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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Aipaca wrote:
GM Darkblade wrote:


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

The feats could be taken later, should you reach third level. There is no real reason the bonus story feat could not be taken at that time instead of at the start, but you would need to create a compelling reason to award it at that time, and I would need to work that into the campaign, if you were selected.


GM Darkblade wrote:


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.

Excellent, thank you! I should be able to have a full alias up soon.

I am still reading up about the setting, I was wondering if you could help me figure out an appropriate “stuffy-type” Wizard school she could have gotten kicked out of. I’m fairly certain she’s going to have been born and raised in Verbononc, if that helps.


Submitted for your approval:

Luc Amberblood - Dwarven Monk

Background:

Descended from a long line of brewers, Luc, being the eldest son, was expected to eventually take over the leadership of his family. As such, one of his responsibilities was overseeing deliveries. On one of those deliveries, his life took a sharp turn.

Arriving just before a heavy winter snowstorm, Luc settled himself into the inn for what looked to be a week long session of cards and ale. Two days in to his recreation, the inn's inhabitants we're surprised by a elderly human visitor. Wearing nothing more than light robes as a shield against the snow and biting wind, the man had been traveling the roads.

Amazed at the man's foolishness, Luc spent the rest of the evening engaged in conversation discussing the strength of the spirit verses the weakness of the body.

The man left the next morning and Luc never saw him again. But as soon as the weather cleared and it was time to return to his clan's hold, Luc made a side trip to a nearby book and antiquities dealer. He bought all the books and scrolls he could find related to the balancing of one's body and mind. Upon returning to his family's home, to his father's frustration, he immersed himself in his readings.

Over the next year, every delivery trip also included side trips to seek out individuals versed in the ways of the body. This did nothing to ease the animosity between Luc and his family. Eventually the confronted him and presented him with a choice; He either needed to dedicated himself entirely to his family and their craft or leave.

He made his decision.

Description:

Luc stands 4'4" and weighs in at just under 200 lbs. He keeps both his face and his head shorn with the exception of a single top-knot of gold-colored hair. A dwarf's beard represents pride and Luc has determined to divest himself of all forms of pride. He's normally dressed in a simple light robe, but he has yet to obtain the perfection of body that he seeks so he carries heavier clothes to wear if the weather requires it.

On his back is a simple back with his spare clothes and writing equipment. Also on his back is a light crossbow.

Personality:

Luc tries to always see the good in things and his face is normally adorned with a smile. He has read that poetry is a path to contentment, so he spends his evenings composing questionable limericks and haikus.

crunch to come later


GM Darkblade wrote:
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.

The basic idea would be that he would have been a young Dakon who had just started his spirit journey to become a sakir (shaman) when he was taken by the crew of Scarlet Brotherhood pirate vessel. He was enslaved on that ship until it was attacked and taken by the navy from the Principality of Ulek. They freed him but when they arrived at Gryrax he was simply dumped on the docks.

Now stuck in a strange land with no way to return home he has decided to continue his spirit journey and started travelling north.

As far as language goes, I envision him as still having issues with common but as a result of his time as a slave on a Scarlet Brotherhood vessel he is fluent in Suloise (though obviously with an accent, thinking something rhythmic/musical. Think gibbon vocalisations).


GM Darkblade wrote:
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.

No problem, thanks for the consideration. Have fun everyone! I'll go ahead and withdraw my application.


RamzaBeoulve wrote:
GM Darkblade wrote:


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.

Excellent, thank you! I should be able to have a full alias up soon.

I am still reading up about the setting, I was wondering if you could help me figure out an appropriate “stuffy-type” Wizard school she could have gotten kicked out of. I’m fairly certain she’s going to have been born and raised in Verbononc, if that helps.

Silent Ones These guys are the leading academy of Keoland to the southwest of Hommlet.

Seekers These guys have academies in various places, a small school could easily be located in Verbobonc


GM Darkblade wrote:


Silent Ones These guys are the leading academy of Keoland to the southwest of Hommlet.

Seekers These guys have academies in various places, a small school could easily be located in Verbobonc

Ah, this is great, thanks! Astrid (finally figured out a name for her!) is Suloise, and the Silent Ones sure come off as uncompromising jerks, so I think that's gonna be the one!


GM Darkblade wrote:
Sir Bleeparolo the Deft wrote:
Okay, GM Darkblade: time to go over stuff for approval.
Traits should be a base of 3, with a possible 1 bonus from the Drawback, for a total of 4.

Yep, that's what I have. The list of 5 includes the drawback.

GM Darkblade wrote:
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?

Sounds good! I'll hold off making those until after recruitment if I get in.

Is everything else okay? (link to original post)


I'm settling into a ranger (divine tracker) as my fallback position. GM, what domains does Heironeous have? Forced to guess, I'd say Law, Good, Nobility, Glory, War? That wiki you've been linking to lists the Planning domain, but that one didn't make it to PF.


Sir Bleeparolo the Deft wrote:

Sounds good! I'll hold off making those until after recruitment if I get in.

Is everything else okay? (link to original post)

Sorry for the confusion my counting. Yes everything else seems okay.


Redblade8 wrote:
I'm settling into a ranger (divine tracker) as my fallback position. GM, what domains does Heironeous have? Forced to guess, I'd say Law, Good, Nobility, Glory, War? That wiki you've been linking to lists the Planning domain, but that one didn't make it to PF.

I would recommend adding the Glory domain (sub domains allowed) and Knowledge domain (no sub domains allowed). I think these fit with a bit with the theme of the deity.


So I'm clear (and not fumbling if I try and recall this at like 10pm), that makes the full list of the H-man's domains Law, Good, Glory, Knowledge, Nobility, War. Have I got that right?

Oh, follow-up question. I know that for the benefit of any rangers, AP Player Guides usually give a hint list of creature types folks are likely to face, and thus might want as FEs. Any chance that you'd be willing to steer us, at least as far as saying, "Dude, that one is never happening?"


@GM Darkblade:

I'm just about done. All that's really left is to buy gear. What is our starting wealth? If you already mentioned and I missed it I apologize.

Also a couple open questions about general rules:

Can Craft: Leatherworking be used to craft leather armors, or do you *have* to take Craft: Armor? Similarly, would Craft: Woodworking allow me to craft a quarterstaff? I have virtually no experience with Craft skills, as I usually go Profession. But Astrid is a self-sufficient type, so some wilderness-y Craft skills seemed appropriate. I didn't see anything specifically addressing this on the SRD but it seems silly to me that, for example, the world's greatest tanner couldn't make a suit of leather armor unless he was also an armorsmith?

Secondly, while I'll definitely be making use of Shocking Grasp and Frostbite, I'd like to add a little more diversity to my Spell Combat repertoire and if possible avoid the tired Magus build of "work towards Spell Perfection". I've got Druid spell options, so I've been slogging through that list but if anyone knows some good ideas off the top of their head I would appreciate it.


Redblade8 wrote:

So I'm clear (and not fumbling if I try and recall this at like 10pm), that makes the full list of the H-man's domains Law, Good, Glory, Knowledge, Nobility, War. Have I got that right?

Oh, follow-up question. I know that for the benefit of any rangers, AP Player Guides usually give a hint list of creature types folks are likely to face, and thus might want as FEs. Any chance that you'd be willing to steer us, at least as far as saying, "Dude, that one is never happening?"

Yes that should be correct for domains, with the note that sub domains are allowed for all but the Knowledge domain.

The overarching campaign will potentially face human brigands, gnolls, goblinoids, orcs, elementals, giants, demons, reptilian humanoids, and drow, in varying quantities. For starting out, the first three-four would be amongst the most immediate, as rumors persist of caravans being raided by any of the assorted humanoids.


RamzaBeoulve wrote:

@GM Darkblade:

I'm just about done. All that's really left is to buy gear. What is our starting wealth? If you already mentioned and I missed it I apologize.

Also a couple open questions about general rules:

Can Craft: Leatherworking be used to craft leather armors, or do you *have* to take Craft: Armor? Similarly, would Craft: Woodworking allow me to craft a quarterstaff? I have virtually no experience with Craft skills, as I usually go Profession. But Astrid is a self-sufficient type, so some wilderness-y Craft skills seemed appropriate. I didn't see anything specifically addressing this on the SRD but it seems silly to me that, for example, the world's greatest tanner couldn't make a suit of leather armor unless he was also an armorsmith?

Secondly, while I'll definitely be making use of Shocking Grasp and Frostbite, I'd like to add a little more diversity to my Spell Combat repertoire and if possible avoid the tired Magus build of "work towards Spell Perfection". I've got Druid spell options, so I've been slogging through that list but if anyone knows some good ideas off the top of their head I would appreciate it.

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

Craft Leather can be used to create leather armor, studded leather, and hide armors. All other selections would require Craft Armor instead. As with other crafting as discussed, a craft check will be requested if selected for the final group. Sound fair?

As for Druid spells I don't play them very often so I'd have to look over the lists. A friend who plays one usually ends up as a buffer for his personal pack, with his flaming scimitar on hand for melee.


@GM Darkblade

What do you think about my suggested reason for a Dakon to be in the Hommlet area?

As for the character himself, he'd be either a Witch or a Wizard with either the Spirit Whisperer or Pact Wizard (haunted heroes handbook version), assuming those are ok.


GM Darkblade wrote:


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

Craft Leather can be used to create leather armor, studded leather, and hide armors. All other selections would require Craft Armor instead. As with other crafting as discussed, a craft check will be requested if selected for the final group. Sound fair?

As for Druid spells I don't play them very often so I'd have to look over the lists. A friend who plays one usually ends up as a buffer for his personal pack, with his flaming scimitar on hand for melee.

Thanks! I'm not going for anything masterwork or fancy, I just feel like she'd make her own stuff when possible. I'll write everything down as having been bought, then if I get in I'll make the checks to see what she can craft for herself.

I'm working my way through the Druid spell list myself, so I'm sure I'll spot something eventually. Thank you for all the general help and responsiveness so far!


Cuàn wrote:

@GM Darkblade

What do you think about my suggested reason for a Dakon to be in the Hommlet area?

As for the character himself, he'd be either a Witch or a Wizard with either the Spirit Whisperer or Pact Wizard (haunted heroes handbook version), assuming those are ok.

What patrons and hexes were you considering for the character?


Ok, here's the crunch for Luc Amberblood.

Crunch:

Luc Amberblood
Male dwarf monk 1
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 9 (1d8+1)
Fort +3 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +2 (1d6+2) or
. . unarmed strike flurry of blows +1/+1 (1d6+2)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks flurry of blows, hatred, stunning fist (1/day, DC 13)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 16, Cha 11
Base Atk +0; CMB +2; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Dodge, Improved Unarmed Strike, Jabbing Style[ACG], Stunning Fist
Traits brewmaster, indelible ire, iron liver
Skills Acrobatics +7 (+3 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +6, Craft (alchemy) +6, Craft (calligraphy) +5, Diplomacy +0 (-1 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Knowledge (history) +5, Perception +7 (+9 to notice unusual stonework), Profession (brewer) +8, Sense Motive +7, Stealth +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc
Other Gear crossbow bolts (20), light crossbow, backpack, belt pouch, calligraphy tools, monk's outfit, 10 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Jabbing Style +1d6 if you hit target with unarmed strike previously this round.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.


GM Darkblade wrote:
Cuàn wrote:

@GM Darkblade

What do you think about my suggested reason for a Dakon to be in the Hommlet area?

As for the character himself, he'd be either a Witch or a Wizard with either the Spirit Whisperer or Pact Wizard (haunted heroes handbook version), assuming those are ok.

What patrons and hexes were you considering for the character?

Where patrons are concerned I'm not sure, but at least something related to nature, spirits or ancestry. Something healing related could also work. I'm also not sure whether I'll grab an archetype or not (I like the Season Witch) and I'm also looking at the Green Whispers unique patron (Blood of the Coven).

As for hexes, I'd probably start with the standard (de-)buffing selection. So cackle, evil eye, misfortune, fortune as well as flight once that one becomes interesting (5th lvl onward). Beyond that it would mostly depend on group needs.
Slumber would also be high on the list but I know many people dislike it and I tend to only grab it if it fits the character (assuming it's even allowed).


@Darkblade: I'm bowing out of this one - can't get my muse on my hobniz going. Thanks for the feedback, don't envy your selection with some great Greyhawk concepts here :)

Cheers

BD


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Saturday seems to be errands day, so I'll be late posting this evening.

It seems we've gained a few applicants, but lost a few others. To those joining the list welcome, I'll post an updated roster of applicants later today. To those who've left us I'm sorry to see you go but wish you the best in your gaming endeavors.


I'm still around - I've just been sick the last couple days and haven't gotten around to writing a backstory.


Still here as well. I can post frequently from my mobile or when I'm back from work, but need some more time at a computer to put together something decent for background. A Frost Barbarian cast out from his people while sailing near the area was in my mind. Hopefully, I'll have some time during the weekend.


Wrote up a very basic background to her. More will be forthcoming.


Still here!! Updates and added new feats. Hope he is good to go!


Okay, sorry for the delay posting, seems Paizo's having some site maintenance issues today, or so my feeds links kept telling me.

Here's what I have on my list to date. If I've missed someone or have something wrong please let me know and I'll gladly make corrections. We have a good list of applicants and pending submissions, so this looks to be an interesting party to be shaping up.

Hjorleaf Asvidrson aka Jovich - Human Fighter
Sir Bleeparolo the Deft aka Peet - Gnome Oracle
Cedryk aka Daniel Stewart - Human Druid
Musami Forgeborn aka Ietsuna - Dwarf Fighter
Filnefillan Lotusbow aka Darkmeer - Elf Wizard
Kairon Daaltin aka Syrus Terrigan - Human Cleric
Jocasta Salazar aka Jesse Heinig - Human Investigator
Cathryn d'Envers aka Groundhog - Human Cavalier
Durwyn Glyphwarden - Dwarf Paladin
Ashera Faesalor aka Valjoen_KC - Human Wizard
Luc Amberblood aka Itzi - Dwarven Monk

TBD - Jereru, Tharasiph, Ramzabeoulve, Redblade8, Aipaca, Cuan

We have a week remaining for applicants, so we'll see who meets the deadline. I've skimmed over the applicants thus far and haven't seen anything of issue. I'm not digging too deep yet as I don't want to color my impressions and cheat anyone seeking yet to apply...


@jereru
If you like some ideas on your characters background...take a look at mine. I have not adjusted the background yet. It was designed for another campaign that went belly up shortly after being selected. This might give you some ideas for your background. I should have the new background up tonight sometime.
Maybe we can work together and come up with some ideas as to what brought us both to the area.


My ISP has been really slow with Paizo in general since Friday, but I'm glad to see this level of interest. And week to go!


More than ideas, I need some spare time to type what I have in mind. Typing a long text on the phone is quite tiring. But thank you, I'll have a look.


Also still here! I've got everything mechanical taken care of, but I need a good sit-down to chisel out a good background for her. Fortunately my weekend starts tomorrow, so I should have a complete submission within the next couple of days.


Alright, I got something:

Braggi Wrongeye:

Somewhere in the Sea of Gearnat

The storm was growing stronger by the moment. The men in the ship were fighting to get through it as undamaged as possible, but it was no easy feat. All of them tried their best, and Braggi was eager to prove that his young age was no impediment on this dire situation. Soon, his moment arrived.

”You! Tie up that cable to the mast! Now!” Gunnar, his captain, was shouting like he never did before, and that was a thing. He was known as Gunnar “Thundershout” for his potent and loud voice, which he used more often than not. Quick to please and quick to anger, the emotional old man was said to be able to command a crew of deaf sailors.

Fighting the blasts of wind and water, Braggi slowly moved himself to catch the loose end of the rope. After getting some more bruises, he managed to tie it to the mast, as said, and returned to his prior position. ”Done, Gunnar!” He was proud of having done it quickly and having contributed to the wellness of the ship and the crew.

The giant captain didn’t even bother to look at him. ”I hope it resists!” Both Gunnar and Braggi turned their attention to other matters. As soon as they did that, though, a cracking sound like that of a whip made them turn their heads back again. To everyone’s surprise, the rope had untied from the mast again and rolled around one of the sailors’ neck, dragging him across the deck and smashing his head against the chest of coins. In a second, Ingvar’s soul was sent to Hel, the fruit of all their trade and pillage was lost to the sea and Braggi’s future was sealed.

Braggi

Braggi was born in a small village, in the lands of the Fruztii. From an early age he was hated or feared (or both) due to having his eyes of different colour - his right eye was gray and his left one blue. He grew up to become a healthy boy, despite all this, tall and strong, with good hunting and warlike skills.

Braggi has been always lacking some true affection, and forever wanted to prove himself worthy of acceptance. During an expedition for trade and sacking to Western lands, he failed miserably on his task to maintain a rope tied, this mistake costing a man’s life and all the treasure. He was trialed by the captain and the crew, and sentenced to be cast out.

Left on his own in strange lands, Braggi wandered around for some time, not knowing what to do and hardly babbling the language. Not wanting anything else to do with the sea, he ventured inland and, thanks to his combat prowess, managed to survive. His weird eyes and his strong Fruztii appearance earned him some respect, and soon he was hired as a mercenary, caravan guard and all kinds of tasks he had to accept if he wanted some warm food and cosy bed.

While Braggi is a good lad, he’s not a Saint, and shares some of his countrymen’s beliefs on fame and glory. He decided, thus, to work a future himself here, in this lands full of riches to be harvested, where a man doesn’t need to carry his own cow in his arms to be fed. He will be famous and rich and, who knows, maybe one day he can go back to his land and boast in a chieftain’s hall about his deeds, with veteran warriors attending his banquet and young blond braided maidens warming his bed.

For now, though, he’s got a long road to walk. Today, he’s escorting a caravan around the Hommlet area, when evidence of a fray is discovered. Bracing his weapon, he closes in to have a look at the remains…

Now I'll put this on an alias and make the crunch, though that shouldn't be too difficult: Barbarian 1st level, you know... lotsa strength, lotsa pain...

Edit: Also, re: Action Points:

GM Darkblade wrote:
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.

Does that mean that once an Action Point is spent it is never gained back until you gain some new ones at even levels? No other recovery mechanic has been mentioned, so it seems logic to assume that, but I thought it was worth asking inc ase I missed something.

Thank you.


Jereru wrote:

Alright, I got something:

** spoiler omitted **...

Correct, action points aren't recovered, only replaced by new points awarded at even levels. Sometimes the dice roller here can be fickle so I wanted players to have a little boost they could use now and then, but nothing that would be too hard to track.

Hero points can be earned/recovered/ replaced as outlined in the normal rules Here


Here's what I have on my list to date with little over 5 days remaining. If I've missed someone or have something wrong please let me know and I'll gladly make corrections. We have a good list of applicants and pending submissions, so this looks to be an interesting party to be shaping up.

Hjorleaf Asvidrson aka Jovich - Human Fighter
Sir Bleeparolo the Deft aka Peet - Gnome Oracle [url]
[url=http://paizo.com/people/Cedryk] Cedryk aka Daniel Stewart - Human Druid

Musami Forgeborn aka Ietsuna - Dwarf Fighter
Filnefillan Lotusbow aka Darkmeer - Elf Wizard
Kairon Daaltin aka Syrus Terrigan - Human Cleric
Jocasta Salazar aka Jesse Heinig - Human Investigator
Cathryn d'Envers aka Groundhog - Human Cavalier
Durwyn Glyphwarden aka JohnJK- Dwarf Paladin
Ashera Faesalor aka Valjoen_KC - Human Wizard
Luc Amberblood aka Itzi - Dwarven Monk
Braggi Wrongere aka Jereru - Human Barbarian

TBD - Tharasiph, Ramzabeoulve, Redblade8, Aipaca, Cuan

Apologies to JohnJK, on my last post I didn't credit his alias to his account.


Does Linguistics qualify for one of those 3 extra ranks? I already picked a craft and a profession.


Jereru wrote:
Does Linguistics qualify for one of those 3 extra ranks? I already picked a craft and a profession.

The bonus skill points are for background development rather than actual crunch. As such the points should be put into either a second craft or profession feat. For a Viking-esque character perhaps Craft cloth, leather, ships, or weapons. As to Professions, fisherman, merchant, sailor, or woodcutter might apply.


Thanks. I'll see where I can squeeze this extra skill point from.


Hi GM Darkblade!

I'm interested in submitting a half-elven fire juggler, a cheerful traveling entertainer who, naturally, will soon find herself using her talents with fire in service of adventure! The build concept is a Flame Dancer & Juggler Bard. Would you be open to her wielding Battle Poi? I know the rules for the weapon are potentially ambiguous, so I wanted to run this by you before going down this path. Would strength bonuses to damage apply to battle poi?


Over the course of the campaign there may present themselves situations which may require the characters to be able to perform the duties of certain professions or handle certain skills. The basic background skills offered should give the party a better chance that someone in the group knows a bit of what might be needed. This could be anything from posing as travelling merchants while spying on cult activities in a seedy tavern, organizing militia defenses in the face of a bandit incursion, sailing a prison ship on rough seas after casting the slave masters overboard, etc..

I hope everyone can take the opportunity to find skills which fit their background and those life lessons learned before finally settling into a career as free wheeling adventurers. Think of it as just part of those jobs we all had but didn't keep on the road to finding the career that best suited us.


Tazo wrote:

Hi GM Darkblade!

I'm interested in submitting a half-elven fire juggler, a cheerful traveling entertainer who, naturally, will soon find herself using her talents with fire in service of adventure! The build concept is a Flame Dancer & Juggler Bard. Would you be open to her wielding Battle Poi? I know the rules for the weapon are potentially ambiguous, so I wanted to run this by you before going down this path. Would strength bonuses to damage apply to battle poi?

The battle poi do not inflict physical damage so a Strength bonus would not apply, along with some spells or weapon enhancements that rely upon physical damage rather than touch effects. I could potentially see Weapon Finesse allowing for a Dexterity bonus to damage, might have to give that some thought. Of course the Battle Poi is an Exotic Light Melee weapon, so that is another feat needed, and if you need to throw them then another feat would be required.

Seems like a lot of feats but nothing about the requested archetypes screams "Danger Will Robinson" so the options are available.


Regrettably, I'm going to withdraw my submission. Another game of mine that was dormant has revived, and I think my plate is full at this time. As with many recruitments, you have a great group of candidates, and I'm sure this campaign will be fantastic.

Best of luck everyone!


Weapon Training is a trait for Ulfen only. Being that Ulfen are the most similar to vikings, and thus probably to Fruztii, could it work for a Frost Barbarian?


Jereru wrote:
Weapon Training is a trait for Ulfen only. Being that Ulfen are the most similar to vikings, and thus probably to Fruztii, could it work for a Frost Barbarian?

Yes that would be acceptable Racial Trait substitution.


I have the germ of a character idea, I just haven't got an actual character attached to it yet (i.e. I am really undecided what type of character I want to build). I'll keep at it, but if I miss the deadline (which I believe is over the weekend, yes?), c'est la guerre.


GM Darkblade wrote:
Tazo wrote:

Hi GM Darkblade!

I'm interested in submitting a half-elven fire juggler, a cheerful traveling entertainer who, naturally, will soon find herself using her talents with fire in service of adventure! The build concept is a Flame Dancer & Juggler Bard. Would you be open to her wielding Battle Poi? I know the rules for the weapon are potentially ambiguous, so I wanted to run this by you before going down this path. Would strength bonuses to damage apply to battle poi?

The battle poi do not inflict physical damage so a Strength bonus would not apply, along with some spells or weapon enhancements that rely upon physical damage rather than touch effects. I could potentially see Weapon Finesse allowing for a Dexterity bonus to damage, might have to give that some thought. Of course the Battle Poi is an Exotic Light Melee weapon, so that is another feat needed, and if you need to throw them then another feat would be required.

Seems like a lot of feats but nothing about the requested archetypes screams "Danger Will Robinson" so the options are available.

Thanks, and much appreciated! I did consider for a moment whether to take a 1-level dip in Alchemist just to get the ability to Throw Anything. But the main practical benefit of Juggler is just to get a free hand to cast spells! Thematically, I picture my character twirling, striking, and bouncing orbs of fire off her enemies.

I'm interested in taking the trait Inner Beauty, which belongs to Shelyn. Among the options I considered for a transfer, the most enticing to me was Wee Jas, who is certainly quite different from Shelyn but is also a goddess of beauty (or vanity). What do you think of that option?


@Jereru

Good catch on the Ulfen race. Since this was going to be greyhawk, I did not even think of them. Thank you for giving me some extra ideas and more work...lol


Redblade8 wrote:
I have the germ of a character idea, I just haven't got an actual character attached to it yet (i.e. I am really undecided what type of character I want to build). I'll keep at it, but if I miss the deadline (which I believe is over the weekend, yes?), c'est la guerre.

There is still a few days and the deadline is Saturday night, so with luck inspiration may find you and you will find something to peak your interest.


Tazo wrote:
I'm interested in taking the trait Inner Beauty, which belongs to Shelyn. Among the options I considered for a transfer, the most enticing to me was Wee Jas, who is certainly quite...

Wee Jas is really the goddess of death, just a beautiful one, and to be honest I am not sure how to make the connection of juggling fire with "beauty," save from an arsonist's point of view. I think Olidammara would make a better performance related deity. That said how would your character "manifest her faith in whichever deity" to trigger the bonus? The question is really just about fluff, but it does represent the character's strong faith in a deity which will help shape how the campaign progresses. I hope to work aspects of each player's character identity into the overall story arc, so the ideas you each have will be important.


For those having a bit of trouble coming up with a character concept, or those who have one in mind but maybe need a bit of info to focus their backstories on the World of Greyhawk, I give you the below tidbits, modified excerpts from the opening intros to some of the stories we will seek to explore together.

Part I
The prosperous village of Hommlet has grown up on the crossroads of an aged woodland along the borderlands between older and greater nations. Once quiet, peaceful and far removed from importance, Hommlet became embroiled across the ages in the struggle between good and evil, gods and demons, creation and destruction. A decade ago the Temple of Elemental Evil arose but a few leagues away, spreading like a cancer across the countryside. By force of arms, divine conviction and no small amount of arcane luck for it's inhabitants, the Temple and its allied evil hordes were destroyed, laid low and scattered by a great confederation of knights, priests and wizards from several goodly races. Though tranquil and subdued once more Hommlet still finds itself suffering from the occasional incursion of bandits, brigands and other strange monsters...

Part II
From the boozy refuse of sea-front taverns to the war councils of murderous orcs, there exists only one gang which can bind and command them all, the Slave Lords. At first they were only a vague whisper on the lips of a few barbarous scum, a whisper that grew to an icy chill of dread and despair, Slave Lords. They are growing, expanding, becoming masters of vile cruelty and abject terror. The are unnamed, unidentified, powerful, hiding behind a veil of secrecy and deception, fervently spreading chaos for their master, the Elder Elemental Eye...

Part III
Deep within the bowels of Oerth there lives a fell race, the drow. Dark elves who conspire and plot to enslave and destroy the surface realms through numerous schemes, plots, and insidious fronts. The webs they spin are many, the tendrils of their power felt from the Crystalmist Mountains to the Pomarj, from Jeklea Bay to the Nyr Dyv. Yet as deadly as these creatures can be, they are pale shadows compared to the grim powers they worship, Lolth, the Demon Queen of Spiders, and her benefactor the Father of Elder Evils, Tharizdun...


Here is Aipaca's submission, Wigmaer. Not 100% crunched out, but enough to give you an idea of what I am going for.

Backstory:

Wigmaer sits (in a gutter on the main street of Hommlet/on the side of the road as the caravan approaches [pending GM]), muttering to himself. The man, who has the fuzzy, youthful beard of someone in their late teens to early twenties, has the haggard, lined look to the rest of his face of a much older individual.

As you approach, you hear snippets of his rambling...

"Almighty Boccob is powerful... but he cares not a jot for us mortals..."

"Where did she go? I had a sister, and then I did not."

"Said I was mad they did! But I know she was real."

He notices you as you pass him by, taking in the sight of your (weapons, spellbooks, etc), and his face lights up.

"You! I have a good feeling about you! You are here to help people!

Wigmaer jumps to his feet and you notice the dented armour under his tattered rags, the mailed cestus on his right hand and the shield on his back, with a sigil of an eye carved into it.

"Boccob does not care what happens to people, but I do! ... Well I want to. You look to be able to teach me how!"

--------

Wigmaer came from (somewhere else in the world, not familiar with Greyhawk). His family was a typical one, living in a town not unlike Hommlet, Mother, Father Wigmaer and his younger sister all living together.

Wigmaer felt the calling of the priesthood, and joined the ranks of Boccob's clergy at a young age, and was happy.

That was, until his sister disappeared.

Wigmaer always looked after his sister well, as his parents had asked. Defending her from bullies and watching over her, he was a good brother. Then one day she went out to play with friends and did not come home. Wigmaer, worried, went out to search for her and could not find a hair. He looked and looked, and there was nothing. He eventually decided to go home, distraught, to enlist the help of his parents to find her.

They did not remember she existed.

Wigmaer pleaded with them, and his friends and neighbours, but all he ever got were curious looks and "Are you alright?".

People said behind his back that the secrets of Boccob had driven him mad.

Wigmaer couldn't stand it for long, and he would not give up on his sister. With no idea of where she was and unsure of his own sanity, his mind snapped. He left his hometown and wandered the roads of Flanaess, searching for any sight of her and preaching for his god to anyone, or thing, who'd listen.

---------

That was until you came along, a party of adventurers who could, maybe, be the answer to the question Wigmaers fractured mind was asking. At the sight of you his mind started to knit together, and he hopes that, by travelling with you, he might uncover the truth.

This may seem like a stretch to the uninitiated, but Boccob works in mysterious ways, and Wigmaer holds this truth to be self-evident.

Thanks for your consideration @GM Darkblade.

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