Sovereigns & Aces (Inactive)

Game Master DragonBlood472

Sovereigns & Aces

The Dragon Between has the greatest hoard of all. Treasures of all varieties lie in spades around the world, waiting to be claimed by those brave and clever enough to seek them.

Sovereigns & Aces is a noir/treasure-seeking campaign set in Eberron using Pathfinder rules. Unless stated otherwise, Eberron conversions will use Tzizimine's Conversion


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Dark Archive

Welcome to Sovereigns & Aces. This campaign is a noir style treasure hunting game set in the world of Eberron, using the Pathfinder rules system. Please follow the guidelines for creating your character below! Any questions can be posted here, private questions can be answered through messages to Me, your Dungeon Master.

Things You Should Know:
This campaign will begin in the Lhazaar Principalities. Although intimate familiarity with the region is not required, I encourage you to read over the section in the 3.5 Eberron Campaign Setting at least.

Players should have at least a passing understanding of Ebberon. I want characters to feel like they belong in this world, not just generic characters that happen to be in Eberron.

Social skills against other PCs and PvP is tolerated. I am not going to force you to get along for the sake of the story.

Know your character! The more backstory, the more detail, the more I have to work with and the more you will understand your character's actions. Play the character and the stats. It's okay to not have 18's in everything.

If you have a Familiar, Animal Companion, Holy Mount, or Eidolon, you may control them in combat, but expect me to make use of their personality and abilities!

I enjoy light-hearted humor. If the game gets silly at times, that's okay, it's a game. Don't take it or yourself too seriously!

Generating your character:
Starting level will be 1d3, rolled on this forum. That means that this game will be a mixed party of 1st through 3rd level characters. Not everybody will be equal, and not everybody will advance at the same time.

Ability scores will be 5d6, drop the lowest number, rolled in this forum. Rolled six times. If you feel your scores are abysmal, you may reroll ability scores Once, but as with most rerolls, you must accept the newer rolls even if they are worse. You may allocate your 6 numbers to whichever score you wish. Quick Character Creation

"If it exists in D&D, there is a place for it in Eberron." Although I am more likely to choose Eberron races, or dragonmarked base races, I encourage you to be creative, to an extent. For example, I enjoy tibbits, but tieflings I feel are overdone. So if you want to roll out a tiefling, it had better be spectacular. Keep in mind goblinoids (as well as a few other monsters) are viable PC options in Eberron.

Psionics will not be allowed. Sorry, but they are just way too much work, and I don't want to confuse anyone, especially myself, by mixing magic and tech and psionics.

All Pathfinder classes are an option. For conversions of Eberron material to Pathfinder, I will be using Tzizimine's Conversion unless otherwise specified. The 3.5 Warlock is accepted as is, unless somebody has a fantastic PF conversion. Feats and spells are fine from 3.5, classes must be approved (besides warlock).

Hit points maxed at first level, hit points rolled at additional levels. If you generate a character above 1st, you will have the minimum XP needed for that level. Character wealth above first should follow the same guidelines for NPC Gear using the Character Wealth table listed in the Quick Character Creation link above.

Your character begins with a free outfit (not royal), a free simple weapon, and (if you wish) identification papers. You may take up to two traits from any Pathfinder source.

You can create your character beyond the stats and rolls anywhere you wish, but please either fill the information in your character profile or ensure your profile has a link for me to access your sheet.

If you have any questions, please ask!

Do NOT Read this spoiler!:
You just couldn't resist, could you? Well now you have to pay the price. Add one goblin tooth to your inventory. It's going to come up later. For shame!

Grand Lodge

Stats: 5d6 ⇒ (5, 6, 4, 1, 5) = 21 = 20
Stats: 5d6 ⇒ (1, 6, 4, 2, 6) = 19 = 18
Stats: 5d6 ⇒ (1, 5, 2, 3, 6) = 17 = 16
Stats: 5d6 ⇒ (5, 3, 6, 3, 1) = 18 = 17
Stats: 5d6 ⇒ (6, 4, 5, 4, 4) = 23 = 19
Stats: 5d6 ⇒ (5, 1, 6, 3, 1) = 16 = 15

DM did you mean roll 4d6 drop le lowest because 5d6 drop the lowest gives rather impressive stats array?

:)

of by the way i am interested.... (with these stats i can play pretty much anything...


5d6 ⇒ (2, 6, 6, 2, 4) = 20 = 18
5d6 ⇒ (2, 5, 5, 6, 5) = 23 = 21
5d6 ⇒ (6, 2, 2, 5, 6) = 21 = 19
5d6 ⇒ (2, 1, 6, 4, 1) = 14 = 13
5d6 ⇒ (1, 1, 4, 4, 5) = 15 = 14
5d6 ⇒ (2, 5, 1, 1, 2) = 11 = 10
1d3 ⇒ 3 = 3

Interesting.


Running an Eberron game with Tzizimine's conversion myself, we're even in the Lhazaar Principalities right now. There can't be enough Eberron, never!

Stats: 5d6 ⇒ (5, 1, 2, 2, 2) = 12
Stats: 5d6 ⇒ (6, 1, 1, 1, 5) = 14
Stats: 5d6 ⇒ (6, 2, 6, 1, 4) = 19
Stats: 5d6 ⇒ (3, 4, 2, 4, 1) = 14
Stats: 5d6 ⇒ (6, 2, 6, 1, 6) = 21
Stats: 5d6 ⇒ (5, 3, 4, 1, 6) = 19

Level: 1d3 ⇒ 3

Woah, not bad. I'd keep it. Will tinker with a concept, or three.


I haven't played Eberron before, but I can read over the setting today.

5d6 ⇒ (1, 6, 2, 3, 5) = 17=16
5d6 ⇒ (1, 6, 2, 3, 1) = 13=12
5d6 ⇒ (6, 6, 1, 6, 3) = 22=21
5d6 ⇒ (3, 2, 1, 2, 1) = 9=8
5d6 ⇒ (2, 6, 3, 5, 4) = 20=18
5d6 ⇒ (6, 6, 5, 4, 6) = 27=23

Reroll:
5d6 ⇒ (2, 6, 1, 1, 5) = 15=14
5d6 ⇒ (3, 2, 6, 6, 5) = 22=20
5d6 ⇒ (5, 3, 1, 2, 4) = 15=14
5d6 ⇒ (6, 2, 6, 5, 5) = 24=22
5d6 ⇒ (3, 5, 4, 3, 3) = 18=15
5d6 ⇒ (2, 3, 3, 1, 6) = 15=14


Have almost all of eberron's books in storage somewhere as the setting is frankly one of the better ones. Love living fireball's LOL dang things hurt!

if 5d6 drop 1 die for first set
if 5d6 drop 2 dice for second set
either way these are good stats

5d6: 5d6 ⇒ (2, 1, 2, 6, 3) = 14=13 or 11
5d6: 5d6 ⇒ (5, 4, 2, 5, 3) = 19=17 or 14
5d6: 5d6 ⇒ (4, 6, 1, 3, 6) = 20=19 or 16
5d6: 5d6 ⇒ (6, 3, 3, 1, 3) = 16=15 or 12
5d6: 5d6 ⇒ (6, 1, 3, 6, 3) = 19=18 or 15
5d6: 5d6 ⇒ (6, 4, 3, 6, 5) = 24=21 or 17

Level: 1d3 ⇒ 3

Grand Lodge

Hello phurs...
;)

Grand Lodge

Forgot to roll for level

level: 1d3 ⇒ 3


Whoops. So did I. level: 1d3 ⇒ 2
Damn. The only one of us so far to not roll a 3.


Hello algar LOL

DM you state any race is good ok can accept that but your vague on classes do you mean any 3rd party class is acceptable with your permission?


I love Eberron! I think I have all the hardcover book collection except the last 4-5.

Can you tell us a little more about the campaign so we can make a PC with a decent backstory that would fit in well?

Thanks!

Fabian


level: 1d3 ⇒ 2
stats: 5d6 ⇒ (5, 6, 1, 6, 6) = 24 23
stats: 5d6 ⇒ (5, 4, 6, 2, 3) = 20 18
stats: 5d6 ⇒ (3, 6, 2, 6, 1) = 18 17
stats: 5d6 ⇒ (4, 5, 6, 2, 5) = 22 20
stats: 5d6 ⇒ (3, 4, 3, 1, 1) = 12 11
stats: 5d6 ⇒ (2, 1, 5, 5, 6) = 19 18


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Oh man, I love Eberron! Let's see what I get...

Level: 1d3 ⇒ 1

Stat: 5d6 ⇒ (2, 6, 1, 2, 6) = 17= 16
Stat: 5d6 ⇒ (4, 2, 6, 6, 5) = 23= 21
Stat: 5d6 ⇒ (6, 1, 5, 2, 2) = 16= 15
Stat: 5d6 ⇒ (1, 4, 2, 4, 1) = 12= 11
Stat: 5d6 ⇒ (6, 1, 2, 6, 5) = 20= 19
Stat: 5d6 ⇒ (5, 4, 6, 2, 5) = 22= 20


Big Eberron lover myself. Best thing about 3.5, so Eberron game with Pathfinder rules=AWESOME. I'm likewise a bit confused about the die rolling buiz as 5d6 keep 4 will result in crazy high stats but I'll go ahead.

Level 1d3 ⇒ 3

5d6 ⇒ (2, 2, 6, 5, 5) = 2016
5d6 ⇒ (5, 2, 6, 5, 2) = 2016
5d6 ⇒ (1, 1, 1, 3, 1) = 75
5d6 ⇒ (3, 6, 1, 3, 6) = 1915
5d6 ⇒ (1, 1, 5, 3, 3) = 1311
5d6 ⇒ (6, 6, 5, 6, 1) = 2418

I also love Eberron goblins so that might be what I go for after mulling this over a bit.
Will we be using any Eberron conversions? Like these here:

https://sites.google.com/site/eberronpathfinder/

Dark Archive

Hey everybody. Sorry, I did mean 4d6, that was a typo on my part. So I apologize for that. Fabian, there is a little description in the Campaign Info and the Discussion Thread, if you want more information just ask. Phurs, your second set of numbers is decent, so if people do not wish to re-roll, they may keep the 5d6 and drop the two lowest. Also Phurs, I prefer Eberron/Pathfinder classes, with the exception of the warlock, but if you are set on a 3rd party class you can try to run it by me. Did anybody have any character concepts before rolling stats?

Sorry for the confusion!


I don't think I'll get 1 5 5 6 5 again, but here's to re-rolling.

4d6 ⇒ (4, 5, 5, 2) = 16 = 14
4d6 ⇒ (2, 6, 1, 6) = 15 = 14
4d6 ⇒ (2, 4, 3, 6) = 15 = 13
4d6 ⇒ (2, 4, 1, 2) = 9 = 8
4d6 ⇒ (1, 1, 1, 1) = 4 = 3
4d6 ⇒ (5, 6, 4, 2) = 17 = 15

The 3 and the 8? Abysmal. That's... 5, 5, 3, -2, 7 and ... -11. Puts that point buy at 7. Yeesh. Re-rolling again.

4d6 ⇒ (4, 3, 5, 5) = 17 = 13
4d6 ⇒ (3, 6, 1, 5) = 15 = 14
4d6 ⇒ (4, 5, 5, 5) = 19 = 15
4d6 ⇒ (3, 6, 1, 4) = 14 = 13
4d6 ⇒ (6, 4, 6, 5) = 21 = 17
4d6 ⇒ (4, 5, 6, 2) = 17 = 15

That's much better.


I am still a bit unclear on the 5d6 rolls we may keep, and the ones to drop and re-roll. So I may keep the four highest results, and re-roll the remaining two with 4d6?


While my rolls were great(a 30 something pointbuy), I actually feel they are a bit too good and that 5 really irks me as I couldn't make a goblin char with the 5. So I'll roll 4d6.

4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (4, 6, 3, 5) = 18 15
4d6 ⇒ (3, 3, 5, 6) = 17 14
4d6 ⇒ (2, 1, 5, 4) = 12 11
4d6 ⇒ (3, 1, 1, 3) = 8 7
4d6 ⇒ (6, 3, 1, 6) = 16 15

23 Pointbuy not spectacular but workable. Kinda wish one of those 15 were a 16 instead.


DoubleGold wrote:

[dice=level]1d3

[dice=stats]5d6 23
[dice=stats]5d6 18
[dice=stats]5d6 17
[dice=stats]5d6 20
[dice=stats]5d6 11
[dice=stats]5d6 18

so 18, 15, 15, 16, 10, 16.

worth, 51 buy points, yeah, I think I'll keep this.


Hey GM,

Will you allow the new classes from the advanced playtest?

Because I have a concept of a barbarian from the Demon Wastes, member (or former member) of the Ghaash'kala that just screams bloodrager at me (with abyssal bloodline, of course). He would worship the primal version of the Silver Flame (Kalok Shash).

If that's Ok, I'll work up a decent backstory and the rest of the character.

Thanks for considering,

Fabian

Dark Archive

Alex Mack, yes I've listed the conversion we are using in three different places. I have linked the conversion, character creation (with wealth), and NPC Gear so you can see how to allocate your funds.

So to be clear, since apparently posting at 7am on 49 hours of no sleep causes typos and confusion, generating stats from henceforth should be 4d6 drop the lowest. If you previously rolled 5d6, drop the 2 lowest dice instead of only the lowest. This will get people closer to the 9-18 range of abilities before racials.

No classes from the playtest, please, and no mythic tiers.

Wealth:
Once you have purchased your equipment, your remaining wealth may be changed into any tender, coin, gems, or dragonshards. Coin will not count for encumbrance (unless you are trying to walk out with a dragon's hoard).


Thanks for the clarification DragonBloood! Now go to bed already, Dal Quor is awaiting your dreaming soul :)
I think I'll abandon my original rolls, let's see what 4d6 can do...

Stat: 4d6 ⇒ (6, 5, 2, 2) = 15 13
Stat: 4d6 ⇒ (6, 2, 6, 6) = 20 18
Stat: 4d6 ⇒ (1, 1, 5, 5) = 12 11
Stat: 4d6 ⇒ (3, 4, 3, 5) = 15 12
Stat: 4d6 ⇒ (2, 6, 4, 4) = 16 14
Stat: 4d6 ⇒ (4, 6, 3, 5) = 18 15

I will keep these results. Off to the skunkworks!


I haven't created a character yet, but it helps to know what people are going for so we can coordinate better. I plan on using Druid.


Stats: 5d6 ⇒ (1, 2, 5, 6, 3) = 17
5d6 ⇒ (6, 1, 1, 5, 4) = 17
5d6 ⇒ (3, 4, 6, 6, 1) = 20
5d6 ⇒ (2, 6, 6, 4, 1) = 19
5d6 ⇒ (5, 6, 3, 3, 3) = 20
5d6 ⇒ (4, 1, 2, 2, 1) = 10

Halfling alchemist level: 1d3 ⇒ 2


Heh, I was wondering about those stats.

So that turns my rolls into...
14
17
13
10
17
16

Pretty good!

I was hoping to play a human wizard, a good Necromancer. I'll have my sheet and background up by tonight!


4d6 ⇒ (2, 5, 4, 3) = 14 = 12
4d6 ⇒ (1, 2, 6, 3) = 12 =11
4d6 ⇒ (4, 4, 1, 4) = 13 = 12
4d6 ⇒ (2, 5, 5, 6) = 18 = 16
4d6 ⇒ (1, 2, 6, 2) = 11 = 10
4d6 ⇒ (6, 2, 6, 6) = 20 = 18

1d3 ⇒ 3

So the paizo equivalent to shifters is skinwalkers. Would you allow those? I'm thinking a wild shape focused druid/barabarian

My other idea is a changeling rogue, using a modified 3.5 race layout, namely giving a floating +2 to one ability score, same as Pathfinder humans.


1d3 ⇒ 2

4d6 ⇒ (6, 6, 3, 5) = 20 =17
4d6 ⇒ (4, 2, 1, 5) = 12 =11
4d6 ⇒ (2, 3, 5, 5) = 15 =13
4d6 ⇒ (3, 6, 2, 5) = 16 =14
4d6 ⇒ (5, 6, 4, 6) = 21 =17
4d6 ⇒ (1, 3, 4, 1) = 9 =8


Gerhard Rönn wrote:


So the paizo equivalent to shifters is skinwalkers. Would you allow those? I'm thinking a wild shape focused druid/barabarian

The conversion linked above (or here) covers all Eberron races in Pathfinder.


Thanks for the prompt response.

It's too bad about the bloodrager as it would be a perfect fit.

Let me roll and I'll see what I come up with but definitely interested.

1d3 ⇒ 2
4d6 ⇒ (4, 2, 4, 6) = 16 14
4d6 ⇒ (2, 4, 6, 1) = 13 12
4d6 ⇒ (2, 6, 2, 1) = 11 10
4d6 ⇒ (1, 5, 5, 2) = 13 12
4d6 ⇒ (5, 1, 6, 6) = 18 17
4d6 ⇒ (1, 5, 6, 3) = 15 14

Dark Archive

I will be using shifters (converted when needed) as they are, not skinwalkers. Fabian, you can get similar results with a Barbarian who takes the Eldrtich Hertiage Feat for the Abyssal Bloodline feature. Doublegold, everybody is open right now, so don't let that impede your creation. Just because people are trying to make a balanced party doesn't mean that those characters are going to be chosen. You might not be the only person wanting to create a druid, but that shouldn't stop you from making your character.

Also keep in mind, that alignment is grey and fluid in Eberron (for all but paladins). Good and evil are not as concrete. There are evil members of good churches, and even good clerics of evil deities. I am not opposed to characters of any alignment, but Chaotic Evil does not mean Chaotic Stupid.


1d3 ⇒ 2 level 2
4d6 ⇒ (4, 4, 4, 1) = 13 12
4d6 ⇒ (6, 4, 2, 5) = 17 15
4d6 ⇒ (2, 1, 1, 2) = 6 5
4d6 ⇒ (5, 5, 3, 2) = 15 13
4d6 ⇒ (5, 3, 6, 2) = 16 14
4d6 ⇒ (2, 6, 6, 2) = 16 14
If I reroll stats do I have to reroll the level die too?
stat reroll:
4d6 ⇒ (6, 6, 1, 4) = 17 16
4d6 ⇒ (6, 5, 3, 6) = 20 17
4d6 ⇒ (5, 1, 5, 2) = 13 12
4d6 ⇒ (3, 4, 3, 5) = 15 12
4d6 ⇒ (5, 3, 5, 3) = 16 13
4d6 ⇒ (1, 1, 1, 1) = 4 3...really?

Okay...really? Apart from the three I'd be happy with that...

Dark Archive

No you may keep the Level, everybody only gets once chance at Level.


For wealth, are we using Basic Level or the Heroic Level values?

EDIT: Sorry, I got confused with the links, you obviously meant the normal WBL table. Blue links within blue text impose a -4 circumstance penalty on my linguistics checks.

Dark Archive

Starting wealth and the wealth for levels above first are using the tables here: Character Creation. What I meant by spending your wealth, is follow the chart for NPC Gear as far as what to spend on weapons, protection, magic, limited use, and gear, using Heroic Level. Does that answer your question?


Level: 1d3 ⇒ 2

Stat: 4d6 ⇒ (1, 4, 2, 5) = 12
Stat: 4d6 ⇒ (6, 1, 5, 5) = 17
Stat: 4d6 ⇒ (2, 6, 1, 2) = 11
Stat: 4d6 ⇒ (6, 5, 3, 5) = 19
Stat: 4d6 ⇒ (2, 6, 2, 5) = 15
Stat: 4d6 ⇒ (4, 2, 4, 6) = 16

As for a concept, I am really in a piratey mood at the moment and I feel it might fit the location. Are you familiar with the Freebooter Ranger Archetype? I think that is where I'll start as I develop this idea.


Um, when I'm in beast shape, what kind of skill check would it require to find other animals of my kind and get it on with them? Also it never mentions if a Druid can have children that way.

Grand Lodge

ah yes so it was indeed 4d6 :)

Dark Archive

DoubleGold wrote:
Um, when I'm in beast shape, what kind of skill check would it require to find other animals of my kind and get it on with them? Also it never mentions if a Druid can have children that way.

Using PC skills would be Survival and Knowledge (nature). Beyond that it would be wild empathy, and a lot of awkward and hilarious roleplay moments. You are yourself in the form of an animal, so a male could impregnate a female, but if you are female you could not carry an animal child to term unless you spent the entire pregnancy in that animal form. Unless you are a powerful creature like a fiend or dragon, If offspring came from such a union they would just be better versions of their normal counterparts, higher physical or wisdom scores mayhaps... Hopefully this isn't how the Valenar created the magebred template, but who knows?! It's a world of magic so anything is possible. Odd question, but a fun one to answer.

Yes I am familiar with that ranger archetype, and it is perfectly acceptable for a Lhazaarite. Most of the Skull & Shackles information crosses over to this region seamlessly. Guns do exist in Eberron, as far as this campaign is concerned.

Grand Lodge

you would need to be an 8th level druid to be wiled shaped 24h/24h


Well, ladies and gentlemen, while most of you are limited to humanoids only, I have the option for both animals and humanoids for a good time. =). Would the offspring be 100% animal if I'm in animal form? After all, something is bound to happen if I constantly roleplay that way, unless I used protection which would look very suspicious to others that might observing. Though I'd try to do this in secret as not to freak out other characters.


Algar Lysandris wrote:
you would need to be an 8th level druid to be wiled shaped 24h/24h

I didn't say I was going to spend the night, I'd just get it done and over with and then move onto normal business, whether it be fighting, sneaking into town as an animal, etc.

Grand Lodge

DM would this be a ship/water/pirate type of game? since the Lhazzar Principalities: Pirates, sea barons, merchant traders and all with a love of the water find their home in the Lhazaar Principalities. With a history that is equal part piracy and seafaring trade the Principalities have remained a separate entity from the kingdom of Galifar even during the years they pledged allegiance to the crown. Now, with the nation of Galifar officially shattered the Lhazaar Principalities have formed a loose confederacy of states each ruled by their own sea prince living a life where might makes right and the man with the most and biggest ships rule the sea.

Dark Archive

As wild shape is based off of beast shape in the polymoprh subschool, which states you transform your physical body into the shape of another creature, this includes reproductive organs as well. As humanoid isn't far above animal in the type pyramid, offspring born of any wild shaped union will physically resemble the animal they are. If you truly want to be a weird shapeshifting gigilo, I suggest going back and casting awaken on your partners or poor misbegotten children.

The campaign is beginning in the Principalities, so Lhazaarite characters with piracy/sailing backgrounds aren't uncommon, but this game isn't confined to the isles of Lhazaar and can traverse the world (or worlds). So it's fine for characters to be Lhazaar natives, or be from anywhere else in the world, Khorvaire citizens, Xen'drik exiles, Arenal outcasts, barbaric Argonnessen explorers et cetera.

Grand Lodge

Stat set 2: 4d6 ⇒ (6, 6, 6, 5) = 23 =18
Stat set 2: 4d6 ⇒ (4, 6, 2, 1) = 13 =12
Stat set 2: 4d6 ⇒ (3, 3, 4, 1) = 11 =10
Stat set 2: 4d6 ⇒ (3, 5, 5, 3) = 16 =13
Stat set 2: 4d6 ⇒ (2, 6, 4, 5) = 17 =15
Stat set 2: 4d6 ⇒ (1, 3, 6, 6) = 16 =15


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Alright, here is my submission. My background is pretty long, I wanted it to be very noiree (noirish?). I can write a synopsis if you don't want to slog through all that text.

Also, is the Spell Compendium ok for picking spells?(I miss it so much).

Character Sheet:

Alistair Creed
----------------------------------------------------------------------
Wizard (Necromancer, Sin Magic Specialist: Gluttony) 1
CG Medium Humanoid (Human; Favored Class Wizard (+1 HP)
Init +1; Senses low-light vision; Perception +0
----------------------------------------------------------------------
DEFENSE
----------------------------------------------------------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 13
Fort +3, Ref +3, Will +2
Defensive Abilities
----------------------------------------------------------------------
OFFENSE
----------------------------------------------------------------------
Speed 30ft.

Melee: Club +1 (1d6+1/x2)

Ranged: Light Crossbow +3 (1d8/19-20)

Special Attacks
Wizard Spells Known (CL 1st; concentration +5)
1st (6/Day)- Mage Armor, Detect Undead, Silent Image, Vanish, Ray of Sickening, Cause Fear, Magic Missle
0th (at will)- All except for Abjuration and Enchantment
-----------------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------------
Str 13, Dex 16, Con 17, Int 19, Wis 10, Cha 14 )

Base Atk +0; CMB +1; CMD 14

Feats Scribe Scroll , Spell Focus: Necromancy, Toughness

Skills Knowledge: Religion +8, Knowledge: Arcana +8, Knowledge: Local +8, Linguistics +8, Profession: Exorsist +4, Spellcraft +8, Use Magic Device +6

Traits Deathspeaker (Religion), Dangerously Curious (Magic)

Languages Common, Elven, Draconic, Giant, Deep Speech, Mabran

Class Features

Arcane School
Life
Associated School: Necromancy.

Replacement Powers: The following school powers replace the power over undead and grave touch powers of the necromancy school.

Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.

Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.

Sin Magic
Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.

Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.

Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.

Gluttony (Necromancy)
Prohibited Schools: abjuration, enchantment.

Arcane Bond
Red Leather Scarf (Masterwork Amulet)

Eqiupment
Wizard's Kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.) (21gp), Ink x2 (16gp), Scroll Parchment x20 (4gp), Club, Light Crossbow (35gp), Bolts x20 (2gp), Traveling Spellbook, Spell Component Pouch (5gp), 17gp
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DESCRIPTION
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Alistair is not what most people think of when they imagine a wizard, he looks more like on off-duty guardsman or a criminal with his broken nose and short scruffy brown beard and hair. He wears a large thick leather overcoat and a long scarf wrapped tight as if he's always cold, and his sunken dark eyes and permanent grimace hardly make for a welcoming countenance.

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Background:

“Thing's aint as sweet as they used to be pal. Hell, for me I don’t think things have ever been lookin' up, but hey, them's the breaks as those Warforged say (heh, get it?).”

“So yeah, I grew up in Breland, on a little farm that was too close for it's own good to the Graywall Mountains. So yeah big surprise Pa, you build a farm where you ain't supposed ta, doesn't matter how good the soil is, there’s still things that manage to squeeze past those mountains from time ta time, and before I was old enough to tell him I told you so we were outta there. Most people seem to think Breland is a safe enough spot, and I suppose most of the time they'd be right, but hey I told ya things never work out for poor little me.”

“I don't know what the Host has against me, but my family's sizable caravan never made it to Sharn where my Pa had even more relatives. We were kidnapped that night on the road by bandits, only they didn't want our stuff, they wanted us. They dragged us along the ground for hours in sacks that undoubtedly held dozens more like me, into this huge underground complex lead by this lunatic Necromancer. Yeah, surprise surprise, these bandits were his undead minions and he was always looking for more materials, more blood. My family... just happened to be in the right spot at the right time. I never saw my parents again, we were separated and, Aureon forgive me I... at first I didn't care.”

“Most people recoil in horror at undead, me I stared in awe. Call me sick, whatever, I was amazed with the things. They were so... eternal, they broke all the rules in a way that made my mouth water. And whats worse was, I had this sorta... report with them. I could talk to them, nudge them in different directions, even right under the nose of this Necromancer. And he noticed, he saw in me potential, and offered to teach me for the low low price of serving him and loosing my soul. And I couldn't help but say yes.”

“It was the hardest thing I've ever done, serving that madman in his tunnels. There in the dark with the walking dead all around me, I... well I lost myself. This man, Master I called him, never learned his real name, taught me the basics of magic, of Necromancy. He was always going on about the fools in the Circle, about the power of Necromancy. He taught me old magics, that each school of magic is defined as much by what it is not as much as what it is. Sin magic he called it, well gee I wonder why. And so help me, I took it all in like a thirsty man being handed a waterskin for the first time in his life. I took all his lessons to heart, I did horrible, unspeakable things in those tunnels, all in the name of mastering the forces of life and death. I would love to tell you that one day I came to my senses, that the spell the Necromancer cast over me was broken and I returned to the innocent boy I was, but that just ain't the truth. The truth is one day I found my sister.”

“There she was, her un-lifeless corpse just standing in this dank tunnel, the light from my spell, my spell that I had cast, revealed her in all her disgusting, soul-shattering glory. And I couldn't take it. It wasn't that I realized the error of my ways, that I instantly turned a new leaf, I couldn't take her rotten eyes looking at me like that. So I ran, I took what little I had, what few things I had bleed and nearly died for, and I ran into the night and all the way to the nearest city. It took me months, literally months of begging and pleading from my jail cell to convince the guards I wasn't a nut and that a dangerous Necromancer was hiding right outside their city. And ho, big surprise, when I finally led that grumpy guard captain to the entrance of the tunnels that had been my personal Dragon Below for five years, it was gone. All of it, not even a trace of Necromantic magic remained. The Captain was angry, I wouldn't have blamed him if he just ended me right there, it probably would have been for the best, instead he leaves in disgust, and now I need to pick up the pieces."

"I suppose a lot of people would have been done at that point, would have put their books and their finger bones away and become a baker of whatever. But I'm not most people, no I'm way dumber than most people. See, I knew more than most people (except maybe those Elves on their island) the potential of Necromancy. Most people think it's all about shambling corpses and blaspheming against the gods, but it's also about life, about bolstering and helping people. So I said to myself, while I'm stuck here on the Dragon Between I might as well do some good to make up for all that bad. I moved to Sharn and set myself up as an exorcist, helping ease all the angry spirits that arouse from a city like that. I worked for some shady folks, being one of the only non-clergy willing and able to do that kind of work, and ya know it felt good to be helping folks, even if I was making a modest living helping them out. It was hard at first, real hard. While Necromancy does have some potential for good, it's true potential can only be unlocked when one doesn't care about the consequences. So I fight the urge to fall into bad habits, every day, every spell."

"Of course here in lies my current problem. See that Circle of Mages my old 'Master' was always talking about, that lovely Esoteric Order, doesn't take too kindly when you start undercutting them, unintentionally charging coppers for Cantrips. And they have a lot of influence in the city, soon enough one by one my jobs were drying up. My only choice left, if I wanted to continue doing my good deeds was to join them. Of course I thought they were joking when they told me their entrance fees. So I did some digging into where to find that kind of pocket lining, and I hear about some yahoo somewhere striking it rich with a bunch of forgotten treasure. And well, that got me thinking..."

Dark Archive

Gasp! A Necromancer not from Karrnath or Arenal? I like it. Yes Spell Compendium spells are valid.


i have a great idea but its kinda stealing from another sorry to say.
doublegold would know this character idea immediately as its one of the players in one of his campaigns which i take part it in.

difference is im interested in a warforged and hes an android.

wanna try a time theif warforged named Origin.

will write him up now.


DragonBlood472 wrote:
Gasp! A Necromancer not from Karrnath or Arenal? I like it. Yes Spell Compendium spells are valid.

Huzzah! I'll change his spells around when I get home. How long is recruitment running?


Phurs wrote:

i have a great idea but its kinda stealing from another sorry to say.

doublegold would know this character idea immediately as its one of the players in one of his campaigns which i take part it in.

difference is im interested in a warforged and hes an android.

wanna try a time theif warforged named Origin.

will write him up now.

Why would you use the same character in two campaigns, what is the fun in that? And if you did that, you would have to create two aliases exactly the same and then putting an additional title to the 2nd one as not to confuse them, because one would advance faster than the other.

Edit: oh, I see, not your character, but someone elses.

Dark Archive

I'm in no hurry to jumpstart. I want to give people the chance to get the characters they want submitted. Probably within the week.

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