Eternity's End is powered by the Pathfinder Roleplaying Game, and includes all content freely and legally available on the web, to include select use of Third Party Products (3pp) in the interest of having a game with lots of character and customization options, though some use is restricted as defined later.
What is important to know is that if you don't have the books you can still play! All rules sources for this game are freely and legally available to view here. Players that have experienced Pathfinder Society play will find many facets of Eternity's End to be built on similar principles, though there are many notable differences to help Eternity's End function better in its designed environment, Play by Post gaming.
Applying to Eternity's End assumes you at least have basic knowledge of how Pathfinder works, how RPGs work and how to play in a PBP game. If you don't, we have several guides also freely available to you in the welcome area. The previous link will provide you with access to all the rules necessary to play this game that are not outlined here or in the Eternity's End Faction Manual, Eternity's End GM Manual, or in specialty areas such as Morkwort's Emporium.
Setting
If you haven't taken the tour yet, do so now. You may also want to roughly familiarize yourself with the various factions within the faction manual as they may help shape your character concept to some degree, though keep in mind, choosing a faction is the last step of character creation.
Eternity's End in principle allows any player to come in, join a pick-up group and start playing with a rotating cast and even rotating GMs to allow for all kinds of interesting and varied play experiences as well as a great environment to meet gaming friends for other long-term campaign style games as well. Players will also get to utilize all kinds of character customization options, lots of interesting in game features and of course, consistently play a character without worry of the campaign falling to pieces because of a single player or GM dropping out.
The setting itself revolves around the concept of the "Outer Deities of the Beyond" which is more or less a fancy way of saying Game Master while in character. The outer deities reward from the beyond the efforts of the heroes that actively engage in existence with Eternity Motes. This process is said to stave off the encroaching of oblivion which seems to be the priority of the Outer Deities (ie GMs telling stories rather than not). With each new tale the existence becomes refortified, but as heroes are forgotten oblivion overtakes. This is the overall motivation of the campaign setting, though most heroes will never need to encounter such meta knowledge.
Generally speaking, most worlds the PCs would visit will be entirely ignorant of who and what the outer deities of the beyond are and will instead have their own gods they worship as will most quest givers.
Last edited by Quori; Feb 8th, 2013 at 02:29 AM.
Reason: Updated EE Links
How to steer clear of getting banned from Eternity's End.
Thou Shalt Not Engage in Player Versus Player Conflict:
The goal of Eternity's End is to provide an enjoyable experience for as many players as possible. Player vs. player conflict only sours things. While killing another character might seem like fun to you, it certainly won’t be for them. While you may feel killing another character is “in character” for your PC at this particular moment, just figure out some other way for your character to express themselves.
In short, you can’t kill another PC—If you try, the Void Wraiths of Eternity's End will send you to room 13 faster than you can blink.
The only notable exceptions to this is the use of the Arena, at which point PVP combat is the entire intention and possible AoE effects as outlined here:
Thou Shalt Not Engage in Treachery:
Some of you may be thinking: “I don’t have to kill another player’s character to ruin their good time!”
We’re all friends here and we’re all playing a game together with the singular purpose of (hopefully) having a wonderful time.
Do not “push” other players around just because your character can. Extreme forms of dysfunctional play will not be tolerated. A little fun banter between PCs can be great roleplaying, but when you find yourself doing everything in your power to make another character look like an idiot, or undo everything they are trying to accomplish in-game, you’ve probably lost sight of the purpose of Eternity's End and may be made to leave.
Playing your character is not an excuse for childish behavior. GMs and Players must work with the Head GM through room 0 to resolve any out-of-game conflicts. Extreme or repetitive cases should be resolved by asking the offender to leave the adventure, and if this results in a pattern of dysfunctional behavior the player will be banned from playing at Eternity's End.
Similarly, just in case you needed to be told, do not attempt to bully or harass GMs. This is a fast track to obtain a ticket for the bullet train to bantown.
Thou Shalt Not Cheat:
If you as a player, are caught intentionally cheating, you will be booted from Eternity's End forever. This includes grossly [sic] lying to a GM under any circumstances. Even if your motive can't be proven as "intentional cheating" any pattern of questionable behavior will be tracked and eventually result in a three month ban at the discretion of the Head GM. A second such ban will be permanent.
Thou Shalt Follow the Laws of Thy Lords:
All DNDOG site rules apply at Eternity's End. Do not break them here. All violations will be reported to site staff as they are identified.
Great care has been taken to ensure that minimal house rules exist, and that the house rules that do exist are very simple solutions to the complex problems of running an MMO-PBP-RPG.
Gravity is the same as it is for a typical fantasy world within the common areas.
At Eternity's End, creatures do not age or alter physical appearance unless you wish them to as a result of an adventure. They do hunger and thirst at your RP discretion, however, so a full buffet and free drinks are always available in the taproom.
Though Eternity's End is limited by walls, floors, and ceilings, it extends forever. Visitors can wander through the back passages and chambers forever, or until they find themselves back in the common areas, however, this is largely recommended against by Legion as part of the tour as sometimes horrible things happen to people that wander around the inn.
The items and terrain native to the plane can be affected by normal actions (brute force, magic, and the like). The walls, floors, ceiling and doors are notable exceptions to this. It is also worth noting, there are no windows.
Eternity's End has no tendencies favoring one particular element or alignment over another.
Character death on an adventure, in the arena or elsewhere results in the PC awakening after death in their private chambers once See house rules about death and game release below for more.release is completed.
All spells and spell-like abilities, whether arcane, divine, psionic, or other in nature, are impeded within Eternities End. Exceptions to this are Arena instances and the powers of the Void Wraiths. Spell like abilities for show and 0 level cantrip type spells may be allowed for RP purposes only but may not be used to cause any sort of harm to a PC or NPC. An example might be a wizard conjuring a rose to give to an object of their affections.
All patrons of Eternity's End are granted the ability to see invisible to the limits of their normal sight range as though affected by a see invisibility spell while within the common areas (i.e. not wandering the halls). As a result, invisible and ethereal creatures are plainly visible to everyone with any sort of visual capability, though ethereal beings remain incorporeal. Potions of invisibility and rings of invisibility simply do not function here.
Each player creates one character upon joining the game. Players who have achieved 5th level with one character are allowed to create a second character. This second character is completely independent from the first in all ways. No equipment, XP, or Eternity Motes may be shared between characters. The additional characters begin at 1st level.
Upon achieving 12th level with any single character, a player may create a third character, which is also independent and begins at 1st level. Upon reaching 20th level, a fourth character is allowed.
Please note that leveling your characters may affect your Player Tier as well as bonus character slots.
Only one character may be in use by a single player at any time. This includes activity in adventures and at the Inn. While one character is active, the rest are to be stored in the Mausoleum, though they can be swapped by a request at the Obelisk of Power.
Players may 'respec' a character upon reaching level 5 with the special quest: Into the Breach.
Players are not allowed to play Easter-Egg characters. By this we mean characters that are unmistakably plagiarisms of other popular characters. It is fine to use your favorite characters from other mediums to inspire you. It is not OK to have near-identical clones of Drizzt, Wolverine, M. Bison and Vegeta walking around the inn. Strive to make your characters unique so as not to squander the wonderful amounts of character customization options you have at your fingertips.
GMs are free use whatever initiative procedure works best for their GMing style in the interest of moving the game forward. If it differs from the RAW in any significant way, an explanation of the procedure that will be used must be included in the adventure recruitment posting. Commonly, group initiative is used for the ease of PBP gaming.
Characters who do not get a full night’s sleep may suffer the effects of fatigue. If a PC does not get at least 6 hours of sleep, she must make a DC 15 Fortitude save or be fatigued and take a –1 penalty on all other checks and saving throws against sleep effects. A second night without sleep requires another DC 15 Fortitude save. A failed save results in the character becoming exhausted and the penalties increasing to –2. A third failed save on the next night increases the penalties to –3 and so on.
There is a well reputed myth that elves do not sleep, however, all Eternal Outsider Elves (denizens of Eternity's End) do indeed sleep. Game Masters are free to alter this for the purposes of their NPCs on a given game world if it suits them.
Death is a curious thing at Eternity's End. When a character dies on an adventure, that character is held in the in-game Limbo in spirit unless they choose to release their spirit.
A character that does not release their spirit prior to the completion of the adventure will result in the following:
XP and Eternity Motes the player has accrued prior to death are awarded at the completion of the adventure only. At the GM's discretion, the character may earn the full XP and Eternity Mote rewards, such as if he was killed during the final battle and played an integral role in the defeat of the major antagonist.
The character may not re-enter the adventure to complete it without the use of some form of raising magic, such as Raise Dead. GMs that include resurrection shrines, helpful priests, or other methods of raising must count each use against the Eternity Motes of the player at full cost as listed in price of spells, (at the party's option they can pay for part or all of this fee). No completed adventure can go below 1 Eternity Mote as a reward. Players utilizing raising spells or other raising methods pre-purchased with Eternity Motes do not count against anyone's expense.
Whether the quest is completed by the rest of the group or not, at the conclusion of it, the player will be restored fully at the Inn (full health, spells, etc). The player may opt to keep cosmetic changes gained from the adventure like permanent scars for RP reasons at their whim.
Characters that die but do not release take items gained on the adventure with them and are able to purchase them from the enchanter at the standard rate. Exceptions to this occur if the GM deems the item is necessary for the plot or party and must remain in the game to reasonably complete the adventure.
Game Release allows a player to be removed from an adventure immediately upon death, instead of waiting for the rest of the group to complete it. All XP and Eternity Motes earned up to the point of death are awarded (GMs discretion is final) and may not make any end-of-adventure purchases.
To perform a Game Release, a player posts in the adventure OOC: "I am releasing my spirit". A character who releases is instantly awarded XP and Eternity Motes, is removed from the adventure and reappears at the inn, fully rested. The character may not return to the same adventure, though he can immediately join a new one.
Prior to game release a dead character's body will remain unless otherwise destroyed (such as by falling into a vat of acid). Upon release the body fades from the world, evaporating in a semi-transparent arcane swirl of spiritual energies that takes only seconds. This gives the appearance of the character being "taken up" and may require some explaining, depending on the tone of the game and setting, if there are NPCs witnesses. This disappearance includes only the equipment belonging to the character, all equipment gained from the adventure remains for the party to make use of.
Game release can be performed when not dead to leave an instance early by focusing for 1 full minute (with exception to affiliates of Mr. Gone). This technique is never meant to be abused and is only a last resort for players who find they cannot reconcile differences with a particular GM after reporting the incident to the head GM through use of Room 0. This form of game release is not something that is generally intuitively known to PCs.
Characters can also make use of various spells and scrolls to perform this act at standard times for such actions.
The Multiverse is an interesting and oft confusing mixture of planes, existences, and so on. Even it, however, is simply a layer over the even more bizarre Dimension-space. Little is known about it, as even the most powerful of deities have difficulty glimpsing into it, and meaningful travel is unheard of. The energies and powers that run Eternity's End appear to outdo even deific powers, however, which can cause the occasional 'glitch'...
Whenever a player needs to be removed from an adventure in-progress due to inactivity or otherwise, the GM may, at his or her sole discretion, trigger a Planar Glitch. While following the normal procedures for removing a player according to PC Release, the GM may make a copy of the character sheet and replace the departing character with one that is mechanically identical, so as to avoid causing undue difficulties to the remaining players.
This new NPC character is considered to have been from a parallel dimension to the current one, and will have knowledge roughly on par with what the departing character had. There might be minor differences - a Glitch NPC might remember things somewhat differently from the PC or have other superficial appearances changes, etc. - but the general outline of the adventure and character will be the same. Likewise, the NPC may or may not behave exactly the same; the GM may make modifications to the character's personality as they wish, as long as it remains within standard rules (no attacking party members and so on).
Most characters, including the glitched character, will likely be confused about this (the glitch is accompanied by similar effects to that of releasing to EE). Mysterium members, again possibly including the glitched character, have basic knowledge about these glitches, though even they are clueless as to how and why they occur.
Note that glitches are effectively temporary; the process of returning to Eternity's End will shunt the dimensional traveler back to his original dimension, so any post-return scenes should not include the glitched character.
All statuses are removed at any time a character returns to the inn, with exception to cosmetic changes the player may wish to keep (such as scars, etc.).
This includes all effects that might be summoned or permanent.
Exceptional Attendance is incentivized through the use of the Altar.
Penalties for players not meeting the posting requirements without notice are subject GM discretion. GMs are expected not to hold up the game for a single player and may take any action they deem as necessary, so don't do it if you can help it.
Commonly "ghosting" the character along (NPCing them as completely passive or taking minimal action) is suggested at first, but persistent issues with this can often lead to character death at the whim of the GM.
If during the course of an adventure, the GM goes missing for two weeks unannounced, the party leader (not every single member of the party) is to utilize Room 0 to contact the Head GM. They must post the timestamp of the last post from the GM, state that there was no warning given to the absence, and link the game board in question.
At the player's request and Head GM's option, another GM can be assigned to finish the adventure which is the preferred route when possible. If no replacement GM can be obtained, the Head GM will give all players a consolation reward, and allow them to shop, returning them to the Inn, fully restored.
Your character starts with 99 XP and starting wealth to indicate they have some background experience with their chosen class.
The XP chart has been changed to 100 XP per level. An average legal adventure offers 100 XP if all objectives are met. The number 100 was specifically chosen to make the math easy. Eternity Motes are given as a direct result of earning experience.
Use the following chart to determine EM earned per Experience point per level:
Level
XP
EM by level
EM per XP per level
Starting Character*
99
Starting Wealth 150 + potential loans (see starting wealth rules)
N/A
1
100-199
starting wealth only
10
2
200-299
1,000
20
3
300-399
3,000
30
4
400-499
6,000
45
5
500-599
10,500
55
6
600-699
16,000
75
7
700-799
23,500
95
8
800-899
33,000
130
9
900-999
46,000
160
10
1,000-1,099
62,000
200
11
1,100-1,199
82,000
260
12**
1,200-1,299
108,000
320
13
1,300-1,399
140,000
450
14
1,400-1,499
185,000
550
15
1,500-1,599
240,000
750
16
1,600-1,699
315,000
950
17**
1,700-1,799
410,000
1,200
18
1,800-1,899
530,000
1,550
19**
1,900-1,999
685,000
1,950
20
2,000-2,099
880,000
2,500
*Please note a starting character is still level 1. Receiving 1 XP for a total of 100 does not afford them additional skill points, feats, or anything but the EM they start to accrue. Advancing to level 2 does yield such advantages.
**Upon reaching level 12 all adventure XP awarded is reduced by half.
Upon reaching level 17 all adventure XP is reduced by 1/3.
Upon reaching level 19 all adventure XP is reduced by 1/4.
Earning bonuses of XP and EM from altar attendance, the story teller, Great RP bonuses and other special events is unaffected by level advancement.
Players with exceptional RP skills may be awarded between 0-3 XP at the completion of an adventure at the discretion of the GM.
Combat in the Arena yields a minimum amount of XP, but purchases with Eternity Motes gain from the Arena can only be made during an adventure.
XP can also be earned through various other methods such as the altar, story teller and special events.
To calculate an EM reward, take the current XP total and calculate however much XP you are adding versus what the WBL per point of XP for that level is. If a character reaches the next level, be sure to add the new total per XP point. For example, if Bill the Barbarian has 199 XP and earns 120, his new XP total is 319. He will receive 100 points of XP that yield 20 EM each, and the remaining 20 XP he earned will be worth 30 EM per point, for a total reward of 2,600 EM which is then applied to his current EM total.
Treasure is given out in units of EM (Eternity Motes) at a standard WBL rate for each player in accordance to the XP they have earned.
Any treasure gained during the game is lost (unless immediately purchased from the enchanter before GM release occurs).
Custom items and artifacts can never be purchased and will ALWAYS remain in the game world.
Any EM purchased treasure willingly given away, cast off, sold or destroyed by the PC during the adventure is not returned and is considered a loss and must be recorded in the character's private thread by the GM. In the case a PC feels there is a discrepancy it can be appealed to the GM and failing that the head GM through room zero.
Any treasure purchased with EM that is taken away, lost, stolen or destroyed by the other PCs or NPCs (or other GM mechanic) will be returned to the character at completion of the adventure or upon release.
Arena combat does not normally yield treasure (barring special events).
It's also important to note the difference between Eternity Motes and gold in that the two are mutually exclusive. EM works at the inn, but not in the game world, and gold works in game world, but not at the inn.
GMs are free to hand out gold however they wish for their game. This gold is not converted to EM, nor is it brought back with characters to Eternities End.
Characters may purchase items from the Item Mall, or the Arcanium. Players will be given the opportunity to purchase items at the very beginning of an adventure and at its completion as defined in the appropriate rooms.
All such as potions, scrolls, magical ammunition, etc.consumable items are limited to the character level being the maximum Caster Level purchasable (such as for scrolls, potions, etc.). This means a 5th level character cannot purchase a CL 6 consumable.
-Armor and Shields must be requested for according to the specific templates available in the SRD.
-Weapons must be requested according to the specific templates available in the SRD.
-Potions must be requested according to the specific templates in the SRD.
-Scrolls must be requested according to the specific templates in the SRD.
-Wands must be requested according to the specific templates in the SRD.
-Rings must be requested AS THEY ARE ACTUALLY LISTED in the SRD.
-Rods must be requested AS THEY ARE ACTUALLY LISTED in the SRD.
-Staves must be requested AS THEY ARE ACTUALLY LISTED in the SRD.
-Wondrous items must be requested AS THEY ARE ACTUALLY LISTED in the SRD.
Please be sure to list cost, weight and location on your sheet to assist with character auditing/updating.
Guns are emerging. Early Firearms are always in stock and may be purchased as part of character creation. Advanced Firearms are considered rare items, and require an item availability roll during a trip to Morkwert's Emporium:
*These percentages do not take into consideration item price increases based on masterwork quality or enchantments
Ammunition (Bullets/Arrows/Bolts) is considered gear, and is returned at the end of the adventure unless they are magical. When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
In the case of classes that are considered to smith their own ammunition as part of their class skills (primarily the gunslinger) for RP purposes the character can claim to have forged the ammunition themselves if desired, however this ammunition must still be paid for at full price. The character may treat the return of such items at the end of the adventure to be the crafting new ammunition in their personal chambers if they so desire.
If wizard PCs want new spells, they have to pay the full price: the cost of the scroll, plus the usual cost for scribing a spell. No matter who they get it from, or how. This means they could use a library in an adventure, but their EM still gets deducted. They can trade spells between PCs, but EM still gets deducted.
First Exception: the two spells wizards automatically gain for free when leveling do not incur this cost.
Second Exception: A GM may teach a spell to a player during the course of an adventure as per standard rules, but unless it is purchased from the enchanter with EM upon returning, the spell is then lost.
All Casters must keep a list of spells known within the notes section of their character sheet to differentiate between the spells prepared and spells known, this is because prepared casters will frequently run out of room for spells in the standard spell list area. Clerics may shorten this task by simply listing domains and spell levels applicable as well as adding any other spells not in their typical domains such as those gained through feats.
Note: PrC's with spell books receive 1 free spell per level, not zero.
Note: Expended spell components are recovered by 1 EM per level automatically. See feats in character creation for notes about changes to the feat "Eschew Materials"
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed in an adventure, it is restored upon returning to Eternity's End (as are familiars). A wizard can designate an existing magic item as his bonded item. The new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. This is done at the Summoner's Circle with a cost of 200 EM per wizard level. Please note the Summoner's Circle is used for any and all class features of object or creature bonding.
Bulky gear, like carts, wagons, or ships, purchased with EM do not appear at the Inn and are in "other-space".
When a character with such an item in his inventory begins an adventure, the item becomes available for use as soon as feasible according to the location. Watercraft will not appear until the character is near water, for example. Players may request access to their item but the GM has final discretion over where and when such an item appears, but it should not be withheld when the location is reasonable for it to appear.
Animals follow this same rule for appearing within an adventure, but when the character is at the Inn, Large and larger creatures are instantly transported to the Inn Stables. Medium and smaller creatures may either be transported to the stables or remain with the character, as preferred, but should be noted in their introductory descriptions. Creatures in the Stables can be visited at any time the PC is at the Inn.
Once placed in an adventure, such gear and animals are subject to all the usual means of having them removed from the character's possession for the reminder of the adventure but are returned at the inn under the same rules as other equipment.
Familiars: Familiars cost the standard 0 EM, but if killed will return as part of the character's equipment at the Inn for free. The character can opt not to revive the familiar and gain a new one for 200 EM. Experience loss is ''not'' included in the loss of a familiar. For more about gaining familiars and improved familiars see the Summoner's Circle.
Cohorts: The leadership feat is banned from use so followers and cohorts are not allowed.
Animal companions: can be gained in world as per normal rules. If a player wishes to keep the companion after the scenario they can pay a one time cost in EM. Alternatively, a player can purchase an animal companion from Morkwert's Emporium during the usual purchasing phases. Animals purchased in this way are considered tame and without quirks unless otherwise specified by the buyer. In either case, the companion will then be bound to the character in the same fashion as equipment or a familiar.
Hirelings: Hirelings are managed in world only and are entirely subject to the whims of the GM, though the standard wages are suggested and they may not be purchased with EM, only in-game money, favors or other compensation as determined by the GM.
Time-stretching is a simple fact of life at Eternity's End. One person might have a friend they adventure with for a while, part ways, and meet up again a few weeks later to find their friend has aged thirty years. It happens.
Characters are considered ''fully restored'' upon returning to the inn, which means they only age and receive scars or other permanent cosmetic alterations if the player wishes them to. GM's cannot permanently force a character to grow a tail and horns or age fifty years. Players may opt to keep purely cosmetic alterations gained in game at their whim but will gain no other functional advantage or disadvantage from such things other than the cosmetic value.
On the flip side, Players may only be in one location at a time. This means they may not interact at the pub if in an arena fight or participate in two adventures at once or some other combination that would otherwise mean they are in more than one place at a time.
Specific rules for each room are contained within the room description itself.
At this time almost all listed prestige classes your character can qualify for are available, however this list may become restricted if an exploit prevails. A list of banned prestige classes are included in the character creation thread.
If you should not be able to qualify for a prestige class with your character due to not planning sufficiently ahead, during your time at level 5 you may go into the breach to respec your character and qualify for the prestige class you would like to achieve.
Please note PrC's with spell books only receive 1 free spell per level at EE, not zero.
Only awarded for: Leveling 1/level. Max 3, any additional over 3 are lost (use or lose). These are permanent points that carry over between adventures provided they are not used.
Antiheroes mechanics are not included, all characters regardless of alignment or demeanor use this system.
Hero Point Feats & Spells are allowed and Hero Point Magic Items are available at Morkwert's Emporium and through the enchanter.
While permanent Hero Points are only gained via leveling, temporary hero points from heroic acts and faith may be granted within an adventure but do not get added to the character sheet and generally expire shortly after they are awarded in the adventure.
Temporary points always expire at the adventures end or sooner (at the GMs discretion, though they must say if it will expire before the end of the adventure).
Temporary points awarded for:
Heroic Acts: Whenever a character performs an exceptionally heroic act, she can be awarded a temporary hero point in the adventure. This might include anything from slaying an evil dragon when the rest of the group has fled to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a hero point, depending on the circumstances. Note that a hero point should only be awarded if the PC involved did not spend a hero point to accomplish the task.
Faith: In a campaign where the gods play an important role in every character’s life, hero points might represent their favor. In such a setting, the GM can award hero points to characters whenever they uphold the tenets of their faith in a grand way, or whenever they take on one of the faith’s major enemies.
Please note GMs may earn additional hero points due to special GM rewards.
A hero point can be used in one of the following ways only:
Roll Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
Generally speaking, you can pay to have spells cast on you at any time during the scenario so long as you’re in a settlement or have access to a church, temple, shrine, or wandering mystic. These costs are paid in EM and are permanently deducted from your EM total.
GMs are not required to allow you to purchase these spells in a game and can add additional requirements that do not affect the EM cost, such as "I will only remove your curse if you save my daughter from the dragon" etc.
Spell
Cost
Atonement
500 EM (3,000 EM to restore cleric, druid, or inquisitor powers)
Break enchantment
450 EM
Dispel magic
150 EM
Greater dispel magic
660 EM
Greater restoration
5,910 EM
Lesser restoration
60 EM
Make whole
60 EM
Neutralize poison
280 EM
Raise dead
5,450 EM
Regenerate
910 EM
Remove blindness/deafness
150 EM
Remove curse
150 EM
Remove disease
150 EM
Remove paralysis
50 EM
Restoration
380 EM (or 1,380 EM to dispel a permanent negative level)
Resurrection
10,910 EM
True resurrection
26,530 EM
Sometimes special dice rolling occurs in games, such as through use of hero points or other special class features. If the intended special use is consumable, such as in the case of a hero point, the GM must adjust the total on the sheet and record the transaction in the private chambers and link back to the post where it was used.
Add a bonus to a die roll: To use a roll bonus before a die roll, it must be included in the dice roll and be unmodified. If you forget, that's too bad; you will have to use the post-roll policy instead.
Incorrect:
Dice Attack with +2 roll bonus:
1d20
14
and then claim the bonus counts on the roll. This is not allowed because the tag for the roll can be altered without cheating the dice.
Correct:
Dice Attack with +2 roll bonus:
1d20+2
(1)+2
Total = 3
Post-Roll Bonus: To use a post-roll bonus after the dice roll, simply add another post declaring you are using a post roll bonus and indicate what roll you are adjusting. Do not edit the post.
Reroll: To reroll a die you must make a new post and declare exactly what you are rerolling. The post must contain only the reroll and its target replacement and must not be edited. In most cases by RAW a player will have to keep the second roll even if it is worse.
Cheating tags: The first time a player cheats dice, whether intentional or not, they are given a public warning in the thread by the GM and automatically fail all rolls in their current round. This not only can hurt the player, but hurts the party as well. Any subsequent cheated rolls on an adventure are reported to the GM suite cheated dice report thread, the character automatically fails all rolls for that round (including saving throws and such) and the character loses 25% of the total XP they will earn for the adventure.
Deleted Dice: Deleting dice is a more severe grievance and automatically fails all rolls for the character for that round and incurs a 25% XP penalty for the adventure for the PC and is immediately reported to the cheated dice report thread. Deleting a post offers the same penalty.
Never delete dice or a post, even if they are a mess up. In the case of a mess up do not delete the dice/post or edit them, immediately make another post declaring your mistake to the GM and ask them how they would like to proceed. In most accidental cases the GM will clean the problem up and move on.
Cheated dice report thread: 3 such instances of a player being reported will disqualify the player from the game. These reports expire after 6 months.
All posts IC must be properly formatted as follows:
Always include your basic description or an altered version of it whenever you enter a new area, such as when first entering an adventure, or whenever you enter the pub or arena. This will give each player and GM in the area a heads up description of your character so they have an idea of who you are. Being that players and GMs rotate constantly, you must post it each time you enter a new area.
"You can't feel the heat until you hold your hand within the flame." Ianthis never understood the meaning of this line of scripture until it was too late. Holding her hand to the flame was too literal of a translation. The flame not only burnt her hand, but her robe caught fire. This resulted in serious burns for a girl of only 10. With burns so severe, No one knew if she would survive the experience.
But survive she did; with scars over half her body, including a patch that rises from her neck, covering the majority of her right cheek. The burn affects the look of her smile, and her right eye looks to droop compared to her right.
Now an adult, Ianthis stands 5'9", with wispy brown hair that she keeps cut short. While she could be considered attractive if looking at her from her right, the scars she has gained as an acolyte have become a badge of honor that she proudly shows to anyone.
Making a faction choice is mandatory. Please see the Eternity's End Faction Manual for details. Please note factions are limited by Player Tier as noted in the section on Player Tiers, below.
Reskinning is an advanced technique that should not be attempted by novice players. It is the act of changing the superficial qualities of a character to suit your character presentation needs. This means that under no circumstances will this ever effect the rules of your character within the game, and nor should it. If something would logically effect the rules of your character (such as you claiming them to be 9' tall which means they realistically should be in the Large size bracket, then it is not allowed. Further other more subtle effects must be considered, such as if you give your character a glowing aura... it should also allow them to see in the dark to some extent and may add to intimidate rules, or make them easier to target by an enemy sniper at night. Such an option would be banned.
You may reskin your character according to most whims, though it is expected that you should probably save the uber powerful stuff for later levels, however, you can reskin your character however you like, as long as the mechanics are as close to possible as you can manage them to be and doesn't mimic things in the existing rules, otherwise you should seek to use those rules or abandon the idea if it is impossible (such as trying to create a playable vampire).
As such, you shouldn't claim that because you have fur all over your body that you are a werewolf unless you expect that everyone in-game will think your character is a nutter since there are ways to verify what is and is not a werewolf, often things that your character cannot possess. Similarly this means if you create a character that appears incorporeal you should have an ability that does so, otherwise you shouldn't choose that as an option. Some things aren't in the rules however, such as having spirals for eyes or having naturally bright purple hair or even creating a fused psi-cystal and claiming you are from a future world and it's an on-board AI that empowers your character. You should always check to see if there is existing rules that will allow you to achieve what you are looking for, for example, if you wanted a monstrous looking character you might have to dig a bit, but you will find "Monstrous Physique" as an available feat.
With that in mind, if you intend to reskin, always check with your auditor or create a thread and ask for help in the help area to see if there is a better way to create the type of character you are actually looking to play. In many cases there is, but in cases where there isn't, have fun with it!
It is highly stressed that you shouldn't even attempt this unless you've poured over d20pfsrd for many hours on end creating exceptionally complicated character builds as this will ensure that you have a good idea of what options are available and which are not.
Last edited by WoLT; Apr 20th, 2013 at 01:17 PM.
Reason: Updated EE Links
The Player Tier which you belong to will have a significant impact on how you may play this game as the higher your player tier, the more options you have as a player and character as all higher tiers encompass all of the options of any lower tiers.
Special: If your optional character Archetype is inaccessible due to requirement or granting of feats not normally allowed to be accessed by your player tier you will be given additional access to those feats only. Similarly, faction feats granted are accessible to all that qualify for the faction.
Tier 1
Anyone applying to Eternity's End that has not been banned from the game qualifies for Tier 1 and can play core classes and races immediately upon an open slot becoming available and their character is audited and approved.
This bracket is designed for new players, whether they are new to the site or new to PBP or new to RPGs in general. The class and race options are somewhat limited but this also works to not overwhelm a new player with too many options.
Feats: Feats are restricted to the Paizo Official Feats Table except where noted otherwise below.
Factions: The Lost, The Society of Planeswalkers, Ordo Lux Aeturnus, The Mingott Cartel, Goners, Skull N Bones, The Mysterium.
Tier 2 DnDOG Community Supporters/DnDOG staff and Eternity's End GMs that run one scenario successfully qualify for Tier 2. Tier 1 members that reach level 12 with a character can also achieve this status upon reaching level 12. Players that achieve Tier 2 status automatically receive a bonus character slot in addition to any others they may possess from leveling.
This Tier allows for many expanded options, including:
This bracket is designed for experienced players and site veterans.
Class: Base Classes, Alternate Classes, and Psi Classes. Additionally, all 3pp for Core Classes only is available, this pertains strictly to things that apply to core classes only. For example, a feat that requires caster level 1 is not open to a T2 wizard unless it is necessary as part of the 3pp class addition (such as an archetype, Class feature, or PrC).
Factions: The Eternals, Chimarae, Technoratti, The Brotherhood of Ascendancy, The Schaduwen Clan.
Tier 3
Tier 3 qualifiers consist of CS and Site Staff that reach level 12, Tier 1 members that reach level 20 and GMs that run 3 scenarios successfully. Players that achieve Tier 3 status automatically receive a bonus character slot in addition to any others they may possess from leveling. This is in addition to the Tier 2 bonus slot they received upon reaching Tier 2.
This Tier allows for many expanded options, including:
This bracket is designed for advanced players and participants.
Races: Most of the Other Races to exclude Drow Noble.
Feats: Feats are open to the entire Feat Database To include 3pp.
Factions: The Nethermancer's Guild.
Tier 3 allows for characters with flying abilities, such as the Dragon Rider Class or Strix race, etc.
To keep with game balance choosing one of these options automatically comes with a restriction: You will have limited flight capabilities until you reach level 4. You can explain this however you like IC, it could be a damaged wing, or perhaps the wings aren't strong enough or the psi ability is not perfected and operates dysfunctional, etc. but you must explain this as part of your character background.
Limited flight works as follows:
level 1) The character may fly for 1 round per adventure and may glide as if under the effect of a featherfall during all other uses of flight.
Level 2) The character may fly for 2 rounds per day and may glide as if under the effect of a featherfall during all other uses of flight.
Level 3) The character may fly for 3 rounds per encounter and may glide as if under the effect of a featherfall during all other uses of flight.
Level 4) Full flight abilities are imparted as outlined.
A GM is allowed to determine that they may alter these rules to allow greater flight capabilities with player understanding that full flight in a level 2 adventure does not mean it's guaranteed in the level 3 adventure (perhaps they overtaxed their wings and hurt them, etc.).
This allows that GMs can allow full flight, minimum rules or anything in between, but that they are the arbiter of the rule, so long as the rule remains consistent.
GMs must always communicate their rules for flying in level 1-3 adventures for any characters that possess such abilities. Players should also make the GM aware of their flight abilities in the instance that they don't.
Homebrew:
For a list of Official Eternity's End Expansions, head here. As a PT3 Player, these options are available to you and more...
Homebrew options can potentially be added by Tier 3 members that reach level 5 with a single character upon special request through the Help Area. Tier 3 members must realize EE staff will not allow anything that appears to increase the power spread between race and class tiers and will alter anything that decidedly proves to be an exploit that ruins game balance. In such a case that a Tier 3 player finds such a change to be drastic they may request a respec quest for the character upon the character's return to their private chambers. In this case the character will not lose or gain any XP or EM.
Last edited by Quori; Feb 8th, 2013 at 02:35 AM.
Reason: Updated EE Links
In the case that any qualifying players choose to use 3pp or homebrew classes or races and doing so results in leadership or item creation feats you must ask a GM for assistance in the Help Area for character creation. Additionally, use of 3pp and homebrew options may sometimes lead to Head GM decisions altering the nature of your character if a particular ability is deemed an exploit and you should be aware and prepared for this as a possible eventuality. This means your character may receive a potential downgrade (nerf) to be more properly aligned with the power level of other characters of the same level and you will have no recourse for this.
Such decisions are made in the interest of game balance and players choosing to engage in these expanded options will be expected to deal with such decisions appropriately. In the case of a severe alteration you may request a respec quest. In this case the character will not lose or gain any XP or EM, nor will gear change. You can also request a respec once every six months (per character) in the event new rules become available that will affect your character build.
If as a player you identify a potentially terrible exploit please notify the staff through the suggestion box.
Overspecializing Breeds Weakness Disclaimer
While optimizing your character is a great idea, at Eternity's End there is such a thing as over specialization. Creating a build centered around being a "one trick pony" will very much not pay off in the same regard as it might in a long standing campaign. At Eternity's End party dynamics change constantly as parties change line ups from adventure to adventure, meaning the rest of the team may or may not be able to cover your weak spots. Further, GMs will have no shame about tripping up your build because they won't be doing it (as individuals) consistently to you as your GM will change from adventure to adventure as well. This is not to suggest that one should make a well rounded jack of all trades that excels at nothing, but that if your entire build is dependant upon a specific set up, such as using a particular wand, that the GM won't simply take away the wand during the course of the adventure when they discover it to be problematic, and then of course, the next adventure a different GM will do the same thing, making your character become completely ineffective as part of routine. Instead consider having some diversity to your character to avoid this hazard. Further, It's worth noting GMs always have enough tools to trip up any build (because they infinite resources), so overall such a build will be helping no one.
Character Sheet: All PCs at Eternity's End are required to fill out a DnDOG Pathfinder Character sheet and must include it as part of their application. This sheet will later be transferred to the game.
Level: 1st (all characters start with 1 Hero Point and 99xp).
Alignment: No evil alignments are allowed. This means certain restrictions are made as to what character build options are available. Characters may shift their alignment if needed at the Obelisk of Power. Characters are expected to be able to explain IC actions to their GM if they seem to contradict alignment. Severe alignment violations will be documented and subject to staff review if a pattern emerges.
Race: Races available depends upon your Player Tier.
The following races have been banned from Eternity’s End:
Drow Noble
Additional Sub Type:
All PCs in Eternity's End are considered denizens of Eternity's End and it counts as their home plane. This means that regardless of their background they are now call EE home, specifically their private chambers in the event that such should come into question.
All denizens of Eternity's End gain the Outsider of Eternity subtype, while keeping their original type. Because of this they are considered to be both an outsiders and their original type (generally humanoid) and can be affected as whichever type is least favorable to them (with exception to Resurrection, Eternity's End characters are raised according to their original sub type, with exception to Mr. Gone affiliates who may not be resurrected.). They do not gain any alignment subtype associated with their alignment.
Examples: A lawful good human fighter from Eternity's End can be targeted by both charm person (as though he was humanoid) and dismissal (as though he were an outsider). However, he does not suffer double damage from an anti-paladin's smite good (on the first attack) because, while he is good aligned and he is an outsider, he is not a "good outsider" (unless he is targetable by such for some other reason besides the Outsider of Eternity template). Further, while adventurers have endless food and drink at the inn, when venturing outside the inn they must consume standard caloric and hydration intake for their character.
An Outsider of Eternity is at least partially composed of essence (but not necessarily the material) other than that found on any plane within the standard cosmology as Eternity's End exists outside of regular cosmology. This is detectable within the character's aura and can be disguised through the usual means.
This "Outsider of Eternity" sub type should be included on the character sheet under feats and special abilities.
Class: Classes available depends upon your Player Tier.
The following classes/prestige classes have been banned from Eternity’s End:
Antipaladin
Artificer
Machinesmith
Malefactor
Thrullherd
Necro-Lord of Urgathoa
Unless stated otherwise as part of application your first class is your favored class.
Please note the following changes to some specific classes:
Class
Changes
Alchemist
Alchemists have many special rules that are listed on THIS separate page.
Cavalier
Instead of the Expert Trainer class feature, Eternity's End cavaliers receive Skill Focus (Handle Animal) as a bonus feat.
Cleric
Clerics with the Nobility domain get the Persuasive feat at 8th level instead of the Leadership feat.Nobility DomainClerics with the Rune domain receive Spell Focus at 1st level instead of Scribe Scroll.Rune DomainClerics of Irori receive Improved Unarmed Strike as a bonus feat so they can use their deity’s favored weapon (unarmed strike) without provoking an attack of opportunity.IroriThe first level time domain ability is replaced with Erase from Time (Su) as the oracle time mystery ability: As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.Time Domain
Druid
Druids with the Nobility domain get the Persuasive feat at 8th level instead of the Leadership feat.
Godling
At 20th level godlings receive Demigod status and may receive the RP benefit of having cults of worshipers in some worlds but any use is at the discretion of the GM as to whether or not it applies to their world and how it applies. Instead of calling upon followers, the Godling instead receives a bonus thematic feat that applies to the theme of their character and build.
Monk
Flurry of Blows: These attacks may all come from one weapon. Brass Knuckles: When wielding brass knuckles specifically, a monk may use their unarmed damage in place of the normal weapon damage, and the attacks are considered unarmed attacks but will not be affected by amulet of mighty fists. Even though brass knuckles might only be held in one hand, they affect any and all unarmed attacks by a monk (hand, elbow, foot, knee, etc.).
Oracle
Oracles with the Nature mystery receive animal growth as a bonus spell at 11th level instead of awaken.
Witch
Witches may not select the cauldron hex.
Wizard
Wizards receive Spell Focus at 1st level instead of Scribe Scroll.
Notice: If a class, particularly one of 3pp content, is expected to receive a bonus feat from a list that they do not otherwise meet the class prerequisites for (such as requiring fighter levels for the Swashbuckler and Knight to receive a particular feat), treat the class as having levels in the prerequisite class equal to his class level -2 (minimum 1) for the purposes of qualifying for bonus feats. The character must meet all other qualifications in order to take any of the bonus feats. Exception: If the class already explicitly states how it interacts as another class for the basis of feat selection, then this new rule is ignored.
Abilities: 25 point buy (add racial mods afterwards). Please use the Pathfinder Point Buy Calculator.
Archetype: If you wish to apply a legal archetype to your character, you may do so at 1st level as normal. Additionally, you may apply an archetype to an existing class any time you level up as long as the first alternate ability does not replace an ability granted at a previous level.
Prestige Class Spells: Any Prestige class that uses a spell book will be granted 1 free spell per level instead of no free spells per level, in contrast to non-PrC's with spellbooks that receive 2 free spells per level.
Hit Points: Your Hit Points (HP) granted depends upon your character Class Hit Dice (HD). Use the following chart to determine. If using an unlisted class, match your class to the correct HD and use those results. This does not factor in bonus HP from other areas (such as a potential constitution bonus) and those should be added to the totals from this chart.
Skills: Calculated with standard rules, available skills can be found here. Professions that might lead to creation of goods or services will never yield EM.
Languages:Any character that does not have Common as a starting language will receive it as a bonus language.
Feats: Some feats are banned or altered and you must meet all standard qualifications to take a particular feat.
Banned Feats:
Item creation feats are banned, these include but are not limited to: Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, and Scribe Scroll. If these are part of your class's standard build, contact a GM through the Help Area. You can still thematically play a crafting character through use of the alternative crafting rules at Morkwert's Emporium. Leadership Antagonize Allied Cohort Wealth
PFS Faction Feats are not allowed, see factions below.
Prerequisite: +3 BAB with a specific chosen weapon.
Benefit: Choose one weapon you own. You gain a +1 competence bonus to hit with the weapon.
Special: If the weapon is ever destroyed or you wish to choose a new signature weapon, the benefits of this feat apply to a new weapon of the same type after 24 hours. You may select this feat multiple times, each time granting the bonus with one additional weapon.
Feats By Player Tier
Feats listed here are available to player Tiers 1 and 2. Tier 2 may also utilize Psi feats for psi characters. Player Tier 3 has expanded access to the entire feat database to include 3pp except concerning feat restrictions as noted above. If something looks out of place to you, especially concerning 3pp, mention it to a GM in the Help Area.
Faction: Making a faction choice is mandatory. Please see the Eternity's End Faction Manual for details. Please note factions are limited by Player Tier as noted in the section on Player Tiers, above, and that faction choice is the absolute last choice in character creation by order of operation.
Your character is not allowed to be part of a PFS Faction as that content is not freely available, as such all Faction Feats, Gear and Fame Mechanics and other things tied directly to PFS factions are similarly banned. Your character will not be allowed to progress with any PFS faction benefits while in this game.
Traits: Players are allowed to choose 0-3 traits upon their whim. It is suggested they choose 3 that will help to increase the uniqueness of their character. Traits may be selected from the Traits Database.
Traits named " 'X' of the society" unlike other PFS source are allowed but have been renamed " 'X' of Eternity". For Example: Blade of the society becomes "Blade of Eternity" and functions mechanically identically with the same class restriction but substitutes being a member of PFS for being a member of EE. If you are not selecting any traits, please say so in your character sheet.
Equipment: Every character at Eternity's End begins with 150 gold pieces for starting wealth, however...
Unlike when purchasing a Morkwert's a character is not restricted to buying items at 1/3 WBL, at character creation the character may spend as much of their wealth on a particular item as they choose.
All unused gold at the end of character creation is converted into Eternity Motes.
Negligible Cost Items - Items with negligible cost (less that 1 EM) can be kept for free, provided players understand they may not be used as exploits, but rather such items are intended for RP purposes only. Any such item a GM feels is being used as a game exploit is immediately banned. These items must still be recorded by the GM as transactions at the enchanter, but are listed as costing 0 EM. These items are intended for RP purposes (such as a candle to read with or the ear of the character's first kobold slain). In the case of negligible cost consumables, a one week supply of any such items is considered a non-exploit, additional reserves for the PC will require expenditure of EM.
Martial Class Starting Loans - Characters with a d8 HD may take out a temporary interest free loan to be noted in their application and private thread of 35 gold that must be paid back in EM by the time they reach level 2 (usually the end of their first adventure). Characters with a d10 or d12 HD may borrow 75 gold in the same fashion. This loan bonus is not replaced by any possible faction bonuses and instead stacks with any bonus starting wealth from factions.
Item Availability - All gold spent on loans must be spent on gear that is specifically oriented to the character's class for example a rogue might buy thief tools or a fighter might put it towards a suit of armor. It cannot be used to purchase consumables such as potions but can be put towards ammunition such as for the gunslinger. If you should use a loan you must list all items purchased with the loan as well as their cost and any amount leftover. In the event you fail to repay the loan properly, gear will be stripped from your character at full value, starting with their most expensive assets until the loan is repaid. Any remaining cost in EM is refunded to the character.
All of the standard, masterwork and excluding dragonhide during character creationspecial materialarmor, weapons, and equipment are available for purchase. This does not include 3pp items, though individual items may be approved upon request. Make such requests in the help area with an explanation as to why your character needs the item and why it is not going to unbalance the game.
Magic items are available for purchase at character creation as long as they are on the always available listing but many will not be affordable.
+1 weapons (2,000 gp + 300 for the masterwork weapon cost + item cost)
+1 armor (1,000 gp + 150 for the masterwork armor cost + item cost)
+1 shields (1,000 gp + 150 for the masterwork armor cost + item cost)
Consumable Potions, Oils and Scrolls (arcane, divine or psionic in nature) that do not exceed the total HD of the buyer in spell level and are purchased in accordance to Morkwert's rules of 1/3 WBL.
Wayfinder
Notice: You may use any item that you find during the scenario for free until the end of the scenario, but you must legally purchase the item from the enchanter when the scenario is over in order for your character to be able to continue to use it. This rule is most applicable to consumables such as potions, scrolls, and so on, but also applies to weapons, armor, and other magic items. However, unique and homebrew artifacts are never available for purchase from the enchanter.
Background: Keep backgrounds at 100-500 words that briefly sum up your character.
End your background with the character entering the Inn somehow. They could die, walk through a strange portal or door, or anything else that suits your character so long as they end up at Eternity's End. If you wish to write an additional, longer background (this is not a replacement) you may qualify for a bonus from the story teller right at the start of play, but this is not required.
For help with making a creative background please see the PBP Player's Guide.
Religion: The player may pick any deity they want from any source. There is a cosmic switchboard that no one will ever mention IC which transfers prayers from the current world to the proper one where the deity in question holds power (if needed or desired by the player and or GM in question). If you wish to use a custom deity, that is allowed - include a short write-up with your character application that describes their domains and any source you might want to include.
Finishing Touches: Character portraits are not optional at Eternity's End. You must select a character portrait and it is recommended you make good use of keywords in an online image search and choose a high quality illustration that you find suits your character. This portrait will also need to be cropped to meet your posting format requirements as outlined in the front lobby during your application process.
Introductory Description/Sensory Description: Being that your character will frequently be introducing themselves to new players and GMs by joining adventures and entering the pub, you will need to draft a generic sensory description to post whenever you enter a new scenario with your character so others can easily get a great feel for your character.
While you may have to modify this (such as if the character's shirt was torn in the prior scene) it is helpful to have a basic description to start with and modify based on circumstances rather than try and draft up something new and original every single time you enter a new adventure or the pub (where you'll meet new PCs all the time, or worse, not to describe your PC to other players meeting them for the first time).
Quote:
Excerpt from the PBP Player's Guide
The sensory description is a visualization of your character using written language to describe them through five or more senses. This will give others a clear idea of exactly how to imagine your character.
Start your sensory description by jotting down notes on the following:
Vision: Describe what the character looks like. Include lots of details about hygiene, style of clothing, haircut, hair color, and whatever else comes to mind when you imagine your character. Is the character especially good looking or hideous? Tall, short, or average height?
Sound: What does your character's voice sound like? Is your character especially talkative or particularly reserved? Does your character make other sounds (perhaps a robot that beeps when it runs diagnostics or a character who wears lots of squeaky leather clothing) or perhaps move eerily quietly like a ninja?
Texture: Is your character hairy? Covered in scales? Maybe your character is a cold, iron construct or a sensual person with soft, silky skin. Describe what your character feels like to the touch.
Smell: Does your character wear cologne or perfume or not bathe frequently? Consider whether or not your character inhabits a strong-smelling environment that might be noticeable to others. Maybe the smell of formaldehyde clings to your character from long hours in the morgue or the rich scent of grilled meat from the smoky hearth at home.
Taste: Taste is the sense most often overlooked in description, since it is unlikely to come up unless your character is about to be devoured. Consider, however, how a strange monster or alien might describe your character if they could see taste as humans see color.
Aura: If magic, psionics, or any special kind of mojo is present in your character, consider adding a description. Guides to auras and chakras are available all over the internet, some more helpful than others. Consider including aberrations in the aura for any special anomalies like being afflicted with vampirism (Dhampir), having particularly balanced or unbalanced chi, being cursed, or even having an excess (or lack) of sex appeal.
Once you have notes about each of these things, weave it into a cohesive paragraph written from the perspective of someone who is meeting your character for the first time, add a picture if applicable, and use that to introduce your character inside the game threads.
Sorren is a planeslore success probably DC 15 would indicate he is an Elan rather than a human.human from the looks of it, but with slightly exaggerated, almost "too-perfect" features, as if he'd stepped form a painting and a touch of debonair accents his step underlining a sense of self confidence. He is well kept, with smooth skin and a remarkably clear complexion devoid of any sort of blemish. He wears a freshly shaven face, loud colors such as teal, purple and orange as well and a manly cologne reminiscent of spiced rum and a harbor. His sophisticated grooming is offset by his long black hair, devious face and deep blue eyes. For a human he seems a little taller than most. When he speaks, Sorren has a quiet excitement to him and a silky smooth voice, though he claims he can't sing a note. Those sensitive to arcane energies of varying sorts would sense his aura to be a combination of purple, blue and turquoise, as if to say his mind is frequently occupied with pursuits of higher knowledge, a sharp survival instinct, and a dynamic presentation of character.
Last edited by WoLT; Mar 7th, 2013 at 12:42 AM.
Reason: Updated EE Links
Be sure to bookmark Asking for Directions as you will need access to a map starting out at Eternity's End. It is a very big game and it can be frustrating if you don't know where to look. Use this thread until you feel you know where everything is and are comfortable navigating manually.
It is strongly advised you subscribe to the Head GM Announcements to understand rules changes and updates as well as other news with the game as it occurs. You can see the current list of staff here.
As a general rule, always read the rules of an area before attempting to use it. This applies to threads and boards. For example, do not attempt to use the Story Teller without first reading the rules of the story teller. Each area has rules posted that are marked as "Information" threads. Not reading the rules in advance will lead to either questions that are easily answered by reviewing the rules, or unnecessary mistakes being made.
It is also suggested you review the Eternity's End GM Manual even if you don't intend to be a GM, though it is worth mentioning that GMs do gain special in game perks. To learn how to apprentice as a GM, simply read the EE GM Manual for instructions on how to get started, or apply to be an apprentice at the PBP GM Academy.
Please Consider Encouraging EE to grow by adding the following to your signature:
[COLOR="Navy"]Are you a Pathfinder GM? Join the team at [URL="http://rpgcrossing.com/showthread.php?t=119654"]Eternity's End[/URL][/COLOR]
Quote:
Are you a Pathfinder GM? Join the team at Eternity's End
Last edited by Quori; Feb 8th, 2013 at 02:39 AM.
Reason: Updated EE Links