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[Eberron][CoC]Ex Oblivion, Eberron!

adamantineangel said:
Would you want to play Ilya at the beginning, middle, or end of the story presented on that page? Would you be willing to assist me in coming up with goals and appropriate challenges for such a character? I'm just worried that I won't live up to the Iconic character, as I'm unfamiliar with the legend (other than what you've linked above, obviously).

I would make it at the end of that story. Let me think about some appropriate goals for the character. I could base tehm on futher legens of Ilya.

I could try to make the character more accessable by adding typical slavic characteristics to the personality (heavy drinking, philisophical, bearded, etc).
 
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GentleGiant said:
adamantineangel, I have two flaws I want to run by you for your approval. Let me know if you find the following balanced for me to use:

Big city, bright lights
Having lived your whole life in the big city, with all its comforts and conveniences, the wonders of nature are like another plane of existance to you.
Effect: You take a -4 penalty on all Swim and Survival checks. [alternate Effect: You must take ranks in Survival to use it. Also, each rank costs 2 skill points.]

Iffy
You're particularly bothered by anything unnatural, otherworldly or gruesome, like grisly murder scenes and strange creatures, which shakes you to the core each time you witness them.
Effect: You're not limited to a set amount of sanity loss from the same scene/creature in a given day/encounter. Furthermore each rank you gain in Knowledge (Forbidden Lore) counts twice as much towards lowering your max Sanity.
Well, let's take a look at Flaws, then. To loosely quote Unearthed Arcana:

  • A flaw must have a numeric effect, as a roleplay only flaw could have unforeseen balance issues (for good or ill).
  • Flaws are generally bigger in magnitude. (Hmm, if this was FATE, it wouldn't even matter :) ) Feats are usually a bonus to one skill, and flaws are usually a penalty to two.
  • A flaw must have a meaningful effect (explanation of munchkinism continues).
  • Beware of penalties to Charisma-based skills, as apparently being quiet can counteract them.
Big City, Bright Lights easily matches the guidelines for a Flaw on first printing. However, making Survival a permanent cross-class skill isn't needed if we keep the first effect and isn't 'balancing' enough if it is the only effect. BC,BL Flaw as written is fine.

Iffy, in terms of balance, is, well, iffy. However, we all know what kind of game this is going to be, and if you want to do this to your character, then I'll agree to it. Don Juan, here's hoping your mind survives!

johnsemlak said:
I would make it at the end of that story. Let me think about some appropriate goals for the character. I could base tehm on futher legens of Ilya.

I could try to make the character more accessable by adding typical slavic characteristics to the personality (heavy drinking, philisophical, bearded, etc).
Whatever you feel is appropriate should be fine, just be sure to enumerate it so I'm aware.

And as for everyone else, I guess I forgot to mention anything about character goals to be included in the character creation process. Think about a goal you'd like your character to have, whether it be short term or long term. Based off of that, I will tailor the adventures to include the possibilities of achieving your goals. I've never tried this procedure, but I think it'll be safe to say that acting toward your goals will grant you action points, especially if hard or bad decisions must be made. Do expect, as in all of my games, to get action points handed out more often than at just level up.
 

adamantineangel said:
Well, let's take a look at Flaws, then. To loosely quote Unearthed Arcana:

  • A flaw must have a numeric effect, as a roleplay only flaw could have unforeseen balance issues (for good or ill).
  • Flaws are generally bigger in magnitude. (Hmm, if this was FATE, it wouldn't even matter :) ) Feats are usually a bonus to one skill, and flaws are usually a penalty to two.
  • A flaw must have a meaningful effect (explanation of munchkinism continues).
  • Beware of penalties to Charisma-based skills, as apparently being quiet can counteract them.
Big City, Bright Lights easily matches the guidelines for a Flaw on first printing. However, making Survival a permanent cross-class skill isn't needed if we keep the first effect and isn't 'balancing' enough if it is the only effect. BC,BL Flaw as written is fine.
I added the cross-class thing to maybe balance out the fact that Survival might get less use by me in this campaign. But then again, Survival can be used in a lot of different situations (getting comfortable in extreme temperatures etc.).
But I'm, of course, fine with the straight -4 penalty to Swim and Survival. :D


adamantineangel said:
Iffy, in terms of balance, is, well, iffy. However, we all know what kind of game this is going to be, and if you want to do this to your character, then I'll agree to it. Don Juan, here's hoping your mind survives!
If you think it's too steep, I'd be willing to hear any suggestions for maybe lessening it a bit (anyone else is welcome to chime in too).
What I was trying to do, was to come up with something that might emulate a character who's totally unaware of anything Sanity-draining even existing and being a bit squeamish in general. So any encounters of that nature would be even more shocking than usual.
An alternative could be that the die on the sanity loss rolls were upped one, so 1d4 would be 1d6 sanity loss?
Of course, this kind of flaw wouldn't fly in any campaign that didn't use Sanity, but as you said, there's a pretty good chance of it coming into effect in this particular campaign.

I was also thinking if a phobia would be "strong" enough to act as a flaw. I'm thinking Hydrophobia (ties in with the bloodline I'm thinking of taking... more on that later :D) - which, of course, would really screw him over if thrown into a deep pool of water (when you combine it with the BC,BL flaw). ;)
 

I think I'd rule for the following:

Iffy
You're particularly bothered by anything unnatural, otherworldly or gruesome, like grisly murder scenes and strange creatures, which shakes you to the core each time you witness them.
Effect: Every encounter with that which damages your Sanity counts as a 'critical hit'. Roll as normal for the effect, and then double the amount taken. Furthermore each rank you gain in Knowledge (Forbidden Lore) counts twice as much towards lowering your max Sanity.
 

adamantineangel said:
I think I'd rule for the following:

Iffy
You're particularly bothered by anything unnatural, otherworldly or gruesome, like grisly murder scenes and strange creatures, which shakes you to the core each time you witness them.
Effect: Every encounter with that which damages your Sanity counts as a 'critical hit'. Roll as normal for the effect, and then double the amount taken. Furthermore each rank you gain in Knowledge (Forbidden Lore) counts twice as much towards lowering your max Sanity.
A bit harsher than the "up the die" I suggested... how about rolling twice instead, just like a normal 'critical hit' (gives me a chance of not going down automatically, just because one of them is a 6)?
 

Here is a rough outline of my character so far. It is incomplete, and I have a few questions which I'll post below:




Code:
[B]Ilya Muromets[/B]

Human Paladin
Level: 1

Height: 6'
Weight: 170
Hair: Black
Eyes: Grey
Deity:
Region:

Str: 16
Dex: 14
Con: 14
Int: 10
Wis: 12
Cha: 12

AL: LG
HP: 8
Initiative: +1
Action Points:
Sanity:

BAB: +1
Longsword: +5; dmg d8+3
Composite Shortbow (+1 Str bonus): +3; dmg d6 +1

AC: 25 (Touch: 18; Flat-footed: 23)
Class Defence Bonus: +6
Chainmail: +5
Shield: Heavy Wooden: +2

[U]Saves:[/U]
Fort. Save: +4
Reflex Save: +2
Will Save: +1

[U]Skills:[/U]
Knowledge (Religion): 4 Ranks (+4)
Profession (Farmer): 1 (+2)
Survival: 1 (+2)
Ride: 4 (+6)
Handle Animal: 2 (+2)

[U]Feats:[/U]
Weapon Focus: Longsword
Power Attack

[U]Class Abilities:[/U]
Aura of Good
Detect Evil
Smite Evil 1/day

[U]Equipment:[/U]
peasant's outfit
wineskin
wooden holy symbol

[U]Background:[/U]

Ilya appears as a shaggy, unshaven warrior.  His hair is black, long, and unkept.  His beard likewise is long and he hasn't cut it for ages.

Ilya was born is a small peasant village to two simple and poor farmers.  He was born crippled and paralyzed; he could barely walk for all his youth until he was about 30.  He and his family prayed daily for divine aid.  Finaly, one day, while the family was out working in the fields, three men came to the house of Ilya.  They appearently wielded extraordinary powers of healing, and they miraculously restored Ilya to full health, and commanded him to go out into the world and serve all that is good.

Ilya is a deeply religious man, loyal to his deity.  He is also intensely loyal to his ruler, who he views as a servant of his deity.  He fears no enemy.

Ilya's peasant background are still very much part of his character.  He drinks excessively at times, preferring strong spirits like Meduvukha or Mead.  He loves to gather mushrooms and berries in the forest.

I need to decide what region and deity he's associated with. (Edit: Thrane looks to be a good choice). I'll consult the Eberron book a bit, though I'm not that familiar with the setting, so ideas would be appreciated. Idealy, he comes from a kingdom with a lawful king or similar ruler, from a land that is heavily forested and cold.

I would like to choose the Celestial Bloodline, but if possible I'd like discuss modifying it, to reflect the abilities of the Bogatyr. The main ability that I think is pertinent would be gradual increases in size--at a certain level he would become Large (and gain relavent effects), and possibly huge at high levels. Perhaps we coudl take the Celestial bloodline a substitute something for the size increase. I'll give it some though. Also, should we take minor, intermediate, or major bloodlines, or whatever we want?

I may add traits or flaws after I give some thought. I might like to create some original ones.
 
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adamantineangel said:
Would you want to play Ilya at the beginning, middle, or end of the story presented on that page? Would you be willing to assist me in coming up with goals and appropriate challenges for such a character? I'm just worried that I won't live up to the Iconic character, as I'm unfamiliar with the legend (other than what you've linked above, obviously).

After some further thought it might be appropriate for him to be basically in the early middle of that story, shortly after he has been healed of his paralysis. The later events of his life could be used to shape his character, and his goals.
 

Caide Fletcher
Male Human Cleric 1
Alignment: Neutral good
Religion: Church of the Silver Flame
Size: 5'7", 160 lbs.
Age: 26
Speed: 30 ft.
Carrying Capacity: 100 lbs., currently 56 lbs. (medium)

Abilities:
Strength: 10
Dexterity: 13 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 16 (+3)
Charisma: 13 (+1)

Armor Class: 20 = 10 + 1 (Dex) + 3 (studded leather) + 6 (Class Defense Bonus)
Hit Points: 8
Initiative: +5 = +1 (Dex) + 4 (Improved Initiative)
Action Points: 5
Sanity: 80

Saves:
Fortitude: +4 = +2 (Con) +2 base
Reflex: +1 = +1 (Dex) +0 base
Will: +5 = +3 (Wis) +2 base

Base Attack Bonus: +0
Attack - Heavy mace +0, 1d8/x2 damage
Attack - Dagger (thrown) +1, 1d4/19-20 x2 damage

Skills (only ranked ones noted):
Concentration: +3 = 1 rank +2 (Con)
Diplomacy: +2 = 1 rank +1 (Cha)
Heal: +2 = 1 rank +1 (Wis)
Knowledge (arcana): +5 = 4 ranks +1 (Int)
Knowledge (religion): +5 = 4 ranks +1 (Int)
Spellcraft: +2 = 1 rank +1 (Int)

Languages: Common, daelkyr

Class features:
Turn undead 8/day
Domains - exorcism, protection

Feats:
Extra Turning, Improved Initiative

Equipment:
Backpack
Daggers (6)
Healer's kit
Heavy mace
Holy symbol, silver
Holy water vials (3)
Identification papers
Pieces of chalk (3)
Studded leather
Sunrods (3)
Tindertwigs (6)
Traveling papers

Clothing:
Cleric's vestments
Traveler's outfit
Traveler's outfit, darkweave

Wealth:
7 gp, 97 cp

Caide was born in a tiny village in Thrane to the Fletcher family. His father was fighting in the war, leaving Caide and his mother at home. When he was 7, his mother was slain by a daelkyr-spawned horror that had emerged from Xoriat. Caide was sent to live with relatives in Aruldusk, and soon became a true orphan when it was learned that his father had fallen in battle in the Mournlands.

The young boy soon came to hate the daelkyr and undead, things which had taken from him the people he most loved. When he came to be 15, he decided to enter the priesthood of the Silver Flame. Using these gifts, he would carry on his fight against the daelkyr and the undead. He supplemented his early income by working with the city guard of Aruldusk.

Caide carried on many missions hunting down and destroying minions of evil for his church. He is newly-ordained, and was engaged in tracking down a ghoul that had killed a merchant. He tracked it to Breland, but lost track of it around the city of Vathirond.
 


GentleGiant said:
A bit harsher than the "up the die" I suggested... how about rolling twice instead, just like a normal 'critical hit' (gives me a chance of not going down automatically, just because one of them is a 6)?
You're right, sorry, I was in 3.0 mode ^_^; That'll work; however, in retrospect, it may be a little too tough. How about it's rolled twice, and you suffer the higher?

Man, I just can't figure out the best solution.
 

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