
EltonJ |

This is the OFFICIAL World of Greyhawk recruitment thread for my Greyhawk campaign. For those that don't know, the World of Greyhawk is probably my favorite setting. It is also THEE world setting for D&D 3rd Edition. So, lets get on with it.
Campaign Setting: World of Greyhawk, circa 591 CY.
Campaign Formula: Adventurers seek their fortunes in a World of (low) Fantasy and (rare) Magic.
Campaign Complication: Can the adventurers keep their profession of Adventure Capitalists and not get caught up in the unrest in the world?
Campaign Tone: Brave Adventurers tackle the unknown.
What makes this game special? Welcome to the World of Greyhawk, a world of low fantasy and fantastic magic. Where danger and adventure abound and awaits the foolhardy, the strong, and the brave.
Beyond the free city of Greyhawk lies the empire of Iuz, Nyrond, Yeomanry, and many other kingdoms, duchies, and counties (including the two separate territories of Urnst). Besides, it's the home of Vecna the undying, one of D&D's most beloved vile villains.
1. Classes: Characters made with the Core Classes, the Classes from the APG, the Gunslinger (UC), the Swashbuckler (ACG), and the Vigilante (UI) classes will be considered. This is to reduce the number of people wanting to play a slayer.
Clerics can either pick a God out of Deities and Demigods (D&D Pantheon), or pick from this list. There are over one hundred gods for Greyhawk, and the D&D 3rd Edition pantheon is consolidated down to a few (relatively speaking) Gods for adventurers.
Sorcerers: all bloodlines are available. Just that some are rarer than others.
2. Character Level: Level 1.
3. RPG Ruleset: The Pathfinder ruleset will be used. I'll be using monster encounters from the Bestiary and Bestiary 5. So be wary.
4. Races: Races from the Advanced Race Guide will be allowed. Remember to use some common sense. If you have to play something exotic then we can work something out. Orcs made from the ARG won't be accepted. Orcs made from here will be.
5. Stat Generation: point buy will be used. 20 stat points.
6. Traits: 2 traits, 1 drawback.
7. Player Companions Allowed: Humans of Golarion, Gnomes of Golarion, Elves of Golarion (kinda), Orcs of Golarion, Legacy of Dragons, Blood of the Beast, Blood of Angels, Bastards of Golarion, and Kobolds of Golarion will be allowed.
8. PATHFINDER UNCHAINED!: The following rules from PF Unchained will be used:
-- Unchained Character Classes
-- Adventure Skills and Background Skills
-- Multi-class options
9. Ultimate Campaign: Players may use Ultimate Campaign to come up with a background. Alternatively, for different results, Central Casting: Heroes of Legend can be used.
I guess that's it. This is about Official as it can get. What happens in this Campaign will affect Greyhawk's future a little, or a lot. Can you be the new Circle of Eight?

Dragoncat |

My character's ready for consideration, GM.
Meet Lia Nightbreeze! She's a witch that's going to be specced to be a blaster/debuffer.

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I'm running a Greyhawk game on the boards as well and for that game I made a bunch of Greyhawk campaign themed traits. The DM here said I could repost the traits that I made, which include some stuff like religion traits for Greyhawk gods and campaign traits for the Temple of Elemental Evil.
Be sure to check with the DM if you use these traits; he may have different standards for his game.
Campaign Traits
Many traits for the March Against Evil include a local contact – a character you already know or trained with. Unless you choose to build a story background that would result in a different outcome, you are assumed to be on friendly terms with your local contact. Your local contact starts with an attitude of Friendly to you, and can become Helpful with a Diplomacy check of DC 10 + the contact’s Charisma modifier.
Agent of Veluna: The Archcleric of Veluna is interested in the countryside surrounding Hommlet, not only to increase the influence of the gods of good there, but to ward against the rise of ancient evils in the region. You were tasked to serve Veluna by traveling to Hommlet to seek out and eliminate any hidden menaces that might lurk there -- again, not only to protect the people, but also to show that joining the Archclericy of Veluna would be a beneficial alliance. You gain a +1 bonus on Sense Motive checks, and that skill is treated as a class skill for you.
Prerequisite: Cannot be evil-aligned.
Local Contact: You know of Otis, a ranger based out of the seedy port of Nulb. Unlike most of the residents of Nulb, Otis is an upstanding man and an agent of good, but he maintains a cover as a low-profile blacksmith in the pirate village.
Apprentice to His Most Worshipful Mage of Hommlet: You served as an apprentice to Burne, the mage-lord of Hommlet. While Burne is quite clever, he is also prone to a bit of greed. You gain a +1 trait bonus on Appraise checks, and that skill is considered a class skill for you. Additionally, you gain a +4 trait bonus on all Spellcraft checks to identify magic items.
Local Contact: You have some connection with the mage Burne, though you may have left that connection behind if you didn’t become a magician yourself. Burne serves St. Cuthbert and takes seriously his duties as protector of Hommlet.
Barfly of Nulb: You lingered for a time in the village of Nulb, a seedy riverside locale frequented by pirates, disreputable mercenaries, and smugglers. During your time you frequented the Waterside Hostel, a rather seedy bar. Thanks to your exposure to the food and drink there, you gain a +2 trait bonus on all saving throws against poison. Additionally, your contact taught you some of the ins and outs of poison; you gain the Poison Use class ability, which allows you to apply poison to weapons without risk of poisoning yourself.
Prerequisite: Cannot be good-aligned.
Local Contact: You are familiar with the bartender of the Waterside Hostel, a half-orc by the name of Wat. You also know that Wat is actually an assassin by trade, who simply tends bar to make ends meet between jobs. Wat can acquire poisons or special training for you in the assassin’s arts.
Bouncer for Nulb: You worked for a short time as a bouncer at the Waterside Hostel in Nulb. This is a rough and rowdy place full of pirates and mercenaries, and the owner, Dick Rentsch, paid you (poorly) to help roust the ones that got too drunk or violent (mostly, though, those who didn’t pay their tabs). You were in a lot of bar fights, which helped you become resistant to the blows of the combatants. You gain DR 1/lethal, so attacks that inflict nonlethal damage (like most unarmed strikes) inflict less damage on you; if you have DR from other sources, this stacks. Additionally, you gain a +1 trait bonus to Perception and Sense Motive checks, and one of these skills (your choice) is always a class skill for you.
Local Contact: You are acquainted with Dick Rentsch, the owner of the Waterside Hostel. Dick is a skinflint and a swashbuckler of some skill, but he also has an ear to the local business and movements of various groups in the area. Rentsch can provide you with reasonably safe accommodations in Nulb.
Burne’s Badger: You were once a brigand, but the mage Burne and his companion Rufus defeated you and your associates in battle. Instead of killing you, they offered you clemency if you would come work for them as men-at-arms, and you accepted. Thanks to your drills and your hard life on the road, you gain a +1 trait bonus to Survival checks, and this skill is considered a class skill for you. You also gain proficiency with light armor (if you do not already have it) and the ability to use siege engines.
Local Contact: You worked for quite a while with the captain of the Badgers, even before the group turned legitimate. As a member of Burne’s Badgers, you were a man-at-arms under his command; now, though you’ve been released to pursue your own interests, you can count (to a small degree) on your former squadmates for assistance if a dangerous situation arises.
Convert of the Canon: You are a member of the new Church of St. Cuthbert, the patron of dedication and zeal, in Hommlet. You keep a copy of St. Cuthbert and Common Sense handy to help you with simple parables about day-to-day life, and you use common sense and straightforward homilies to guide your actions. Because of the stout head you’ve gained from having common sense pounded into you (“thick heads are not made of glass”), you gain a +1 trait bonus on all Will saves.
Prerequisite: Must be lawful good, lawful neutral, or neutral good alignment.
Local Contact: You are acquainted with the Canon Terjon, who serves as the local priest of St. Cuthbert in the village of Hommlet. Terjon is very eager to make new converts and to expand the flock in the village.
Disciple of the Old Grove: You studied the ways of the Old Faith and of devotion to nature, and you have been part of the congregation in Hommlet. Even if you aren’t a vested druid, your experience with the druidic tradition has given you an appreciation for the rural lifestyle of villages and hamlets where people live close to the land. You gain a +1 trait bonus to Knowledge (local) and Knowledge (nature) checks, and one of these skills (your choice) is considered a class skill for you. Additionally, you may choose Druidic as a bonus language.
Prerequisite: You must be at least partially neutral in alignment (neutral good, lawful neutral, chaotic neutral, neutral evil, or true neutral).
Local Contact: You know of Jaroo Ashstaff, the druidic keeper of the grove of Hommlet. Jaroo is a local religious leader and provides healing and guidance for that small community.
Expatriate of Elemental Evil: You were once part of the cult of Elemental Evil, but you fled the organization. Now you know too much and the cult wants you dead. Being on the run means you gain a +1 trait bonus to Bluff and Disguise skill checks, and one of these skills (your choice) is a class skill for you. In addition, you can automatically recognize symbols related to the cult of Elemental Evil – amulets, sigils, tomes, robes, and so on – with no roll.
Local Contact: You don’t have a local friend in Hommlet or Nulb, but you do know that the cult has agents in both villages. The DM will alert you if you recognize someone as an agent of the Temple (but beware, that person may recognize you too!). Agents of the Temple who recognize you and aren’t convinced otherwise (typically via Bluff or Intimidation) will be Hostile to you.
Giantslayer: While even a lone hill giant or ogre is too much for a novice adventurer, sometimes village militias organize with the goal of hunting down and eliminating a marauding giant that plagues a local region. From such a hunting party you learned a few tricks for tracking and fighting giants. You gain a +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against giants, and a +1 trait bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify giants.
Local Contact: In one of your giant-hunting forays you worked with Elmo, a skilled ranger who taught you a few of his tricks. Elmo is a resident of Hommlet, but while in town he generally pretends to be a simple man-at-arms and drunkard, primarily so that people won’t bother him.
Special: If you have a favored enemy bonus against giants, this bonus stacks with it. By itself this trait does not qualify as a favored enemy bonus for the purposes of meeting prerequisites for feats, prestige classes, and other abilities.
Hommlet Militia: You served in the militia of Hommlet for a short time. Though Hommlet is generally a peaceful village, the villagers do have a local militia for protection, and the arrival and construction of a tower by a mage and his associate have brought along several men-at-arms. You gain proficiency with the spear and shortsword, and when you use the Aid Another action to assist a companion’s attacks or Armor Class, you grant a +4 bonus instead of +2. (Treat the extra +2 as a trait bonus, so it doesn’t stack with other traits that improve your Aid Another action.)
Local Contact: You trained under Hroth Renton, the elderly captain of the militia. Hroth is a retired soldier and farmer living in Hommlet; most outsiders do not know that he is also the militia captain.
Patron of the Welcome Wench: You’ve stayed many times at the Inn of the Welcome Wench in Hommlet, and it’s practically a second home to you. You’ve learned to read people in much the same way as the proprietor, who “talks much but says little.” You gain a +1 trait bonus on Diplomacy and Sense Motive skill checks, and one of these (your choice) is a class skill for you. Your trait bonus on Diplomacy checks improves to +4 when gathering information in Hommlet.
Local Contact: You are acquainted with Ostler Gundigoot, who runs the Inn of the Welcome Wench. Though the inn is expensive (as it’s the only inn for miles around Hommlet), your connection means that you can usually get a good deal, even when it’s busy.
Scarlet Lamp: You worked for a little while in the Waterside Hostel in Nulb, alongside a pair of the wenches who parted sailors from their coin by flirting or the promise of other pleasures. Whether you simply teased or actually seduced, you learned several tricks to make the best use of your talents in order to catch people off-guard. You gain a +1 trait bonus to any Charisma-based check against a creature that is or could be sexually attracted to you, and a +2 trait bonus to saving throws against disease.
Local Contact: You worked in tandem with Dala and Pearl, a pair of cutpurses and salacious ladies who also happen to be the lovers of the owner and barman of the Waterside Hostel, respectively. Both are skilled seductresses and thieves.
Velverdyva River Runner: Whether as a pirate, a merchant, or a smuggler, you’ve been up and down the Velverdyva river, with many a stop in the seedy village of Nulb. There you’ve made the acquaintance of some of the river pirates, and perhaps engaged in a few brawls. You gain a +1 trait bonus on Profession (boating) and Swim skill checks, and one of these (your choice) is a class skill for you. You also gain a +1 trait bonus on all attack rolls made with attacks of opportunity.
Local Contact: You are acquainted with Tolub, the leader of a crew of river pirates in Nulb. While Tolub is an evil man and his crew are all scalawags, they can sometimes be convinced to move cargo or passengers along the river if there are treasures to be had. Though they are not experienced fighters, the crew does number in the dozens.
Verbobonc Townsman: You lived for a time in Verbobonc, a viscounty and free town. There you encountered some of the local notables, and you learned to navigate the delicate politics of Verbobonc’s fealty to Veluna, its relations with neighboring Furyondy, and its allegiance with the gnomes of the Kron Hills. You gain a +1 trait bonus on Diplomacy and Knowledge (geography) skills, and one of these (your choice) is a class skill for you. Additionally, add Gnomish to your choices of bonus languages.
Local Contact: You previously met Rufus, a stalwart fighter who serves as an agent of Verbobonc. He is tasked with helping to construct the keep at Hommlet. Rufus leads a squad of men-at-arms now, and is also overall commander of the forces of Hommlet (he works with the militia captain when the need arises).
Wagoneer: You’ve done some work off and on as a caravan driver or working with horses on wagon teams. You gain a +1 bonus to Handle Animal and Ride checks, and one of these skills (your choice) is a class skill for you.
Local Contact: You are familiar with Carter, the teamster of Hommlet. Carter is a fairly recent arrival to town, but he is a member of the congregation of St. Cuthbert. Since he rents out his wagons for travel and caravan work, he is familiar with the landscape around Hommlet for many miles in each direction. He can also supply you with a cart, wagon, or team of horses at a discounted rate.
Religion Traits
Remember that to acquire and retain a religious trait, you must be an adherent of the religion in question. This means that certain alignment and behavioral restrictions may apply.
Balance of Magic (Boccob): You have the scrivening knowledge of Boccob, the uncaring god of magic. You gain a +1 trait bonus to Linguistics and Use Magic Device checks, and one of these (your choice) is a class skill for you.
Black Lotus (Xan Yae): As a student of the Baklunish god of shadows, stealth and mental power, you seek to understand inner mysteries. You count as having psionic ability for the purposes of choosing psionic feats, even if you do not have any psionic power points. You may use the falchion as a one-handed weapon. Note that this does not grant falchion proficiency, if you do not already have it.
Blinding Light (Pholtus): You are an unbending follower of Pholtus, the Oeridian god of law and resolution. All spells or powers that you use with the [light] descriptor are cast at +1 caster level. You gain a +2 bonus to saving throws against any magical power from a Chaotic creature.
Divine Moneychanger (Zilchus): Like the Oeridian god of prestige and money, you lead an orderly, prosperous life. You gain a +1 bonus to Appraise skill checks, and that skill is a class skill for you. Once per month you may make a single purchase at 90% of cost.
Far Wanderer (Fharlanghn): Inspired by the gray wanderer, you’ve traveled many a road. You gain a +1 trait bonus to Knowledge (geography) checks, and this is a class skill for you. Any group that you are with, up to a total of a dozen people, travels 25% faster overland.
Fatespinner (Istus): You have learned to glimpse the future held in the skein of Istus, the Baklunish goddess of fate. You gain a +2 trait bonus to your effective caster level with all spells of the Divination school.
Fireskull (Wee Jas): You venerate the Suel goddess of death, necromancy, and vanity. Add +1 caster level as a trait bonus when casting any necromancy spell.
Galvanic Champion (Heironeous): As a devotee of the Oeridian god Heironeous the Invincible, you wield the weapons of a champion with a spark of his divine power. You gain electrical resistance 1. When using a longsword or battleaxe, you may choose to inflict +1 electrical damage as a trait bonus.
Green Mother (Beory): Having studied the distant and enigmatic ways of the Flan goddess Beory, you have become in tune with the wilderness. You gain a +1 trait bonus to all Knowledge (nature) and Survival checks, and one of these skills (your choice) is a class skill for you. Wild animals start with an Indifferent reaction to you.
Hill Dweller (Ulaa): Brought up in the ways of Ulaa, the goddess of hills, mountains, and gemstones, you have learned much about these topics. You gain a +1 trait bonus to Appraise checks, and this is considered a class skill for you. You do not have to make Acrobatics or Climb checks when moving on slopes up to 45 degrees. When you use any kind of pick against an inanimate object, you ignore up to five points of the object’s hardness.
Laughing Rogue (Olidammara): You have a zest for life, exemplified in your association with the reveling rogue of the gods. You gain a +1 trait bonus on all Bluff and Perform skill checks, and one of these skills (your choice) is a class skill for you. You gain a +4 trait bonus to all saving throws against intoxication effects.
Liberty’s Voice (Tritherion): You believe in the value of true personal freedom for all beings, and your dedication to Tritherion’s cause gives you the strength to break all bonds and find retribution for all wrongs. You gain a +1 trait bonus to Escape Artist skill checks, and this is a class skill for you. You gain a +2 trait bonus to all checks made to burst bonds, cell doors, locked portals, and the like. (This bonus does not apply to containers unless a creature is bound inside.) You also gain a +1 trait bonus on damage rolls when you make an attack of opportunity.
Mad Visions (Ralishaz): You have been cursed by Ralishaz, the god of misfortune, but even in his curse there is some kind of twisted blessing. You gain a +4 trait bonus to saving throws against madness and confusion effects. Whenever you cast a spell that grants a penalty to attack rolls, damage, armor class, or saving throws to enemies, you gain a +1 trait bonus to the magnitude of the penalty -- for instance, if you cast a prayer spell, enemies affected by the spell suffer a -2 penalty to their attack rolls, damage, and saving throws, instead of -1.
Magical Technologist (Murlynd): Having crossed the path of the eccentric and enigmatic hero-priests of Murlynd, you have gained access to a few of their secrets. This trait unlocks access to firearms and all associated traits, classes, feats, equipment, and features of that type, though you must still meet any other requirements as usual. If you are carrying a firearm and you visibly display a holy symbol of Murlynd, you gain a +4 trait bonus to Intimidate checks against Chaotic creatures.
Note: Firearms generally do not function in the world of Greyhawk. Without this trait or a similar feature, black powder and firearms are nonfunctional.
Ocean Master (Procan): Like the Oeridian god of the oceanic depths, you follow the currents and tides wherever they take you. You suffer only half the usual penalties for fighting underwater. You can hold your breath twice as long as normal.
Plague Bearer (Incabulous): You bear the marks of the god of disease and disaster. Choose one disease, such as filth fever; you are immune to that disease. You gain a +4 trait bonus on Fortitude saving throws to resist the effects of starvation.
Radiant Servant (Pelor): You are a warden against the undead and a chosen guardian of the Oeridian god of the sun, Pelor. You gain a +1 trait bonus to the save DC to resist your Channel Energy abilities, if you have any. You additionally gain a +2 trait bonus to all saving throws against negative energy attacks, spells, powers, and abilities.
Six Arms of War (Hextor): You relish the flow of blood and the chaos of battle as exulted by the Oeridian god of tyranny, conflict, and discord. You gain proficiency with the spiked gauntlet. Reduce your penalties for fighting with two weapons by 1.
Skull and Staff (Nerull): As a servant of the Suloise god of murder, you are an enemy of all life. You gain the ability to use the bleed cantrip at will (caster level equals your character level). You additionally gain a +1 trait bonus to your caster level when using any death effect or necromantic spell that causes damage.
Slaughterer of the Innocent (Erythnul): You revel in the carnage and bloodshed of senseless slaughter. Whenever you kill an opponent that was already dying, you gain a +1 trait bonus to damage for all of your attacks (mundane or magical) until the end of your next round.
Star and Cudgel (St. Cuthbert): As a follower of St. Cuthbert of the Cudgel, you have no time for shenanigans and malarkey. You gain a +4 trait bonus to saving throws against all mind-affecting powers and spells except those cast by another devotee of St. Cuthbert.
Star Wanderer (Celestian): From the wanderings of Celestian you have learned about the heavenly spheres and distant places beyond the rim of the world. You gain a +1 trait bonus to Knowledge (planes) checks, and this is a class skill for you. You gain a +4 trait bonus to saving throws against exposure to cold and vacuum.
Strong Arm (Kord): You are a boisterous follower of the Suel god of strength and athleticism. You gain a +2 trait bonus on all opposed tests of Strength, such as bull rush checks. You gain a +1 trait bonus to either Climb or Swim checks, and the skill that you chose counts as a class skill for you. (Note that unlike many traits that grant bonuses to two skills, this trait grants a bonus only to one or the other, but you always get the bonus to Strength opposed checks as well.)
Thrice-Kissed (Myhriss): As a devotee of the Flan goddess of love and beauty, you feel that love can cure the ills of the world. You gain a +1 trait bonus on Charisma-based skill checks and a +2 trait bonus on the disarm combat maneuver.
Time and Tedium (Lendor): You pay homage to the Suel god of time, eternity, and patience. You always have a sense of absolute time: You can tell exactly how much time has passed at any moment and can always tell the exact time of day for your location. Choose one Knowledge skill. You gain a +1 trait bonus on that skill, and it is a class skill for you.
Unicorn’s Friend (Ehlonna/Ehlenestra): You love the green of the forests and the magical creatures that dwell therein, as exemplified by the unicorn, symbol of Ehlonna (or Ehlenestra, as the elves call her). You gain Sylvan as a bonus language. You may use any spear group weapon with which you are proficient (per the fighter class’s weapon groups) to deliver any spell that heals hit point damage, cures ability damage or fatigue, slows or neutralizes poison, or removes disease, and you may perform the somatic components necessary for any such spell while wielding any weapon of this type. When you deliver a spell in this fashion you use the spear as if making the normal touch of the spell -- that is, against a friendly target, you do not need to make an attack roll and you do not inflict damage; conversely, if casting a healing spell against an undead enemy, you may either make a touch attack with the weapon to inflict only the spell damage, or make a normal attack with the weapon to inflict both the spell damage and the weapon damage. If you have the Lay on Hands feature, you may similarly deliver this power through a spear group weapon.
Spear Weapon Group
Amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, tiger fork, trident, and weighted spear.
Combat Traits
Familiar Weapon Training: Although not a warrior, you have learned to use one of the unusual weapons favored by your culture. Choose one weapon with which you gain weapon familiarity, such as an elf with an elven curve blade. You automatically gain proficiency with that weapon, even if you do not normally have proficiency with martial weapons.
Martial Dabbler: You dabbled in the study of martial adept maneuvers and have scratched the surface of that discipline. Choose one first-level martial maneuver (from the Book of Nine Swords). You gain that maneuver, usable once per day. If you already have or gain the ability to use martial maneuvers, you add this to your list of known and readied maneuvers and it uses the same refresh mechanic as your other maneuvers. Note that unlike the Martial Study feat, this trait only grants you a first-level maneuver, regardless of your level when you gain this trait.
Faith Traits
Ancient Ways: You keep faith in old, traditional values of your religion. You gain a +1 trait bonus on Knowledge (religion) and Knowledge (history) checks, and one of these skills (your choice) is a class skill for you. You gain a +4 bonus to checks made to influence the reactions of people of the same faith as yours.
Relic Hunter: You spent several months, or possibly even years, searching for lost religious treasures and scattered pieces from old temples. You gain the trapfinding ability (as the rogue class feature, but without the level-based bonus). You gain a +1 trait bonus to Disable Device, and that skill is a class skill for you.
Magic Traits
Classical Student of Celene: You have studied the ancient ways of blending magic and swordplay in the elven tradition of old. You count both the fighter and the wizard as favored classes. You ignore up to 5% of the arcane spell failure caused by your armor and shield. If you gain the Arcane Armor Training feat or any of its later chained feats, you do not need to use a swift action to gain its benefits, and the bonus stacks with your trait bonus.
Prerequisite: Elf or half-elf.
Glyph Arcanist: After a nasty run-in with a glyph trap, you learned to recognize that kind of brutal magic at a glance. You can recognize and disable magical traps with the Disable Device skill, as if you had the Trapfinding class feature of a rogue (but without the level-based bonus to skill). Once per day you may cast erase as an arcane spell (caster level equal to your character level, DC based on your Intelligence, subject to arcane spell failure).
Master of Petty Battle Magics: You’ve learned to focus your cantrips in order to make them marginally more dangerous. A cantrip is still just a cantrip, but you can make yours a little more deadly than usual, so you never quite run out of magic for combat. When you cast a cantrip that inflicts damage, you gain a +1 trait bonus to the damage.
Prerequisite: Able to cast cantrips.
Social Traits
Prestigious Training: Though you are still a relatively unseasoned adventurer, you have gained the rudiments of training and patronage for a special path. Choose one prestige class. You need not have levels in the class at the time that you choose this trait. You treat that class as a favored class, even though prestige classes usually can’t be selected as favored classes. You may ignore one skill requirement of 5 or fewer ranks for that class. For instance, if you chose the Mystic Theurge prestige class, you could choose to ignore the requirement of 3 ranks of Knowledge (religion). If you ignore a skill requirement, you must still have a level at least equal to the minimum requirement (that is, if a class normally is barred from entry based on 5 ranks of a skill, you must still be at least level 5, even if you ignore the skill requirement).
Tradesperson: Though adventuring is your bread and butter now, you learned a skilled trade or bit of scholarship in your youth and you’ve kept that skill well-honed. Choose one Background skill. You automatically have a number of ranks in that chosen skill equal to your character level.
If you already had ranks in the chosen skill, you may reallocate those ranks to other Background skills.
Trapper: You have long experience with using traps in your trade, whether as a fur-hunter, for collecting meat, or as a hunter of foes that walk on two legs. You gain a +1 trait bonus to Disable Device and Perception skill checks, and one of these (your choice) is a class skill for you.

EmissaryOfTheNorth |

Dotting the Recruitment as well.
Are Dragonborns still on the table? I'm thinking a classical fighter or paladin on the job for money, glory and justice can fit the theme just nice.
And how could I resist being a huge, scaled and honourable hero?
Failing that I will probably choose an orc.
Also, I'll be rolling here for Ultimate Campaign Background. While I will modify it to fit my whims, I find rather interesting working with a randomized core past.
Using Half-Orc's table, as it fits the background of Dragonborns that you linked in the Interest Thread.
Parents: 1d100 ⇒ 21
Only father alive.
Siblings: 1d100 ⇒ 2
Amount: 1d6 + 1 ⇒ (5) + 1 = 6
6 Dragonborn/Orc Siblings. Kin Guardian Trait Available.
Relative Age of Siblings: 6d100 ⇒ (88, 33, 21, 59, 22, 60) = 283
Three are older and three younger.
Circumstance of Birth: 1d100 ⇒ 88
Cursed Birth. Fiend Blood bloodline race trait and Accursed Story Feat available.
Mayor Childhood Event: 1d100 ⇒ 38
Fell in With a Bad Crowd. Child of the Streets trait available.
Parents Profession: 1d100 ⇒ 35
Sailors. Worldy trait available.
Homeland: 1d100 ⇒ 84
No True Homeland. Outcast Trait available.
Now Adolescence and Training. As I am still unsure if I'll be a Paladin or Fighter I will post both, but mark the Fighter's as OOC.
Paladin Background: 1d100 ⇒ 27
Holy Epiphany. Inspired trait available.
Fighter Background: 1d100 ⇒ 25
Duty. Courageous trait Available.
Influential Associates: 1d100 ⇒ 94
The Craftperson. Artisan trait available.
Now onwards to the Moral Conflicts!
Moral Conflicts: 1d20 ⇒ 19
Murder. Wow, that escalated quickly.
Conflict Subject: 1d20 ⇒ 8
Clergy... well, I'll need to come up with a good reason to become a Paladin after murdering a priest.
I think that I'll need to use a d4 for motivation if I want to be a Paladin after all.
Motivation: 1d4 ⇒ 4
Religion. Well, the plot thickens, I killed a priest for priesty reasons.
Now to the lewd part!
Romantic Relationships: 1d20 ⇒ 15
Several Inconsequential Relationships. It looks like I'm a real playah, might as well write Lawful Sexy as his alignment.
Now the drawback. I'm legitimately amused by now.
Drawback: 1d100 ⇒ 42
Power. And now I am Power Hungry. Perhaps if I am Absolute Ruler of the world I amange to get a lasting relationship... or a million brief ones! MWAHAHAHAHAHA.
TL;DR: Mother dead, father is a sailor. Three younger and three older siblings. Cursed from birth, he fell in with a bad crowd. No place to call home, lives as an outcast.
A person focused on the perfection of his art influenced him. He then proceeded to murder a priest. For religious reasons.
Had a lot of relationships but none of them lasting.
Oh, and he is power hungry as all hell.

EltonJ |

Dotting the Recruitment as well.
Are Dragonborns still on the table? I'm thinking a classical fighter or paladin on the job for money, glory and justice can fit the theme just nice.
And how could I resist being a huge, scaled and honourable hero?
Failing that I will probably choose an orc.Also, I'll be rolling here for Ultimate Campaign Background. While I will modify it to fit my whims, I find rather interesting working with a randomized core past.
** spoiler omitted **...
Yes. This goes for the orcs I linked and the Dragonborn. :) So, you can be a huge, scaled, and honorable hero. The Central Casting: Heroes of Legend is much more detailed than UC, although a bit dated. But your rolls are nice.

EltonJ |

My character's ready for consideration, GM.
Meet Lia Nightbreeze! She's a witch that's going to be specced to be a blaster/debuffer.
I like her. She is approved for play.

EltonJ |

Still interested, but not going to apply until I find out whether I get in another campaign Tuesday. Don't want to spread myself too thin.
*If I do join, this will be the alias, though he needs a drawback.
Neat, Blue Drake. I'm glad you're being cautious. I don't want you to spread yourself too thin, either.
Here's my submission:
Baldwin of St. Cuthbert
I like him too. Good work.

EmissaryOfTheNorth |

I decided to check on Central Casting because you said it was much more detailed... and oh boy, was it such an understatement.
After a lot of rolling, formatting and all, I'll leave this here so I can look at it while I prepare my character for the submission. Still unsure if I will use this onw, UC one or a mix of both.
Feel free to take a look, ladies and gentlemen, but heed my advice: there is a f$~%ing metric ton of rolls here. Some of them only have sense after reading everything.
Culture and Social Status
Culture: 1d10 ⇒ 5
Barbarian. CuMod +5.
Social Status: 1d100 ⇒ 94
Well-to-Do. SolMod +2.
Birth Legitimacy: 1d20 + 5 ⇒ (8) + 5 = 13
Legitimate child.
The Family
Family: 1d20 + 5 ⇒ (4) + 5 = 9
Extended Family. 1d4 ⇒ 2 grandparents and 1d4 ⇒ 2 aunts/uncles.
Siblings: 1d20 ⇒ 15
1d4 + 1 ⇒ (2) + 1 = 3 siblings...1d20 ⇒ 51d20 ⇒ 121d20 ⇒ 11... a male and two female.
Birth Order: 1d20 ⇒ 1
Character is First-Born.
Place of Birth: 1d20 ⇒ 17
On a Exotic Location! 1d20 ⇒ 15 Oh! In the temple of an evil deity. BiMod +20.
Unusual Births: 1d100 + 20 ⇒ (23) + 20 = 43
So none.
Parents Occupations: 1d20 ⇒ 7
Head of Household... 1d2 ⇒ 1... his father has an occupation.
Occupation: 1d20 ⇒ 8
Farmer!
Noteworthy Items: Father: 1d20 ⇒ 6
His father was affected by an Exotic Event.
Exotic Event: 1d20 ⇒ 11 He befriended an Extremely Wealthy Person.
Noteworthy Items: Mother: 1d20 ⇒ 141d4 ⇒ 3
Oh, her mother was unfaithful to his father!
Childhood and Adolescence!
Number of Chilhood Events: 1d3 ⇒ 1
Childhood Event!: 1d20 + 2 ⇒ (12) + 2 = 14
And another 1d3 ⇒ 2 events occur!
Ch Event #1: 1d20 + 2 ⇒ (8) + 2 = 10
A special age-specific event occurs! 1d20 ⇒ 16 He is a nearly exact twin of a young Noble. Random trait!
Ch Event #2: 1d20 + 2 ⇒ (9) + 2 = 11
Another age-specific event! 1d20 ⇒ 2 He is emotionally attached to a toy, and cannot bear to be parted from it. Random trait!
Number of Adolescence Events: 1d3 ⇒ 2
Adolescence Event #1: 1d20 + 2 ⇒ (13) + 2 = 15
An exotic event. 1d20 ⇒ 5... rerolling because Pathfinders is like it is! 1d20 ⇒ 13
Now this is strangely appropiate for his first childhood event: the character is mistaken for the missing offspring of the ruler and taken to live with him. But after 1d6 ⇒ 5 years 1d6 ⇒ 2 he is pledged in marriage to an older ruler of another land.
Adolescence Event #2: 1d20 + 2 ⇒ (19) + 2 = 21 Roll again, don't add SolMod and substract one. Well.
Rerolling!: 1d20 - 1 ⇒ (14) - 1 = 13
Race specific event! 1d10 ⇒ 2 he was driven out by his kind for being different!
Adulthood
Adulthood Events!: 2d20 + 2 ⇒ (7, 5) + 2 = 14
1d3 ⇒ 3 more events occur!
Adulthood Events #1: 2d20 + 2 ⇒ (15, 6) + 2 = 23
He is involved in illegal activities! 1d10 ⇒ 21d6 ⇒ 51d10 ⇒ 3 He got peer pressured into Piracy, learning how to sail a ship as well as he knows himself.
Darkside trait obtained!
Adulthood Event #2: 2d20 + 2 ⇒ (12, 20) + 2 = 34
He developped jaded tastes for exotic and expensive pleasures. Darkside trait obtained!
Adulthood Event #3: 2d20 + 2 ⇒ (11, 9) + 2 = 22 Rolling again, substracting 1d3 with.
Rerollan!: 2d20 - 1d3 + 2 ⇒ (7, 3) - (3) + 2 = 9
The character has a religious experience! Lightside trait acquired.
Religious Experience...: 1d10 ⇒ 21d20 ⇒ 101d2 ⇒ 2 After priests of the god press their beliefs on the character he believes himself to be a reincarnated hero of the religion. The religion is one 1d20 + 5 ⇒ (14) + 5 = 19
with a god of wisdom and knowledge
Traits!
We have two random traits, one lightside trait and one darkside trait. Using d50+50 instead of d100 because 50% chance of no trait as a trait is boring
Random Trait #1: 1d50 + 50 ⇒ (37) + 50 = 87 Neutral Trait!
Random Trait #2: 1d50 + 50 ⇒ (33) + 50 = 83 Lightside trait!
Let's start with the Neutral one.
Neutral Trait: 2d20 ⇒ (19, 20) = 39 Aloof: Distant from others, even cold.
Now the Lightside ones.
Lightside Trait: 2d20 ⇒ (19, 16) = 35 Energetic: does things quickly, with verve.
Lightside Trait: 2d20 ⇒ (19, 2) = 21 Courageous: brave in the face of adversity.
And now his dark self!
Darkside Trait: 2d20 ⇒ (20, 18) = 38 Unenthusiastic.
Darkside Trait: 2d20 ⇒ (10, 1) = 11 Violent.
Rerolling both, as one is against Energetic and the other shouldnt be used for Good aligned PCs.
Dark Rerollan: 2d20 ⇒ (7, 1) = 8 Flippant: unable to be serious about anything.
Dark Rerollan: 2d20 ⇒ (17, 3) = 20 Self-doubting: unsure of self and abilities.
And it's done! But I would like to roll a couple more times for a couple fancy things I saw in the book...
Phobias!: 2d20 ⇒ (17, 3) = 20 Phobia of heights -acrophobia-
Allergies!: 1d10 ⇒ 6 Allergy to an exotic food type!

EltonJ |

I decided to check on Central Casting because you said it was much more detailed... and oh boy, was it such an understatement.
After a lot of rolling, formatting and all, I'll leave this here so I can look at it while I prepare my character for the submission. Still unsure if I will use this onw, UC one or a mix of both.
Feel free to take a look, ladies and gentlemen, but heed my advice: there is a f*&!ing metric ton of rolls here. Some of them only have sense after reading everything.
** spoiler omitted **...
Sometimes understatement sells. That book is the most valuable book in the whole RPG world because of it's details. But I think it's also the funniest book. The writer, Jacquays, is tongue in cheek. It's dated (Homosexuality is seen as a sexual disorder, for instance), but you could end up with very strange results. Like wizard charlatans with funny hats saying "Official 15th level Wizard" and the like experimenting with creating life in a laboratory.
Keep it and use it for future campaigns. The book needs to be in print again just for it's entertainment value.

EmissaryOfTheNorth |

I can totally understand and support your opinion on the book, the rundown of what I got would be:
Son of a wealthy farmer with friends in high places and whose wife cheated on him, he discovered he is a perfect mirror of a Noble's child, almost like twins. Later on he was kidnapped by the king's men because he totally looks like the king's long lost son and afterwards was pledged in marriage to an old ruler from another land.
Did I say he also got drove off by his own people? Because that's probably what made him cave in under the presure of his friends and become a pirate. He enjoyed it, learned how to sail and also got a taste for expensive and exotic pleasures. But he got tired of that when a group of zealots started pursuing him and telling him he totally was the latest reincarnation of some hero of their religion or other.
Oh, and he has a toy he won't leave. Never ever. It's a stuffed tarrasque he got as a gift from his original family.
So now he is aloof but energetic and courageous, but doubts his own skills a lot and isn't capable of taking anything seriously. And he is afraid of heights and allergic to macadamias.
Now that I wrote it down, I think I can work with that. Maybe tone it down some parts a bit, make the king a dragonborn's warchief -which would pair well with having the tail instead of the breath weapon, as the trait says only 97% of kin have it- and finally make him join a church of *INSERT FINAL DEITY HERE* to become a hedonistic paladin with self-doubt and seriousness problems who wields a scimitar/pirate sabre.

EltonJ |

I can totally understand and support your opinion on the book, the rundown of what I got would be:
Son of a wealthy farmer with friends in high places and whose wife cheated on him, he discovered he is a perfect mirror of a Noble's child, almost like twins. Later on he was kidnapped by the king's men because he totally looks like the king's long lost son and afterwards was pledged in marriage to an old ruler from another land.
Did I say he also got drove off by his own people? Because that's probably what made him cave in under the presure of his friends and become a pirate. He enjoyed it, learned how to sail and also got a taste for expensive and exotic pleasures. But he got tired of that when a group of zealots started pursuing him and telling him he totally was the latest reincarnation of some hero of their religion or other.Oh, and he has a toy he won't leave. Never ever. It's a stuffed tarrasque he got as a gift from his original family.
So now he is aloof but energetic and courageous, but doubts his own skills a lot and isn't capable of taking anything seriously. And he is afraid of heights and allergic to macadamias.
Now that I wrote it down, I think I can work with that. Maybe tone it down some parts a bit, make the king a dragonborn's warchief -which would pair well with having the tail instead of the breath weapon, as the trait says only 97% of kin have it- and finally make him join a church of *INSERT FINAL DEITY HERE* to become a hedonistic paladin with self-doubt and seriousness problems who wields a scimitar/pirate sabre.
You forgot the place where you were born. In the temple of an evil deity.

EltonJ |

EltonJ wrote:How could I forget my mysterious birth in an Evil Deity's temple? Seriously, this backstory is gold and the book it came from is diamonds.EmissaryOfTheNorth wrote:**Wonky backstory withgreat potential*
You forgot the place where you were born. In the temple of an evil deity.
Thank you Paul Jacquays! Anyhow, I added a tail trait to the dragonborn because someone wanted them. The tail is supposed to be rare, but at least you got your character.

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Ok, DM EltonJ, I am at an impasse trying to figure out what to play. The ideas that are most standout for me at the moment are:
• Halfling fighter (armor master) - A tiny terror on the battlefield, a mother hen when the party camps. Almost comical in her ability to charge about smashing into people while wearing heavy armor and wielding a surprisingly large sword, and also cheerful and upbeat all the time.
• Dwarf ranger - A skilled outdoorsman and spelunker who likes mixing it up in person with an axe, and does backup with a crossbow when needed. Sometimes gruff, sometimes garrulous, he has stories about all his time on the road after the giant raids in Geoff and Sterich.
• Half-orc fighter/rogue - A sly fellow trying to get out of the prejudices of being considered "sketchy" because of his orcish heritage, determined to find a place he can call home (which will probably require earning some money). Skilled and somewhat clever, but not quite as clever as he thinks he is. He venerates the Old Faith and sometimes tries a little too hard to "fit in." Unlike many half-orcs, he's not a muscled beast; he's wiry and tough, a bit more like the half-orcs depicted in early editions of AD&D (visually speaking).
• Centaur cavalier - I have a centaur character that's been beating around in the back of my head for a while, but they tend to be stupidly OP because of their stat modifiers. Still, I would be remiss if I didn't pitch it. This character would be a resolute warrior from a proud heritage who is working to cement ties with other Champions of Good Character, to underscore that just because centaurs don't live in settlements like humans and elves doesn't mean they can't be good neighbors.
Lemme know what you'd like to see fleshed out more.

EltonJ |

• Dwarf ranger - A skilled outdoorsman and spelunker who likes mixing it up in person with an axe, and does backup with a crossbow when needed. Sometimes gruff, sometimes garrulous, he has stories about all his time on the road after the giant raids in Geoff and Sterich.
The Centaur is a little overpowered. Half-orc looks great, but character concept feels overdone or overtried. The Halfling fighter is hilarious. I don't know if I can take her seriously. The dwarf ranger seems to me, the best out of the four. Combine Dwarf Ranger with Ultimate Campaign or Central Casting: Heroes of Legend (first for something ordinary, second for something out of ordinary) -- we just might have something there. Combine that with one or two of your traits and a little baking and some happy thoughts . . .

ElbowtotheFace |
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Apollon Cyr
Human Monk (Unchained)
LN Medium humanoid
Init +2; Senses- none, Perception +6
_____________________
Defense
_____________________
AC 14, touch 14, flat-footed 10, CMD 18
HP 12 (1d10+2)
Fort +4, Ref +4, Will + 2
_____________________
Offense
_____________________
Speed 30 ft
Melee Unarmed +5 (1d6+3) 20x2
Flurry of Blows +5/+5 (1d6+3) 20x2
Ranged Lt. Crossbow +3 (1d8) 19-20x2 80ft.
____________________
Statistics
_____________________
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Attack +1, CMB +4, CMD 18
Feats: Improved Unarmed Strike, Weapon Focus (Unarmed), Catch off-guard, True Love
Traits-
Worldly: Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result
Surprise Weapon: You gain a +2 trait bonus on attack rolls with improvised weapons.
Drawback: Pride - When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Adventuring Skills:
Acrobatics +6 (Rank +1, Class +3, Dex +2)
Climb +7 (Rank +1, Class +3, Str +3)
Perception +6 (Rank +1, Class +3 Wis +2)
Sense Motive +8 (Rank +1, Class +3, Wis +2, Misc. +2)
Background Skills:
Linguistics +1 (Rank +1)
Perform (Dance) +4 (Rank +1, Class +3)
Languages: Common, Elven
Gear:
____________________
Racial Abilities
____________________
Bound feat
Skilled
______________________
Special Abilities
_______________________
Flurry of Blows
Stunning Fist 1/day DC: 12
Unarmed Strike
Homeland: City or metropolis – Civilized and Vagabond Child traits
Parents: Both alive
Siblings: Older - 2 full siblings, 2 half-elf siblings – Kin Guardian trait
Birth: Lower-Class Birth - Poverty-Stricken trait
Parents Profession: Slaves – Life of toil trait
Major Childhood event: Troubled First love - Your first love was everything you imagined it would be. That is, until you were separated from your beloved. This may have been the result of distance, changing perspectives, death, or differences in class or family. Some have said this made you jaded—you think it has granted you insight on how the world really works. You gain access to the Worldly social trait and you roll a d12 instead of a d20 on the Romantic Relationships table.
Step 2—Adolescence and Training
Monk: Unsuspecting Master: You were trained in martial arts through unorthodox methods such as seemingly menial tasks or training through conditioning exercises that promised the smallest scrap of food as a reward. Your nontraditional training makes you resourceful and clever. You gain access to the Surprise Weapon combat trait.
Influential Associates: Well-Connected Friend: In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).
Step 3—Moral Conflicts, Relationships, and Drawbacks
Conflict: Destruction: You destroyed someone else's property. 6CP
Conflict Subject: Gangster or underworld figure
Conflict Motivation: Justice 1 CP
Resolution: No Guilt 2 CP
Alignment: 3 Lawful – 6 Neutral (1 Lawful and 8 Evil, if evil is allowed)
Deity and Religious Philosophy: Irori – Wisdom in flesh trait
Romantic relationships: Current Lover: You are currently involved in a romantic relationship. You gain access to the True Love story feat.
Relationship with Fellow Adventurers: Former enemies
Character Drawback: Pride: You present an image to the world that can't be tarnished. When someone questions your motives, criticizes your actions, or insults your honor or pride, you question his friendship or count him among your enemies until he makes amends. You gain access to the Pride drawback.
Still working on the background

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This is Emissary's Dragonborn Paladin of Pelor: Zahk!
I used the Additional Traits feat both because I didn't want to simply pick Power Attack and to express his long and complicated life until this very moment.
One of said extra traits went into Rich Parents to show his earnings as a young pirate and so I could afford a complete and flamboyant attire -complete with ruby incrusted scimitar, 50 gold worth pirate hat, jewels and a motherf@$&ing POCKET WATCH!- and luxury items like absinthe, a collapsible bathtub and chocolate.
I usually consider that trait to be utter and complete s#*!, but I think if reflavoured to "Pirate Booty! ARRR" it fits him quite nice.
I will finish writing his backstory and add it to the profile, so only one question: EltonJ, do you prefer me to come up with an Evil God/Goddess responsible of the temple where he was born or should I leave it as mysterious?

EltonJ |

I will finish writing his backstory and add it to the profile, so only one question: EltonJ, do you prefer me to come up with an Evil God/Goddess responsible of the temple where he was born or should I leave it as mysterious?
Leave it frightfully mysterious. Something like "I know I was born in an temple dedicated to an evil diety, but I won't talk about it." Leave it up to me and I'll send it your way by PM.

EltonJ |

Dotting.
I have little experience with Greyhawk, though I love learning new settings. Will the Rare magic you mentioned affect any of the rules for casters, or does that simply mean you'll be picking fewer casters/fewer casters exist in the world?
The latter. Greyhawk is actually Swords and Sorcery. Mordenkainen and Otto were apart of the Circle of Eight. You will want to download a copy of Greyhawk: The Adventure Begins or The Living Greyhawk Gazetteer. I recommend the latter.
Gary Gygax had a lot of casters for his home game. The Circle of Eight were made up of people in his home games, plus his own character Mordenkainen. Tenser, Otto, Drawmij, and Rary were all casters in his games (and Drawmij is Jim Ward's character).

Sam C. |

Hmmm, this seems interesting. Any problems with a kitsune character? Because if that's acceptable, then Kayin Ashok is just a few required alterations away from ready to go.

EltonJ |

Interested. Just to clarify, I rolled for starting gold since you didn't specify, is that OK?
It's alright. :)
Hmmm, this seems interesting. Any problems with a kitsune character? Because if that's acceptable, then Kayin Ashok is just a few required alterations away from ready to go.
Yep. A kitsune is acceptable.

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I would like to submit my character for this game. A Human Battle Oracle of Heironeous named Katrin Helgunner. She is a forthright individual believing herself to be on a constant crusade for righteousness but she's also frenetic and impatient at times, often leaping into danger without considering the consequences more thoroughly.

Sam C. |

Alright, a few quick clarifications before I get to working this character over into something suitable.
1) Starting gold: average, max, or roll?
2) Is it two starting traits and a drawback, or is that "2" a typo, and you meant 3? (I'm so used to seeing some variation of "2 traits or 3 with a drawback" that anything else is mentally jarring.)
3) Will there be downtime for the use of Craft skills and feats?
4) If my character possesses the relevant Craft skills, can I get a discount on starting equipment?

EltonJ |

Alright, a few quick clarifications before I get to working this character over into something suitable.
1) Starting gold: average, max, or roll?
2) Is it two starting traits and a drawback, or is that "2" a typo, and you meant 3? (I'm so used to seeing some variation of "2 traits or 3 with a drawback" that anything else is mentally jarring.)
3) Will there be downtime for the use of Craft skills and feats?
4) If my character possesses the relevant Craft skills, can I get a discount on starting equipment?
A1. Roll it out, please.
A2. Two starting traits and a drawback. If you need a third trait, we can work something out.
A3. Yes.
A4. Yes.
I would like to submit my character for this game. A Human Battle Oracle of Heironeous named Katrin Helgunner. She is a forthright individual believing herself to be on a constant crusade for righteousness but she's also frenetic and impatient at times, often leaping into danger without considering the consequences more thoroughly.
Can you flesh out that background more?

EltonJ |

I intend to make a more extensive background but I'll need details of where in the world the game will start. I don't want to pick a place on the opposite side of the world from the starting point by accident.
Right. We are starting in the free city of Greyhawk.
Another question: You list the Multiclass options from Unchained as being used. That means Variant Multiclassing is an option (meaning you could multiclass in the more classic way if you preferred) or that VMC is the only way to multiclass?
It's an option.

Sam C. |

Regarding the LGG, can I get by with the (much) skinnier regular Gazetteer? I do have the LGG (one of my first 3.0 purchases when 3.0 was shiny and new, in fact) but it's buried way deep in storage and would require a fair of work to unearth into the light of day once more.
Edit: Starting Gold: 5d6 ⇒ (5, 5, 6, 6, 6) = 28 x 10 = 280 gp!

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Eh, eh, eh. Most of those cutpurses are fine fellows. Some of them even outstanding pillars of the community!
Well, the cutpursing community.
Why do you look at me like that? Does every paladin have to be pure and exceedingly good from start? Let me get a sip of my absinthe before quoting grandpa Paarthurn: "What is better? To be born good or to overcome your evil nature through great effort? The answer is gold. Gold is better. A huge hoard of gold is best."

ElbowtotheFace |

Born into a family of slaves, life was assuredly going to be difficult for the little baby boy Apollon. Despite being poor in coin and freedom the family was rich in love and support. The youngest of five sons, full siblings Darius and Lucius, and half-elf twins, Zelphar and Ivlisar, he was born into servitude on the Desertflower estate. The Elves who owned the estate and thus Apollon and his family were very strict and not light hearted as some would expect from Elves.
Apollon grew big and strong as he aged. The toilet of life was hard but it built his muscles to the point that there were very few people who were stronger than him, and he'd love to show that off. He would show off for any that would watch, the masters would often encourage his shows of strength to impress their guests. Little did they know; the person most impressed was Illiana, their youngest daughter.
Illiana and Apollon were both smitten with each other and would sneak away together when they could, often with the help of Zelphar and Ivlisar who served in the house. The Desertflowers preferred half-Elves as house servants. The twins said it was because of appearance but Darius was convinced that it was to lord over them. Illiana would never say if asked. For months Illiana and Apollon had been sneaking about and it seemed none were the wiser.
One morning, well before dawn, Apollon was startled awake by a hand covering his mouth. It was Ivlisar with a panicked look on his face. "Illiana, they are taking her away, the south entrance, hurry" He whispered hastily. The word "hurry" had barely left his brother's lips before he tore out the door barely in a loincloth. Heart pound, head reeling, he could feel the muscles of his leg strain as the moved him ever faster through the pre-dawn air closers to his hearts desire. As he arrived they had just opened they gate, [/b]"ILLIANA!"[/b] He roared as he charged at the wagon as it was pulling out. With a mighty leap Apollon flew through the air and managed to catch one of the wheels. Able to find purchase with the earth a tug-of-war ensued between Apollon and the horse. It only lasted briefly though, as he was quickly beset by guards. He fought bravely but for all his strength Apollon was no warrior. The last thing he hear before losing consciousness was Illiana screaming for him.

EltonJ |

Regarding the LGG, can I get by with the (much) skinnier regular Gazetteer? I do have the LGG (one of my first 3.0 purchases when 3.0 was shiny and new, in fact) but it's buried way deep in storage and would require a fair of work to unearth into the light of day once more.
Edit: [dice=Starting Gold]5d6 x 10 = 280 gp!
Yes, you may.
Free City of Greyhawk, eh? Well, perhaps not a completely wretched hive of scum and villainy. Maybe just a den of petty cutpurses and influence peddlers.
Can't be worse than the Sultanate...
Both places are better than the Empire of Iuz. Oh yeah, Iuz must die.