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Albion, The Eye's page

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Daniel Stewart wrote:
any hint on what kind of adventure we will be having??

I admit I am also curious here :P

Any chance we can get a blurb?


DM Lil" Eschie wrote:
Not sure yet if Barbarian, Cavalier and Thief acrobats will be used. Open to discussion.
Albion, The Eye wrote:
My perspective is they are superfluous, and also there is some controversy around their balance vs the PHB ones. Along the lines of the Cavalier simply being a better Fighter, etc. Unless you apply the modifications from Trent's Heroic Legendarium for example.
Oceanshieldwolf wrote:
Having said that, I probably wouldn’t play a Cavalier, or a Barbarian, or a Thief-Acrobat.
andreww wrote:

Personally I would avoid Cavalier, its a significant power up balanced by role playing considerations.

Barbarian is very strong but virtually unplayable in most parties at low level.

Thief acrobat is fine, if a bit pointless. Its abilities are very niche.

Seems we have a good discussion going on.


Thank you for explaining - I must admit it is still a bit unclear to me, but I am willing to give it a whirl if I get selected. Nothing like playing the game to understand it better :)


Usually Weapon Specialization is usually there to boost single class Fighters.


DM Lil" Eschie wrote:
Depends when the characters are ready, probably in August

Solid!


Side question to DM Lil" Eschie: any idea on the timings, for starting, etc?


I have :D


DM Lil" Eschie wrote:
Weapon specialisation will be used for Fighter and Ranger.

So single class Fighters and Rangers? Sweet!!


I would also be ok with Daniel Stewart's last rolls or andreww's :D


DM Lil" Eschie wrote:
Critzible&Daniel Stewart: bad luck on the first rolls..Let's keep your last characters, the first won't survive.

I am assuming everyone gets to roll three times then, correct?

Since we are using UA limits for demihumans, I would probably like to be an Elf Ranger, but need at least Str 18. So re-rolling could make a difference.

Let me know.


5d4 ⇒ (3, 2, 4, 4, 3) = 16

My Ranger looks something like:

Darius, 1st Level Ranger
Race: Human
Alignment: Neutral Good
Level: 1 (Runner)
XP: 0 / 2.251

Ability Scores
STR: 16 (Hit Prob: Normal; Damage Adj: +1; Weight Allowance: +350; Open Doors: 1-3; Bend Bars: 10%)
INT: 13 (Additional Languages: 3)
WIS: 14 (Magical Attack Adjustment: 0)
DEX: 13 (Reaction Adjustment: 0; Defensive Adjustment: 0)
CON: 15 (Hit Point Adjustment: +1 per die; System Shock: 91%; Resurrection: 94%)
CHA: 9 (Max Henchmen: 4; Loyalty Base: Normal; Reaction Adj: Normal)

Combat Statistics
Hit Points (HP): 18 (Max 2d8 + 1 bonus per die from Constitution [+2])
Armor Class (AC): 4 (Chain Mail [Base AC 5] and a Large Shield [-1 AC])
THAC0 (To Hit AC 0): 20 (Fighter/Ranger Table)
Movement: 9"

Saving Throws:
Paralyzation/Poison/Death: 14
Petrifaction/Polymorph: 15
Rod/Staff/Wand: 16
Breath Weapon: 17
Spell: 17

Class Abilities
Giant-Class Damage Bonus: You add +1 point of damage per level to melee hits against "giant class" humanoids, including bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls
Surprise: You are surprised only on a roll of 1 in 6 (16.7%). You surprise others on a roll of 1-3 in 6 (50%).
Tracking: You follow tracks outdoors with a base 90% chance and underground with a 65% chance (if seen within 30 minutes)

Equipment & Starting Wealth
Remaining: 1.85 gp.

Chain Mail
Shield, Large
Long Sword
Longbow: 7"/14"/21". Rate of Fire: 2/round
Arrows (20)
Quiver
Hand Axe
Backpack
Iron Rations - 1 week supply
Rope, 50'
Waterskin
Tinder Box with flint and steel
Torches (5)

Proficiencies
Weapon Proficiencies (3 Initial):
Longbow
Longsword
Hand Axe

Nonweapon (Secondary) Skill:
Forester - knowledge of woodland survival and plant identification?


Not including possible additional rolls (for DM to decide), I am seeing:

A Human Ranger (me :D)
A MU
An Half-Orc Fighter/Cleric
A Grey Elf Fighter/Thief
A Human Paladin
A Grey Elf Fighter/MU

Pretty good group!

Regarding Gray elves I believe we are not using UA (not sure if you were considering that or just going with the Greyhawk flavor anyway) - DM to confirm also.


andreww wrote:
Also, will you be using NWP from the Wilderness/Dungeoneers Survival Guides?

I think we're going PHB + DMG only?

DM will confirm.


I don't think I ever rolled an 18 in D&D in my life.
And let's not even talk about 18/00 Str.
It's just sad.


That last set is way better than mine :O
Anyway up to DM Lil" Eschie if we roll multiple times, not me :)


Geeeeez... Told you we should have rolled three sets!
I am home now. Let me try...

4d6 ⇒ (5, 2, 1, 6) = 14 = 13
4d6 ⇒ (6, 6, 2, 3) = 17 = 15
4d6 ⇒ (5, 5, 2, 6) = 18 = 16
4d6 ⇒ (2, 2, 5, 6) = 15 = 13
4d6 ⇒ (4, 2, 6, 4) = 16 = 14
4d6 ⇒ (3, 3, 1, 3) = 10 = 9

I cannot complain - at all!
Unless we roll a 'stable' of three characters, this guy right here is going to be a Ranger, most likely.


Solid, I like it!
Traveling back from vacation today, will get to it as soon as I am unpacked.


I started with 2e also, but now more recently, after some years of looking into previous editions, I feel differently about a lot of it. At the end of the day, it is all a matter of personal preference of course.


The early days of D&D power creep :P


How so?


World of Greyhawk boxed set has a lot of info on Greyhawk deities, without going into new rules, spells or adding more complexity. I prefer it because of that.


Daniel Stewart wrote:
Will we be using the Class Level Limitations for Races? Either way, I am ok with it...

Hope so.


Critzible wrote:
I'm just spit ballin' Ideas for what to go into when making a character

Spitball away! :)

I was just highlighting the fact a follower of Gruumsh might have issues in doing the most basic stuff in Greyhawk. And in cooperating with non evil characters (thus the reference to Paladins and Rangers).


Oceanshieldwolf wrote:
I mean…”all half-orc” does therefore remove all the annoying smallfolk from at least the party. And Albion loves Half-Orcs…

True! Just not into evil Gruumsh following.

Mercenary? Sure.
And sorry OSW, but I also like AD&D Elves and Dwarves :P

Oceanshieldwolf wrote:
Albion, The Eye wrote:
That reminds me - I vote for max HP at level 1 hahaha.

ADnD 1e? Max HP 1st level?

All Ranger party… ;P

Sweeet, everyone gets 16HP+Con bonus = Win.


DM Lil" Eschie wrote:

Planning an evil party?

Not here.


Critzible wrote:
If I did Half Orc I would hope to do a Cleric/Fighter of gruumsh!

And get slaughtered by the villagers. And the Paladin, Ranger, etc


1 person marked this as a favorite.

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Wiki is HERE.

By the way, I have no affiliation or relation to this project, just plugging it here because I find it an excellent source of information for AD&D gaming.


We'll agree to disagree on most of that about AD&D, as usual OSW :P

Happy to see your 'possible' interest!


That reminds me - I vote for max HP at level 1 hahaha.

Last game I played of AD&D was max HP at level 1 then reroll all every time you level - if you get more, it increases, if not, you stay the same. Just makes for a little more beefier characters. AD&D is already challenging enough :P

So what was the point of rolling three characters then Daniel?


Until they died :D


Daniel Stewart wrote:
Are we going full 1e or moving up to 2e?? Just preplanning a submission is all...lol

My vote is AD&D (1e).


Agreed, I like 4d6 drop the lowest.

I also like what is in the PHB:

"The premise of the game is that each player character is above average - at least in some respects - and has superior potential. Furthermore, it is usually essential to the character's survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics"

A lot of people tend to think 'old-school' D&D is all about being puny and unable to survive, but in my opinion that was never the intent of the game. Granted, it is an hard game, but you are also given the tools to succeed. It just does not happen all the time :P

It was also common to roll three sets and make those your 'stable' of characters, going on to different adventures with different ones at different times. Say for example character A is training (yes in AD&D you need to train and pay to level up :D) for two weeks, so you can continue playing with character B. Or if character B dies, you can play with character C.

Rolling for example three sets of ability scores gives you not only some more chances to play a character with nice ability scores, instead of rolling horribly and being tied to it (the two 15s make up for it somewhat though) - you can start with the 'best' one, but they are all your characters. If the 'best' one dies, then you need to choose one of the two remaining, etc. It also makes character death less... Dramatic. And more a part of the game as it should be, if it happens.


DM Lil" Eschie wrote:
The classes (Cavalier, Barbarian and Thief acrobat) I'm less sure.

My perspective is they are superfluous, and also there is some controversy around their balance vs the PHB ones. Along the lines of the Cavalier simply being a better Fighter, etc. Unless you apply the modifications from Trent's Heroic Legendarium for example.

Just my 2c :P


brvheart wrote:
Are you backing out Albion?

Yep, I am out. Wish you guys a good game.


Perfectly fine with a bunch of adventures, and with the books. Personally I would remove UA from the equation myself, but that is a personal opinion.

What I'll play will depend on the ability scores I roll, but I am hoping for either a decent Elf Fighter/MU or a decent Dwarf Fighter/Thief. Or if the Gods are on my side, maybe even a Paladin or a Ranger. I think part of the enjoyment is to see what you are able to build with the recommendations from the big EGG man. Maybe this will be the first time in my long life playing AD&D and 2e that I will land an 18/00 Strength!

On a side note - hoping the plan is to use gold as XP? :D


Naaah, it's all good. I have other games to keep me busy :)

And you're right, I was assuming you were a ranged character for some reason - I think it was because the group already has a few melee.

Anyway, good gaming!


Ah I see we went the same direction-ish, character wise. They do have to be warpriests after all :P

Trygg looks pretty solid, so I'll just drop from the run and make this a no brainer - good luck Fury! :)


Changed my mind - going with a STR based Magus instead :)

My character would be something like (still needs some tweaks here and there, depending on the group, + equipment etc):

Roryx:

Roryx
Half-orc magus (hexcrafter) 1 (Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +4, Ref +5, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron longspear +3 (1d8+4/×3) or
. . morningstar +3 (1d8+3)
Ranged sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +4)
. . 1st—monkey fish[ACG], shield
. . 0 (at will)—brand[APG] (DC 13), detect magic
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 11, Int 17, Wis 11, Cha 10
Base Atk +0; CMB +3; CMD 16
Feats Arcane Strike, Endurance
Traits fate's favored, Scout
Skills Craft (weapons) +7, Intimidate +4, Perception +5, Profession (soldier) +4, Spellcraft +7, Use Magic Device +4
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ finesse weapon attack attribute, hex arcana, orc blood
Other Gear lamellar (leather) armor[UC], cold iron longspear, morningstar, sling, magus starting spellbook, masterwork backpack[APG], weaponsmithing tools
--------------------
Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Hex Arcana You can substitute Hexes for Magus Arcana.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Some fluff:

Roryx was born with the blood of two worlds, but never truly belonged to either. His orc heritage made some wary of him, while his human side never fully erased the instincts and traditions he inherited. He found his place through craft and discipline, becoming a weaponsmith by necessity as much as passion. In the isolated years after the Sundering, his tools and knowledge became as valuable as any blade he could forge.

When the goblins came to Passbog, Roryx was among those who learned that survival depended on more than strength. He began ranging beyond the village borders, watching the treelines and bog paths for signs of movement. His sharp eyes and careful habits made him one of the first to notice when goblins returned, and he became accustomed to scouting ahead before danger reached the farms.

Though he carries a spear and knows how to fight, Roryx is not driven by vengeance alone. The Sundering left him fascinated by the forces that reshaped the world, and he sees magic as another tool to understand, refine, and master. He believes the broken pieces of Golarion represent an opportunity as much as a disaster — a chance to recover lost knowledge, create new things, and prove that strength comes from what one can build, not merely what one destroys.


Only half done, but it will give you an idea for starters - not sure what best deity to use in Herolab to emulate Mitra. Went with Iomedae:

Zeriax:

Zeriax
Half-orc monk (zen archer) 6/warpriest (molthuni arsenal chaplain) of Iomedae/Mitra 3 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 115, Weapon Master's Handbook 6)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 23, touch 20, flat-footed 20 (+2 armor, +1 deflection, +2 Dex, +1 dodge, +1 monk, +1 natural, +5 Wis)
hp 75 (9d8+27)
Fort +13, Ref +13, Will +16; +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 50 ft.
Melee mwk cold iron brass knuckles +10/+5 (1d6+2) or
. . unarmed strike +8/+3 (1d8+2)
Ranged or
. . +2 adaptive darkwood composite longbow flurry of blows +10/+10/+5 (1d8+6/×3+2 flurry) or
. . +2 adaptive darkwood composite longbow +11/+6 (1d8+6/×3+2 flurry)
Special Attacks blessings 4/day (War: war mind), fervor 6/day (1d6), flurry of blows, perfect strike 6/day, sacred weapon (1d6, +0, 3 rounds/day), zen archery
Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 3rd; concentration +8)
. . 1st—divine favor
. . 0 (at will)—create water, guidance, light, purify food and drink (DC 15)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 14, Wis 21, Cha 8
Base Atk +6; CMB +8; CMD 28 (32 vs. disarm, 32 vs. sunder)
Feats Deadly Aim, Dodge, Hammer The Gap[UC], Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Vital Strike, Weapon Focus (brass knuckles), Weapon Focus (longsword), Weapon Specialization (longbow)
Traits fate's favored
Skills Acrobatics +2 (+16 to jump), Intimidate +1; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ fast movement, high jump, ki archery, ki arrows, ki pool (8 points, magic), orc blood, slow fall 30 ft.
Combat Gear adamantine durable arrow (50), cold iron durable arrow (50), silver durable arrow (50); Other Gear +2 adaptive darkwood composite longbow, mwk cold iron brass knuckles[APG], amulet of natural armor +1, bracers of armor +2, cloak of resistance +1, gloves of dueling[APG], headband of inspired wisdom +2, ring of protection +1, masterwork backpack[APG]
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage
High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Tattoo +1 to all saves.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Vital Strike Standard action: x2 weapon damage dice.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


I am considering a Zen Archer/Warpriest. But not sure it will work with your character creation restrictions brvheart. Will check later.


Hey GuardYourPrivates, I am back from vacation and ready to work on my character, but wanted to ask you a bit more detail about the game:

The shard-merging concept sounds really interesting, and I like the idea of helping shape the world, but I was wondering how much room there is for more traditional adventuring alongside that.

I tend to enjoy the Pathfinder side of things where characters can pursue personal goals, explore strange places, delve into ruins, follow rumors, and get involved in smaller-scale stories that aren't necessarily tied directly to the main plot. From the recruitment post, it sounds like the shard system is the major focus of the campaign, so I wanted to ask how much freedom there is for those kinds of adventures between shard-related objectives.

I'm not opposed to the central premise at all - I'm just trying to understand the balance between "rebuilding the world" and "being adventurers with our own agendas" so I can adjudicate if this is a game I would fit in :)

I tend to enjoy following my character's curiosity, sometimes turning left instead of right, wandering off the beaten path, and discovering goals organically rather than always pursuing the main objective. Is that something your campaign supports, or is it more focused on the shard progression?


Definitely interested!
Would prefer AD&D (1e) Greyhawk for sure, but also up for some 2e shenanigans :)


Currently on vacation, but I will have a character done by the end of next week.


4d6 ⇒ (6, 5, 5, 4) = 2016
4d6 ⇒ (6, 6, 3, 5) = 2017
4d6 ⇒ (2, 3, 6, 6) = 1715
4d6 ⇒ (3, 4, 3, 3) = 1310
4d6 ⇒ (5, 4, 2, 2) = 1311
4d6 ⇒ (3, 5, 3, 1) = 1211

16, 17, 15, 10, 11, 11

Not too shabby.
I was considering some sort of melee Investigator.
We're starting at level 1, is that it?


Taps his foot patiently - surely we are almost there...


DM rel20 wrote:
Albion, The Eye wrote:

Hi DM rel20, I read a blurb about the adventure and it seems quite interesting.

I will unfortunately not be applying because the scope of options is too vast for me (I am a big fan of Core only rules for PF1, or very close to it), but still wanted to drop a line to encourage you, and say kudos for running a game! :)

Have you considered that there's almost no difference between making a Core character for this game versus an official Core game? You'd be using the same rules to make your character and the adventure itself doesn't change for Core. The only real difference would be that you're limiting yourself to a subset of rules compared to other party members. That said, as a 1st level game, you're not really handicapping yourself that much since early feat selections tend to pull from the core anyway.

What I meant to say is that in my opinion when you start moving too fast away from PF1e Core Rules, the game starts falling apart.

So I prefer playing in games where character creation is restricted to Core Only rules only (for all, not just for me :D), or very close to it (though perhaps with some organic introduction of classes and content from other books, as the game progresses).


karlprosek wrote:
Albion, The Eye wrote:
Albion, The Eye wrote:
A Red Magus of Thay :)
Ftw!

My bad! I miss the search function working.

Now I'm imagining a Red Magus walking into the big Red Wizard high school cafeteria and everybody whispering "ugh there's that magus" and the sorcerers and summoners wave him over and tell him he can sit with them.

:D


Hi DM rel20, I read a blurb about the adventure and it seems quite interesting.

I will unfortunately not be applying because the scope of options is too vast for me (I am a big fan of Core only rules for PF1, or very close to it), but still wanted to drop a line to encourage you, and say kudos for running a game! :)


Indeed! :)


Good luck!

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