From Forge to Claw
Current Date:
27th of Therendor, 998YK
Once again the guild is called upon by Lady Elyadren. A urgent mission awaits!
OOC (LP)
Current Game Thread:
Message Interrupted (LP)
Prior Game Thread:
Sideplot - Infestation (LP)
Combat Over!
Map is edited after each round. Warning! Map edits are not displayed as new posts.
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Init
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Damage Taken
| Enhancements
| Afflictions
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Zazi
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24
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2
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Rage +4 STR, +4 CON, +2 Will Save (4rds)
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Rage -2 AC
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Vhaja
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14
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+2 Damage (24 rnds)
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Gorth
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12
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6
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Rowelliam
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3+
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3
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Tyi
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3-
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4
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fast healing 1 (8 rds), readying
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Characters:
Gorth (LP) Action Points: 6
Rowelliam (LP) Action Points: 6
Tyi Ko'rrin (LP) Action Points: 5
Zazi (LP) Action Points: 3
Party Loot (LP)
- At first level you have 5 action points. Each time you attain a
new level you gain a fresh supply of action points equal to 5 + 1/2 your
character level, rounded down. Any unspent action points that you
didn't spend at your previous level are lost.
- You may spend an action point to add a d6 to the result of an
attack roll, skill check, ability check, level check, or a saving throw.
- You may spend 2 action points to gain another use of a class
feature that has limited uses per day. Examples: bardic music, rage,
smite evil.
- An artificer may spend an action point to imbue an infusion in one
round, even if its casting time is normally longer than one round.
- You may spend 1 action point to stabilize when dying.
- You can only spend action points once in a round. However, you can spend more than one action point in a single instance. Example: Spending 2 action pts. to gain another use of bardic music. You cannot, as an example, spend an action pt. on a tumble check and then on an attack roll.
- You may spend an action point to an improve an die roll that has already been made, provided that the GM has not told you whether the result would be successful or not.
- Action points cannot normally be used to improve a damage roll.
- You cannot spend an action point for an roll after you making any determination about it's effect, success, or failure. Examples: You cannot spend an action point for an attack roll after you've rolled damage for that attack. You cannot spend an action point for an attack roll after you have rolled miss chance. You cannot spend an action point on a spell penetration roll after you have rolled for spell failure.
- Exception to the above - Since I will usually tell you the DCs of any saving throws that you need to make, you must include your action point in that die roll. For saves, you can not spend after the roll has been made.
Certain feats change the amount of action points gained, it's die type, and may even provide new ways to use your action points.
Don't be too stingy with your action points! You get plenty and you can't save them up. Best to spend them all before your next level provides you with a whole new supply.
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The continuation of a series of 4 adventures will take the party from 1st level to 8th.
The party will race to uncover a dark secret buried by disaster only to
discover that their quest is even more involved than it originally
seemed.
Character Creation:
Books allowed:
Any Eberron books
All of the D&D "Complete" line of books (Complete Divine, Complete Mage, etc.)
The Expanded Psionics Handbook
DMG 1 & 2
PH 1 & 2
Spell Compendium
Magic Item Compendium
Libris Mortis
Magic of Incarnum
Monster Manual I and III
Additional Sources:
Crystal Keep (Stuff from Crystal Keep will only be allowed on a case by
case basis, but it will most likely be allowed unless it's something
from Dragon Magazine.)
Other sources, including non-WotC material may be used with
permission as long as it fits the setting. (No Gunmages, please. So don't even ask.)
Please site the source and page # of any material used
that does not come from the PH.
Creation Guidelines:
2nd level
32 points using the point system out of the DMG.
Starting wealth: 900 GP (you may purchase only minor magical items with your starting wealth)
You may select up to 2 traits from Unearthed Arcana if you so wish.
Any
Eberron or non-setting specific D&D race is allowed. This includes
races from the Expanded Psionics Handbook and Magic of Incarnum.
You may not select a race that is higher than ECL 1
Templates are not allowed.
Any alignment other than CE is allowed, provided that you can get along with the rest of the party. That means that you shouldn't be planning to steal from or back-stab any of the other party members.
Differences between Ebberon an other Settings:
1. Eberron uses Hero Points:
- At first level you have 5 action points. Each time you attain a
new level you gain a fresh supply of action points equal to 5 + 1/2 your
character level, rounded down. Any unspent action points that you
didn't spend at your previous level are lost.
- You may spend an action point to add a d6 to the result of an
attack roll, skill check, ability check, level check, or a saving throw.
- You may spend 2 action points to gain another use of a class
feature that has limited uses per day. Examples: bardic music, rage,
smite evil.
- An artificer may spend an action point to imbue an infusion in one
round, even if its casting time is normally longer than one round.
- You may spend 1 action point to stabilize when dying.
2. Clerics do not need to be within 1 step of their deity's alignment; an evil cleric can follow a good god or vice-versa.
Background Feats:
There are several feats that are only
rarely taken, feats that provide
very little benefit when compared to Power Attack or Rapid Shot.
Background feats are taken from a narrowly defined list and allow
characters to acquire feats purely for enrichment purposes without
sacrificing their normal feat slots. For game balance reasons, a
background feat may NEVER be used to enter a prestige class FASTER than
what would normally be possible for a typical character of the same
race/class(es). If you cannot build a character of your race/class(es)
that is capable of entering said prestige class at your current level
without the use of background feats, you may not enter that
prestige class at your current level. As implied by the name, in order
to gain the background feat you must have a BACKGROUND that supports
it. In other words, provide a significant reason for acquiring the feat
(special training, unusual heritage, etc.). You may select 1 Background Feat at character generation. You may select an additional Background
Feat by taking a Flaw from Unearthed Arcana. Background Feats marked
with an "!"
can only be taken by selecting a flaw. You may take two feats
marked with an "!" as your background feats by taking two flaws (the second "!"
feat replaces your free background feat). At no point may you have more
than 2 flaws. You must still meet the qualifications for any background
feat taken.
PHB
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PHB 2
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Complete Adventurer
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Expanded Psionic Handbook
| Crystal Keep
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Acrobatic
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Lightning Reflexes!
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Ritual Blessing
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Appraise Magic Value
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Autonomous
| Agile Athlete
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Insightful!
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Burrow Friend
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Vault
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Agile
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Magical Aptitude
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Ritual Blood Bonds
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Brachiation
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Body Fuel
| Complementary Insight
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Necropolis Born!
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Natural Trickster
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Trap Mastery!
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Alertness
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Mounted Combat
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Trophy Collector
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Danger Sense
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Closed Mind!
| Daredevil Athlete
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Night Haunt!
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Trivial Knowledge!
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Pathfinder!
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Athletic
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Negotiator
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Wanderer's Diplomacy
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Improved Swimming
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Inquisitor
| Inside Connections
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Soul of the North!
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Diverse Background
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Supremely Confident!
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Deceitful
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Nimble Fingers
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Keen Eared Scout
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Obscure Lore
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Mental Resistance!
| Menacing Demeanor
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Spell Hand!
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Human Blood!
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War Chant!
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Deft Hands
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Persuasive
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Master Manipulator
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Open Minded
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Psionic Affinity
| Old Salt
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Crowd Tactics
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Slender
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Diligent
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Run
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Jack of All Trades!
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| Sailor's Balance
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Human Heritage!
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Stocky
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Dodge
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Self Sufficient
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Versatile Performer
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| Sea Legs
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Obtain Familiar
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Superior Hearing
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Endurance
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Stealthy
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Improved Swimming
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| Sociable Personality!
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Mother Cyst
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Superior Sense of Smell
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Great Fortitude!
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Toughness
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| Steady Mountaineer!
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Ancestral Knowledge
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Superior Taste
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Investigator
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Track!
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| Urban Stealth
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Clan Prestige
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Superior Touch
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Iron Will!
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Mounted Archery
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| Roof Walker
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Elf Dilettante
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Superior Vision
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Lightning Reflexes!
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Simple Weapons Proficiency
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| Resourceful Buyer
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Focused Mind
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High Society
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Skill Focus!
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Smatterings
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Lightfeet
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Tunnel Rat
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Ebberon
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Magic of Ebberon
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Sharn: City of Towers
|
Player's Guide of Ebberon
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Races of Ebberon
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Dragonmarked
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Secrets of Sarlona
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Secrets of Xen'drik
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Abberant Dragonmark
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Action Surge!
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Dragon Prophesier
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Filth Eater
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Any Dragonmark Talent (pg 48)
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Aereanal Beastmaster!
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Ashbound Mark
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Altitude Adaptation
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Blessed of Vulkoor
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Ashbound!
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Vermin Companion!
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Heroic Companion
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Improved Flight Item
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Abberant Dragonmark Gift
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Ancestral Guidance!
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Cannith Forgecraft!
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Breath Control
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Giant Banemagic!
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Beast Totem!
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Repel Aberration!
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Elemental Helmsman
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Manifest Flight
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Abberant Dragonmark Mystery
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Dinosaur Hunter
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Dragonmark Adept
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Cold Endurance
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Jungle Veteran
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Child of Winter
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Dragon Totem Focus!
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Manifest Leap
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Abberant Dragonmark Vigor
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Dinosaur Wrangler
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Dragonmark Battlestrike
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Edgewalker Sentinel!
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Dragon Totem!
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Dragon Totem Scion!
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Swarm's Embrace
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Aeranal Half-Life
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Heroic Metamagic!
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Dragonmark Prodigy!
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Kalishtar Mindlink
|
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Ecclesiarch!
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Heroic Focus!
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Perfect Reflection
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Master Linguist
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Nightborn Dragonmark
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Mind Mask
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Favored in House
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Hasten Infusion!
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Touch of Captivation
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Relic Hunter
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Mountain Stance
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Gatekeeper Initiate!
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Psiforged Body!
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Touch of Deception
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Ship Savy
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Repel Outsiders!
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Greensinger Initiate!
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Symbiont Mastery!
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Touch of Summoning
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Shifter Agility
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Investigate
|
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Wand Surge!
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Friend of the Tribes
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Shifter Ferocity!
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Recognize Imposter
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Psychic Rush!
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Talenta Dinosaur Bond
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Shifter Instincts
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Research
|
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Galifarian Scholar
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Right of Counsel
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Du'ulora Ancestor
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Strong Mind
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Hashalaq Ancestor
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Undead Empathy
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Indomitable Discipline
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Urban Tracking
|
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Child of the Swamps
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Warden Initiate
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Battlebred
|
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Education!
|
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Shifter Acrobatics
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Least Dragonmark
|
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Shifter Magnetism
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Raging Luck
|
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Shifter Stealth
|
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Action Boost!
|
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Character Background:
Submit a Background with your character. For the purposes of this
game each member of the party is assumed to have known each other for
some time. Including the other party members in your character's
background (with their player's permission) is encouraged. Those
that do may be granted a free teamwork benefit.
Information for your background:
- You find yourself in Sharn, the largest
city of the nation of Breland. Breland is ruled by King Boranel, a
direct descendant of the nation's first leader. While a monarchy,
Breland also has a partially elected parliament that works alongside the
king.
- Sharn itself is located at the southern end of Breland, along the
Dagger River. There has been a major settlement at it's location since
the beginning of recorded history. Sharn is a city of massive towers
whose foundations predate human occupation. Strong planar magic keeps
the stone towers upright. Navigating the city without getting lost can
be a daunting task, even for the most experienced of residents. Sharn is
also a major travel hub for those wishing to journey to the mysterious
continent of Xen'Drik.
- Seeking employment, you have signed on with Garum-Glamson Adventurer and Mercenary Contract Procurement Agency, a minor adventure's guild that you only recently discovered was established
just 5 months ago. The proprietors, Bodik Garum and Farik Glamson, are gnomes from Zilargo
whose skill at talking people into joining their oddly-named adventure's
guild is far greater than their ability to procure an actual contract
for their members. Due to the success of the adventuring group in their employ, the guild has seen a recent upswing in applications.
If you have a question for the GM of this game, you may send them a Private Message.
Join this game
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