Aphrodite Pandemos Posted December 19, 2012 Share Posted December 19, 2012 RulesD&D3.5 materialNO third party materials. We'll talk about Dungeon/Dragon material on a case by case basislevel 232 point buy900gp Finished CharactersNone Interested Players [*]Hyoseph [*]Malachite [*]Mike [*]SalmonMax [*]Sandman XI Link to comment Share on other sites More sharing options...
SalmonMax Posted December 19, 2012 Share Posted December 19, 2012 Looking at making a warforged warlock for this. This would require the use of Complete Arcane, at least in part, for material. I'd also like to present the possibility of using suppmentary material from Complete Mage, and Dragon Magic, where it applies to warlocks and warlock invocations. Preliminary concept: An archeological find from Xendrik turns out to be an ancient warforged in stasis due to damage. Upon repair, it reactivates, but with its memory effectively gone and physical capability substantially reduced due to damage and age. Link to comment Share on other sites More sharing options...
The Story Guide Posted December 19, 2012 Share Posted December 19, 2012 Warforged, from what little reading I've done so far, were created by House Cannith 33 years before the campaign setting start date is....how would there be an ancient one from Xendrik, then? Link to comment Share on other sites More sharing options...
SalmonMax Posted December 19, 2012 Share Posted December 19, 2012 House Cannith didn't originate the Forge technology, it turns out. The original Forges were made by the Giants, during their war with the quori. House Cannith found templates and schemas and enough information to recreate a version of the process for their own use, which is the origin of most warforged in Eberron. And if the ancient machine notion is too out there, or not compatible with your vision for the setting (of which a great deal is left open to the GM's imagination) then I have no problems rescaling my concept to just a warforged who was damaged during the Last War...perhaps as part of the Mourning...and subsequently found and reactivated. It's all good. Link to comment Share on other sites More sharing options...
The Story Guide Posted December 19, 2012 Share Posted December 19, 2012 Ah. I didn't know that. As I said, my reading has been limited. The timeline I had to look at just said that warforged came out 33 years before the start of "current day". That is a good question, about your vision for the game/setting, Moira. I assume you're running the pre-made adventure from the back of the book, given the title here? What are you looking for? Are we allowed to use the bajillion source books that have been put out or do you want us to stick to just the Eberron campaign setting? Or something in-between? Link to comment Share on other sites More sharing options...
Aphrodite Pandemos Posted December 19, 2012 Author Share Posted December 19, 2012 Yes, this is the adventure from the back of the book. After that if you guys are still interested, we'll go somewhere from there. You're allowed to use anything that makes sense for your character as long as it's not third party. That said, I know WotC didn't put out the most balanced books. Like I said in chat, no game breakers. If you can justify it and it's not totally stinkin of cheese, go for it. Link to comment Share on other sites More sharing options...
SalmonMax Posted December 19, 2012 Share Posted December 19, 2012 Not lookin' to break anything. If I wanted to break stuff, I'd make a sorceror. Hm. Warforged sorceror...the Cha penalty would hurt...and the armor fail chance...and almost everything else...but it'd be a pretty cool concept. Hee hee Link to comment Share on other sites More sharing options...
Aphrodite Pandemos Posted December 19, 2012 Author Share Posted December 19, 2012 For all your Warforged caster needs Well except for maybe that Cha penalty Link to comment Share on other sites More sharing options...
The Story Guide Posted December 20, 2012 Share Posted December 20, 2012 Okay, I'm going to roll a House Jorasco unmarked halfling of the Healer class. Moira is also going to let me try it as a spontaneous casting class and see if that's too overpowered or not. Because she's awesome. Link to comment Share on other sites More sharing options...
SalmonMax Posted December 20, 2012 Share Posted December 20, 2012 Happily warlocks can use light armor (like warforged chassis') without arcane fail chance. Whew! Wouldn't want go naked! Link to comment Share on other sites More sharing options...
Charlotte Posted December 21, 2012 Share Posted December 21, 2012 Thinking of a human psychic warrior. Backstory is a former military officer who was traumatized by the last war, and wound up succumbing to a possession that the kalashtar community in Sharn aided him with, helping him, over the course of a decade, to find some measure of meditative peace and helping to open up psychic abilities within his soul. The possessing spirit is still out there, and so are old squadmates - and in the meantime, as recompense, the kalashtar ask that he turn his martial skill and psychic powers to their aid in the future. (What this is, he's not aware of - but from keeping his ear to the ground, he knows that they're upset about something in Riedra....) Link to comment Share on other sites More sharing options...
SalmonMax Posted December 21, 2012 Share Posted December 21, 2012 Behold the magic of Oz! Name: Oz Race: Warforged Class/Level: Warlock 2 Description: Oz stands a little taller than an average human at exactly six feet, though it walks with a slight hunch that makes it look a few inches shorter. Its head is set on a short articulated neck that angles forward, furthering the visual impression that the construct is constantly 'leaning forward.' Its arms are long, but spindly-looking. Its right arm has some kind of complicated weapon system built into it. Its legs are more powerful looking, with digitigrade posture and some kind of advanced 'exoskeleton' built around the feet and ankles. The construct's 'skin' is silvery metal that gleams like quicksilver. Etched into it, all over, are arcane runes that gleam with gentle blue effulgence. It has no mouth, but can speak in a hollow, inflectionless voice. The only facial 'feature' it has are the color-changing eyes that glow out of its smooth, angular head. Strength (STR) 8 Dexterity (DEX) 16 Constitution (CON) 14 Intelligence (INT) 10 Wisdom (WIS) 10 Charisma (CHA) 14 Alignment: Neutral AC: 18 (10 +3 dex +5 armor), Flatfoot 15, Touch 13) Hit Points: 16 Movement: 30' Init: +3 Base Attack Bonus: +1 Melee Attack: +0 Ranged Attack: +4 Fort: +2 (+0 base + 2 con) Reflex: +3 (+0 base +3 dex) Will: +3 (+3 base +0 Wis) Race Abilities Construct type, living subtype Immune to poison, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Cannot heal damage naturally. Half healing from Cure spells Stasis at 0 through -10 HP. Does not eat, sleep, or breathe. Composite plating: +2 armor bonus, as light armor. Light Fortification, 25% chance to avoid critical hits/sneak attacks. Natural weapon, one slam attack for 1d4+Str. Class Abilities: Eldritch Blast 1d6 Detect Magic at will Skills: 8 Concentration +5 (3 + 2 con) Speak Language +1 Spellcraft +1 (1 + 0 int) Use Magic Device +5 (3 + 2 cha) Feats 1 Mithril Body Languages - Giant, Common Invocations Least - Spiderwalk - Summon Swarm (30' range, std action, concentration duration; atks creatures in swarm area, or nearest creature) Equipment Cash: 60gp Armor - Mithril Body, +5 AC, Max Dex +6, ACP 0 Weapons Slam, +0 to hit, 1d4-1 dmg Eldritch Blast, +4 ranged touch, 1d6 dmg, 60' Gear 2 Flasks Acid, 20gp, 2lbs 1 flask alchemist's fire, 20gp, 1lb 1 flask alchemist's frost, 25gp, 1lb 1 flask alchemist's spark, 25gp, 1lb Wand of Repair Light Damage, 750gp BAT SWARM Diminutive Animal (Swarm) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/— Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction (DC11), wounding 1/rnd Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits Saves: Fort +3, Ref +7, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills: Listen +11, Spot +11 Feats: Alertness, Lightning Reflexes RAT SWARM Tiny Animal (Swarm) Hit Dice: 4d8 (13 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +3/— Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease (DC12; filth fever), distraction (DC12) Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits Saves: Fort +4, Ref +6, Will +2 Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 Skills: Balance +10, Climb +10, Hide +16, Listen +6, Spot +7, Swim +10 Feats: Alertness, Stealthy, Weapon FinesseB SPIDER SWARM Diminutive Vermin (Swarm) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +1/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction (DC11), poison (DC11; Str1d3) Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits Saves: Fort +3, Ref +3, Will +0 Abilities: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2 Skills: Climb +11, Listen +4, Spot +4 Link to comment Share on other sites More sharing options...
Hyoseph Posted December 22, 2012 Share Posted December 22, 2012 At this point I'm looking at at a social skillmonkey. Diplomacy, psionics, etc. Either that or a totemist whirlwind of murder and claws. Haven't decided Link to comment Share on other sites More sharing options...
z010 Posted December 23, 2012 Share Posted December 23, 2012 Okay, here's my IC account for my Healer (this is Mala). Still working on the mechanics because I forgot how much D&D numbers can make my eyes bleed. Link to comment Share on other sites More sharing options...
The Story Guide Posted December 23, 2012 Share Posted December 23, 2012 Here's my stab at character mechanics. Name: Seraphina Jorasco of Ashdale Race: Halfling Class/Level: Healer 2 Description: Seraphina is a lithe and winsome young halfling; her clothes are usually of fine but simple cut, with the elaborate embroidery on them sewn on by Seraphina herself in the quite times when she is tending long-term patients. She speaks softly but firmly, with the self-confidence of a person used to making life-and-death decisions. A devotee of the Silver Flame, she is less zealous than the more martial of her fellow followers, but after a time among her cousins in the Talenta Plains she has felt a call from the Flame to venture further out into the world and aid those that cannot always make it to a town or church in their time of need. Strength (STR) 8 (2) Dexterity (DEX) 10 Constitution (CON) 10 (2) Intelligence (INT) 10 (2) Wisdom (WIS) 18 (16) Charisma (CHA) 16 (10) Alignment: Lawful Good AC: 12 (10 +0 dex +2 armor), Flatfoot 12, Touch 10) Hit Points: 16 Movement: 20' Init: +0 Base Attack Bonus: +1 Melee Attack: +1 Ranged Attack: +2 Fort: +4 (+3 base +0 con +1 Halfling) Reflex: +1 (+0 base +0 dex +1 Halfling) Will: +8 (+3 base +4 Wis +1 Halfling) Misc. Race Abilities +2 save (on top of +1 for Halfling saving throws) against fear +1 Attack Bonus with slings and thrown weapons Class Abilities: Healing Hands (Adds Cha modifier, +3, to all hit-point granting/heal spells) Skill Focus (Healing) Spells: 0 Level - 4 (Create Water, Cure Minor Wounds, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic) 1 Level - 5 (4 + 1 bonus from Wisdom) (Bless Water, Cure Light Wounds, Protection from Evil, Remove Fear, Remove Paralysis, Sanctuary, Speak With Animals) Skills: 20 pts Climb 1 (0 -1 Str + 2 Halfling) Concentration 5 (5 + 0 Con) Heal 12 (5 + 4 Wis + 3 Skill Focus) Jump 1 (0 - 1 Str + 2 Halfling) Knowledge (Religion: Silver Flame) 5 (5 + 0 Int) Listen (0 + 2 Halfling) Move Silently 2 (0 + 2 Halfling) Survival 9 (5 + 4 Wis) Feats Heroic Spirit Action Points - 9/9 pts Languages - Halfling, Common Equipment Letter of Credit: 650 gp Cash: 42 gp Armor (10 gp, 5 lbs.) Embroidered Leathers - +2, +6, 0, 10%,30/20,10 lbs. Weapons (2 gp, 1 sp, 3 lbs) Unarmed - 1d2, 1d3, x2, B Sling - 1d3, 1d4, x2, 50 ft., B (10 pellets) Dagger - 1d3, 1d4, 19-20/x2, P or S Gear (171 gp, 15.5 lbs) Backpack - 2 gp, 1 lb Bedroll - 1 sp, 2.5 lb Fishhook - 1 sp Flask - 3 cp, 1.5 lb Flint & Steel - 1 gp Healer's Kit - 50 gp, 1 lb Holy Symbol, Silver Flame Arrowhead - 25 gp Identification Papers, with portrait - 5 gp Jorasco Broach - 75 gp Rations - 5 days, 2.5 gp, 2.5 lbs Sewing Needle - 5 sp Soap - 5 sp, 1 lb. Spell Component Pouch - 5 gp, 2 lb Traveling Papers - 2 sp Whetstone - 2 cp 1 lb Embroidered Cleric's Vestments - 5 gp, 3 lbs Mount Fastieth (Light Load, Medium load when Seraphina is mounted) - 50 gpBit & Bridle - 2gp, 1 lbSaddle - 10 gp, 12.5 lbSaddlebags - 4 gp, 4 lbsTent - 10 gp, 10 lbsWaterskin - 1 gp, 4 lb Link to comment Share on other sites More sharing options...
Hyoseph Posted December 26, 2012 Share Posted December 26, 2012 My character as it exists so far (bear in mind, this is a work in progress) Name: Dakkhad Race: Kalashtar Class: Erudite 2 HP: 12 32 Point Buy STR 8 (-1) DEX 10 (+0) CON 14 (+2) INT 18 (+4) WIS 14 (+2) CHA 10 (+0) ================================================== Fort Save +2 Ref Save +0 Will Save: +5 ================================================== AC / Touch / Flat-Footed: 10 / 10 / 10 Armor: (None) ================================================== Feats: Overchannel, Talented, Inquisitor Flaws: Nonviolent, Vulnerable (-2 to Melee Attacks, -1 to AC) ================================================== Skills: Concentration 5+2 = 7 Psicraft 5+4 = 9 Spellcraft 5+4 = 9 Knw (Religion) 5+4 = 9 Knw (Psionics) 5+4 = 9 Craft(Sculpt.) 5+4 =9 ==================================================== PPs: 6 (Level) + 4(Int) + 2(Kalashtar) = 12 Powers Starting Lvl 1 - 6 Powers Inertial Armor, Vigor, Synchronicity*, Energy Ray, Precognition(Offensive), Mind Thrust Lvl 2 Free - 2 Powers Control Flames, Entangling Ectoplasm * - Not in the SRD, but Complete Psionic Link to comment Share on other sites More sharing options...
Sandman XI Posted December 26, 2012 Share Posted December 26, 2012 Been wracking my brain all night. Here's what I've came up with so far. Human Cleric of Dol Dorn Xaleci, CG Human Cleric (Dol Dorn) 2 Str 14 Dex 12 Con 14 Int 8 Wis 16 Cha 14 Fort 5 (3 base, 2 con) Ref 1 (0 base 1 dex) Will 6 (3 base, 3 wis) Concentration 5 (+7) Diplomacy 5 (+7) atk 1 (base) 2 (range) 3 (melee) 4 (longsword) def 19 (10 base, 1 dex, 6 armor, 2 shield) hp 20 (8+2, 8+2) init 1 (1 dex) ap 6 (5 base, 1 half level) Martial Weapon Proficiency (longsword) (War domain) Weapon Focus (longsword) (War Domain) Combat Casting (human) Power Attack (first level) masterwork longsword, 5 melee, 1d8+2, 19-20/x2 Turn Undead, 5/day, +2 check, 2d6+4 HD Aura of Chaos and Good: moderate Domains: Strength (1/day, 1 strength per cleric level for 1 round), War (free proficiency and weapon focus in deity's favored weapon) Spell Points 5 Orisons, 5/day, DC 13 1st level, Prepare 3+1 domain, DC 14 Domains: Enlarge Person, Magic Weapon Spontaneous: Cure Light Wounds Prepared: Divine Favor, Detect Alignment, Protection from Alignment masterwork longsword (315gp) banded mail (250gp) Heavy Steel Shield/Holy Symbol (20gp) 315gp Human Artificer Xaleci, ?? Human Artificer 2 Str 10 Dex 14 Con 10 Int 16 Wis 10 Cha 16 Fort 0 (0 base, 0 con) Ref 2 (0 base, 2 dex) Will 3 (3 base, 0 wis) Disable Device 5 (+8) Knowledge (arcana) 5 (+8) Knowledge (architecture and engineering) 5 (+8) Knowledge (the planes) 5 (+8) Open Lock 5 (+7) Search 5 (+8) Spellcraft 5 (+8) Use Magic Device 5 (+8) atk 1 (base) 1 (melee) 3 (range) def 19 (10 base, 2 dex, 5 armor, 2 shield) hp 12 init 2 ap 6 (5 base, 1 half level) Legendary Artisan (human) (first level) Scribe Scroll (Artificer) Brew Potion (Artificer) Artificer Knowledge: DC 15 check (artificer level + int mod) to tell if an item is magical. Takes one minute. If fails cannot retry. Artisan Bonus: +2 on Use Magic Device checks to activate items that have creation feat for. Disable Trap: May search for traps if DC is higher than 20. May search for magical traps (DC 25 + level of spell used). May disarm magical traps (DC 25 +level of spell used). Item Creation: May make magical items without knowing spells (Use Magic Device DC 20 + caster level of spell used). For the purpose of crafting items, caster level is artificer level + 2, but item uses artificer level for effects. Craft Reserve: 40 points to spend on XP for crafting magical items. Infusions 1st level, 3/day (find list of infusions) masterwork chainmail (300gp) masterwork heavy steel shield (170gp) masterwork morningstar (308gp) 122gp Grey Elf Archivist Xaleci, TN Grey Elf Archivist 2 Str 6 Dex 14 Con 12 Int 20 Wis 14 Cha 8 Fort 4 (3 base, 1 con) Ref 2 (0 base, 2 ref) Will 5 (3 base, 2 wis) Immune to magical sleep, +2 vs enchantment Concentration 5 (+7) Decipher Script 5 (+12) Knowledge (arcana) 5 (+12) Knowledge (dungeoneering) 5 (+10) Knowledge (nature) 5 (+10) Knowledge (religion) 5 (+10) Knowledge (the planes) 5 (+10) Search 5 (+10) Spellcraft 5 (+10) Languages: Common, Elven; Draconic, Gnome, Goblin, Orc, Sylvan atk 1 (base) -1 (melee) 2 (range) def 12 (10 base, 2 dex) hp 14 (6+1, 6+1) init 2 (2 dex) ap 6 (5 base, 1 half level) Scribe Scroll (Archivist) Archivist of Nature (first level) Dark Knowledge 3/day *tactics: DC 15 +1 to hit, DC 25 +2 to hit, DC 35 +3 to hit Lore Mastery: +2 Decipher Script, +2 to one knowledge skill Spell Points 6 0 level, 5/day, DC 15 Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue Scribed In: 1st level, Prepare 5, DC 16 10 Cleric Spells Scribed In: Mage Armor (Force domain), Charm Person (Charm domain), 4 more. Second Level Divine Scroll (150gp) Second Level Divine Scroll (150gp) Second Level Divine Scroll (150gp) Second Level Divine Scroll (150gp) Second Level Divine Scroll (150gp) Grey Elf Wizard Xaleci, ?? Grey Elf Wizard 2 Str 10 Dex 12 Con 12 Int 20 Wis 12 Cha 8 Fort 1 (0 base, 1 con) Ref 1 (0 base, 1 dex) Will 4 (3 base, 1 wis) Immune to magical sleep, +2 vs enchantment Concentration 5 (+6) Decipher Script 5 (+10) Knowledge (arcana) 5 (+10) Knowledge (nature) 5 (+10) Knowledge (the planes) 5 (+10) Spellcraft 5 (+10) Atk +1 base), +1 (melee), +2 (range) HP 10 AC 15 (10 base, 1 dex, 4 mage armor) Init +1 (1 dex) AP 4 (3 base, 1 half level) Languages: Common, Elven, Draconic, Sylvan, Orc, Gnome, Goblin Scribe Scroll (free, wizard) Point Blank Shot (no familiar) Precise shot (first level) Spells Points 6 1st, Prepare 4, DC 16 Mage Armor, Shield, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person Composite longbow (100gp) Second level scroll (150gp) Second level scroll (150gp) Second level scroll (150gp) Second level scroll (150gp) Second level scroll (150gp) 50gp Link to comment Share on other sites More sharing options...
SalmonMax Posted December 26, 2012 Share Posted December 26, 2012 Are there 'gray elves' in Eberron? Thought that was a Greyhawk/Realms thing. I like artificer of course, but I have a vested interest in that. Link to comment Share on other sites More sharing options...
z010 Posted December 26, 2012 Share Posted December 26, 2012 It appears that we're using SPs? If so, then Seraphina would have 8 spell points. I'll add that to her character sheet sometime soon. Link to comment Share on other sites More sharing options...
Sandman XI Posted December 26, 2012 Share Posted December 26, 2012 Max, there are no canon grey elves. My guys are just mutant city elves Seraphina, spell points are an option. You don't have to use them at all. They just take the edge off of book keeping a prepared caster. Link to comment Share on other sites More sharing options...
Jordan Posted December 27, 2012 Share Posted December 27, 2012 Okay so I've been talking to folks on the chat and slowly my love of Eberron is beating out my distaste for D&D/D20. If you still have room Moira I have a character concept I'd like to float by you. Nasherac Fadal is a Human whose parents were explorers for Morgrave university based in Stormreach. His parents were interested in the Magic of the giants and he grew up surrounded by the odd and fantastical. As he grew older, he joined his parents in their pursuits and learned awide variety of skills and abilities. Several years ago, His Mother made a phenomenal discovery. An unusual sect of of Giants used a magic that involved the power of souls. in an ancient manuscript she translated the initiation rites and both she and Nasherac began it's study. His father was less sure about it but sent word back to Morgrave of their discovery regardless. A few months later, Nasherac returned from an expedition into the interior of Xen'Drik to find his home destroyed and his parents missing. With evidence pointing to someone in Sharn being responsible, Nasherac has headed back to the land of his birth to hunt down the guilty party and extract his revenge. Link to comment Share on other sites More sharing options...
SalmonMax Posted December 27, 2012 Share Posted December 27, 2012 Hey, Jordan...that background could tie very easily into my character. Maybe you, or your parents were involved in the expedition that discovered and reactivated Oz? It's an old-schema Xendrik warforged that uses giant technomagic. Link to comment Share on other sites More sharing options...
Jordan Posted December 27, 2012 Share Posted December 27, 2012 Yeah we'd fit pretty well together, as long as you don't mind hanging out with a guy that is going to be a trouble magnet I've made some adjustments and refinements to my concept. Mechanically Nasherac is a Human Factotum 1/Incarnate 1. His mother was an explorer and researcher for Morgrave University working in Xen'Drik and specializing in Giants and their magical advancements. His Father is a Dragonmarked Courier of House Orien. They had a brief dalliance before she left for Xen'Drik and Nash was born with Dragonmark of Passage. Being surrounded by such a well trained and versatile group of researchers gave him a wide breadth of knowledge and experience even if it wasn't as deep as those who specialize in only a few things (the origins of his Factotum level). When the boy was old enough, he began aiding his mother and her research group when they made a fantastic discovery of a nearly untouched trove of Giant artifacts. The discovery of the trove led to many revelations, including the reactivation of a proto-Warforged being created by the Giants themselves! For Nasherac and his mother, however, it was the discovery of an otherworldly substance the giants called Incarnum and the art of Meldshaping. For months they studied the strange magical art, eventually becoming the first Meldshapers to practice he art in thousands of years (Or so they believed; unbeknownst to them the Drow have been practicing an Animalistic version of the art since the time of the destruction of Giant civilization. This is the origins of his Incarnate level). Nasherac and his mother debated on whether to share their discovery with the University and what the ramifactions might be, with Nash in favor of sharing while his mother preferred keeping it secret until they better understood the full power of Incarnum. In the end the decision was removed from their hands when a fire destroyed their home. With his mother and all their research into Incarnum missing, Nasherac discovered evidence that led him to believe agents of the Emerald Claw had stolen the notes and either killed or kidnapped his mother before fleeing back to Khorvare. So, armed with his what meager possessions had survived the fire, Nasherac made the treacherous journey across the sea to Sharn and a land he only knew through song and story. Link to comment Share on other sites More sharing options...
Charlotte Posted December 29, 2012 Share Posted December 29, 2012 I've decided to ditch the psychic warrior and go with a human(ish) warblade version of an oldie-but-goodie concept of mine, Lt. Sylvia Morganshire. Material taken primarily from the Tome of Weeabo Fightin' Magic, AKA the Book of Nine Swords. There are a number of Cyre survivors scattered around, but Sylvia is unique in that she didn't just survive the cataclysm that ended the Last War, but never saw the war itself. For the last century and a half, Sylvia has been petrified as a statue, and only recently has been restored to a living form, into a world that's gone through the magical equivalent of the Industrial Revolution (the lightning rail was brand new when she wound up in a staring contest with a medusa.) Where things get weird is that for whatever reason, the restoration process hasn't fully taken - Sylvia is slowly reverting to stone, but instead of being an immobile mindless statue, she'll wind up a sentient, super-tough construct. I have a few ideas how to model this in-game, if Moira will indulge. The easiest is "hey, she's a warforged," followed by using construct grafts from Faiths of Eberron, followed by adapting a prestige class such as the Living Monolith from Pathfinder or the Green Star Adept from Complete Arcane. If people have ideas I'd like to hear them. Link to comment Share on other sites More sharing options...
Lt. Sylvia Morganshire Posted December 30, 2012 Share Posted December 30, 2012 Here's her preliminary sheet. Once I hear approval I'll work on the background. Sheet Name: Lt. Sylvia Morganshire Race: Human Class: Warblade Level: 2 ATTRIBUTES (32pp) STR 16 (+3) (10pp) DEX 12 (+1) (4pp) CON 14 (+2) (6pp) INT 14 (+2) (6pp) WIS 10 (+0) (2pp) CHA 12 (+1) (4pp) Base Attack: +2 - Melee: +5 - Ranged: +3 Hit Points: Initiative: +1 AC: Saving Throws: - Fortitude: +5 (+3 Class, +2 Con) - Reflex: +3 (+0 Class, +1 Dex, +2 Int) - Will: +0 (+0 Class, +0 Wis) Skills (4 first level, 1 additional = 5, times 7 per level = 35) Name Total Ranks Att Other Balance 6 5 +1 Concentration 7 5 +2 Craft (sculpting) 7 5 +2 Intimidate 6 5 +1 Jump 8 5 +3 Knowledge (history) 7 5 +2 Martial Lore 7 5 +2 Racial Abilities: - Extra Feat - Extra Skills Class Abilities: - Maneuvers and Stances (see below) - Battle Clarity (gain Int bonus to Reflex saves when not flat-footed) - Weapon Aptitude: Swap feats related to bonuses to specific weapons with a day's rest - Uncanny Dodge: Retain Dex bonus to AC when flat-footed Feats: - Power Attack: Take a penalty to hit in exchange for 1.5 times that penalty's equivalent in bonus damage (for two-handed weapons) - Adaptive Style: Take a full-round action to switch out maneuvers. Maneuvers (3 readied, 4 total) - Moment of Perfect Mind (Counter) - Use a Concentration check in place of a Will save. A natural 1 does not fail. - Steel Wind (Strike) - Make two attacks, each against a different foe. - Douse the Flames (Strike) - Make a melee attack. If the attack hits, the target can't make attacks of opportunity for 1 round. - Steely Strike (Strike) - Make a single melee attack with a +4 bonus on the roll. All opponents other than the one Sylvia attacked gain a +4 bonus to attack her for 1 round. Stances (1 total) - Blood in the Water (Stance) - Gain a +1 to hit and to damage for every critical hit scored. These bonuses are untyped, and stack. This benefit resets if Sylvia goes more than a minute without scoring a critical hit. Encumbrance: 76 light, 153 medium, 230 heavy Weapons: - Masterwork Greatsword (350 gp; 8 lbs) +6 to hit; 2d6+3 damage; 19-20/x2 - Mace (12 gp; 8 lbs) +5 to hit; 1d8+2 damage; 20/x2 - 2 daggers (4 gp; 2 lbs) +5 to hit; 1d4+2 damage; 19-20/x2 Thrown: +2 to hit Armor: - Breastplate (200 gp; 30lbs) - AC Bonus: +5 - Max Dex: +3 - Armor Check Penalty: -4 Equipment: - Backpack (2 gp; 2lb) - Bedroll (1 sp; 1lb) - Flask (3 cp; 1.5lbs) - Two Week's Trail Rations (7gp; 14lbs) - Silk Rope (50ft) (10gp; 5lbs) - Grappling Hook (1gp; 4lbs) - Tent (10gp; 20lbs) Special Equipment: - Artisian's Tools (5gp, 5lbs) - 3 potions Cure Light Wounds (1d8+1 per) (150gp) Money: 148 gold, 8 silver, 7 copper Link to comment Share on other sites More sharing options...
Aphrodite Pandemos Posted January 1, 2013 Author Share Posted January 1, 2013 Jordan, I have no problem with your character Link to comment Share on other sites More sharing options...
Lt. Sylvia Morganshire Posted January 9, 2013 Share Posted January 9, 2013 Here is Sylvia's background There are veteran's bars in Sharn, and in many of these bars, you can tell the survivors of Cyre apart from the others. All gave some and some gave all, but no one gave like they did - an entire country sitting dead in Khorvaire like a bloated corpse being the only thing that could sake the nation's thirst for war. At one of them, however, there is a survivor amongst survivors, and she'll tell you her tale with a Cyran accent as lyrical as any, if somewhat... off. Lieutenant Sylvia Morganshire grew up in a small farming village many dozens of miles outside of Metrol, tomboyish to a fault and possessed of intense curiosity. Life was dangerous, and Cyre needed soldiers, so she volunteered at the age of 16 (a year shy of adulthood, but she lied about her age.) She proved an adept student of the sword, attracting the attention of an elven swordmaster, Tharthanis - who had been training Cyran warriors for three hundred years, and knew talent when he saw it. Sylvia's life took a turn, however, when choosing to use her leave to do a little travelling. She was commuting by lightning rail in southwestern Breland when the rail broke down, crashing and stranding the coach and its passengers until the resident magewright could repair the damage to the conductor stones. Sylvia quickly took charge, helping to quell panic and organize the passengers. A few days later, Sylvia refused to put off a bath any longer and was enjoying a nearby pond, when a woman in a hood and veil approached her. Sylvia darted out of the water, grabbing her sword, and asked the visitor to state her buisness. "I sshould ask the ssame of you. You are quite closse to our landss. But fortune ssmiless upon you, Ssylvia Morgansshire. You have a rare gift, that iss exactly what my ssissterss need." "If you know about a town nearby, these people - " " - would not be welcome, in the ssettlementss you find thiss far ssouth. Worry not about them. You have a different path ahead." Then the woman removed her veil, and the last thought in Sylvia's head for over a hundred years was, snakes? No one knew exactly where the statue of a nude woman wielding a sword came from, but it had stood in one of Sharn's finer parks for at least a hundred years. Not long after the Last War's ending, it vanished, and Sylvia confirms the rumors why: one day, at noon, a woman in a hood and veil approached the statue and kissed it, and afterwards, it reverted to flesh and blood. Sylvia says that the woman didn't have the same voice, but there was no mistaking the hiss. She told Sylvia that the War she had been destined to die fighting had come and gone, and that her fate had taken a different turn - one that the medusa would be in touch about, should Sylvia survive that which was coming her way. She lent Sylvia a cloak and shoes to wear, and pressed a few gold pieces of strange currency into her palm, and then she was gone. Since then, Sylvia has struggled with the weight of over a hundred years of history. Living golems crafted from artifice? Ships that fly? Her homeland gone? In the weeks since, she'd managed to eke out a living as a sculptor, having found - to her annoyance - that she's good at creating lifelike statues. The owner of the park had the gall to suggest that she replace the statue, and after being informed that killing rich people was against the law, she obliged. Of course, the owner didn't specify the gender of the replacement, nor the species. So Sylvia listens to stories from other survivors, and makes a list in her head of things she'll do once she gets over the crushing heartache that has cast a pall over her soul. Would she be welcomed in New Cyre? What of Tharthanis - did he survive the Last War? The region they'd been lost in was near what was now called Droaam, whose medusa ruling class had representatives in Sharn - did she dare meet with one of them? Or did it have nothing to do with the Queen of Stone and everything to do woth Mordain the Fleshweaver, whose own perverse Forest of Flesh was not far from the crash site? And is it her imagination, or did she somehow get a little stronger after becoming solid stone for a century? Link to comment Share on other sites More sharing options...
Sandman XI Posted January 10, 2013 Share Posted January 10, 2013 So here's what I eventually came up with. Funaki never knew his father. He was born to a travelling professional. His mother taught him everything about the business of locksmithing and travelling. He took to it like a fish to water. When he was old enough, he set out to make his own coin. Locksmithing is a profitable business. One day he found there was a dragonmark growing on him. So he went to Sharn to learn more about it. Funaki, Dwarf Rogue 2 Str 10 (+0) Dex 14 (+2) Con 16 (+3) Int 14 (+2) Wis 14 (+2) Cha 12 (+1) Fort 3 (0 base, 3 con) Ref 5 (3 base, 2 dex) Will 2 (0 base, 2 wis) Appraise 5 (+7) Craft (mechanical) 5 (+7) Disable Device 5 (+7) Gather Information 5 (+9) Knowledge (local) 5 (+7) Listen 5 (+7) Open Lock 5 (+7) Profession (locksmith) 5 (+7) Search 5 (+9) Spot 5 (+7) Use Magic Device 5 (+6) Languages: Common, Dwarven, Gnome, Goblin atk 1 (base) 1 (melee) 3 (range) def 15 (10 base, 2 dex, 3 armor) hp 18 (6+3, 6+3) init 2 (2 dex) ap 6 (5 base, 1 half level) speed 20 ft masterwork rapier, +2 melee, 1d6, 18-20/x2 Least Dragonmark (Warding) (first level) Darkvision 60 ft +2 Appraise and Craft checks involving stone and metal +2 Search on stonework. Can detect unusual stonework (including traps and things disguised as stonework) within 10 feet as if actively searching for it. +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground +2 racial bonus on saving throws against poison. +2 racial bonus on saving throws against spells and spell-like effects. +1 racial bonus on attack rolls against orcs and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Sneak Attack +1d6 Trapfinding Evasion masterwork rapier (320gp) masterwork studded leather (175gp) masterwork thieves tools (100gp) Identification Papers, with portrait (5gp) Travelling Papers (2sp) 299gp 8sp Link to comment Share on other sites More sharing options...
Jordan Posted January 10, 2013 Share Posted January 10, 2013 Okay my character's name is Waylan Royce These are just his stats, I'll have a fleshed out background once I remember how to create an Alt account. Waylan Royce Neutral Good Human Factotum 1/Incarnate 1 ATTRIBUTES Strength: 10 (0) Dexterity: 15 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 8 (-1) HP: 20 (This assumes Max HP; 1D8+3 + 1D6+3 Hit Dice) BAB: 0 -Masterwork Longbow: +3, 1D8 Damage, X3 Crit, 100’ Range Increment -Rapier (x2): 0 (-2/-2 if dual wielding), 1D6 Damage, X2 Crit (18-20) AC: 15 (12 Touch, 13 Flat-Footed) Initiative: +2 SAVES -Fortitude: +5 -Reflexes: +4 -Willpower: +4 FEATS Tracking Point Blank Shot CLASS ABILITIES Essentia: 1 Inspiration: 2 Weapon Proficiencies: All Basic and Melee Armor Proficiencies: All Light, Medium and Shields (not Tower Shields) Aura of Good: As per Cleric Cunning Insight: +(INT Bonus) to any Attack Roll, Damage Roll or Saving Throw for 1 Inspiration Point Cunning Knowledge: +1 to any skill check as long as that skill is trained for 1 Inspiration Point Detect Evil Soulmelds: 2 Trapfinding: As per Rogue SKILLS Appraise: 1+2=3 Autohypnosis: 1+2=3 Balance: 1+2=3 Bluff: 1-1=0 Climb: 1 +0=1 Concentration: 1+3=4 Decipher Script: 1+2=3 Diplomacy: 1-1=0 Disable Device: 1+2=3 Disguise: 1+-1=0 Escape Artist: 1+2=3 Forgery: 1+2=3 Gather Information: 1-1=0 Handle Animal: 1-1=0 Heal: 1+2=3 Hide: 1+2=3 Intimidate: 1-1=0 Jump: 1+0=1 Knowledge-Arcana: 1+2=3 Knowledge-Architecture: 1+2=3 Knowledge-Dungeoneering: 1+2=3 Knowledge-Geography: 1+2=3 Knowledge-Nature: 1+2=3 Knowledge-Nobility: 1+2=3 Knowledge-Religion: 1+2=3 Knowledge-The Planes: 1+2=3 Listen: 1+2=3 Move Silently: 1+2=3 Open Locks: 1+2=3 Ride: 1+2=3 Search: 1+2=3 Sense Motive: 1+2=3 Sleight of Hand: 1+2=3 Spellcraft: 1+2=3 Spot: 1+2=3 Survival: 1+2=3 Swim: 1+0=1 Tumble: 1+2=3 Use Magic Device: 1-1=0 Use Rope: 1+2=3 GEAR Masterwork Studded Leather Armor, Masterwork longbow, 20 Arrows, 2 Rapiers Backpack, Bedroll, Flint & Steel, Grappeling Hook, 50’ of Silk Rope, 2 Belt pouches, 3 Sunrods, 1 Tanglefoot Bag, Waterskin Platinum 15, Gold 99, Silver 18, Copper 10 Link to comment Share on other sites More sharing options...
Jordan Posted January 11, 2013 Share Posted January 11, 2013 Hey I was just reading up some more and I came across a morsel of information I thought I would share. this may sound nitpicky but I don't mean it that way. When naming characters who are nobles the noble lineage is denoted by an ir' before the last name; For example Waylan would be Waylan ir'Royce. When naming characters who are from a Dragonmarked House that lineage is denoted with a d' before the last name; Waylan would be Waylan d'Royce (of Waylan d'Orien if the character's last name is actually Orien) Just thought I'd share Link to comment Share on other sites More sharing options...
Jordan Posted January 15, 2013 Share Posted January 15, 2013 Hey guys, just so you don't think I'm holding the game up; I'm waiting for a PM response from Moira before I post. Link to comment Share on other sites More sharing options...
Aphrodite Pandemos Posted February 11, 2013 Author Share Posted February 11, 2013 So, I have to admit something. This pregenerated adventure is not really appealing to me. Partly because Eberron as a whole just doesn't click with me. Though I'm not looking to leave the table. I want to continue with this. ,, By show of hands, who'd be interested in a more standard D&D setting? A generic style "Dragons are razing villages, Liches are amassing armies of undead, the princess has been kidnapped by ogres... and it's up to you to stop this!" I'll allow warforged, changelings and shifters in this setting. Warforged unchanged. Still made in creation forges. Still unknown how they are made. Changelings are the children of doppelgangers and humans. Shifters are feral humanoids that have evolved over the ages. Link to comment Share on other sites More sharing options...
Marco Moreno Posted February 11, 2013 Share Posted February 11, 2013 I could live with the change. would this be a generic world or are you considering another game world, like forgotten realms or Dragonlance? Link to comment Share on other sites More sharing options...
z010 Posted February 11, 2013 Share Posted February 11, 2013 I'm not really a D&D fan, with the exception of Eberron. I'm also spread pretty thin, so I think I'll just bow out. Sorry, Moira! Link to comment Share on other sites More sharing options...
Lt. Sylvia Morganshire Posted February 12, 2013 Share Posted February 12, 2013 'd prefer to stick around in Eberron, since it's my favorite D&D setting. ,, But all of D&D has petrifying monsters, so Sylvia could work in any of them. So if the group decides to try an original fantasy 'verse, I'd be up for it. Link to comment Share on other sites More sharing options...
Hyoseph Posted February 13, 2013 Share Posted February 13, 2013 I would be up for a more generic game. Whether I stayed Psion or not would depend on a few different factors but I would be up for it ,, ~H Link to comment Share on other sites More sharing options...
SalmonMax Posted February 13, 2013 Share Posted February 13, 2013 Well, I'd like to see more specifics about the new setting, but overall I'm fine with the idea. Oz can fit in most fantasy settings, it seems... ,, Or I can easily do another concept, if we lose someone and need a role more important than 'specialized arcane artillery.' Link to comment Share on other sites More sharing options...
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