Recruiting for Eberron: A Tale of Aundair (PF1e)


Recruitment


Okay, since my Eberron: Shadows of Sharn idea was rejected but there is some interest still in it, I thought we'd start fresh. Unlike my other Eberron campaign that will end with the published campaign, this one is on going. We'll go until the PCs have built strongholds for themselves or become men of great Renown.

Setting: Aundair, specifically Arcanix.
Year: 998 YK.

What You'll Need
* One copy of the Pathfinder Roleplaying Game Core Rulebook. I know those applying would have this book, but I linked to the PDF in case we get some new people that don't have it.
* One copy of the Eberron Campaign Setting (3e). This is core to the campaign. I linked where you can buy it from Drivethru. To make things easy on clerics, we will be using the domain suggestions from this book. If you are a cleric and want to talk about using subdomains linked to some of the Churches (and to customize your cleric), we can talk about it.
* One copy of the Pathfinder Roleplaying Game: Advanced Player's Guide. Also linked to Paizo's website. Some base classes in the APG work well with some Dragonmarked Houses. Like an Alchemist can be a part of House Cannith.

Optional Books
* Ultimate Psionics. Yes, I like psionics! The world of Eberron was built with the XPH in mind, so we can use Ultimate Psionics by Dreamscarred Press. However, this is not a psionics centric campaign. It's a magic one, so playing a Kalashtar is possible from the main Eberron book. If you want to play a psionic character with a psionic class, please note that the following Classes are allowed from Ultimate Psionics: Psion, Psychic Warrior, Soulknife, and Wilder.
* Races of Eberron. This provides some helpful options for you if you choose to play an Eberron specific race (like a Warforged). Note, some Warforged feats work better as racial traits according to the ARG. We can talk about it if you want to play a Warforged.
* Faiths of Eberron. This optional book is mainly for clerics and other divine casters. It describes each of the churches of Eberron in detail. It also has a revised domain list, using domains listed in the Spell Compendium. This book is purely optional and we don't have to use it for making clerics, oracles, or other divine casters.
* Dragonmarked. This provides some options for Dragonmarked player characters. Like new spells and feats.

Character Creation
Abilities. Since Eberron is a campaign setting based off of Pulp sources (from the 1920s and 1930s) you have 25 points to make your character.
Races. The following races are allowed: Core Rules: Humans, gnomes, dwarves, elves, half-elves, half-orcs, and halflings. Eberron: Warforged, Shifters, Kalashtar, and Changelings.
Classes. Core Rulebook: All, APG: All, UC: None (there is no gunpowder in Eberron), UM: All, ACG: All (note the Investigator class replaces the Master Inquisitor PrC in the Eberron Campaign Setting), Path Unchained: All, UI: DM discretion; UW: DM descretion. In other words, you talk to me about it. Eberron: Artificer (note, the Artificer class is overpowered in the Eberron Campaign Setting as written).
Archetypes. you can only have 1 archetype.
Traits. You may choose two traits, try to make them fit your background.
Feats. We will not be using the Feat Tax rules.
Skills. Yes, we will be using Background skills.
Magic System. Vancian, as everyone seems to have trouble getting Advanced d20 Magic. And Paizo's rule against providing PDF downloads is one I follow.
Alignment. Please note that the evil alignments (except possibly Lawful Evil) can create problems with party cohesion. And yes, I want to play all the bad guys. So, try to choose good and neutral alignments.

Well, that should cover the basics. Any questions?

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