
EltonJ |
2 people marked this as a favorite. |

Ready for Adventure? I'm recruiting for the Adventures of Robin Hood, Greyhawk edition.
In the Duchy of Ulek, there is the Silverwood. The Silverwood, besides being a haunt of wood elves and grugach, is also a haunt of Robin and his merry band!
Adventure in the Duchy of Ulek, around the Silverwood. Link to a map here.
Create a character based on the famous outlaw and his band. Friar Tuck, Little John, Alan-a-Dale, Will Scarlet, and others are up for grabs. Or create an entirely new character. You have the freedom to choose any class (or race) you like for your character.
* Abilities: Point buy, 20 points.
* Level: 1.
* Traits: 2.
* Drawbacks: none.
* Wealth: 1st level, roll for it.
* Alignment: try to choose good or neutral.
Play with the RAW. No Elephant-in-the-Room.
Pathfinder Resources: Pathfinder Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Magic, Ultimate Combat, and Advanced Class Guide. I also have a number of Pathfinder Player Companions and Pathfinder Campaign Setting books on my hard drive. Ask about a Companion or Pathfinder Campaign Setting book you want to use to clear it with me first. Also, you may choose any Archetype you desire from these books.
Classes Available: PFCRB: Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. APG: Alchemist, Cavalier (I suggest only one of these in the party, if you want to play Ivanhoe), Inquisitor, Summoner, and Witch (not recommended, though). UC: None. Ninja and Samurai would be found only on the Isle of Nippon, which hasn't been discovered yet. UM: Magus. ACG: Swashbuckler.
Greyhawk Resources: I suggest going to Drivethru and picking up both Greyhawk: the Adventure Begins and the Greyhawk Player's Guide. Both 2e. These two are the only ones you're going to need. If you want more information on the Uleks (Duchy of Ulek, County of Ulek, and the Principality of Ulek); you can pick up a copy of the Greyhawk Campaign Setting (circa 1983) or the Living Greyhawk Guide (circa 2001). Both from drivethru.
Sorry for so much information, and have fun.

EltonJ |
1 person marked this as a favorite. |

ooo im in, would be fun to play Nazir the moor Cavalier swordsman from the Holyland, who was with Romin
Nazir would be Baklunish.
I'm considering. On the one hand, I would love to play Friar Tuck! On the other hand, I'm a 2e guy now and have no idea about Greyhawk.
Just see if you can get the two books I listed. I can provide you Drivethru links in a pm if you are still interested.
I really want to submit something for this, if I can find the time to brush up on Oerth and put a good build together.
Awesome, I hope you find the time!

RHMG Animator |

Oh another source for Greyhawk is the D&D Gazetteer (3e).
It gives the basics, and not as in depth as Living Greyhawk Guide but it is another source for some basics.

Landriss Nuellan |

AGM Lemming wrote:
I see the Advanced Class Guide. Would you consider an elven Investigator from Segor, in Linth? He came to help ferret out the bandits but realized he was on the wrong side and joined them?Possibly, yeah. I'd like to know more.
OK. Start of a CS with History at the end. ??
Starting Gold: 3d6 ⇒ (1, 5, 6) = 12 x10 = 120 GP

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here is the crunch so far...
Unnamed Hero
Male halfling halfling sling master 1
NG Small humanoid (halfling)
Init 4; Senses Perception +8
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Defense
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AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 10 (1d8+2)
Fort 4, Ref 7, Will 3; +2 vs. fear
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee halfling sling staff +2 (1d6 B/×3) or
. . short sword +2 (1d4 P/19+)
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Statistics
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Str 10, Dex 18, Con 12, Int 11, Wis 14, Cha 12
Base Atk +1; CMB 0; CMD 14
Feats Point-Blank Shot
Skills Acrobatics +7 (-1 to jump), Climb +3, Craft (leather) +4, Heal +6, Perception +8, Profession (soldier) +6, Stealth +9, Survival +6; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, stealth master
Languages Common, Halfling
Other Gear studded leather, buckler, halfling sling staff, short sword, sling bullets (30), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], soap, trail rations (5), waterskin, 90 gp, 7 sp
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Special Abilities
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Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stealth Master (Ex) When using stealth, you can take 10, even when threatened or being observed, and can move up to your normal speed while hiding and not incur any penalties.
Superior Slinging (Ex)

Evindyl |

I was originally thinking about a monk who worships St. Cuthbert, but the more I think about it the more a lawful worshipper of a lawful deity feels like it would be a weird fit with an outlaw band. Might have to reevaluate and go with something a little sketchier.
isn't THAT the exact conflict though Pyros?
Whose Law?If the Law of Kings violates the Law of God(s), whose are upheld?
Is the King of the Land the King of Men's Souls?
Does "the Law" not in fact show that Robin is more noble in his support of the people then any scion of heredity who does not?
I think a monk of St Cuthbert could consider himself to be an agent of grace if he were to find the soul of Robin Hood to be in his charge.

RHMG Animator |

Ouachitonian wrote:I was originally thinking about a monk who worships St. Cuthbert, but the more I think about it the more a lawful worshipper of a lawful deity feels like it would be a weird fit with an outlaw band. Might have to reevaluate and go with something a little sketchier.isn't THAT the exact conflict though Pyros?
Whose Law?
If the Law of Kings violates the Law of God(s), whose are upheld?
Is the King of the Land the King of Men's Souls?
Does "the Law" not in fact show that Robin is more noble in his support of the people then any scion of heredity who does not?I think a monk of St Cuthbert could consider himself to be an agent of grace if he were to find the soul of Robin Hood to be in his charge.
Oceanshieldwolf and Evindyl are right on this one, Given the legend of Robin Hood was back in medieval England.
There are a few bible verses/passages that tell Christian followers "God's Law is righteous and Man's Laws are Unrighteous."
Ouachitonian |

I get all that. But even so, there are some important distinctions. (Also, Tuck is a friar, not a monk, but that's an unimportant distinction.) In a world where becoming non-lawful means you can't advance in monk, and where your god that you follow is explicitly lawful and admits no non-lawful clergy (granting that monk isn't clergy per se), it feels like there's way more call to adhere to the law. Tuck's God is pretty explicit that sometimes the law isn't the most important thing; "mercy triumphs over judgement" and all that. Plenty of real-world examples of clerics(and lay brothers/sisters) who were neither lawful nor good and progressed to quite high levels (*cough Pope Alexander VI*). Now, if this were Pomarj, where the ruler is Evil, it'd be much easier to justify flouting his laws. Then again, maybe our local lord in the Silverwood is a lawless bastard that I can feel good about defying. That is pretty much the case for Bad King John (both historically and in fiction), and the Sheriff of Nottingham.
It probably doesn't help that I had a bad experience playing a paladin in Barovia with a GM who was very particular about not obeying the law causing a fall, nevermind that the law included things like "burning non-LE clergy at the stake."

RHMG Animator |

There is a trait that allows levelling in Monk, even as a non-lawful.
Though it is an aasimar trait...."Enlightened Warrior"..
Also back in the D&D 3.X days there was a PrC in the Complete Divine called "Sacred Fist" and it had a note that the GM could override the Monk's Lawful requirement if it fit in well with a deity's faith so they could get the monk levels to enter the Sacred Fist PrC.
I like the old PrC Sacred Fist better then the Warpriest archetype, but it would take some work to update it.

EltonJ |

I get all that. But even so, there are some important distinctions. (Also, Tuck is a friar, not a monk, but that's an unimportant distinction.) In a world where becoming non-lawful means you can't advance in monk, and where your god that you follow is explicitly lawful and admits no non-lawful clergy (granting that monk isn't clergy per se), it feels like there's way more call to adhere to the law. Tuck's God is pretty explicit that sometimes the law isn't the most important thing; "mercy triumphs over judgement" and all that. Plenty of real-world examples of clerics(and lay brothers/sisters) who were neither lawful nor good and progressed to quite high levels (*cough Pope Alexander VI*). Now, if this were Pomarj, where the ruler is Evil, it'd be much easier to justify flouting his laws. Then again, maybe our local lord in the Silverwood is a lawless bastard that I can feel good about defying. That is pretty much the case for Bad King John (both historically and in fiction), and the Sheriff of Nottingham.
It probably doesn't help that I had a bad experience playing a paladin in Barovia with a GM who was very particular about not obeying the law causing a fall, nevermind that the law included things like "burning non-LE clergy at the stake."
I think the Monk class is overpowered. And I'm a martial artist. Anyway, Friar Tuck isn't represented as a D&D 3.5/Pathfinder Monk. Though the actual character is based on either the Cistercian monks, the Franciscan monks, or the Benedictine monks. And he was pretty handy with a sword. He would be a cleric, with Martial Weapon Proficiency, and a lot of knowledge.

Ouachitonian |

Ouachitonian wrote:I get all that. But even so, there are some important distinctions. (Also, Tuck is a friar, not a monk, but that's an unimportant distinction.) In a world where becoming non-lawful means you can't advance in monk, and where your god that you follow is explicitly lawful and admits no non-lawful clergy (granting that monk isn't clergy per se), it feels like there's way more call to adhere to the law. Tuck's God is pretty explicit that sometimes the law isn't the most important thing; "mercy triumphs over judgement" and all that. Plenty of real-world examples of clerics(and lay brothers/sisters) who were neither lawful nor good and progressed to quite high levels (*cough Pope Alexander VI*). Now, if this were Pomarj, where the ruler is Evil, it'd be much easier to justify flouting his laws. Then again, maybe our local lord in the Silverwood is a lawless bastard that I can feel good about defying. That is pretty much the case for Bad King John (both historically and in fiction), and the Sheriff of Nottingham.
It probably doesn't help that I had a bad experience playing a paladin in Barovia with a GM who was very particular about not obeying the law causing a fall, nevermind that the law included things like "burning non-LE clergy at the stake."
I think the Monk class is overpowered. And I'm a martial artist. Anyway, Friar Tuck isn't represented as a D&D 3.5/Pathfinder Monk. Though the actual character is based on either the Cistercian monks, the Franciscan monks, or the Benedictine monks. And he was pretty handy with a sword. He would be a cleric, with Martial Weapon Proficiency, and a lot of knowledge.
That’s a fair point. I’m not much for full casters, but I might play him as an inquisitor. That opens up some doctrinal flexibility (and more skill points and weapon/armor proficiencies).

RHMG Animator |

Kinda hard to have an immediate idea of how many people are applying and what their character is, so I'll start the list....
AGM Lemming - Landriss Nuellan - Elf Investigator
Daniel Stewart - halfling slinger yeoman
GM_Panic -?
RHMG - Cleric or Fallen Noble
Seth86 - ?
Ellioti -?
Ouachitonian - ?
Black Dow - ?
Andrea1 - ?
Oceanshieldwolf - ?
Evindyl - ?

Supreveio |

I'd like to toss in my concept:
A young, disgraced (minor) noble and aspiring scholar of history, Meffa has idolized the unlikely heroes in stories from a young age and has grown to despise the upper class. Joining up with this band of noble thieves, she's now able to make some history herself and possibly stick it to those uptight nobles that looked down on her.
Female Sylph Rogue 1
Neutral Good Medium Outsider (Native)
STR 10
DEX 18
CON 8
INT 14
WIS 13
CHA 14
Traits:
Truth's Agent: +1 bonus on Diplomacy checks made to gather information and on Knowledge (Local) checks. Knowledge (Local) is always a class skill.
Tireless Logic: Once per day, roll twice when attempting an Intelligence skill check or ability check and take the higher result.
Adventuring Skills (10 Skill Points):
Acrobatics +8, Bluff +6, Diplomacy +6 (+1 when gathering information), Disable Device +8, Escape Artist +8, Knowledge (History) +3, Knowledge (Local) +7, Knowledge (Nobility) +3, Stealth +8
Background Skills (2 Skill Points):
Appraise +6, Sleight of Hand +8
Money: 4d6 ⇒ (5, 3, 4, 3) = 15 x 10 Gold Pieces