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Okay, I think that the wiki has enough info to actually play. This is now an official recruitment thread for my campaign. In case you weren't aware, this campaign will take old AD&D and D&D modules and breathe new life into them using the Pathfinder rules. I have made a few changes, so that veterans familiar with these classics will be surprised as well.
The wiki can be found here and contains enough to get things started. More details will be added as we progress. If there is something crucial to your character that is missing, speak up and I will provide the necessary information. Likewise, if you want something that isn't covered in the wiki, speak up and we'll discuss.
THIS IS A LOW-MAGIC CAMPAIGN! Be sure to read the section on Classes for further information regarding the way this affects play. Magical items do exist, but aside from potions or low-level scrolls, they tend to be quite rare.
- To preserve the "old-school" feel, we will be rolling characters randomly. Roll 4d6 and drop the lowest die. Total the remainder. Do this six times and place them in any order you desire.
- There are no restrictions on alignment, BUT... if you play an evil character properly, then it is quite probable that your entire party (unless also evil) will eventually turn against you, as well as the campaign world at large. I do not recommend it, but I will not forbid it.
- You may play any class from the Pathfinder Core Rules, Ultimate Magic, Ultimate Combat, or the Advanced Player's Guide. Note that magic-using classes are somewhat nerfed.
- Any race from the Pathfinder Core Rules is available, but others may be permitted on a case-by-case basis. Convince me.
- Maximum vigor at 1st level (I'm not outright evil), but they will be rolled thereafter. Remember that the Con modifier is not added to vigor.
- Characters begin play with money based on their class, as per the rules.
- I will be choosing six participants from among those who apply. The decision will be based on what best suits the party balance, those characters I find most interesting, and those characters which seem like they will make the campaign interesting.

WalkingDED |

Hi. I 'm looking to get back into rp after a long hiatus. I have previously played AD&D, D&D 3.0, and Vampire: The Masquerade. I'm used to a relaxed setting when playing face to face but being that this is pbp, I don't mind being much more descriptive and serious if need be. If you don't mind having a noob-ish player along, then I'm happy to join up.

AinvarG |

I don't think I will have time despite my interest, but I'm curious what the rolls will look like.
4d6 ⇒ (5, 1, 2, 5) = 13
4d6 ⇒ (1, 6, 1, 3) = 11
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (4, 5, 6, 3) = 18
12, 10, 14, 11, 13, 15
Wow. That's almost the standard array, isn't it? I might have to find the time...

drbuzzard |

Ok, I'll give ti a shot. I really hate the wounds/vigor system though because the system breaks because of it (my home GM tried it for Kingmaker, but eventually had to abandon it because it screwed up so much stuff).
4d6 ⇒ (3, 6, 3, 6) = 18=15
4d6 ⇒ (4, 4, 5, 4) = 17=13
4d6 ⇒ (5, 3, 4, 3) = 15=12
4d6 ⇒ (6, 3, 6, 3) = 18=15
4d6 ⇒ (3, 4, 3, 6) = 16=13
4d6 ⇒ (2, 1, 1, 6) = 10=9
Not a bad set. Pretty good really. Are archetypes allowed? I was thinking an invulnerable rager barbarian.

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Hi. I 'm looking to get back into rp after a long hiatus. I have previously played AD&D, D&D 3.0, and Vampire: The Masquerade. I'm used to a relaxed setting when playing face to face but being that this is pbp, I don't mind being much more descriptive and serious if need be. If you don't mind having a noob-ish player along, then I'm happy to join up.
I have no issue with noobs. Welcome!

Talomyr |

I'd like to give this a try.
4d6 ⇒ (3, 6, 5, 1) = 15, drop 1 = 14
4d6 ⇒ (4, 2, 6, 3) = 15, drop 2 = 13
4d6 ⇒ (6, 3, 3, 5) = 17, drop 3 = 14
4d6 ⇒ (2, 6, 5, 5) = 18, drop 2 = 16
4d6 ⇒ (6, 2, 3, 4) = 15, drop 2 = 13
4d6 ⇒ (6, 4, 2, 6) = 18, drop 2 = 16
EDIT: Base line stats look pretty good. Back in the 1st ed days I was always partial to Rangers. I might have to try and go that way again.
Now to figure out which race...most likely to be human, elf, or half-elf.

Proioxis |

4d6 ⇒ (5, 2, 3, 2) = 12 = 10
4d6 ⇒ (4, 2, 6, 5) = 17 = 15
4d6 ⇒ (4, 5, 3, 2) = 14 = 12
4d6 ⇒ (5, 2, 5, 4) = 16 = 14
4d6 ⇒ (2, 3, 4, 2) = 11 = 9
4d6 ⇒ (1, 1, 1, 5) = 8 = 7
A little lackluster, but so be it. I was also thinking a switch hitter ranger, but a barbarian might fit the stats a bit better. How would you feel about a lizardfolk, WhtKnt?
An inquisitor of Lunastara or Azatoth could be interesting. A rock gnome, p'raps.

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why not, lets see what we get.
ability1: 4d6 ⇒ (4, 6, 4, 3) = 17
ability2: 4d6 ⇒ (1, 3, 2, 5) = 11
ability3: 4d6 ⇒ (1, 1, 1, 5) = 8
ability4: 4d6 ⇒ (1, 4, 5, 5) = 15
ability5: 4d6 ⇒ (4, 5, 1, 6) = 16
ability6: 4d6 ⇒ (5, 6, 2, 4) = 17
14, 10, 7, 14, 15, 15.
I think I can live with these stats. I'm thinking Sword and Board Fighter.
Str=15+2 (Human)
Dex=14
Con=15
Int=14
Wis=10
Cha=7
ok. Will have a character drawn up soon.

Tekumsah La'Awethikah |

Here's the alias Loup Blanc will be using; still putting crunch together. DM, can I use a trait to get Acrobatics as a class skill? I'll include reasoning behind it in the backstory.
EDIT: Never mind, forgot that there is a trait to do that now. Also, rolling for wealth...
Gold: 5d6 ⇒ (2, 4, 5, 2, 5) = 18*10=180. Just ahead of average!

Alex Martin |

4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (1, 6, 1, 5) = 13
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (1, 5, 4, 3) = 13
Since it looks like we have several fighters already, will consider either a rogue or wizard. Hopefully, I can utilize these scores to help with the spell checks and endurance for wizard.
Quick question: Will the Fortitude bonus be applied to the Con check for spell casting?
How many traits - standard 2?
Also I'll admit I'm not fully familiar with the wound/vigor function.

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Yes, we are starting at 1st.
Wealth is rolled.
We are playing here. The Obsidian Portal site is a convenient place for me to organize my thoughts. Not sure what you are looking for in terms of crunch.
Two traits.
Fort does apply to Von checks with spell casting, but does not stack with Con bonus, naturally.

drbuzzard |

wealth 1d6 ⇒ 5 x10= 50
Well that's above average at least. Monks sure are moneybags aren't they?
One more question (yes, I ask a lot of them) - is the Lore Warden archetype permitted?

Hagnar Grimstone |

Starting Wealth: 4d6 ⇒ (4, 6, 1, 2) = 13x10=130
Domains: Artifice & Earth
Traits: Craftsman & Child of the Temple
Feat: Hero's Fortune
Because I have to roll Knowledge checks to cast spells, I'm changing ability scores a bit to compensate for that:
STR: 14
DEX: 11
CON: 9 (7+2)
INT: 12
WIS: 16 (14+2)
CHA: 8 (10-2)
Hagnar is an accomplished stonecarver who has completed his journeyman training and wants to do a little exploring before he settles down and starts his own business. Plus, a little operating capital wouldn't exactly hurt, either. Hagnar realized at an early stage in his career that working with precious and ordinary stone and the occasional piece of wood was an almost holy experience, where he could feel a connection to his god in the work. He would lose himself in his work and feel closer to the Master Smith than ever before - often creating exceptional work more delicate and lifelike than even some master craftsmen could manage.

drbuzzard |

Thanks, the lore warden is for future consideration. First level is still a monk.
Still fuzzy on background. I have no idea where a monk would get trained in that world. He's likely from peasant stock since he's pretty much dirt poor.
Lucius
Male Human Monk (Master of Many Styles) 1
LN Medium Humanoid (human)
Init +2; Senses Perception +6
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Defense
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Defense 15, flat-footed 12. . (+2 Dex, +1 dodge, +2 miscellaneous)
Armor DR: 0
Critical Defense: +2. . (+2 Dex)
Vig 8 (1d8) Wnd 24 (Threshold 12)
Fort +3, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee Unarmed strike +2 (1d6+3/x2)
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Statistics
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Str 15, Dex 15, Con 12, Int 13, Wis 15, Cha 9
Base Atk +0; CMB +2; CMD 17
Feats Combat Reflexes (3 AoO/round), Crane Style, Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 12)
Traits Indomitable Faith, heavy hitter
Skills Acrobatics +6, Climb +6, Escape Artist +6, Knowledge (religion) +5, Perception +6, Stealth +6, Swim +6
Languages Azlanti, Common, Tien
SQ ac bonus +2, fuse style (2 styles), stunning fist (stun), unarmed strike (1d6)
Other Gear Backpack (empty), Bedroll, Dungeoneering kit, 32 GP, 9 SP
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Special Abilities
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Talomyr |

@WhtKnt:
What traits are available for us to use? Do you plan to construct any that are specific to your world?
If it is available for use, I was considering the Brigand trait and having my character be a former bandit who is trying to turn over a new leaf. Brigand was one of the campaign traits for Kingmaker, obviously the flavor text would have to be revised.
You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Starting Gold: 5d6 ⇒ (1, 4, 1, 2, 6) = 14 x 10 = 140
EDIT: Well that was decidedly below average, now are really hope you allow the trait ;)

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Don't worry overmuch about low scores. I will address that issue further after selections have been made. Your ability scores will not enter into the selection process.
Yes, Druids would use Knowledge (nature) instead of Knowledge (religion).
No problem on the Brigand trait. I can see how it would fit in. I had no considered making new traits, but I easily could.

Lucian Faucon |

Talomyr checking in again. The crunch is about 85% done and I have decided to switch to half-elf from human. Background is still forthcoming. Any particular location that is known for banditry or a particularly high half-elf population? (BTW, I'm both pleased and frightened that you have chosen to incorporate the Village of Hommlet.)
Not having played with the Wounds/Vigor rules before, I assume characters taking a level of their favored class(es) would be able to choose between an extra skill point and an extra vigor point?