
EltonJ |
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Checking to see who is interested in playing in Nyrond, circa 591 CY. Although the player's guide to Nyrond has events going to 598 CY, actual published canon starts Nyrond in 591 CY (see Greyhawk: the Adventure Begins by Roger E. Moore, page 30).
This campaign will take place concurrently with my home game, set in Nyrond about 591 CY. A friend of mine says the two campaigns can play off one another. Like Monte Cook's Ptolus games.
What You'll Need:
1. The Pathfinder Roleplaying Game, 1st Edition. The PDF is still sold here. Don't know if Paizo will let me link it.
2. Greyhawk: the Adventure Begins, and/or the Living Greyhawk Gazetteer available on Drivethru. Both of these books can give you an overview of the Flanaess. I would also recommend the World of Greyhawk Fantasy Setting by E. Gary Gygax for that old school feel, but we are playing in 591 CY. Also of use is the Greyhawk Player's Guide for 2e, but is not recommended.
3. I also recommend the "players guide to nyrond 598 cy", to get an overview on how Nyrond works, it's history, and how it treats adventurers. It also comes with a nice map of Nyrond during the 590s CY.
4. PATHFINDER PLAYER COMPANION books and PATHFINDER CAMPAIGN SETTING books. I have a lot of these in PDF, having recently got them during one of Paizo's sales for Charity (yes, I was lucky). Of course the Player Companions would be of more use than the Pathfinder Campaign Settings, but some of the Pathfinder Campaign Setting books are generic enough to apply to this game (like Pathfinder Campaign Setting: Inner Sea Magic). Just remember, Golarion is different from Oerth. A lot of things that apply to Golarion doesn't apply to Oerth. So, if you want to apply a option from the Pathfinder Player Companions, first ask me if I have the book, please.
5. The Dungeons and Dragons Player's Handbook (3.5e) and/or Deities and Demigods (3e). We are using the Pantheon from the D&D 3rd Edition for clerics, oracles, and other followers of the gods. Correllon Larethian, Garl Glittergold, Heironeous, Hextor, et. al. The D&D Player's Handbook gives you an overview of the gods of the D&D pantheon, while Deities and Demigods gives you a more in depth look at the D&D pantheon.
Creating a Character:
Abilities: To put you, the players, on equal footing we will be using Point Buy as recounted in the PFRPG. 25 points, please.
Character Race: This is the Flanaess, and not other parts of Oerik. Thus we will be using the core races. Please note that humans come in different "races" instead of just the one. But it's not reflected in game stats (although if we were using PF2, the evil word race is replaced by the nicer word ancestry. Which means I'll have you draw up a whole genealogy going back 10 generations for your character to prove your ancestry.)
Character Class: The core classes should be used. If you want to use a different class from the other books, please ask first. This is to keep you on equal footing with the Home Game.
Character Skill: Yes, we will be using background skills.
Character Feats: No, we won't be using Elephant in the Room/Feat Tax rules. They may look good on paper, but they don't reflect reality.
Character Archetypes: Yes we will be using Archetypes. ONE ARCHETYPE per character please. Also, include the reference of the Archetype you like to take so I can look it up. Include both book and page reference as well as the URL reference. Although I know AoN is a good site, but I do have all the PDFs of 1e's rulebooks.
Character Traits: Two traits. No drawbacks.
Level: You will be starting out at 1st level.
Hit Points: Full first level. Average subsequent levels.
Wealth: since you are starting at first level, roll your starting wealth.
Alignment: Try not to choose evil alignments. I want to play all the bad guys.
Well, I think that's it. You will either start out as visitors to Nyrond, or as Nyrondal natives. You come to a nation that's teetering on collapse. The Greyhawk Wars made Nyrond expend so much manpower that it hasn't fully recovered. To adventure in Nyrond, you'll need a license -- and the King of Nyrond is taxing about twenty percent of treasure gained.

infomatic |
Kicking around an idea of a hag's apprentice from the Gnatmarsh. Short pitch, still in development: Things were looking desperate for the family after Eunice's father was hauled off to debtor's prison, and so her mother probably could be forgiven for not hesitating when the old woman from the swamps of the Nesser came looking for a girl to help her with chores. And that was how Eunice came to study under Shun, the Poisoned Eye of the Gnatmarsh.
Now witches aren't available per the rules, but something like types of druid would fill the role. I'd considered Death Druid (Horror Adventures pg. 50, no wild shape, replaces Animal Companion with Spiritualist phantom), which seems like a valid path for a failed necromancer type — Eunice is good-natured enough to care for the souls of Shun's victims and see they find peace. If that's too esoteric or doesn't fit Greyhawk cosmology, there are other archetypes, like toxicologist, that also feel witchy.

Lirillith Gillantian |

Gm I know you said core classes but would you allow
Hunter as a class in place of ranger.

EltonJ |

Kicking around an idea of a hag's apprentice from the Gnatmarsh. Short pitch, still in development: Things were looking desperate for the family after Eunice's father was hauled off to debtor's prison, and so her mother probably could be forgiven for not hesitating when the old woman from the swamps of the Nesser came looking for a girl to help her with chores. And that was how Eunice came to study under Shun, the Poisoned Eye of the Gnatmarsh.
Now witches aren't available per the rules, but something like types of druid would fill the role. I'd considered Death Druid (Horror Adventures pg. 50, no wild shape, replaces Animal Companion with Spiritualist phantom), which seems like a valid path for a failed necromancer type — Eunice is good-natured enough to care for the souls of Shun's victims and see they find peace. If that's too esoteric or doesn't fit Greyhawk cosmology, there are other archetypes, like toxicologist, that also feel witchy.
You can ask me if you want to play a witch. :)
I was considering playing a Zen Archer Monk, a traveler from a faraway land, recently arrived in Nyrond. Probably an half-orc. Would that work?
Yep. I believe it can work.

Albion, The Eye |

He would look something like... This:
Hedrak
Half-orc monk (qinggong monk, zen archer) 1
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Wis)
hp 13 (1d8+5)
Fort +6, Ref +6, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee cold iron brass knuckles +2 (1d3+2) or
. . unarmed strike +2 (1d6+2)
Ranged or
. . shortbow flurry of blows +1/+1 (1d6/×3) or
. . shortbow +2 (1d6/×3)
Special Attacks flurry of blows, perfect strike 1/day
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Statistics
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Str 14, Dex 14, Con 14, Int 14, Wis 17, Cha 8
Base Atk +0; CMB +2; CMD 17
Feats Improved Unarmed Strike, Perfect Strike[APG], Precise Shot, Toughness
Traits dangerously curious, fate's favored
Skills Acrobatics +6, Climb +6, Craft (bows) +6, Intimidate +1, Knowledge (history) +6, Knowledge (religion) +6, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Orc
SQ orc blood
Other Gear arrows (20), blunt arrows[APG] (20), cold iron brass knuckles[APG], shortbow, bowyer tools, trail rations (3)
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sacred Tattoo +1 to all saves.