Interest Check -- Pathfinder CORE Campaign --Series of Classic Module Conversions (U1-U3, A1-A4, ??)


Recruitment

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OK, before Pathfinder there was D&D. And I firmly believe Pathfinder Core is tight, solid, and superior!! But D&D has some great modules that stand the test of time.

So, as some of the old modules are quite good, I plan on stringing some of the best in a Pathfinder campaign set in Greyhawk. If interested, AND CAN POST ONCE PER WEEKDAY, let me know.

Characters would be Core with 25 build points and maximum wealth. Characters will not start with magic items to make Jim Bambra (quoted below) happy. No traits or hero points. Check my posting history as I will probably be checking yours if you apply. Don't crunch any characters, as that is the last thing I care about. A good background and character idea are much more important if we get past the interest stage.

I plan on beginning with the Sinister Secret of Saltmarsh, and probably completing the U1 - U3 story arch and probably going into the slaver series A1-A4, as they are quite good. If sufficient interest with quality players is there, we can see if we want to give this a try.

What was written on the cover of the module?
Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten treasure. What is it's sinister secret?
The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom, beginning adventures with the AD&Dª rules. The adventure can be played by 5-10 characters of level 1-3. This module contains large-scale maps, full background information and detailed encounter descriptions for the players and DM.

What is said about U1, the Sinister Secret of Saltmarsh??

The module was positively reviewed in Issue No. 35 of White Dwarf magazine by Jim Bambra, who scored it 9 out of 10 and described it as entertaining and interesting. Bambra criticized how the first-level characters provided with the module come equipped with magic items: "I fail to see how this can be justified, as the module is not difficult enough to warrant the bestowal of magic before play even begins. Magic items should be found by players as treasure and not come as handouts from the DM."[1] Bambra noted that the adventure's main thrust engages the players' problem solving skills, forcing them to piece clues together, and that the encounters in the adventure should present no problems to an intelligent party. Overall, he felt that "TSR (UK) are to be congratulated on their first module, the series should prove to be interesting and entertaining."[1]

The module was ranked the 27th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004.[5] Freelance gaming author James Maliszewski calls it "one of the best low-level modules ever written for Dungeons & Dragons" and "a superb example of adventure design". He listed the positive elements of the module as "the very matter-of-fact way it portrays a fantasy world" and the new spin it gives to "the standard low-level D&D tropes".[6]

Ken Denmead of Wired listed the module as one of the "Top 10 D&D Modules I Found in Storage This Weekend".[7] According to Denmead, this was "the Scooby Doo episode of D&D modules. Instead of a good old dungeon crawl, players got to explore a big old spooky house, and deal with all sorts of annoying wandering monsters, as well as traps and illusions."


Wow- I was actually planning to do this exact same thing for my next online campaign! That's still a ways off, but I certainly hope there is sufficient interest in this... if only because I want to run it myself sometime soon. Right down to running the "A" series as a sequel to the "U" modules... scary!

Also, as a side note, I'm currently running U1 as an alternate side-campaign IRL, also using Pathfinder (though not CORE rules). We've had two sessions of it so far and it's a blast. I highly encourage everybody to play this classic adventure.


Pathfinder Lost Omens Subscriber

So tempting...can I resist... Ahhhhg!


Definitely interested. I'd love the chance to run through some of the old classics. I'm thinking a ranger. It's always been one of my favorite classes.


Interested GM Tribute.

Will this be set in Greyhawk as was the original?

[EDIT -ah, yes, I see it will be. :)]


I see I was in the ill-fated B1-9 game you ran GM. I was sad to see that go out in such a fashion.

For this game, I was thinking of playing a Human (Suel) Male Monk.


Sign me up please.

Druid 1st lv

Dark Archive

Oh by all that is good and pure YES I'd be down with this!


Interested, but I have very little experience in the GreyHawk setting. Will you be using the deities from there? Curious since I tend to play clerics.


Definitely into this one - count me in.

Dark Archive

Pathfinder Adventure Path Subscriber

Throwing my hat in the ring here. Love me some Oerth.


Pathfinder Lost Omens Subscriber

I'll probably try to recreate a little fellow that you're already familiar with. A certain Halfling Rogue, last seen around Hommlet.


Hohum. Yes please. I'm thinking dwarven cleric.

Grand Lodge

Have never played a pbp... but am currently running the home campaign and would love to have a chance to play.

character:

"Llowe" (Full Name Hallowe Wynd" is a young halfing orphan who was raised in a small Temple to Boccob (Asuming Greyhawk World, Nethys if you used Golarion). In reality the temple was just an old crumbling tower that had a handful of outdated magic tomes that was tended to by an elderly human couple one of which was an acolyte to the god of magic, the other a low level wizard.

Llowe didn't really have enough aptitude or interest to be a caster... which disappointed his adoptive parents so instead of spending countless hours studying at his parents temples he's decided to go out into the world and be a "Hero" (Llowe uses the term "Hero" very loosely). He thinks it would be nice to come home some day... In The distant future... and spruce up his parents "Temple" with all the wonderful magic items he will find out on the road.

That said the young Halfling picked up his trusty short sword(that he bought from the local blacksmith ;shhhh... don't tell his mom that he has one) and headed out into the world to see what wonderful mysteries and magical doohickeys awaited him.

Llowe is a 1st level Halfling rogue. More than willing to change character concept for better party dynamics.


"I'm here"


I would love this. I love the old modules, and I'm sick of groups that fall by the wayside. I can commit to 2 or even 3 posts a day if needed.


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Hey there, this sounds interesting to me. I'd love to play some of the famous old modules that were before my time.

As for a character, I don't know where in Oearth this is set, but I'm thinking a dwarven barbarian/rogue. Mainly barbarian, but dip rogue at second level.

He would be a followed of Kord, raised by Suloise in Stonehold. He and his parents were captured by orcs when he was young and enslaved in a mine. His parents survived most of the time he was a child, but were eventually worked to death when he was the dwarven equivalent of a young teenager. Shortly after human adventurers raided the orcs, and rescued him. The suel barbarian in their party, Olaf Two-Tooth, took my character home to his clan and finished raising him there. Since dwarves mature slowly, he was a slave and an adopted Suel for about the same amount of time. Eventually he felt he had learned all he could from his foster father and left the north to indulge the wanderlust that many a young man feels in his bones. He used his fighting skills to join various adventuring teams, and has traveled much of Oearth in the intervening years, most recently he's been in the vicinity of Saltmarsh.

What do you think?


Link to Greyhawk Deities

Above is a good link to the Greyhawk Deities and has the domains.

Sounds like there is some interest. Jelani's background is a good example of what I am looking for and more.

Although I have found taking those without an established posting history has been disastrous for me in the past, I will still try to take someone fairly new to the boards that has shown they can stick to a game.

I also try to move action along as much as possible, trying to make sure the equivalent of one set of boxed text is encountered per day while exploring, and one round of combat is resolved per day. I try to spoiler as much as possible and account for obvious decisions. Some players have complained when this makes their characters do things they did not expressly order, for example, one character ran from a haunt, and I had the others follow until he settled down and moved them on to the next encounter. If this bothers you, be warned, moving things along will be a priority. If you disarm a trap and get the neutral result (fail by less than five) I would probably roll for you to do it again without even asking you.


Going to drop out of this one. Enjoy the intrigue everybody!


If you don't know about Oearth, there are tons of articles about it in Wikipedia. That's how I wrote my background.


GM Tribute wrote:

Link to Greyhawk Deities

Above is a good link to the Greyhawk Deities and has the domains.

Sounds like there is some interest. Jelani's background is a good example of what I am looking for and more.

Although I have found taking those without an established posting history has been disastrous for me in the past, I will still try to take someone fairly new to the boards that has shown they can stick to a game.

I also try to move action along as much as possible, trying to make sure the equivalent of one set of boxed text is encountered per day while exploring, and one round of combat is resolved per day. I try to spoiler as much as possible and account for obvious decisions. Some players have complained when this makes their characters do things they did not expressly order, for example, one character ran from a haunt, and I had the others follow until he settled down and moved them on to the next encounter. If this bothers you, be warned, moving things along will be a priority. If you disarm a trap and get the neutral result (fail by less than five) I would probably roll for you to do it again without even asking you.

This sounds fine to me. I try to do the same things in my games. Without moving along PBPs die very quick and messy deaths. As long as you don't DMPC a character into a death, I'll be fine with it.


Oerth.


Indeed, my bad. (-_-)*


It wasn't his fault that people lost things. And, they should be thankful that Podo was around to find them, and keep them safe, till they needed them again. I mean after all if they didn't ask for them back pretty quick they didn't really want them afterall. Right?

First there was the Incident in Dyvers, the city of his birth. His parents served on the staff of a fine merchant family in this city. How was Podo supposed to know that those earrings were for the Merchant lords daughters 16th birthday. If he hadn't found them in that cupboard they probably would have never found them, especially wrapped up and hidden in that paper. And he did give them back... but he had to leave. His folks sent him to live with his Uncle Amosk in Greyhawk at the tender age of 14.

Greyhawk was a fascinating city, and held much adventure for the young halfling. His uncle ran a Amosk's Pies and Tarts in Greyhawk. Though he missed his immediate family life was exciting enough, and he had plenty of pie... but still in this city people lost stuff all the time. They should have felt fortunate that someone so good at finding things as Podo was around, but no. In the winter of his 19th year, he came home one day to find the city watch berating his Uncle.

"I swear I don't know where the little scamp is. I haven't seen him since late yesterday afternoon. Of course you can look in his room, we've nothing to hide".

Then a few minutes later, the guards came out with his hope chest, and a bag of his found items. The last thing he saw as he ran from the scene as quickly as he could was the guard hauling his Uncle off in chains.

I guess it's agains the law for people to lose things, and even more so for me to find them. I'd better make myself scarce.

Later that night he snuck back into his uncles shop, and left a note about how he was the one who found all the things, and that his Uncle knew nothing about it.

Now what was he to do, and where was he to go. He must find somewhere, that appreciated someone who was good at finding things.


I think ANY core adventure needs a Dwarf Fighter - so I will make sure to fill up that niche :)

Sovereign Court Contributor

I've been away from the message boards for a few years until recently, when I was lured back to join a pbp. Now I can't stop. I played the U series back in the 80's. I have fond but fuzzy memories of them. I never played the A series. I'd like to submit Ferdwyn, half-elf druid as my character.

Ferdwyn's father was a lighthouse keeper and devout follower of Procan (or Vogan or similar) named Fid. He found a half-drowned elven woman washed up on the beach among some flotsam, and nursed her back to health. The woman was named Estrielle, and said she had been a passenger on a ship destroyed in the storm. The couple fell in love and we're happy for a time, although Fid knew Estrielle wasn't telling him everything about her past.
After Ferdwyn was born, his mother realized that he and Fid were aging faster than her own people. She was distraught, and one morning she was gone, leaving a note saying that she couldn't stand to watch them get old so fast.
Fid did his best to raise Ferdwyn, but the half-elf boy was wild. The priests of Procan tried to help, but were ill equipped to deal with the young man. Ferdwyn did, however love their stories of sea and storm.
Ferdwyn took to wandering the shores, regardless of weather or season, and spent most nights camped out somewhere. He grew to feel that the faith of Procan, for all its stories of wild storms, was an attempt to contain and control what must simply be accepted. He found his own faith in nature, and the wild will of the weather.
Now an adult, Ferdwyn still mostly doesn't stray far from his father's home in Salt marsh. As his father grows more and more feeble with age, he wonders often where his mother went.
(Edited to fix errors introduced by autocorrect)


I've never played these, I think. My AD&D days were in Forgotten Realms. I'd love to play these.

Since we are going back to the old days, I'm going back to the beginning. My first ever character was an Human Evoker.

Trawets is the son of two wizards and followed naturally in their footsteps. His parents run a store in Greyhawke city where he was raised. They cater to adventures and buy and sell magic items and supplies. Trawets spent his younger years learning from tutors and listening to the stories of the adventures in the shop where he helped out. When he came of age he decided that he needed to go out into the world and practice magic and devise new spells and items to expand the pool of magic as Boccob demands. His travels have brought him to the Saltmarsh area.


Caelryl is the youngest child of Corryl and Baelrae and grew up in Dreadwood. His father, a ranger, worked to clear the forest of evil creatures while his mother, a druid, cared for the animals. His parents taught him how to track and hunt, as well as how to communicate with wild animals. While his older brother joined in the protection of the forest, his sister had a gift for healing and used that to help the warriors.

When Caelryl became old enough, he too joined in the defense of the forest but quickly became disillusioned as there seemed to be an unending supply of creatures entering from the marshes. He urged the leaders to send forces into the marsh to find the source, but they were too concerned that it could be seen as an act of aggression against the neighboring kingdoms. When he learned of the haunted manor in Saltmarsh, he knew it was his chance to help cleanse the area for good. He resigned his position and set out to find his destiny.

Mechanically, he will be an elf ranger focused on archery but carrying an elven curve blade for melee (once he can afford one).


OK, spring break and March madness make this a busy week. If we have this much interest with good ideas, I will try to put up an official recruitment.


I would be interested in playing a character, I love Greyhawk. What would be needed?


After Easter I will start looking at what we have.

Now, you need a character concept and possibly background to make the list.

Maps on Google drawings will be used. 25 point buy -- core only.


.


Old school modules means old school tools. Consider me interested for a Cleric. (My old school default.)

Probably Pelor? We are talking armored up, mace in hand bringing the light of the sun god to evil.

I would propose a pilgrim type, doing what good clerics of Pelor do; healing the sick and blessing the crops. Most likely from Geoff to make sense geographically? Wandering type trying to do right by common folk.

If other deities might make more sense I am game, I just like playing clerics in the old modules, reminds me of my start I guess.


Oh definitely interested! Let me see what I can conjure up.

Dark Archive

Interested. My concept is a halfling thie...I mean, rogue.

Kassandra Littlefoot hails from Seaton, brought to Saltmarsh by rumors of adventure to be found in the tiny village.

She will have a full background when the official recruitment thread comes up.


I'd like to be considered as well.

My concept is for a valley elf monk. He will be a self exiled elf from the Valley of the Mage. Having never fit in with his elvish people due to his inability to control his emotions he leaves the community only to stumble upon a human outsider living as a hermit in the hills of the Vale. Having contempt for this outsider he decides to try and best this hermit but is easily defeated.

The hermit takes pity on him and slowly begins to teach him the Way of the Hidden Palm. Years pass by until finally he discovers the secret the hermit is hiding. He is a defector of the Red Mantis clan.

There is more to the story will continue but that is the gist of it.


Correction: Red Mantis clan should be Scarlet Brotherhood.


This sounds really cool, I'll see about getting a character out for your consideration tonight or tomorrow. I had one character who achieved first level bard right before 2nd edition came out and made it redundant. I'd love to run a PF bard in these old haunts.


Ok, we seem to have enough to pick plenty of quality characters from.

Remember we are building using core rules. No traits or hero points, but we have 25 point builds.

Now, let me give everyone another hint. Characters that have been around water will be useful. The swim skill will probably be very useful.

I will be closing recruitment in a week or two. Rushing through recruiting is another mistake I have made in the past. If your posting history is limited on the boards, I encourage you to reference a thread I should check for a best example of your diligence and RP style.

Background, description and a character outline are most important. For crunch the basic stats should be all that is needed for now. All characters will be adults.


Highly interested in checking out these classic modules. I'm working on a concept for another Seaton local - a robust half-orc sailor/marine who (along with his family) has had to endure local prejudices all his life.

Now that he has gone on a few voyages and been in a few real fights, he is beginning to wonder if the treasure of the alchemist's mansion might hold the key to finding a new, more tolerant home...


I've reworked Jezalane's background to tie her in to the area around the Azure sea but I'm fine with any adjustments you want to suggest.

Jezalane Ki Nightfalcon was one of the three scions of the Nightfalcon Merchant House. She was raised the indulged daughter of wealth and privilege and despite being given every social advantage and a great deal of pressure from her mother, she prefered to spend her days exploring the deep woods with an eye always on the next horizon to becoming a “Lady”.

Recognizing Jezalane was too obstinate to give into her mother’s desire, her father asked her Uncle Othlo to take her under his wing and so she set off on her first caravan. She traveled with him for a number of years, learning to be a factor for house Nightfalcon in many far off lands.

One winter evening their caravan was attacked and scattered. Left on her own and believing everyone dead, Jezalane was forced to continue the journey on her own. As she made her way back to the city Zelradton where Nightfalcons maintained a charter house. While staying there she fell in with a local band of adventurers. She discovered that she liked the life and set about making her name, exploring lost ruins.

One cold autumn, in a fallen tower of cyclopean origin she and her allies accidentally stumbled upon a priest of Mellifluer. The battle was brutal and bloody and in the end, they were forced to take their wounded and flee from the necromancer. Jezalane was amongst them.

Falling back to the city of Hexpools, her allies gathered what warriors they could along with all the guards the city could provide and returned to the ruins to drive out the necromancer

While her allies had been able to save her life and bring her back to with them, it cost her an eye and her leg. Sick from her wounds and cursing her fate, Jezalane took offence at a beggar obviously faking a missing limb and she assaulted him. Little did she know that the local beggars were devout worshippers of Zagig. In response to her actions, his priest called for her to be surrendered to face “justice”. She refused and was forced to try to flee the city.

Unfortunately she was quickly captured and taken to the secret underground temple of the mad deity. What wealth and equipment she had was given to the beggar she had injured but the priest demanded that she makes amends to Zagig as well. She couldn’t say what inspired her but she snatched up a dagger and cut her waist length hair and tossed it into the alter brazier.

The Insane God accepted her sacrifice and and more. By his grace she reborn whole in body. Whole in body but 14 years youngers. Despite still having the mind of a 24 year old woman, she found herself trapped in the body of a 10 year old girl. After that, she was given a bowl and set free. As she made her way back to her inn, every beggar in the city sought her out and and tossed a copper into her bowl as an act of devotion.

When her allies returned they took her to a priory of Lirr which the Nightfalcon Clan had sponsored, for care. It seemed that Zagig’s blessing/curse was irreversible but the Sisters agreed to take her in.

Whether it was because she no longer was the physically fearless girl she had been or Zagig had changed her in more than age, it soon became clear that she wasn’t destined for the physical life she had known before. After raging against the unfairness of everything that had happened, she came to realize that she no longer wanted that life. Crossing swords and losing limbs had lost it’s appeal.

It was with this revelation that she turned to the priory’s library. Over the next 8 years, she read every book that the sisters had. She also learned to sharpen her musical skills, now appreciating all the years her mother had made her spend practicing.

When she finished the last book, she took her leave from the sisters and lute in hand, went to explore the world. Traveling across the Azure Sea, the ship she was on was set upon and captured by pirates. She was given the choice of join or die, hence for a while she sailed under the skull and crossbones. While she found love in the arms of Avanestra, the first mate of the Wasp, it was clear she was unsuited for the buccaneers life so she returned to the mainland.

Lute in hand she made her way in the world, sharing songs and news for her supper. It was a hard life but she enjoyed it. While on a trade venture for her Uncle Othlo, she made her way to the elvish city Courwood and her life changed.

Staying at an inn called The Wayfairer’s Folly she saw an elvish musician played the most amazing music she had ever heard. Afterwards, Jezalane approached him and asked if he would teach her. He invited him to his home to display her abilities.

As it turned out, he was Brolentae Halfhanded, the elvish master of Song and Stars and his home seemed palatial even to one who had been raised in the extreme wealth of House Nightfalcon. Knowing who she was performing for, Jezalane was intimidated and it showed. He wasn’t impressed with her Lute playing. For the first time since she was six, when she sang “Amanas Desna” her voice crack. She was heart broken.

He thanked her and suggested some exercises but it was clear that she had failed. Brolentai invited her to lunch before she departed. Sitting with her, he stared into her eyes and recognized something in her and asked her to tell him how she came to be there.

Slowly she told him her tale. He listen carefully, only interrupting on rare occasion and to ask for specific information. When she finished he helped her put away her lute and that was when he noticed her fiddle. It was an old traveling instrument of little quality that her mother had given her when she was little and had hoped to turn her into a “proper lady”. Brolentai asked her about it and then asked her to play. She tried to explain that she wasn’t as good with the fiddle as she was with the instruments she had already failed to impress him with. Even so, he insisted.

She played a simple reel she had learned in the learned as her days as a bucuneer for no reason other than she liked the fingering. When she was done, Brolentae nodded.

“For a mortal you have considerable talent but you lack focus.” He said. “More to the point you let fear hold you back. When you had failed and could relax you told your story with a poetic passion I didn’t think you had and when you played the three razors (a song he never asked how she had learned) you evoked the sea and the wind. Even so, mortals lives are so short I have doubts that I can teach you more than the rudimentary skills need to create music but if you wish, I will try.”

With that sentence, her world changed

Now, six years later she has taken leave to practice and master the basic skills he taught her. His instructions were to play until her fingers bled in joy, her voice bewitched an angel and her words changed the world.


Podo updated to tie him into the area, and skills changed a bit to reflect that.


Mojarda is a mighty, holy warrior that came from the north; he is a Cruski, an Ice Barbarian. His father, Vallenjos, was clan leader whose tribe roamed the coastlines east of the Corusk Mountains, north of Glot. As a young man, Mojarda learned the craft of war from his father, sailing on longships and raiding the lands to the south as far as the Sea Barons.

Upon return their return to the north, his clan was set upon by many warships from the Sea Barons in response to the barbarians' raids. The Sea Barons' army drove Mojarda's jarl into the foothills of the Corusk Mountains. To defend the retreat of their women and children, Vallenjos, along with Mojarda and his strongest warriors, held their ground in a narrow pass in the mountains. The battle raged into the night when a winter storm came down upon them all, yet, Mojarda fought bravely as his clan fell all around him. He felt the bite of cold steel pierce his flesh, and he lost consciousness.

Mojarda dreamt of a silver dragon who carried him away from the battle and set him upon a snow-capped peak . There, lying high in the mountains, he saw the dragon soaring amongst the clouds. It flew over him and circled. The dragon then came down upon the mountain and breathed life back into the young warrior, saying, Be patient, vengeance is fleeting. Experience and wisdom shall be your allies. He felt the dragons essence enter his soul, and his eyes were blinded by a brilliant light. Mojarda then saw a warhammer striking an anvil and exploding into a million silver sparks. Out of the brilliant light of the sparks came the dragon. It did not speak but Mojarda heard it's voice. Steadfast is the noble warrior that stands like a mountain, secure in its based and majestic in its height.

Listening the repeated strikes of the hammer and anvil, Mojarda opened his eyes to find himself once again lying on the battlefield. The sounds he heard morphed into the clomping of hooves as a shoed horse walked sure-footedly across the rocky ground. A hooded figure was guiding the horse to a funeral pyre with several of his kins' bodies accross the beast's back.

The figure was Aerken, a Lindorian priest, who had happened upon the field. He took the young warrior into his care and nursed Mojarda back to health. The priest told Mojarda that he had found the bodies of the women and children of his jarl not a half-day up into the mountains and that he had likewise, laid them to rest.

Aerken talked Mojarda out of his rage and his desire for vengeance. He spoke of valor.. of courage... of protection and of service. Mojarda took these teaching to heart and pledged his service to Aerken for his journey home to Irongate. Upon reaching Irongate, Aerken blessed the young barbarian and released him from his service, telling Mojarda to serve Lindor.

Over the past six months, Möjadra has followed his feet... and the call to serve. That calling has led him accross the sea to land of the Sea Princes and the town of Saltmarsh.

Desctiption:
Mojarda is a hulking young man whose hair is now a silvery white following his near death experience. His black eyes are specked with grey mimicking a stary night.

Character Outline:
Whether it is true or not, Mojarda believes he was saved and touched by Lendor. His loyalties lie with the god of Time, and the magic of the silver dragon is swelling within the young barbarian. Soon it shall manifest itself, and Mojarda will multiclass to Sorcerer. Finally, he will embrace the dragon heritage bestowed upon him and become a holy Dragon Disciple. His magic will focus on buffs and some cold evocation... as a good ice barbarian would enjoy.

PbP History:
I am about a year into my PbP career, although last year was disrupted by my daughter being born 9 weeks early. So, I dropped quickly out of several games to deal with her health and that of my wife. My best example is this thread from a Razor Coast campaign, in which I played Ptahh, a half-orc warrior/pirate. He was a replacement PC. Ptahh's Entrance!! My 5 month run with that campaign was from page 195 until page 251.

Basic Crunch:
Möjadra
Human paladin 1
LG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee warhammer +5 (1d8+4/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
--------------------
Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Weapon Focus (warhammer)
Skills Acrobatics -2 (-6 to jump), Knowledge (religion) +4, Profession (sailor) +6, Swim +0
Languages Common
Other Gear scale mail, warhammer, 238 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.


I'm submitting Trawets Aarock. He's an Evoker. He's a kill it with magic kinda guy and if that doesn't work, use more magic.

Having some trouble getting his background as I know nothing about Greyhawk, so I know it's a bit weak.


Quick note, I'm running into changing the attached character on Jezalane from another aborted campaign. As soon as it's updated, I'll let you know. The displayed background is correct.

Wm


This is WhtKnt's alias, Kassandra Littlefoot, and I think that everything you need to know is on the character sheet. If I've missed something, please let me know and I will correct it.

Kassandra Littlefoot
Female halfling rogue 1
CG Small humanoid (halfling)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee short sword +5 (1d4/19-20)
Ranged blowgun +5 (1)
Special Attacks sneak attack +1d6
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Statistics
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Str 10, Dex 18, Con 13, Int 14, Wis 12, Cha 15
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse
Skills Acrobatics +6 (+2 to jump), Climb +6, Disable Device +7, Escape Artist +8, Perception +7, Profession (fisherman) +5, Profession (sailor) +5, Sense Motive +5, Sleight of Hand +8, Stealth +12, Swim +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ trapfinding +1
Combat Gear greenblood oil (2); Other Gear leather armor, blowgun, blowgun darts (20), short sword, backpack, bedroll, belt pouch, chalk, flint and steel, trail rations (5), waterskin, 9 gp, 3 sp, 9 cp
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Special Abilities
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Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Kassandra (Kassie) grew up the daughter of perfectly ordinary halfling parents in Seaton. Her father being a fisherman, Kassie is at home in and on the water. Her father often took her out on his boat and she is an accomplished sailor and fisherman.

In her spare time, she befriended a member of the local thieves' guild, who taught her the fine art of lockpicking and stealth. She learned her lessons well, but would never consider taking something from those who do not deserve to be robbed. She targets the greedy, the manipulative, and the wealthy who do not share their good fortune.

For a time, it seemed as though she was content to carry on the family business, but more recently, the wanderlust has overcome her and she has the urge to find adventure. She has journeyed to Saltmarsh to find her fortune, having heard tales that there may be something of interest in the small village. A haunted manor, perhaps? It sounds perfect for her to begin her adventuring career.

Description: Kassie is a typical halfing lass; brown hair and brown eyes, standing 2 ft., 9 in. tall and weighing a mere 28 lbs. She favors bright colors over darker ones, which is unusual for a thief. But then, she has never considered herself a thief. She is cheerful and upbeat, always seeing the bright side of things. She makes friends easily, but chooses her friends carefully.


I would like to introduce you to Smudge Lowbog. He's a cleric...

Of what God you ask... not important I can heal and channel positive energy... It's a Halfling God... You wouldn't have heard of him...

... You know the Halfling gods and want to know which one. Fine its ..Bragkkdjd... Hey is that a squirrel over there? Not gonna fall for that eh...fine I worship Brandobaris.

Yes he is the Halfling god of Thieves stealth and trickery... but don't be thinking I'm some sort of mindless Kleptomaniac. Don't get me wrong if you want me to sneak into the enemy general's tent while he is sleeping and snag his magic sword out for a non magical one right before you fight him...That would be kind of funny... But I'm a healer not a thief... No Really.


Final solution, create a new alias for Jezalane with accurate info. Fingers crossed


please consider Pink Eye the Druid for this Greyhawk adventure. I have missed Greyhawk considerably and would love to go back


I'm still new to PF (got in through the Humble Bundle last month), but I used to play AD&D 1E way back and I have very fond memories of the Sinister Secret of Saltmarsh.

I've currently got a level 1 Human Druid (Fyfe Holme) playing the Beginner's Bash sample adventure in another thread and I'm working on an Elven Rogue (Vall Woodshadow) using the Core rules, 25pb.

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