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

I chose the point buy for Vhir, here are his stats:

Vhir Laerek Stats:
[SBLOCK]
Code:
[B]Name[/B] Vhir Laerek
[B]Class[/B] Spirit Shaman 
[B]Race[/B] Human
[B]Size[/B] Medium
[B]Gender[/B] Male
[B]Alignment[/B] LN
[B]Deity[/B] 

[B]Str[/B] 13 +1 (05p.)     [B]Level[/B] 1        
[B]Dex[/B] 10 +0 (02p.)     [B]BAB[/B] +0         [B]HP[/B] 8 (1d8+0)
[B]Con[/B] 10 +0 (02p.)     [B]Grapple[/B] +1     
[B]Int[/B] 10 +0 (02p.)     [B]Speed[/B] 30'      
[B]Wis[/B] 15 +2 (08p.)     [B]Init[/B] +0        
[B]Cha[/B] 14 +2 (06p.)              

[B]Stat Increases by Level[/B]
4th - 
8th - 
12th - 
16th - 

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor[/B]              10    +3    +0    +0    +0    +0    +0    13
[B]Touch[/B] 10              [B]Flatfooted[/B] 13

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort[/B]                      2    +0    +0    +2
[B]Ref[/B]                       0    +0    +0    +0
[B]Will[/B]                      2    +2    +0    +4


[B]Weapon                  Attack   Damage     Critical[/B]
Longspear                +1     1d8+1       20x2
Shortbow                 +0     1d6+0       20x3

[B]Languages[/B] 
Common


[B]Abilities[/B] 
Human : Extra Feat
Human : Extra 4 Skill points


[B]Feats[/B] 
Feat - Location - Description
Human   - PHB - Combat Casting - +4 bonus to cast defensively
Level 1 - ECS - Education - All Knowledge skills are class skills, +1 bonus to Nature and Geography


[B]Spells[/B]
[B]0 Level Cast 3/day Retrieve 3/day[/B]
Create Water
Purify Food and Drink
Cure Minor Wounds
[B]1 Level Cast 2/day Retrieve 1/day[/B]
Produce Flame

[B]Skill Points[/B] 20        [B]Max Ranks[/B] 4/1
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Skill Name                  
Concentration (Con),        2    +0     +0   +2
Heal (Wis),                 2    +2     +0   +4
Knowledge (geography)(Int), 2    +0     +1   +3
Knowledge (history) (Int),  2    +0     +0   +2
Knowledge (local) (Int),    2    +0     +0   +2
Knowledge (nature) (Int),   2    +0     +1   +3
Listen (Wis),               2    +2     +2   +6
Profession (Fishing)        2    +2     +0   +4
Spot(Wis),                  2    +2     +2   +6
Survival (Wis),             2    +2     +0   +4



[B]Equipment               Cost  Weight[/B]
Studded Leather		      25gp     20lb
Longspear		       5gp
Bedroll                        1sp  1.25lb
Silk Rope                     10gp     5lb
Sunrod x3                      6gp     3lb
Grappling Hook                 1gp     4lb
Explorers Outfit	       


[B]Total Weight[/B]33.25lb      [B]Money[/B] 32gp 9sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight[/B]              00.00  00-00  00-00  000   000

[B]Age[/B] 19
[B]Height[/B] 5'10
[B]Weight[/B] 150lb
[B]Eyes[/B] Brown
[B]Hair[/B] Black
[B]Skin[/B] Tanned
[/SBLOCK]
 

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[sblock=Background (hopefully)]

I know what happened to me. I am not a fool. They discovered the truth. I cannot say I am surprised, it was only a matter of time. I am not worth being a member because I am not Inspired. I was lucky, they sent a low ranking assassin after me. Who can blame them? I myself am new to the organization.


Kyl stood on the bow of the boat. He could feel the salt spray across his face, and taste the salty air. He could easily see himself living on the sea. It was amazing out there. He wasn't sure if traveling across the sea would get him out of the Dark's reach or not, but he was almost certain that he would never be out of their influence. He only hoped that he was deemed unimportant enough to forget about.


Khorvaire. I know next to nothing about this land I am destined to be in. I hope my lack of knowledge isn't enough to make myself stick out. I am almost afraid to let others know of my origin, or of my past. Perhaps I should try to start totally over. Forget the teachings of the Dreaming Dark and the Paths the Inspired teach. I can only think it to be right to learn what I can of this land. It is my new home after all.


Kyl stepped off the boat, lost from the moment his foot hit the ground. He stood there for a moment, all of his belongings in a bag across his back. He began walking down the street, picking a direction at random. He stopped at the first merchant shop he found, bought as many rations as he could afford, and continued on his path. He assumed that he would find his place. Destiny would guide him. He followed his feet.

[/sblock]

Took a different approach.
 

Makes a little more sense this time OTS. I still doubt he would know about the Dreaming Dark, but maybe we could assume he overheard something he wasn't supposed to.
 


In respone

While I would love to play an Eberron campaign, it looks like you have plenty of takers. If there is still room however, for one more, then I’m willing. I used the die role, or rather random numbers generated, system to determine my stats (10, 13, 14, 14, 15, 17)



Ugleth Farshal half orc ranger. This level headed amiable fellow is the son of Patrick Farshal (human male), and Senzlen Kulder ( orc female), and the younger brother to Susan and Ellen Farshal. Ugleth took up the occupation of ranger, drawing on teachings of his warrior father and his druidic mother, in order to pay for his sisters ever increasing school bills after the death of his parents. His fathers brother Wimick Farshal has kept the circumstances surrounding their death a forbidden secret, but Ugleth knows that it involved the servants of madness, but isn’t entirely sure on what. This isn’t the only thing that his uncle keeps a closely guarded secret, Ugleth is still not entirely sure on the schools his sisters are attending, or what they are studying. This bothers him somewhat since he is currently unemployed, but his hopeful that something will turn up. While life for Ugleth has its share of ups and downs, he maintains a positive attitude and is always willing to lend a hand, even if it might result in a few more scars.
Physical description: Ugleth is a rather plain looking half orc with tanned skin and black hair. His eyes do occasionally attract attention, as they are a rather intense golden brown, which some say are odd for an orc. If anyone is interested I will flush the character a bit more.
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.
 

[sblock=megamania]I like the improvements you've made to your background. You've tied your character to the setting and given me a good idea what his personality is like. For your bonus equipment, you may choose one wand with 10 charges of any 1st-level spell that you are able to cast. In addition, you may prepare the spells ancient knowledge and detect dragonmark as cleric spells. You also receive a focus for casting ancient knowledge, a keepsake from your lover.[/sblock]
 

Apoplexies, I will keep you in mind as an alternate, although I have two already. From this moment forward, recruiting is closed. Looks like I have plenty of people who are interested.

[sblock=OnlytheStrong]Now that we have your background straightened out, here are your bonuses. You gain the following feat (from Secrets of Sarlona).

MIND MASK [PSIONIC]
Your mind conceals some of your traits.
Benefit: Effects that detect alignment reveal that you are neutral, and detect magic and detect psionics reveal you to be nonmagical and nonpsionic, regardless of your true nature. You also get a +1 bonus on saving throws against mind-affecting spells, powers, and abilities. If you wish, you can suppress the benefit of this feat to reveal your actual characteristics and forgo the save bonus.
Normal: A creature's aura reveals its alignment and psionic nature.
Special: This feat does not mask the aura of effects you create or items in your possession, including ongoing spells and powers, as well as imbedded magic or psionic items.

You also receive four potions of cure light wounds.[/sblock][sblock=Friadoc]Since you've got your background ironed out, here are your "freebies." First, you may choose one warforged feat from the ECS as a bonus feat. You must still fulfill any prerequisites for this bonus feat. This feat is in addition to the feat you gain at 1st level and any bonus feats you may receive from your class. In addition to those warforged feats in the ECS, you may also select the following feat (from the Player's Guide to Eberron), either now or in the future.

OVERLOAD METABOLISM [WARFORGED]
You can heal damage at a cost to your other physical attributes.
Prerequisites: Warforged, Str 13, Con 13.
Benefit:Once per day as a standard action, you can excite your warforged metabolism to heal a number of hit points equal to 5 + your HD. Doing this incurs a -2 penalty to your Strength and Dexterity scores for 10 minutes.
If you are unconscious and have not yet used this ability, any infusion that targets you automatically activates it.

For bonus equipment you may select one masterwork weapon with which you are proficient.[/sblock][sblock=Oni]First off, I should note you only need to ban two schools to specialize in conjuration, unless I missed something from one of your variants. Second, you've already gotten a little bit of bonus stuff since I'm letting you use UA variants. However, I will give you some bonus equipment and one more little trick. You gain 4 bonus ranks in Knowledge (history) and the following as a bonus feat (from Player's Guide to Eberron).

GALIFARAN SCHOLAR
You have made an exhaustive study of the history of Galifar, from the earliest roots of the Five Nations, through the formation of the united Kingdom of Galifar, and on to the Last War and the dissolution of the kingdom. The depth of your study gives you great insight into the whole field of knowledge surrounding the history of Galifar.
Prerequisite: Knowledge (history) 4 ranks.
Benefit: You receive a +4 insight bonus on Knowledge checks pertaining to events associated with the Last War or the royal family of the Kingdom of Galifar, and you treat untrained Knowledge checks related to these topics as trained Knowledge checks.
Normal: You can attempt a Knowledge check untrained only if the DC is 10 or lower.

For bonus equipment, select one wand containing any 1st-level spell you are capable of casting (it does not have to be one in your spellbook, but it cannot be from a prohibited school). This wand has 10 charges.[/sblock]Graybeard, I suppose we are just waiting on you.
 

I wasn't sure that you'd seen my character since I kind of stuck it back there in an edit. I guess that answers that.

The 3rd banned school is from focused specialist.

I'll add in the other things.

I might embellish the background some more, but it shouldn't change anything content wise.
 

Sorry for the delay, I've been really busy at work. On the plus side, it's lots of overtime = more money to spend on stuff!

I made a Razorclaw Shifter Fighter. Weapon is a greataxe. I will do the background and post a character sheet by Monday.

thanks.
 

Kazmin Swiftclaw, male shifter fighter.

[sblock=background]

Kazmin was born and raised in the forests outside of Torch Keep. At an early age he took an interest in hunting. He proved proficient in catching many small game animals. As he grew older, he learned to fish from some of the village fishermen. About a year ago, Kazmin was out hunting when he heard the sounds of a fight. He went to investigate and saw a few humans trying to fight off some bears. He watched them fight valiantly and was impressed by their courage and tenacity. Seeing a chance to prove to the humans that his people were not mere savage beasts, he leapt from his hiding place and joined the fight. Swinging his axe in wide vicious arcs, it wasn’t long before the bears were defeated. One of the humans was impressed and told Kazmin that his name was Derek Borland. The human thanked Kazmin for his help before returning to the fort.
For several days afterward, Kazmin observed the human fort watching for his new friend. Whenever he saw the human, Kazmin would sprint over to talk. Over time, their friendship grew until one day, the human told Kazmin that he was leaving. His duty at the fort was over and he was returning to Sharn. Saddened by this news, Kazmin returned to his village and sulked for days.
Then he had an idea. He decided to travel to the magical city of Sharn to find his friend. Rumors of flying carts, magic everywhere, and even streets paved with silver and gold had been told to Kazmin since he was a child. So it was with wide eyes and enthusiasm that he traveled to Sharn in search of his friend.
Life was difficult in Sharn. It was not what he expected. Although the grand towers were impressive, many did not trust him. He found employment from time to time as a hired thug for various organizations. While Kazmin knew that these organizations were not trustworthy, the money was useful for essential items such as food and a place to sleep.
He is still searching for his friend from the fort but it is a very big city. Kazmin has discovered that finding someone here is very difficult.

[/sblock]


[sblock=character sheet]

Kazmin Swiftclaw Fighter 1 5'7", 160lbs, brown hair, green eyes

HP = 12 AC = 15 (10+ 2 dex+ 3 armor) Flat = 12 Touch = 13
BAB +1 Init +4 (2 dex+ 2 feat)

STR 18
DEX 14 (12+2 race)
CON 15
INT 12 (14 -2 race)
WIS 14
CHA 8 (10-2 race)

Fort 4; Ref 2; Will 2 grapple +5

Melee +5, Ranged +3

Greataxe +6 1d12+6 crit 20x3

Shortbow +3 1d6 crit 20x3

Dagger +5 1d4+4 crit 19-20x2

Studded Leather armor +3 AC

Skills

skill points 12
total mod ranks misc
Balance 4 2 2 (race)
Climb 9 4 3 2 (race)
Handle Animal 1 -1 2
Intimidate 1 -1 2
Jump 9 4 3 2 (race)
Listen 3 2 1 (feat)
Sense Motive 3 2 1 (feat)
Spot 3 2 1 (feat)
Survival 3 2 1 (2pts)

Speed 30; Low light vision; Shifting= 1/day for 6 rounds. Gain +2 STR and 2 claws as natural weapons (1d4).

Feats: Weapon Focus Great Axe; Shifter Instincts (from Races of Eberron)

Equipment

starting gold: Avg 150 gp

Greataxe 20gp
Shortbow 30gp
40 arrows 2 gp
armor 25gp
waterskin 1gp
backpack 2gp
flint/steel 1gp
whetstone 2gp
torches (2) 2cp
rations (4) 2gp
bedroll 1sp
silk rope 10gp
grappling hook 1gp
fishing net 4gp
tindertwigs (6) 6gp
Acid flasks (2) 20gp

total spent; 125gp, 6cp

[/sblock]
 
Last edited:

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