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No Hero's Welcome (Eberron)

I just put the war thing because the dm said we must have participated in it.
The shugenjas are elemental masters, who wield the power of an specific element. I think that my dwarf couldn't just be a mercenary, since the profesion is one of honor and feith, but may be he could be seeking to obtain knowledge from the spoils of war.
Also I think I must align with one dragon don' I?
 

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The skill points get quadrupled at first level (which is your NPC class level, of course).

The military background will be the common factor. Sharn has a huge population of refugees and aimless veterans, and this will provide your adventure hooks. Probably also a little conflict, as I think that we won't have a group that all served on the same side...

@Voda Vosa: The Player's Guide to Eberron integrates Shugenjas into Eberron as servants of the dragons of Argonessen. This is a bit far off, so I'm not quite sure how we integrate that into the war. But maybe you were an ordinary soldier or NCO (maybe the adjutant of an officer) and got "converted" by one of the Shugenjas of Argonessen? So now you'd be in Sharn, looking for more information and possible other followers? Considering that we'll be starting/playing in Sharn, Air would be a good elemental specialization...
Also, if you want to play a library rat, have you looked at the Archivist from Heroes of Horror (also here)

Also a general question about the skill rules:
With the rule as current, to reach a certain level it would be cheaper to wait a while and buy it once the level limits are different. I don't know how that's for you. I'd really like for skills to be more expensive at the very high levels so that it's more about getting new skills than maximizing a select few, but I'm currently unsure whether we want to do this.
So, do we
a) keep it this way
b) say that skills cost 1 point per rank for the first 5 (or so) ranks and then double
c) use the default rules (+2 skill points remain, though)
 
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frostrune said:
Nazhkandrias, your elf necromancer is a suprisingly relevant combination. I'm not sure if it fits with the military theme our DM is going for but Aereni elves are masters of Necromancy. In fact they worship their ancestors called the Undying Court. In their culture their greatest leaders and heros are sometimes granted a form of lichdom to forever serve their people. They are not truly undead, they are a new sub-type called 'deathless'. Essentially a good-ish variant. The bad news is the Aereni had virtually nothing to do with the Last War as they hail from a completely different continent. They tend to be xenophobic and have little regard for the lesser races. Good luck on making this combo jive with the campaign.
Ah, I forgot that detail about the Aereni (the xenophobia). I know that they had great knowledge of necromancy, but they tend to lean more towards use of positive energy (the Deathless were liches, but liches are imbued with negative, not positive, energy). My character saw negative energy and "evil" necromancy as a more powerful source of magic, to the disapproval of the other members of the house. And although the Aereni are xenophobic, they must have sent at least a FEW people over, right? More of a token thing, than anything. And I think that they would be perfectly happy to get a questionable Necromancer off of their hands.

And if this is not the case, then my character would most likely see warfare as an opportunity to test his Necromantic powers on the battlefield, free from moral judgement (if it kills, it works). He would leave (with permission, if possible) to play a part in the war, forgoing the normal xenophobia of the Aereni for the sake of improving his skills.

Hence, the connection with the Aereni and the military background. Rogue, but not renegade, Necromancer serving as a mage on the battlefield. History is still a bit sketchy, but I'll put further detail into it later, should I be accepted into this game. Please, inform me of any mistakes that I might ever make!

Voda Vosa said:
PS: Nazhkandrias could you facilitate me some of the web pages you use to inform yourself? (In the case that you search for it in th web of curse)
Wikipedia, which is usually a fairly terrible source, has some pretty good info on the basic structure of Eberron (search Eberron in Wikipedia). It also has some links to a few other Eberron resources. The Wizards page has some info to glean, and various other fansites on the web contain relevant information on Eberron politics.
 


I sent my character idea off. Basically I'm looking at a Warrior / Cleric who's known nothing but war his entire life.
 

Hi, i would like to join and my prefered character is a human mechanicus (adept/artificer).

I will send you the character with the complete backgroundstory soon.

My prefered skillrules would be
b) say that skills cost 1 point per rank for the first 5 (or so) ranks and then double
or
c) use the default rules (+2 skill points remain, though)
but i will roll with a, too, if the others and you want me to.
 
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@Necro_Kinder: anything involving dinosaurs, pirates, robots or ninjas is perfectly okay.

So, let me get this straight, up 'til now we have the following roster:

frostrune - shifter scout
Torillan - warforged special ops
Necro_Kinder - warforged druid
Nazhkandrias - elven necromancer
Voda Vosa - dwarven shugenja
Ion - human warrior-priest
Andreas - human mecha-mage

Unless I missed someone, that's 7 players. Sounds about right. Unless someone comes in with another character filling out an unused niche very quickly, I'd say we roll with that.

I've got to finish some private business the next days and work might prove stressful, so I'd say we take the rest of the week to finish the characters and an initial group structure and will start with the first seeds of an adventure by the end of the week. That okay with you guys?

And regarding skill rules, I'd say we stick with the simpler choice. No class skills, 2 additional skill points per level (quadruple at first level), every rank costs 1 point.
This is valid until rank 5 + key attribute bonus, above that the cost doubles (e.g. if you have Strength 14, Jump costs you one point until rank 7 -- 5 + 2).
This should mean that most starting characters should have no problems distributing their skills and we'll only have to keep this rule in mind later on...
 


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