A warmth fills Sir Galavaine's heart when he invokes his God's name, and the Cleric is sure Heironeous is with him. As he moves down the hall, the pervasive sense of wrongness presses in on him more strongly, though he can't yet see anything that may be the source of the feeling.
Sir Galavaine can we deal with what may be at this door first? Otherwise we could possibly literally be fighting from the north and south. My real life gaming group always gets into these situations.
I apologize, this was DM error - For some reason last night I got it in my head that Galavaine was the Paladin and his detect evil should alert him to something - since Sir Galavaine reacted, I didn't think it appropriate to say "wait, back up." Given that, I will give both clerics a check of some sort in the future if similar circumstances arise. For now I would like to consider that he wandered a bit further down the hall than Salla did (giving him the check that I didn't give her) in order to preserve the action and not have to retcon things, if that's agreeable to Salla?
That's fine, no need to worry about me, I was just wondering if there was a 'new' presence that was not there before, or because Sir Galavaine used his lantern. I was looking down that hallway for a bit, I don't think I would have entered this door had there been some 'wrongness' just up ahead though. Actually I think I would have backed up! LOL Your good at setting the mood DM Anselth.
Male Halfling - Stout; AC-19/16/14, HP 9, CMB -1, CMD 14 Rogue / 1; Init +4, PER +6, F+2, R+7, W+1
Since there is obviously something in the room, and Podo can't tell what it is, his bravado takes a back seat to his self preservation, and he waits for one of the "longlegs" to enter the room first. He will eagerly watch, and prepare to enter if necessary...or run the other way if that is more prudent.
Hearing Galavaine call upon his god, Tarmin says to Podo and Gnobby "Watch this door, we don't want any surprises. I'll assist Galavaine.. She then moves back into the corridor and sidles up behind Andre and Galavaine, peering into the darkness.
Sallandrya arches an eyebrow, in partial disbelief that they are pulling away from the door, but knows that a hunting pack is more formidable than a lone wolf.
She backs up, keeping her line of sight on the unopened barrier and follows Tarmin's lead towards the others. TThe Ranger priest is determined to keep pace with her sister in arms, but is not altogether certain if that is the wisest action.
Sallandrya will be taking Favored Enemy: Doors, as soon as possible.
Male Human Cleric of Heironeous 5, AC-1/0 Hits 45/45, xp 13,363.5/27,000
"Nothing but more a sense of unholiness and evil entering my soul," shrugs the knight. "But you are right locking that door reduces the threats for now."
Sir Galavaine continues to step forwards slowly now that Andre is with him. He puts the lantern down for others to hold so that he may draw his warhammer.
Salla, you can hit anything easily that nobody is right up against.
Podo quickly locks the door as the rest of the group proceeds south into the corridor. Andre and Sallandrya begin to feel the same pressure that Sir Galavaine felt...
The group moves carefully until they can see into the first cell. A flicker of movement in the door draws their attention, and two humanoid forms shuffle into view. They were apparently once human, but their movements are jerky, and their rotting flesh is almost falling off their bones. The smell from the bodies is noticeable. The creatures peel their lips back, baring yellowed teeth where they still remain. They shuffle slowly forward, arms outstretched towards the priest and the Paladin.
No need for initiative, these guys always go last. Group is up.
Sallandrya's eyes adjust to the low lighting and as she makes out the approaching forms.
Chilled by their unnatural forms and with a look disgust for the walking abominations on life, she whispers a quick prayer to the Great Hunter that her aim holds true and mirrors the movements of Tarmin, launching two arrows above the heads and through the ranks of her fellow party members.
Male Halfling - Stout; AC-19/16/14, HP 9, CMB -1, CMD 14 Rogue / 1; Init +4, PER +6, F+2, R+7, W+1
Podo...eyes widening with either fear or excitement,tries to maneuver so that he might be able to sneak up behind one of the smelly dead things while they're attacking the big-uns.
Male Human Cleric of Heironeous 5, AC-1/0 Hits 45/45, xp 13,363.5/27,000
Sir Galavaine calls on the brave god to protect him against the battle to come and smiles at the knowledge his soul did speak true. There is wrongness to be smote.
He steps forwards a little to give the archers and paladin space to act.
cast protection from evil, lasts 3 rounds. -2 to hit him and +2 to save vs their nastyness.
"By Heironeous stand and be judged for the foul creatures you are."
At the sight of the walking blasphemies before him, Andre is filled with righteous indignation. "By my blade, these abominations will fall!" He wades directly towards them, slicing at one of them with his shining sword.
Sallandrya and Tarmin down one zombie before it can act, three of their arrows shattering the rotting body, ending the creature's twisted existence. Andre closes the distance with the other, burying his sword deeply in the zombie's side. The creature barely seems to notice that it has been wounded, however, and swings back at Andre, clawing his face before he can extricate his blade from its flesh.
The sounds of combat and the moans of the undead seem to have attracted other undead, as two more can be seen staggering from the next cell.
Sallandrya's eyes widen as she see's more approaching forms.
'Thank the Great Hunter and the god's of Virtue that we were brought here, this wretched fort has become a hive of the damned!'
The look of disgust for the walking abominations lingers on Sallandrya's face and she launches two more arrows through the ranks of her fellow party members towards the new threat.
First shot
1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Second shot
1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Sallandrya will chance a glance behind her to make sure the door that was locked remains so.
"Pettry, watch our backs! Things just got 'sporting'!"
"How many souls have they tormented to produce these twisted shells of men?", Andre wonders aloud as he thrusts his sword into the putrefied chest of the zombie before him.
As the Rangers down the two that just appeared, Sir Galavaine finishes off the one that clipped Andre. Unfortunately, the hall seems fairly infested with the monsters as yet two more appear from another doorway, and two others appear from behind the far pillar.
Sallandrya barely has time to adjust her aim as her first arrow fells one of the creatures. Her second arrow flies true as well, dropping another of the monsters. Sir Galavaine hears more moans and scuffling beyond the zombie he currently faces. Heironeous clearly has much work planned for the young priest...
Male Halfling - Stout; AC-19/16/14, HP 9, CMB -1, CMD 14 Rogue / 1; Init +4, PER +6, F+2, R+7, W+1
REPOST: You know for such a popular Website...this one sure is full of glitches.
Podo will stay hidden from the beasts and ONLY attack if he has a backstab opportunity, or to rescue a comrade. If a rescue attempt -4 on attack, and only first die of damage
"So many of them! This is what happens when Evil is allowed to gain a foothold!" Andre advances on the shambling corpse ahead of him, and slashes his sword at its neck.
Podo looks for an opportunity to sneak up on the creatures, but one isn't apparently forthcoming. Tarmin is unable to line up clean shots, and watches hers sail wide as Andre's clumsy swing does likewise. At the same time, four more appear out of the last two alcoves, shuffling towards the group, though their advance is blocked by the pillar and the two facing Andre and Sir Galavaine.
attack on Galavaine:1d20 ⇒ 10 damage:1d8 ⇒ 1
attack on Andre:1d20 ⇒ 11 damage:1d8 ⇒ 5
Both of the holy warriors fend off the blows of their attackers easily, but the press of the numbers behind them force the pair to take a step back all the same.
If I didn't have bad luck...There are six left, none of whom are wounded. they're stacked up south of Galavaine and Andre. Started a new job, so I can't do much for mapping at the moment.
Inspired by her countrywoman's revelation of their god's power, Tarmin steps up beside Sallandrya's upraised arm and fired a volley of arrows into the nearest zombie.
Sir Galavaine catches his target with his warhammer as it begins to turn and shuffle away from him, Sallandrya's call to her god having its effect. Two of Tarmin's arrows strike true on one of the zombies, but this one, a twisted monster over 6 feet tall, doesn't flinch from the divine power. Instead, it snarls and looks to advance, even as the remaining undead move to flee back south. Podo senses his chance to strike at one of the fleeing zombies, but in his haste to attack when it seems fairly safe, only manages to further tear the creature's tattered clothing.
Need Andre/Gnobby. If they want, the thieves can easily attempt to backstab the fleeing zombies while they are turned.
Andre sees the opening Sallandrya's divine power has created, and charges at the giant rotting fiend. "Return to your eternal rest! Trouble the living no more!"
Andre's swing fails to connect, and it in turn leaves him open to the counterattack of the creature. It grabs the Paladin bodily, and sinks its teeth into Andre's flesh. 6 damage, Andre The four other zombies shuffle away towards the far corner of the room, as Sallandrya's arrows fly harmlessly past.
Male Halfling - Stout; AC-19/16/14, HP 9, CMB -1, CMD 14 Rogue / 1; Init +4, PER +6, F+2, R+7, W+1
Seeing the evil smelly thing take a bite out of his new shiny friend, Podo rushes forward holding his small sword in both hands, determined to backstab the rancid beast.
1d20 ⇒ 8 Shortsword attack (+4 if applicable for backstab)
Male Human Cleric of Heironeous 5, AC-1/0 Hits 45/45, xp 13,363.5/27,000
He moves up beside the large zombie and waits briefly for the paladin to acknowledge and begin a joint attack routine. He tries to feint and block to give them both a good chance of striking the shambling beast.
Tarmin's second arrow and Podo's short sword strike at the same time, and the foul undead falls from Andre, whatever foul magics that had animated it dissipating as the cumulative effects of the party's attacks add up.
Hey you lot and thank you for joining me in The Temple Of Elemental Evil. Though our party currently missing one member I am willing to start this with just you six there are a few tings that need to be covered.
>Your timezones
>Preference on hp rolls (I know rolling in 1st ed can be a pain if any has an alternative idea I am listening)
>Character relations (Either any back story you may have with other characters or what your character thinks of them etc. The party has been together for 3 days at the start of thy adventure.)
>When giving combat actions include total THAC0 mod with currently equipped weapon, Ac, Hp current and max and of course your action.
>I make ALL of your rolls just to make it clear.
DM's question of rules:
I have a question I am unsure of: does the party roll initiative each turn or only round one?
I hope we all have a good one THANK YOU!
The six of you have been called to meet personally with the noble Lord the Viscount of Verbobonc this is an honor that few are granted. But this meeting is not one of pleasantries but business, he assigns you to an important task. The Viscount has heard of the growing bandit sources to the east and sends you to aid the village in finding the source of the malevolence. He only gives you a map and six mount fit for your size and explains nothing further nor why it was you he summoned. "You are to leave immediately" he says "and don't worry there will be plenty of time to get to know one another" With little choice in the manner you gathered your supplies bought what meager equipment yo could afford and head for the road to Hommlet. The three days trip was spent quietly and lasted little time you have had little in the ways of conversation with your new peers and time passes quickly.
Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe. The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsiders be shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered. The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last!
>Eastern
>Not sure. Rolling is fine for me, except if I roll less than average...then it's not ok. ;-)
>I'm willing to know any of the other characters that would make sense.
>np
>You make ALL of our rolls? We don't get to roll?
Gnome (hp=5/5) AC=6 THAC0=20 Illusionist/Thief 1/1 xp 0/0
Eastern for me- you can roll all my rolls even my hp!
Rolling initiative every round seems silly now that I look back at it--why do it more than once.
Old school I think wizard types pick one of dart, dagger, staff -- dagger for me as I can throw and slash with it.
Finally, Gnobby is doing 'community service' for a misunderstanding over the alleged theft and swindling of goods at a traveling carnival.
If anyone has not please oh please read through all of chapter three in the Osric pdf very useful stuff be there especially in combat section which can get a bit tricky especially for me.
On second thought make your own rolls for combat and spell hp etc. I will roll init surprise and such makes more sense this way now that I think about it.
Also some home rules here:
Speed factor/segments
Like how spells take _segments to cast so does striking with your blade.
For e.g. Cure light takes 5 segments to complete casting you start on party init and end after 5 segment casting is complete and lets say a striking with a shortsword takes one segment and party init is 2 segment shortsword strikes on segment 3 spell on 7. All moving is done on party init different weapons have a different "speed factor" based mostly on weight and size of said weapon.
weight:
1-5 1 segment
5-10 2 segment
10-15 3 segment
15-20 4 segment etc
forgive me if I am extremely bad at explaining things.
>I'm ok with just rolling HP. Although with a d4, I'm sure I'll regret that statement.
>I see that Osric uses the 3.5 "bleed one point per round to -10 after you reach 0HP." cool.
Pettry is sullen for the majority of the trip, but seems determined to do something. He would not seek out any of the other characters, but will latch on to any who act friendly towards him.
Male Halfling - Stout; AC-19/16/14, HP 9, CMB -1, CMD 14 Rogue / 1; Init +4, PER +6, F+2, R+7, W+1
Dot...
GMT-5 - Eastern US Time Zone
All my home games I roll 2 dice for HP and take the highest. (NOTE: I also roll an extra die for for healing spells, and discard the lowest as well. Nothing sux more than only having 1 healing spell, and rolling a 1. This still allows low rolls, but decreases the chances.)
Will work on background on the plant tomorrow. Has to do with being blamed for the infiltration and destruction of his former guild, and needing to find somewhere to lay low.
in RAW, you roll a d10 for initiative every round. I kind of like it.
>Eastern Time Zone
>I've always liked the max hp a level 1 idea
>My backstory has me meeting the rest of the gang at the Viscount's estate, so everyone's new to her. That said, she's a friendly sort , for an elf :)
>np
>no problem if you want to roll everything. I've seen it all in that respect.
> CST
> Back in the good ol' days of 2nd Edition, I gave everyone max HP at creation, and made them roll addtional hit points per level. If they didn't like what they got, they could have me reroll their HP, but they had to take whatever I rolled.
> Since this is supposed to be a love letter to 1st Edition, I say we go for a new initiative every round.
> As for knowing others, I'm sort of in the same boat as Tarmin. I might have run across one or two of you independently, but this'd be the first time we'd worked together.
Now that all have posted in said thread I have decided that We should go with max hp 1st level and you have one reroll on hp per level but must take rerolled number. In have no problem with starting now but am very busy this and next week so my posting may be a bit slow at first in any case give me a few minutes and we shall start.
Gnome (hp=5/5) AC=6 THAC0=20 Illusionist/Thief 1/1 xp 0/0
It looks like Elmo is one of those naive and trusting sorts. If that is the case, Gnobby will feel a need to 'protect' Elmo as he doesn't want him to 'lose his innocence' as he did.
And I am definitely not going to let him trade his dagger for magic beans.
Well met everyone. Introductions seem to be in order although cranford knows me pretty well.
I am your uber cleric of Heironeous (with the best stats I have ever rolled). Also a UK house husband with two youngsters (boy - 5, girl - 2) and a lovely wife.
Gaming wise I've played on the boards for 5 years until last march and then RL (daughter teething = no sleep) led to a break until now. This is the second game I have joined and if all goes well the last. After that I may decide to start one of my own. Avid Greyhawker and GM, I've run TOEE many years ago and cannot wait to visit the Moathouse. Also I have started to write for Raging Swan Press in my spare time. The publisher is a major fan of Greyhawk and a good friend, he liked Wareagle's map of Hommlet alot.
Good to have you French Wolf. I agree your stats may seem wasted on a cleric, but we really need a cleric. I have been on the boards only a short time, but have played for many years. I'd be interested in joining anything you decide to run.
I always wanted to see someone try to bring back something like a series of old modules B2;L1-L4;G1-G3;D1-D3;Q1 and do an adventure path from the old classics. I also really enjoyed N1 too--that could replace B2 as a start.
Can you believe Wareagle made me be a gnome to play an illusionist? I think that was my favorite old school class along with paladins. Actually, I love gnomes, it was no great sacrifice.
Welcome as well French Wolf. I am your friendly neighborhood beatstick. I've been AWOL a bit since I started my new job and moving states but I am back in the swing of things.
Male Halfling - Stout; AC-19/16/14, HP 9, CMB -1, CMD 14 Rogue / 1; Init +4, PER +6, F+2, R+7, W+1
I've got a trade show all this week. Will probably be able to post most evenings after the show, but don't let me slow things down. Post for me when necessary or convenient.
Will be in Mexico for the next week, so posting may be a bit sporadic, assuming the resort I'm going to has internet. Post for me if needed as well please.
Wareagle, you still around? If things are too hectic for you to keep this going, let me know. I have the mod somewhere, I'll pick it up and run with it if there's still interest.
OK, I missed that. I'll start prepping. It will probably take me a couple days to get everything ready, and I've never run one before, so bear with me. I'll give it my best.
Much appreciated Anselth, I give you my thanks for keeping the game going just to let you know I had changed a few things here or there then what it said in the book, like some of the NPC's roles etc, just thought I should warn you and hope that soon I can get back to the boards.
OK, Andre posting means that everyone's checked in. So we have:
Podo - Halfling Thief
Gnobby - Gnome Thief/Illusionist
Andre - Human Paladin
Sir Galavaine - Human Cleric
Tarmin - Elf Ranger
Should I open up recruitment again, or are you folks comfortable with the party makeup as is? I can continue to run Pettry as an NPC as well, if you all want to keep an arcanist around, while I try to fill his role with a new PC.
Look for a new game post early next week. Hopefully I'll be able to get one up Sunday, but if it's not up by then, one will be forthcoming. I will try to get two DM posts up per evening. I know I do post here during the day, but you're unlikely to see a DM post during the day because I don't have access to books.
Feel free to use the discussion forum to critique my pacing or DM style, as well as post any questions on rulings or whatnot...I have a pretty thick skin and want you all to enjoy the game, so I will adjust as necessary to that end. Maps will come, but I don't have any software or experience, so it may take some time before I get that down pat.
Any questions, comments, screams of terror, just let me know. Thanks all for trusting me, and I hope you have a good time!
One more thing: Thank you Wareagle for getting this started. We've got a good group together, thanks to you taking the time to start this up.
Andre, having read through the adventure, I'm going to keep Pettry around for now, but push him to the background. I think the early adventures were designed for bigger parties than we've become accustomed to over the years, but PbP doesn't lend itself to a large party.
I think once per day should be good, since I won't be able to really post detailed updates more often than that myself, though I'll throw up brief RP posts when I can as often as seems necessary.
I'm on the east coast, so you can generally expect my main post somewhere in the neighborhood of 6-8pm EST.
Once combat rolls around, I'd like everyone to post their action and rolls for the round in a spoiler, and I'll resolve them all in initiative order. If your action wouldn't happen, ie, the target is dead, I'll move it to the closest threat unless you specify a secondary target, though I will ask for confirmation if we're talking about something not easily replenished, like a spell. Hopefully this will keep combat rolling along without getting bogged down in resolving each action before the next person acts. Another option is that you can specifically ask me to resolve actions prior to yours before deciding on your action when the situation will change your action significantly.
As always, if anyone has any suggestions or complaints, let me know.
Right - look forward to seeing this way of handling combat in action. I'll try to build in a few what/if statements to help with you adapting my actions.
OK, Andre posting means that everyone's checked in. So we have:
Podo - Halfling Thief
Gnobby - Gnome Thief/Illusionist
Andre - Human Paladin
Sir Galavaine - Human Cleric
Tarmin - Elf Ranger
Hello all, I was very interested in joining your campaign if I could, I am not sure if there is still room, I have not played an online game before but I am responsible and I can promise to post at least 4 to 6 times a week.
If there is still room and there were no reservations on my joining I would like to play either a Grey or High Elf Magic-User/Cleric of Solonor Thelandira or a Magic-User/Ranger (a class combination allowed in Unearthed Arcana).
Did I miss the character creation section for the game? Is weapon specialization allowed?
>EST. But I get off work late, and I would post very early in the mornings before I go to bed.
>How about the best of two rolls for hit points? Healing is such a premium in AD&D! May I make a small suggestion that we have as a house rule in games I have played? PC's with high constitution get their Con mod added to how much they can sustain to their negative hit point total. So a Thief with a Con 15 can last until -11 and Dwarf Fighter with a Con 18 could last until - 14, just a possible suggestion.
>Character relations (I can see myself as a friend or contemporary of Tarmin)
>When giving combat actions include total THAC0 mod with currently equipped weapon, Ac, Hp current and max and of course your action. (I don't think I understand this fully)
>I make ALL of your rolls just to make it clear. (Also, there will be times I will post via phone and I am not sure how to make rolls using the Paizo dice rollers, I am completely fine by rolling and using an honor system or having the DM make my rolls.)
Thank you for your consideration and I hope you guys have a peachy game with or without me!
I have a busy couple of days - Star Wars Day sees me a year older and not much wiser. Plus I'm running basic Pathfinder at a wargames Con on Saturday (tough crowd!).
Probably pick up my games after that.
Cheers
P.S. Now that makes me smile, Solonor and Rillathane are my favourite elven gods. Good luck KC.
Kate, go ahead and roll up a character - you can talk to Tarmin about being related, otherwise I'll start you as a traveller in the Inn. Since you want to play a magic user of some sort, it'll allow me to do away with the NPC that started out as my PC. We're using the free OSRIC rules - they're similar to 1st edition, though I haven't had a chance to compare them to my players' guide. The .pdf can be found here: http://www.knights-n-knaves.com/osric/
I have no problems with weapon specialization, though it's only available to Fighters. Though MU/Cleric and MU/Ranger are not allowed under the OSRIC rules, I'm inclined to allow them here, as I've always thought that the class restrictions were a bit arbitrary. Not to mention the group could use more magic and/or healing.
One change I'm going to make, and this applies to everyone, is full HP at each level. So don't bother rolling HP. Everyone else, bump to max if you don't have max HP already.
Everything else needs to be rolled for - stats, gold, MU spells, etc. Wareagle allowed four rerolls if you want to raise stats, gold, whatever, so don't forget to use them.
As far as some of the bulleted points:
No worries about post time. as long as you're actively posting, I can adjust accordingly.
Your house rule regarding negative HP is a good one, I will implement that.
You will roll your attacks and any rolls other than suprise and initiative. I'll do init order for all parties involved. If you or anyone else wants me to roll for you due to phone, just say so in the spoiler post with your action. I hope this clears things up. I'm going to post a sumup post of rules changes next so those who didn't read this wall of text will catch them.
I will not be rolling for you except for suprise and initiative. Please calculate the AC you hit when you roll attacks and post allong with the roll. Roll attack and damage for each attack.
If circumstances (ie, using a phone) make using the dice roller difficult, just let me know in your spoiler and I will make your rolls.
PCs can drop to 10 plus con HP modifier below zero before dying.
Gnome (hp=5/5) AC=6 THAC0=20 Illusionist/Thief 1/1 xp 0/0
Just my two cents, weapon specialization was created to make fighters worth playing. Allowing other classes to have it takes away their only advantage (probably explaining why we have no fighter to start, but a paladin and a ranger).
Thank you DM Anselth! I appreciate getting a chance to play, this is my first pbp.
I did some digging and I think I found the link to the original character creation page. I guess there was a DM switch that's why I could not find the character creation rules on your listed posts page. I was going crazy trying to find it that way. Horrible search skills!
I still need help trying to figure out how to use the dice roller, is there a page where I can go to? I am sorry I am new to this. If you want to hand roll my scores that's fine (just don't roll too low : ) I am sorry I am adding a level of difficulty). I will be happy to use the dice roller once I figure out how to roll 4D6 on it - I promise I am a quick study! Thanks for your patience.
Also did you see the link for Solonor that was in my original post?
Since Rangers can in your game can not specialize (they could in Unearthed Arcana) I would like to play a Grey Elf Magic-User/Cleric of Solonor Thelandira. She is a scout/tracker from the Elven Kingdom of Celene, a junior member of the Order of the Hart who was sent by the Elven Queen's advisors to gather information on the rumors of the resurgence of banditry and turmoil in the area around Homlet.
I wanted to see if you would please allow the Priest Class I have tanken from 2nd edition. I gave up the ability to Turn Undead, have very limited armor and limited spell selection in favor of a more 'Elven god of the Hunt' feel, but with bow bonuses. Please tweak or drop anything you feel is over powered! Basically it boils down to this - it's a lesser Cleric who can use a bow! LOL
Since my Magic-User half will only have a single spell per day in was thinking I would be able to support the party with some missile fire.
And I am fine with your ruling on no weapon specialization.
Spoiler:
Elven Bows
If used as an emergency melee weapon, the elven bow acts as a staff, causing 1d6 points of damage to S- or M-sized creatures, 1d3 to L-sized or larger creatures. Elven bows weigh 5 pounds and typically cost 150 gp.
Elven Long Knives
Basically short swords but can be used for both Piercing and Slashing. Can not be thrown. Normally used as a paired set of two.
Specialty Priests/Rangers
REQUIREMENTS: Strength 13, Dexterity 15, Constitution 14, Wisdom 14
PRIME REQ.: Strength, Dexterity, Wisdom
ALIGNMENT: NG, CG, CN
WEAPONS Allowed: Any bows, Long Sword, Short Sword, Dagger, Long Knives, Knives, Spears
ARMOR: Penalties to some special abilities accrue if wearing heavier armor than studded leather
MAJOR SPHERES: Animal, Elemental, Healing, Plant, Sun, Weather
MINOR SPHERES: Combat, Necromantic, Travelers
MAGICAL ITEMS: Same as clerics/rangers
REQ. PROFS: Long, short, or composite bow (including elven bows); animal lore, set snares, survival (woodland)
BONUS PROFS: Bowyer/fletcher, hunting, tracking, weapon specialization in long or short bow
Priests Can Not Turn or Command Undead
• Rangers dedicated to Solonor must be elves or half-elves.
While most rangers in Solonor's service are Wood elves or Moon elves, elves and half-elves of every subrace are called to be specialty priests of Solonor's clergy.
• Rangers in Solonor's service, whether they are elves or halfelves, are allowed to multiclass as cleric/rangers.
Thanks for taking the max negative hit point house rule into consideration, I hope we don't need to use it often!
One last question regarding that, to 'stabilize' another PC, back in 1st Ed it was automatic, no rolls were needed but it did require 'an active action for an active PC to bind the wounds of the fallen PC', is that how you will rule it?
@French Wolf: thanks for the well wishes!
@Chainmail: in 1st Edition Unearthed Arcana Rangers were allowed to specialize in any bow, any one handed sword, spears and hand axes. Paladins did not get this benefit. But If Anselth does not want to have Ranger's to have access to this for game balance I am quite happy to just play a Magic-User/Cleric.
Gnome (hp=5/5) AC=6 THAC0=20 Illusionist/Thief 1/1 xp 0/0
I still remember when unearthed arcana came out. It reminds me of the Pathfinder APG, a little 'controversial'. I do not know if the summoner of the APG or the barbarian of UE where more 'controversial' relative to the other classes they were expected to coexist with.
Anyway, love gray elves. Cleric/magic-user multiclass is one of the best. Any weapons skills quickly become OBE as the great spell selection at higher levels take over.