Eberron Icons in Published Adventures [Archive] - Wizards Community

Post/Author/DateTimePost
karga909

02-20-06, 05:22 PM
Okay, I've had theis thread elsewhere and someone directed me here. Glad I found this place!

Okay, Eberron fans. I'm going to DM our first Eberron campaign soon. I'm going to run the published modules in sequence (Forgotten Forge, Shadows of the Last War, Whispers of the Vampire's Blade, Grasp of the Emerald Claw, and the new one in the series due out in April). The adventures will take my SIX PCs from 1st-7th level. I will be making their characters to make it easy for them, because they know nothing about Eberron. So my request is, what SIX PCs would you create, keeping in mind the flavor and innovations of Eberron (which I'd love to show off) AND party balance and effectiveness.
Be as detailed or basic as you want. What are your Eberron Icons?

Sourcebooks: PHB, DMG, MM, Complete books, Races books, Spell Compendium, Eberron Campaign Sourcebook, Magic of Eberron, Races of Eberron, Five Nations, Eberron Explorer's Handbook, and Player's Guide to Eberron. I'm also going to be introducing psionics, so the XPH is allowed, but be gentle--I currently know NOTHING about psionics.

Thanks!

P.S. Any helpful tips or warnings about these adventures by someone who has already run them would be much appreciated! I'm not that experienced.
igotsmeakabob!!

02-20-06, 05:33 PM
Lets see... I know there was a thread a while ago, the person had 8 or 10 premade PCs for his new group for the modules.
Rechan

02-20-06, 07:33 PM
I have to ask: What do your players like to play?

If no body likes clerics, then an artificer is an optimal way to avoid "Aw, I'm the healer!"

If no body likes magic users, or especially doesn't like playing a "support character", then artificer isn't the way to go.

I think we could offer suggestions if we know what your particular style is in the game, and the overall preferences for the party. :)
karga909

02-20-06, 07:43 PM
I've got a good mix of power-gamers and role-players. We've never had 6 PCs before , and previously only had 4, so a lot of the more support characters were hard to play and keep a balanced party. So I'm sure a few of them would like to try a bard or monk or something a little weird. Psionics, artificers, and the Eberron races, along with the warlock class would be completely new to my players (i am wary of warlock, but i figure: what can go so wrong in 5 adventures to 7th level?).

I've only got about 2 or 3 players who would want to be a cleric, and only a few who would want to be in something as complicated as an artificer.

But I have to admit I really plan on making about a dozen PCs and letting them pick. I'm just looking for the coolest Eberron-style PCs.
Straylight

02-20-06, 08:13 PM
There have been a few threads like this before, but just as a quick, general idea, I'd go for something like:


A Human Artificer, of House Cannith
(the specialist)

A Warforged Fighter, formerly of Cyre
(the tank)

A Halfling Cleric of Olladra, of House Jorasco
(the healer)

An Elven Wizard or Sorcerer (of Valenar or Aerenal, your choice)
(the howitzer)

A Wildhunt Shifter Ranger, of the Eldeen Reaches
(the DD)

and A Gnome Bard, a Chronicler for the Korranberg Chronicle
(the face)


This combination covers all your "Food Groups" with some redundancy, avoids the changeling rogue stereotype, and introduces some of Eberron's more memorable quirks: Zil gnomes, shifters, warforged and artificers.

The group is balanced to have at least some redundancy in every facet and should be able to look after itself in almost any situation. Be aware, however, that this party can get very good in a very short amount of time if your players know what they're doing, so if it looks like they're breezing through Rose Quarry or a "kick in the door" in Whispers, you may want to ramp up the difficulty of subsequent encounters somewhat.

Also, I reccommend checking out Bruce Cordell's website for the alternate dire shark encounter (http://homepage.mac.com/macbrucecordell/B1283663648/C608165187/E1610916623/index.html) there. This version of the encounter gives the PCs a much better chance of surviving the fight, and, if possible, makes the battle even scarier: in the original version, it may be possible to beat the shark. This version gives a much more "unstoppable terror" feeling to the shark, even if that's all it does in he fight.
Rechan

02-20-06, 08:14 PM
I've got a good mix of power-gamers and role-players. We've never had 6 PCs before , and previously only had 4, so a lot of the more support characters were hard to play and keep a balanced party. So I'm sure a few of them would like to try a bard or monk or something a little weird. Psionics, artificers, and the Eberron races, along with the warlock class would be completely new to my players (i am wary of warlock, but i figure: what can go so wrong in 5 adventures to 7th level?).

I'll just toss out that the Warlock looks impressive, but really he's not. At low levels yes, he's going to give persistant damage (hit every round), but at higher levels he's rather weak. The best way to conceptualize a Warlock is that he's an arcane style archer. He can shoot one attack per round that does xd6 of damage. It's likely going to hit, but a Globe of Minor invulnerabiltiy negates it, and anyone with a good deflection AC is going to he hard to hit (and anything with Spell Resistance is going to block it). An archer can fire several arrows per round (Rapid shot, then more attacks later) that allow them to do more damage per round. The only difference is that the Warlock has a few spell-like abilities and can UMD. They can do a FEW things but they can do them well: scouting or sniping.

But that's getting off topic. :)

My suggestion for the following:

Avoid Kalasthar. Unless your PCs like psionics, and would think the Kalasthar's concept (Being that they're very Jedi-like) is cool, avoid them.

Transversely, go with a warforged. In fact, a Warforged Artificer is the best way to go, as a WF artificer can buff and heal themselves. Also, a WF Paladin of the Silver Flame is very popular character concept (albeit they do take a hard hit when it comes to -2 to Wis AND Cha, important stats for a Paladin); it's a very fun RP perspective.

A swashbuckling, debonair half-elf Bard or Rogue would be my next suggestion. Bards are really sucky mechanically at level 1, but the concept of the dashing, appealing, adventurous "Let's swing on the chandeliar!" is the essence of Eberron's high flying action. Also, I really dig the idea of a Bard who's perform skill is like "Inspiring action" or "Oratory, rousing speech" to either lead by example (jumping into the fray and inspiring his Comrads) or pumping up their egos with a good battlecry or something.

A House member. The DM Houses are unique to Eberron, and being tied to one is really great; even if you don't have a Mark, or aren't doing what the House is known for, just being related to it can make you feel like a member of an elite group.

For a DM member, the Debonair half-elf could be a member of Lyander. Another house that I really like is Medani, which is basically like the Secret Agent house. So a Half-elf or a Changeling (Note: not a blood-member of the house, but Medani likely uses them for various missions) Rogue or Monk would make an excellent character; they're agents in training, and are looking to get some experience under their belt, the House is testing them to see how they operate under pressure before putting them in charge of any sort of protective detail. A monk makes a great option for House Medani, as it needs people who can be offensive while looking unconspicuous (how do you tell if someone's a monk in street clothes?) and can also do sneakwork (on the Monk's skill list). Thus a Changeling makes a great operative imo. :)

The above suggestion also works for the Elven houses, as both also do skulking around and secret ops.

Alternatively, you could have a Shifter monk. Imagine a shifter who was abandoned at a monestary and raised. Focus the character's skills on Jump, Climb and Balance, make him Beasthide (for a boost AC) or Longstrider (Boost in Speed), and he's freakin' Spiderman, bouncing and jumping everywhere. Ripe for off the wall "I run up the side of the building and leap to catch the skycoach" type action. Admittedly, the same could be done with a barbarian, at which case you make the type Razerclaw, Gorebrute or Longtooth, but I don't see the later two doing a lot of jumping and swinging.
valkeriesmurf

02-20-06, 08:21 PM
The only problems I've had with the modules is Forgotten Forge, the Horrid Rats were almost too much for the group. Make sure to find and check out any erratta on WOTC for Eberron as there's some stuff that effects the modules and makes them easier to play. Otherwise, make sure to look at your monsters closely and make sure they're what your group can handle.

Whispers of the Vampire's Blade. This has come around a few times. BE PREPARED FOR YOUR GROUP TO BE ABLE TO TAKE OUT LUCAN STELLOS FIRST TIME THEY SEE HIM. If it ends up a short adventure, it's a short adventure. This involves a lot of chase scenes and actions so at any point, the party could jump him before the end.

That's the only major problem off hand common to what I heard and read with most others that I can recall.

As to Warlocks, I've heard of only one problem with a Chaotic Evil because the DM wouldn't let the players respond ICly to the character at first. Otherwise, it's a magic user type that can always chuck a ray of magic up to 30 ft and never runs out of ammo that way. They get a few other things with the Invocations. So if you want a spell chucker to always by pass the Magic DR, Warlock is for you.
igotsmeakabob!!

02-20-06, 08:22 PM
For 6 players I recommend having 10 PCs to choose from. It never hurts to give a choice, and noone will feel forced into a role.
stone_river_glory

02-20-06, 08:26 PM
I have 7 Players in my Eberron Campaign. An Artificer, Rogue, Modified Psychic Warrior (More powers, less combat oriented), Fighter, Paladin, Bard, and a Wizard. We had a second fighter, but he drowned in the sewers of Forgotten Forge (Made the river 5ft deep instead of a shallow trench. He had 3 18's, a 17, and two 12's for his stats. Can you say fudged?) and is now my guest villain. I would have 9 players if I let everyone who wanted to play in on the game, but then I'd be throwing big nasty creatures at the at low levels. Depending on the mix of favored classes, I'd say create characters with classes that are mostly core, and toss in an artificer or even two. My mix of classes are pretty interesting, since they are kinda a-typical. I don't have any powergamers, and encourage taking feats/skills as roleplaying rather than to max a character's potential. A character drowned, they took ranks in swim. My fighter took feats to up his saves because his dice hate him when its important.

As far as Psionics goes, I have a houserule/roleplay-rule that says you have to be Kalashtar to have access unless you can come up with a really good reason why. My party Battle Sorcerer (Variant from Unearthed Arcana) is cursed. The Dreaming Dark has figured out he's actually a portal through which they can create more of the Empty Vessels they control. He has horrible nightmares, and can see 9 glowing eyes staring at him every time he closes his eyes. So naturally he saught a way to end his curse, and learned the ways of the mind (Psionics) from a Kalashtar enclave in Sharn. This allowed me to unleash Psionics into the game without my rule-lawyer getting ahold of it and learning the ways to abuse the system into becoming yet another munchkin build.

In Short:
Get a good mix of character classes, don't fall into the trap of the base 4 adventurers, and learn what you can about the Artificer. I've found that my Artificer is serving very well as a wand-healer. Balance things out though, make sure you have a decent mix instead of a bunch of characters with the same class.
igotsmeakabob!!

02-20-06, 09:54 PM
You bastards are so lucky... I have 2 players. One of them is a DM but refuses to run d20 anymore, so I picked up the DM reins for the first time and started eberron. They have Gestalt characters due to the lack of players.

Wish I had the regular 4-6 players.. damn.
karga909

02-20-06, 10:35 PM
If it makes you feel any better, igots. . ., I'm very hesitant about the 6th member cos he's 12 years old, and the rest of (twenty somethings) may have a sense of humor that goes over his head. Plus he's new.

So maybe 5 PCs. And we went through about 5 years of 1 DM and 2 PCs back in 2nd edition, which had some serious drawbacks. Lately we just seem to be running into people who hear us talk about it every once in a while and are interested. Especially people who used to play or who play a lot of the video games. Good luck on finding someone.

Everyone, you're a big help so far. Think I'll have 10 PCs to chose from.

I'll try to settle on them tonight, taking a little bit of everyone's suggestions.

Thanks also for the warnings on the adventures, especially the link to the B.Cordell site. I'll be wary about keeping Lucan alive, but I never thought a vampire would be so easy to kill, what with gaseous form.

I'm suprised there's not more horror stories about Grasp of the Emerald Claw. From what I looked over the monolith at the end looks tough (apes bullrushing PCs off of 100' ledges!, enormous warforged!).
Rechan

02-20-06, 11:11 PM
Let us know what the party selects. :)
karga909

02-21-06, 06:51 PM
I gave it my best shot with these 14. Something from everywhere for everyone. Thanks guys. Actually really liked a lot of the other ideas I didn't use, but they were duplicative of other ideas, so I tried to fill gaps.

Shifter Barbarian-->Weretouched Master (Eldeen Reaches): Razorclaw
Dwarf Ranger-->Extreme Explorer (Mror Holds): 2ax/buckler focus on APs
Warforged Fighter-->Warforged Juggernaut (Cyre): greatsword, combat brute
Elf Marshall-->Paladin (Thrane): archer w/ sub levels
Human Monk (Karnnath): tripper w/ mark of sentinel
Half-Orc Cleric (Shadow Marches): Dol Dorn
Halfling Druid (Talenta Plains): mounted lancer w/ sub levels
Shifter Druid (Eldeen Reaches): sub levels, I don't know which trait to have
Human Warlock (Demon Wastes, eh?): what the hell
Gnome Illusionist (Zilargo): no one has ever been a gnome, Trust ties!
Changeling Rogue-->Cleric (Aundair): Traveler worship
Half-Elf Bard (Aundair): member of Medani
Human Artificer (Cyre): Cannith member, maybe Cannith Wand Wielder?
Kalashtar Psychic Warrior (Adar): just to ease into psionics if someone wants

Any additional comments or suggestions still appreciated!
Lord_Cabby

02-21-06, 07:22 PM
You bastards are so lucky... I have 2 players. One of them is a DM but refuses to run d20 anymore, so I picked up the DM reins for the first time and started eberron. They have Gestalt characters due to the lack of players.

Wish I had the regular 4-6 players.. damn.

[off-topic] Hey, don't feel bad about only DMing for 2 players. I'm currently DMing an Eberron campaign with one PC. ONE. And I am having the time of my life... [/off-topic]