Airwalkrr's Eberron Campaign OOC (D&D 3.5)

airwalkrr

Adventurer
I am interested in running an Eberron campaign. It would closely follow the published adventure modules starting with the short adventure at the back of the ECS book. This would, of course, require some restraint on the part of the players not to read the adventures. I am less concerned if you have already played one or two of the published adventures though.

I am not entirely sure I want to run this yet, but I will base my decision partly on who is interested.

Character Creation
Since the campaign is not only set in Eberron but uses published Eberron adventures, some special options are available, as detailed below. In general, the adventure modules are written for six player characters, so I will be shooting for six players and two alternates, ready to jump in at a moment's notice.

Ability Scores: You have two options, rolling and point buy. Post your choice before you begin. If you choose to roll ability scores, use your EN World name and "Airwalkrr's Eberron Campaign" in the notes on invisiblecastle.com. Roll using the standard method (4d6, drop lowest); you may, of course, re-roll if your ability scores fall into the realm of unplayable as described in the Player's Handbook (PH). If you choose point buy, you may spend 25 points to purchase ability scores.

Class Choices: Any base character class described within the set of supplements that are Eberron-specific or not campaign specific published by WotC are available.
Multiclass Characters: If you wish to play a multiclass character, you should begin as a multiclass character at 1st-level and use the rules for apprentice-level characters from the 3.0 DMG. It will also affect your starting age. In my campaigns, training for a new class takes years so you will effectively be limited to no more than two classes. Bear that in mind if you plan to multiclass.

Race Choices: In addition to the base races in the PH, you may also choose from races available in the Eberron Campaign Setting (ECS). Sub-races and other monster races, including those found in the Expanded Psionics Handbook (EPH), are not allowed.

Other Sources: During character creation, you may use the core rulebooks, the ECS, and the EPH. You may also begin play as any base class found in supplements not specific to any campaign. During play you may gain access to other tools found in Eberron supplements and supplements not specific to any campaign. Spells and powers will typically require research while feats and prestige classes will require special training.

Retraining: To facilitate the addition of new options to the campaign, you may use the retraining rules found the Player's Handbook II (PH2) once per level to make changes to your character. You may do this more than once per level if you wish, although doing so more than once has a price in time and gold, as indicated by the table on PH2 194.

Equipment: You may choose to begin with either average starting gold for your character class or to roll your starting gold. Indicate your choice before character creation.

Campaign Setting: The setting is Eberron. Special knowledge of the setting or ownership of the ECS is not required although it may help you understand the context occasionally. For those who know a bit about the campaign setting, the campaign begins in Sharn.

Other Incentives: For those who provide particularly intriguing character backgrounds, I may grant you bonus equipment and/or a bonus feat. The bonuses will reflect your character's background and region of origin.
 
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Well I am definetly interested! I have been waiting for an Eberron game for a long time. I have a decent knowledge of the setting and have played through the first adventure about two years ago.

I choose to roll ability scores - I was wrong. [sblock=10,11,13,12,15,10]4d6.takeHighest(3)=10 4d6.takeHighest(3)=11, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=10 [/sblock]

I would like to go with a Kalashtar Psion.

Str 10, Dex 11, Con 12, Int 15, Wis 10, Cha 13

Init: +0

HP: 11 (1 Con, 4 Psion, 6 Psionic Body)

Saves: Fortitude 1; Reflex 0; Will 2 (+2 vs Mind Effecting)

Feats: Psionic Body, Psionic Talent, Kalashtar Mindlink

Skills:
Bluff: 3 (1 Cha, 2 Kalashtar)
Craft Sculpture: 4 (2 Int, 2 Ranks)
Concentration: 5 (1 Con, 4 Ranks)
Diplomacy: 7 (1 Cha, 4 Ranks, 2 Kalashtar)
Intimidate: 3 (1 Cha, Kalashtar)
Knowledge Psionics: 3 (2 Int, 1 Ranks)
Psicraft: 3 (2 Int, 1 Ranks)
Sense Motive: 4 (4 Ranks)

Languages: Common, Quor, Draconic, Riedran

Power Points: 6 (1 Int, 2 Psion, 1 Kalashtar, 2 Psionic Talent)

Powers:

Charm, Psionic
Matter Agitation
Mind Thrust


Since rolling has stood me in such good stead :hmm: I'll roll for starting gold to. I'll assume Psions get the same starting gold as wizards since I can't seem to find it.

[sblock=80gp]3d4=8 [/sblock]

Equipment:

Studded Leather Armor 25gp
Heavy Wooden Shield 7gp
Light Crossbow 35gp
Dorje of Crysal Shard (10 Charges) Free
Artisan's Tools 5gp
Explorer's Outfit Free
8gp

Name: Talakhad
Age: 28
Class: Psion Telepath 1

Appearence: Talakhad is handsome in an odd exotic way, he is possessed of angular features with a prominent hawk-like nose and a jutting chin - all of which are overshadowed by a pair of piercing pale smoky blue eyes. His body has not a scrap of spare flesh upon it and, but there is nothing soft about his gauntness - he looks sleek and fit rather than frail.

Personality: Possessed of a deep sadness which sometimes overwhelms him Talakhad is a compassionate and careing individual. He nurses a deep and abiding hatred for the dreaming dark and their agents, something which does not sit well with the Kalashtar's gentle soul. His preference is to settle matters without violence, but when neccessary he will act with ruthless efficiency, allowing some of the simmering anger within to drive his hand.

Background: Talakhad was a sculptor in a Kalashtar community in Sharn's Dava Gate District, living a peaceful and satisfying life. He was - unusually for a Kalashtar - married to a female named Sarrana who had been raised by humans. Sarrana had been a powerful telepath and became a leader amongst their small community. Together they had three children - two girls and a boy - all of whom were to Talakhad's fatherly eye perfect.

Blissfully happy and contented, for years the sculptor lead a spiritually satisfying life in the bossom of his family and community. However, it could not last. Agents of the dreaming dark discovered the community and slaughtered them mercilessly. Talakhad was one of the first to encounter the invaders and survived only because he was hurled from the tower into the bowels of Sharn's dark alleys. Greivously injured by the time he returned his home was a charred ruin, and his family were beyond saving.

The Kalashtar was later discovered at the scene by the guards and arrested. Refusing to speak he was imprisoned for several months. He spent these months in miserable contemplation, focusing the power of his mind as his beloved Sarrana had taught him to until he was able to wield some fraction of her power. After long consideration he decided that he could not live for revenge, it was not in him. However, he could make his loved ones deaths count for something, if others were spared because of their deaths then they might not be wholly in vain. So he had dedicated himself to trying to spare others his lonely fate.

Talakhad's former community and home was in the Dava Gate District - a middleclass professional ditrict in the middle wards, his Kalashtar enclave took up an entire mid-level section which was accessible by only a single secured balcony and from the levels above and below. Talakhad still remains an avid supporter of the Owl, though he is often at his saddest during the race which he always enjoyed with his family.

He now resides in Overlook staying with an elderly sculptor named Parmelk, who he aides in exchange for his room and board. It was the Kalashtar community here whose efforts released him from prison, these efforts mostly consisted of getting him to speak to the guards - who had never truly believed the distraught Kalashtar to be guilty, but had not really known what to do with him. He has embraced his Adarian heritage here finding comfort in his belief in the Path of Light, and spending a great deal of his time in the tower top shrine of il-Yannah, the Path of Light. Here he has encountered and spoken with the enlightened Seer Havakhad, the two communicating in mind only, starring out across the majestic tapestry of Sharn arrayed beneath them - shareing the great bond that no non-Kalashtar could understand for they shared half of their souls, both being part of the being Akhad.

He had intended to take up the mantle of sculptor once again and settle back into a quiet life, but quickly found that such work was no longer enough for him. It still brings him a quiet pleasure to work with his hands, but he is done with hiding his head in the sand and feels that he must do more than feed the light by living a good life, he must actively strike out against the dark in all its forms. As such he moved away from the path of the Lightbringers and took up the mantle of the Shadow Watchers. He has begun to train with Overlook's Shadow Watchers, but is still considered too inexperienced to strike out against the dark with these masterful warriors and psionicists.

Recently he has been able to call up a face, which he has sculpted again and again. A sneering Riedran, this face is now ingrained into his mind and he had personally vowed to find this agent of the Dreaming Dark and extinguish his taint from existence. In his most recent exchange with the enlightened Havakhad the Seer revealed a name to him cautioning him that he must hold off until he was ready, the name was Hamatash.

[sblock=References to Sharn City of Towers]
Overlook: page 56: Kalashtar/Adaran community, largest in Sharn.
Havakhad (Kalashtar Psion [Seer] 12) page 56: Ancient and wise Seer who never leaves the temple of il-Yannah, wise and benevolent.
Hamatash (Inspired Rogue 3/Soulknife 3) page 65: Blunt instrument of the Dreaming Dark and leader of the Riedran Militia of the Dar San area - it was this militia who slaughtered Talakhad's community.
[/sblock]
 
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I would love to play in a game of yours Airwalkrr! I was thinking of a plain ol' human soulknife. I'm alittle stressed for time right now but I will work up a background, regions, and all that stuff by the end of this weekend (I work alot of hours this weekend :( ).
 

Sorry, Halford, but all characters must begin at standard starting age. That said, your roll isn't horrible; 24 points and three scores are odd. I think you'll manage, especially since you are using psionics.

It would be good to have you OnlytheStrong. Just get a character up whenever you have time. I'm not in a rush to get this started.
 

I've mostly moved on to 4e, but I love Eberron and would be interested in this campaign. My thinking right now is a warforged monk. I'll need to take a look at my ECS when I get home later.

Now, whether to gamble with 4d6 or do point buy... ;)
 

No problem, adjusted accordingly - though I still need to decide where I am going to loose skill points from.

Its more the distribution than the equivilent point buy which sucks, but I can easily live with it and it fits the character very well - he's a man bending his will to something that does not come naturally to him as opposed to the normal psionicist. It'll do my power gameing self some good to play a "caster" with 15 as a primary stat, it will, yes, its a good thing... :.-( LOL.

Oh hand on you mean I can't be 45? Hmmm, well I suppose that he could have the same background and be younger. I'll make him 28.
 
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Ok, now that I've had a little more time to go over your background Halford, I will comment. I think the dark history fits a Kalashtar perfectly. As a bonus feat, you gain Kalashtar Mindlink (from Secrets of Sarlona, reproduced below).

KALASHTAR MINDLINK [PSIONIC, RACIAL]
You are innately talented with your racial mindlink psi-like ability.
Prerequisites: Kalashtar, mindlink psi-like ability.
Benefit: You can use the mindlink psi-like ability granted by your kalashtar heritage three times per day. Your manifester level for your mindlink ability equals your character level.
Normal: A kalashtar's mindlink can be used once per day, and its manifester level is a 1/2 the kalashtar's HD.

For bonus equipment, you gain a dorje of crystal shard with 10 charges.
 

I've been wanting to do a monster summoner character and pbp seems like an ideal candidate.

Would you consider allowing any of the following options

-Focused Specialist (From Complete Mage, -1 spell slot per level of standard wizard progression, +3 spells slots per level for specialized school only. Has 3 banned schools, none of which can be diviation)

-The specialist wizard varients from the SRD/UA namely:

Rapid Summoning (Ex)
Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat.
A conjurer using this variant permanently gives up the ability to obtain a familiar.

Enhanced Summoning (Ex)
At 1st level, a conjurer using this variant gains the Augment Summoning feat for free instead of the Scribe Scroll feat.
At 5th level, the conjurer's summoned creatures become particularly tough to dispel. Add 2 to the DC of any caster level check made to dispel the conjurer's summoned creatures. At 15th level, this addition to the DC increases to 4.

At 10th level, the conjurer's summoned creatures gain an additional +2 bonus to Strength and Constitution. At 20th level, these bonuses increase to +4. These bonuses stack with those granted by the Augment Summoning feat.

A conjurer using this variant does not gain bonus feats for advancing as a wizard.




This is all in the interest of creating a character that whose primary schtick is summoning and would be relying heavily on it from the get go.

Also I have an ECS I've gotten almost no use out of. :(
 

Those variants are fine with me, Oni. Each time you summon a monster you will need to provide full stats for it however since you be getting a number of different modifiers.
 

So far here are the characters that have been proposed.

Halford - kalashtar psion
OnlytheStrong - human soulknife
Garyh - warforged monk
Oni - wizard (conjurer)

The party could use a skilled character and a divine caster at this point.
 

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