Expedition to the Ruins of Castle Greyhawk [3.5 D&D]

Game Master Stiehle

3.5 Edition D&D campaign set in the environs of the City of Greyhawk.


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Grand Lodge

dotting...what is tge party composition?


Currently there is a human duskblade (Morrow), a dwarven wizard (Nebuzaradan, or just Neb), a halfling warlock/swashbuckler (Reonnyn) and a human artificer (Aurora) in the group.

As mentioned, a healer type is very much needed, though please avoid a cleric of Pelor, as I'll hold a spot for the player that has had to step away from the game for an indeterminate amount of time.

Grand Lodge

gotcha.. ill have something later tknight maybe...


I would love to join but gave all my 3.5 stuff to the library.

Liberty's Edge

(qstor) here's a quick PC I made have to do the spells


Good to see the interest! Qstor has first dibs, but I might take both of you if Grimdog73 is also interested.


Grimdog? Still interested?

Qstor, I'm PMing you.

Grand Lodge

sorry....got busy...i'll pass for now...had a couple things come up...


This opening is still available, if anyone is interested in a high-level 3.5 D&D campaign taking place in the legendary World of Greyhawk! Character creation rules are on the first page of this thread, but if you have questions ask away!


I think I might be interested, but I haven't played 3.5 in many years, and haven't visited the Greyhawk setting in even longer. Still, it's really tempting. I'll have to refresh my memory on the different classes that have healing potential, beyond the standard cleric.


Would be happy to have you join, Flanderdash! It's basically Pathfinder, with a few differences. And you can go cleric if you'd like, just not a Pelorite. I'm planning to keep the character in the game for the time being, though if the player never returns I'll have him leave at some point.


Looks like I'm going with an Elven Cleric of Corellon Larethian. Still working on the crunch and backstory and just wanted to check on this: 8th level with 27k gp to start, yes?


You can start with a 10th level character, and go ahead with a 45k gp allowance for your starting equipment. When you're about set to go, I'll PM you with your write-in. I do believe I can get you started in the adventure pretty quick!


Going to open this up once again for anyone looking for an epic 3.5 D&D adventure taking place in the World of Greyhawk. I'm looking for one to three players, but no more than that.

There are three solid players posting actively in the adventure, one that might have dropped and another that has too much going on in RL to continue for the forseeable future.

Character creation rules are on the first page, with the following changes:

Create a 10th level character (rogue types would be nice, as would a cleric or other healer type.)

You can spend about 45k for 'starting' magic items and other expensive gear. Don't bother tracking minor bits of equipment.

As you will meet the party in the dungeons deep beneath the ruins of Castle Greyhawk, I've got some ideas for writing you in without delay. Perhaps as a prisoner of the group the adventurers are currently battling, or maybe you were part of an earlier expedition that got lost or magically imprisoned. Lots of possibilities, and we can run with any of them.

I do ask that anyone posting interest please follow through on your application to join - and only do so if you think you can go for the long haul. This adventure is epic in scope and will likely go on for many months. At least! :)


Ok, it's been a long time since I did 3.5... A really long time... But I do like the Greyhawk setting.

Two concepts do you guys need the sneak or the Divine Caster more?

Divine Caster:

Because I hate playing clerics with no skill points (and no reason to have Int either), how do you feel about the Archivist class from Heroes of Horror? (Heroes of Horror not being on your approved sources list)

Sneak:

Do you think a Beguiler could work in the group?


Beguiler would work just fine, as I'm NPCing the cleric for now (or having the other players post for him), since I'm hoping the player will return in the future. I'm not familiar with the Archivist, and at this point I'd rather stick with classes I'm at least somewhat familiar with. Wrapping my head around some of these splatbook classes can be taxing on my brain cells!

Welcome to the game!


Just found the allowed sourcebook list. Now trying to find what I have out on the shelves versus still in boxes from the multiple moves over the last 15 years . . ..

Silver Crusade

hustonj wrote:
Just found the allowed sourcebook list. Now trying to find what I have out on the shelves versus still in boxes from the multiple moves over the last 15 years . . ..

Lots of dust?


Hey GM West, I am contemplating some feat that aren't on the approved source list:

Feat: Darkstalker Book: Lords of Madness

Feat: Song of the Dead Book: Dragon Compendium

and the bloodline feats, for example:
Feat: Penumbra Bloodline Book: Dragon Compendium

Grand Lodge

are you in need of a frontliner? just in case someone brings in better choices for rogue or cleric?


Grimdog 73, frontliners are definitely welcome! The party is a bit lean on that role as well. The duskblade is the main fighter at this point.

In all, with the NPC cleric, a new sneak and a new frontliner, I think the party would be in very good shape without another cleric.


Pad300, the Darkstalker feat seems a bit OP without any pre-reqs, I'd normally probably nix that one unless you have a character build that makes sense to take it - for instance, if you go with that Penumbra Bloodline I'd allow it, simply because it makes sense.

The other two feats I've got no problem with, though I'll reserve veto power over the bloodline feat chosen if it doesn't make sense or if it's OP as well. The one you linked specifically seems fine to me - and again I'd have no problem with you taking that Darkstalker feat if you have the Penumbra bloodline feat as well.

Grand Lodge

gotcha...ill work on a couple submissions


GM West wrote:

Pad300, the Darkstalker feat seems a bit OP without any pre-reqs, I'd normally probably nix that one unless you have a character build that makes sense to take it - for instance, if you go with that Penumbra Bloodline I'd allow it, simply because it makes sense.

The other two feats I've got no problem with, though I'll reserve veto power over the bloodline feat chosen if it doesn't make sense or if it's OP as well. The one you linked specifically seems fine to me - and again I'd have no problem with you taking that Darkstalker feat if you have the Penumbra bloodline feat as well.

Thank you. I will take all 3 happily...


I'm out. Too much going on in the house to find the time to dig up the resources. <shrug>


GM West, I am trying to write background here - what Greyhawk setting are you using - Pre Wars, Wars, or Post Wars?


Post wars, the current year is 597 C.Y. It's been about 13 years since the Greyhawk Wars ended with the treachery of Rary and his bid to assassinate the other members of the Circle of Eight. Riggby the Patriarch has passed away and his body is currently on display in the Temple of Boccob in the City of Greyhawk after being transported from Verbobonc over the past several weeks.


Pad300, sent you a PM to give you an idea of how you find yourself down here.

Grimdog73, if you're still interested (you're not Hustonj, correct? so many alts around here...) I'll have you share the same story as Pad300 in finding yourself down here. Pretty straightforward, and I'll be able to write you both in very soon.


HP, 9d6 take roll or 3: 9d6 ⇒ (6, 1, 5, 3, 4, 4, 1, 4, 6) = 34

Edit: So that's (6, 3, 5, 3, 4, 4, 3, 4, 6) = 38


Presenting Fash Daergal for GM West to look over

Background:

Fash was born in the Gnarley hills in 514 CY. His father (Alth Daergal) was an illusionist of some repute, with a tremendous fondnes for the shadow spells (which appears to have left some mark on Fash – Penumbral Bloodline Feat). He learned illusion magic from his father, but also acquired other, less reputable skills. Having trained as a beguiler, he left home at 63 years old and has not looked back (although he does write letters to his mother (Mala), who no doubt shares with the rest of the family – 1 brother, Threan , and 2 sisters Bella and Geim). He hooked up with a band of adventurers and explored some ruins in the Pomarj.
In the wars, he signed on as a scout with an un-official warband of elves out of Celene (which was officially neutral during the wars), opposing the rise of Turrosh Mak. This is where he met the mage Kelviernan. It was during this service he was named a Ruathar (having met the requirements multiple times – saving several lives with his scouting, rescuing a pair of prisoners with his stealth and participating in the defeat of a local orcish warlord, General Gredalk). In the end though, Turrosh Mak was triumphant... Kelviernan was forced to abandon his war. However, Fash and Kelviernan became friends and comrades during the war (and there were several other friends who fell – Colin Baerwith (human fighter), Eloedel Friannach (Elf Bard and Kelviernan’s lover), Barador Kweft (human priest of Trithereon)).
Post wars, Kelviernan has retired back to Celene and his research, but they remain good friends (to the point where Kelviernan has been willing to craft a commissioned staff for Fash). Fash though, his feet are still itchy. He wandered off to the City of Greyhawk. There he joined the guild of thieves, and supported himself with talents. But he became bored of the routine, and joined a band heading to explore Castle Greyhawk. It went poorly... Captured, deep under the Tower of Zagyg, Fash is currently being interrogated by Marshal Bailak...

Appearance:

3’8”, 36 lbs, light gray skin, watery blue eyes, dark brown hair, that he keeps in a short almost buzz cut, horseshoe mustache and no beard. Generally favors concealing clothes; almost always has a widebrimmed hat and a full cloak (his cloak of Elvenkind). Has a major scar on his left thigh (was run through with a spear...).

Demeanour:

Quiet, almost fades into the background (unless he’s running a con with Glibness).
He’s strongly confident in his abilities as a sneak – he figures he can hide from just about anyone, and uses that to gather information.
He’s got a typical whisper gnome’s sticky fingers.
He’s come to trust elves almost as much as other Whisper Gnomes.
Not exceedingly devout, he still says the occasional prayer to Garl Glittergold

Mechanical:

Fash Daergal
CG Male Whisper Gnome
Beguiler 9 Ruathar 1
Init +? = +2 Dex
Speed 30 ft

Defense
AC: 21 = 10 +5 (armor) +1 enhancement + 1 Shield +1 enhancement + 2 Dex +1 small
HP: 62 = 6 +(9d6=>[6, 3, 5, 3, 4, 4, 3, 4, 6] = 38)+9*2 Con
Fort + 8 =+3 Beg +0 Rua+2 Con +3 Resist
Ref +10 =+3 Beg +2 Rua +2 Dex +3 Resist
Will +11 =+6 Beg +2 Rua +3 Resist

CMD: 14 = 10 +4 bab+2 dex -1 small -1 str
Offense
Melee: ***
Ranged: ***
BAB: +4 = +4 beguiler +0 ruathar
CMB: +2 = +4 bab -1 small -1 str
Beguiler Spells Available
Level 0 (*, DC **): Dancing Lights (Penumbra Bloodline, no light spells), Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
Level 1(6+, DC **): Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist (Penumbra Bloodline and core list), Rouse*, Silent Image, Sleep, Undetectable Alignment, Whelm*, Shock and Awe (Advanced Learning I)
Level 2(6, DC **): Blinding Color Surge*, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand*, Touch of Idiocy, Vertigo*, Whelming Burst*, Darkness (Penumbra Bloodline)
Level 3(6, DC **): Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils*, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt*, Haste, Hesitate*, Hold Person, Inevitable Defeat*, Invisibility Sphere, Legion of Sentinels*, Major Image, Nondetection (Penumbra Bloodline and core list), Slow, Suggestion, Vertigo Field*, Zone of Silence,
Level 4(5, DC **): Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image*, Locate Creature, Mass Whelm*, Phantom Battle*, Rainbow Pattern, Solid Fog, Shadow Conjuration (Advanced Learning II), Evards Black Tentacles (Penumbra Bloodline)
Level 5(3, DC **): Break Enchantment, Dominate Person, Feeblemind, Friend to Foe*, Hold Monster, Incite Riot*, Mind Fog, Rary's Telepathic Bond, Seeming, Sending, Swift Etherealness*, Shadow Evocation (Penumbra Bloodline)

Stats
Str 8 = 8 (0 pts)
Dex 14 = 8 (0 pts)+6 pts
Con 14 = 8 (0 pts) +6 pts
Int 22 = 8 (0 pts) +8 pts +2 lvl 4, 8 +4 enhancement
Wis 10 = 8 (0 pts) +2 pts
Cha 10 = 8 (0 pts)+2 pts

Feats: Penumbra Bloodline (1st), Spell Focus - Illusion (3ed), Silent Spell (Beguiler 5) Darkstalker (6th), Martial WP: Longbow (Ruathar 1), Song of the Dead (9th),

Skills (6*{9+3}+1*4+10*6(int) = 136 Ranks)
Hide (11 rank +2 dex+4 racial +4 small+5 Cloak of Elvenkind)
Move Silently (11 rank +2 dex+5 boots of Elvenkind +4 racial)
Search (11 rank +6 int)
Disable Device (11 rank +6 int)
Use Magic Device (13 rank )
Concentration (13 rank +2 con)
Spot (13 rank +0 wis+2 racial)
Listen (13 rank +0 wis +2 racial)
Sleight of Hand (13 rank +2 dex)
Bluff (8 ranks)
Gather Information (8 ranks)
Spellcraft (5 rank + 6 int)

Skill Tricks: Conceal Spellcasting, Swift Concentration, Clarity of Vision
Languages: Common, Gnome, Elven (Int), Dwarven (Int), Giant (Int), Goblin (int), Orc (int), Draconic (Int)

Class Abilities:

Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.

Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list on page 11. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast a beguiler spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler's spell is 10 + the spell's level + the beguiler's Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on Table 1—1. In addition, you receive bonus spells for a high Intelligence score (PH 8).

A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.

A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Cloaked Casting (Ex): Starting at 2nd level, a beguiler's spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell's save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).

At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.

At 14th level, the bonus to your spell's save DC increases to +2.

At 20th level, you become able to automatically overcome the spell resistance of any affected target.

Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively.

At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.

Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.

You gain another new spell at 7th, 11th, 15th, and 19th level.

Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.

Weapon and Armor Proficiency: You receive Martial Weapon Proficiency as a bonus feat. You can choose the longsword, rapier, longbow (including composite longbow), or shortbow (including composite shortbow). Other than that, you gain no proficiency with any type of weapon, armor, or shield.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a ruathar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Word of Friendship (Sp): You learn a short magical phrase that identifies you as a ruathar. While anyone can learn to mouth the words of the phrase, only ruathars are taught the magical key that makes the phrase more than just a few words in Elven. This is a sonic, language-dependent effect and is equivalent to a 1st-level spell. The word of friendship does not influence the hearer's mind in any way, but all elves know that only ruathars are taught it. Elves addressed in such a fashion generally begin with an attitude of friendly or helpful toward you, unless you are obviously engaged in an evil act.

Gift of the Elves: During the ruathar ceremony, you are traditionally presented with a gift of elven magic to aid you in your travels. This gift takes the form of any one of the following items: boots of elvenkind, cloak of elvenkind, elven chain, a +1 rapier, a +1 longsword, or a +1 composite longbow (Strength bonus up to +4, as appropriate for you). The elves provide whatever gift they deem most useful to you. If the gift is lost or destroyed, you do not receive another one. While you are free to give away or sell the gift, good manners dictate that the gift of the elves should be kept and treasured.

Racial Abilities:

Small: As a Small creature, a whisper gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Whisper gnome base land speed is 30 feet, despite their size.
Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fine with no light at all.
Weapon Familiarity: Whisper gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears): Like their more common cousins, whisper gnomes battle these creatures frequently and practice special techniques for fighting them.
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that whisper gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. The Monster Manual has information on which creatures are of the giant type.
+4 racial bonus on Hide and Move Silently checks: Whisper gnomes have an uncanny knack for stealth.
+2 racial bonus on Listen and Spot checks: Whisper gnomes have keen eyes and ears.
Spell-Like Abilities: 1/day – silence (must be centered on whisper gnome's body). A whisper gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day – ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's Cha modifier + spell level.
Favored Class: Rogue. The best multiclass choices for whisper gnome rogues are fighter, ranger, and cleric. A fair number of whisper gnome wizards and sorcerers become arcane tricksters.
Languages ??? Assume as regular gnome :Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc

Equipment, 45000 gp (Total):

Magic ( 37550 gp)
Headband of Intellect +4 (16000 gp), Hewards Handy Haversack (2000 gp)
, Boots of Elvenkind (Gift of the Elves), Quaals Feather Token – Tree (400 gp), Vest of Resistance +3 (9000 gp). Rune Staff – Kelviernan’s Gift (4400 gp, see spoiler below), Cloak of Elvenkind 2500 gp, Eyes of the Eagle 2500 gp, Belt of Healing ( 750 gp)

Weapons
2 Daggers (1 in boot), Rapier, Longbow, quiver w/20 arrows

Armor (6903gp)
Mithril Breastplate+1 (5200 gp), Feycraft Darkwood Light Wooden Shield +1 (1703 gp)

Equipment (guessestimated 500 gp)
Explorer’s outfit, wide brim hat , bedroll , blanket, hammock , 50 ft Silk rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, waterskin spell component pouch (X2), mess kit, Rice Notepaper in a scrollcase , pen, ink, MW Longspoon Thieves Tools , listening cone (with mesh ear-worm screen), Lockslick (alchemical), 5 sunrods, Auran Mask, Anti Toxin X2, Shapesand, Blessed Bandage X2

47 gp in assorted coinage...

Level Progression:

1-6 Beguiler 1-6
7 – Ruathar 1
8-10 Beguiler 7-9

Kelviernan’s Gift:

This is a custom runestaff made by the elf mage Kelviernan
Spells:
Lesser Orb of Acid (lvl 1), 3 times a day (1*1*200)
Scorching Ray (lvl 2), 3 times a day (2*2*200)
Manyjaws (lvl 3), 3 times a day (3*3*400)
Total : 4400 gp


I would be interested in putting a character together for this. It looks like the group still has need for healing and front line as it seems very caster heavy. Would you be open to a frontline character or are you just looking for healing at this point?


Hiya Marcel! Either a healer OR a frontliner would be great! I think Grimdog73 mentioned looking into a frontliner type, but I haven't heard back. As far as I'm concerned, whoever throws up a character first gets dibs.

Speaking of which, Pad300 your character looks great! Once I figure out who all I'm writing in I'll get you all introduced. Oh, presuming the party wins their current battle, of course! :)


Right, alias made and dotted in.


Ok, so this is Marcel's submission.

Background:
Sobok was traveling to learn more about dragons when he heard of a strange power. In the hopes that this power would lead to a greater understanding of Brass Dragons and their kin, he set out to find this power. Unfortunately, it turned out to be a horrible cult that had nothing to do with majestic Brass dragons. Sadly, he was now in deep and struggling to do what he could to thwart the cult and escape with his life!

Going Forward:
Going forward Sobok plans to become an Occult Slayer to help stop the dangerous cult.

Kelviernan's Gift:
I am not sure what this is, but I see that pad has it... If I get one item that is special I will probably pick my Falchion.

Rule's Question:
Barbarian Rage has specific limitations that you cannot do while you are under the effects of Rage. In theory, changing the current Dragon Shaman aura and using the Breath Weapon are not not items on the list. But I wanted to confirm with you that I could still do either or both of these things while I rage.


At a glance, your character sheet looks good, Sobok! Welcome both of you! As to Kelviernan's Gift, I suspect that was a bit of RP on Fash's part. :)

Thanks for checking on the aura/rage issue, and I've got no problem with your character using this while raging.


Cool, I will dot in and watch for when you are ready for us to join.

It looks like PD did his roll for HPs. So here is the roll for Sobok.

HPs: 9d10 ⇒ (5, 8, 7, 2, 5, 6, 10, 1, 2) = 46

So a 1, 2, 2 which all go to 5 for 56 total.


PMs sent to Sobok and Fash! Will be introducing your characters very soon now. Thanks for your patience while the party did battle with the bad guys!


Sobok and Fash, you both are officially written into the game!


Greetings, adventurers! I'm going to open this up once again for anyone looking for an epic 3.5 D&D adventure taking place in the World of Greyhawk. I'm looking for one or two players to join the quest, which is quickly reaching its conclusion - though 'quickly' is of course a relative term in pbp parlance! We are about 3/4 of the way through the adventure or thereabouts, and this one has been going on for a VERY long time indeed...

There are four solid players posting actively in the adventure, and a cleric I'm currently NPCing because the player regrettably had to drop and indicated he might return some day. And yeah, the party absolutely NEEDED a healer!

So that said, the recent character to drop was an arcane spellcaster, so if we get multiple interested parties, arcanist-types will get dibs. Second dibs will go to a healer cleric, and if that happens I'll likely drop the NPC out of the game in favor of the player-controlled cleric. If we get more than two interested players and these two are covered, I may be willing to take on a third character, bringing the party size up to seven - though six has always been a good number for me.

Character creation rules are on the first page, with the following changes:

Create a 10th level character (as mentioned, really looking for an arcanist-type first, then a healer cleric - after that, anything goes) using the 3.5 D&D rules. Very similar to Pathfinder, but there are differences.

I'm not a big fan of the really convoluted classes. That said, I'll accept most, but if it hurts my brain to understand all the abilities and such, I reserve the right to request the player choose another similar class if they're interested.

You can spend about 45k for 'starting' magic items and other expensive gear. Don't bother tracking minor bits of equipment.

The current adventurers are currently spending loot and thinking about strategy in regards to delving through a choke point in the dungeon held by a powerful and very evil cleric of Iuz, and her four-armed demons that can rain down death with their very pointy arrows like nobody's business. So getting you in will be easy, especially as word has started to spread in some quarters about this group of powerful adventurers that have made a few successful delves into the renowned ruins of Castle Greyhawk.

I do ask that anyone posting interest please follow through on your application to join - and only do so if you think you can go for the long haul. Though nearing its end, this adventure is epic in scope and will likely still go on for many months! I try to put up a post every five days or so, though I've been known to take a bit longer than that at times - though honestly, when the players are posting actively it is usually a good kick in the butt for me to follow suit!


One last shot at recruiting for this adventure, which is nearing the endgame. The party had a very rough encounter with powerful archer demons and an evil cleric, but managed to beat a hasty retreat - though their NPC healer was killed during the battle.

My four core players are sill posting very actively (though I'm falling off a bit myself during tax season - which will be ending in a month) and I'd like to find a couple players willing to create 10th level characters to assist. Once the party gets through this encounter, it'll basically be the homestretch to the end - though given the pbp format, we're still talking several months' worth of gaming.

Character creation rules are on the first page, with the following changes:

Create a 10th level character (as mentioned, really looking for healer/cleric type and maybe an arcanist-type using the 3.5 D&D rules. Very similar to Pathfinder, but there are differences.

I'm not a big fan of the really convoluted classes. That said, I'll accept most, but if it hurts my brain to understand all the abilities and such, I reserve the right to request the player choose another similar class if they're interested.

You can spend about 45k for 'starting' magic items and other expensive gear. Don't bother tracking minor bits of equipment.

I do ask that anyone posting interest please follow through on your application to join - and only do so if you think you can go for the long haul.


I am interested, but I would appreciate being pointed in the direction of an online char gen site or software. I think at one time I had every book on the approved list, but that was a very long time ago.


Evindyl wrote:
I am interested, but I would appreciate being pointed in the direction of an online char gen site or software. I think at one time I had every book on the approved list, but that was a very long time ago.

I still have all my books from the 3.5 days....

I have a few of cleric ideas, though they are using some content outside of the allowed books like; BoED, RotD, FC:I+II,
and one idea uses a custom template that I used to run a NPC cleric that was a bit paradoxical that my players enjoyed the company of because of their personality.

List of Cleric Ideas:

Draconic Cleric of Kord (also using 5th level Dragon Blood cleric sub and might dip into some wing feats though likely not due to feat limits)

Half-succubus Cleric of Kord (uses Custom template) likely to dip into monk for Sacred fist PrC, though could build as a full cleric.

Now I could modify the above two to be "Radiant servants of Pelor", though I'm more a fan of Kord.
Also quickly saw the soul guard PrC in FC:II

Since players are dealing with evil cleric, there will likely be a lot of undead which means Exalted turning would be a boon....
but since you mention demons, not sure how good the turn undead class feature would be.

Grand Lodge

Have an Idea for a Dwarven War Mage maybe?


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Hey Critzible, there actually WAS a dwarven wizard in the party for a bit, so that'd work fine! Though a cleric is definitely needed.

I don't know of an online character generator for 3.5 Evindyl, sorry about that.

Azure_Zero, I'm not a big fan of half-monster PCs in the game, sorry about that. They'd be hard-pressed to be allowed into a city like Greyhawk, and given how many half-monstrous evil NPCs the party has run into, they wouldn't likely give your PC a chance to open their mouth before attacking. And even if they DID hear you out, there wouldn't be a realistic chance of trusting your character even the tiniest bit.


GM West wrote:

..

Azure_Zero, I'm not a big fan of half-monster PCs in the game, sorry about that. They'd be hard-pressed to be allowed into a city like Greyhawk, and given how many half-monstrous evil NPCs the party has run into, they wouldn't likely give your PC a chance to open their mouth before attacking. And even if they DID hear you out, there wouldn't be a realistic chance of trusting your character even the tiniest bit.

So would they run out of town even a half-celestial or half-nymph cleric, who have the blood of icons of purity (of different aspects of purity, but purity none the less)?

Also some templates can disguise them selves really well and if they know the prejudice is against them before anyone gets to know them,
do you think they'd appear to the party monstrously, obliviously not.


I'm interested in making a cleric and should be able to get something up tomorrow for your consideration.


Here is my submission. I would be happy to take suggestions from the party if selected. I am not terribly familiar with Greyhawk lore (aside from the deities) so his background is rather generic, but the main point is that a level 10 PC is nearly Legendary (as per Legend Lore).

He can afford some additional scrolls or wands, perhaps, as he has a bit of gold left still.

I haven't played 3.5 in quite a while (have been playing PF1), but I think I did everything right.

Welleran:

Welleran
Human (Oerdian) Cleric 10 of Heironeous (Domains: Good, War)
LG Medium Humanoid
Init +1
-----------------
DEFENSE
-----------------
AC 28, touch 19 (includes Shield Ward), flat-footed 27 (+9 Full Plate, +1 Dex, +6 Shield, +2 Deflection); 30 with Magic Vestment
HP 10d6+20
Fort +11, Ref +6, Will +12
-----------------
OFFENSE
-----------------
Speed 20 ft.
Melee +2 Adamantine Longsword +14/+9 (1d8+11/19-20) (includes +5 damage from Holy Warrior feat)
Ranged TBD
-----------------
STATISTICS
-----------------
Str 18, Dex 10 (12), Con 14, Int 10, Wis 15 (17), Cha 8
BAB +7/+2
Feats
1: Shield Specialization, Shield Ward, Weapon Focus (Longsword)
3: Touch of Healing (Reserve)
6: Heavy Armor Optimization
9: Holy Warrior (Reserve)
Skills (3 per level)
Concentration 13 +15
Knowledge (Religion) 5 +5
Knowledge (Planes) 4 +4
Knowledge (Arcana) 3 +3
Sense Motive 1 +4
Spellcraft 13 +13
Languages Common
Special Turn Undead, Pool of Healing (55 pts)
Spells Prepared
0 (6): Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Mending, Light
1 (5+1): Bless, Shield of Faith (2), Divine Favor (2), Protection from Evil (D)
2 (5+1): Align Weapon, Bear’s Endurance, Benediction (CC), Divine Protection (SC), Resist Energy, Aid (D)
3 (4+1): Mass Resist Energy, Crown of Might (PHB2), Invisibility Purge, Ghost Touch Weapon (SC), Magic Vestment (D)
4 (2*+1): Air Walk, Freedom of Movement, Divine Power (D) (*Reduced from 3+1 to 2+1 because Pool of Healing ability takes up a 4th-level slot)
5 (2+1): Righteous Might, Mass Cure Light Wounds, Flame Strike (D)
Equipment
+3 Heavy Shield (9,170)
MW Full Plate (1,650)
+2 Adamantine Longsword (11,015)
Periapt of Wisdom +2 (4,000)
Gloves of Dexterity +2 (4,000)
Cloak of Resistance +2 (4,000)
Ring of Protection +2 (8,000)
3 Potions of Barkskin +3 (600 x 3 = 1800)
Total: 43,635

Background and Personality:
The Radiant Servant will be avenged.
A shadow passed over the sun, and the Church of Pelor knew what had transpired. One of their greatest servants had fallen in battle, slain by demons. Word traveled to the Kingdom of Nyrond, where it reached the ear of Welleran, Knight-Errant of Heironeous. A stalwart warrior blessed by his god with phenomenal might and combat prowess, Welleran has defended many communities from undead, demons, or monsters. His deeds are legendary, stretching over a decade. If Pelor’s champion had fallen, then Heironeous would send a warrior to avenge him and to support his companions.
Quiet and determined, Welleran is almost never seen without his shield. While he is proud to bear a longsword as a warrior of Heironeous, it is his shield that he has named. Citadel, he calls it, and while not the most imaginative of names, he finds it enough that he has named his shield. He has been a part of other adventuring companies in the past, but none had the drive to continue once they had made their fortune. He chafes quietly at the mercenary nature of so many adventurers, but does not preach; he merely leads by example, continuing to risk all for the defense of the innocent.

Role:
Welleran is a solid fighter with good AC and damage. He has the Touch of Healing reserve feat to reduce the strain on the wands, and he has Pool of Healing for rapid in-combat healing.


@Aldizog, that looks great at a quick glance, thank you for the submission! I'll keep it open for a bit longer to see if anyone else wants to apply.

@Azure_Zero, I totally get what you're saying and I'd agree that appearing to the party as a 'monster' would probably best be avoided. As a GM though, I'm just not a fan of players using races other than the standard ones - especially 'monster races' that have an effect on the ECL. Apologies for that, guess I'm old school in that way.

Liberty's Edge

Sorry I am...


My apologies, but I think I will withdraw my application.

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