
ALLENDM |

All,
I have an opening for our group that I would like to get filled quickly so I can get the new PC injected into the story. I am open to a new PBP posters as we have a very experienced group of players. All I need if you are interested is a concept/rough make up.
I like to keep the group at seven players to account for missing players/low posting due to RL. We are currently at six and I would like to get the seventh in place before the main party returns from the first outing to the house.
This is a very heavy house rules PF1E game. If you have any questions in regards to the house rules please don't hesitate to ask me or post in the Recruitment thread. If I don't answer quickly enough someone from the group will.
The first link is the House Rule Doc. If you do plan on creating a character please read through the doc. The second link is to the Campaign Folder to give you access to the additional docs. The Variant Fighter doc, Greyhawk Languages, and additional campaign location/information docs that will help you with the campaign.
Old School Greyhawk Campaign Folder
You can find many important documents that you will need to submit a character for this campaign:
House Rules
Greyhawk Deities and Religions
Greyhawk Modern Human Races
Fighter Variant Class (replaces core fighter)
NPC Classes (replaces core NPC classes)
Player Maps of Keoland & Saltmarsh
Rogue's Network of Contacts Ability (addition to Unchained Rogue class)
Greyhawk Languages (reference to all languages (ignore game rules on doc))
Greyhawk Calander
NPC Classes
Diseases and Poisons (UnChained/Homebrew)
Campaign Information:
Campaign and Character Creation Information
Character Creation:
Point Buy: 25 points buy – no attribute can be below 8 and no attribute above 17 before racial adjustments. These are exceptional and heroic individuals in an epic fantasy setting. Well-rounded characters will survive much longer.
Two additional Racial Traits are allowed. No other traits or flaws will be used in the game. The traits are drawn from Pathfinder material as well as homebrew traits tied to the campaign.
Alignment: Any Good (Lawful, Neutral, or Chaotic) and Neutral (Lawful).
Classes and Archtypes: All Paizo classes (see House Rules for details). Archtypes are allowed with DM’s permission. Greyhawk Archtypes (per player/DM development are allowed) as are Greyhawk Prestige classes (Player/DM development) as we move forward. Using the unchained classes, a variant fighter, and several of the other classes have been tweaked.
Hit Points: 1st level and 2nd level you receive max hit points per hit die + CON bonus + FAVORED BONUS HP (if taken). Every level thereafter is ROLL HD + CON modifier + FAVORED BONUS HP (if taken). Reroll all 1’s once, second roll you keep what you roll.
No Favored Classes: Instead you receive a FAVORED BONUS each time your character takes a new level in the form of 1 HP or 1 Skill Point or 1 additional Hero Point for all races.
Background Skills: Each player gets 2 skill points for either Craft, Knowledge, or Profession at 1st level. These are considered class skills. No additional background skills are awarded past 1st level.
What I am looking for:
Currently there are six party members and they are split into two groups. The newest additions are currently solving a mystery in the Town of Saltmarsh and the existing group is at the House conducting their initial investigation and running into all sorts of problems.
Here is the party makeup:
Haunted House Group
Naia (Flan Female Variant Fighter)
Rabalar (Wood Elf Male Ranger (Divine Marksman))
D'ogryn (Suel Male Rogue (unchained))
New Group (in Town)
Ferona (Suel Female Arcanist)
Antas (Oeridian Male Paladin of Heironeous (VMC Bloodrager))
Peran (Oeridian Male Cleric of St. Cuthbert
I am running three NPC's from previous players currently as well so you can see what the party make up looks like:
These NPC's are currently with the Haunted House Group:
Thout (half-dwarf male Variant Fighter)
Soros (Suel male Wizard)
Edan (Touv male War Priest (Sacred Fist))
I am letting things play out naturally with the NPC's as I don't like having PC's/NPC's simply disappear from the story. Working on getting the two groups blended together as well but I am also letting that happen as naturally as possible instead of doing the "POOF" you are now in the group.
As you can see we are Human heavy which is not an issue but I would like to add another demi-human. Halfling (there is a wide variety from Shirefolk, Riverfolk, and Wagonfolk to choose from), Dwarf (Mountain or Hill), Half-Dwarf, and High, Wood, and Grey Elf, Half Orc, as well as Rock Gnomes and Tinker Gnomes (not like DragonLance).
I would like to add another demi-human player to balance out the party a bit. As far as roles we could use another skill player or martial player would be nice to have and I am sure the party members might chime in their thoughts as well.
This is a longterm Greyhawk AP. I have run and played in these modules several times starting in the late seventies. I have a pretty robust story line and a few minor story arcs in place for the party. I also build story arcs from the player's backgrounds. This is role play heavy and combat is extremely dangerous as we use Wound Thresholds, and Poison/Disease Progressions (Unchained/Home Rule) has a bigger impact.
U1 to U3 Saltmarsh (1 to 3 level)
A1 to A4 Slave Lords (3 to 6 level)
S4 Lost Caverns of Tsjocanth's (6 to 8 level)
WG4 Forgotten Temple of Thazirdun (8 to 10 level)
G1 to G3 Giants (10 to 14 level)
D1 to D3 Drow (14 to 16 level)
Q1/I6 Queen of the Demonweb Pit/Ravenloft (16 to 20 level)
You can read through the Gameplay and Discussion threads to get a good feel for the game and the group.
Jack

Rabalar |

Howdy!
I am the Olven Ranger.
Jack's wall of text is QUITE intimidating. I really don't think he understands how intimidating it is.
Thing is, this game has been a BLAST! AllenDM (Jack) provides truly immersive descriptions, managing to make an illusionary ghost something it made sense to be afraid of, as an example.
I think we are getting close to having the group in the house return to Saltmarsh. The delay should provide the time required to work through the house rules to help build the character you want to play.
PLEASE consider joining us. The in character interaction is always one of the things that drives me to check on a game. I have enjoyed that part of this game almost as much as I have AllenDM's descriptions.

AGM Lemming |

I can't believe that you don't already have 50+ applicants! Greyhawk has been my favorite campaign setting for all of my decades of playing D&D.
I've skimmed the threads and the house rules area. Love the character interaction! Almost a tabletop game feel... Lots more real reading needed, but would you be interested in an elf (or half-elf) bard? Looking at your party balance I feel that it might be a good fit. ??

Albion, The Eye |

I would love to be a part of this - will take some time to go over the house rules, but my first intuition would be a martial STR based Half-Orc Investigator (I went through the house rules and saw nothing specific against Hybrid classes, but I will read it better)
The idea is more of a fringe Bounty Hunter kind of character, mixing both skills and martial prowess.
Would this be an acceptable concept?

Albion, The Eye |

He would look something like this.
Grond
Male half-orc bloodrager (urban bloodrager) 1 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee bardiche +4 (1d10+4/19-20) or
. . cold iron morningstar +4 (1d8+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks bloodrage (11 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 13, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Alertness, Extra Rage
Skills Craft (weapons) +7, Diplomacy +3, Intimidate +5, Knowledge (arcana) +7, Linguistics +7, Perception +7, Sense Motive +4, Spellcraft +7, Survival +2, Use Magic Device +0; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Orc
SQ controlled bloodrage, fast movement, foretold touch, orc blood
Other Gear scale mail, bardiche[APG], cold iron morningstar, weaponsmithing tools
--------------------
Special Abilities
--------------------
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Foretold Touch +1 (Su) Familiar gets bonus to attack and DC when delivering touch spells
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
AND
Armadillo CR –
Hedgehog (protector) (Pathfinder RPG Ultimate Magic)
CG Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 6 (1d8-2)
Fort +0, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 5 (9 vs. trip)
Feats Athletic, Bodyguard[APG], Combat Reflexes
Skills Acrobatics +3 (-1 to jump), Climb +5, Diplomacy -1, Intimidate -1, Linguistics -1, Perception +5, Sense Motive +2, Spellcraft -1, Stealth +19, Survival +2, Swim +5, Use Magic Device -1
SQ empathic link, loyal bodyguard, spiny defense
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check.
----------------------
This is just a bare bones build which needs to be tweaked according to the house rules (some of them, others are already there). Next level and all others would be Investigator (Empiricist).
One question on Racial Traits - we are entitled to two of them automatically, and can get more with Additional Traits feat. Is this correct?

Rabalar |

MY understanding:
"Racial Traits" from the House Rules document are NOT Traits of the Racial subtype within the PFS1 rules. Many of them, if you look, are straight out of the Advanced Race Guide as alternate racial characteristics. Additional Traits doesn't let you purchase more racial characteristics from the ARG, so, despite the informal use of terms, that feat doesn't let you pick up additional material from the race portion of the house rules.
These racial characteristics are mostly more powerful than the items in the Trait system were ever supposed to be.
This is one of the problems with an extensive house rules set, sometimes what looks like a specific technical term within the rules system isn't actually meant to be that term.
Posting: The original request, and recurring reminder, is for once daily weekdays and something over the weekend. We don't always maintain that pace, but the goal is to keep things moving, even when moving is in-character interactions without any plot advancement. Some of the best stories out there spend time on the characters being people, not just on them being heroes.

Albion, The Eye |

Ok, so if I understand correctly as per the details under the House Rules doc:
Standard Racial Traits per D20PFSRD. (we have these, right? In my case, the regular stuff for half-orcs.)
Plus: pick 2 alternate racial traits from below or request one from alternate source.(any trait that is also in the D20PFSRD is considered a replacement) (we can choose 2 from these, yes? If they replace a standard one, so be it)
Is this interpretation correct?

ALLENDM |

I can't believe that you don't already have 50+ applicants! Greyhawk has been my favorite campaign setting for all of my decades of playing D&D.
I've skimmed the threads and the house rules area. Love the character interaction! Almost a tabletop game feel... Lots more real reading needed, but would you be interested in an elf (or half-elf) bard? Looking at your party balance I feel that it might be a good fit. ??
As Hustonj stated it is once daily and anything over the weekends is a bonus. We don't always meet that pace as RL creeps in for all of us but I try to keep us moving along :)
Elf/Half Elf Bard would be a good addition to the party.

ALLENDM |

I can't believe that you don't already have 50+ applicants! Greyhawk has been my favorite campaign setting for all of my decades of playing D&D.
I've skimmed the threads and the house rules area. Love the character interaction! Almost a tabletop game feel... Lots more real reading needed, but would you be interested in an elf (or half-elf) bard? Looking at your party balance I feel that it might be a good fit. ??
Hustonj might be right that my recruitment post might be a bit too much but I am just trying to cover all the questions that might need to get answered... Thus creating a small novel :)

ALLENDM |

I would love to be a part of this - will take some time to go over the house rules, but my first intuition would be a martial STR based Half-Orc Investigator (I went through the house rules and saw nothing specific against Hybrid classes, but I will read it better)
The idea is more of a fringe Bounty Hunter kind of character, mixing both skills and martial prowess.
Would this be an acceptable concept?
I don't see a problem with it but something to bear in mind is that half orcs are not common in Keoland at present and their kind are not viewed in a positive light by many. There is a half orc in Saltmarsh (the town jailor) and is a friend of the watch commander. He is not a brute but many that don't know him view him as such. Just something to bear in mind.
Standard Racial Traits apply but some have changes so it is important to note those in the house rules. Nothing specific but in some cases I aligned them a bit more closer to the old AD&D rules.
You are also able to take two additional traits. I have listed common racial traits (as Hustonj stated most are from the APG). Some have been modified a little. There are also homebrew traits to fit the more customized world. A few cost two traits to have and that is noted with the *.

Albion, The Eye |

Being somewhat on the fringes does not really bother me much - I am going for a Longstrider vibe from the Lord of the Rings, even if I am not as adept as he is in the wild.
What reading would you recommend for the region? I went over my old books and found this :D

ALLENDM |

Being somewhat on the fringes does not really bother me much - I am going for a Longstrider vibe from the Lord of the Rings, even if I am not as adept as he is in the wild.
What reading would you recommend for the region? I went over my old books and found this :D
This is occurring in the 571 so anything pre-Greyhawk Wars and in that time period. Any info from 1st AD&D would fit in that with info in the house docs taking precedent. Depending on your background will depend on how much you know of the local area but keying on the Hool Marsh, Dreadwood, GoodHills, and such would help.

ALLENDM |

Being somewhat on the fringes does not really bother me much - I am going for a Longstrider vibe from the Lord of the Rings, even if I am not as adept as he is in the wild.
What reading would you recommend for the region? I went over my old books and found this :D
Makes sense with the "Longstrider vibe". I just wanted to give you a complete perspective as you design your submission. It has no bearing on if I choose or don't choose. My big thing is will the character fit in the campaign and the group in a meaningful way and does the background perk my creative juices :)

River of Sticks |

I am definitely interested.. I would have suggested a half-elven Investigator, but Albion beat me to it. I'd definitely be interested in an inquisitor type character, if there was a deity appropriate to the party to work with.
I'm still working through the house rules, and don't have an explicit concept fleshed out yet - I've never played the Greyhawk setting and need to do some reading on it, especially with a character that might interact with religions/faiths.

Rabalar |

The dieties of Greyhawk are actually pretty varied given this was basically the original campaign setting.
There are ethnic dieties, some of which blur the lines as a consequence of how long they have been worshipped (Nope, not a single human pantheon, but multiple intermingled ones!), as well as pantheons for all the demi-human races.
I like this reference: https://en.wikipedia.org/wiki/Greyhawk_deities
There are other references that tried to convert many of them to Pathfinder domains. Google will help there, and I know Jack will work with you if you can justify a specific domain interpretation based on the descriptive write-ups.

Albion, The Eye |

Ok, I thought a tad more about Grond, and came up with some tidbits for his background - it is not a full blown written story, but I believe it gives a pretty good idea of who he is.
In his early years, Grond was raised among orcs
He belonged to a fringe tribe in ????? (perhaps ALLENDM can gime some ideas here)
His father Garrosh was a warrior and a hunter of prominence in the tribe - The Gashers
He held enough sway to keep the half-breed around as long as he managed to survive
So his growth was brutal, all about survival and being the strongest
His father's support was not much - he had to manage mostly on his own
But he was always there, grunting a nod of approval, and taking care of Grond's wounds back at their tent
He never spoke about his mother
The Gashers were mostly nomadic, having moved away from raiding human caravans or settlements by the influence of Garrosh
They did not hesitate in warring with other tribes if needed for survival
His father was less straightforwardly savage and insted more ponderous, something uncommon in orcish 'society'
Something which had been in his family and blood for generations
Not everyone in the tribe saw this with good eyes, but they accepted his prowess and commanding stance
Even if not the tribe leader, he was a leader in the tribe and many admired him
Grond grew strong and stern much like his father
He knew Garrosh was constantly looking for signs of his son personality and attitude
And he knew his father was proud of what he saw in him
At 8 he had the skills to survive and scrounge alone in the wild
At 10 he could hunt and kill beasts for food
And at 12, early for an half-orc, he could wield most weapons with deadly precision
It made Garrosh proud, and others envious...
There was a hunt, and he struck the killing blow on a mountain bear
There was praise from all, except from Grazznark, the chief's son
Two days later on the next hunting outing, he betrayed Grond and tried to kill him
Four attacked the cornered half-orc - Grazznark leading his three brutish followers
He did what he did best - fought to survive! With bite, claw and fist.
He was faster than them, and the betrayal fueled him, fueled his eagerness to stomp them down!
He killed them - all but the chief's son, who ran away and back to his father
He spewed the lies in any way he wanted it
The chief demanded retribution - repayment for the attack on his son
It was said Garrosh had plotted it - that he wanted the chieftain's mantle to himself.
And Grond would kill the boy to help his father!!
He said nothing, simply stood there bloodied and wounded
He did not have to say anything - his father knew him and stepped forth
Grond knew what would happen - Garrosh would repay the debt. He would fight the fathers of the dead orcs
And the chieftain...
Grond roared and cursed. Begged his father not to accept the cowardice in his stead. Offered to fight his own battles
But he would not be deterred
One after the other they came at him, furious and seeking revenge
One after the other he put them down
To face the chieftain bloodied, wounded and weak
Some voices were lifted, so that the final bout would be delayed, but none had strength enough to prevail
Garrosh fought hard, a powerful orc that he was, but he was tired and wounded. Poisoned...?
Hakak, the Mighty beat him, and kept on beating, leaving him alive, but broken
Grond took him in - it was his turn to tend the wounds of his father
He was never able to walk or talk again, barely able to sit up in his bed made of furs. The wounds were too many
Over time his massive frame dwindled away into almost nothing more than a shell, feverish and delirious most of the time
The tribe continued its nomadic lifestyle
Grond alone took care of his father - weakness was not valued by The Gashers, even by those that previously followed Garrosh
He cared for him alone - cleaned him, fed him, read to him, prayed for him (to a God who never answered), and transported him whenever the tribe moved
He could see it though, in his father's eyes, the sadness, the abandonment
"No more....." - were the only sane words he ever managed to whisper
It was a particularly harsh winter
Grond did his best to keep his father warm, a strong fire burning within their hut, as strong as possible
His father moaned and suffered - no signs of improvement or recovery after two years
He saw tears running down his face and held him tight - "No more..." - he whispered in Grond's ear
His father nodded and smiled. Weakly he pointed to the corner where his gear was
Garrosh brought it all to him
His father gave him the necklace with the tooth from his first kill - a massive mountain lion
Gave him whatever meager gold he had amassed
Gave him a journal he never knew existed
Then gave him his blade - a beautiful Bastard Sword, forged by himself
And held his hand
Garrosh nodded, opened his father's wrists with a clean swipe of the amazingly sharp blade
And held him until he drifted away, finally free
He set the blade over him, and wrapped his hands around it
Instead he grabbed his father's first Bastard Sword from the corner, the old weapon broken, and barely holding its edge
He gathered some rations, winter clothing, and his gear
He pulled the hut down in the the dead of night
Soaked it in grog, and set fire to it, moving off into the darkness
He found a vantage point and waited
He knew the fire would draw them - and it did
From afar he saw Hakak, the Mighty
From afar he shot a single arrow in defiance
He knew he was not good to fight and kill the tribal chief
He knew he would not kill him with a sigle arrow
As much as he wanted him and his son dead
Still it was a great shot, even if not deadly
It left Grazznark maimed, one of his eye sockets ruined
From afar Grond roared his warcry for all to see
For all to KNOW - his father was not forgotten!
And then he ran away for his life...
After these events, I am thinking:
- I might actually dip Fighter instead of Bloodrager for the first level;
- Then would take Investigator (Empiricist) for the remaining;
- Grond would have probably roamed the countryside, taking any job whatsoever to make a living;
- I would like him eventually to be grudgingly 'tolerated' by the folks in the region as a silent bodyguard who keeps mostly to himself and does not bother people;
- When not working he would prefer to be out in the wild on his own;
- The book his father gave him could both be his introduction to Alchemy, and also a formulae list. I was thinking it would be cool it would be written by a woman Grond suspects may be his mother, even if he is not sure. It would provide the tie in for his Investigator level when reaching 2.
Aaaaaand this is what I have so far - let me know if it makes any sense.
I will review his crunch in the meantime.

Albion, The Eye |

I was looking over the house rules again, and some doubts came up regarding Feat Taxes, and Racial Traits :D
Feat Taxes:
- Combat Expertise: Fighters simply get this bonus at level 1?
- Power Attack: fighters can grab it at level 1 if Str13, by spending a Feat. Others receive it as bonus at BAB+3?
Racial Traits (these two are taken as written, replacements and all, correct?):
- Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-
orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
- Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs
with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

ALLENDM |

Looks like you could use a Wizard.
That is a very good background. One thing to bear in mind, and this is noted in the House Rules, is that every character (1st level) is a teen/young adult with limited adventuring/life experience. I don't think your background breaches this but I just wanted to point it out encase you decided to add on to it. I do like how you molded his background as a youth.

ALLENDM |

I was looking over the house rules again, and some doubts came up regarding Feat Taxes, and Racial Traits :D
Feat Taxes:
- Combat Expertise: Fighters simply get this bonus at level 1?
- Power Attack: fighters can grab it at level 1 if Str13, by spending a Feat. Others receive it as bonus at BAB+3?Racial Traits (these two are taken as written, replacements and all, correct?):
- Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-
orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
- Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs
with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Feat Taxes questions.
1) Yes you get combat expertise feat at first level.
2) Power Attack and Deadly Aim are now Options and once you meet the prereq's you are able to use them. With Power Attack they need to have a STR13 with fighters getting it at 1st and all others at 3rd.
Racial Traits questions.
Correct.

Albion, The Eye |

That is a very good background. One thing to bear in mind, and this is noted in the House Rules, is that every character (1st level) is a teen/young adult with limited adventuring/life experience. I don't think your background breaches this but I just wanted to point it out encase you decided to add on to it. I do like how you molded his background as a youth.
I'm gonna assume this was for me, since Black Thom did not put a Background forth yet I think? So thank you :)
I do understand the limited adventuring/life experience perspective, and I do see Grond like that - if we assume he has just ran away a few weeks ago, managing an odd job here and there, it would add up I think.
Fact is the background (I know it is a bit long even in the way it is written, but I just went with it) details his few short years as a juvenile (which he still is) - he has close to zero experience regarding life outside the tribe.
Thank you for the explanations on the Feat Taxes and the Racial Traits - I think I have it nailed down now.

ALLENDM |

I was looking over the house rules again, and some doubts came up regarding Feat Taxes, and Racial Traits :D
Feat Taxes:
- Combat Expertise: Fighters simply get this bonus at level 1?
- Power Attack: fighters can grab it at level 1 if Str13, by spending a Feat. Others receive it as bonus at BAB+3?Racial Traits (these two are taken as written, replacements and all, correct?):
- Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-
orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
- Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs
with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
As far as background I would suggest that your character comes from the Pomarj, which is east of Keoland. Or you can have him come from the Lortmil Mountains (where the original hordes came from to take over the Pomarj from Keoland/Ulek).
Hope this helps.

ALLENDM |

ALLENDM wrote:That is a very good background. One thing to bear in mind, and this is noted in the House Rules, is that every character (1st level) is a teen/young adult with limited adventuring/life experience. I don't think your background breaches this but I just wanted to point it out encase you decided to add on to it. I do like how you molded his background as a youth.I'm gonna assume this was for me, since Black Thom did not put a Background forth yet I think? So thank you :)
I do understand the limited adventuring/life experience perspective, and I do see Grond like that - if we assume he has just ran away a few weeks ago, managing an odd job here and there, it would add up I think.
Fact is the background (I know it is a bit long even in the way it is written, but I just went with it) details his few short years as a juvenile (which he still is) - he has close to zero experience regarding life outside the tribe.
Thank you for the explanations on the Feat Taxes and the Racial Traits - I think I have it nailed down now.
Sorry about that...you are right.
I would agree. I like the background.
You could easily have him work his way into Keoland from one of the kingdoms of Ulek from the Lortmil Mountains and the Pomarj. These are the most likely areas for your background.

ALLENDM |

Looks like you could use a Wizard.
An additional arcane caster or multi-class arcane caster would benefit the party. We have an arcanist but as this campaign progresses it will be cut in the classic mold of AD&D and often the encounters are tougher than the typical PF encounter. More so due to the wound thresholds, poison/disease, and limitations on magic as you advance.

Brother Peran of Seaton |

"Greetings and blessings upon you brothers and sisters. I am Brother Peran of Seaton, wandering priest of St. Cuthbert, and spiritual guide to this band of adventurers. Just a short welcome to those of you looking to join our band, and a reminder that St. Cuthbert judges you on your actions and deeds and sometimes a 'little' knock on the head can correct a person's outlook on life!"

Black Thom |

Black Thom wrote:Looks like you could use a Wizard.An additional arcane caster or multi-class arcane caster would benefit the party. We have an arcanist but as this campaign progresses it will be cut in the classic mold of AD&D and often the encounters are tougher than the typical PF encounter. More so due to the wound thresholds, poison/disease, and limitations on magic as you advance.
In the interest of grit, toughness and texture, what if:
I think some of that might rely on DM fiat, as they say... so, that’s as far as I got.

Narciso Virbaldi |

This is AGM Lemming's Half-elf Bard. Still need background and a few other details in the CS, but would appreciate a quick glance to see if I've missed anything obvious. Your house rules are quite extensive and interesting. I especially like the INT bonus to cantrips known and the inclusion of (and change to) Cure Minor Wounds!
Where I have the question marks (????) I haven't decided yet. Example is Languages (got a suggestion for the region?) and the Skill Focus feat. I'll get that filled in and history written soon. I plan to re-read my Greyhawk Gazetteer for inspiration!
Even if I'm not picked, thanks for the trip down memory lane!
Just read the Greyhawk Languages document. Aerdi sounds like a great choice for a 1st level Bard....

Albion, The Eye |

Albion, The Eye wrote:I was looking over the house rules again, and some doubts came up regarding Feat Taxes, and Racial Traits :D
Feat Taxes:
- Combat Expertise: Fighters simply get this bonus at level 1?
- Power Attack: fighters can grab it at level 1 if Str13, by spending a Feat. Others receive it as bonus at BAB+3?Racial Traits (these two are taken as written, replacements and all, correct?):
- Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-
orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
- Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs
with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.As far as background I would suggest that your character comes from the Pomarj, which is east of Keoland. Or you can have him come from the Lortmil Mountains (where the original hordes came from to take over the Pomarj from Keoland/Ulek).
Hope this helps.
After a first perusal of the links, I think my preference would be if Grond's tribe hailed from the northwestern slopes of the Lortmil Mountains.
He could have rushed away from them either via Shiboleth or Waybury, then all the way to Southern Keoland. Though I can't see Saltmarsh on the map... Maybe I need glasses? :PHowever, after the Hateful Wars, are there really any goblinoid or orcish clans/tribes with any relevance still left in the Lortmil Mountains...?

ALLENDM |

This is AGM Lemming's Half-elf Bard. Still need background and a few other details in the CS, but would appreciate a quick glance to see if I've missed anything obvious. Your house rules are quite extensive and interesting. I especially like the INT bonus to cantrips known and the inclusion of (and change to) Cure Minor Wounds!
Where I have the question marks (????) I haven't decided yet. Example is Languages (got a suggestion for the region?) and the Skill Focus feat. I'll get that filled in and history written soon. I plan to re-read my Greyhawk Gazetteer for inspiration!
Even if I'm not picked, thanks for the trip down memory lane!
Just read the Greyhawk Languages document. Aerdi sounds like a great choice for a 1st level Bard....
The common language is Aerdi in Greyhawk but in the Sheldomar Valley Keoish (Keolandish) is the common language. Really those are the two most common languages in Greyhawk.
If you look at the Player's Maps of Keoland in the folder it will help you get a picture of the area.

ALLENDM |

ALLENDM wrote:Albion, The Eye wrote:I was looking over the house rules again, and some doubts came up regarding Feat Taxes, and Racial Traits :D
Feat Taxes:
- Combat Expertise: Fighters simply get this bonus at level 1?
- Power Attack: fighters can grab it at level 1 if Str13, by spending a Feat. Others receive it as bonus at BAB+3?Racial Traits (these two are taken as written, replacements and all, correct?):
- Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-
orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
- Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs
with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.As far as background I would suggest that your character comes from the Pomarj, which is east of Keoland. Or you can have him come from the Lortmil Mountains (where the original hordes came from to take over the Pomarj from Keoland/Ulek).
Hope this helps.
After a first perusal of the links, I think my preference would be if Grond's tribe hailed from the northwestern slopes of the Lortmil Mountains.
He could have rushed away from them either via Shiboleth or Waybury, then all the way to Southern Keoland. Though I can't see Saltmarsh on the map... Maybe I need glasses? :PHowever, after the Hateful Wars, are there really any goblinoid or orcish clans/tribes with any relevance still left in the Lortmil Mountains...?
Yes there are but just not as prevalent as before the Hateful Wars and the mass invasion/migration into the Pomarj. There are still pockets of tribes and clans spread through out the range. The more independent tribes/clans still roam the mountain range.

ALLENDM |

Current list of Prospective Players
Albion, the Eye - Male Half Orc - Grond Fighter/Investigator (Empiricist)
AGM Lemming - Male Half Elf Bard - Narciso Virbaldi
Jason Rodarte - Female Grey Elf Wizard -Tanariel Lantherian
Black Thom - Half Orc Brawler/Sorcerer - No name yet
River of Sticks - Half Elf Investigator - No name yet
Branding Opportunity - ?
Terevalis Unctio of House Mysti - ?
If I missed someone please let me know. I tried to list everyone that has posted interest as well as any information I had on their PC concept.
Jack

ALLENDM |

All,
I plan on picking a player on 8/31 (Saturday) at the latest. That is about 10 days for anyone interested to get a finalized concept in place with a basic background. If I, and more importantly, the group come to a quick decision on someone I will call it prior to and let everyone know.
I hate recruiting players as I end up liking so many of the submissions and often the decision is really a hard one. The group will have a big say in who we select as I want us all to have fun and enjoy the game. As I said before I have no issue with a new poster as we have a really seasoned group.
Jack

River of Sticks |

@ALLENDM, I was moving my concept idea from investigator to Inquisitor, so as to not overlap character space with another applicant.
Tirnyan Zanyeros is a male half-elf inquisitor. His town was attacked by a rogue sorcerer who'd gone mad/been possessed (the villagers were never able to figure out which), which gave him a healthy distrust of arcane magic. He has no problems working with arcane casters, but does look down on needless use of magic, or using it for the sake of showing off. That applies to divine magic as well, but Tirnyan figures that if a god is granting the power they must approve of its use at some level, and Tirnyan is going to be smart about picking his battles - at least for now.
He would be a straight inquisitor, melee combat with a reach weapon and skills focused on Sense Motive and Intimidation.

Black Thom |

ALLENDM wrote:Black Thom wrote:Looks like you could use a Wizard.An additional arcane caster or multi-class arcane caster would benefit the party. We have an arcanist but as this campaign progresses it will be cut in the classic mold of AD&D and often the encounters are tougher than the typical PF encounter. More so due to the wound thresholds, poison/disease, and limitations on magic as you advance.In the interest of grit, toughness and texture, what if:
Half-Orc: Overlooked Mastermind (yep, Charisma based people watching “con man”)
Level 1: NG or CG Brawler (Snakebite Striker archetype), VMC Rogue - classic survivor, outcast, disenfranchised youth, wanderlust, seeking meaning... signs on with caravan, it’s legit money and he’s trying to get away from the questionable associates and activities he’s been involved with.
Level 2-4: Sorcerer (Impossible Bloodline), VMC Rogue should continue as it’s HD based and not tied to a specific class? I don’t see why it wouldn’t. His arcane abilities are “sparked” or “awakened,” and are just the meaning in life he’s been looking for... something that ties him to the fabric of things - the weave, literally... he starts fabric-acting and Crafting. Craft Wonderous Items, perhaps Craft Arms and Armor, later.
We see where the game takes us and which side gets the lion’s share of levels.
Would love to work in Way of the Shooting Star (starknife divine fighting technique of Desna) and skin it - was looking at deities... as it helps leverage Charisma.
Eventually, if it becomes needed for more “umph” would like to take Accomplished Sneak Attacker, for an extra +1d6. I think some of that might rely on DM fiat, as they say... so, that’s as far as I got.
@ALLENDM
Feedback/judgement on allowing such a build would be appreciated. Including assistance working through skinning adjustments in deity for Way of the Shooting Star. I think the build would be powerful and versatile.I can redo this alias, Black Thom.

ALLENDM |

Current list of Prospective Players
Albion, the Eye - Male Half Orc - Grond Fighter/Investigator (Empiricist)
AGM Lemming - Male Half Elf Bard - Narciso Virbaldi
Jason Rodarte - Female Grey Elf Wizard -Tanariel Lantherian
Black Thom - Half Orc Brawler/Sorcerer - No name yet
River of Sticks -male half-elf inquisitor - Tirnyan Zanyeros
Branding Opportunity - ?
Terevalis Unctio of House Mysti - ?
Updated.

ALLENDM |

Black Thom wrote:ALLENDM wrote:Black Thom wrote:Looks like you could use a Wizard.An additional arcane caster or multi-class arcane caster would benefit the party. We have an arcanist but as this campaign progresses it will be cut in the classic mold of AD&D and often the encounters are tougher than the typical PF encounter. More so due to the wound thresholds, poison/disease, and limitations on magic as you advance.In the interest of grit, toughness and texture, what if:
Half-Orc: Overlooked Mastermind (yep, Charisma based people watching “con man”)
Level 1: NG or CG Brawler (Snakebite Striker archetype), VMC Rogue - classic survivor, outcast, disenfranchised youth, wanderlust, seeking meaning... signs on with caravan, it’s legit money and he’s trying to get away from the questionable associates and activities he’s been involved with.
Level 2-4: Sorcerer (Impossible Bloodline), VMC Rogue should continue as it’s HD based and not tied to a specific class? I don’t see why it wouldn’t. His arcane abilities are “sparked” or “awakened,” and are just the meaning in life he’s been looking for... something that ties him to the fabric of things - the weave, literally... he starts fabric-acting and Crafting. Craft Wonderous Items, perhaps Craft Arms and Armor, later.
We see where the game takes us and which side gets the lion’s share of levels.
Would love to work in Way of the Shooting Star (starknife divine fighting technique of Desna) and skin it - was looking at deities... as it helps leverage Charisma.
Eventually, if it becomes needed for more “umph” would like to take Accomplished Sneak Attacker, for an extra +1d6. I think some of that might rely on DM fiat, as they say... so, that’s as far as I got.
@ALLENDM
Feedback/judgement on allowing such a build would be appreciated. Including assistance working through skinning adjustments in deity for Way of the Shooting Star. I think the build would be powerful and versatile.I can redo...
So I am clear. Plan is to VMC Rogue through your advancement. Starting at Brawler/VMC Rogue. You wish to have Way of the Shooting Star Divine Fighting Technique.
As far as Way of the Shooting Star and Deities.
1) Pelor (NG) - His symbol would blend nicely into a star knife holy symbol. A holy order of the Way of Burning Sun.
2) Istus (N) A NG good order and protector of fated/destined travelers. Keepers and guardians of prophets of Istus.
3) Fharlanghn (NG/CG) lone individuals called by the god to serve. The holy symbol of the disc with a curved horizon is worked into the star-knife. They go where their god and luck takes them.
We can work on it from here as a starting point :)
Jack