Beyond the Tentacled Eye - A Pathfinder Greyhawk Tharizdun Campaign

Game Master GM Darkblade

A View of Hommlet from the Southern Approach
Player's Map of Hommlet Proper
Townsfolk Images
Zert's Map
Menu of the Inn of the Welcome Wench


1 to 50 of 217 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

2 people marked this as a favorite.

In ages past primordial powers ripped asunder the aether and fashioned it's tattered remnants into that which was to become the cosmos. Powers rose, thundered across the heavens, trod into being the early dusts of Oerth, then faded into obscurity. Gods came and went, kingdoms rose and fell, peoples lived and died, each in their kind leaving their own marks upon the face of the lands. Echoes of their passing can occasionally be heard in places where once their might held sway, whispers of secrets, promises of powers long abandoned. The coach stop village of Hommlet is one such remnant of ages past, long fought over, seldom conquered, always born again with the spring of each new millennium.

This is a character recruitment thread for a Pathfinder rules interpretation of the Greyhawk super-module series T1-4, A1-4, G1-3, D1-3, Q1, S4, and WG4. Elements from the Return to the Temple of Elemental Evil, Slavers, Against the Giants: The Liberation of Geoff, and related Dungeon magazine articles may be incorporated into the campaign as needed or appropriate. This will hopefully be a long and full campaign, reminiscent of the old grognard styles of play of my youth, when the singularly printed modules were shiny and new, eagerly devoured by a handful of teens crowded together around kitchen tables or in basement family rooms for long weekend marathons.

I am looking for players who can post regularly, minimum of once daily, and will give preference to role-players as opposed to roll-players or min/maxers. I understand that RL happens and can disrupt plans from time to time, so prompt communication of issues would be greatly appreciated by all involved. GM PC play will occur as needed. I myself have CF so I understand disruptions, though I work from home now which has improved my health somewhat.

Characters will be relatively new and inexperienced, so keep that in mind when creating your characters. Having beaten the ole' bugbear hermit of Badger Brier is fine, but having been the hero of Emridy Meadows is not. The campaign will begin in the spring of CY 579. Characters are travelling through the countryside around Hommlet, either following the caravan road from Verbobonc heading south, Dyvers tracing west, or Enstad moving north. With the spring season opening, many merchants have hit the roads to bring new goods to markets closed off due to the heavy snows of the past winter. Possible occupations could be as scouts, guards, couriers, or apprentice tradesmen working off passage, though other options will be entertained if reasonable and thematic to the campaign. Hommlet is not currently on the hot spots list for adventurers, the temple having been looted and sealed nearly a decade past.

I will be looking for player characters that can work together within the group to move the story along, provide support for one another, and become the kind of heroes that bards will sing ballads about for ages to come. Evil alignments, monstrous races, and really obtuse or niche concepts may find themselves parsed out of the running. I tend to run a game that can get dark or gritty; evil acts evil and does evil things. Monsters are monsters because they are genetically monsters; nurture changing the norm is difficult and rare enough to be the stuff of myths and legends.

The deadline for character submissions is February 17th at 11:59 PM EST. I am in EST, but may post at different times during the day. I will try to establish a standardized schedule for my minimum posting, yet to be determined.

Character Basics:

Pathfinder Resources only, no third party sources.

25 point buy – No ability lower than 8 or higher than 19 after adjustments.

I utilize Hero Labs software to track PCs, NPCs, combats, spell effects and related information. It will be used to verify and track game progress. I have found it beneficial for keeping my games moving and up to date.

Alias use – If selected I will require every player to create an alias for use by their character. Please use a format similar to this example.

Note on Approvals. Prior approval is mentioned not as a means to limit creativity, but rather to point out the changes a player wishes to make. If you mention it, and I approve it, then I am aware of it and we're both on the same page.

Races:

CORE races only without prior approval. If the concept seems appropriate I will allow the submission, but I don't guarantee final acceptance or selection. Greyhawk races may be thematically different but for game purposes will fit the parameters as outlined in the Pathfinder source material.

Alternate Racial traits can be selected as appropriate and with prior approval. These changes may be useful in altering the CORE race to fit as a Greyhawk racial stereotype.

Starting Age is determined by class and race, either chosen from the range presented in the source book or randomly selected. No age category adjustments will be permitted.

No size changes outside the category determined by race as selected. Can a be a tiny Ishfit newborn? Sorry, no.

Classes:

Classes: CORE, BASE, and HYBRID options are available for submission, as appropriate and with approval. No OCCULT or ALTERNATE classes. I have had bad experiences with some classes, hence the ban. I am sorry, but I recognize my dislike for the material would negatively impact the game and thus the experience for all involved.

Starting Wealth set to Maximum as determined by class. One free outfit of less than 10gpv may be selected as well.

Hit Points start at maximum for first level, half die plus one for each additional level. Feats may adjust hit points as appropriate.

Favored Class selection will be used. This will allow for either a choice of One (1) HP or Skill point per level. Racial options may be chosen upon approval. Feats which modify Favored classes apply as appropriate.

Each character will receive Three (3) free skill points to be used for either Craft or Profession skills, to represent the characters background and heritage.

Feats and Traits:

Each player will receive Three (3) Traits which may be used to flesh out the character's background. They may be used to stylize a character to thematically fit a particular Greyhawk race, nationality, or ethnicity as appropriate. Any trait which is specific to a particular Golarion religion/region/location may be used with prior approval and discussion. Rhennee and Varisian may thematically work similarly, Magnimar may be acceptable as Greyhawk City, etc. No more than One (1) trait may be taken from each category, be it racial, regional, combat, etc.

An additional One (1) Trait may be taken if a player chooses and role-plays a Drawback, as outlined in Ultimate Campaigns.

Each player will receive One (1) Free Bonus Feat to be selected at first level. This is in addition to any which may be received from race or class selections. This feat must meet all requirements for selection, as per normal policies.

If a player wishes to do so, they may also select One (1) Free Story Feat for their character, as long as the feat is appropriate to the character's background and will not unduly alter the proposed campaign. Requiring the character to meet Istus face to face, recover the Machine of Lum the Mad, or otherwise engage in some gameplay beyond the overall story arc of fighting the cult of the mad god Tharizdun will likely by rejected. [/I]This is optional, players may opt out if desired.[/I]

Equipment:

Weight and Encumbrance will be tracked as appropriate, so plan accordingly.

Wealth will be tracked, but minor expenses will be waived as appropriate. If you have done a service for the town, you may receive a few free meals or a night's free lodging. After that you may need to start pulling out coins and trading in those well won gemstones.

Taxes and fees may crop up from time to time. Greyhawk was a well established campaign world, with small areas of settlement and civilization amongst ranging swathes of rough and rowdy wilderness. Laws and order cling strongly to their goals and fiercely enforce their needs upon those of means to provide for the common defense. Within reason of course, so don't fret, but don't be surprised either.

Item availability will be determined by the standards of the villages or towns in which you find yourselves. Purchasing magic is uncommon but possible. Brokers and agents exist which can work shifting channels to find particular goods and services, though their may be a time delay in the process. Typically an item costing below the Base Value of the location can be found within a day 70% of the time. An item costing above the Base Value but below the Purchasing Limit may be located within a week 30% of the time. Percentages are checked after the time has past, not before. Costs will typically be from Base Value to 130% of value, though haggling, bartering, or related skill checks may reduce this cost to 80% of Base Value.

Downtime Activities will be possible but the campaign will be a living one, with plans and timetables already in progress. Long delays may result in dungeons being repopulated, evil masterminds escaping for other locales, or revenge plots being activated against those who linger at unfortunate moments.

Reputation, Prestige, and Heroics:

I will generally track player reputations to determine how they are perceived and received by populations as they travel around the countryside. Characters by default will develop reputations based upon their class, attributes, actions and racial selections unless membership in specific groups or agencies is arranged.

Reputation or Prestige points - These may be earned by particular actions and achievements during gameplay. They may be spent as desired for appropriate vanities as outlined in Ultimate Campaign. Any player not interested in such matters may opt out of use. This is entirely optional.

Hero Points – Players will not start with any Hero Points but may earn them during the course of gameplay for particular actions or achievements. Characters are limited to a pool of One (1) Hero Point per level, up to a cap of Three (3) Hero Points. Hero Points and there use can be viewed here.

Each Player will receive Three (3) Action Points which can be used to adjust dice rolls or take additional actions as outlined below. Every even level will award the character additional Action Points equivalent to ½ the character's level, 1 at 2nd, 2 at 4th, 3 at 6th, etc.

You can spend 1 action point in a round as a Free Action to add a d6 bonus to a single d20 roll. When using an Action Point to improve a d20 roll, use must be declared prior to the GM's determination of the roll's success or failure.
Activate an Ability – A character can spend 1 action point as a Swift Action to gain another use of a class ability that has a limited number of uses per day. Examples include stunning fist, smite, channel energy, etc.
Take an Extra Attack – When taking a full attack action, a character may spend 1 action point as a Free Action to make an extra attack at the highest base attack bonus. Action points may be used in this way with either melee or ranged attacks.
Spell Boost – A character can spend 1 action point as a Swift Action to increase the effective caster level of one spell by 2. This must be decided before casting the spell, and effects all particulars of the spell as per the adjusted caster level.
Spell Recall – Spellcasters who prepare their spells in advance can spend 1 action point as a Swift Action to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. Spontaneous spellcasters can spend 1 action point as a Swift Action to cast a spell without using one of their daily spell slots. These uses of an action point can only be done in the same round that the spell is cast.
Stabilize – Any time a character is dying, they can spend 1 action point as an Immediate Action to become stable at their current hit point total.

If I have missed something, which is entirely likely, or you have any questions, please feel free to ask.


I will adjust soon
thanks for running this.


I've been looking for a game I could get Sir Bleeparolo The Deft into. Sir Bleeparolo is a gnome nature oracle and the main concept behind him is that he rides a wolf mount into combat and uses the mounted charge whenever he can. So he is a healer and a melee fighter.

He was originally built for a game of Crypt of the Everflame that died out. So he was originally written as being from Kassen, which is in Northern Nirmathas. I don't know Greyhawk that well but he would come from a forested area near human settlements.

His father raised him on stories about the great Knights of the Black Bough, an ancient order of gnomish knights that rode wolves into battle. He now has set out to restore the order of knights. The only problem is that his father might have made the whole thing up.

His family are tinker gnomes who scavenge scrap metal and make things out of it. So he would have the Master Tinker alternate racial trait. This would allow him to have a couple of weapons that he made himself, including a lance, and something else interesting, like a Falcata.

Master Tinker:

Source Advanced Player's Guide
Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

I'll have to update him according to your crunch, but he is mostly ready.

Could game mechanics associated with the Green Faith in Golarion be re-themed to "The Old Faith" of Beory in Greyhawk?

Where in Greyhawk will the game start?


Ho humm. What to do, what to do. Warrior Cleric of st. Cuthbert, mayhaps? Or a bard. Bards are fun. But so are rangers. Arg!


Cerilis Silvertree wrote:

I will adjust soon

thanks for running this.

De nada


Peet wrote:


Could game mechanics associated with the Green Faith in Golarion be re-themed to "The Old Faith" of Beory in Greyhawk?

Where in Greyhawk will the game start?

Gnarley Forest south of Dyvers or Southern Welkwood would be likely options for what you suggested, although there are also a fair number of gnomes in the Kron Hills as well.

Green Faith is an acceptable substitute for the Old Faith.

The game will begin about a half day outside of Hommlet.


Groundhog wrote:
Ho humm. What to do, what to do. Warrior Cleric of st. Cuthbert, mayhaps? Or a bard. Bards are fun. But so are rangers. Arg!

Ballad of the Boastful Bard


I would love to get to play this character in your game, if possible. He was in an adventure that just seemed to fizzle out.
There will be a few adjustments he will need, but I think he could fit in nicely!


I probably should have posted I am looking for a minimum of four players, with a maximum set at six. I am looking as much for player balance than over any specific group roles. Having played games where my lowly evoker has found himself tanking the BBEG for the rest of a battered party I understand that any character can participate if only given the chance to tell an interesting paragraph of the story.

I will track experience and advancement as appropriate to the events and actions of the party, to maintain a pace on par with how the group works towards resolving each chapter of the story. With the volume of action contained in the listed modules this campaign, fortunes willing, may reach book 6 AP levels before completion.

There will be travel between the various locales over time, so there is room for outdoors, dungeons, and urban encounters. A variety of skills and styles may complement the adventure as things progress.


Musami Forgeborn for consideration. Alias of Ietsuna. Willing to tweak if required.


I will try to keep a running list of applicants...

Cerilis Silvertree, elf rogue - alias of Jovich
Sir Bleeparolo the Deft, gnome oracle - alias of Peet
Cedryk, human druid - alias of Daniel Stewart
Musami Forgeborn, dwarf fighter - alias of GM Ietsuna

I know some said they will be tweaking the characters, so I will look them over but hold considerations until closer to the submission deadline.


Definitely dotting. I'm considering some kind of arcane goodness for the group, maybe an Arcanist or a Sorcerer.


GM Darkblade wrote:

Gnarley Forest south of Dyvers or Southern Welkwood would be likely options for what you suggested, although there are also a fair number of gnomes in the Kron Hills as well....

The game will begin about a half day outside of Hommlet.

I am thinking perhaps Sir Bleeparolo could have lived in the northwest end of the Gnarley Forest, in the forests outside Stalmaer, and his family periodically sold their goods in town.

Mind you, if it is more convenient, my family could be from the forest outside Hommlet itself.

Is the adventure going to begin with the party already assembled? Or do we need reasons to come together? And would I need a specific reason the be heading to Hommlet?


Interesting campaign. I'll have a closer read when I come back from work.


Ah! Always wanted to play a Greyhawk game. Like most folks whose first exposure to tabletop was in the 90's I cut my teeth on Forgotten Realms, so my knowledge of Greyhawk is peripheral. I'll definitely need to read up on those links you included.

So, I have a character concept I put together a couple weeks ago that I'd love to play and I think might fit into this well, though your cautioning against ideas that are overly niche means maybe not. She wasn't built with any particular setting in mind, so should be easy enough to plug in.

The short(est) description::

Young woman who comes from a long line of famous chef that ends up on the road and falling into the adventurer life rather unexpectedly and just having to roll with it.

Mechanically speaking, a Rogue who, with some of the more colorful traits available, fights with a priceless family heirloom: her grandmother's mithral frying pan. Combat-wise she'd primarily focus on Dirty Trick (cumin, right to the eyes!) and Steal combat maneuvers, and of course Sneak Attack.

Out of combat, she's a passable Party Face and has a handful of utility skills. She has, however, completely traded away Trapfinding and Lockpicking, which could be a concern when putting a party together.

I've got most of an alias put together here. She's missing gear and some of your house rule goodies, like that bonus feat, but I'm working on that (maybe add Disarm to her repetoire?). Background and such would get filled in as I read up on Greyhawk and plug her in.

Let me know if you think she's a good enough fit to finalize her and apply!


Peet wrote:
GM Darkblade wrote:

Gnarley Forest south of Dyvers or Southern Welkwood would be likely options for what you suggested, although there are also a fair number of gnomes in the Kron Hills as well....

The game will begin about a half day outside of Hommlet.

I am thinking perhaps Sir Bleeparolo could have lived in the northwest end of the Gnarley Forest, in the forests outside Stalmaer, and his family periodically sold their goods in town.

Mind you, if it is more convenient, my family could be from the forest outside Hommlet itself.

Is the adventure going to begin with the party already assembled? Or do we need reasons to come together? And would I need a specific reason the be heading to Hommlet?

NW Gnarley is fine. The party will be together as part of a caravan passing through Hommlet for parts beyond. How close the characters are to one another will be up to the players to decide, though at the minimum they will have been in close proximity for roughly a week and change.

I will let the party decide if they want to generate more specific reasons for coming by Hommlet, whether a mini-quest or macguffin as desired.


RamzaBeoulve wrote:

Ah! Always wanted to play a Greyhawk game. Like most folks whose first exposure to tabletop was in the 90's I cut my teeth on Forgotten Realms, so my knowledge of Greyhawk is peripheral. I'll definitely need to read up on those links you included.

So, I have a character concept I put together a couple weeks ago that I'd love to play and I think might fit into this well, though your cautioning against ideas that are overly niche means maybe not. She wasn't built with any particular setting in mind, so should be easy enough to plug in.

** spoiler omitted **

Profession Cook has always been my go-to backup. I know what it is like to be out in the wild and suffer the mediocre at best flavors of prepackaged rations.

The mithral frying pan is going to be expensive for a first level character's budget, and limiting as far as determining treasure drops, from a creative point of view at least. You toss aside the lid of the banshee's hope chest, removing her stained wedding dress, an album of pressed night lilies, and there beside her mother's cook book is her most prized possession, a +2 flaming adamantine skillet of non-sticky surfaces...


Big DOT for Greyhawk. It's been over 30 years since I played a campaign here, although I did play in a short-lived PBP campaign for 2 pages last year. I'll definitely put a submission together, probably a wizard.

Sovereign Court

Question for the DM:
Howwww do you feel about a gunslinger who is a follower of the hero-god of magical technology, Murlynd? When I ran a Greyhawk game in PF I made a Trait, Magical Technologist, that essentially gives access to early firearms (which would otherwise not fit in the setting) to such a character.


GM Darkblade wrote:
The mithral frying pan is going to be expensive for a first level character's budget, and limiting as far as determining treasure drops, from a creative point of view at least. You toss aside the lid of the banshee's hope chest, removing her stained wedding dress, an album of pressed night lilies, and there beside her mother's cook book is her most prized possession, a +2 flaming adamantine skillet of non-sticky surfaces...

Wow, rereading that I sounded snide. Sorry for that. I did not mean to belittle your character concept. Fry cook maidens have been a thing for a long while. I think my first memory of one was Tika Waylan braining a draconian at the Inn of the Last Home in the Dragonlance sagas.

If you want to submit a cook who specializes in cooking appliances as weapons that is permissible. Probably can't allow the mithral pan at the start, though you might "purchase/inherit" one later into the game. I would suggest the character may need to be open to other weapons as needed to aid the party, plus in consideration of many people may have concerns over eating fried eggs and ham from the weapon you used to brain three orcs and a kobold with before lunch...

Sovereign Court

To be helpful: One of my other characters in a different game does cooking and has this Trait:
Rough and Ready (Equipment): Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be.
Benefit: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.

The character is literally better at fighting with a frying pan than with his sword.

EDIT: Ah, I see you have already found the Trait in question! Good joss.


Jesse Heinig wrote:
** spoiler omitted **

Reply:
I remember Murlynd and a handy chart in the back of the 1st ed DMG (I think) which offered up game rules for using advanced tech. Barrier Peaks is one of my top three OG modules due to the tech, and I even did a Gamma World/Greyhawk cross-over in my teens.

I would permit a gunslinger character, the class is amongst the listed resources. I do tend to apply gunshot sound checks for areas which may have guards or outposts that may be alerted by the shots. Just an FYI. Oil of Silence may be something to consider.

Sovereign Court

DM:
OK, good to know. It's just one possible idea. I have a plethora of others - a half-elf cleric/mage type who's an earnest scholar studying magic under the auspices of a god of magic (probably a devotee of Delleb or Lirr); perhaps a traveling bard who's looking for old stories and finds himself in one (like a young Fflewddur Fflam, possibly with the Filidh archetype to be more like an old-school druidic bard); maybe a gunslinger or investigator who follows in the Murlynd mold, as mentioned previously. Or I could go really old school and make something like an elven fighter/wizard type or even just a halfling fighter or fighter/rogue.


Will there be time between adventures for any crafting?

And is there time for pre-game crafting? I'm only thinking scrolls for a wizard given the level 1 start.


Valjoen_KC wrote:

Will there be time between adventures for any crafting?

And is there time for pre-game crafting? I'm only thinking scrolls for a wizard given the level 1 start.

Any time taken between adventures will be up to the players, so crafting is a possibility. I don't think a few days here and there will greatly affect the long term picture, maybe allow some regrouping, BBEG leveling up, etc..

That said, the cult is working towards it's own foul ends, so at some point in the future they will potentially acquire the resources they need to free the Zuggtmoy, the Elder Elemental Eye, Lolth, or perhaps even Tharizdun itself. Any one of those beings could make quite the mess of the world. Taking six months off to craft everyone a nifty suit of armor with matching handy dandy cutlery might not be too good an idea.

Pre-game crafting will depend on a case by case basis, will be only for character use in-game (not as a mercantile cash-in), and will require the appropriate skill checks and resource expenditures as appropriate.


Jesse Heinig wrote:
** spoiler omitted **

Reply:

All could be possible submissions. The Filidh archetype might generate a matter/antimatter type conflict should the character ever actually come face to face with Tharizdun, since he was imprisoned as the discordant antithesis to the forces of creation, i.e. the cosmic melody. Interesting tangents this way lie. Hmm...


Submitting Fil for your perusal and possible inclusion.


Dot.


I have updated the resource links on the campaign page to hopefully better assist players new to Greyhawk with some of the basics. If anyone has other suggestions I've missed, please feel free to send my way via private message.

Running list of applicants...

Cerilis Silvertree, high elf rogue - alias of Jovich
Sir Bleeparolo the Deft, gnome oracle - alias of Peet
Cedryk, human druid - alias of Daniel Stewart
Musami Forgeborn, dwarf fighter - alias of GM Ietsuna
Filnefillan Lotusbow, high elf wizard - alias of Darkmeer

A few others have concepts pending, so we shall see...


Forgot to ask earlier, is VMC ok?


TerrorOfDeath wrote:
Forgot to ask earlier, is VMC ok?

Apologies but I don't have the Unchained book and therefore can't accurately judge the pros/cons of the variant options. From what little interaction I've had with them via the forums and a few PFS associates better equipped to comment I'm inclined to disallow it.


Hello there!

I would be quite interested in retooling Kairon Daaltin as a cleric of Pelor for a Greyhawk campaign! I am relatively unfamiliar with the campaign setting, but I only work 7 days out of every 14 at present, and so could easily catch up on that information.

I will set to retooling him per the rules that have been laid out and post under that alias sometime today or tomorrow.

A General Outline

* Kairon is a 'reach cleric'/dedicated healer
* Medicine subdomain, Fire domain (Any chance of keeping Fire as a granted domain of Pelor?)
* Provincial drawback (-2 Diplomacy/Sense Motive vs non-NG/non-Pelorian); Fiend-blooded trait (Intimidate as class skill, +1 trait bonus), Magical Talent trait (disrupt undead)
* Accursed story feat, Combat Reflexes (1st level) before adjusting to new ruleset
* The game for which I built him ended prematurely (in my opinion) because the GM wanted to switch fully to 5E. We played through two parts of the Hollow's Last Hope AP, so I've had a little PbP experience (from Oct 2016 to Jan 2018 -- slow-paced game). I'd like to find a way to work bits and pieces of his former narrative into his thoughts and memories, perhaps -- in a non-intrusive fashion, of course! --, and keep his story going!


Hi Syrus, I'm not sure about the GM's feelings towards that, but the 3.5 Pelor had the following domains based on the Living Greyhawk 2.0 document dated March 2, 2005 (the last update I am aware of):

Glory (from Complete Divine), Good, Healing, Nobility (from Complete Warrior, or Sandstorm), Purification (from Complete Divine), Strength, and Sun.

Most if not all of these have either a subdomain or a proper domain that would be a great analogue. I love the fire domain as well, but Pelor's priesthood isn't an exact analogue to Sarenrae's.

GM: Please feel free to stomp me in the head if I overstepped my boundaries.


It's no big deal to me, really, which domains are allowed. Though I don't think any 5th-level party ever had its feelings hurt by having an extra fireball available. :D

Long way off, though -- that 5th level.

And I was doing some digging and found *this*: Pelor grants the Travel domain?!

Seems too good to be true. I could benefit from some clarification on the domains/subdomains matter, GM Darkblade.


Have a concept I'll try and nail down for submission - Verko Ficolfate; Hobniz Swashbuckler (Daring Infiltrator) and follower of Brandobaris.

Will get cracking on this and get something pulled together - opportunity to tread the halcyon paths of Oerth again is far too tempting :)

Cheers

BD


Syrus Terrigan wrote:

It's no big deal to me, really, which domains are allowed. Though I don't think any 5th-level party ever had its feelings hurt by having an extra fireball available. :D

Long way off, though -- that 5th level.

And I was doing some digging and found *this*: Pelor grants the Travel domain?!

Seems too good to be true. I could benefit from some clarification on the domains/subdomains matter, GM Darkblade.

When in doubt we will use the current GreyWiki as the primary campaign guide, Canonfire and other resources secondary.

From this Pelor does not have the Travel Domain. He grants Community, Glory, Good, Healing, Strength, and Sun domains. Subdomains may be selected if they do not thematically clash with the deity's given portfolio.

For example a Valentine cherub may have the Charm Domain, and could offer the Love Sub-Domain, but chubby children with fluffy wings would not likely inspire the Lust Sub-Domain, or I would certainly hope not. Now the cute little She-Devil in black fishnets on the other hand...

edit: Fharlanghn offers the Travel domain, and the Touv goddess Nola offers Fire. I could be persuaded to allow her as a heretical offshoot of the Old Faith if you are not interested in being a displaced Touv.


I have an idea for a concept, sort of branching off from the bard direction. Would it be appropriate to start out as an impoverished knight-errant? She wouldn't be able to afford a horse, but she'd technically be a knight, sworn to whichever sovereign rules the land.

Maybe she's the descendant of a great noble line fallen on harsh times, maybe she's just from a family which has always been one step above freeholding farmers.

Would it be appropriate to be a knight-errant sworn to Viscount Langard of Verbobonc?

Also, would you allow me to take Iomedae's Divine Fighting Technique, crediting it to Heironeous? He shares her favored weapon and alignment, so I figured they were a fair enough match. If you need a link, it's listed here as Inspiring Sword.

Mechanically, the plan is to go Sister In Arms Cavalier 4/Bard 1/Battle Herald X and be a melee/buffer kind of character. Also probably picking up the Flagbearer feat, once the party is thrown together tightly enough to form a real band.


Groundhog wrote:

I have an idea for a concept, sort of branching off from the bard direction. Would it be appropriate to start out as an impoverished knight-errant? She wouldn't be able to afford a horse, but she'd technically be a knight, sworn to whichever sovereign rules the land.

Maybe she's the descendant of a great noble line fallen on harsh times, maybe she's just from a family which has always been one step above freeholding farmers.

Would it be appropriate to be a knight-errant sworn to Viscount Langard of Verbobonc?

Also, would you allow me to take Iomedae's Divine Fighting Technique, crediting it to Heironeous? He shares her favored weapon and alignment, so I figured they were a fair enough match. If you need a link, it's listed here as Inspiring Sword.

Mechanically, the plan is to go Sister In Arms Cavalier 4/Bard 1/Battle Herald X and be a melee/buffer kind of character. Also probably picking up the Flagbearer feat, once the party is thrown together tightly enough to form a real band.

And yes I think some of Iomedae's flavor traits/feats will work with Heironeous. I had considered using some Hellknight flavoring for npc agents of Hextor.

Owing that knighthoods really were not offered to low level fighters 1st edition granted rank titles with each level it is easily feasible that an aspiring esquire of Heironeous could be undergoing his own trials and awaiting a sponsor to stand for his testing to enter a knightly order.

Sir Rufus of Hommlet is actually waiting to reach 9th level when he will be recalled to Veluna City and formally inducted into the Knights of the Hart. Until then his title is honorary, with limited benefits but still carrying all of the associated responsibilities.


@Syrus Terrigan, might I suggest Joramy a lesser goddess allied with Pelor which offers the Fire Domain if that is your preference. Might also look at Rage for the Sub-Domain keeping with her theme.


GM Darkblade wrote:
Groundhog wrote:

I have an idea for a concept, sort of branching off from the bard direction. Would it be appropriate to start out as an impoverished knight-errant? She wouldn't be able to afford a horse, but she'd technically be a knight, sworn to whichever sovereign rules the land.

Maybe she's the descendant of a great noble line fallen on harsh times, maybe she's just from a family which has always been one step above freeholding farmers.

Would it be appropriate to be a knight-errant sworn to Viscount Langard of Verbobonc?

Also, would you allow me to take Iomedae's Divine Fighting Technique, crediting it to Heironeous? He shares her favored weapon and alignment, so I figured they were a fair enough match. If you need a link, it's listed here as Inspiring Sword.

Mechanically, the plan is to go Sister In Arms Cavalier 4/Bard 1/Battle Herald X and be a melee/buffer kind of character. Also probably picking up the Flagbearer feat, once the party is thrown together tightly enough to form a real band.

And yes I think some of Iomedae's flavor traits/feats will work with Heironeous. I had considered using some Hellknight flavoring for npc agents of Hextor.

Owing that knighthoods really were not offered to low level fighters 1st edition granted rank titles with each level it is easily feasible that an aspiring esquire of Heironeous could be undergoing his own trials and awaiting a sponsor to stand for his testing to enter a knightly order.

Sir Rufus of Hommlet is actually waiting to reach 9th level when he will be recalled to Veluna City and formally inducted into the Knights of the Hart. Until then his title is honorary, with limited benefits but still carrying all of the associated responsibilities.

That sounds good. This is the Alias I'll be using - there's nothing but a statblock there yet, though.


I have one or two submissions outstanding at the moment, and don't want to overextend myself. If I don't get in on any of those, I'll put together something for this.

DM, your skill point adjustment sounds very much like the background skill system from P Unchained. I know you said you don't have that book, but that little chunk of it might be worth perusing...

Cheers!


@GM Darkblade: Back when 3E was in its infancy there was a list of Greyhawk Regional traits published.

One gave hobniz/halflings of the Stout subrace the option of lower grade dark vision:

Deepseer: You see exceptionally well underground.
Regions: Deep Gnome, Stout Halfling, Mountain Dwarf
Benefits: You gain darkvision with a range of 30 feet. If you already have darkvision, add 30 feet to the range of your dark vision.

I'm building Verko as a Stout, but there's not a fitting alternate race feature that covers their pseudo-dwarven feel - Would you consider allowing this for the Free Bonus Feat?


GM Darkblade wrote:

Wow, rereading that I sounded snide. Sorry for that. I did not mean to belittle your character concept. Fry cook maidens have been a thing for a long while. I think my first memory of one was Tika Waylan braining a draconian at the Inn of the Last Home in the Dragonlance sagas.

If you want to submit a cook who specializes in cooking appliances as weapons that is permissible. Probably can't allow the mithral pan at the start, though you might "purchase/inherit" one later into the game. I would suggest the character may need to be open to other weapons as needed to aid the party, plus in consideration of many people may have concerns over eating fried eggs and ham from the weapon you used to brain three orcs and a kobold with before lunch...

Oh, no offense taken! I don't mind a bit of silliness in my game, but in fact the purpose of the masterwork mithral frying pan was to head off you having to write scenes like "Amongst the sanctified relics available for purchase at the church of Heironeous, you find... a Frying Pan of Disruption."

The "Signature Moves" trait gives you a single masterwork item worth less than 900gp (masterwork + mithral comes to ~800) and gives you a +1 bonus to Bluff and Intimidate while holding it (the other reason I took it, as that dovetails well with her background of being the woman who came out on top of a bar brawl with nothing but her cookware). With a masterwork frying pan, I can get it enchanted periodically as the opportunity presents itself: perhaps we end up with a magic weapon crafter in the party, or maybe Burne ends up owing us a favor, etc.

If the pan being mithral creates dissonance with your expectation of what players should be toting around at level, I completely understand that and I'd certainly not mind picking a less exotic material for it to be constructed out of, or have it simply be masterwork alone. My primary motivation was I wanted it to sort of humorously be like the chef's equivalent of an Academy Award, that her grandmother passed down to her as a family heirloom. Mechanically, mithral doesn't do much for weapons other than being counted as silver for damage reduction purposes.

Also, at level 3 the archetype I've taken grants a limited rounds per-day ability to grant an enhancement bonus to an improvised weapon. No special abilities - like "keen" or the like - as it isn't magical, more like "supernatural competence", but it also helps to alleviate pressure on you to drop magical cookware into the campaign.

Lastly, while the frying pan is intended to be her primary weapon and is the "thesis statement" of the gimmick, so to speak, she's able to use just about anything as an improvised weapon and gets a small bonus if it's an object/tool linked to her trade, so she'd be equally adept at things like hurling serving trays (we call that the "Alfred Pennyworth special"!).

Oh! And one quick question: I saw above that you do not own Pathfinder Unchained. I built Arycelle as an Unchained Rogue. Is that acceptable? The changes/upgrades are not complex, nor game disrupting. I was never one of the "the Rogue as it is is unplayable!" types, but I can't deny it definitely needed the Unchained tune-up to bring it more in line with other non-spellcasters.


I'm a huge Greyhawk fan myself (I played Living Greyhawk a ton back in the old RPGA days and now I've made myself feel old).

I'm super interested in the campaign but I'd like to ask if a custom class is allowed? Basically there's a class I'd like to play test called the Studied Summoner. I know you use Hero Lab to track the players and stuff, but there's actually a Hero Lab file that has the class implemented that I could provide you.

Basically the class is designed like the Summoner but it ditches the Eidolon in favor of focusing on the SLA Summon Monster feature. However, it's not broken like the Master Summoner as the class also introduces new limitations on Summoning (It sets a Maximum number of Summons that scales in level, and it plugs the loophole that allows a summoned monster to active, then be replaced by a new summon with a full set of actions).

It's an interesting alternative and if you have issues with the class features they can be adjusted for balance purposes.

Here's a link to the Studied Summoner write up.

And here's a link to the Hero Lab file for the class. The file just needs to be dropped in C:\ProgramData\Hero Lab\data\pathfinder and it'll compile the next time you run Hero Lab.

If you're okay with it I can work up a Hero Lab file for the character real easily.


Redblade8 wrote:

I have one or two submissions outstanding at the moment, and don't want to overextend myself. If I don't get in on any of those, I'll put together something for this.

DM, your skill point adjustment sounds very much like the background skill system from P Unchained. I know you said you don't have that book, but that little chunk of it might be worth perusing...

Cheers!

I actually carried the background skills idea over from 1st/2nd editions as I felt they were closeted ways of nudging new players into seeing their characters as people rather than min/max stat blocks which gave them alternate avenues of role-playing their characters. I would tweak games/modules here and there to reward skill use in social, urban, or non-combat situations as a means of encouraging player interaction and advancing communal storytelling.


Black Dow wrote:

@GM Darkblade: Back when 3E was in its infancy there was a list of Greyhawk Regional traits published.

One gave hobniz/halflings of the Stout subrace the option of lower grade dark vision:

Deepseer: You see exceptionally well underground.
Regions: Deep Gnome, Stout Halfling, Mountain Dwarf
Benefits: You gain darkvision with a range of 30 feet. If you already have darkvision, add 30 feet to the range of your dark vision.

I'm building Verko as a Stout, but there's not a fitting alternate race feature that covers their pseudo-dwarven feel - Would you consider allowing this for the Free Bonus Feat?

I think 30' darkvision would be acceptable in lieu of the free bonus feat.

Perhaps you might also look at the dwarven racial traits and see if creating him as a re-skinned dwarf might better reach the feel you are looking for.


RamzaBeoulve wrote:

The "Signature Moves" trait gives you a single masterwork item worth less than 900gp (masterwork + mithral comes to ~800) and gives you a +1 bonus to Bluff and Intimidate while holding it (the other reason I took it, as that dovetails well with her background of being the woman who came out on top of a bar brawl with nothing but her cookware). With a masterwork frying pan, I can get it enchanted periodically as the opportunity presents itself: perhaps we end up with a magic weapon crafter in the party, or maybe Burne ends up owing us a favor, etc.

If the pan being mithral creates dissonance with your expectation of what players should be toting around at level, I completely understand that and I'd certainly not mind picking a less exotic material for it to be constructed out of, or have it simply be masterwork alone. My primary motivation was I wanted it to sort of humorously be like the chef's equivalent of an Academy Award,...

I always thought a high quality cast "cold iron" frying pan would be more a family heirloom, never washed only wiped down after use, occasionally scrubbed out with river sand to scour away any burnt bits. Who needs some Teflon wannabe mithral job touting a shiny new non-stick surface?

My cost considerations really came from the game already having pieces of mithral cookware listed as useable gear, all with starting prices upwards from 2000 gold apc. Masterwork Tools cost only 50 gold over normal cost so that might be more cost effective for the character. Weapons and armor prices for mithral or adamantine items reflects the rare ores being blended with lesser steel during forging. Cooking implements routinely heated and quenched might require more purity and homogenous ore I suppose. Many decisions Paizo makes seem strange when held up for comparisons.

And I apologize for the Unchained option, but as I stated since I do not own the material, and have rejected another character built under it, I would ask the character be built as a regular rogue or whichever class you might ultimately decide upon using.


bycot wrote:

I'm super interested in the campaign but I'd like to ask if a custom class is allowed? Basically there's a class I'd like to play test called the Studied Summoner. I know you use Hero Lab to track the players and stuff, but there's actually a Hero Lab file that has the class implemented that I could provide you.

Here's a link to the Studied Summoner write up.

And here's a link to the Hero Lab file for the class. The file just needs to be dropped in C:\ProgramData\Hero Lab\data\pathfinder and it'll compile the next time you run Hero Lab.

If you're okay with it I can work up a Hero Lab file for the character real easily.

I will review the write up over the next day or so as requested. I admit at first glance I am leaning towards denying the request out of a sense of balance and fairness to other applicants for whom I have rejected published options from unapproved sources. I hope you understand. I will have a decision soon.


GM Darkblade wrote:
I will review the write up over the next day or so as requested. I admit at first glance I am leaning towards denying the request out of a sense of balance and fairness to other applicants for whom I have rejected published options from unapproved sources. I hope you understand. I will have a decision soon.

I totally understand and I appreciate the consideration. Whatever works best for your campaign :)


Hi GM Darkblade!

I would be very interested in participating, as I have not played any Greyhawk and it seems to be the original D&D world, and it seems wrong not to have participated in the original setting of the game I love. I would be interested in building a Human Neutral tending towards misguided Good bad touch Cleric of Boccob. I was looking at domains and of what I can find for Boccob, his Mind and Oracle domains don't have an analogue in Pathfinder. I was wondering if I would be permitted to take the Madness domain, along with the on-list Trickery domain with the Deception subdomain?

I would also like to obtain a familiar for him via Eldritch Heritage, and take the Magical Enigma Story Feat for it, which seems quite fitting as a cleric with a familiar is quite the enigma.

Story wise, I was thinking of him being a homeless guy who is on the streets of Hommlet when the party shows up and has some information and decides to help them. However, I realise this may disrupt any plans you have for reaching the town, so I would be happy to adjust this as you see fit.

Thanks for your consideration, if I get the OK on the concept I'll stat him up fully.

Aipaca

1 to 50 of 217 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Beyond the Tentacled Eye - A Pathfinder Greyhawk Tharizdun Campaign All Messageboards

Want to post a reply? Sign in.