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


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After having a closer look at the thread (and discovered that some of my initial options are already taken by some other applicants), I think a Barbarian would be wonderful, but... can anyone tell me what should I look for in Grayhawk lore for building a barbarian fluff? Which zones or cultures and the like...

As for the unchained rules, most of them are easily at hand at the pfsrd page. The Unchained classes, for example, are just a redoing of the original class, and all rules are in the corresponding class section.


Update:

I just couldn't do it. I couldn't run a Sarenite cleric in a Pelor world. I dusted off an old 3.5 character, Daavan Sunborn, and will be statting him up for submission instead of Kairon Daaltin.

Daavan is a support caster in combat and a rather learned fellow outside the battle grid. Statblock should be finalized within 24 hours.

Sovereign Court

Jereru wrote:

After having a closer look at the thread (and discovered that some of my initial options are already taken by some other applicants), I think a Barbarian would be wonderful, but... can anyone tell me what should I look for in Grayhawk lore for building a barbarian fluff? Which zones or cultures and the like...

As for the unchained rules, most of them are easily at hand at the pfsrd page. The Unchained classes, for example, are just a redoing of the original class, and all rules are in the corresponding class section.

"Barbariany barbarians" in Greyhawk have a few potential sources in-world:

* In the "frozen north" category you have groups like the ice, frost, and snow barbarians of the Thillonrian Peninsula. These guys are Viking-like, descended from migrants of the old Suel empire, fair-skinned and boisterous.
* In the "king of the jungle" category you have Hepmonaland, where you can find Touv and Olmans (though technically they have civic polities, just more along Uto-Aztecan lines) and degenerate remnants of Suel refugees.

The barbarians of Oerth have a very Conan-esque sensibility, because many of them are descendants of the Suel people, who had a large and decadent magical empire until it was destroyed in a magical war. Now, generations later, Suel descendants have fled to remote areas, but unlike the Suel of old, they are not predisposed toward magical or scholarly pursuits; instead they are hardy warriors who live in difficult climates and have lost their old cultural roots excepting worship of old gods. (Compare with Howard's depiction of Conan as coming through a roundabout descent from a civilization that fled the fall of Atlantis.)

(Note that there are some Suel refugees who kept their culture and their learning. They form a group called the Scarlet Brotherhood. They are xenophobic racists. Probably not a good character choice.)


Jesse Heinig wrote:

"Barbariany barbarians" in Greyhawk have a few potential sources in-world:

* In the "frozen north" category you have groups like the ice, frost, and snow barbarians of the Thillonrian Peninsula. These guys are Viking-like, descended from migrants of the old Suel empire, fair-skinned and boisterous.
* In the "king of the jungle" category you have Hepmonaland, where you can find Touv and Olmans (though technically they have civic polities, just more along Uto-Aztecan lines) and degenerate remnants of Suel refugees.

The barbarians of Oerth have a very Conan-esque sensibility, because many of them are descendants of the Suel people, who had a large and decadent magical empire until it was destroyed in a magical war. Now, generations later, Suel descendants have fled to remote areas, but unlike the Suel of old, they are not predisposed toward magical or scholarly pursuits; instead they are hardy warriors who live in difficult climates and have lost their old cultural roots excepting worship of old gods. (Compare with Howard's depiction of Conan as coming through a roundabout descent from a civilization that fled the fall of Atlantis.)

(Note that there are some Suel refugees who kept their culture and their learning. They form a group called the Scarlet Brotherhood. They are xenophobic racists. Probably not a good character...

This is all really good lore, and I'll throw out another option for Barbarian is being from the Bandit Kingdoms. There the people of the land fight their hostile surroundings to survive on a day-to-day basis living under the tyrannical rule of an evil demigod Iuz. It's a harsh place that breeds tough citizens. Basically there's a giant "Paladins should not enter" sign along the borders.

Link for more reading on lore of the Bandit Kingdoms.


GM Darkblade wrote:


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...

This is my fault as I did not see this. I will be withdrawing Cerilis and put together something else. The build is based around the Unchained version and without it I would need to rethink that build. I will have something up soon.


I will adjust this character soon.
This is Jovich's new submission.

Silver Crusade

Hello GM

Can I have an Oread (With almost human trait) - appears to be mostly human and is not an outsider.

Unchained - I've read through the thread and can't find if you've explicitly said you won't use unchained so? I had an idea to create an Unchained Monk.


I apologize to those interested, but I have decided against using the Unchained options for this particular Greyhawk campaign. Perhaps were it a regular AP I might consider digging through the material and using it to appropriately challenge the PCs, but I have enough work in converting and attempting to balance 1st, 2nd, and 3.0 game stuff into Pathfinder already.

I will not be allowing Unchained classes, magic, or equipment at this time.


1 person marked this as a favorite.

Thanks to Jesse Heinig and Bycot for tossing out the Barbarian flavor for Jereru.

While it might not seem likely a Viking style raider could find his way into Veluna, but I like to remember the Norse trade routes that traversed Western Europe and downwards, coming into contact with the Middle Eastern and Western Asian cultures of the 10th century.

There are opportunities here to tell the saga of Ice Barbarian Olef Bjornsdottirson, a barbaric nomad wandering the world looking for the lost sword of Olef the 1st, Biterfreize. Stolen from the burial crypt of his ancient ancestor, Ratik bandits traded the blade to merchants from Greyhawk who passed the blade on to a caravan master driving overland towards Keoland. Word is the man never reached Enstad, was last seen in Dyvers, and Hommlet lays lonely and waiting along the path in-between.


Tharasiph wrote:


Hello GM

Can I have an Oread (With almost human trait) - appears to be mostly human and is not an outsider.

Unchained - I've read through the thread and can't find if you've explicitly said you won't use unchained so? I had an idea to create an Unchained Monk.

I am sorry, wracking my mind I cannot recall any Greyhawk analog for the Oread. The world is primarily inhabited by humans, demi-humans and monstrous humanoids. Many of the exotic but still PFS commonplace Paizo races are rare or non-existent.

It would have to be a particularly poignant backstory to explain an Oread's existence in Greyhawk, with all of the associated prejudices normal races would have with such an exotic creature. The lands are under threat of a cambion demon god who was once tiefling in appearance. To the common folk telling tales of trolls under bridges eating babies the odd or unusual usually means it's naughty, naughty, bad, bad...

Silver Crusade

I'll have a go at writing a good story, you can always reject it and i'll make him a human.

I just had an idea involving none other than the temple of elemental evil, the Oread being a being of elemental earth. Maybe not a local but born a local and now an adult has decided to return home looking for work etc.


Wow, thank you guys for all this info. Looking forward to work with it.


Whoof, yeah, without UnRogue Arycelle doesn’t quite work the way I want to, particularly with regards to skills. I greatly appreciate you fielding my questions with regards to making a silly idea work, but I think I need to move on to other concepts.

Before I settle on one of the ideas I’ve got floating around, is material for Ultimate Wilderness on the table? (I could swear you listed specific books at one point, but I’m either misremembering or missing or scanning back through the thread. You’ve got Bade classes listed as acceptable, which would include the Shifter, but I wanted to enquire directly before getting to work. I don’t plan to play a Shifter, but there are some archetypes in there that got my neurons pumping for some flavor ideas.)

Sovereign Court

Ok, DM, I settled on an idea. If you don't like it, I'll punt and go for the filidh bard instead.

Jocasta Salazar is an unlikely adventurer, as she came to the trade later in life. She's 30 years old and a widow, due to some unfortunate events. After her life was upended she took up the study of alchemy and devices in Verbobonc, near where she grew up on the banks of the Velverdyva river, and developed an interest in gadgets and devices associated with Murlynd. Eventually she decided to take it upon herself to investigate the stories of dangerous humanoids and bandits becoming more common to the south, in the parts of the countryside near Hommlet and Nulb.

Jocasta is an investigator (steel hound), so she can handle locks and traps, sneaking, climbing, spotting things, and deciphering languages. She has a smattering of various useful abilities like using inspiration to boost her Perception checks, and a handful of alchemical formulae. Starting at 2nd level she gets a gun, too!

Jocasta would easily fit into a group as an adventurer who feels like she has little left to lose, and is trying to "catch up" to the younger members of the team who don't have ten or more years of their life spent on riverboat piloting and farming. Her background skills (per your special rules) include cooking, mending and making clothes, and piloting boats.

Jocasta is ethnically Oeridian but her husband was Flan (before his untimely demise).

About me: I'm a regular on the boards, running several games and playing in others, so I'm not going to disappear any time soon. I have an old fondness for Greyhawk and I know the setting fairly well. I like strong role-playing and good hooks and character interactions, and I'm a team player. I make reasonably competent characters but I don't tend to chase hyper-optimization.

Let me know if you have any questions or thoughts.


@Jereru: Just to muddy the water for you :) Other cultural options for a Barbarian character would also be from the Baklunish tribes who have a distinct Mongol Steppes flavour to them all:

Tiger Nomads & Wolf Nomads

There is also the nomadic Paynim who hail from the Dry Steppes - they are more Arabic in flavour: Paynims

All of above cultures have a horse nomad core, so might want to factor that in should you go these routes - Baklunish culture has loads of source info/flavour. Ranger (Horse Lord) would likely be a better fit for at least the Paynims.

Guess you'd also need to consider the olde steed vs dungeoneering dilemma lol.

Cheers BD


Tharasiph wrote:

I'll have a go at writing a good story, you can always reject it and i'll make him a human.

I just had an idea involving none other than the temple of elemental evil, the Oread being a being of elemental earth. Maybe not a local but born a local and now an adult has decided to return home looking for work etc.

I can see the concept having some merit, and perhaps some of the Janni related feats or traits might interest you instead, for a more distantly related character. The reasons why an elemental themed character might have difficulties are hidden behind the spoiler below.

Game Spoiler Stuff:

The Cult of the Elder Elemental Eye and some of the effects they generate within their confines corrupt elemental forces, in part thanks to their collaboration with the Elder Elemental Princes of Evil. They influence and turn elemental beings towards NE and corrupt all element-related summoning effects to resolve in potentially manifesting creatures favorably inclined towards their own troops and leadership rather than those who might have summoned them.


RamzaBeoulve wrote:

Whoof, yeah, without UnRogue Arycelle doesn’t quite work the way I want to, particularly with regards to skills. I greatly appreciate you fielding my questions with regards to making a silly idea work, but I think I need to move on to other concepts.

Before I settle on one of the ideas I’ve got floating around, is material for Ultimate Wilderness on the table? (I could swear you listed specific books at one point, but I’m either misremembering or missing or scanning back through the thread. You’ve got Bade classes listed as acceptable, which would include the Shifter, but I wanted to enquire directly before getting to work. I don’t plan to play a Shifter, but there are some archetypes in there that got my neurons pumping for some flavor ideas.)

I don't own the Wilderness book but have access through associated sources and it wasn't banned as a resource. I admit I've only skimmed it but I didn't find anything on the surface which gave me cause for concern. To that end the material is likely acceptable, without knowing specifics.


Jesse Heinig wrote:

Ok, DM, I settled on an idea. If you don't like it, I'll punt and go for the filidh bard instead.

Jocasta Salazar is an unlikely adventurer, as she came to the trade later in life. She's 30 years old and a widow, due to some unfortunate events. After her life was upended she took up the study of alchemy and devices in Verbobonc, near where she grew up on the banks of the Velverdyva river, and developed an interest in gadgets and devices associated with Murlynd. Eventually she decided to take it upon herself to investigate the stories of dangerous humanoids and bandits becoming more common to the south, in the parts of the countryside near Hommlet and Nulb.

Jocasta is an investigator (steel hound), so she can handle locks and traps, sneaking, climbing, spotting things, and deciphering languages. She has a smattering of various useful abilities like using inspiration to boost her Perception checks, and a handful of alchemical formulae. Starting at 2nd level she gets a gun, too!

Jocasta would easily fit into a group as an adventurer who feels like she has little left to lose, and is trying to "catch up" to the younger members of the team who don't have ten or more years of their life spent on riverboat piloting and farming. Her background skills (per your special rules) include cooking, mending and making clothes, and piloting boats.

Jocasta is ethnically Oeridian but her husband was Flan (before his untimely demise).

About me: I'm a regular on the boards, running several games and playing in others, so I'm not going to disappear any time soon. I have an old fondness for Greyhawk and I know the setting fairly well. I like strong role-playing and good hooks and character interactions, and I'm a team player. I make reasonably competent characters but I don't tend to chase hyper-optimization.

Let me know if you have any questions or thoughts.

I read over this and THIS came to mind. Don't mess with the chef when she's cooking around the campfire.


If we are still talking about the mithral frying pan, FYI the Mithral Skillet is an actual thing. But it costs 1001 gp.

Sovereign Court

GM Darkblade wrote:
I read over this and THIS came to mind. Don't mess with the chef when she's cooking around the campfire.

Sure, why not? :D I don't want to step on the niche of the other player who wants to use mithral cookware as weapons, though. Will stick to knives and guns!


"And I, Sir Bleeparolo the Deft, am here to tell you that the Knights of the Black Bough are not gone from the world, for one stands before your very eyes!"

"No, no, no. I'm talking about ME! Yes, really. Sheesh."

Okay, GM Darkblade: time to go over stuff for approval.

Sir Bleeparolo is a tinker gnome and his armor is made from various bits of scrap metal (including a teapot for a helmet). His weapons are also home-made.

But he has also had a transcendental contact with nature (through the nature mystery) and so a lot of the "fey" stuff that gnomes in Golarion have would reasonably apply to him.

====================================================================

Requested Background Traits:
Since we get 3, or 4 + 1 Drawback, I'll go with the 4 + 1 drawback.

1 Know the Land (Religion) Normally for the Green Faith but I'm mapping "The Old Faith" of Beory onto the Green Faith from Golarion. Bonus to Kn (nature) and Survival.

2 Fate's Favored: (Faith) Increase luck bonuses by +1. Since Sir Bleeparolo's STR won't be that high (14 or 15) he will use this with divine favor to get his chance to hit up to reasonable levels for the bigger fights.

3 Armored Rider (Combat) +1 to ride and no ACP for ride checks when riding

4 Highlander (Regional) +1 to Stealth (2 in highlands) - I mainly want this so I am not the "noisy" one in the party that wrecks everyone else's stealth checks. But I would really like to re-theme this for the Gnarley Forest if possible.

5 Naive (Drawback) -2 to CMB versus Dirty Tricks and -2 AC versus improvised weapons

====================================================================

Requested Archetype:

I'd like him to have this archetype:

The Pei Zin Practitioner is an expert in herbalism and the fluff is that he uses herbalism for healing. It has an Asian theme but the Asians hardly had a monopoly on herbalism, and it seems that someone with the nature mystery could also be good with medicinal herbs.

It trades out your 1st level revelation for an ability that works more or less like a paladin's lay on hands (though it can't harm undead), and your seventh level revelation for the ability to use the lay on hands to cure conditions with a herbalism check. It also gets rid of the bonus class skills provided by the mystery, but gives you bonuses to Profession (herbalist).

====================================================================

Requested Alternate Racial Traits:
I like Gnomes but a lot of their traits do nothing for this character. So here are the alternate racial traits I'd like to get:

1. Master Tinker
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.

Logic: This one is really important for the character since it allows me to get proficiency with Lance, and also whatever other melee weapon I come up with. I don't mind paying full price for starting gear but I'd like it to be made by me.

2. Fey Thoughts:
Source Heroes of the Wild
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This replaces Weapon Familiarity.

Logic: Since the archetype I want kills a lot of my class skills, this would help there. I would go with Perception (because my WIS won't be very good) and probably UMD. Also Weapon Familiarity is completely useless to me.

3. Genial Magic
Source Heroes of the High Court
Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This racial trait replaces gnome magic.

Logic: This one is less important but I don't really like the "illusionist" thing that the regular Gnome Magic sort of forces you into. Sir Bleeparolo is not a deceiver. But he is the leadership type and charismatic, so this fits the personality.

4. Fey Magic:
Source Heroes of the Wild
The character has a mystic connection to one terrain type, (Forest) selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This ability replaces Obsessive.

Logic: This isn't that important but I like the idea that Sir Bleeparolo is "in tune" with the forest magically. I don't know how much time we will be spending in actual forest, but probably not a lot if we are in dungeons.

Obsessive is not bad for this character either, so rejecting this is not a heartbreaker.

====================================================================

Requested Feats:
These are my planned feats at 1st level.

Noble Scion (War) use CHA for initiative

Extra Revelation - To get the bonded mount revelation.

====================================================================

Let me know what you think.


Peet wrote:
If we are still talking about the mithral frying pan, FYI the Mithral Skillet is an actual thing. But it costs 1001 gp.

Strange, for some reason Hero Labs have it listed at twice the price. I was updating a character for a home game and looked it up via the software. Next time I will double check the book first.


Jesse Heinig wrote:
GM Darkblade wrote:
I read over this and THIS came to mind. Don't mess with the chef when she's cooking around the campfire.
Sure, why not? :D I don't want to step on the niche of the other player who wants to use mithral cookware as weapons, though. Will stick to knives and guns!

From the first read I more had an image in mind of an older character taking a parental role over a team of younger adventurers.

I didn't intend to step on toes, just an odd thought I had. Feel free to ignore my rambling.


GM Darkblade wrote:
Peet wrote:
If we are still talking about the mithral frying pan, FYI the Mithral Skillet is an actual thing. But it costs 1001 gp.
Strange, for some reason Hero Labs have it listed at twice the price. I was updating a character for a home game and looked it up via the software. Next time I will double check the book first.

I think they "corrected" it for herolab because going by the price of mithral items, it probably should be 2001.


Hmm, well given that my top two options were Unchained Monk and Unchained Barb, I'll have to go back to the drawing board.


I wanted to put something together to give you a better idea of the build I had in mind with the story flavor. Here's my submission using the Studied Summoner custom class.

Character Build:
Ezekiel Brimstone
Male human studied summoner 1
NG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +2 vs. Spells and effects originating from demon worshippers and from creatures of the demon type
--------------------
Offense
--------------------
Speed 30 ft.
Studied Summoner Spell-Like Abilities (CL 1st; concentration +6)
. . 10/day—Summon Monster/Nature's Ally I
Studied Summoner Spells Prepared (CL 1st; concentration +6)
. . 1st—grease (2), mage armor
. . 0 (at will)—daze (DC 15), detect magic, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 20, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Spell Focus (conjuration), Sunlight Summons[UM], Vengeful Banisher
Traits demonbane summoner (the worldwound), reactionary
Skills Craft (alchemy) +9, Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Spellcraft +9, Use Magic Device +0
Languages Abyssal, Celestial, Common, Elven, Goblin, Orc, Terran
SQ Max Summons
Other Gear studied summoner starting grimoire, 120 gp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Max Summons (Ex) A summoner can only have one summon monster, gate, summon nature's ally spell like ability active at one time. Normal summons cast off the Studied Summoner's prepare spells are not applied to this limit, nor are affected by it. A
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster/Nature's Ally I (10/day) (Sp) Standard action summon lasts minutes per level.
Sunlight Summons Summoned creatures glow and are immune to blinding and dazzling effects
Vengeful Banisher Saves: +2 vs. spells or effects from Demons or Demon Worshippers.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Character Background:
At a young age Ezekiel Brimstone displayed an aptitude for the arcane arts. His parents, who lived in a small village that straddled the border between the Bandit Kingdoms and the County of Urnst, desperately wanted better for their children. They aspired to send their son to the Guild of Wizardy, but alas they couldn't afford to send him there. As luck would have it though The Sorcerous Union of Radigast City held open trials for anyone to attend that proved skilled in magical aptitude. The Union wanted to bolster their numbers and improve their reputation, so those who achieved grand marks were allowed to attend the school for free.

Proving himself more skilled in the arts of Conjuration rather than Illusion, the school accepted Brimstone, and he left his family, farm, and siblings to attend studies in Radigast City. There her learned and honed his abilities in the arcane, till fall of the next year.

The demonic occultists and ravaging hordes of Iuz the wicked had grown either bored or restless, and it was then they decided to test the borders of their demonic kings lands. Raids were rampant and the border kingdoms had to rebuke several skirmishes. Unfortunately, Ezekiel's hometown was a casualty of those machinations. His entire family was wiped out by the demons, cultists, and undead hordes of Iuz.

Dropping out of school, feeling he had learned enough, Ezekiel refocused himself on bring vengeance on the evil cults that preyed on the weak. While he prefers to seek out those who worship and serve Iuz, he's more than happy to use his summoning prowess to take down anyone who serves evil.


GM Darkblade wrote:


While it might not seem likely a Viking style raider could find his way into Veluna, but I like to remember the Norse trade routes that traversed Western Europe and downwards, coming into contact with the Middle Eastern and Western Asian cultures of the 10th century.

There are opportunities here to tell the saga of Ice Barbarian Olef Bjornsdottirson, a barbaric nomad wandering the world looking for the lost sword of Olef the 1st, Biterfreize. Stolen from the burial crypt of his ancient ancestor, Ratik bandits traded the blade to merchants from Greyhawk who passed the blade on to a caravan master driving overland towards Keoland. Word is the man never reached Enstad, was last seen in Dyvers, and Hommlet lays lonely and waiting along the path in-between.

Hjorleaf is based off of Viking Culture and my personal experience as a fighter in a Viking House within the SCA. I am adjusting his background to fit greyhawk.


New Update:

I officially remove my hat from the candidate pool -- had another gig open up, and my name was called!

Y'all have a blast with this!! Good gaming!!

Sovereign Court

GM Darkblade wrote:
Jesse Heinig wrote:
GM Darkblade wrote:
I read over this and THIS came to mind. Don't mess with the chef when she's cooking around the campfire.
Sure, why not? :D I don't want to step on the niche of the other player who wants to use mithral cookware as weapons, though. Will stick to knives and guns!

From the first read I more had an image in mind of an older character taking a parental role over a team of younger adventurers.

I didn't intend to step on toes, just an odd thought I had. Feel free to ignore my rambling.

No, that's about right, although if there's an elf in the group she'd be far from the oldest. Depending on the composition of the party she might wind up in a sort of "den mother" role.


GM Darkblade wrote:

I don't own the Wilderness book but have access through associated sources and it wasn't banned as a resource. I admit I've only skimmed it but I didn't find anything on the surface which gave me cause for concern. To that end the material is likely acceptable, without knowing specifics.

Good to hear! The thing I have in mind is a relatively inoffensive archetype that helped an older character idea I had really pop. I'll have something for you to look at shortly!


Definitely dotting for interest. Greyhawk brings back many fond memories.


I've decided on an female admixture wizard named Ashëra Fæsalor.

She is built to be a well-rounded caster. Although she is an evoker, her focus with that school will be spells requiring a touch or ranged touch attack with the admixture giving her plenty of flexibility to deal with many adversaries. From a feat perspective, she will be focused on the illusion school, especially shadow spells.

Stat Block from Herolab Output:

Ashëra Fæsalor HUMAN
Female human evoker (admixture[APG]) 1 (Pathfinder RPG Advanced Player's Guide 143)
CG Medium humanoid (human)
Hero Points 1
Init +5; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 1st; concentration +5)
. . 1st—shadow trap (DC 16), silent image (DC 16), snowball[UW]
. . 0 (at will)—acid splash, detect magic, prestidigitation
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Favored Prestige Class, Object Of Legend, Scribe Scroll, Spell Focus (illusion), Tenebrous Spell
Traits blood of dragons, life of toil, magical knack, reactionary
Skills Craft (bookbinding) +8, Craft (calligraphy) +8, Craft (leather) +8, Knowledge (arcana) +8 (+10 to gain information about the object of your quest), Knowledge (geography) +8 (+10 to gain information about the object of your quest), Knowledge (history) +8 (+10 to gain information about the object of your quest), Knowledge (local) +8 (+10 to gain information about the object of your quest), Knowledge (nature) +8 (+10 to gain information about the object of your quest), Knowledge (religion) +8 (+10 to gain information about the object of your quest), Perception +2, Spellcraft +8
Languages Common, Draconic, Goblin, Orc, Sylvan
SQ arcane bond (kythaela's ring), attached, hero points, versatile evocation
Other Gear dagger, kythaela's ring, backpack, bedroll, belt pouch, bookbinding tools, calligraphy tools, candle (3), candlestick[UE], chalk, flint and steel, grappling arrow[UE], ink, inkpen, leatherworking tools, mess kit[UE], mug/tankard, powder[APG], sack, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, 71 gp, 2 sp, 2 cp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Kythaela's Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Attached (Kythaela's Spellboook) If your attachment is threatened, -1 Will & -2 save vs. fear
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Object of Legend (1/day) +10 to confirm a critial hit against foe specifically opposing your quest. Bonus to Knowledge checks relating to quest.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Tenebrous Spell You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
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Planned Progression:
My current thought is to multi class into rogue for 1 level almost immediately. This will pick her up some class skills, sneak attack, reflex saves, and light armor proficiency. By level 4, she'll be Wizard3/Rogue1 with +2d6 sneak attack and will move into arcane trickster. She will only be losing 1 spellcasting level which should keep her at a pretty competent level. Theoretically, she'll still have the ability to progress and get 9th level spells. She'll be decent ranged attacker with snowball and scorching ray, and she'll be very versatile with her illusion focus as I plan on getting into Shadow Conjuration, Shadow Evocation, Shadow Enchantment... etc. She'll have lots of skills points and can stealth and disable devices as needed.

Personality:

Ashëra is very quiet and reserved. She is quite confident in herself and her skills, but she looks to avoid the attention of people she doesn't know. She is an above average beauty in elven terms, tends to dress in such away to downplay her looks. She is friendly when approached, but is cautious to trust. She has a rebellious streak that has been quashed by her now deceased mentor. The seeds of her mischievous youth is beginning to reemerge.

Questions:

1. Can I scribe additional spells into my spellbook before the campaign starts?
2. If so, at what cost? Scribing cost; Scribing cost +50%(borrowed spellbook); Buy scroll + Scribing cost; or another formula?


@GM Darkblade: Having a rethink on my Hobniz - found this entry on a small village in the Kron Hills:

Littleburrow (from the Greyhawk Journal):

This village, located where the Veluna High Road crosses the Clearwater, is the home of about 150 halflings of Stoutish blood. They dwell in small burrows, hence the village name, which typically have only one door, a shuttered window, and a chimney. They are very carefree, working only as much as they need to, and rarely interact with the other communities of the Kron Hills. This is as much due to laziness and disinterest as for any other reason. They prefer to let the world come to them via the High Road, than to travel it themselves.

There is one inn in Littleburrow, The Galloping Pike, on the east bank of the Clearwater beside the Greenway Ford. Prices are quite low, and the quality and entertainment grand. Since travelers are the village's main source of news, the halflings attempt to make their stay as enjoyable as possible.

There is no official mayor of Littleburrow, but each year the inhabitants elect a Sheriff. His job is to judge legal matters, of which there are few. He is also the liaison with the gnomes of the Greenway Valley. As such he is constantly shuttling back and forth between the two communities, sometimes even traveling to Verbobonc itself. This allows some of the more adventurous halflings a chance to 'see the world' without too much danger.

The halflings are very friendly with a tribe of centaurs which lives to the southeast. The grain they raise is traded to the centaurs for their hornwood bows and a variety of fruits, particularly karafruit, which the hoofed folk gather in sheltered glades.

Littleburrow seems a perfect place of origin for my hobniz - wondering if Verko has been the son of a former Sheriff (perhaps even a Deputy himself) who showed some aptitude of detective work? As such I'm thinking that Investigator (Sleuth archtetype) might be a better fit?


I would like to submit Durwyn Glyphwarden, dwarven Paladin (Holy Guide) of Muamman Duathal for concept approval and comment. I am still finishing the "crunch" and background.

Durwyn is a Lortmil Mountain dwarf of the merchant Clan Glyphwarden. Clan Glyphwarden has long traveled the roads between the Lortmil Mountain's to the surrounding cities following Muamman's word that travel, adaptation and learning to live with other races is necessary for the survival of the dwarven race. As such, Rangers are common among Clan Glyphwarden.

Like many of the his Clan, Durwyn was taught to aid lost wanderers, to find and record new paths, and to seek knowledge and experience. Durwyn has always felt a particularly close connection with Muamman and strives to live his Patron's dogma.

My vision of Durwyn is a Paladin that is at home in the wilds like a ranger. He is not your typical dwarf in that he actively seeks to help other races and believes that the dwarven race is stronger when united with the other goodly races.

I look forward to comments and suggestions!


Durwyn Glyphwarden wrote:
My vision of Durwyn is a Paladin that is at home in the wilds like a ranger. He is not your typical dwarf in that he actively seeks to help other races and believes that the dwarven race is stronger when united with the other goodly races.

Makes sense if you're from The Low and High Kingdom of the Wise of the Lortmil Mountains. They maintain open relations with humans and other races to the benefit of trade and mercantilism.

Does Durwyn believe the Torobid Dwarves still live? What is his opinion on the tensions between the Eastern Clans (Cletlandi and Cayzendos) and the Lortmil Dwarves?


Ok! So, I've got most of this character realized. I'm going to include stuff that I think will likely need an "OK" from you below.

I've wanted to play a Staff Magus since forever, and want to flavor her as "went to Wizard school, got kicked out for constantly butting heads with it's stuffed-shirt establishment, and is now a 'walks the earth' type of self-sufficient traveler/adventurer". I like the dichotomy of a woodsy type with a high-end formal education background. Too rebellious and individualistic for overly structured environments, but doesn't necessarily fit in with other wilderness types either. I.E. Druids may see her as a provincial city kid "slumming it" trying to learn their secrets and such.

Anywho, here's everything I think you might want to look at/requires approval for re-fluffing between Golarion and Greyhawk:

Archetype:

Nature-Bonded Magus

Ultimate Wilderness introduced the Nature-Bonded Magus archetype that fits *perfectly* with this (they even get some Druid spells, looks like she's managed to talk one or two into teaching her something!) and it's fully compatible with Staff Magus! It's, by my estimation, significantly weaker than a vanilla Magus, but it's always a thrill when some new published material specifically enables an idea you've had. I get some neat tricks like being able to cast Shileleagh from the jump, but I lose my Arcane Pool so Shileleagh is more of a consolation prize.

Traits:

I see her as likely worshiping Obad-Hai. There are a few nature-deity and nature-worshiping traits from Pathfinder/Golarion that give me access to skills that make the flavor of the character work, so I wanted to run re-fluffing them as indicative of her woodsy inclinations and faith by you. They are:

Child of Nature (Religion)
The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Devotee of The Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Feats & Spells:

Being a Staff Magus, Tripping Staff and Tripping Twirl are pretty natural feat progressions at later levels. They appear in Ultimate Combat so I wanted to verify they are acceptable.

Spell-wise, like most Magus', I plan to get a fair amount of mileage out of Frostbite (and elemental spells compliment my Druid-adjacent flavoring, I think). It appears in Ultimate Magic, so again, just wanted to double-check to be sure.


Hi DM Darkblade, I'd love a little bit of feedback before I fully stat him up just to make sure you are ok with the concept and the domains for Boccob? My post is the last on the first page.


bycot wrote:
Durwyn Glyphwarden wrote:
My vision of Durwyn is a Paladin that is at home in the wilds like a ranger. He is not your typical dwarf in that he actively seeks to help other races and believes that the dwarven race is stronger when united with the other goodly races.

Makes sense if you're from The Low and High Kingdom of the Wise of the Lortmil Mountains. They maintain open relations with humans and other races to the benefit of trade and mercantilism.

Does Durwyn believe the Torobid Dwarves still live? What is his opinion on the tensions between the Eastern Clans (Cletlandi and Cayzendos) and the Lortmil Dwarves?

Durwyn does believe that the Torobid Dwarves are still alive but also believes that their isolationism is a slow but sure path to destruction.

In regards to the Eastern Clans(Cletlandi and Cayzendos), Durwyn hopes that with time comes wisdom. The Eastern Clans stubborn refusal to accept other races is contrary to Muamman's teachings. Durwyn still has hope, since the Eastern Clans have not adopted the same isolationism as the Torobid, that one day the Eastern Clans will see the folly in their actions past, present, and future.


Aipaca wrote:

Hi GM Darkblade!

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.

Aipaca

Apologies for the delay in posting, I had some issues which needed tending today.

As the Madness Domain plays a key part in the evil forces at work in the overall campaign arc I would not feel comfortable approving it for player use. Might I suggest looking at the Void Domain as a possible alternative?

How do you plan for the character to gain access to the Eldritch Heritage and Magical Enigma Feats?


Sir Bleeparolo the Deft wrote:

Okay, GM Darkblade: time to go over stuff for approval.

** spoiler omitted **...

Traits should be a base of 3, with a possible 1 bonus from the Drawback, for a total of 4.

Starting equipment must be paid for out of the starting funds, though since it is allowed that a caster may have crafted scrolls prior to the start I will allow that the character could have crafted no more than 3 of his own weapons. The weapons are not for resale, and must be used by the character. I will ask for craft check rolls if accepted into the final group. Acceptable?


bycot wrote:

I wanted to put something together to give you a better idea of the build I had in mind with the story flavor. Here's my submission using the Studied Summoner custom class.

** spoiler omitted **...

I've weighed the class versus a normal summoner and against the potential issues which could arise during the campaign that could hamper or alter his abilities. I'm sorry but I feel I must decline allowing your custom class for this campaign.


Valjoen_KC wrote:

I've decided on an female admixture wizard named Ashëra Fæsalor.

She is built to be a well-rounded caster. Although she is an evoker, her focus with that school will be spells requiring a touch or ranged touch attack with the admixture giving her plenty of flexibility to deal with many adversaries. From a feat perspective, she will be focused on the illusion school, especially shadow spells.

** spoiler omitted **...

Scribing additional spells into a spellbook prior to the start will require scribing cost plus the borrowed spellbook fee, accounting for paying the former master or a fellow apprentice for access. All normal rules regarding the spells apply and the spell must be either 0 or 1st level only. The spells so scribed need to be notated, as I will require the appropriate check rolls if the character is accepted into the final group. Acceptable?


I should note that for any of the crafting, scribing, or etc. checks I may require of accepted applicants, should the roll fail the character will receive the expense cost refunded to their starting wealth.

I do not wish to penalize anyone but I had an unfortunate crafting streak once which ran nearly 20 some attempts and really flavored the character for the longest time, living down the shame of failure and pushing him to do more. While I do not see that likely here I do feel that a few checks helps bond a player to the character a bit closer.


A question on races. Would you allow a Dakon?

The Pathfinder version would be a Vanara with the Whitecape alternate racial trait.


Black Dow wrote:

@GM Darkblade: Having a rethink on my Hobniz - found this entry on a small village in the Kron Hills:

** spoiler omitted **

Littleburrow seems a perfect place of origin for my hobniz - wondering if Verko has been the son of a former Sheriff (perhaps even a Deputy himself) who showed some aptitude of detective work? As such I'm thinking that Investigator (Sleuth archtetype) might be a better fit?

Sounds like a reasonable fit, and not out of the realm of possibility.


Durwyn Glyphwarden wrote:

I would like to submit Durwyn Glyphwarden, dwarven Paladin (Holy Guide) of Muamman Duathal for concept approval and comment. I am still finishing the "crunch" and background.

I look forward to comments and suggestions!

Looks acceptable.


GM Darkblade wrote:
Valjoen_KC wrote:

I've decided on an female admixture wizard named Ashëra Fæsalor.

She is built to be a well-rounded caster. Although she is an evoker, her focus with that school will be spells requiring a touch or ranged touch attack with the admixture giving her plenty of flexibility to deal with many adversaries. From a feat perspective, she will be focused on the illusion school, especially shadow spells.

** spoiler omitted **...

Scribing additional spells into a spellbook prior to the start will require scribing cost plus the borrowed spellbook fee, accounting for paying the former master or a fellow apprentice for access. All normal rules regarding the spells apply and the spell must be either 0 or 1st level only. The spells so scribed need to be notated, as I will require the appropriate check rolls if the character is accepted into the final group. Acceptable?

Sounds good. Thanks


GM Darkblade wrote:


Apologies for the delay in posting, I had some issues which needed tending today.

As the Madness Domain plays a key part in the evil forces at work in the overall campaign arc I would not feel comfortable approving it for player use. Might I suggest looking at the Void Domain as a possible alternative?

How do you plan for the character to gain access to the Eldritch Heritage and Magical Enigma Feats?

Thanks GM Darkblade, I'll have a look at Void but I think that will work.

Having re-read the Eldritch Heritage feat, I have realised that it requires character level 3rd. I was planning on taking Skill Focus (K. Arcana) as a bonus human or half-elf feat, then Eldritch Heritage for Arcane Bloodline to gain a familiar, and Magical Enigma to explain why a cleric would have a familiar. Having realised the requirement of 3rd level, I'll have to rethink it.

Aipaca


RamzaBeoulve wrote:

Anywho, here's everything I think you might want to look at/requires approval for re-fluffing between Golarion and Greyhawk:

** spoiler omitted **

** spoiler omitted **...

Looks acceptable.

Ultimate Wilderness, Magic, Campaign, Equipment and Combat are valid resources for the most part, barring alternate rules. Otherwise I can't think of anything offhand from them which I have dropped from home use.


Cuàn wrote:

A question on races. Would you allow a Dakon?

The Pathfinder version would be a Vanara with the Whitecape alternate racial trait.

How would you explain the character's existence so far from the Amedio? You might have to work with another character, if accepted, to have a sort of interpreter and "owner" for the uninitiated. I imagine the character will probably speak brokenly, like Grodd perhaps.

I do have a soft spot for the idea; a friend once played a race I think came from one of the Dragon magazine creature catalogs, a mountain-goat like satyr but for the life of me I can't remember it's name. He joined us for a campaign which came to a near TPK ending raiding the Barrier Peaks; some out there may recall the strange dungeon hiding therein.

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