Eberron: Rise of the Empire(OOC: Now recruiting second team)

NarlethDrider

First Post
A few times in the past I have attempted to run PBP games without sucess (& which sucks because some of yall have sent some great pc's my way). Anywho, this one (& its yahoo sister) have my definate attention (as well as the fact I've gotten rid of some superfluous crap ;) thats caused unecessary distraction.) If you wanna take a chance, sign on.

For thousands of years the Empire of Dhakaan dominated Khorvaire. The
arrival of the Daelkyr heralded the fall of the goblinoids' empire.
Since that time, the empire has continued to rot away, becoming a
mere shadow of itself; until now.

Many years ago, whether you were `recovered' from a blood drenched
battlefield, or emancipated from the slave chains of a hobgoblin
warlord, or rescued from a goblinoid clan that, at your birth, deemed
something `wrong' with you & left you to die in a desolate area, the
Goruk-taa' (Seekers of the Past in the old goblin tongue) nursed you
to health & offered training in any for you sought.

Years pass until you are brought before the council of seekers.
There, an albino goblin, dressed in fine robes nods at each of you
then speaks, "Years before the vile Lords of Xoriat, a hobgoblin
prophet told the Emperor of the danger the was to come & how it would
lead to the decline of the Dhakaani Empire---of the millennia that
would follow that would see his great people back as they once were…
savages…clan fighting clan. The prophet did offer hope as he told the
saddened Emperor that a new Empire could be established. The first
sign would be the breaking of a nation from which some of Droocha
(Founders) would be gathered to join the people of the blood." The
old goblin looks at you, "Each of you are of the Droocha. You will go
forth to find the treasures of the past that the Emperor concealed
in many lands. Some of these are symbols to our kin that will remind
them of the old ways…some are powerful artifacts that none who walk
this land may stand against. Be wary, many factions of our kin &
other, outside factions seek these treasures." The old goblin
smiles, "Enough with the gloom & doom. Tonight, after the ceremony
that will mark each of you as a Blade of the Goruk-taa', the council
will decide who will be going where. Enjoy this night, eat your fill,
bed your mate, for tomorrow you may die!"



Character Creation
Abilities: 86 points to spread over the six abilities on a one-for-
one basis
Level: 4 (LA's will be handled w/a expierience point penalty)

Races allowed:
Shifter
Warforged (scout & standard versions)
Lizardfolk (standard, poison dusk, & blackscale)
Goblin
Hobgoblin
Bugbear
Spiderling
Gnoll
Littorian
Half-Ogre
Dagruun Minotaur (using Dragonlance stats)
(I'm willing to listen to requests of races)
(changes to races will follow in next post)

Hit points: Max
Money: as level
Classes: Any in core book & eberron book except psionic classes.
Also, you may use a class from Monte Cook's Arcana Unearthed but, if
u take one of his magic using class, u will be 'stuck' using that
spell system. Also, the scout class from complete adventurer is allowed. If there is a class u want that i did not list, u have to send me all the info for approval

Because of your training, each of you have one free exotic weapon
proficiency feat.

Party size: 6
 
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NarlethDrider

First Post
General Goblinoid Physical Description:. Skin color can be yellow, red, white, gray, orange, brown or black. Hair can be yellow, red, white, gray, orange, brown or black. Their hands have four digits (3 fingers & a thumb) as does their feet. They have small noses. Their eyes are one color & can be white, green, red, black, or blue. Their ears have a point at the tip & on the lobe. Due to the Daelkyr, goblinoids facial features can run from nearly handsome to a true terror to behold.
GOBLIN
Goblin characters possess the following racial traits.
-2 Strength, +2 Dexterity, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Bonus Feat: Goblins are keenly aware of their surroundings and gain the bonus feat Alertness
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.

HOBGOBLIN CHARACTERS
Hobgoblin characters possess the following racial traits.
+2 Dexterity, +2 Constitution.
A hobgoblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Fighter.

BUGBEARS AS CHARACTERS
Bugbear characters possess the following racial traits.
+4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Darkvision out to 60 feet.
+3 natural armor bonus.
+4 racial bonus on Stealth checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.

HALF-OGRE
General Ogre Physical Description:. Skin color can be yellow, red, white, gray, orange, brown or black. Hair can be yellow, red, white, gray, orange, brown or black. Their over all physical appearance is that of a Draegoloth though only true blood ogres may have additional arms. (http://www.wizards.com/dnd/images/mof_gallery/MonFaePG59.jpg )Their eyes are one color & can be white, green, red, black, or blue. They also have cranial plating on their head with two small horns, one behind the other.
Size: Medium. Half-ogres have no special bonuses or penalties due to their size.
Ability Modifiers: +6 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma.
Extra Starting Hit Dice: A half-ogre gains 2 Hit Dice (2d8 hit points). The half-ogre’s Constitution modifier applies to each Hit Die when determining hit points.
Base Speed: 30 feet.
Natural Armor Bonus: Half-ogres have thick hides and gain a +3 natural armor bonus to Defense.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Attack Bonus: Half-ogres gain a +1 species bonus on attack rolls.
Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions
Free Language Skills: Speak Giant (or local language).
Other Languages: Common, Gnoll, Goblin, Orc, Undertongue.
 

NarlethDrider

First Post
Dagruun Minotaur Racial Traits
+4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscles over their minds. Minotaur arrogance can be offensive to other races.
Medium: As Medium creatures, minotaurs have no special bonuses or penalties.
Minotaur base land speed is 30 feet.
Natural armor: Minotaurs have exceptionally tough hides, which gives them a +2 natural armor bonus to AC.
Natural Attack: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage (plus the minotaur's Strength modifier). If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 1/2 times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate and Use Rope checks.
Minotaurs may take the Scent special quality as a feat. (See the Glossary in the Monster Manual.)
Automatic Languages: Common, Minotaur, and Goblin. Bonus Language: Ogre.
Favored Class: Fighter

GNOLLS AS CHARACTERS
Gnoll characters possess the following racial traits.
Strength +4, Constitution +2, Intelligence –2, Charisma –2.
Size Medium.
A gnoll’s base land speed is 30 feet.
Darkvision out to 60 feet.
+1 natural armor bonus.
Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
Favored Class: Ranger.

KOBOLD CHARACTERS
Kobold characters possess the following racial traits.
-4 Strength, +2 Dexterity,
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4
bonus on Hide checks, –4 penalty on grapple checks, lifting and
carrying limits 3/4 those of Medium characters.
A kobold's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold character has a +2 racial bonus on Craft
(trapmaking), Profession (miner), and Search checks.
+1 natural armor bonus.
Special Qualities (see above): Light sensitivity.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.

LIZARDFOLK AS CHARACTERS (standard)
Lizardfolk characters possess the following racial traits.
+2 Strength, +2 Constitution, -2 Intelligence.
Medium size.
A lizardfolk's base land speed is 30 feet.
Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump,
and Swim checks.
Weapon and Armor Proficiency: A lizardfolk is automatically
proficient with simple weapons and shields.
+5 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Special Qualities (see above): Hold breath.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan,
Goblin, Gnoll, Orc.
Favored Class: Druid.

POISON DUSK LIZARDFOLK AS CHARACTERS
Poison Dusk characters possess the following racial traits.
+2 Dexterity, +2 Constitution, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4
bonus on Hide checks, –4 penalty on grapple checks, lifting and
carrying limits 3/4 those of Medium characters.
A Poison Dusk's base land speed is 30 feet.
Lowlight vision out to 60 feet
Racial Skills: Poison Dusk have a +4 racial bonus on Balance, Jump,
and Swim checks. A Poison Dusk lizardfolk can apply poison without
endangering itself. Its chameleon skin allows it a +5 racial bonus on
Stealth checks.
Weapon Familiarity: A Poison Dusk treat bolas & nets as martial
weapons rather than exotic weapons.
+3 natural armor bonus.
Natural Weapons: 2 claws (1d3) and bite (1d3).
Special Qualities (see above): Hold breath (4 x Constitution rounds).
Chameleon Skin.
Automatic Languages: Common, Draconic. Bonus Languages: Halfling,
Sylvan.
Favored Class: Ranger.

BLACKSCALE LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
+6 Strength, +4 Constitution, -4 Intelligence, -4 Charisma.
Size: Large. Blackscale take a –1 size penalty to Defense and a –1
size penalty on attack rolls. They gain a +4 size bonus on grapple
checks and suffer a –4 size penalty on stealth checks
Extra Starting Hit Dice: A Blackscale gains 2 Hit Dice (2d8 hit
points). The Blackscale's Constitution modifier applies to each Hit
Die when determining hit points
A Blackscale's base land speed is 40 feet.
Darkvision out to 60 feet
Racial Skills: Blackscale have a +4 racial bonus on Balance, Jump,
and Swim checks.
Weapon and Armor Proficiency: A Blackscale is automatically
proficient with simple weapons and shields.
+7 natural armor bonus.
Natural Weapons: 2 claws (1d6) and bite (1d6).
Special Qualities (see above): Hold breath (4 x Constitution rounds).
Automatic Languages: Common, Draconic. Bonus Languages: Ogre, Orc.
—Favored Class: Barbarian.

SPIDERLING
+2 Dexterity, -2 Constitution, +2 Wisdom: Spiderlings
are agile and alert.
- Small: Spiderlings gain a +1 size bonus on attack rolls and Armor
Class, and they receive a +4 size bonus on Hide checks. They must
use smaller weapons then normal drow use and their lifting and
carrying capacities are three-quarters those of Medium-size
creatures. In addition, they suffer a -4 size penalty on grapple,
bull rush, and trip checks and attempts to resist such attacks.
- Spiderling base speed is 30 feet, with a climb speed of 20 feet. As
natural climbers, spiderlings have a +8 racial bonus on Climb checks
and can always take 10, even if distracted or threatened when
climbing.
- +1 racial attack bonus against flat-footed opponents. Spiderlings
are masters of ambush tactics.
- Multiple Legs: Spiderlings gain a +4 stability bonus to defend
against bull rush and trip attacks.
-• Monstrous Humanoid: Spiderlings are immune to spells that
particularly target humanoids (such as charm person and hold person).
- Spiderlings do not sleep or dream. Instead they meditate in a deep
trance for 4 hours a day. A spiderling resting in this fashion gains
the
same benefits a human does by sleeping for 8 hours.
-+2 natural armor bonus
- Darkvision (Ex): Spiderlings can see in nonmagical darkness up to a
range of 60 feet.
- +2 racial bonus on Listen, Hide, Jump, Move Silently, and Spot
checks.
- Halfling Blood (Ex): Spiderlings are considered to be halflings for the purposes of racially specific abilities and effects.
- Automatic Languages: Undercommon. Bonus Languages: Abyssal,
Common, Elven, Gnome, Goblin, Halfl ing, Infernal, and Orc.
- Favored Class: Rogue.
 
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DEFCON 1

Legend
Supporter
This sounds really cool. I'll submit a spiderling cleric (dunno what domains you are going to use, but I'm hoping at least one of the roguish ones are available). Perhaps I'll take a rogue level or two as well... but a priest of the thieving arts as a spiderling seems cool. Thanx!
 

LiquidAtom

First Post
Hello. This looks pretty cool. I would like to play as a hobgoblin ranger or fighter type if there is room.
 
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NarlethDrider

First Post
The team sofar

We have 3 of the six so far:
Captain Tagon: Bugbear or Minotaur scout
DEFCON1: Spiderling cleric w/at least a rogue domain
LiquidAtom: Hobgoblin ranger or fighter type

looks pretty good so far :D
 

Bobitron

Explorer
Hello, NarlethDrider! I'm not taking on any new games right now, but I am interested in your idea. Could you sign me up as an alternate in case someone needs to drop out?

Thanks:)
 


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