It usually starts with a dinner party

ShaggySpellsword said:
Use X action points to modify a spell you have prepared with a metamagic feat you know. x=the modification to spell level, minimum 1.

For me, it means: Use 1 action point: Ignore Arcane Spell failure when casting a single spell with a somatic component.

From Races of Ebberon

I still need to finish up my gear and encumberance. Then I'll be done.

Okay, that feat works.

Alright, starting gold is 36,000.
 

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JimAde said:
Sorry for responding to my own post...

Masleh: I will need a little info about the available Aberrant dragonmarks. If there's one in particular you want me to take, that's fine. The SLA I'll get from it will probably be a lot less interesting than the social/political fallout. :)

I definitely like the idea of being sponsored/studied by Morgrave University. That would work fine for me.

Should I spend the ranks on the language? I like the idea of having a funky accent. :)

The SLA's available from the feat are listed in the spoiler block on page 61, but the
background on the abberant marks are pretty much unwritten, so pick which ever one you feel fits what your character is about, or reflects a certain theme, and we can work out the rest in game.

okay, a Morgrave sponsorship then. We'll fill in the details soon.

since it's unlikely you'll know the languages from worlds away, yes. It's likely that common will be the only language that's completely neccessary.
 
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obi459 said:
Masleh, I don't really know about Eberron,:heh:.But if you can give me some ideas then I could finish the concept.


Obi459

Ok...*checks out Eberron Campaing setting and Sharn City of Towers.* Our primary setting is the city of Sharn, so I'd like one or two of our characters to be natives of that metropolis. There are a few ways we could work out a bounty hunter character, but probably the best way is to give your character a connection to one of the organized crime guilds. The 4 guilds or "houses" are-

The Boromar Clan: A typical mob like house of rogues, extortionists, smugglers, and rackateer's, the Boromar clan is headed by halflings and is also the citys largets font of organized crime. They run a massive orginization that spans from not only the criminal underworld but uses bribes and blackmails in even the ruling council of the city.

Daask: An agressive criminal group made up mostly of monsters from the country of Droaam, Daask has built itself up in the Khybers Gate and Malleons Gate wards for over 10 years. Lately they have diversified their talents from not only "protection" rackets, but drug smuggling. Daask is a powerful and much more aggressive group then Boromar, and the two have lately come to butting heads and open conflict in Sharn streets.

House Tarkanan: a much smaller guild of assassins, Tarkanan has refused to take out contracts on any crime guild and has been able to stay out of the path of Boromar and Daask's war. Tarkanan also has an intrest in bearers of Abberant dragonmarks.

The Tyrants: The tyrants are a group of changelings who specialize in identity theft, disguise, body doubles, and related acts. Like Tarkanan they've managed to stay out of the guild war, and since their enterprises differ so much from Daask or Boronar it's unlikely that they'll be part of the conflict between them.

Probably your best bet for character development will be to play either an agent of Sharns watch dedicated to bringing down one of the crime families, or a rogue agent playing Daask and Clan Boromar against each other. Given the current player line up now it's likely that you'll be an alternate (availiable for play only if I require more players or sudden room is created due to someone droping out.) I understand if you wish to go ahead and drop out now.
 

Dracomeander said:
Sounds good. Let me know what you need to discuss. As an alternative to PM's, my email is dracomeander(at)msn(dot)com.

Probably looking to take the Urban Ranger variant from the Unearthed Arcana. Given the nature of the kalashtar's enemies the Urban variant probably makes more sense.

Will begin working out more of Korantash's background and try to get it posted sometime tomorrow.

Mechanicly I'm going to need you to focus on the rangers stealth abilities, as that's what the party is most lacking at this time.

Background & Flavor wise, I need some background on the Shadow Walkers. Do they exist to counter Inspired agents in Sharn, or are they here simply to foster Kalshatar causes? Are they aware of Inspired activity within Sharn? What's the groups primary alignment and how concerned are they with the common citicezens of Sharn (at least the psionic ones)? (more later, I've got class to get to now)
 

Masleh, with Sharn as the backdrop, I'll definitely be going with the Urban Ranger from UA. I have most of the framework for the character completed. I just have to choose powers and equipment. As I don't have the Sharn sourcebook, I would appreciate some suggestions before I write in anything in the background that would be inappropriate for your vision of the setting. I have ECS, Races of Eberron, and Magic of Eberron. I haven't picked up any of the other sourcebooks as I don't run Eberron, and the DM who does in my PnP group has requested that we don't pick up those other books.

Favored Enemies are Evil Outsiders and Aberrations. Things I'm working into the background include confrontations with cells of the Cult of the Dragon Below, Daask, and Inspired spies.
 

Masleh said:
Mechanicly I'm going to need you to focus on the rangers stealth abilities, as that's what the party is most lacking at this time.

Background & Flavor wise, I need some background on the Shadow Walkers. Do they exist to counter Inspired agents in Sharn, or are they here simply to foster Kalshatar causes? Are they aware of Inspired activity within Sharn? What's the groups primary alignment and how concerned are they with the common citicezens of Sharn (at least the psionic ones)? (more later, I've got class to get to now)

You posted while I was writing the post following yours. The character is definitely oriented toward stealth and observation.

My mistake the group is called the Shadow Watchers not the shadow walkers.

The Shadow Watchers are one of the two philosophical camps of the Kalashtar. They are mentioned in the Kalashtar chapter of Races of Eberron p.57 under the heading The Secret War. They comprise the smaller portion of the Kalashtar populace who believe it physical action against the manifestations of evil is not only called for but is necessary. They fight against not only the Dreaming Dark but also against any other group that serves evil they discover, such as the Lords of Dust or the Emerald Claw. They don't advertise who they are but they are the ones most likely to join other adventurers to expand the reach of their information nets.

The other philosphical camp is called the Lightbringers, who believe that the only way to drive back the Dreaming Dark is to bring about a spiritual change toward following the Light.

Both philosophies believe in the Path of Light and are primarily good-aligned, they just believe in different methods of following the Light.

The Kalashtar certainly know there are agents of the Inspired and the Dreaming Dark operating throughout the world and especially in Sharn as it has the largest congregation of Kalashtar outside of Sarlona. The problem is trying to identify those agents as they are quite adept at hiding in the background and blending in with the general populace.
 
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All fixed up, i think
I droped the heavy armor proficency for the d12 hit die. I'd like to take the 1'st level warforged fighter substutution from races of eberron(pg130).


a0x3 (aka AX)
Warforged Monk/fighter 8
alignment: Lawful Neutral

Abilities
STR 16+3 (6) +2level
DEX 16+3 (10)
CON 16+3 (6) +2race
INT 10+0 (2)
WIS 14+2 (10) -2race
CHA 10+0 (4) -2race


Hit Dice: 8d12 + 24, 96
Initiative: +6 (+3dex, +3Battle Hardened)

Ac 22 (+3 bracers, +3dex, +2 from monk, +2 from wisdom, +2 ring of protection)

base land speed: 50(30+20)

Attack: Unarmed attack +13

Full Attack: Flurry of Blows +13/+13/+8 (2d6+5)

Saves
Fortitude +9 +1vsSpell/Spell-like
Reflex +9
Will +8 +3vsFear +1vsSpell/Spell-Like

Feats and Class features:
Unarmored Body (1st)
Silver Tracery (3rd)
Cold Iron Tracery (6th)

Battle Hardened (1st fighter)
Weapon Focus (unarmed) (2nd Fighter)
Weapon Specialization (unarmed) (4th Fighter)
Blind-Fight (6th fighter)
Greater Weapon Focus (8th fighter)

Improved Grapple (1st Monk)
Unarmed Strike (1st Monk)
Evation (2nd Monk)
Sill Mind (3rd Monk)
Deflect Arrow (3rd Monk)
Ki Strike "Magic" (4th Monk)
Purity of Body (5th Monk)
Improved Disarm (6th Monk)
Wholeness Of Body (7th Monk)
Slow Fall 40ft (8th Monk)


Skills:
44 skill points total

Diplomacy 7 (0cha 5ranks 2syn)
Jump 10 (3str 5ranks 2syn)
Knowledge (arcana) 5 (0int 5ranks)
Knowledge (religion) 5 (0int 5ranks)
Listen 9 (2wis 7ranks)
Sense Motive 7 (2wis 5ranks)
Spot 7 (2wis 5ranks)
Tumble 12 (3dex 7ranks 2syn)

Possessions:
Monks Belt (13000)
--Treated as a monk +5 levels for AC and unarmed damage
Ring of protection +2 (8000)
+3 bracers of armor (9000)
bag of holding type 2
1000 in gems and pearls
36000 total spent

WarForged Traits:
-Living Construct Subtype
-Immunity to Poison, Sleep Effects, Paralysis, Disease, Nausea,Fatigue, Exaustion, Enerdy Drain, and effects that cause the sickened condition
-Cannot Heal Damage Normaly
-Half healing from the Healing subschool and supernatural abilities that cure hit point or ability damage
-Affected by Heat Metal, Chill Metal, Repel Metal or Stone, Repel Wood, and Rusting grasp
-can be raised or resurrected
-does not need sleep, sustinence, or air. can partake of beneficial consumibles for their effect
-Light fortification
 

Added description and background on Caspar, but I didn't go into how he got to Eberron. Masleh, I purposely left an outsider hook at the end of the background, if you think it's appropriate to tie into how he got here. If not, I'll be glad to change things. Let me know.

I also need the information on the Aberrant dragonmark. Thanks.
 


Dracomeander said:
You posted while I was writing the post following yours. The character is definitely oriented toward stealth and observation.

My mistake the group is called the Shadow Watchers not the shadow walkers.

The Shadow Watchers are one of the two philosophical camps of the Kalashtar. They are mentioned in the Kalashtar chapter of Races of Eberron p.57 under the heading The Secret War. They comprise the smaller portion of the Kalashtar populace who believe it physical action against the manifestations of evil is not only called for but is necessary. They fight against not only the Dreaming Dark but also against any other group that serves evil they discover, such as the Lords of Dust or the Emerald Claw. They don't advertise who they are but they are the ones most likely to join other adventurers to expand the reach of their information nets.

The other philosphical camp is called the Lightbringers, who believe that the only way to drive back the Dreaming Dark is to bring about a spiritual change toward following the Light.

Both philosophies believe in the Path of Light and are primarily good-aligned, they just believe in different methods of following the Light.

The Kalashtar certainly know there are agents of the Inspired and the Dreaming Dark operating throughout the world and especially in Sharn as it has the largest congregation of Kalashtar outside of Sarlona. The problem is trying to identify those agents as they are quite adept at hiding in the background and blending in with the general populace.

Just so you know, we'll be playing in a wilderness setting as well as a city one, so regular ranger will be just as viable as Urban ranger, though both (perhaps one as a NPC guide) will probably be neccessary as we venture further into the campaign.

Okay, I belive I know the group you're talking about now (I don't own races of Eberron, but have a passing familiarity with it) they're probably the best bet as far as contacts or patrons go in Sharn.

Given you grew up in Sharn and have sufficiently high abilities it's likely that you have more then the usual knowledge about what goes on behind the closed doors of the Reidra embassay and its ...other activities. How much is your DM okay with me giving away over the course of the adventure, or even what knowledge your character begins knowing?
 

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