In Search of the Unknown B1-B9 Classic Sandbox Pathfinder Core only (Inactive)

Game Master Chainmail

Adventurers must save the frontier land of Karameikos from deadly peril.
Threshold Map
Current MAP


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Teraldan has the fabled Holy Vial of Antioch. The elvish paladin Gundar and former mentor defeated three ghosts before it was recovered from his body completely full. He willed it to you in the church archives.

It is said if the holy water in the stone vial does damage to undead via dousing it (must be adjacent), the Holy Vial will magically and immediately refill.


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Durahl has the Belt of the Finley the Stumbling Drunk
To avoid bumps and bruises after a night of drinking, Finley had this belt commissioned. It also helped in bar fights it turned out. Benefit: DR1 bludgeoning.

Both rogues were students of the Feather, a Master thief who performed deeds of the most daring leaving a solitary Rainbow colored feather behind at the scene of the crime confounding authorities for many, many years (he was an elf). His students each choose a color of feathers to leave behind at the scene of an epic achievement of subtlety and daring. If the feather is left behind at a spot after an epic event the DM deems worthy, all CHA based skills vs humanoids receive an untyped bonus in the local area due to reputation.


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AHAHAAHAHA! I need some ale! I'll get my profile edited.


Well, we are getting enough applicants. I may have to read up on the huge B1-B9 book in case we are ready to go early. Work on those backgrounds--your challenge is to make them as cool as your bonus item(s). I predict no matter how cool things are, at least one person will drop in the first month, so I want to get two groups of seven.

If things go well, we can do the X series modules set in Karameikos when we get to the level four in two years.

Remember, average wealth for your class. Core rule book only, so no four mirror chain or the +1 AC cumberbund from the eastern armors with no penalty to wear that I see worn occasionally by wizards and magi.


Caelmah:

Male elf illusionist 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +3
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 feat)
hp 8 (d6+2);
Fort +2; Ref +3; Will +3; +2 racial vs. enchantment
Immune sleep;
OFFENSE
Speed 30 ft.
Melee longsword +0 (1d8/19-20)
Ranged mwk longbow +3 (1d8/x3)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +5)
1st—color spray (DC 16), mage armor, silent image (DC 16)
0 (at will)—dancing lights, detect magic, ghost sound (DC 15)
Opposition Schools Abjuration, Enchantment
STATISTICS
Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Luck of HeroesB, Scribe ScrollB, Spell Focus (illusion)
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Spellcraft +8 (+10 to identify items), Stealth +3; Racial Modifiers +2 Perception, +2 Spellcraft (to identify magic items)
Languages Dwarven, Elven, Gnome, Halfling, Thyatian, Traladaran
SQ arcane bond (longbow), elven magic, extended illusions, weapon familiarity
Combat Gear arrows (40), scroll of comprehend languages, scroll of mage armor; Other Gear spellbook (all non-abjuration/enchantment cantrips and spells prepared, plus comprehend languages, grease, ray of enfeeblement, reduce person), wizard’s kit, 7 gp.
SPECIAL ABILITIES
Arcane Bond (Sp)
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.
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
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 held in one hand. 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).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
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, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Blinding Ray (Sp)
As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elven Magic
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Weapon Familiarity
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


GM Tribute wrote:
Ok--first thing I am going to keep from the old school days is magic items are scarce and highly prized. Do not count on finding many magic items for sale as they are quite in demand. Magic items can be sold for full value as they are rare, but magic purchased will typically cost 5x value! Do not count on buying many magic items--I will let you know when and what is available for purchase.

Does this apply to craft feats and scroll purchases? I'd interested in playing a Wizard. I'm a former B/X D&D player, but I never played through the classic modules.


Crafting will be allowed, but your pace as an adventure will probably make it difficult to make long term items. Scribing scrolls will be easy to do. Craft wand at fifth level may be a good idea too.

You will find those who can perform enchantments of weapons and armor at times. You may find the much desired wand of CLW, but I am not sure.

Another problem I have with how Pathfinder has evolved is the Christmas Tree effect where players have many low level magic items in all their slots as they progress that they easily purchase everywhere. I like items to be more meaningful. The group that went through N1 found a +2 ring of protection early, quite a good find.


Indeed :D


GM Tribute wrote:

Ederet has studied in Hillforge under the great dwarven monk Kelgar Ironfist. He was an apt pupil and was awarded the following.

Kelgar's Gloves of Brawling: These magical gloves grant a monk wearing them an extra stunning fist per day.

Ederet also gets to add this bonus feat (yes, he gets even another).
Student of Kelgar: You have learned to hit hard at times. Any time a target of your stunning fist that can be stunned rolls a natural 1 on his Will save, if your damage does not bring the target to 0 or lower hps, the target is immediately reduced to 0 hps AND is stunned.

Monks need love too.

LOVE the NWN2 reference with old Kelgar Ironfist!

(Note: I never let Kelgar multi-class into a Monk when I played. I know it was his life-long ambition but I just liked him too much as a classic axe-wielding Fighter. Deal with it, Kelgar! :D )


GM Tribute wrote:

.

If things go well, we can do the X series modules set in Karameikos when we get to the level four in two years.

Isle of Dread and Castle Amber here we come!


ChestmanBarrelhouse wrote:
AHAHAAHAHA! I need some ale!

Line from Baldur's Gate CRPG? If so, all kinds of awesome!


Chainmail/Tribute: I absolutely LOVE all of these cool little "flavor" items you are granting to everyone. These are soooo much cooler than doling out a bonus magic item like a Potion of Healing or a Scroll of Color Spray.

Are you making these up entirely whole cloth or do you have a supplement that has lists of these kind of sweet "niche" items?


GM Tribute wrote:


You may find the much desired wand of CLW, but I am not sure.

Another problem I have with how Pathfinder has evolved is the Christmas Tree effect where players have many low level magic items in all their slots as they progress that they easily purchase everywhere. I like items to be more meaningful. The group that went through N1 found a +2 ring of protection early, quite a good find.

Firstly: If the opinions of players will sway you in any way regarding the CLW wand (as you state you are on the fence), my vote would be a resounding, NO! Those "happy sticks" are the Devil and totally invalidate the necessity of Clerics and actually being careful in your adventures.

Secondly: Agree 100% on the proliferation of "necessary" magic items in 3.X/PF. Magic items NEED to be rare and wondrous IMO, not something you buy at the local Magic Mart.

Those little "bonus" items you have bestowed on each of us are exactly what magic items should be: unique, flavorful and truly memorable.

/End rant ;)


Ederet/Kios: I think you are still short one feat. You should have 4 total -- one for 1st level, one for human, one campaign bonus feat listed in the first chargen post from Tribute and the special Student of Kelgar feat.


Wow, I just realized that I have made a ton of posts back-to-back-to...so this is the last one for a while...I hope.

@Tribute: I notice that we have not had a single player submit a Cleric yet but we have a decent number of warrior-types. I would be happy to submit a Cleric if you would prefer that I run one instead of Durahl the Fighter. I could just go with Xanthar Hammerhand, the Dwarven Cleric who died (twice!) in your Keep on the Borderlands game.


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@Tribute: Dude, this is going to be epic! In my own campaign, magic items are things of wonder. Scrolls and potions are common enough, but if the characters find something truly magical, then it was made for someone by someone for some purpose. Bardic knowledge, identify, and legend lore are useful for finding out more about the item. Magical items are rare and wondrous and are seldom, if ever, sold (not that most merchants could afford to pay what they are worth). On the rare occasion that you might find a magical item for sale in a shop, it would be very expensive, even if the properties are unknown.


the one thoing I liked in old school stuff was the actual value of the rogue as a trapfinder.

many of the AP's anymore you don't see traps. the old 10' pit or the pressure plate to sctivate the swinging blade.

many parties actually do fine without the trapfinder and in fact do better by adding an additional tank.


Here's the crunch for Maldor Brock, Male Human Abjurer (Wizard 1)! I will set up an alias and a background for him soon!!

Stats:
Maldor Brock
Male Human Abjurer (Wizard 1)
CG Medium Humanoid
19 yrs old; 5’10” tall; 205 lbs
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex +1 feat) (10’ radius +1 deflection for 4 rounds – 7/day)
hp 8 (1d6 +1 Con +1 favored class)
Fort +2, Ref +2, Will +3
Resistance (choose energy type)/5
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +0; CMB +0; CMD 11
Melee: Masterwork Quarterstaff: Attack 0, Damage 1d6/1d6 (x2)
Dagger: Attack 0, Damage 1d4 (19+/x2)
Ranged: Light crossbow: Attack +1, Damage 1d8 (+1 attack/damage w/in 30’) (19+/x2)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 18, Wis 11, Cha 10

Skills: (6 ranks /level)
Languages: Thyatian, Traladaran, Draconic, Elven, Goblin, Orc
Skills: 6 ranks per level
Acrobatics (+1) {+1 ability -0 AC}
Appraise* (+8) {+4 ability +1 ranks +3 class}
Bluff (+0) {+0 ability}
Climb (+0) {+0 ability -0 AC}
Craft* (-) {+4 ability +0 ranks +0 class}
Diplomacy (+0) {+0 ability}
Disguise (+0) {+0 ability}
Escape Artist (+1) {+1 ability -0 AC}
Fly* (+1) {+1 ability -0 AC}
Heal (+0) {+0 ability}
Intimidate (+0) {+0 ability}
Kn. Arcana* (+8) {+4 ability +1 ranks +3 class}
Kn. Dungeoneering* (-) {+4 ability +0 ranks +0 class}
Kn. Engineering* (-) {+4 ability +0 ranks +0 class}
Kn. Geography* (+8) {+4 ability +1 ranks +3 class}
Kn. History* (-) {+4 ability +0 ranks +0 class}
Kn. Local* (+8) {+4 ability +1 ranks +3 class}
Kn. Nature* (+8) {+4 ability +1 ranks +3 class}
Kn. Nobility* (-) {+4 ability +0 ranks +0 class}
Kn. Planes* (-) {+4 ability +0 ranks +0 class}
Kn. Religion* (-) {+4 ability +0 ranks +0 class}
Linguistics* (-) {+4 ability +0 ranks +0 class}
Perception (+0) {+0 ability}
Profession* (-) {+0 ability +0 ranks +0 class}
Ride (+1) {+1 ability -0 AC}
Sense Motive (+0) { +0 ability}
Spellcraft* (+8) {+4 ability +1 ranks +3 class}
Stealth (+1) {+1 ability -0 AC}
Survival (+0) { +0 ability}
Swim (+0) {+0 ability -0 AC}
--------------------
Equipment
--------------------
Magic Items: none yet
Gear: backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin
Treasure: 9 gp
--------------------
Special Abilities
--------------------
Arcane School: Abjuration
Opposition schools: Conjuration and Evocation
Arcane Bond: 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 held in one hand. 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).
Luck of Heroes: (Game Bonus Feat) Add one to your AC (touch and ff too) and add one to all your saves.
Point-Blank Shot: (Human Bonus Feat) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Spell Mastery: (Feat) Choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Weapon Familiarity: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.


Spell Book:

* Spell Mastery: You can prepare these four spells without referring to a spellbook.
================================================================
Arcane Bond: 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.
Protective Ward (Su): 7/day As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC.

Level 0 - DC 14 – 3 spells/day
(all cantrips in book)
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Daze: A single humanoid creature with 4 HD or less loses its next action
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Ghost Sound: Figment sounds.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
*Resistance: Subject gains +1 on saving throws
Touch of Fatigue: Touch attack fatigues target.

Level 1 - DC 15 - 2 spells/day + 1 Abjuration spell
(7 spells in book)
Alarm: Wards an area for 2 hours/level.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Endure Elements: Exist comfortably in hot or cold regions.
*Feather Fall: Objects or creatures fall slowly
Hold Portal: Holds door shut.
*Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
*Shield: Invisible disc gives +4 to AC, blocks magic missiles.


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Logan1138 wrote:
GM Tribute wrote:

.

If things go well, we can do the X series modules set in Karameikos when we get to the level four in two years.

Isle of Dread and Castle Amber here we come!

Oh lordy. not Castle Amber! That place is insane


Talon Shadowblade wrote:

the one thoing I liked in old school stuff was the actual value of the rogue as a trapfinder.

many of the AP's anymore you don't see traps. the old 10' pit or the pressure plate to sctivate the swinging blade.

many parties actually do fine without the trapfinder and in fact do better by adding an additional tank.

Ironically, in reeeeaaallly Old-School D&D (read: the Little Brown Books aka 0E) the Thief class didn't even exist. Everyone in the group could find traps but you couldn't just roll your Disable Device check, you had to actually explain exactly what you were doing/looking for.

Silver Crusade

Submitting Luna, Elf Cleric of Desna.. Still need to write up a backstory and not sure on a few things still..

Shadow Lodge

Oh I'm getting excited! Lots of good characters and some fun old school vibes.


"Well, this is a motley group," the Half-elf says to herself looking around her at her fellow travelers. How does the usual greeting go?
"Uumm... Greetings adventurers!"

(Another one from BG CRPG!)

I am very excited about this! I am generally drawn to low magic settings. It creates a kind of atmosphere with a real edge of mystery and excitement.

Vital Statistics Rolls:

Age: 3d6 ⇒ (6, 6, 2) = 14 + 20 years = 34 years old
Height: 2d8 ⇒ (1, 6) = 7 inches + 5 ft. = 5 ft. 7 inches
Weight: 2d8 ⇒ (4, 2) = 6 x5 + 90 Ilbs. = 120 Ilbs.

Adding to profile!


Luna Star is worshipping the following deity.
Travel domain is fine, but luck domain will be swapped to meet requirements.
Deity has a neutral good aura-- if you wish, you can retain a LN character alignment as a special exception (two steps from NG)
Luna has the following item = Acorn from Canolbarth.
It is said the Acorn from Canolbarth is from the original forest seeded by Mealiden himself and, if planted at dawn, an entire forest will spring up over the period of a few weeks around this spot.
Mealiden Starwatcher domains = Sun, Good, War, Protection, Travel

Mealiden Starwatcher:

by Marco Dalmonte
(The Guardian, Milan, The Red Arrow)
Patron of Alfheim, Caretaker of the Elves, Patron of Explorers and Adventurers
Level, Alignment, Sphere: 23rd (Empyreal), NG, Energy
Symbol: a rainbow with one star above and one under it
Portfolio: Elves, Alfheim, protection, guardians, loyalty, war, adventure, exploration
Worshipped in: Known World (Alfheim), Immortal's Arm (Aeryl), Savage Coast (Almarrón, Dunwick, Gargoña, Narvaez, Saragón, Texeiras, Torreón, Vilaverde)
Appearance: a young warrior elf with a daring smile, clad in practical hunting clothes with sylvan hues. He always carries a longbow on his back and has many sparks hovering around his head, which move slowly when he is calm and quicker when he's agitated.
History: during his mortal life them, Mealiden was an elven adventurer that lived in the Sylvan Realm. When his homeland became surrounded by threatening human nations that rose along the borders and the elves remained besieged in their paradise, Mealiden concentrated his efforts in finding a way of escape for his kin, until he discovered the Rainbow Path. After assuring Ilsundal's approval of his epic quest, Mealiden was granted by the deity nine seedlings similar to the original Tree of Life, with the purpose of giving a relic to each of the clans who would have followed him through the Rainbow Path. He led the majority of the elves away from the Sylvan Realm and travelling through the magical gateway of the Rainbow Path in BC 800 they landed in the southwestern corner of the current Thyatian mainland. After being chased away by the humans who inhabited those lands, they were helped by the elves who already lived in the area (the Vyalia, descendants of those who had split from Ilsundal's migration 1300 years before), and for a brief time they settled in their forest. Afterwards, Mealiden guided his followers northwards, until he found an empty grassland in the heart of current Darokin. Here the elven mages began to use their powerful weather magic to change the climate and in less than a century a mighty forest sprung up: Canolbarth. When the rituals were completed, Mealiden was hailed first monarch of the new Kingdom of Alfheim in BC 700. He reigned wisely and protected his kin for more than 400 years, becoming also the most powerful spellcaster in the region especially after Nithia's downfall in BC 500. After creating a unique artifact, the Egg of the Phoenix, Mealiden abdicated in favour of his successor, Alevar, in BC 350, and having completed successfully the Path of the Paragon after a century he was finally acclaimed as immortal by his descendants. From that moment he acts as bodyguard of Ilsundal, and has never stopped to protect the elves of Alfheim, extending his guardianship also to many other elven communities of the Savage Coast.
Personality: Mealiden is Ilsundal's right hand and bodyguard, the ever watchful caretaker of the Alfheimers and of all those elves who worship him. Little remained of the brisk and mocking character he had in his youth ever since he took on the responsibility of protecting and saving his kinsmen. He is a serious and strong willed immortal now, but he has not lost his love for adventures and epic challenges, and shows liking in bold and light-spirited adventurers. He is utterly loyal to Ilsundal's cause and occasionally cooperates with Zirchev, since both share the love for the woods and woodland creatures. He hates Atzanteotl, the nemesis of all surface elves, and fights all Ilsundal's enemies


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First, I am making these items up. Some I have made up before for past tabletop groups but most I customized on the spot. Feel free to borrow them.

I would like to see a dwarven cleric of Kagyar. 7 Dex would be a good foible.

Item for cleric of Kagyar.

Clerics aren't supposed wield big hammers, but any worshiper of Kagyar has been able to wield the BFH, a hammer whose properties aren't seen in the known world. Dwarves do not know what BFH stands for, but when the human king first saw one he called it a Big F**** Hammer. The dwarves on the scene could not translate the middle word so used the human acronym to describe it. (Use the earthbreaker to model this weapon--it is the only earthbreaker in existence in this core only world).

Any attempts to enchant or magic the hammer were seen as an insult to Kagyar and the artisans attempting to do so were killed on the spot by fire from their own forge. As dwarven clerics become more experienced, they normally obtain a magical hammer and pass the BFH to an apt pupil.

Kagyar:
(BELSAMAS, KA-GAR, MODSOGNIR, NIN-AGAR, FLASHEYES, PATER, PTAHR)
Patron of Dwarves, Patron of Craftsmen, Protector of Miners
Level, Alignment, Sphere: 28th (Eternal), N, Matter
Symbol: hammer and chisel crossed
Portfolio: dwarves, crafts, metallurgy, sculpture, knowledge, miners
Worshipped in: Alphatia, Savage Coast (Bellayne, Cimarron, Dunwick, Eusdria, Nimmur, Richland, Robrenn), Davania (Meghala Kimata), Skothar (Minaea, Thonia), Isle of Dawn (Ekto, Helskir, Trikelios), Hollow World (Brute-men, Milenians, Nithians, Traldar), Known World (Rockhome, Darokin, Karameikos, Minrothad, Thyatis, Ylaruam), Norwold
Appearance: a sinewy human of average stature, with a short, black, vainly well kept chin beard, greying black hair, small hollow eyes that burn with the flame of creativity, dressed in a simple tunic of white linen, with a turban on his head (or the drawn hood), a medallion at his neck that holds his symbol and with a hammer and a chisel at his belt.
History: born among the Brutemen at the dawn of human civilisation with the name of Ka-gar, he was an able rock artist and a sculptor. With time succeeded to acquire a sensibility and a superior knowledge of the world to that of his equals and he therefore found way to travel the Path of the Polymath under the guardianship of Ka, who allowed him entry into the Sphere of Matter at the dawn of human civilisation (around 11,000 BC).
Subsequently saved from the extinction his original race, placing the remaining Neanderthals in 10,500 BC in the Hollow World created by Ka, and wanted to create a race in his image, that reflects his passion for art and craftsmanship and his aspirations. Thus he brought about the ancient dwarves, who however after the Great Rain of Fire were decimated, and the few survivors in the course of centuries began to show signs of a genetic disease that inevitably led to their extinction. After having saved a small group of these first dwarves (the Kogolor) and having cured and then placing them in the Hollow World, Kagyar renewed his work of creation and again formed the dwarven race, this time giving them major resistance both to the climate and magic (and to the magical radiation post–Blackmoor), and an innate love for all subterranean places and for art expressed through durable materials (like stone, gems and metals), in the hope that they could still best resist the natural and unnatural disasters that could upset the surface if the mortals caused any new world-wide catastrophes. He brought to life therefore in 1800 BC the modern rock dwarves, that live still on the surface (Rockhome is their homeland) and in the Mystaran underground. Later his cult was extended not only among the dwarves but also among the more populous humans, like Nithians and Milenians, which acknowledge him as the patron of all craftsmen.
Personality: Kagyar is the patron of craftsmen and the dwarven race, and has little interest in all the rest. He is able to grant great inspiration to any individual that demonstrates an innate talent for art and craftsmanship, but tends to become distant and disinterested by anything else, even if he is enraged when assisting in the destruction of great natural or artificial works. His only true ally is Garal, who he even considers a brother for their similarities, and he even collaborates now and then with Ka, Wayland and Polonius on ambitious projects that affect the Sphere of Matter or art in general, but hasn’t formed with them a bond such as to define them friends or faithful allies. Kagyar has no particular enemies, save any Entropics sworn to destruction and to the humanoids (Orcus and Jammudaru) that have often interfered with his plans.
Patron: Ka
Allies: Garal
Enemies: Orcus, Jammudaru
Alignment of followers: any; clerics must be Lawful or Neutral
Favourite weapon: warhammer (also allowed throwing hammer mace, dagger, battle axe and poleaxe)
Domains: War, Earth, Artifice, Protection
Preferred weapon: warhammer


And Maldor's background...

Background:
Maldor was never much of an athlete, nor was he gifted with charm and grace. He was an average kid who grew up in the lower-middle class home of a hard working craftsman in town. He enjoyed reading and excelled in his studies – but in his neighborhood, and family, these were not really accomplishments. No, Maldor was expected to learn a trade and make an honest living, like his father and his father’s father and so on and so on…

While they never had much, Maldor never went hungry. In fact, he was always a bit overweight – he had a certain fondness for bread and bacon and consumed as much as he could of both at his meals. As he grew older he discovered the wonderful varieties of ale to supplement his carbohydrate loading diet, giving him a rather rotund shape. Not fat – not like the merchants. But not lean like those young men and women in the militia.

At ten his magical powers first truly manifested themselves. Maldor and his best friend forever, Annie, were playing in the woods when the town bully found them. Normally the two were able to run away from the jerk, but today he and his toadies had them surrounded. Maldor, for the first time, thought of someone else’s well-being before his own, and stepped between Annie and the bully. He felt a pressure building up inside of him, and then spreading outward from him. For almost a minute he was able to withstand or dodge every punch and blow from his tormentor until the boy tripped over a root and he and Annie escaped! But after that the rumors spread, and not even Annie wanted to spend any time with him.

It was his Aunt Beadie who recognized what he had done. Beatrice Brock was a hedge witch and the town’s herbalist, and she recognized the magic potential in the boy. When Maldor turned fourteen, the age of apprenticing, she took him under her wing and began to teach him about magic.

Maldor has now completed his apprenticeship and is ready to start his journeyman phase. Aunt Beadie helped him to craft a walking staff for his journey – it is made from white oak and is capped in iron on both ends. It is carved in the simple runes of the craft, and serves as a constant reminder of the good things from his life. It has also become a way to focus his often-wandering mind…and a means of protecting himself from whatever may come along the path.


I'm not sure what deity (deities?) a Druid would worship in Mystara, an Air Druid in particular. So I went with "The Wilderness, Sky and Earth," if that sounds good.

One possibility is that she follows Ordana, the elvish immortal, as Aviari was initially being trained as an Etherdyl cleric before she went off on her own. Her further training was with hermits in the woods, a dryad for a time, or possibly a swan maiden, and then the Wilderness itself.


Cool!! I will choose blue feathers....


Recycling a character I made for a Runelords game, please consider Mungo Bumbleroot. I'm also not especially familiar with Mystara, but I quickly hacked together a background based on some stuff I found online. Enjoy!

Background:

You know, I never really wanted to be an explorer. Not at first, at least. I just wanted to get out of the family business. My pa learned the family trade from his pa, who learned it from his, and so on and so on, as far back as we Bumbleroots can reckon. I'm pretty sure it goes back to our ancestors being enslaved and brought to Karameikos, because I've thought long and hard on why a hin family should produce so many cobblers, and "indentured servitude to bigger races who wear footwear" is all I can come up with.

So, yeah, I'm rubbish at it. Always have been. Every hobnail boot I made had at least three bent hobnails, and those were the good ones. So when The Wayfinder of Kelvin started whispering that he needed people for an expedition, I ran like blazes. He might have called it an "expedition." I heard "adventure!" Last I heard, my sister Tarny was running the business. Good on her.

I spent the better part of a year traveling with Daven Ullisen, first as a camp follower - not that kind, mind you - but I trained with one of his skirmishers, a tall swarthy man named Jarakian Worfester. He trained me to use this crossbow, taught me the signs of the woods, and even gave me some pointers on how to kill goblins. I even got to kill one once! Their heads explode like pumpkins, if you shoot 'em right!

Oh, why should you hire me? Well, if you need someone to get you from Point A to Point B while avoiding Ambush C, then I'm your Hin. Plus, I don't need to eat much - small stomach, and I can find my own food as I go. Those stories about "second breakfast?" Gnomish fabrications, all of them. I'll be wanting full pay though - just because I'm half the size of a man doesn't mean I should be paid half as much.


Are you still looking for new applicants? I have a handful of ideas, and just need to know if you are still looking and what you are looking for :)


Useful link to Spheres and Immortals of Mystara

I still would like a dwarven cleric of Kagyar with a BFH. You don't have to drop dexterity all the way to 7 if you want.

Characters approved and in are:
Denlin Longarm - barbarian
Chestman Barrelhouse - fighter
Durahl - Fighter
Teraldan- Paladin
Aviari - Druid
Celdyn - Druid
Ederet - Monk
Talon - Rogue
Maldor - Wizard
Linndell - Rogue
Mungo - ranger
Luna - Cleric
Caelmah - Wizard

Caelmah and Maldor gained their formal magic education under the elven wizardess Fiella the White. Fiella's disciples found that her magic was potent because she believed in the sanctity of life. She fought at the side Isuldhar in her crusade to fight to secure an elven homeland and left after killing hundreds of humans. She since preaches and teaches less destructive magic. Fiella refuses to teach evocation and necromancy although she is reputed to be an expert in both schools.
Maldor gains +1 to the AC bonus from his protective ward until a helpless creature is EVER killed in his presence or as a result of his magic.
Caelmah's blinding ray lasts an extra round until a helpless creature is EVER killed in her presence or as a result of her magic.

I still owe the druids something cool.

We can use more martials. The Gary Gygax formula was half martials for any party. We may be able to accommodate up to 8 in each group as I KNOW there will be drops. There always are.

SO, WE NEED CLERICS AND FULL BAB TYPES. Two clerics in a party is not a bad idea.


I'm really grooving on the general atmosphere that this game has about it. Allow me to introduce Arakar Vino, vinter, swordsman, witchhunter.

Arakar is a half elf of moderate distinction, boasting the skill sets of a warrior as well as a huntsman. He spent much of his adolescent years under the direction of his uncle, a veteran Witchhunter. In his training he was able to learn much about sorcery, druids, black magics, and the workings of the fey.

Having awoke one morning to find his uncle had vanished without the faintest trace Arakar took up the pilgrims mantle, wandering the countryside, protecting common folk from the taint of dark magic

EDIT: just noticed the amount of martials that have been submitted, stand by for possible refluffing.


"Hey, I hear they've got bacon over in the discussion thread..."

I am so psyched for this game! As an avid gamer for over three decades <cough>(Holy Geezers that guy is old!)<cough> I grew up on the original Gygax adventures. I still have ALL of the AD&D 1st edition hardcover books and some of the 2nd edition ones too! And, as Logan has noted, I absolutely love your magic items tying to each character rather than the vanilla 'you have a masterwork weapon.' Can't wait!!


A bard might work out too. We are bardless--no one to sing of the daring deeds yet.

It turns out Finley fell pretty hard. Here is the modified version.

Durahl has the Belt of the Finley the Stumbling Drunk
To avoid bumps and bruises after a night of drinking, Finley had this belt commissioned. It also helped in bar fights it turned out.

Benefit: DR 2 bludgeoning.

Shadow Lodge

Denlin settles a bit deeper into his chair and takes a sip from his tankard. "So that's how my aunt Molly got this sword. Well, that's the story she told me. By the time she gave it to me the local bard had spun a story about how it was TWO ogres, and a lich! Far cry from 2 goblins and a skeleton. Hahahaha."

The more bards the better! Buffs are the best! Especially if magic items are rare! Bards, wizards, and clerics make me hit harder!


Vital statistics for Caelmah:

Age: 110 + 10d6 ⇒ 110 + (3, 6, 6, 1, 1, 1, 6, 4, 5, 5) = 148
Height: 64 + 2d8 ⇒ 64 + (1, 4) = 69 in = 5'9"
Weight: 2d8 ⇒ (3, 6) = 9*3+100=127 lbs


Submitting a Spoony Bard

Greetings fellow adventurers. You may call me Arya. I left my home for fortune and romance. Perhaps our travels will be worthy of song.

Vitals:

Age: 15 + 1d4 ⇒ 15 + (1) = 16
Height and Weight: 2d10 ⇒ (9, 2) = 11 Height is 5ft 4 in weight is 140lbs

Sovereign Court

Is this still open? Came here via PM. :P


1 person marked this as a favorite.

Still need clerics. Can't form a group without a completed cleric. Looks like with a cleric we may be able to start group 1.
Luna is not adjusted to worship a Mystarra god yet.

Characters approved and in are:
Denlin Longarm - barbarian
Chestman Barrelhouse - fighter
Durahl - Fighter
Teraldan- Paladin
Aviari - Druid
Ceweldyn - Druid
Ederet - Monk
Talon - Rogue
Maldor - Wizard
Linndell - Rogue
Mungo - ranger
Arya - bard
Caelmah - Wizard

Need work
Luna - cleric

Arya was given the Drum of Dewey after performing for a group of dwarves and impressing them. Dewey was a dwarven bard of some renown who constructed lacquered wood drum resembling a keg of beer who died after a successful performance where he insisted on drinking all the free ale bought for him. It is surprisingly light at 5 pounds. Playing the Drum of Dewey requires a full action and two hands and, it turns out, any inspiring courage ability will linger an extra round due to the ringing in the ears from the surprisingly loud drum. It also adds +1 to perform(percussion).

Mungo was given a small hat woven from three dried oak leaves. It grants +1 to wild empathy checks and, for a true ranger believer of Ordana, +1 to the effective level of a forest dwelling animal companion.

Ordana:
Ordana
(Forest Mother, Thendara)
Intermediate Deity (Heirarch of Time)
Symbol - Oak Leaf
Alignment - NG
Clerics - CG, LG, NG
Portfolio - Forests, woodlands, flora and fauna, fertility
Domains - Animal, Good, Plant, Sun
Home Plane - Beastlands
Weapon - Club

Ordana is believed to have created the elvish race, and serves and the friend and protector of her beloved forests. Most elves outside of the wood elves of Minrothad revere Ilsundal and Mealiden Starwatcher now, though many other creatures and beings of the forest revere her. She is a favored deity of rangers, druids, hunters, and farmers as well as groups of gnomes and halflings, as well as treants, dryads, pixies and other faerie folk.
Relations: Her closest friends are Calitha Starbrow and Zirchev. She really despises fire-oriented Immortals, and truly hates all Entropic Immortals

Aviari inherited a ring with twisted oak leaves from her elven grandfather and disciple of Ordana. Her grandfather was known as a great gardener, and, since wearing the ring, Aviari has a way with plants. This ring grants +1 to the caster level for any spells involving plants or vegetation. Up to three seeds held in the hands of a druid can be converted to magic stones per the spell as a standard action once per day.

Ceweldyn has the sapling of Ordana. It was cut from the elven forest and is reputed to have an instinct to defend elves. This small sapling in the hands of a druid as a swift action becomes a shillelagh for two minutes once per day. While acting as a shillelagh per the druid spell, it sings in elvish. It has been known to taunt non-elves with its song, especially about fashion.


I forgot to roll age, height and weight. I really hope I get a low roll for height as that is part of Durahl's background and he is sensitive about it dagnabbit!

Age: 15 + 1d6 ⇒ 15 + (5) = 20
Height: 58 + 2d10 ⇒ 58 + (5, 9) = 72 Rats...why can I only roll low when I DON'T want to?

Weight = 120 +(14*5) = 190 lbs

So...

20 years old, 6 feet even in height, 190 lbs weight.


a copper piece is a kopec, a silver piece is called a crona, and a gold piece is a royd

As much I would like to add the flavor of an exotic name for copper, silver and gold, it may be too confusing. I will refer to them as copper, silver, gold and platinum unless there is a huge demand for 'royds'


Denlin's weapon has the following additional property
If you are out of rage rounds while wielding this sword, you get an additional rage round for the day to be used immediately.

The mug with the Orcus symbol also:
Grants +1 to all FORT saves


I also didn't get my age/height/weight rolled, let's do that now!

Here There Be Dice:

Age: 3d6 + 20 ⇒ (1, 5, 2) + 20 = 28
Height/Weight Modifier: 2d4 ⇒ (4, 4) = 8
Tall and stout for a hin - 28 years old, 3'4", 38 lbs.

"Did someone say bacon???" *straightens his oakleaf hat and wanders off to the Discussion thread*


added a little backstory to profile.
Does the Drum of Dewey still take a full round action to maintain performances?


Did I miss how much money we start with?


I'd be up for playing a Human Cleric if you'll have me GM Tribute. As long as I'm able to smash foes as well as channel some heals. Not looking to be a healbot.

I DM'ed a bunch of these back in the mists of time but I'm well able to separate player knowledge from character knowledge...


Mungo Bumbleroot wrote:
Did I miss how much money we start with?

Average wealth according to the original post by Tribute.


OK:
I am holding a place for a dwarven cleric and Luna has not posted with a corrected build, and we have a request for a human cleric. Go ahead and build them we are not full yet. But soon will be reaching capacity. I am getting ready to send group 1 out.

Answers: Playing the Drum of Dewey for performance is a full round action taking two hands--maintaining too. You may outgrow it at later levels. Your hands are empty though, as it can be slung quite easily.

Logan is correct--starting wealth is average. HP will be max at first and HD/2+1 at all future levels.

Characters approved and in are:
Denlin Longarm - barbarian
Chestman Barrelhouse - fighter
Durahl - Fighter
Teraldan- Paladin
Aviari - Druid
Ceweldyn - Druid
Ederet - Monk
Talon - Rogue
Maldor - Wizard
Linndell - Rogue
Mungo - ranger
Arya - bard
Caelmah - Wizard
Unknown - Dwarven cleric

Need work
Luna - cleric


@GM - apparently my post got eaten:

Looking at the provided link, I'm a little nonplussed by the available religions - Traladaran, Karameikos and the Cult. Seriously it looks like the evil clerics are having way more fun. I don't suppose party cohesion would do well with some badness...

So... are there other deities to choose from - I saw Luna's cleric option - is there more to choose from for Humans? The Traladaran is a little wishy-washy, Karameikos is too guilt/sin-based and not looking for a Cult of Divine Right...

Scarab Sages

The Church of Karameikos

Not sure if this applies in this game, but it might help.

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