Showing posts with label backup. Show all posts
Showing posts with label backup. Show all posts

Monday, October 15, 2007

Characters, Backup Characters & House Rules

In order to help me with planning, can folks make sure and update their characters on the blog sometime in the next couple of weeks? If nothing else, if everyone could post in the comments what level you are (I believe everyone but Pel is 10th, but Pel may have reached 10th as well), that would be much appreciated.

Does everyone have a backup character that they might want to play in place? If not, it might be worth making one just in case.

Backup characters will always be built one level behind the average level of the party, which as of the last adventure is now level 10. This does mean that resurrection, even though it costs a level, is just as viable an option as a backup character, *if* you can find someone to resurrect you. You will have the XP in the middle between the level you are and the level of the rest of the party.

So currently, if you build a backup character, that character is level 9, and has 40,500 XP. You can spend as much of that XP as you want on building magic items if you have Crafting feats, as long as you don't exceed the cash limits for those items.

Which are: You will start with the wealth indicated on the Character Wealth by Level table (DMG, p. 135). Currently, that is 36,000 gp. You can spend up to 19,000 gp on a weapon (up to +3) or up to 16,000 on any one other magic item (no more than +3 armor, in other words). Other than that, no more than 9000 gp on any one item. This means that with the exception of the one special bonus item, you're limited to +2 weapons and armor. In addition, any wondrous item that costs more than 2500 gp, or any item that comes from a source other than the main Eberron book or the DMG, is subject to GM approval. You'll probably get it, but I reserve the right to say no.

I'm also instituting a new house rule regarding death. Instead of dying at -10, your character now dies if you exceed your Constitution score in negative hit points. This will make you considerably more durable and a little more resistant to instant kills, I hope.

Tuesday, December 12, 2006

Eberron Character: Rochus d'Kundarak

Name: Rochus Kraal d'Kundarak
Race: Dragonmarked Dwarf
Class: Fighter 2/Rogue 3/Silver Key 2
Experience: 24,500
Alignment: Neutral
Religion: Kol Korran
Homeland: The Mror Holds
Age: 52 Height: 4'1" Weight: 141 lbs.

Statistics: STR 14, DEX 18, CON 16, INT 16, WIS 12, CHA 11, BAB +5, Fort +4 (+7), Ref +6 (+10), Will +4 (+5), Init +4 (+4), AC 19 (+1 armor, +4 Dex, +1 ring), HP 61

Skills: Appraise +6 (+9), Balance +3 (+7), Bluff +5 (+5), Climb +4 (+6), Craft (Trapmaking) +3 (+8), Disable Device +6 (+13), Escape Artist +3 (+7), Gather Information +4 (+4), Hide +4 (+7), Intimidate +4 (+4), Jump +2 (+4), Knowledge (Architecture and Engineering) +4 (+7), Listen +5 (+8), Move Silently +5 (+9), Open Lock +4 (+10), Ride +3 (+7), Search +5 (+8) (+11 with traps) (+10 with stonework), Spot +4 (+7), Swim +2 (+4), Tumble +4 (+8), Use Magic Device +5 (+5), Use Rope +5 (+4)

Class Abilities: Trap Finding, Sneak Attack +2d6, Trapsense +1, Evasion, Heir’s Mark (Silver Key levels count toward DM caster level), Trap Master (+1 to disable device, search, and spellcraft when dealing with traps), Warder’s Keys, Wardsense (use search to locate traps w/ DC higher than 20, use disable device to bypass trap or disarm magical trap), Crafty Hands (open locks of disable device at 60’, manipulate objects under 5 lbs.)
Racial Abilities: Darkvision, Stonecunning, +4 vs. trip/bull-rush, +2 vs. saves on poison or spells, +1 attack vs. orcs and goblinoids, +4 dodge vs. giants, +2 on Appraise or Craft (stone)
Weapons/Attacks: +8 (1d8+3 + 1d6, Shocking Battle Axe +1), +8 (1d6+2, Masterwork Handaxe), +7 (1d4+2, Dagger), +8 (1d4, Hand Crossbow)

Equipment:
(1) Potion of Cure Serious Wounds, (2) Potions of Invisibility, (2) Potions of Cure Light Wounds, +1 Ring of Protection, +1 Shocking Battleaxe (Giant Splitter), Warder's Keys, Traveler's Outfit, Masterwork Thieves' Tools, backpack, caltrops, flask of whiskey, 2 good locks, masterwork manacles, waterskin, 1 week rations, signet ring, Letter of Credit (2500 GP), gems (500 gp and 400 gp), 90 gp, 60 sp

Feats: Dodge, Combat Reflexes, Alertness, Investigate, Least Dragonmark (Warding: arcane lock 1/day)
Proficiencies: All Simple & Martial Weapons, All Armor & Shields
Languages: Common, Dwarven, Giant, Goblin

History: The son of Vorik d’Kundarak, Rochus was born a member of the warding guild. His father wanted for him to carry on the proud family tradition of providing security for those who wish their assets to remain their own. He began his training, supervised by his father, at an early age, and was soon one of the fastest and most nimble dwarves in all of the Mror Holds. In later years, he trained as a warrior for a short time, hoping the strength of his arm might benefit the House as much as his cunning and agility.

As the years past, Rochus’s dragonmark manifested, and it became obvious that his future did not lie in combat, but in security. Rochus became a Silver Key under the employ of House Kundarak. He is a field specialist in security and investigation. There is no security system in place that Rochus cannot strengthen.

To celebrate his new role as a Silver Key, Vorik gave Rochus one of their family’s most prized possession: the magical battleaxe known as Giant Splitter. The axe was first owned by Rochus’s grandfather Deltak, who had the weapon enchanted and in later years felled many giants with it. Vorik then had a second enchantment bestowed upon the axe, allowing it to shock any it strikes with a great deal of electricity. Vorik explained that it is now Rochus’s duty to use Giant Striker and to one day have an additional enchantment bestowed upon it.

There is nothing more important to Rochus than the love of his father. In truth, he sees his role as a Silver Key as another honor he can pay Vorik. His life creates a sad paradox, in that his role within the House keeps him away from his father. Rochus has not seen Vorik in many years, but he continues in his field, still hoping to honor his father in the best way he knows.

Saturday, October 14, 2006

XP, Backup Characters, General Rules Notes

Since we'll have some time between now and the next Eberron session (I'm guessing December at the earliest, and with the holidays, probably January), it might be a good time to make sure everybody has at least one backup character built. Not that I'm *planning* on killing anyone, but... well, after that last fight, and a couple fatalities in the party, you all know Eberron is a dangerous place.

So... first off, my general ruling on XP for sessions: If your character is there, but you are not, that character will gain 1/2 XP for the session. This reflects a lighter usage of your character (mostly door opener and combat monster) when he's in someone else's hands, and also rewards folks for coming out to the game.

Backup characters will always be built one level behind the average level of the party, which as of the last adventure is now level 9. This does mean that resurrection, even though it costs a level, is just as viable an option as a backup character, *if* you can find someone to resurrect you. You will have the XP in the middle between the level you are and the level of the rest of the party.

So currently, if you build a backup character, that character is level 8, and has 32,000 XP. You can spend as much of that XP as you want on building magic or psionic items if you have Crafting feats, as long as you don't exceed the cash limits for those items.

Which are: You will start with the wealth indicated on the Character Wealth by Level table (DMG, p. 135). Currently, that is 27,000 gp. At least 20% of that wealth (5400 gp, in this case) must come into the campaign in liquid form, either as gold/platinum pieces, bags of gems or letters of credit from House Kundarak. Of the rest, you can spend no more than 9000 gp on any one item. This means that practically speaking, you're limited to +2 weapons and armor. In addition, any wondrous item that costs more than 2500 gp, or any item that comes from a source other than the main Eberron book or the DMG, is subject to GM approval. You'll probably get it, but I reserve the right to say no.

Also, on the store-related front: I'm making a change to the amount of money you get from selling magic items in the store. Since it's going to be harder to sell anything more unique or powerful, you're not going to get that cash as quickly. So what I'm going to do is, when you sell any item that is worth 5000 gp or less, you'll get 75% of its cost. When you sell an item that costs more than that but less than 10,000 gp, you'll get 60% of its cost. And when you sell an item that costs 10,000 gp or more, you'll get 55% of its cost.

This basically represents a longer time that your money is held in the Bank of Kundarak before you get a cash influx from somebody buying a magic item. If I wanted to get real complicated, I'd do something like put the items in a pool, roll randomly to see if someone bought them, give you the money for those then, but that would be a huge pain in the ass and it's easier to do it more abstractly like this. Seem fair to everyone?

Oh, and since we're most likely using FUDGE for Call of Cthulhu, I added a link to the FUDGE site and a PDF of the FUDGE rules (it's a free game) to the sidebar links.

Friday, September 29, 2006

Eberron Character: Tworock


Name: Tworock
Race: Half-Giant
Class: Psychic Warrior/Warmind
Level: 6/1
Experience: 25,188
Alignment: Neutral Good
Religion: The Dragon Above
Homeland: Xen'drik
Age: 33 Height: 7'10" Weight: 382 lbs.

Statistics: STR 20, DEX 13, CON 22, INT 15, WIS 18, CHA 14, BAB +5, Fort +7 (+13), Ref +4 (+5), Will +2 (+6), Init +1 (+1), AC 16/20 w/Force Screen (+5 armor, +1 Dex), HP 82

Skills: Autohypnosis +8 (+14), Concentration +10 (+14), Craft: Armorsmithing +1 (+3), Craft: Weaponsmithing +1 (+3), Knowledge: History +2 (+4), Knowledge: Psionics +10 (+14), Psicraft +3 (+7), Ride +1 (+2), Swim +1 (+2)

Psionic Power Points: 27

Psionic Powers: 1 - Biofeedback, Expansion, Force Screen, Grip of Iron, Mind Thrust; 2 - Animal Affinity, Body Adjustment, Levitate (Psionic)

Racial Abilities: +2 on saving throws vs. Fire, +2, Immune to "person" spells, Low-light Vision, Powerful Build (Treat as Large when beneficial), Naturally psionic, Stomp 1/day

Class Abilities: Bonus Feats, Chain of Personal Superiority +2

Weapons/Attacks: +11 (3d6+8, Large Greatsword +1), +10 (2d8+7 Large Heavy Flail), Masterwork Adamantine Warhammer +11 (1d8 +7), +6 (1d8+4, Composite Longbow: STR +4 w/20 arrows)

Equipment:
(1) Potion of Cure Light Wounds, Dorje of Skate (49 charges), Bag of Holding II, Amulet of Health +4, Large Greatsword +1, Chain Shirt +1, Psionic Tattoo (Expansion: 1st), Psionic Tattoo (Force Screen: 1st), Psionic Tattoo (Mind Thrust: 2d10/2nd), (2) Feather Fall Talisman, Composite Longbow (+4 Str), 20 arrows, Large heavy flail, Masterwork Adamantine Warhammer, Large Dagger, Flint & steel, Fishhook and line, (2) Belt pouch, (2) Days trail rations, Waterskin, (2) Sunrod, Traveler's outfit, 0 CP, 9 SP, 26 GP, 2 PP

Feats: Psionic Meditation, Rapid Metabolism, Speed of Thought, Up the Walls, Scribe Tattoo, Expanded Knowledge (Mind Thrust)

Proficiencies: All simple and martial weapons, all armor, all shields (except tower shields)

Languages: Common, Giant, Draconic

History: Tworock's mother, Allista d'Tharashk, was a skilled monk and esteemed bounty hunter. During the Last War, Allista pursued a dangerous fugitive deep into the heart of Xen'drik. Allista followed a false trail leading her right into the hands of a ruthless tribe of Fire Giants. As was their tradition, every male in the clan raped Allista so that none would know her child's true father. Allista died in childbirth, providing the tribe with a new Half-Giant slave. Though Tworock was raised a slave, he never failed to question his masters. In the scant hours between his backbreaking chores and brief opportunities to sleep, Tworock would learn everything he could from his fellow slaves. As the years went by, Tworock's frequent attempts to escape earned him many beatings. However, Tworock learned that if he focused his rage inward, the beatings didn't hurt quite as much as they had before. One of the other slaves, a Duergar slave known as Fireforge who was kept as a smith for the giants, took notice of this fact. Fireforge was a psychic warrior/warmind who becamae a slave to the giants in exchange for the freedom of his daughter. Fireforge began training Tworock to focus his psionic abilities. During this time, Fireforge was secretly creating a greatsword for Tworock to use to gain his freedom. Fireforge cleverly inscribed the secrets of the Talariic Texts into each fold of the metal as he forged Tworock's sword so that as Tworock's self awarness and power grew, he would be able to "see" within the blade's layers and learn the secrets of the Warmind. As his powers grew, Tworock continued inciting rebellion and attempting escape. Many believe that his name comes from the time he brained a fire giant guard with two rocks, but the truth is that he earned it because the other slaves said he had two stones between his legs where other men have only flesh.

After many years of striving for freedom, Tworock's chance came when Traega d'Orien was taken captive by the giants. Tworock nursed Traega back to health, enjoying the world traveller's stories of a faraway land across the sea. It was not long before Tworock learned that Traega had magical powers of transport that made his jail cell laughable. Traega had been impressed by Tworock's kindness, insistence on doing the right thing and above all, his thirst for freedom. Determined to free Tworock and all of the slaves from the cruel giants, Traega allied himself with Tworock and forged a plan. With the help of Fireforge and the other slaves, Traega and Tworock slew several of the giants and then led the rest of them into a series of traps Traega had laid in the jungle thanks to his teleportation abilities. Finally free after a lifetime of slavery, Tworock followed Traega to the shore nearby, laying his eyes upon the ocean for the first time in his nearly half a century of life. For three days, Tworock stood silently on a reef, ankle deep in the surf on sharp coral. He stared out at the ocean and swore to himself that one day he would travel across it to see the wide world Traega had described to him. In the meantime, however, he vowed to stay in Xen'drik with Traega, protecting from harm the man who gave him his freedom.

Personality:
Tworock is the calm at the center of a storm. In his studies, he has learned to focus all of his rage and emotion inward, ready to burst free as psionic energy. As a result, Tworock is wise and serene, unruffled by dangerous events and harrowing situations. However, when he enters into battle Tworock releases all of his pent up emotion in brief moments of pure rage that can give him bull-like strength, blast the mind of an enemy, or even cause him to break free of his body's limitations and grow larger in size. He longs to travel the world and see all of the things denied to him as a slave.

Also, Tworock has a strongly developed sense of right and wrong. He cares little about the laws of men, though he respects their usefulness when the laws are just. For Tworock, it is easy to see what is the right thing to do and though the right path is usually a difficult one, it would be a disrespect to the gift of a free life for him to follow any other road. That said, he does take special pleasure in destroying Fire Giant males whenever possibile, always wondering if the one he is slaying participated in his mother's rape and hoping that this one might be his true father.

Wednesday, August 23, 2006

Eberron Character: Diarmand d'Deneith


Name: Diarmand d'Deneith
Race: Dragonmarked Human (Sentinel)
Class: Rogue 1/Sorcerer 1, Fighter 4
Experience: 16,066
Alignment: Neutral Good
Religion: Soveregn Host (Olladra)
Homeland: Karrnath
Age: 17 Height: 5'9" Weight: 153 lbs.

Statistics: STR 15, DEX 18, CON 14, INT 15, WIS 13, CHA 13, BAB +4, Fort +4 (+6), Ref +3 (+7), Will +3 (+4), Init +0 (+4), AC 15/16 (+1 natural armor, +4 Dex/+1 Dodge), 19/20 (Mage Armor), 23/24 (Mage Armor + Shield), Speed: 30' (Expeditious Retreat: 60'), HP 44

Skills: Bluff +4 (+5), Climb +3 (+5), Concentration +6 (+8), Diplomacy +4 (+6), Disguise +1 (+2), Escape Artist +4 (+8), Jump +9 (+13), Knowledge: Local +4 (+6), Knowledge: Nobility +1 (+3), Listen +0 (+3), Open Lock +4 (+8), Perform: Dance +3 (+4), Ride +1 (+5), Sense Motive +4 (+5), Sleight of Hand +4 (+8), Spot +0 (+3, +6 in bright light), Tumble +9 (+15)

Weapons/Attacks: +9 (1d6+2, +1d6 Sneak Attack), Rapier +1), +8 (1d4+2, +1d6 Sneak Attack, Dagger)

Equipment:
Amulet of Natural Armor +1, Rapier +1, Dagger, Wand of Magic Missiles (50 charges), Scroll: Feather Fall (1st level), Scroll: True Strike (1st level), Glamerweave Noble's Outfit, Belt Pouch (2), Waterskin, Signet Ring (House Deneith), Trail Rations (1 day), Small Steel Mirror, Flint & Steel, Whetstone, Thieves Tools, 54 GP, 5 SP

Feats: Alertness (Familiar), Dodge, Mobility, Spring Attack, Favored in House (Deneith), Least Dragonmark (Mage Armor: 2/Day, Caster Level 6, 1 Hour/Level), Lesser Dragonmark (Protection From Energy: 1/Day, Caster Level 6, 10 Minutes/Level or Until Discharged, 12 HP/Caster Level = 72 HP), Weapon Finesse

Spells: 0 (Cantrips) - 5/Day: Flare, Ghost Sound, Mage Hand, Prestidigitation, 1st - 4/Day: Expeditious Retreat, Shield

Class Abilities: Trapfinding, Sneak Attack +1d6, Familiar
Proficiencies: All Simple & Martial Weapons, All Armor & Shields
Languages: Common, Elven, Halfling

Name:
Race: Hawk Familiar
Statistics: STR 6, DEX 17, CON 10, INT 6, WIS 14, CHA 6, Fort +3, Ref +6, Will +1, Init +3, AC 18 (Touch 15, Flat Footed 14), Speed: Fly 60', Walk 10', HP 19

Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse
Special Abilities: Low Light Vision, Alertness, Improved Evasion, Empathic Link, Share Spells
Weapons/Attacks: +6 (1d4-2, Talons)

History: Little is known of Diarmand d'Deneith. He met the Wandering Wolves on board the Golden Dragon on her ill-fated maiden voyage.