Recruitment Avatar |

9 9 11 14 14 14
Jorn still in rough draft
Jorn grew up in the Paik Opportunities Plantation, an orphanage run by his parents and Aunt. The Plantation produces tea near the hamlet of First Tower and has taken in orphans of the Long War to get them from large population centers to the relative safety of the countryside. The children are trained in horticulture, processing, trade, economics, and politics. Between harvests, and (un[known to the general population) the children also trained in the arts of espionage-history, disguise, deception, stealth and other such skills taught primarily by his aunt a retired agent of the King’s Citadel. The proximity to the lightning rail and Brevoy’s borders has made both of the Paik Opportunities Plantations export quite successful.
Jorn’s first solo delivery of tea shipments took him to Sharn where he also delivered a message to the citadel, where he soon started training. It was in this city that he discovered the Silver Flame. He had knowledge of religions of course, but the nature of his training revealed the duplicitous and often selfish nature of people. On the plantation everyone worked in the best interest of the farm. Whether it was leaf buds in the first frost, a harvester in the rusty season, or the ‘siblings’ he worked alongside of, he learned to protect those who could not protect themselves. The protective nature of the Silver Flame helped ease some of the misgivings he had about the people of the large city.
G M, (shapechanger)
Init +X+2; Perception +X+2
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[ b]Defense[/b]
--------------------
[ b]AC [/b]XX, touch XX, flat-footed XX (+X armor, +2 Dex)
hp 18 (3d8)
[ b]Fort [/b]+3+0, [ b]Ref [/b]+1+2, [ b]Will [/b]+3+2
[ b]Resist [/b]type X [/ooc](bonuses for changeling[/ooc]
--------------------
[ b]Offense[/b]
--------------------
Speed 30 ft.
Ranged long bow +2+2 (XdX+X/x2)
Melee Weapon +X (XdX+X/x2)
Special Attacks Weapon XdX+X (X/time range) (dc XX)
Spell-Like Abilities Spell (X/time range)
Inquisitor Spells Prepared (CL X):
Level 1 (3/day) Spell Name
--------------------
[ b]Statistics[/b]
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[ b]Str [/b] 9, [ b]Dex [/b] 14, [ b]Con [/b] 11, [ b]Int [/b] 14, [ b]Wis [/b] 14, [ b]Cha [/b] 9
[ b]Base Atk [/b]+2; [ b]CMB [/b]+0; [ b]CMD [/b]XX
Feats Point Blank Shot (1st), Precise Shot (3rd)
[ b]Traits [/b]Trait Name, Trait Name
[ b]Skills [/b]Skill Name +6+2
[ b]Languages [/b]Language common, (+2) [ b]SQ [/b]name (dc XX), name
[ b]Other Gear [/b]Gear Item Name, XX GP, XX SP, XX CP
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Special Abilities
Domain (protection) Description
Judgment (1/day) Description
Monster lore Description
Stern gaze Description
Cunning initiative Description
Detect alignment Description
Track Description
Solo tactics Description
Teamwork feat (coordinated shot) ) Description
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Ability Nam0e (Type) Description