RTJ/Character Creation.   Posted by DM.Group: 0
DM
 GM, 4 posts
Sun 27 Nov 2016
at 19:12
RTJ
Please read this entire thread,the guidelines for players, and the setting information before applying.  It may answer some questions, and alter your character ideas

This game will have a fairly fast posting rate, hopefully roughly once a day or more.  Missing a day or two now and then is ok, but much slower than that and you may get left behind.  Make sure you are ok with this commitment before applying.

For the initial RTJ, please send a general character concept, including gestalt class mix, race and nationality/place of origin, and a general description of the character.  If your character is designed around a specific goal or prestige class for the future, that is good information to include as well.

After I look over these applications, I will ask questions and expand on the character concept with the applicant until I have found those characters that best fit the game.

Characters will begin as second level gestalt, following the guidelines detailed below.

One of the most important aspects of your character will be their background, their personality, and how they view the politics and problems of Eberron.  Every living being above the age of 3 was impacted by the Last War on Khorvaire, and you need to decide how your character was effected by it, what he/she was doing in it, and how he/she now views the political situation of the Continent. The only exception would be characters that are not from Khorvaire, and then you need to think through how that affects their outlook.  This will be important both to character development and the game story, and can not be ignored.

For this game, story, interaction, and player roleplaying is the most important aspect.  Second is combat.  Please make sure you understand this before applying.

This message was last edited by the GM at 18:38, Mon 24 June.

DM
 GM, 5 posts
Sun 27 Nov 2016
at 20:06
RTJ
Guidelines for Character Classes

In this game, you will be taking the role of talented magic users who were put forward to the Arcane Congress and accepted to enter their new program.  On one side of the gestalt class mix, all players will be an arcane caster of one of the following classes.

-Wizard
-Sorcerer
-Artificer
-bard

all other arcane classes are either too narrow or specialized in focus.

On the other side of the gestalt mix, most classes will be allowed, with the following exceptions and notes:

Factotum
- will not be allowed in this game, because it is not compatible with gestalt games

Magic of Incarnum and Tome of Magic- Will not be allowed in this game, as it will simply cloud the magic system further

Psionics- Psionics will be allowed, but will not be a focus of the game.  Psionics fill a different role in Eberron than other settings, and that will need to be taken into account.  Most Psionics in Eberron belong to mutants, aberrations, and the Kalishtar.  If your character is psionically capable, make sure MAGIC is still the focus of the character.

Tome of Battle- The classes in Tome of battle will be allowed, but fit into a specific roles in the setting.
Crusaders would likely be confined to the elite knights of the Silver Flame, the Sovereign Host, and the Blood of Vol. To be a Crusader of the Sovereign Host, the character would need to have been trained at a militant monastery or Church in one of the religion's centers.
Warblades come from elite military training schools in Karrn, Valenar, or the Goblinoid nations (following the old traditions of Dhakaan).  No other culture would focus on weapon combat in this manner.
Swordsages come from more monastic settings across the continent, with Tiger Claw focused swordsages possibly found among more bestial races.

Wu Jen- The Wu Jen's of Eberron are trained under the teachings of the dragons of Argonessen, either directly or indirectly.  They are not a directly oriental concept in this setting, but they are rare and foreign to Khorvaire.

Favored Soul- Favored Souls are rare in the Eberron setting, and they are all followers of specific deities of the Sovereign Host and Dark Six, seeking to emulate their chosen god in all that they do.

all other official classes, with DM final say, will be allowed as part of the gestalt mix, as long as the above qualifications are met.

This message was last edited by the GM at 05:56, Tue 25 June.

DM
 GM, 6 posts
Mon 28 Nov 2016
at 04:24
RTJ
Specific starting rules characters:

These rules supersede the starting rules in the player's handbook.  Please ask the DM any questions you may have.

Wizard- All wizard players will begin game with all first level spells from the player's handbook, and double the normal spells for second level once that level is reached.  Only spells from the player's handbook will be available at character creation, but spells from other sources will become available as the game progresses.

Sorcerer/Bard- players are only allowed to select spells from the player's handbook for character creation.

Artificer- players will be allowed to begin game with items made using their first and second level craft reserve.  This does NOT include crafting your own regular items using crafting discount feats in an attempt to save money.

All Starting Characters will begin with:

-The Apprentice feat, signifying their place as a student of the congress.  It will also allow for taking their own apprentice in the future

-One bonus feat tied to the character's race, place of origin, or dragonmark if applicable.  If a feat for your specific origin or race can not be found, the DM will assist in feat selection.

-a bonus feat related to magic, of the player's choice.

-Other gifts/bonuses will be received as play progresses.

Players whose characters are of races with level adjustments will lose some of these feats and bonuses, to essentially 'buy' back their level.

This message was last edited by the GM at 18:49, Sat 29 June.

DM
 GM, 7 posts
Mon 28 Nov 2016
at 04:27
RTJ
Class Mix and Prestige Classes

Characters in this game will begin as a gestalt mix of two classes.  There will be heavy restrictions on mixing multiple classes into this gestalt system, as it is just a way to exploit an already powerful character model.  For example, a character will be allowed to be something like a wizard/fighter.  Characters will not be allowed to create Wizard-Spellthief-Sorcerer/Fighter-Ranger.  With the exception of Prestige classes, Players will be expected to stick to two core classes. (There may be some small exceptions to this rule, but they would be case by case, and only if they make a lot of sense in terms of character background and goals, or to fit into specific prestige classes.)

All prestige classes are subject to DM approval before they will be allowed.  No homebrew, online content will be allowed, and prestige classes from things like Dragon magazine or other settings are more likely to be declined (Some of the purely arcane classes like Incantatrix from the Forgotten Realms Setting are more likely to fit).  Players may start with a prestige class, or two (one on each side of the gestalt mix) but they must thematically make sense.  For instance, a silver hand paladin/sorcerer that took holy inquisitor and silver flame exorcist makes sense.  A wizard of the arcane order/dervish mix, does not.

Only one prestige class per side is allowed, with exceptions made with DM approval for shorter PrCs.  No mixing several PrCs together to maximize benefits just like with core classes, as these classes are supposed to embody the core of what your character is.

Also, no PrCs that combine two classes together, like Ultimate Magus or Arcane Hierophant, will be allowed.  They create too many issues for gestalt characters.

The Arcane Congress has an extensive library, so they would have the lore and resources needed for most prestige classes to be followed, even if the lore around the prestige class needs to be altered to fit Eberron.

This message was last edited by the GM at 21:07, Mon 24 June.

DM
 GM, 8 posts
Mon 28 Nov 2016
at 04:28
RTJ
Alignment

In Eberron, Alignment works inherently differently than in other settings.  The alignment restrictions for many classes are more fluid, as well as for religion.  Clerics no longer have to be within one alignment step of their chosen deity to retain their abilities.  In Eberron, Divine Magic seems to be produced by the faith of the follower themselves, not a direct connection to a deity (in fact, there has never been any direct proof of the interference of the divine in Eberron).  The exceptions to this rule are things like Paladins.  Paladins must still be lawful good, but they do not necessarily follow a Lawful Good Deity (It is very possible for there to be lawful good paladins of the Blood of Vol).

There are also no set racial alignments, save for extraplanar beings.  This means a gold dragon is as likely to be evil as good, a harpy could love peace, and a blink dog could be a psychopathic murderer.  This means that races like goblinoids, ogres, gnolls, orcs, and many other races that are default evil in other settings, are just as capable of being good as a human, elf, or dwarf.

One mitigating factor, however, is that some races, such as the ones I just listed, tend to be of slightly lower intelligence and slightly higher strength.  This means they lend themselves to societies dominated by strength, which can often lead to more evil, violent natures.  But the setting is rife with examples of good and neutral monsters and non-human races, like the lawful neutral hobgoblin warlords of the Dhakaani and Darguun, and the druidic orc sects.

As I said, the only exception is extraplanar beings.  Creatures like archons, celestials, demons/devils, fey, Daelkyr, Quori, and any other denizen of the twelve planes outside of Eberron are supposed to be representations of their plane, and as such are naturally bent toward that plane's alignment.

This does not represent native celestial, however.  Beings like rakshasa, coatls, and demons/devils/etc bound to the depths of khyber will have a much wider variation of alignment, because they are from the material plane.  So it is possible for a rakshasa to be good, or a coatl evil.  It just isn't quite as common because they are shaped by their surroundings, and there is precious little good in khyber.

For the players of this game,
This means that there is no set alignment requirement for entrance.

However, all players must design characters that have chosen to join the arcane congress, and willingly participate in the research and learning therein.  If you feel your character would not do this....make a different character.

Players will also abide by the rules against pvp.  This is not an option, and will be enforced vigorously.

This message was last edited by the GM at 21:07, Mon 24 June.

DM
 GM, 9 posts
Mon 28 Nov 2016
at 05:23
RTJ
Attributes

Characters will be made using the point system for assigning stats, with 42 points to use.  Yes, I know it's high.  The mages of the Arcane Congress are the cream of the crop, so it fits for them to be powerful.

Hit Points

All characters will begin with max hit points for their first two levels.  All subsequent levels will require a roll for hit points.  This will at least give characters a bit of a base to build on.

Starting Gear

Characters will start with 1000gp to spend on gear.  The tower provides room, board, and basic clothing and equipment.  Access to tools and other equipment will be fairly easy in the towers, so starting money is best spent on rarer, more expensive gear you want your character to have.  Final gear list is subject to DM approval.

This message was last edited by the GM at 05:26, Fri 28 June.

DM
 GM, 10 posts
Mon 28 Nov 2016
at 05:38
RTJ
Race

All standard races will be allowed in game.  Other races will be allowed with Dm approval.

For most races other than human, an important consideration will be to decide where they come from in the scope of Eberron's setting.  This can be discussed with the Dm, but a fairly solid background will need to be ironed out prior to entrance into the game.

Races with level adjustments may also be allowed, with a likely maximum at +2, depending on the race.  Players in this game will receive a few bonus feats and other bonuses early in game and for rewards.  A player choosing a a race with a level adjustment forfeits a number of these bonuses until they, in effect, buy off their level adjustment, and can level normally.

This message was last edited by the GM at 21:06, Mon 24 June.

DM
 GM, 2209 posts
Mon 24 Jun 2019
at 21:06
RTJ
Guidelines on designing a character for this game

This game will focus heavily on roleplaying, interacting with other players and NPCs among the congress, and delving into the magic system of DnD in a more story driven over mechanical mode.  The most important aspect of a character for this game is their personality, their outlook, and the ability as the player to work with others in the story.  This is far more essential for the success of the game than the mechanical ability to win a fight, pick a lock, cast a spell, or solve a puzzle.

As such, it is not necessary to attempt to maximize the combat or mechanical capabilities of your characters.  Gestalt characters are already going to be powerful and versatile, and focusing on a very narrow aspect, especially if it is combat based, will not create any more effective of a character than one who is much less specialized but well fleshed out.  There will be times in this game where a more classic dungeon delve will occur.  So it is a good idea to have a character prepared for such eventualities.

For Players, it is important to understand that this game will require you, as a player, to give motivation and drive to your characters.  There will be quite a bit of inter-personal relationships, mysteries big and small, and tensions to explore.  You need to create a character that will work in that environment.  But that is essentially something you will need to push.  Even if your character isn't the sort to get involved in other people's lives, or greatly care about the politics of Eberron, you as a player will need to push that character into that sort of thing.  If you are not interested in that at all, and would prefer to simply focus on leveling up your character and waiting for the next initiative roll, then there are plenty of other D&D games on this site that you would be a better fit for.
DM
 GM, 2222 posts
Sat 29 Jun 2019
at 18:33
RTJ
Eschew Materials

This game will operate with a modified version of this feat for all players.  Basically, I hate the spell component system, so I effectively grant all players this feat with no level cost for all spells.  Only spells that require components over 100gp (like the diamond needed for wish) still retain component costs.

This also means, for any feats or PrCs, your characters have the feat eschew materials.
DM
 GM, 2223 posts
Sat 29 Jun 2019
at 18:40
RTJ
Languages

Eberron has its own set of languages.  For this game, Draconic, Giant, and elven are all equally useful for delving into ancient lore.

Goblin is slightly less important, but still useful in reading ancient Dhakaani writing, and can be used to speak to goblinoids who make up a percentage of Khorvaire's population.

Elven, Dwarven, halfling, and gnome are all useful if you end up going to the regions where those races live.

All other, rarer languages, like the planar languages, may be useful depending on what your characters end up doing and who they interact with.

This link is a list of languages in case you don't have easy access to the books.

http://eberronunlimited.wikidot.com/languages