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04:28, 26th April 2024 (GMT+0)

Eberron ideas.

Posted by DeveloperFor group 0
Developer
GM, 14 posts
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Wed 26 Jun 2019
at 11:27
  • msg #1

Eberron ideas

Sanstree or Sans Tre' is a wanderer who as a changeling believes that he is a seeker of knowledge and as such he has journeyed between Droaam the monsterous nation and the Eldeen Reaches the land of the druids.  He acted as an emissary traveling back and forth and welcomed as a messenger from one to the other.

Through his travels he has come to understand the two worlds of magic, and has been initated into both; as such he has agreed to apply to the arcane congress and discover the wider world of information.

Sanstree is a Wizard (divination specialization, necromancy forbidden school) and a Druid.  His animal companion
/familiar is also a gestalt in the same creature a Hawk, named Tillamook.

Sanstree retains his natural appearance most of the time, not allowing for it to define him.

His alignment is neutral (true neutral) as he is aware that a cosmic balance exists and needs to be maintained, but that he lacks the knowledge and wisdom to yet make a difference.

Quotes:
"Judge me by my appearance, do you?  Which to me is as easily changed as wet clay, yet you remain forever fooled by the hidden and black hearts of evil doers."

Linguistically he will know several languages from the Eldeen Reach and Droaam.

The concept is similar to a mystic Theurge, but in gestalt there is no call to enter that prestige class.  Intention is to remain a Wizard/druid the entire game.

Manifest Druid ( Player's Guide to Eberron, p. 122)
[General]

Your years of wandering the Eldeen Reaches have given you a familiarity with its three manifest zones and the powers of the planes they are linked to.
Prerequisite
ability to cast summon nature's ally I, Region of origin Eldeen Reaches,
Benefit
Whenever you cast a summon nature's ally spell, the duration is increased by 1 round. When you cast a spell or use an ability that causes disease or involves poison, the saving throw DC of the effect increases by 1. Once per day, you can empower any 1st level arcane spell as you cast it without adjusting the spell's level or casting time.


Spell Mastery [Special]
Prerequisite
Wizard level 1st.

Benefit
Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal
Without this feat, you must use a spellbook to prepare all your spells, except read magic.




The Eldeen Reaches is a wide expanse of wild lands loosely ruled by the druid councils, with the Great awakened oak tree oalian ruling the council.  The druids of the area have several separate sects, like the ashbringers who hate arcane magic, and the greensingers who revere the fey.  They most revered group is the gatekeepers, who have roots in the ancient orcish druidic groups that existed during the goblinoid empire, and supposedly saved the world from extraplanar invasion.  Humans are more common in the lowland areas, with shifters and orcs a lot more common in the rougher highlands.

Droaam is a monster nation carved from the eastern scrublands of Breland.  Not recognized by the treaty of Thronehold, this nation consists of gnolls, giants, ogres, goblinoids, medusas, harpies, minotaurs, and rarer more dangerous creatures.  They live in fiefdoms controlled by powerful individuals, who all pay varying levels of tribute to the rulers and formers of Droaam, the Daughters of Sora Kell.  A coven of three hags (a green hag, an annis, and a dust hag) all said to be the daughters of a semi-mythical night hag known as Sora Kell.  These three powerful beings maintain a semblance of order and respectability among the monsters, who actually offer services as mercenaries to House Tharashk and other groups.



A changling seeker a male named Sans Tree or Sanstree

A gestalt Wizard (Divination specialization, prohibited school necromancy) / Druid
With a gestalt familiar/animal companion; an Owl or Hawk

 3.5 Version

Humanoid Type (Shapechanger Subtype)
Medium Size
Base Speed: 30'
No Attribute modifications
+2 racial bonus vs. sleep & charm effects (changelings have slippery minds)
+2 racial bonus on Bluff, Intimidate and Sense Motive
Natural Linguist: Speak Language is always a class skill
Minor Shape Change (Su): As Disguise Self, at will with no duration (lasts until changed again). +10 circumstance bonus to Disguise. Does not affect clothing or gear. Use as full-round action
Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling and Terran
Favored Class: Rogue
Source: ECB, pg. 12
This message was last edited by the GM at 21:06, Wed 26 June 2019.
Developer
GM, 15 posts
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Thu 27 Jun 2019
at 10:56
  • msg #2

Eberron ideas

Each stat begins at 8.

A stat of 9 costs 1 point.
A stat of 10 costs 2 points.
A stat of 11 costs 3 points.
A stat of 12 costs 4 points.
A stat of 13 costs 5 points.
A stat of 14 costs 6 points.
A stat of 15 costs 8 points.
A stat of 16 costs 10 points.
A stat of 17 costs 13 points.
A stat of 18 costs 16 points.
Developer
GM, 16 posts
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Thu 27 Jun 2019
at 14:16
  • msg #3

Eberron ideas

Dungeons and Dragons 3.5 Character Sheet
NameSanstree> PlayerXXXXXUpdateXX/XX/XX Total Class Levels
RaceXXXXXXXXXXHeightx'x"# XXXXXXXXX
Type(SubtypeXXXXXXXXXXWeightXXXlbs# XXXXXXXXX
GenderXXXXXAgeXXXXXEyesXXXXX# XXXXXXXXX
AlignXXXXXSizeXXXXXHairXXXXX-------------
DeityXXXXXHandXXXXX-------------
Movement Speeds-------------
LandXXftFlightXXftHoverXXftExp###Level##
SwimXXftClimbXXftBurrowXXftNext####ECL##

 
Ability
Score
 
Racial
Bonus
 
Level
Bonus
 
Magic
Bonus
 
Misc
Bonus
 Current
ScoreMod
STR12+ + + + =  
DEX12+ + + + =  
CON12+ + + + =  
INT17+ + + + =  
WIS17+ + + + =  
CHA12+ + + + =  

 TotalCurrentSubdual Total Dex Misc
HPxxxx Init+x=x+ 

 Total   Armr Shld Dex Dodge Nat. Defl Misc
Full10=10+ + + + + + + 
AC10=10+ + + + + + + 
Touch10=10+xxx+xxx+ + + + + 
FlatFoot10=10+ + +xxx+xxx+ + + 

SAVESBonus Base Ability
Mod
 Magic Misc
Fort (Con)+x= + + + 
Ref  (Dex)+x= + + + 
Will (Wis)+x= + + + 

BaseTotal BAB Str Misc BaseTotal BAB Dex Misc
Melee+x= + +  Range+x= + + 



ABILITIES/FEATS

    Racial Traits


    Class Abilities                                       Indicate current abilities only and level gained


    Prestige Class Abilities                              Indicate current abilities only and level gained


    Feats                                                 Indicate for level, class, race, etc.


    Flaws



t-trained only   *- No Armor penalty


C
L
A
S
S
SKILLA
B
I
L
I
T
Y


T
O
T
A
L
 

R
A
N
K
S
 A
.
B
O
N
U
S
 S
Y
N
E
R
G
Y
 


M
I
S
C
 


R
A
C
E
 A
R
M

P
E
N
 AppraiseInt = + + + + -*
tAutohypnosisWis = + + + + -*
 BalanceDex = + + + + - 
 BluffCha = + + + + -*
 ClimbStr = + + + + - 
 ConcentrationCon = + + + + -*
 Craft (alchemy)Int = + + + + -*
 Craft (blacksmithing)Int = + + + + -*
 Craft (gemcuting)Int = + + + + -*
 Craft (armorsmith)Int = + + + + -*
 Craft (weaponsmith)Int = + + + + -*
 Craft (sculpting)Int = + + + + -*
 Craft (carpentry)Int = + + + + -*
 Craft (Leatherworking)Int = + + + + -*
 Craft (stonemasonry)Int = + + + + -*
 Craft (Pottery)Int = + + + + -*
 Craft (Trapmaking)Int = + + + + -*
 Craft (basketweaving)Int = + + + + -*
 Craft (bowmaking)Int = + + + + -*
 Craft (painting)Int = + + + + -*
 Craft (shipmaking)Int = + + + + -*
 Craft (locksmithing)Int = + + + + -*
 Craft (cobbling)Int = + + + + -*
 Decipher ScriptInt = + + + + -*
 DiplomacyCha = + + + + -*
tDisable DeviceDex = + + + + -*
 DisguiseCha = + + + + -*
 Escape ArtistDex = + + + + - 
 ForgeryInt = + + + + -*
 Gather InformationCha = + + + + -*
 HealWis = + + + + -*
 HideDex = + + + + - 
tHandle AnimalCha = + + + + -*
 IntimidateCha = + + + + -*
 JumpStr = + + + + - 
tKnowledge (arcana)Int = + + + + -*
tKnowledge (architect/engineering)Int = + + + + -*
tKnowledge (dungeoneering)Int = + + + + -*
tKnowledge (geography)Int = + + + + -*
tKnowledge (nature)Int = + + + + -*
tKnowledge (history)Int = + + + + -*
tKnowledge (local)Int = + + + + -*
tKnowledge (nobility/royalty)Int = + + + + -*
tKnowledge (psionics)Int = + + + + -*
tKnowledge (religion)Int = + + + + -*
tKnowledge (spirits)Int = + + + + -*
tKnowledge (tactics)Int = + + + + -*
tKnowledge (weaponry)Int = + + + + -*
tKnowledge (law)Int = + + + + -*
tKnowledge (planes)Int = + + + + -*
tLucid DreamingWis = + + + + -*
 ListenWis = + + + + -*
 Move SilentlyDex = + + + + - 
tOpen LockDex = + + + + -*
 Perform (sing)Cha = + + + + -*
 Perform (Any Other)Cha = + + + + -*
tProfession (herbalist)Wis = + + + + -*
 RideDex = + + + + -*
tScryInt = + + + + -*
 SearchInt = + + + + -*
 Sense MotiveWis = + + + + -*
tSleight of HandDex = + + + + - 
tSpellcraftInt = + + + + -*
 SpotWis = + + + + -*
 SurvivalWis = + + + + -*
 SwimStr = + + + + - 
tTumbleDex = + + + + - 
tUse Magic DeviceCha = + + + + -*
tUse Psionic DeviceCha = + + + + -*
 Use RopeDex = + + + + -*

Skill Tricks



    Languages:





XXXXX(Class) SPELLS
LEVEL0123456789Pages Needed
Known##############
Per Day########## 
SpFocus########## 
Domain########## 

SPELL BOOK
Level 0 (cantrip) SpellsSpell DC##
Spells Known -
Level 1 SpellsSpell DC##
Spells Known -
Level 2 SpellsSpell DC##
Spells Known -
Level 3 SpellsSpell DC##
Spells Known -
Level 4 SpellsSpell DC##
Spells Known -
Level 5 SpellsSpell DC##
Spells Known -
Level 6 SpellsSpell DC##
Spells Known -
Level 7 SpellsSpell DC##
Spells Known -
Level 8 SpellsSpell DC##
Spells Known -
Level 9 SpellsSpell DC##
Spells Known -

Keep track of prepared spells however you wish or your GM wishes (people can be picky about that!)



Carried Gear

People tend to carry a LOT and like to organize it there own way however please keep  name, quantity, value, and weight in some order. Magical items, weapons, armor, and the like expand upon below.





COINPP##GP##SP##CP##
GEMS - Typequantityvalue each
XXXXXXXXXXX####
Total GP value######## TOTALWEIGHT# LB

Weapon:xxxxxxWeightx lbs
Move NameTypeAtkDamageCritRangeTypeSpecial
AttackMelee+xxxdx+xxx-20/x2-x 
ChargeMelee+xxxdx+xxx-20/x2-x 
Details -

Weapon:xxxxxxWeightx lbs
Move NameTypeAtkDamageCritRangeTypeSpecial
AttackMelee+xxxdx+xxx-20/x2-x 
        
Details -

Armor:xxxxxxWeightxx lbs
ACMaxDexPen.SplFailSpeedSpecial
+x+x-xxx%xxftNone
Details -

Armor:xxxxxxWeightxx lbs
ACMaxDexPen.SplFailSpeedSpecial
+x+x-xxx%xxftNone
Details -

Slotted ItemsQTYWeightCostLocation
    Head
    Face
    Neck
    Torso
    Armor
    Back
    Arms
    Hands
    Feet
    Ring 1
    Ring 2
     
     

Current LOAD:##lb - Light
LightMedium (-3)Heavy/Max (-6)Lift (x2)Push/Drag (x5)
## lb### lb### lb### lb### lb


DESCRIPTION



BACKGROUND




LEVELING DETAILS


_
This message was last edited by the GM at 19:28, Thu 27 June 2019.
Developer
GM, 17 posts
Not here
Not now
Thu 27 Jun 2019
at 15:14
  • msg #4

Eberron ideas

Racial Emulation
( Races of Eberron, p. 110)

[Racial]

You can emulate a humanoid more closely with your minor change shape ability.

Prerequisite
Changeling,

Benefit
When you use your minor change shape ability to assume the form of a humanoid creature, you can also emulate any of that humanoid's subtypes. Though you do not gain any of the humanoid's traits, you are considered to be a member of that race for all other purposes (allowing you to use magic items or spells keyed to race, for example). You can also ignore the normal penalty on Disguise checks when disguising yourself as a different race (see the Disguise skill description, page 72 of the Player's Handbook). You can only emulate one race at a time, and you always retain the shapechanger subtype.
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