Friday, June 27, 2008

Eberron Wiki

I had never thought to look for this before. It's a wiki on all things Eberron. While the wiki doesn't have verbatim info it does reference where to find things easily. Overall I'm going to have to explore the site further.

Wednesday, June 25, 2008

Party Make Up - June 30th

Cary - Larien Felagund, Elf Ranger
Curtis - Sterling, Warforged Warlord
Dave - Dwarf Fighter
Derek - Delian (Del) Tra'dal, Half-Elf Paladin
Neil - Ethan Dalruun, Human Rogue
Rob - Tiefling Cleric?

Tuesday, June 24, 2008

Ethan Dalruun

Ethan Dalruun, level 11
Human, Rogue (Scoundrel), Orien Swiftblade
Rogue Tactics Option: Brutal Scoundrel
Rogue Option: Rogue Weapon Talent
Human Power Selection Option: Heroic Effort
Inherent Bonuses
Sharn (+2 to Streetwise)
Theme: Guttersnipe

STR 18, CON 14, DEX 21, INT 9, WIS 11, CHA 14

STR 15, CON 13, DEX 16, INT 8, WIS 10, CHA 13

AC: 24 Fort: 25 Ref: 25 Will: 20
HP: 76 Surges: 8 Surge Value: 19

Acrobatics +15, Athletics +15, Bluff +12, Perception +12, Stealth +17, Streetwise +19, Thievery +15

Arcana +4, Diplomacy +7, Dungeoneering +5, Endurance +7, Heal +5, History +4, Insight +7, Intimidate +7, Nature +5, Religion +4

Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Human Racial Power: Heroic Effort
Rogue Attack 1: Deft Strike
Rogue Attack 1: Piercing Strike
Rogue Attack 1: One-Two Punch
Rogue Attack 1: Handspring Assault
Rogue Utility 2: Tumble
Rogue Attack 3: Blade Vault
Rogue Attack 5: Downward Spiral
Rogue Utility 6: Vexing Flanker
Rogue Attack 7: Leg-Breaker
Rogue Attack 9: Aerial Assault
Rogue Utility 10: Combat Tumbleset
Orien Swiftblade Attack 11: Shifting Charge

Level 1: Backstabber
Level 1: Swift Footwork
Level 2: Weapon Focus (Light blade)
Level 4: Superior Fortitude
Level 6: Weapon Proficiency (Rapier)
Level 8: Light Blade Expertise
Level 10: Mark of Passage (Bonus Feat)
Level 10: Cunning Stalker
Level 11: Fleet-Footed

Darkleaf Leather Armor +1 x1
Duelist's Dagger +1 x1
Diadem of Acuity (heroic tier) x1
Mindiron Vambraces (heroic tier) x1
Catstep Boots (heroic tier) x1
Gauntlets of Ogre Power (heroic tier) x1
Hand crossbow
Crossbow Bolt
Adventurer's Kit
Thieves' Tools
Skeleton Key (heroic tier)
Elven Cloak +2 x1
Frozen Whetstone (heroic tier)
Nail of Sealing (heroic tier)
Potion of Resistance (heroic tier)
Elixir of Dragon Breath (heroic tier)
Elixir of Will (level 8)
Gambler's Rapier +3 x1
Unguent of Darkvision (paragon tier)

Sunday, June 22, 2008

Creating and Knowing your character

A couple things while I think of them in passing...
  1. Use 22 point buy for stats. I think I mentioned it on a Sunday but just wanted to make it official.
  2. You get 100 gp worth of stuff as outlined in the official rules.
  3. The game assumes you work at the guild in some manner (see my Synopsis post from May).
  4. You will be starting the game out as you all arrive at work early one morning. And I mean early... 4:00 am or so. You are going to be the "morning crew" who are getting things geared up for the day.

And one note on gameplay...

You NEED to know your character. I know this is a new ruleset and we are going to be clarifying rules a lot but it is really important that you take a little time to learn what your character can and can't do. If you have a power that stuns a target then you should know the effects of stun so we don't all have to look it up. You get the picture.

I want to keep the game moving along during our sessions. Sitting around waiting for someone to decide what they are attacking or what power they are using is BORING. If your turn comes up and you hum and haw about your course of action you will automatically delay until the end of the round or miss your turn. All within reason of course. I am not a maniacal dictator.. just the DM.

I look forward to any comments or concerns about this...