Gauging interest in a Xen’drik Campaign

Ruslan I dig it, sounds great.

Daz Sounds great also, Just add the totals together.

Necro Complete Divine is cool, Will your halfling have a mark?

Nick the feat sounds good. Run with it.

Amazing sorry no ToB.

Did I forget anybody?
 

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My half-elf cleric? If we are using character traits, I might consider giving him skinny and relentless. I do not think I would want to take a character flaw, however.
 


Mellubb,

Are you still looking for players? I was in a Sunless Citadel game but it fell apart since airwalker got too busy to run it (unfortunately, it sounded interesting).
 

At this point I'm looking at two possibilities- both light melee/scout types. One is a dwarf FTR 2/Monk3/Tattooed Monk 1, a war veteran who found a new lease on life while recovering from trauma at a monastery of Dol Dorn- future progression would be split between regular monk and tattooed monk, and feats focused on movement and mobility. The second is a shifter Ranger 3/Barbarian1/Druid 2 (with the racial substitution level for Druid 1- Beast spirit)- further progression in the Reachrunner PrC, feats mostly focused on the shifter racial feats line; he would be a formal tribal guardian who left his home territory to search for a missing relative who had traveled to Xen'drik (and then disappeared).

I'll post stats and more detailed info tomorrow- let me know if either idea is a runaway favorite (or a total bust), so I can focus my efforts appropriately.
 

Ok, so upon further thought, I am thinking of something along the lines of this.

Cleric 5 (spontaneous Divine casting variant, Unearthed Arcana)
War Preist 1

The only reason I was going with Favored Soul was for the spontaneous casting, but the UA variant gets around that. I also need Turn Undead for War Priest which I cannot get from Favored Soul. He'll still focus mainly on healing and Buffs, probably worshiping Dol Arrah, and won't be marked.
 


Ruslanchik said:
I'd definitely be interested in your campaign. Here's my crack at a character with loads of RP potential:

Wanderer (Warforged Fighter 1/Cleric 5) was forged in Cyre but fought in the Last War as an archer for Thrane. From the paladins of the Silver Flame he learned the value of faith and the strength that one can gain from one's convictions. He also knew that he could never truly be a part of a human religion.

After the war he set off in search of a faith for the warforged. A voice in his dreams led him from Breland to Aundair, Q'barra to the Shadow Marches, searching for a warforged sage and fighting evil as he encountered it. Now his has followed the voice south to Stormreach and is seeking passage and company to continue his search in Xen'drik.

Wanderer clearly has no definite deity, but has embraced the good until he discovers one for his people. His domains are Good and Travel. He specializes in fighting with the longbow and quarterstaff. He is outgoing and inquisitive about the beliefs of others.

Here's more crunchy details on this character. All of this is from either PHB or the Eberron Campaign setting.

STR 12 (12)
DEX 16 (16)
CON 10 (8)
INT 10 (10)
WIS 17 (18+1)
CHA 12 (14)

Feats:
1st Mithril Body
1st (Ftr) Two-Weapon Fighting
3rd Combat Casting
6th Weapon Focus: Quarter Staff

I have lots of ideas about how to role-play this character and think he would be a perfect fit for a pbp game.
 

Honor

Walking Dad said:
I would like to play "Honor" a warforged paladin. I would like to use the racial sub levels from Races of Eberron.

Can I use the alternate class features in PH2 (Charging Smite) or Complete Champion (Underdark Knight) for the mount? I don't dig the idea of mounted warforged

[sblock=Honor](Warforged Paladin 5 / Gray Guard 1)

111126.jpg


Stats:
Str: 18
Dex: 12
Con: 18
Int: 10
Wis: 14
Cha: 6

Flaw: Shaky -> Power Attack ("Shaky" is poor sense of touch ;) )

Feats:
1. Adamantine Body
3. Jaws of Death (= Bite Attack, from Races of Eberron)
6. Edit: Brutal Fighting (Races of Eberron))

Class features:
Aura of Good
Detect Evil
Smite Construct
Smite Evil 2/day
Durable Will
Repair Damage
Aura of Courage
Immunity to Stun
Turn Undead
Charging Smite (PH2)
Sacrament of Trust
[sblock=SQ]Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Disease (Ex), Immunity: Fatigue (Ex), Immunity: Exhaustion (Ex), Immunity: Stun (Ex), Immunity: Fear (Su), No Natural Healing (Ex), Immunity: Nausea (Ex), Vulnerability: Chill Metal (Ex), Vulnerability: Heat Metal (Ex), Vulnerability: Repel Metal or Stone (Ex), Vulnerability: Repel Wood (Ex), Vulnerability: Rusting Grasp (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Immunity: Energy Drain (Ex);[/sblock]
Skill (Ranks only)
Concentration: +9 (5 ranks + 4 CON)
Craft: +4 (4 ranks)
Knowledge (Religion): +5 (5 ranks)
Sense Motive: +6 (4 ranks + 2 WIS)

Saves:
Fortitude: +11 (6 base + 4 CON +1 cloak)
Reflex: +3 (1 base + 1 DEX +1 cloak)
Will: +10 (3 base + 2 Wis + 4 CON +1 cloak)

Equipment:
Code:
+1 armor				1000 gp	
Sanctified Armor Modification	+50 gp		(Dungeonscape p. 34)
Durable				+500 gp	(Dungeonscape p. 39)
		
+1 weapon				+1000 gp	
Adamantine greatsword		3050 gp	8 lb
Caustic surge			+2000 gp	(DMG2 p. 255)
		
Cloak of Resistance +1		1000 gp	1 lb
Boots of the Unending Journey		        4,000gp  1lb
(MIC97, +10 to movement)

400 gp
[sblock=Background, pesonality and Code of Conduct]Honor is a war veteran. Charged with the defense of an religious outpost in Cyre, he became interested in the religion of the Sovereign Host.
He served as a bodyguard of a priest, who was delegated as an ambassador to Sharn, when the Mourning struck Cyre. In the wake of this events and the end of the war, he decided to became a paladin of the good gods. He served his church well, despite his tendencies to be more lawful than good. He eventually became a Gray Guard.
On one of his missions he acquired the docent named “Xalixis”. They became something like friends. Honor felt a kinship to “her”, being both constructed for purpose of war.
An attack of a rust monster killed nearly both of them Mourning his lost friend, Honor traveled to Xen'drik to find a way to restore the docent.
Not wanting to being just selfish, he prayed to the gods to give him a rightful mission on the continent and to find his answers on-duty.

The stoic type. His low Charisma results from being more the silent type and his (light) fanatical tendencies. Some good role-playing opportunity with more chaotic characters or Wanderer.

Code of Conduct:
[sblock]Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Gray Guard:
Upon entering this prestige class, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause’s behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both gray guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin.
Thus, whenever you seek to atone for deeds that you willingly commit in the name of your faith but that break your code of conduct, a cleric casting an atonement spell on your behalf does not expend 500 XP as is normally required. This reprieve applies only to acts intended to further the cause of righteousness and the gray guard’s faith. No XP cost applies to a gray guard atoning after beating a confession from a heretic, for example, but the cost would have to be paid for one who started a barroom
brawl. [/sblock]

Additionally, Honor will never make a deal with an evil character and will not honor any deals by his comrades with them.
He will never flee, but knows the tactical advantage of a momentary retreat.
If confronted with a law vs good dilemma, he will choose nearly always the law.[/sblock][/sblock]
 
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Here is some more detailed concept information for my two possible character ideas- let me know if either one looks particularly good (or bad) and I'll work from there.

Concept 1: Oscarl the War-dancer; Dwarf male; Fighter 2/Monk 3/Tattooed monk 1 (next is monk 4)(F/F/M/M/M/TM);
STR 14
DEX 18
CON 14 (12 +2 racial)
INT 10
WIS 16
CHA 6 (8-2 racial)

Feats: Endurance (level 1); Dodge (fighter 1); Mobility (fighter 2); Steady footing (RoE; level 3); Improved grapple (monk 1); Combat reflexes (monk 2); Weapon finesse (level 6)

Tattoos: Crab (next is Ocean); He probably already has the actual tattoos, and has had them for years, but has only begun to awaken the power within them.

Important gear: Ring of sustenance; Bracers of dexterity +2; MW cold iron glaive;
(Are items from MIC allowed? If so, he would be interested in a pair of Dimension Stride boots)

Capsule Background: Originally a mercenary soldier during the Last War, he was horribly wounded and traumatized while investigating the Mournland. Dumped by his former comrades at a monastery of Dol Dorn, he recovered slowly and gained the will to fight again. As a devotee of Dol Dorn, he has decided to travel the world to pit himself against whatever competition he can find.
 

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