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Page history last edited by Merkuri 16 years, 2 months ago

 

Games are played over OpenRPG on Mondays at 8:00 EDT.

The required OpenRPG version is 1.7+.

 


 

Style of Play

The game will be action oriented and story driven with a good dose of intrigue. I have included a small horror-oriented interlude in the past and my do so one more time if I'm feeling evil. Skills should see quite a bit of use and so it is advised that characters have an intelligence score of at least 10.

 

Short Overview

It has been two years since the end of the Last War and the changes the it brought across the continent of Khorvaire. Nations rose and fell and a new race was born, or rather forged. There is still much rebuilding to do in the face of the war, and there is a great deal of change to get accustomed to. Breland survived the war, and many would argue that it remains in better condition than that of its neighbors.

 

Still, many of it's citizens were slain. Its army, while strong, is not up to the strength it had at the beginning of the war. The Brelish special forces of The Citadel were hit particularly hard; nearly half those serving in the organization gave their lives for Breland.

 

The Citadel now seeks out new recruits. Only the best of what Breland has to offer have been chosen. The candidates that passed have shown the determination and overall prowess required to be included in this prestigious organization. You have been trained hard and have been accepted into the unit known as The Kings Blades. A more diverse group than The Kings Wands or The Kings Dark Lanterns, the Blades are troubleshooters, and can be expected to undertake any number of missions.

 

And in the tense aftermath of the war, there is much work to be done.

 

Available Material

I have the following books. Inclusion here does not mean that all material in the book is usable. I reserve the right to deny certain items, PRC's, spells and so forth. I may be willing to allow material from other sources however, all starting PC's are limited to the following books.

 

  • Arms and Equipment Guide (3.0)
  • PHB 1&2
  • DMG 1&2
  • Monster Manuals 1-3
  • Complete Adventurer
  • Complete Arcane
  • Complete Warrior
  • Draconomicon
  • Heroes of Battle
  • Heroes of Horror
  • Lords of Madness
  • Miniatures Handbook
  • Tome of Battle: Book of Nine Swords
  • Races of Eberron
  • Faiths of Eberron
  • Eberron Campaign Setting
  • Sharn, City of Towers

 

Submissions from Dragon magazine are also allowable. I have access to issues 348-359. If you want something from those just mention which issue it's in so I can look it up. Feats/spells/classes/etc from issues prior to 348 may be allowed but I'll need a full write-up of anything from those.

 

Character Creation

 

Characters present at session 1 began play at level 1. Rules for replacement characters and characters past 1st level are detailed below. All characters are created with a 25-point buy. All attributes start at 10 prior to racial adjustments.

 

StatCost
111
122
133
144
155
166
178
1810
1913
2016

 

Furthermore, a character with a +1 level adjustment may be chosen however, such characters enter play using a 17-point buy instead of the normal 25. If the race has racial hit die in addition to the level adjustment, it may not be chosen.

 

IMPORTANT NOTE: As of 10/29/07 all future PC's must be citizens of the nation of Breland.

 

Races available at the start are as follows

  • Aasimar (+1 LA)
  • Changeling
  • Draconic (Template, +1 LA)
  • Dwarf
  • Elf
  • Gnome
  • Goblin
  • Half-elf
  • Halfling
  • Half-orc
  • Hobgoblin (+1 LA)
  • Human
  • Kalashtar
  • Orc
  • Shifter
  • Tiefling (+1 LA)
  • Warforged
  • Warforged Scout

 

Other races may become available as the game progresses. Note that while I am allowing Kalashtar, I do not have any knowledge of psionics and as such this may be a suboptimal choice. Just a warning.

 

Replacement Characters

 

Should it become necessary to replace a character that has died, the following rules are in effect.

 

1: A character that dies at level 1 is replaced with another level 1 character.

2: A character that dies at any level higher than 1 is replaced by a character one level lower than the previous one, with enough experience to bring them halfway to the next level.

3: A character of the proper level may still buy off one point of LA, even if their LA is greater than +1. For example, a Drow character could choose to spend 8 points of their point buy to bring their LA down to +1. Such a character would thereby be available at level 2.

4: Replacement characters with LA must have at least one hit die per level adjustment. For example, a half dragon character (LA +3) would need at least three levels in a character class to start, and thereby only be available at level 6. As above, they could buy off one point of LA, bringing their point buy down to 17 and their LA down to +2. A character such as this could enter play with only two levels in a character class

5: Replacement characters must have at least one level in a character class. For example, if you wanted to make a gnoll as a replacement character, the minimum level they could begin at (Without buying off their +1 LA) would be level 4.

 

Characters past 1st level

1: Characters starting past first level still recieve the masterwork items as detailed above.

2: Characters start with normal wealth per their starting level

3: New character start at one level lower than the current highest level PC, with 1/2 the XP needed to get to the next level.

4: Note that these rules have only recently become necessary and a tiny bit of finagling may still happen, although it's doubtful it will be anything major.

 

Feel free to ask if there’s anything unclear.

 

Classes

All SRD base classes are available. Base classes from the following supplements are also available…

Book of Nine Swords (Some changes to Warblade)

Complete Warrior

Complete Divine

Complete Adventurer

Eberron Campaign Setting

Miniatures Handbook

PHB2

 

Equipment

 

IMPORTANT NOTE: As of 10/01/07 there are not more "+2 to stat" items. Instead, PC's gain +1 to a stat of their choice at every even numbered level. For example a 7th level character would have gained a +1 stat boost at level 2, 4 and 6.

 

Naturally, agents of The Citadel can expect to be fairly well equipped...

 

Characters start with wealth appropriate to their starting level. Characters also receive one masterwork weapon with which they are proficient and one suit of masterwork armor excluding half or full plate. As warforged do not wear armor, they may instead chose a masterwork shield. As with weapons, a character must be proficient with the armor or shield they choose.

 

A character that is not proficient with any type of armor may instead choose a ring that can cast one cantrip or 1st level spell of their choice. Spells are cast as if by a 1st level caster and must be on the list of spells available to the character that has the ring. If the ring holds a cantrip, it is usable twice per day. If the ring holds a 1st level spell, it is usable once per day.

 

Items from the SRD are fine. I’m willing to entertain ideas for mundane gear out of the Arms and Equipment Guide as well.

 

Alignment

 

Eberron tends towards shades of gray in regards to alignment. Thus, characters may be of any alignment, including evil. Bear several things in mind if you decide to play an evil character…

 

1: Your commanding officer is neutral good. The overall commander of your branch (The Kings Blades) is a paladin.

2: Your characters were chosen to enter an elite branch of the Brelish military after extensive testing and training. Psychopaths will be weeded out and are not likely candidates for elite, cohesive units. Serial killers need not apply.

3: I will not tolerate intra-party killing. If you suddenly decide your CE fighter wants to murder everyone in their sleep then you’re in the wrong game.

4: Ultimately you are working for a government office and lawful alignments will likely work a little better for the job at hand. (That being said, I think we have one lawful character at the moment, so don't feel the need to take this too closely to heart.)

 

Please be reasonable. Evil does not necessarily mean insane. A streetwise con artist may be chaotic-evil but is not likely to murder everyone they encounter. A smug, greedy merchant may be neutral-evil but doesn’t go on destructive rampages. A lawful-evil judge may pass down harsh sentences but will not pick pockets for fun on his way home. In short, an evil alignment is not an excuse to do anything you want.

 

Action Points

Characters receive action points equal to 5+1/2 their level (Rounded down). These points do not carry over from one level to the next. The usage of action points is detailed here.

 

In addition, a character may spend two action points to stabilize if they have fallen past –9 hit points. The character will be unconscious but stable at –9.

 

House Rules

 

Classes

 

Fighter: The fighter has been reworked from 1st to 12th level. The update is on display here Updated Fighter

 

Warblade: The warblade no longer recieves the Weapon Aptitude ability. Furthermore, a Warblade may no longer select feats that require fighter levels (Weapon Specialization, etc).

 

Equipment

 

The greatclub is now considered a simple weapon

 

Feats

 

Divine Metamagic: DMM cannot be used to boost a spell past a level you can normally cast. For example, a 3rd level cleric with DMM:Silent Spell would only be able to apply the feat to their 1st level spells. (Well, and cantrips but why would you?)

 

Races

 

Half-Elf: A half elf’s racial bonus on listen, search and spot checks increases to +2

 

Half-Orc: A half orc gains a +2 bonus on intimidate and survival checks.

 

Shields

The AC bonuses of shields have been altered as follows.

 

Buckler: No change

Small Shield: +2 AC

Large Shield: +3 AC

Tower Shield: +5 AC

 

Skills

Perform and Profession are now class skills for all classes.

 

In addition, all characters receive one extra skill point at every level; however, these extra skill points may only be placed in any Craft, Perform or Profession skill. The extra skill point is not multiplied at first level.

 

All character start with one point in Knowledge: Local. This skill applies to the entirety of Eberron and is used to learn about customs, culture and people in any given region. (Think: National Geographic)

 

 

Identifying with Spellcraft

From here:

 

The Spellcraft skill already allows characters to identify potions (DC 25) and scroll spells (DC 20 + spell level), so why not broaden it to include other magic items as well? Using Spellcraft, a character can identify a scroll in 1 round or a potion in 1 minute. You as DM must decide the time required for any other item, but most if not all should fall into one of those two timeframes. If you want to make it simple, just rule that a scroll takes 1 round and any other item takes 1 minute. That way, characters still can't identify most items in the middle of a battle, but they can do so as soon as the battle is over and then move on.

As a guide to setting Spellcraft DCs, you could use the prerequisite level for the relevant item creation feat. Potions (based on Brew Potion, minimum caster level 3rd) are DC 25 and scrolls (based on Scribe Scroll, minimum caster level 1st) begin at DC 20. By that logic, arms and armor and wands (minimum caster level 5th) should be DC 30, rods (minimum caster level 9th) should be DC 35, and rings and staffs (minimum caster level 12th) should be DC 40. Wondrous items (minimum caster level 3rd) should be relatively easy to identify (DC 25, the same as potions), but I suggest setting the DC at 25 for minor wondrous items, 30 for medium items, and 40 for major items.

If you want to make identifying magic purely a Spellcraft-based mechanic, you could change the identify and analyze dweomer spells so that instead of just identifying items, they provide bonuses to the caster's Spellcraft checks for identifying magic. Perhaps identify gives a +20 bonus on one check, and analyze dweomer gives a +20 bonus on every check made for the duration of the spell. You might also think about giving a character with the relevant item creation feat a +2 circumstance bonus (if not more) on checks to identify magic. That technique gives a character with Craft Wands a better chance to identify a wand than someone without the feat.

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