[Eberron][CoC]Ex Oblivion, Eberron!

adamantineangel said:
I tend to give lots of downtime between chapters after years(!) of DMing one campaign without a single stop. If you'd like to take that feat, I'll be more than glad to allow it if you can come up with a patron NPC and some info on the College you went to.

As for the spell points, the text does state to allow you your 'extra spell' to be added to your spell list for the day for free. Did you know that already? If not, is that enough to outweigh the issue?

Well, if there is lots of downtime, I'll avoid that feat for another.

About the spell points, I had pointed out that I add it to my list of prepared spells, but I don't get any bonus spell points to cast it. That is what really sucks down the only real benefit of specializing (getting a bonus spell that you can cast in addition to your norm; without that you get very little in exchange for dropping two full schools of magic, about 20% of spells) and replaces it with a very negligable benefit.
 

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ferretguy said:
Thinking of perhaps a bonus (+1) on knowledge:undead, in exchange for Nightmare flaw...perhaps daily will save (dc10-15) depending on dreams night before which leave a penalty on fear saves, and all skill/combat related activities due to draining effects of dreams...

How about this as a trait:

Dark Knowledge - You have exceptional insight into an aspect of lore that few others dare study, but the terrible things you know drive you closer to the edge of madness. You gain a +1 bonus on all knowledge (undead) skill checks, but suffer a 5% penalty on all Sanity checks made involving undead.

Whadda ya think? The trait could be related to why the character is slightly crazy.
 

nonamazing said:
ferretguy said:
Thinking of perhaps a bonus (+1) on knowledge:undead, in exchange for Nightmare flaw...perhaps daily will save (dc10-15) depending on dreams night before which leave a penalty on fear saves, and all skill/combat related activities due to draining effects of dreams...
How about this as a trait:

Dark Knowledge - You have exceptional insight into an aspect of lore that few others dare study, but the terrible things you know drive you closer to the edge of madness. You gain a +1 bonus on all knowledge (undead) skill checks, but suffer a 5% penalty on all Sanity checks made involving undead.

Whadda ya think? The trait could be related to why the character is slightly crazy.
That would work quite well, if ferretguy feels that it is worth a trait. I'd also consider the following trait:

Dark Link - You hold knowledge of forbidden things, but are unable to access them at will. Whenever you encounter your Dark Link (whether it be a particular statuette, a forbidden tome, or a type of creature, such as an Aberration or Undead of at least 5 HD, or something along these lines), you immediately gain an insight bonus to Knowledge: Forbidden Lore equal to your hit dice. You gain this (and thus, reduce your Sanity Maximum) before any Sanity checks made on encountering this Dark Link. This bonus lasts for the length of time with the Dark Link plus one hour, for a maximum of 24 hours. You do not gain this bonus for a second encounter with the same manifestation of your Dark Link.

ferrix said:
About the spell points, I had pointed out that I add it to my list of prepared spells, but I don't get any bonus spell points to cast it. That is what really sucks down the only real benefit of specializing (getting a bonus spell that you can cast in addition to your norm; without that you get very little in exchange for dropping two full schools of magic, about 20% of spells) and replaces it with a very negligable benefit.
Then I would consider adding a spell pool along the lines you're speaking of as follows: Necromantic Spell Pool equal to your caster level plus the Spell Points of the cost of the highest necromancy spell you can cast.
 
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Blade
Warforged Fighter 1
Alignment: Lawful Neutral
Religion: None
Size: M, 6'10" 314 lbs.
Age: 2
Speed: 30 ft.

Abilities:
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 10 (+0)
Wisdom: 6 (-2)
Charisma: 6 (-2)

Armor Class: 18 = 10 + 3 (dex) + 5 (natural)
Hit Points: 14
Initiative: +3 = +3 (dex)
Action Points: 5
Sanity: 30

Saves:
Fortitude: +5 = +3 (con) +2 base
Reflex: +4 = +4 (dex) +0 base
Will: -2 = -2 (wis) +0 base

Base Attack Bonus: +1
Attack – MW Greatsword +6, 2d6+4 damage

Skills (only ranked ones noted):
Climb: +5 = 4 ranks +3 (str) -2 ACP
Jump: +5 = 4 ranks +3 (str) -2 ACP
Ride: +7 = 4 ranks +3 (dex)

Language: Common

Racial Traits:
Living Construct Subtype (Ex)
Composite Plating
Light Fortification (Ex)
Natural Weapon

Feats:
Mithral Body (1st level)
Weapon Focus/Greatsword (fighter bonus)

Equipment:
Masterwork Greatsword (cost 350 gp, weight 8 lbs.) scabbard built into ‘his’ back

Background:
Blade was completed just as the war ended and so ‘he’ never saw any action. Although ‘he’ doesn’t actually have a gender ‘he’ prefers to be thought of as male. ‘He’ was to be the first of a new line of warforged better built for war. But he is unique in that ‘he’ was the only one of ‘his’ type actually constructed.
 

Tailspinner said:
Background:
Blade was completed just as the war ended and so ‘he’ never saw any action. Although ‘he’ doesn’t actually have a gender ‘he’ prefers to be thought of as male. ‘He’ was to be the first of a new line of warforged better built for war. But he is unique in that ‘he’ was the only one of ‘his’ type actually constructed.
I want more, and I want something grand or mysterious as to the nature of your construction (if that's okay with you): hidden potential, demon soul, elemental weapons hidden within, what have you (once again, if that meshes with your character concept).

I think that with you being the only 'forged so far that we could go far with what it means to be a 'forged, both pyschologically and socially; more specifically, what is horrific to a warforged, especially one that hasn't seen large battles.
 

Another quick idea I had was that Kaestral met Aalin on the way to Sharn and befriended her. Possibly he thought she wasn't ready to be out in the world on her own and has decided to "shepherd" her or some such, all the while still trying to play the convincing rogue to everyone else.
 



Code:
[B]Name:[/B] Moranu the Dead Walker
[B]Class:[/B] Necromancer
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Evil
[B]Deity:[/B] 

[B]Str:[/B]  8 -1 (0p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 12 +1 (4p.)     [B]BAB:[/B] +0         [B]HP:[/B] 5 (1d4+1)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] -1     [B]Dmg Red:[/B] --/--
[B]Int:[/B] 18 +4 (16p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] --
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] --
[B]Cha:[/B] 10 +0 (2p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] 0%

                   [B]Base  Class Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +1    +0    +0    -1    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      2    +2          +4

[B]Weapon                  Attack   Damage     Critical[/B]
Scalpel                   -1     1d4-1      19-20x2
Staff                     -1     1d6-1         20x2

[B]Languages:[/B] Common, Daelkyr, Mabran, Draconic, Infernal

[B]Abilities:[/B] Bonus feats, Bonus skill points, Skeletal Minion, Scribe Scroll

[B]Feats:[/B] Corpsecrafter, Deadly Chill, Nimble Bones, Life Leech, Scribe Scroll

[B]Flaws & Traits:[/B] Feeble, Vulnerable, Slippery, Absent Minded

[B]Skill Points:[/B] 32       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Heal                       2    +2          +4
Concentration              4    +1          +5
Spellcraft                 4    +4          +8
Craft: Alchemy             4    +4    +2    +10
Knowledge: Arcana          4    +4    +1    +9
Knowledge: Religion        4    +4    +1    +9
Knowledge: The Planes      4    +4    +1    +9
Knowledge: Local           4    +4    +1    +9

[B]Worn Equipment:         Cost  Weight[/B]
Scalpel                   2gp    1lb
Staff                     0gp    4lb
Cold Weather Outfit       -gp    -lb
Winter Blanket            5sp    3lb
Scroll Case               1gp   .5lb
Spell Component Pouch     5gp    2lb
Spellbook                15gp    3lb
Magic Missile Wand 10chg 75gp    0lb

[B]Stored Equipment:       Cost  Weight[/b] Often Carried By Trundle
Backpack                  2gp    2lb
Journal                  15gp    3lb
MW Alchemists? Tools     55gp    5lb
Sealing Wax               1gp    1lb
Unholy Water (2)         50gp    2lb
Hooded Lantern            7gp    2lb
Flasks of Oil (10)        1gp   10lb
Waterskins (2)            2gp    8lb
Rations-10 days           5gp   10lb

[B]Total Weight:[/B]XXlb  [B]Worn Weight:[/B]13.5lb

[B]Money:[/B] 45gp 5sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                26    53    80   160   400

[B]Age:[/B] 23
[B]Height:[/B] 6'3"
[B]Weight:[/B] 115lb
[B]Eyes:[/B] White, often bloodshot
[B]Hair:[/B] Lustrous Black
[B]Skin:[/B] Pallid

Spellbook:
0th Level: All except enchantment and illusion
1st Level: Summon Undead I, Seething Eyebane, Ray of Enfeeblement, Grease, Cause Fear, Obscuring Mist

Spell Points Per Day: 3 (2 necromancy only)
0th Level Spells/Day: 5/day

Prepared Spells
0th Level: Touch of Fatigue, Prestidigitation, Detect Magic, open slot
1st Level: Ray of Enfeeblement, Grease, open slot

Appearance: Moranu's tall frame is gaunt, constantly wrapped in winter clothes and a heavy winter blanket to ward off even the slightest chill. His hair is a lustrous almost oily black, which falls straight to his shoulders. His eyes set deep in the sockets, the bloodshot pupil-less white staring back at the world. Long skeletal fingers clutch a curmudgeonly dark staff of warped wood.

Background: coming

Trundle, human skeleton warrior 1; medium undead; HD 1d12+2 (8hp); Init +9; Speed 30 feet; AC 19 (+1 Dex, +2 Natural, +2 Shield, +4 Armor), flatfooted 18, touch 11; Bab +0, Grapple +3; Atk +3 melee (1d4+3+1d6, critical 20/x2, claw), Atk +3 melee (2d4+4, critical 20/x4, scythe); Full Atk: +3/+3 melee (1d4+3+1d6, critical 20/x2, claw); SA: deadly chill; SQ: DR 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; SV Fort +0, Refl +1, Will +2; Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1. Improved Initiative. Possessions: Scale Mail (50gp, 30lb), Scythe (18gp, 10lb).
 
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Captain Tagon said:
Another quick idea I had was that Kaestral met Aalin on the way to Sharn and befriended her. Possibly he thought she wasn't ready to be out in the world on her own and has decided to "shepherd" her or some such, all the while still trying to play the convincing rogue to everyone else.

Cool! I'm sure Aalin would love the company. It's a long trip.

But don't tell her you think she's not ready to be out in the world. I'm not sure this has occurred to her just yet :D .
 

Trundle, human skeleton warrior 1; medium undead; HD 1d12+2 (8hp); Init +9; Speed 30 feet; AC 19 (+1 Dex, +2 Natural, +2 Shield, +4 Armor), flatfooted 18, touch 11; Bab +0, Grapple +3; Atk +3 melee (1d4+3+1d6, critical 20/x2, claw), Atk +3 melee (2d4+4, critical 20/x4, scythe); Full Atk: +3/+3 melee (1d4+3+1d6, critical 20/x2, claw); SA: deadly chill; SQ: DR 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; SV Fort +0, Refl +1, Will +2; Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1. Improved Initiative. Possessions: Scale Mail (50gp, 30lb), Scythe (18gp, 10lb).


That's just creepy, in a good way.
 

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