Traipsing Across Khorvaire - High Adventure in Eberron (OOC) [Closed]

Starman

Adventurer
Well, now that I am starting to feel comfortable doing this PbP thing, I'm going to open my game up and recruit three more players. Creamsteak has expressed interest and one spot is reserved for him unless he decides otherwise.

I would prefer it if you had the Eberron book, but it is not an absolute necessity. I am trying out a ton of stuff from Unearthed Arcana, but if you don't have that book, that's fine. I'll help you with whatever you need from the book.

House rules are listed below. Ability score generation is 92 points spread out over you six abilities on a one-for-one basis. Yes, you are powerful heroes. Starting experience is 1000 with gold as per the DMG (900, I believe). No evil characters. I will allow neutral alignments, but I would strongly prefer one of the three good ones.

I have the A&E Guide, Complete Warrior, 3.0 splats, Book of Exalted Deeds, most of the Realms books, Ultimate Feats, and a few other books that I can't think of off the top of my head (I'll post them later). If you are interested in something from these, ask and I'll make a case-by-case judgement.

I don't have the Expanded Psionics Handbook, yet, so no psionic characters. Sorry. :(

I would prefer the three incoming PCs know each other. I will be inserting you into the current adventure at a fairly convenient point, but it will be next to impossible if you don't know each other. I will help you with this. We will also have to come up with a reason for you to be out and about in the wilds of Breland, whether you are guarding a House Orien caravan or tracking down Droaam border raiders or something else.

Like I mentioned, I will be inserting you into an ongoing adventure now, but once it is over, I would like things to become more character driven. I'll lay out rumors and plot hooks from the world and your own backstory. It will be up to you guys to follow up on what interests you. Of course, if that doesn't work, I'll just grab you by the nose and lead you on your merry way. :p I'm looking to really emphasize the high action spirit of the setting.

As far as post requirements, I'm aiming for 4-5 a week. If we move faster than that, great. If I don't hear from you for a week, I'll NPC you. If another week goes by and I haven't heard anything then I'll phase you out. Note, if you are sick or away from a computer, that's fine. Just let me know. I'm talking about not hearing anything at all from you.

I suppose I will also take two people down for alternates.

Post your interest/character ideas here and once I give you the okay you can put your character in the Rogue's Gallery. I'm thinking that we will just put vital stats in there for now and you can email character backgrounds to me. Yes, that means my current player, Widowmaker, will be taking his background down.

If you have any questions, shout 'em out.

The game is here.
The rogue's gallery is here.

Here is a list of books I have which you may draw material (feats, spells, prestige classes, etc.) from as the game progresses. Note that anything from these sources needs to be cleared by me first. Some of it is clearly broken, but that doesn't mean I won't work with you to get the concept you want for your character.

Arms & Equipment Guide
Book of Exalted Deeds
Complete Arcane
Complete Divine
Complete Warrior
Races of Destiny

Forgotten Realms Campaign Setting
Magic of Faerun
Races of Faerun

Book of Eldritch Might I, II, III
Book of Hallowed Might

Relics and Rituals I, II

The Quintessential Fighter
The Quintessential Rogue
The Quintessential Cleric
The Quintessential Wizard
The Quintessential Elf
The Quintessential Dwarf
The Quintessential Monk
Ultimate Feats
Ultimate Prestige Classes

Here are the house rules we will be using.

Alternate Rules for Eberron Campaign

Abilities​

Character Generation (House Rule) – Players have 92 points to distribute between their six stats on a one-for-one basis.

Races​

Bloodlines (Unearthed Arcana pg. 19) – available bloodlines are celestial, demon, devil, elemental, genie, giant, gith, hag, minotaur, ogre, slaad, titan, troll, vampire

Half-elf (House rule) – replace half-elf in PHB with:

Half-elf Racial Traits
• +2 Charisma, -2 Constitution: Half-elves share the frail ancestry of their elven ancestors, but something in the blending of the human and elven blood makes them especially charismatic
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Bonus Feat: Half-elves share some of their human ancestry’s adaptability and gain the Cosmopolitan feat for free.
• Immunity to magic sleep spells and similar effects and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any.​

Half-orc (House rule) – replace half-orc in PHB with:

Half-orc Racial Traits
• +2 Strength, -2 Intelligence, -2 Charisma: Half-orcs get the strength of the orcish lineage, but the lack of mental acuity and personal magnetism comes with it.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Bonus Feat: Half-orcs share some of their orc ancestry’s hardiness and gain the Toughness feat for free.
• Darkvision: Half-orcs have darkvision as their orc ancestors do, but only out to 30 feet.
• +2 racial bonus on Intimidate and Survival checks.
• +2 racial bonus on saving throws against poison or disease.
• Orc Blood: For all effects related to race, a half-orc is considered an orc. Half-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
• Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any.​

Humans (House Rule): Replace the Favored Class: Any ability with:

• Favored Class: All. A human never suffers penalties for multiclassing.​

Classes​

Additional Core Classes (House Rule) – Favored Soul, Healer, Marshall, War Mage (Miniature’s Handbook); Hexblade, Swashbuckler (Complete Warrior)

Bards (House Rule) – Bards gain the Eschew Materials feat at 1st level.

Class Feature Variants (Unearthed Arcana pg. 65)

Class Variants (Unearthed Arcana pg. 47)

Cleric (House Rule) – Clerics lose Armor Proficiency (Heavy).

Defense Bonus (Unearthed Arcana pg. 109)

Druid (House Rule) – replace the text for Trackless Step with:

Trackless Step (Ex): Starting at 3rd level, a druid’s connection with nature becomes such that they are incredibly difficult to track. A druid with this ability adds his class level to the DC of any attempt to track him.​

Fractional Base Bonuses (Unearthed Arcana pg. 73)

Monk (House Rule) – Monks may multiclass freely.

Paladin (House Rule) – The Paladin’s special mount is not dismissible. The Paladin may still leave his mount somewhere and summon it later. It is a full-round action to call his mount to him. The mount appears in 1d4 rounds. Instead of appearing next to the Paladin, the mount comes from around a nearby hill or tree or other natural obstacle. If the Paladin is in a city or dungeon, the mount may appear from around a corner. Generally the mount shows up within 100 feet, however if there is nothing for the mount to appear from behind (i.e. a flat plain) then the mount shows up on the horizon and arrives at the Paladin in 1d4 minutes. This is a Su ability usable once per day.
Paladins may also multiclass freely.​

Paragons (Unearthed Arcana pg. 32)

Sorcerer (House Rule) – Sorcerers gain the Eschew Materials feat at 1st level. They also add Use Magic Device to their class skill list.

Spontaneous Domain Casting (Unearthed Arcana pg. 64) – Clerics choosing Healing domain roll d12s when casting cure spells

Test-Based Prerequisites (Unearthed Arcana pg. 210) – Tests only apply to joining a prestige class associated with an organization or one where teaching is necessary to learn the abilities.

Skills​

Craft (House Rule) – Creating reinforced armor is the same as making an item masterwork.

Cross-class Skills (House Rule) – Cross-class skills have the same maximum skill rank as class skills (level+3). They still cost 2 points per rank.

Use Magic Device (House Rule) – Use Magic Device is added to the skill list of Sorcerers.

Feats​

Dodge (House Rule) – feat in PHB replaced with:

Dodge [General, Fighter]
You are adept at dodging blows.
Prerequisite: Dexterity 13
Benefit: You gain a +1 dodge bonus to AC.​

Knight Training (House Rule) – feat in ECS replaced with:

Knight Training [General]
You were either raised in or spent time growing up in a center of paladin training. You picked up some of the training along the way.
Prerequisite: 1st level only
Benefit: You may use the detect evil ability as a Paladin once per day. You also gain a +2 bonus on Knowledge (nobility and royalty) checks.​

Monastic Training (House Rule) – replace feat in ECS with:

Monastic Training [General]
You were raised in a monastery or in the monastic tradition and picked up some of the training.
Prerequisite: 1st level only
Benefit: You gain the feat Weapon Group Proficiency (Monk Weapons). You do not need to meet the prerequisite for this feat. In addition, you gain a +2 bonus on Knowledge (religion) skill checks.​

Spelltouched Feats (Unearthed Arcana pg. 92)

Toughness (House Rule) – feat in PHB replaced with:

Toughness [General]
You are tougher than normal.
Benefit: You gain +1 hp at every level. It applies retroactively when taken.​

Weapon Group Feats (Unearthed Arcana pg. 94)

Description​

Character Flaws (Unearthed Arcana pg. 91)

Character Traits (Unearthed Arcana pg.86)

Equipment​

Armor (House Rule) – For an additional 300 gp, armor may be reinforced. Reinforced armor adds an additional 1/- DR on top of what it normally has. Armor so worked weighs an additional 25% and adds -1 to the Armor Check Penalty.

Armor as DR (Unearthed Arcana pg. 111) – If you are wearing armor, you do not get your class defense bonus.

Khyber Shard Properties (House Rule) – The Finesse weapon ability can be applied to any weapon, not only those that can normally be finessed.

Combat​

Out of Turn Dodge (Unearthed Arcana pg. 118)

Adventuring​

Contacts (Unearthed Arcana pg. 179)

Reputation (Unearthed Arcana pg. 180)

Magic​

Spells​



Starman
 
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I'd also like for you to post your character online here so we both have an easily accessible record. The link for that is here.

Starman
 
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Well, I finally got the update up. I would have posted more, but I accidentally erased my post twice and it was getting quite frustrating.

Widowmaker, could you e-mail Mike and let him know what's going on and see if he's still interested. I didn't get around to it today and it will be a few days until I can. I'll send you his address by e-mail. Thanks.

Starman
 
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Email and Quality check

Hey Starman I emailed Mike before I read this post. I will try and call Mike and see what he thinks and get his general thoughts.

On another note, I just wanted to see if my posts on the game were descriptive enough and if more info was needed. Like I said I will try to finish my character sheet after this post. I think this will help me with my posting and descriptive details. Then I will reply to the game. Just thought I would let you know.


Widowmaker
 

Kraken Guard

I really like the description of the Kraken Guard. They sound really cool. All I can say is that I like the idea. I also like how the crew interacts and how in awe and fear they are of the Kraken Guard.

A question I have, In the picture in the Eberron Main Book the Airship has a fire ring. So I assume a fire elemental is used on that ship. In the airship description it says either air or fire elementals are used. So what does the ring for a air elemental look like.

That brings up a intresting thought. What is the Cloud Dancer a Air or Fire Elemental and the pirates ships two rings what are they?

Widowmaker
 


I'm glad you liked the Kraken Guard. They just kind of came to me at the last second. I was thinking about what kind of guards the Houses would have. It didn't make sense to me that organizations that powerful would rely on run-of-the-mill guards when they had the resources to train an elite force. Now, of course, I need to come up with more of a background for them.

As for the elemental rings, I'm sorry I didn't describe those before. I just blanked it out. The Cloud Dancer has a fiery ring indicating a fire elemental. The other ship does not have a ring of fire around it (which would be quite visible even from a distance). It does have a ring around it that resembles a swirling cloud, which would make you guess it is using an air elemental.

Starman
 

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