Old School Greyhawk (PFRPG) Saltmarsh Campaign (Long-term)


Recruitment

1 to 50 of 66 << first < prev | 1 | 2 | next > last >>

Recruitment for Two Replacement Players

Saltmarsh Campaign Thread

I have two openings in our long-term campaign. We lost our arcane caster and our war priest. The intent is to run through the below 1st ed AD&D modules in a campaign with a homebrew storyline:

U1 to U3 Saltmarsh (1 to 3 level)
A1 to A4 Slave Lords (3 to 6 level)
S4 Lost Caverns of Tsjocanth's (6 to 8 level)
WG4 Forgotten Temple of Thazirdun (8 to 10 level)
G1 to G3 Giants (10 to 14 level)
D1 to D2 Drow (14 to 16 level)
Q1/I6 Queen of the Demonweb Pit/Ravenloft (16 to 20 level)

We are currently on U1 and have just gotten to the house after dealing with a goblin raiding party in the forest just east of Saltmarsh. Feel free to read the Gameplay thread to get both a feel for play and to get caught up on the game. We have a really strong group of players and I want to make sure I add two more players that will invest time into the campaign and their characters.

I am botting both characters (Soros and Edan) right now but I would like to nail down two replacements for them soon.

I would like to have a CLERIC OF A GOOD DEITY as a replacement. This will be essential for the party going forward. The cleric is more flexible with the changes made to the class and this character will be a necessity as we advance in the campaign. The other character needed and I would like to have is an arcane caster (Wizard, Sorcerer, Magus, or Arcanist).

Oceanshieldwolf - Naia Temlow - female human fighter from Saltmarsh

Jovich - D'ogryn Amaidor - male human (Suel) rogue from Saltmarsh

hustonj - Rabalar - male wood elf Divine Marksman Ranger from the Merchant Caravan acting as a Scout/Guard

Licitus - Thout - Half Dwarf male Fighter from Keoland area.

I am currently botting:

Soros - Male human (Suel) wizard 1 (abjurer)from Saltmarsh

Edan - Male Touv male War Priest (Sacred Fist)

What you need:

Please make sure you review the house rules (They are important as there are significant changes). We are using a Variant Fighter and the Cleric has been modified/enhanced. A few of the other classes have changed as well. See the House Rule Review doc for a synopsis.

House Rules

House Rule Review

Old School Greyhawk Campaign Folder

Character Creation:
Point Buy: 25 points buy – no attribute can be below 8 and no attribute above 17 before racial adjustments. These are exceptional and heroic individuals in an epic fantasy setting. Well-rounded characters will survive much longer.

Alignment: Any Good (Lawful, Neutral, or Chaotic) and Neutral (Lawful).

Classes and Archtypes: All Paizo classes (see House Rules for details). Archtypes are allowed with DM’s permission. Greyhawk Archtypes (per player/DM development are allowed) as are Greyhawk Prestige classes (Player/DM development) as we move forward. Using the unchained classes, a variant fighter, and several of the other classes have been tweaked.

Hit Points: 1st level and 2nd level you receive max hit points per hit die + CON bonus + FAVORED BONUS HP (if taken). Every level thereafter is ROLL HD + CON modifier + FAVORED BONUS HP (if taken). Reroll all 1’s once, the second roll you keep what you roll.

No Favored Classes: Instead you receive a FAVORED BONUS each time your character takes a new level in the form of 1 HP or 1 Skill Point or 1 additional Hero Point for all races.

Background Skills: Each player gets 2 skill points for either Craft, Knowledge, or Profession at 1st level. These are considered class skills. These can be used on one skill a piece or on two individual skills. No additional background skills are awarded past 1st level.

Caster Bonus Spells: For all casters with a list of ‘known’ spells: Bonus spells gained from high ability scores, apply to both number cast per day (normal), and known spells. Despite the versatility of the spontaneous caster classes, the number of spells per day and known, is a little low in my opinion. A slight bonus to known spells for characters with a good ability score is a relatively minor gift.

(Note: Clerics now use Prayer books and Druid/Rangers use Ritual Books see class descriptions for details)

Hero Points: Hero points are in use with these caveats. At creation the character receives 2 Hero Points and at each level 1 hero point is gained as well as an extra if you take one as a FAVORED BONUS. DM can award Hero Points as well.
Rules for Hero Points – see D20PFSRD: http://www.d20pfsrd.com/gamemastering/other-rules/hero-points/

Exceptions – Characters can have no more than 5 hero points at any one time. Excess hero points are lost.

No Hero point feats, spells, or magic items are in use except of the Elixir of Luck or Luck Potion as some call it.

Cantrips/Orisons (O level) spells: O level spells now receive an Ability Score bonus for number of spells known/cast per day and the table below is amended to show this change. This gives the spell casters more low level spells to utilize during the day. (See Table in House Rules)

Money & Equipment:
Outfit of 5gp or less. If a cloak and boots/shoes are not included these are added to outfit. Dagger/Knife are included. 75gp for additional equipment and funds. Arcane, Divine, and Nature casters are provided one spell/prayer/ritual book (traveling). Martial classes are provided up to 40gp of value for a set of weapons or one weapon.

Age & Experience:
All players are teens or young twenties for their race. They have very little life experience and are from common, artisan, or merchant class stock. They have limited experience with “monsters”. Up until now they have lived mundane, normal lives filled with excitement from time to time but nothing out of the ordinary.

How you arrive in Saltmarsh:
1. The merchant caravan coming from Burle and is being followed by a small wagon folk caravan for the upcoming spring festival. You are part of the guard, the baggage train (wheelwright, blacksmith, cook, etc…), or a merchant apprentice.
2. A local (related to a fisherman, farmer, Shepard, or someone in the small community).
3. You are coming off a merchant vessel as a crewman. These merchant ships are small local merchant vessels that hug the coastline doing trade from town to town.

Rules (as they are):
Have fun. Seriously let us have fun. I don’t like dealing with rules lawyers and anyone out to simply to cause problems or make life difficult. I will give a warning once and then you are gone. I am willing to listen to any suggestions and I am pretty open-minded. I believe the game is ours, not mine.

I expect a good posting rate of meaningful posts. In the event you must take some time off please let me know when and how long in advance (if possible). I can bot your character for a brief time (1 to 2 weeks maximum). In the case of being botted, you only receive 50% of the total experience during that period if it lasts one week or more. Otherwise, you will receive full experience as long as it is not a repetitive thing.

In the event, a player stops posting and I am not contacted I will remove their character from the play by role-playing them out of the storyline. This way it doesn’t disrupt gameplay or interfere with ongoing threads. I don’t want to hurt the players posting due to a no-show/poster.

Writing
I don’t expect us to all be experts in writing; if I and the rest of the group can understand what you are writing I am good to go. I am not a great writer and I have published several books (albeit technical) and editors were often my best friends at the time. Use the guidelines for In Character, Out of Character, Thoughts, and the use of different languages. As long as we are all consistent it will streamline the story. Personally, I love PBP because of the depth of the role-playing you can get into the story with both the PCs and the NPC’s.

Maps
I prefer to use Google Draw and will keep maps in a folder on the Campaign Google Drive. Combat maps we will simply have one map.

Experience
I plan on this being a moderate experience rate.

Importance of Posting Rate
As I stated I intend on this being a long-term campaign and we need to be able to maintain the pace of the game. I expect anyone playing to maintain the posting rate from day to day. I intend on posting updates each morning (central time) and as time permits during the day I will follow up. Please post at a rate that maintains momentum for the current situation; at a minimum 5 posts a week (1 post per weekday) is sufficient. You post at a higher rate and I will match it as best I can.

Rules (as they are):
Have fun. Seriously let us have fun. I don’t like dealing with rules lawyers and anyone out to simply to cause problems or make life difficult. I will give a warning once and then you are gone. I am willing to listen to any suggestions and I am pretty open-minded. I believe the game is ours, not mine.

I expect a good posting rate of meaningful posts. In the event you must take some time off please let me know when and how long in advance (if possible). I can bot your character for a brief time (1 to 2 weeks maximum). In the case of being botted, you only receive 50% of the total experience during that period if it lasts one week or more. Otherwise, you will receive full experience as long as it is not a repetitive thing. I know I am restating this but it is important.

In the event a player stops posting and I am not contacted I will remove their character from play by role-playing them out of the storyline. This way it doesn’t disrupt gameplay or interfere with ongoing threads. I don’t want to hurt the players posting due to a no-show/poster.

I will be running submissions by the group as I feel it is important they agree with the selections as it is our game, not mine.

Thanks!
SD


Bumping.


Dotting interest here! I am thinking of a wizard (or arcanist) here, perhaps from Suel. I will submit a background later this week.


Thanks Eric! Can't wait to see it.

Liberty's Edge

I would be interested in playing a cleric, if possible. Looking at a member of the Church of St. Cuthbert. Will try to get something up asap.


Chapeau, Cudgel, or Star?

Just curious.

Liberty's Edge

I am thinking, especially if I decide to go war priest, Chapeau, but might go more "country Chaplin" route and join the Billets!! Leaning to the Chapeau, however.


All,

I am going to set a deadline of October 5th for all characters to be submitted. This will allow me to canvas the submissions and bounce them off the party. Once we get the two characters picked I can get them incorporated into the story.

Highlights:

1) CLERIC of a good Deity (Greyhawk - see Religion doc)

2) Arcane Caster (Wizard, Sorcerer, Magus, or Arcanist)

SD

Liberty's Edge

Ok, here is my first brush with this character. He is a warpriest of St. Chutbert (A Chapeau). Please take a look and see if I have missed anything.

Thanks

Peran:

Peran
Male human (Oeridian) warpriest of St. Cuthbert 1 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee heavy mace +3 (1d8+2)
Special Attacks blessings 3/day (Good: holy strike, Law: , Protection: increased defense, Strength: ), destructive smite (+1, 1/day), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—enhance water, protection from evil
. . 0 (at will)—light, mending, purify food and drink (DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 11, Con 14, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Believer's Boon[ACG], War Blessing[ACG], Weapon Focus (heavy mace)
Skills Acrobatics -4 (-8 to jump), Craft (Net Making) +5, Diplomacy +6, Knowledge (religion) +5, Profession (fisherman) +7, Spellcraft +5, Survival +7
Languages Common, Keolandish
Other Gear chain shirt, heavy steel shield, heavy mace, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of St. Cuthbert
--------------------
Special Abilities
--------------------
Believer's Boon Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Destructive Smite +1 (1/day) (Su) Make a melee attack with morale bonus to damage.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.


Daniel,

I would really like to pick up a Cleric and not a War Priest. Have you reviewed the house rules and the part about clerics?

A few things I see:

1) Heavy Shield +3 DR2/- (in the House Rules)
2) Did you use starting money in House Rules?
2) Missing Prayer Book.
3) You receive two traits.
4) Languages/Skill in line with House Rules?

Free outfit, starting money of 75gp and if a martial character 40gp for weapons/armor. A caster gets a free spell/ritual/prayer book (travelling).

Thanks,
SD


OK here is a partial character sheet, just so AllenDM can get an idea where I am going with this character.

Female Suel Human Arcanist 1:

Female Suel Human Arcanist 1
N Medium Humanoid (Human)
Init +1; Senses Perception
Hero Points: 2
------------------------------
DEFENSE
------------------------------
AC 10, touch 10, flat-footed 10 (+0 armor, +0 dex, +0 shield)
hp Healthy (3/4), Grazed (1/2), Wounded (1/4), Critical (below ¼),
Fort +, Ref +, Will +6
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +0
Ranged +0
------------------------------
STATISTICS
------------------------------
Str 12, Dex 13, Con 14, Int 15, Wis 12, Cha 14
Base Atk +0; CMB +; CMD
Traits
Secret Order (Racial) The Suel relish secret orders and cabals, and you are a member of one of these secretive groups.

Benefit: You get a +2 trait bonus on Knowledge (local) checks and on Diplomacy checks to gather information.

Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance.
Drawbacks None
Feats
Skills (4 points; 1 class, 2 INT)
Appraise +
Knowledge,
Knowledge
Knowledge
Knowledge
Linguistic
Profession (Scribe) +10 [BG]
Spellcraft +11
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages (S/W)


Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits
Force Strike (Su)
The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.

Consume Spells (Su)
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Spells:

------------------------------
Spellbook
------------------------------
Containing all 0-level wizard/sorcerer spells plus 5 1st-level spells of her choice.
------------------------------
Spells CL 1st
------------------------------
0th (at will) Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic, Resistance
1st (3/day).

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 75 GP 0 SP 0 CP
Courtier Outfit (free) - includes Cloak, Boots, and Knife.
Travelling Spellbook
Amulet (Arcane Bond) .

Background:


Appearance and Personality:

Tall, and lean. Light reddish hair, Sky blue eyes, pale skin


interesting set of house rules.

if a domain isn't a current pathfinder domain, I assume we just track it back to a 3.5 source?

does the party need more of a combat focused cleric or spellcasting?

with 2 fighters and a ranger, it feels like frontline combat is covered.


Daniel Stewart wrote:

Ok, here is my first brush with this character. He is a warpriest of St. Chutbert (A Chapeau). Please take a look and see if I have missed anything.

Thanks

** spoiler omitted **...

By the way, love the St. Cuthbert (Order of the Chapeaux). It fits into the current setting nicely.

SD


JoshB wrote:

interesting set of house rules.

if a domain isn't a current pathfinder domain, I assume we just track it back to a 3.5 source?

We are using the Paizo Domains and I have no issue with using 3rd Party Domains off the D20PFSRD...

In the Greyhawk Deities and Religion document in the Old School School Greyhawk Campaigns folder list the domains and subdomains of the individual Gods. I am also willing to adjust based on discussion/approval.

SD

Liberty's Edge

Ok...well going for a regular cleric is Ok for me...I will get another one setup for you tonight.

The holy text I was considering the prayer book, but again easily changed. I took 2 traits, but I just noticed that they did not show up on my output, so I will alter this so they show!!
The money you are correct, I will re-purchase those items.
Missed the house rule on the heavy shield...will correct for new submission
Will double check the language rules once again....

Thanks, I will have something out I hope tomorrow at the latest


JoshB wrote:

interesting set of house rules.

if a domain isn't a current pathfinder domain, I assume we just track it back to a 3.5 source?

does the party need more of a combat focused cleric or spellcasting?

with 2 fighters and a ranger, it feels like frontline combat is covered.

Spelling casting would be preferable. We are down three casters as we lost a Druid, War Priest, and Wizard. So my preference would be a spellcaster but the important aspect is a cleric with the ability to heal. It is important with the use of Wound Thresholds and Poisons being deadlier. A party can be crippled quickly with the wound threshold in play. More so if their opponent is using poison as well. A cleric doesn't need to specialize in healing but a true healer would be a big benefit.

I agree that the front line combatants are well covered.


Daniel Stewart wrote:

Ok...well going for a regular cleric is Ok for me...I will get another one setup for you tonight.

The holy text I was considering the prayer book, but again easily changed. I took 2 traits, but I just noticed that they did not show up on my output, so I will alter this so they show!!
The money you are correct, I will re-purchase those items.
Missed the house rule on the heavy shield...will correct for new submission
Will double check the language rules once again....

Thanks, I will have something out I hope tomorrow at the latest

Thanks Daniel. Makes sense about the Holy Text. Prayer book is handled the same way as a spell book.

SD


Yeah, direct combat seems well covered.

Our Rogue hasn't really been challenged on the classic skills, yet.

Having experienced the House Rules a bit now, the Healing skill (and gear) is a bigger deal than in stock PF. An out of combat healer doesn't need magic, but will need supplies. In combat healing needs magic.

Edit: The learning a language rules in the one reference doc that also lists all the languages are not in use. The rules in the main house rules doc are. That other doc is provided only as a reference to available languages. I made that mistake originally, myself.


I am in process of creating a campaign language doc so it isn’t confusing.

SD


Okay! Ferona Ardomil is completed, except for maybe some minor tweaking he he.

Ferona Ardomil:
Female Suel Human Arcanist 1
N Medium Humanoid (Human)
Init +1; Senses Perception +1
Hero Points: 2
------------------------------
DEFENSE
------------------------------
AC 11, touch 11, flat-footed 10 (+0 armor, +1 dex, +0 shield)
8 hp Healthy (6), Grazed (4), Wounded (2), Critical (1)
Fort +2, Ref +1, Will +3
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +1
Ranged +1
------------------------------
STATISTICS
------------------------------
Str 12, Dex 13, Con 14, Int 15, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 12
Traits
Secret Order (Racial) The Suel relish secret orders and cabals, and you are a member of one of these secretive groups. Benefit: You get a +2 trait bonus on Knowledge (local) checks and on Diplomacy checks to gather information.
Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance.
Drawbacks None
Feats Extra Arcanist Exploit, Cosmopolitan
Skills (4 points; 1 class, 2 INT)
+7 Appraise 1
+5 Diplomacy
+7 Knowledge, Occult 1
+7 Knowledge, Arcana 1
+7 Knowledge, Monster Lore 1
+9 Knowledge Local 1
Linguistic 1
+6 Profession (Scribe) 1 [BG]
+7 Spellcraft 1
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Keoish (S/W), Draconic (S), Ancient Suloise (W), Old Oeridian (W)

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits:
Force Strike (Su): The arcanist can unleash a blast of force by expending 1 point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as magic missile) and deals 1d4 points of force damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.

Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Spells:

------------------------------
Spellbook
------------------------------
Containing all 0-level wizard/sorcerer spells plus Color Spray. Ear-Piercing Scream, Mage Armor, Shock Shield, Vanish .
------------------------------
Spells CL 1st
------------------------------
0th (at will) Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Ray of Frost, Read Magic
1st (3/day).

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 75 GP 0 SP 0 CP
Scholar Outfit (free) - includes Cloak, High heeled Boots, and Knife.
Travelling Spellbook
Amulet.

Background:

Ferona grew up in the capital city of the Great Kingdom as the youngest daughter of a fairly well off merchant family. A series of bad investments in foodstuffs that were wiped out when the Plague hit. Fortunately her family was spared the worst of the effects, though she did lose many of her close friends to the disease. She was always quiet and withdrawn but this made it worse. As part of a deal to avoid losing everything to the tax collector, her parents 'sold' her into service of one of the Academies for study and grooming as a scribe. She proved to be a natural at understanding the written word and she was able to learn several ancient languages. It was not until later she learned the Academie was actually a part of a secret cabal who called themselves the Pearls of Wisdom, a secret society of sages, arcane, and divine casters that work for the betterment of society and the good of the common people. They had arranged events so as to gain her services. While she certainly understands intellectually why they did this to her, a part of her is resentful that her freedom was stolen from her.

Appearance and Personality:

Ferona is fairly tall and lean, as befits a typical member of her race. Light reddish blond hair frames her angular cheekbones, while sky blue eyes peer from underneath her cloak, which she wears to protect her pale delicate skin. She likes to dress in a sky blue robe of fine cotton and silk, with a heavier shirt and cloak covering up her body modestly. Her strange vanity is a pair of heeled boots which she enjoys wearing.

Current Conditions:


Current Effects & Spells:

AllenDM, please review the character and let me know if I missed anything, thanks!

Liberty's Edge

Ok, here is a different setup...as a cleric with the Herald Caller archetype. It is not complete as I wanted to see what your thought before I went too far down this route.

Peran MK II:

Peran
Male human (Oeridian) cleric (herald caller) of St. Cuthbert 1 (Pathfinder Player Companion: Monster Summoner's Handbook 7)
LG Medium humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 7/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—touch of good (+1)
Cleric (Herald Caller) Spells Prepared (CL 1st; concentration +4)
. . 1st—magic weapon, protection from evil[D], shield of faith
. . 0 (at will)—light, purify food and drink (DC 13), stabilize
. . D Domain spell; Domain Good
--------------------
Statistics
--------------------
Str 14, Dex 11, Con 14, Int 12, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel, Sacred Summons[UM]
Skills Craft (Net Making) +5, Diplomacy +6, Heal +7, Knowledge (religion) +5, Profession (fisherman) +7, Sense Motive +7, Spellcraft +5, Survival +4
Languages Common, Keolandish
SQ call heralds, divine heralds
Other Gear backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Saint Cuthbert and Common Sense)[UE], holy text (Tales of the Vulgar Fool)[UE], mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of St. Cuthbert, 75 gp, 1 sp
--------------------
Special Abilities
--------------------
Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Channel Positive Energy 1d6 (7/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Heralds (Su) Summon creatures appropriate to deity.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.


Daniel Stewart wrote:

Ok, here is a different setup...as a cleric with the Herald Caller archetype. It is not complete as I wanted to see what your thought before I went too far down this route.

** spoiler omitted **...

Daniel,

Looks good.

SD


Eric Swanson wrote:

Okay! Ferona Ardomil is completed, except for maybe some minor tweaking he he.

** spoiler omitted **
** spoiler omitted **...

Eric,

Love the character. We will need to tweak the background a little but overall I really like her.

SD


ALLENDM wrote:

Eric,

Love the character. We will need to tweak the background a little but overall I really like her.

SD

Thanks! Just let me know what tweaks I need to make for her and I'll adjust her BG :)

Liberty's Edge

Sorry was hoping to get this done yesterday but will work on it today and try to get most of it completed


All,

As you get time please submit your characters and I will review them and get with our group for them to review as well.

Eric,

I am going to message you with some little fixes on the background to get it aligned with the actual order. They are nothing major but you will want to have the info...I was actually going to tie in Soros Soll :) But with your request for the secret order it will allow me to get this introduced nicely into our campaign if the group accepts your submission.

SD


Is there still space in this game? I'm looking for a campaign to roll into, and if you have space I can make whatever you need played. (I work better on characters that way anyway) it might take me a minute to get used to pbp again though.

ALLENDM wrote:
Bumping.


MoonCrazed wrote:

Is there still space in this game? I'm looking for a campaign to roll into, and if you have space I can make whatever you need played. (I work better on characters that way anyway) it might take me a minute to get used to pbp again though.

ALLENDM wrote:
Bumping.

We have not selected anyone and it is open so feel free. Make sure you review the house rules and documents when you submit your character.

SD

Grand Lodge

Here is the basics for my cleric. Will continue to work on background etc


All,

Here is what we currently have submitted. Backgrounds and such are being tightened up.

1) Daniel Stewart -
Peran, Male Human Oeridian Cleric (Herald Caller) of St. Cuthbert 1 LG

2) Eric Swanson -
Ferona Ardomil, Female Human Suel Arcanist 1 N

3) Edelsmirage -
Rognar Grimtooth, Male Human Flan Cleric (Devot Pilgram of Kord) 1 CG

4) JoshB - considering submitting a character - nothing as of yet.
5) MoonCrazed - considering submitting a character - nothing as of yet.
6) Tazo - considering a Gnome Illusionist - awaiting submission.

SD

Grand Lodge

Rognar with background and crunch is complete. Please review and advise. Thank you.

Silver Crusade

Would a Hill Dwarf with the Saltbeard trait be reasonable to have traveled via a merchant ship to the area from Hepmonaland?

Specifically to be a missionary of sorts of a Touv god Xanag?

Or should I pick something like Obad-Hai and make my background more Flanaess based being dwarf and all.


Rognar Grimtooth wrote:
Rognar with background and crunch is complete. Please review and advise. Thank you.

Thanks, I will review it over this weekend.

SD


Tharasiph wrote:


Would a Hill Dwarf with the Saltbeard trait be reasonable to have traveled via a merchant ship to the area from Hepmonaland?

Specifically to be a missionary of sorts of a Touv god Xanag?

Or should I pick something like Obad-Hai and make my background more Flanaess based being dwarf and all.

A Hill Dwarf from Hepmonaland would be really unusual. I like the Obad-Hai background with it more Flanaess...

SD


All,

If you plan to submit a character please do so. I am in the process of reviewing the three I have and will start making choices by the end of this week.

Thanks,
SD

Liberty's Edge

I am still here and interested...sorry the stupid computer I took to the conference last week died on me...but I will try to get everything done for your review today!


Thanks Daniel.

No problem at all.


ALLENDM wrote:
Daniel Stewart wrote:

Ok, here is a different setup...as a cleric with the Herald Caller archetype. It is not complete as I wanted to see what your thought before I went too far down this route.

** spoiler omitted **...

Daniel,

Looks good.

SD

Daniel,

Let me know when you have the background completed.

SD


Rognar Grimtooth wrote:
Rognar with background and crunch is complete. Please review and advise. Thank you.

Edelsmirge,

One thing I have noticed and it has been brought up in the group as well; is the Bear companion is a bit overpowered. What I would be willing to do is apply the YOUNG TEMPLATE to the bear (say he is a few years old) and we can increase his stats/abilities as we progress in the campaign until he is fully grown maybe over the course of level 2, level 3 and level 4.

SD


ALLENDM,

yeah the grizzly doesnt advance until 7th level so he has a good start and then hangs out for a while not really changing. Giving him eye for talent for another +2 strength is certainly optimizing the build. Honestly I could drop some strength from Rognar and buff the darn grizzly and the group and not be so combat orientated and do better.

I really am willing to make what ever the group wants/needs to fit.

I have played this darn game so long that I just like playing and like playing well made characters.

You tell me what the group wants to see over all and I will tailor make the build of their dreams.


Oeridian human Aedai (Scottish) Paladin.

Traits: pious devotion (one cleric domain)

Adopted Dwarf (because who else is Scottish yah git!) +1 to hit with hammer family

1st lv feats human: power attack
Fae foundling
5th lv unsanctioned knowledge

Str 18 dex 10 con 12 int 13 Wis 10 Cha 16

Diplomacy 1 3 3 7
Handle animal 1 3 3 7
Ride 1 0 3 4
Know religion 1 0 3 4

Appraise 1 0 3 4
Profession blacksmith 1 0 3 4

Hey Allen can you point me to the page for the gods and their domains again please?


Edelsmirge wrote:

Oeridian human Aedai (Scottish) Paladin.

Traits: pious devotion (one cleric domain)

Adopted Dwarf (because who else is Scottish yah git!) +1 to hit with hammer family

1st lv feats human: power attack
Fae foundling
5th lv unsanctioned knowledge

Str 18 dex 10 con 12 int 13 Wis 10 Cha 16

Diplomacy 1 3 3 7
Handle animal 1 3 3 7
Ride 1 0 3 4
Know religion 1 0 3 4

Appraise 1 0 3 4
Profession blacksmith 1 0 3 4

Hey Allen can you point me to the page for the gods and their domains again please?

Looks good.

Here you go.

Old School Greyhawk Campaigns Folder

Greyhawk Deities and Religion

Note I am ok with any HUMAN Deity based on (Suel/Oeridian/Flan/Touv/so forth). No other racial Gods.

SD


IIRC, my stuff is packed, the Oeridians wear kilts. So. The Scots were at least partially built into Oerth.

Grand Lodge

Wow - I remember (vaguely) playing all of those some time ago... AD&D as I knew it.

If it's not too late to throw my hat in the ring, here is a wizard for your consideration.

I still need to flesh it out a bit, choose spells and such. Young elf looking to be a great wizard, being egged on by familiar (raven, probably). Will write up storyline next, but here is the basic crunch.

Name Yet to be Determined:

Grey Elf Wizard (Conjurer) 1
Languages: Common, Elf, +3

Init +3
HP 19 (10 +1 Con / +6 +1 Con +1 FC )

DEFENSE
AC 16 (+3 Dex +3 armor), touch 13, flat-footed 13
CMD 14 (10 +1 BAB +0 Str +3 Dex )
Fort +3 (+2 gunslinger +0 investigator +1 Con)
Ref +7 (+2 gunslinger +2 investigator +3 Dex)
Will +4 (+0 gunslinger +2 investigator +2 Wis)

Defensive Abilities None

OFFENSE
Speed 30 ft
Base Attack +1; Melee Touch +1; Ranged Touch +4
CMB +1 (+1 BAB +0 Str)

Melee:
Rapier Att: +1 Dmg: 1d6+0 P; 18–20/×2 (+1 BAB +0 Str)
Hammer, light Att: +1 Dmg: 1d4+0 B; ×2 (+1 BAB +0 Str)

Ranged:
Hammer, light Att: +4 Dmg: 1d4+0 B; ×2; 20' range (+1 BAB +3 Dex)
+1/+1 if Point Blank Range

Spells Memorized:
0: 3/3
1: 3/3 (1 + Int + Specialization)

Spellbook:
0 ():
1 ():

STATISTICS
S 12 +1 2
D 17 +3 7 +2 Racial
C 10 +0 2 -2 Racial
I 17 +3 7 +2 Racial
W 14 +2 5
Ch 12 +1 2

Abilities Str 12 (+1), Dex 17 (+3), Con 10 (+0), Int 17 (+3), Wis 14 (+2), Cha 12 (+1)

SKILLS 7 ranks (4 +3 Int)
Acrobatics +3 (+3 Dex)
Appraise* +7 (1 rank +3 Int +3 class)
Bluff +1 (+0 Chr)
Climb +1 (+0 Str)
Diplomacy +1 (+1 Chr)
Disguise +1 (+1 Chr)
Escape Artist +3 (+3 Dex)
Fly* +3 (+3 Dex)
Heal +2 (+2 Wis)
Intimidate +1 (+1 Chr)

Knowledge (arcana)* +7 (1 rank +3 Int +3 class)
Knowledge (dungeoneering)* +7 (1 rank +3 Int +3 class)
Knowledge (planes)* +7 (1 rank +3 Int +3 class)

Linguistics* +7 (1 rank +3 Int +3 class)
Perception +3 (1 rank +2 Wis)
Ride +3 (+3 Dex)
Sense Motive +2 (+2 Wis)
Stealth +3 (+3 Dex)
Survival +2 (+2 Wis)
Spellcraft* +7 (1 rank +3 Int +3 class)
Swim +1 (+1 Str)

The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

EQUIPMENT

COINS
PP – 0
GP – 0
SP – 0
CP – 0

FEATS

TRAITS
Reactionary
Pragmatic Activator (Magic)

SPECIAL ABILITIES
Grey Elf Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks. An elf who merely passes within 10 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it. They can also sense the planet’s magnetic field, allowing them to use know direction at will.
Keeper of Secrets: Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts.
Elven Loremasters: Some elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on any 2 Knowledge skills and Spellcraft checks. Those two knowledge skills are considered trained.

CLASS FEATURES
Weapon and Armor Proficiency
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.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp)
Raven Familiar

Arcane School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Evocation Arcane School
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Force Missile (Sp)
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp)
At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Spellbooks
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard’s Spellbook:

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs.

Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster’s hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


I want to worship Kord still because he is awesome and courage is a great cause. I also want to VMC barbarian to more reflect the fierce fighting spirit and I think this makes for a truly challenging and interesting Paladin to play if you will allow it


Edelsmirge wrote:
I want to worship Kord still because he is awesome and courage is a great cause. I also want to VMC barbarian to more reflect the fierce fighting spirit and I think this makes for a truly challenging and interesting Paladin to play if you will allow it

I can't see that happening. With the Barbarian requirement being any NON-LAWFUL and the Paladin being LG...that is a tough one. The Paladin's in GH are pretty traditional.

I am not of that school that Paladin's align to their Deity. You have Paladins and Anti-Paladins (LG and CE).

I might lean towards Grey Paladin (NG/LN)...or a Sword of Valor archetype (playing off of Courage cause).


hmm its really hard to find a domain that works on an any attack. Good is a bonus to damage as a standard action which just isnt going to happen much even as a pre combat buff because it only lasts one round where Ferocity can be added to any melee attack at any time. If you let Good do that I could go with the traditional build.


PJP wrote:

Wow - I remember (vaguely) playing all of those some time ago... AD&D as I knew it.

If it's not too late to throw my hat in the ring, here is a wizard for your consideration.

I still need to flesh it out a bit, choose spells and such. Young elf looking to be a great wizard, being egged on by familiar (raven, probably). Will write up storyline next, but here is the basic crunch.

** spoiler omitted **...

Did you read the House Rules?


Edelsmirge wrote:
hmm its really hard to find a domain that works on an any attack. Good is a bonus to damage as a standard action which just isnt going to happen much even as a pre combat buff because it only lasts one round where Ferocity can be added to any melee attack at any time. If you let Good do that I could go with the traditional build.

I am not going to change the standard action on Touch of Good. The difference between Good and Ferocity is Good as two granted powers and Ferocity has one...

Here is what I would do:

Strike of Good (Su): Whenever you make a melee attack, you can designate that attack as a Strike of Good. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier on any non-good aligned target.

You would lose the Holy Lance (SU)granted power.

Will that work? If so note that change in your character sheet.


That would be great. No on the VMC barbarian. How about bloodrager?

1 to 50 of 66 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Old School Greyhawk (PFRPG) Saltmarsh Campaign (Long-term) All Messageboards

Want to post a reply? Sign in.