Interest Check: World of Greyhawk


Recruitment

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I was wondering who will be interested in playing in the World of Greyhawk setting. There are a couple of rules:

1. Have to post at least once a day. Be committed to posting once a day, please. I have to make the same commitment in my other games. Oh, and put your vitals where I can see them so I can roll initiative.

2. The setting is going to be in the Flannaess. I don't know yet. It may be Nyrond or it may be greyhawk itself. You're expected to have the Player's Guide to Greyhawk, Greyhawk: the Adventure Begins, or the Living Greyhawk gazetteer. 3e's Deities and Demigods will be helpful to those interested in playing a priest/cleric.

3. RPG Ruleset: The Pathfinder ruleset will be used. I'll be using monster encounters from the Bestiary and Bestiary 5.

4. Races: Races from the Advanced Race Guide will be allowed. Remember to use some common sense. If you have to play something exotic then we can work something out. Orcs made from the ARG won't be accepted. Orcs made from here will be.

5. Classes: Classes will be limited to those from the Pathfinder Core Rulebook and the Advanced Player's Guide.

6. Stat Generation: point buy will be used. 20 stat points.

7. Traits: 2 traits, 1 drawback.

9. Player Companions Allowed: Humans of Golarion, Gnomes of Golarion, Elves of Golarion (kinda), Orcs of Golarion, Legacy of Dragons, Blood of the Beast, Blood of Angels, Bastards of Golarion, and Kobolds of Golarion will be allowed.

Okay. So, who is interested?


Did someone say Greyhawk? I indeed am interested, good sir, even if I yet have no concept to speak of.

That being said, when I think about classics like Greyhawk, Eberron -well, it is older than Golarion so I'd say it's a classic- and such images of classical heroes wielding swords in the name of justice and asskicking come to my mind, so you can expect something along those lines.

Just to be sure, as I see Classes are restricted to two books. Are the feats restricted to two books too, or will be discussed ona case-by-case basis? What about archetypes?


EmissaryOfTheNorth wrote:

Did someone say Greyhawk? I indeed am interested, good sir, even if I yet have no concept to speak of.

That being said, when I think about classics like Greyhawk, Eberron -well, it is older than Golarion so I'd say it's a classic- and such images of classical heroes wielding swords in the name of justice and asskicking come to my mind, so you can expect something along those lines.

Just to be sure, as I see Classes are restricted to two books. Are the feats restricted to two books too, or will be discussed ona case-by-case basis? What about archetypes?

A. Archetypes are always allowed. I wanted to restrict the classes to two books, to limit people who wanted to apply with a Slayer PC. I have Slayers in both of my other campaigns: Eberron and Forgotten Realms.


Ooooo. I loves me some Greyhawk. And Pathfinder has the potential to make it pretty interesting. I'll put my brain to a concept. Hmmm... I'm already playing a dwarf and a halfling around here, what would be a nice change...

Sovereign Court

I like the world of Greyhawk setting; I might be able to come up with something interesting.


Oh! Inquisitor of St. Cuthbert. That looks like fun. I could be part of the Stars division, maintaining doctrinal purity among the faithful.


besides being greyhawk, What kind of game do you have in mind?


I'm tentatively interested.


Bill Dunn wrote:
Oh! Inquisitor of St. Cuthbert. That looks like fun. I could be part of the Stars division, maintaining doctrinal purity among the faithful.

Yup, Saint Cuthbert's Stars seem ready tailored for the Inquisitor.

Evans Luckbringer wrote:
besides being greyhawk, What kind of game do you have in mind?

Interesting question. I usually throw out interest checks without a story in mind. Hmm, I have a copy of the Temple of Elemental Evil. I might run that.

Seriously though, since the city of Greyhawk is there, I would run a dungeoneering campaign. You go to Greyhawk to resupply, and then go down a nearby dungeon for adventure. Endless possibilities without the Temple of Elemental Evil.


I will not lie, I've always wanted to play some of the old classics like temple of elemental evil or against the giants. In any case, count me interested in seeing the actual recruitment thread.

Sovereign Court

Heh, I'm currently running ToEE on these boards.


I haven't played either of those modules. Pardon me if this is a silly question, but are they combat-heavy modules?

Sovereign Court

They're both very old mods, so yes, lots of combat. Basically ToEE is a dungeon crawl that set the formula for Gygax-style games: You start in a small settlement, scour the countryside to find the dungeon, then go kill monsters there. Return with loot. Repeat.


With the old modules it is presupposed that the DM and the players will fill the Roleplay part with their own contributions.


Hmm...

...I'll admit that I'm not entirely into dungeon crawls; at least, not slow-paced ones.

Regardless, I think I'm going to submit a half-elf witch for this, if we get enough interest. :)


I'll figure out a good story, as soon as there is enough interest. :) Greyhawk wasn't designed at first to be a storyhaven of play. But there is no reason to play out an interesting story.

The Inquisitor of Saint Cuthbert might get a lot of play with the Stellaran Inquisition from time to time.


Mind if I use the Ultimate Campaign Background Generation method for my character?


I would be interested. I've had an idea for a wacky, cavalier Goblin. Would it be allowed, and if so, can Goblins of Golarion be used to supplement it? (There will be a good back story for reason to be part of it, and the goblin would still be the wacky goblin Pathfinder created.)

Sovereign Court

Also, I made a ton of Greyhawk traits and campaign traits for my TOEE game - feel free to swipe them if they strike your fancy, DM.

Traits!:

Campaign Traits
Many traits for the March Against Evil include a local contact – a character you already know or trained with. Unless you choose to build a story background that would result in a different outcome, you are assumed to be on friendly terms with your local contact. Your local contact starts with an attitude of Friendly to you, and can become Helpful with a Diplomacy check of DC 10 + the contact’s Charisma modifier.

Agent of Veluna: The Archcleric of Veluna is interested in the countryside surrounding Hommlet, not only to increase the influence of the gods of good there, but to ward against the rise of ancient evils in the region. You were tasked to serve Veluna by traveling to Hommlet to seek out and eliminate any hidden menaces that might lurk there -- again, not only to protect the people, but also to show that joining the Archclericy of Veluna would be a beneficial alliance. You gain a +1 bonus on Sense Motive checks, and that skill is treated as a class skill for you.
Prerequisite: Cannot be evil-aligned.
Local Contact: You know of Otis, a ranger based out of the seedy port of Nulb. Unlike most of the residents of Nulb, Otis is an upstanding man and an agent of good, but he maintains a cover as a low-profile blacksmith in the pirate village.

Apprentice to His Most Worshipful Mage of Hommlet: You served as an apprentice to Burne, the mage-lord of Hommlet. While Burne is quite clever, he is also prone to a bit of greed. You gain a +1 trait bonus on Appraise checks, and that skill is considered a class skill for you. Additionally, you gain a +4 trait bonus on all Spellcraft checks to identify magic items.
Local Contact: You have some connection with the mage Burne, though you may have left that connection behind if you didn’t become a magician yourself. Burne serves St. Cuthbert and takes seriously his duties as protector of Hommlet.

Barfly of Nulb: You lingered for a time in the village of Nulb, a seedy riverside locale frequented by pirates, disreputable mercenaries, and smugglers. During your time you frequented the Waterside Hostel, a rather seedy bar. Thanks to your exposure to the food and drink there, you gain a +2 trait bonus on all saving throws against poison. Additionally, your contact taught you some of the ins and outs of poison; you gain the Poison Use class ability, which allows you to apply poison to weapons without risk of poisoning yourself.
Prerequisite: Cannot be good-aligned.
Local Contact: You are familiar with the bartender of the Waterside Hostel, a half-orc by the name of Wat. You also know that Wat is actually an assassin by trade, who simply tends bar to make ends meet between jobs. Wat can acquire poisons or special training for you in the assassin’s arts.

Bouncer for Nulb: You worked for a short time as a bouncer at the Waterside Hostel in Nulb. This is a rough and rowdy place full of pirates and mercenaries, and the owner, Dick Rentsch, paid you (poorly) to help roust the ones that got too drunk or violent (mostly, though, those who didn’t pay their tabs). You were in a lot of bar fights, which helped you become resistant to the blows of the combatants. You gain DR 1/lethal, so attacks that inflict nonlethal damage (like most unarmed strikes) inflict less damage on you; if you have DR from other sources, this stacks. Additionally, you gain a +1 trait bonus to Perception and Sense Motive checks, and one of these skills (your choice) is always a class skill for you.
Local Contact: You are acquainted with Dick Rentsch, the owner of the Waterside Hostel. Dick is a skinflint and a swashbuckler of some skill, but he also has an ear to the local business and movements of various groups in the area. Rentsch can provide you with reasonably safe accommodations in Nulb.

Burne’s Badger: You were once a brigand, but the mage Burne and his companion Rufus defeated you and your associates in battle. Instead of killing you, they offered you clemency if you would come work for them as men-at-arms, and you accepted. Thanks to your drills and your hard life on the road, you gain a +1 trait bonus to Survival checks, and this skill is considered a class skill for you. You also gain proficiency with light armor (if you do not already have it) and the ability to use siege engines.
Local Contact: You worked for quite a while with the captain of the Badgers, even before the group turned legitimate. As a member of Burne’s Badgers, you were a man-at-arms under his command; now, though you’ve been released to pursue your own interests, you can count (to a small degree) on your former squadmates for assistance if a dangerous situation arises.

Convert of the Canon: You are a member of the new Church of St. Cuthbert, the patron of dedication and zeal, in Hommlet. You keep a copy of St. Cuthbert and Common Sense handy to help you with simple parables about day-to-day life, and you use common sense and straightforward homilies to guide your actions. Because of the stout head you’ve gained from having common sense pounded into you (“thick heads are not made of glass”), you gain a +1 trait bonus on all Will saves.
Prerequisite: Must be lawful good, lawful neutral, or neutral good alignment.
Local Contact: You are acquainted with the Canon Terjon, who serves as the local priest of St. Cuthbert in the village of Hommlet. Terjon is very eager to make new converts and to expand the flock in the village.

Disciple of the Old Grove: You studied the ways of the Old Faith and of devotion to nature, and you have been part of the congregation in Hommlet. Even if you aren’t a vested druid, your experience with the druidic tradition has given you an appreciation for the rural lifestyle of villages and hamlets where people live close to the land. You gain a +1 trait bonus to Knowledge (local) and Knowledge (nature) checks, and one of these skills (your choice) is considered a class skill for you. Additionally, you may choose Druidic as a bonus language.
Prerequisite: You must be at least partially neutral in alignment (neutral good, lawful neutral, chaotic neutral, neutral evil, or true neutral).
Local Contact: You know of Jaroo Ashstaff, the druidic keeper of the grove of Hommlet. Jaroo is a local religious leader and provides healing and guidance for that small community.

Expatriate of Elemental Evil: You were once part of the cult of Elemental Evil, but you fled the organization. Now you know too much and the cult wants you dead. Being on the run means you gain a +1 trait bonus to Bluff and Disguise skill checks, and one of these skills (your choice) is a class skill for you. In addition, you can automatically recognize symbols related to the cult of Elemental Evil – amulets, sigils, tomes, robes, and so on – with no roll.
Local Contact: You don’t have a local friend in Hommlet or Nulb, but you do know that the cult has agents in both villages. The DM will alert you if you recognize someone as an agent of the Temple (but beware, that person may recognize you too!). Agents of the Temple who recognize you and aren’t convinced otherwise (typically via Bluff or Intimidation) will be Hostile to you.

Giantslayer: While even a lone hill giant or ogre is too much for a novice adventurer, sometimes village militias organize with the goal of hunting down and eliminating a marauding giant that plagues a local region. From such a hunting party you learned a few tricks for tracking and fighting giants. You gain a +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against giants, and a +1 trait bonus on weapon attack and damage rolls against them. You may make Knowledge skill checks untrained when attempting to identify giants.
Local Contact: In one of your giant-hunting forays you worked with Elmo, a skilled ranger who taught you a few of his tricks. Elmo is a resident of Hommlet, but while in town he generally pretends to be a simple man-at-arms and drunkard, primarily so that people won’t bother him.
Special: If you have a favored enemy bonus against giants, this bonus stacks with it. By itself this trait does not qualify as a favored enemy bonus for the purposes of meeting prerequisites for feats, prestige classes, and other abilities.

Hommlet Militia: You served in the militia of Hommlet for a short time. Though Hommlet is generally a peaceful village, the villagers do have a local militia for protection, and the arrival and construction of a tower by a mage and his associate have brought along several men-at-arms. You gain proficiency with the spear and shortsword, and when you use the Aid Another action to assist a companion’s attacks or Armor Class, you grant a +4 bonus instead of +2. (Treat the extra +2 as a trait bonus, so it doesn’t stack with other traits that improve your Aid Another action.)
Local Contact: You trained under Hroth Renton, the elderly captain of the militia. Hroth is a retired soldier and farmer living in Hommlet; most outsiders do not know that he is also the militia captain.

Patron of the Welcome Wench: You’ve stayed many times at the Inn of the Welcome Wench in Hommlet, and it’s practically a second home to you. You’ve learned to read people in much the same way as the proprietor, who “talks much but says little.” You gain a +1 trait bonus on Diplomacy and Sense Motive skill checks, and one of these (your choice) is a class skill for you. Your trait bonus on Diplomacy checks improves to +4 when gathering information in Hommlet.
Local Contact: You are acquainted with Ostler Gundigoot, who runs the Inn of the Welcome Wench. Though the inn is expensive (as it’s the only inn for miles around Hommlet), your connection means that you can usually get a good deal, even when it’s busy.

Scarlet Lamp: You worked for a little while in the Waterside Hostel in Nulb, alongside a pair of the wenches who parted sailors from their coin by flirting or the promise of other pleasures. Whether you simply teased or actually seduced, you learned several tricks to make the best use of your talents in order to catch people off-guard. You gain a +1 trait bonus to any Charisma-based check against a creature that is or could be sexually attracted to you, and a +2 trait bonus to saving throws against disease.
Local Contact: You worked in tandem with Dala and Pearl, a pair of cutpurses and salacious ladies who also happen to be the lovers of the owner and barman of the Waterside Hostel, respectively. Both are skilled seductresses and thieves.

Velverdyva River Runner: Whether as a pirate, a merchant, or a smuggler, you’ve been up and down the Velverdyva river, with many a stop in the seedy village of Nulb. There you’ve made the acquaintance of some of the river pirates, and perhaps engaged in a few brawls. You gain a +1 trait bonus on Profession (boating) and Swim skill checks, and one of these (your choice) is a class skill for you. You also gain a +1 trait bonus on all attack rolls made with attacks of opportunity.
Local Contact: You are acquainted with Tolub, the leader of a crew of river pirates in Nulb. While Tolub is an evil man and his crew are all scalawags, they can sometimes be convinced to move cargo or passengers along the river if there are treasures to be had. Though they are not experienced fighters, the crew does number in the dozens.

Verbobonc Townsman: You lived for a time in Verbobonc, a viscounty and free town. There you encountered some of the local notables, and you learned to navigate the delicate politics of Verbobonc’s fealty to Veluna, its relations with neighboring Furyondy, and its allegiance with the gnomes of the Kron Hills. You gain a +1 trait bonus on Diplomacy and Knowledge (geography) skills, and one of these (your choice) is a class skill for you. Additionally, add Gnomish to your choices of bonus languages.
Local Contact: You previously met Rufus, a stalwart fighter who serves as an agent of Verbobonc. He is tasked with helping to construct the keep at Hommlet. Rufus leads a squad of men-at-arms now, and is also overall commander of the forces of Hommlet (he works with the militia captain when the need arises).

Wagoneer: You’ve done some work off and on as a caravan driver or working with horses on wagon teams. You gain a +1 bonus to Handle Animal and Ride checks, and one of these skills (your choice) is a class skill for you.
Local Contact: You are familiar with Carter, the teamster of Hommlet. Carter is a fairly recent arrival to town, but he is a member of the congregation of St. Cuthbert. Since he rents out his wagons for travel and caravan work, he is familiar with the landscape around Hommlet for many miles in each direction. He can also supply you with a cart, wagon, or team of horses at a discounted rate.

Religion Traits
Remember that to acquire and retain a religious trait, you must be an adherent of the religion in question. This means that certain alignment and behavioral restrictions may apply.

Balance of Magic (Boccob): You have the scrivening knowledge of Boccob, the uncaring god of magic. You gain a +1 trait bonus to Linguistics and Use Magic Device checks, and one of these (your choice) is a class skill for you.

Black Lotus (Xan Yae): As a student of the Baklunish god of shadows, stealth and mental power, you seek to understand inner mysteries. You count as having psionic ability for the purposes of choosing psionic feats, even if you do not have any psionic power points. You may use the falchion as a one-handed weapon. Note that this does not grant falchion proficiency, if you do not already have it.

Blinding Light (Pholtus): You are an unbending follower of Pholtus, the Oeridian god of law and resolution. All spells or powers that you use with the [light] descriptor are cast at +1 caster level. You gain a +2 bonus to saving throws against any magical power from a Chaotic creature.

Divine Moneychanger (Zilchus): Like the Oeridian god of prestige and money, you lead an orderly, prosperous life. You gain a +1 bonus to Appraise skill checks, and that skill is a class skill for you. Once per month you may make a single purchase at 90% of cost.

Far Wanderer (Fharlanghn): Inspired by the gray wanderer, you’ve traveled many a road. You gain a +1 trait bonus to Knowledge (geography) checks, and this is a class skill for you. Any group that you are with, up to a total of a dozen people, travels 25% faster overland.

Fatespinner (Istus): You have learned to glimpse the future held in the skein of Istus, the Baklunish goddess of fate. You gain a +2 trait bonus to your effective caster level with all spells of the Divination school.

Fireskull (Wee Jas): You venerate the Suel goddess of death, necromancy, and vanity. Add +1 caster level as a trait bonus when casting any necromancy spell.

Galvanic Champion (Heironeous): As a devotee of the Oeridian god Heironeous the Invincible, you wield the weapons of a champion with a spark of his divine power. You gain electrical resistance 1. When using a longsword or battleaxe, you may choose to inflict +1 electrical damage as a trait bonus.

Green Mother (Beory): Having studied the distant and enigmatic ways of the Flan goddess Beory, you have become in tune with the wilderness. You gain a +1 trait bonus to all Knowledge (nature) and Survival checks, and one of these skills (your choice) is a class skill for you. Wild animals start with an Indifferent reaction to you.

Hill Dweller (Ulaa): Brought up in the ways of Ulaa, the goddess of hills, mountains, and gemstones, you have learned much about these topics. You gain a +1 trait bonus to Appraise checks, and this is considered a class skill for you. You do not have to make Acrobatics or Climb checks when moving on slopes up to 45 degrees. When you use any kind of pick against an inanimate object, you ignore up to five points of the object’s hardness.

Laughing Rogue (Olidammara): You have a zest for life, exemplified in your association with the reveling rogue of the gods. You gain a +1 trait bonus on all Bluff and Perform skill checks, and one of these skills (your choice) is a class skill for you. You gain a +4 trait bonus to all saving throws against intoxication effects.

Liberty’s Voice (Tritherion): You believe in the value of true personal freedom for all beings, and your dedication to Tritherion’s cause gives you the strength to break all bonds and find retribution for all wrongs. You gain a +1 trait bonus to Escape Artist skill checks, and this is a class skill for you. You gain a +2 trait bonus to all checks made to burst bonds, cell doors, locked portals, and the like. (This bonus does not apply to containers unless a creature is bound inside.) You also gain a +1 trait bonus on damage rolls when you make an attack of opportunity.

Mad Visions (Ralishaz): You have been cursed by Ralishaz, the god of misfortune, but even in his curse there is some kind of twisted blessing. You gain a +4 trait bonus to saving throws against madness and confusion effects. Whenever you cast a spell that grants a penalty to attack rolls, damage, armor class, or saving throws to enemies, you gain a +1 trait bonus to the magnitude of the penalty -- for instance, if you cast a prayer spell, enemies affected by the spell suffer a -2 penalty to their attack rolls, damage, and saving throws, instead of -1.

Magical Technologist (Murlynd): Having crossed the path of the eccentric and enigmatic hero-priests of Murlynd, you have gained access to a few of their secrets. This trait unlocks access to firearms and all associated traits, classes, feats, equipment, and features of that type, though you must still meet any other requirements as usual. If you are carrying a firearm and you visibly display a holy symbol of Murlynd, you gain a +4 trait bonus to Intimidate checks against Chaotic creatures.
Note: Firearms generally do not function in the world of Greyhawk. Without this trait or a similar feature, black powder and firearms are nonfunctional.

Ocean Master (Procan): Like the Oeridian god of the oceanic depths, you follow the currents and tides wherever they take you. You suffer only half the usual penalties for fighting underwater. You can hold your breath twice as long as normal.

Plague Bearer (Incabulous): You bear the marks of the god of disease and disaster. Choose one disease, such as filth fever; you are immune to that disease. You gain a +4 trait bonus on Fortitude saving throws to resist the effects of starvation.

Radiant Servant (Pelor): You are a warden against the undead and a chosen guardian of the Oeridian god of the sun, Pelor. You gain a +1 trait bonus to the save DC to resist your Channel Energy abilities, if you have any. You additionally gain a +2 trait bonus to all saving throws against negative energy attacks, spells, powers, and abilities.

Six Arms of War (Hextor): You relish the flow of blood and the chaos of battle as exulted by the Oeridian god of tyranny, conflict, and discord. You gain proficiency with the spiked gauntlet. Reduce your penalties for fighting with two weapons by 1.

Skull and Staff (Nerull): As a servant of the Suloise god of murder, you are an enemy of all life. You gain the ability to use the bleed cantrip at will (caster level equals your character level). You additionally gain a +1 trait bonus to your caster level when using any death effect or necromantic spell that causes damage.

Slaughterer of the Innocent (Erythnul): You revel in the carnage and bloodshed of senseless slaughter. Whenever you kill an opponent that was already dying, you gain a +1 trait bonus to damage for all of your attacks (mundane or magical) until the end of your next round.

Star and Cudgel (St. Cuthbert): As a follower of St. Cuthbert of the Cudgel, you have no time for shenanigans and malarkey. You gain a +4 trait bonus to saving throws against all mind-affecting powers and spells except those cast by another devotee of St. Cuthbert.

Star Wanderer (Celestian): From the wanderings of Celestian you have learned about the heavenly spheres and distant places beyond the rim of the world. You gain a +1 trait bonus to Knowledge (planes) checks, and this is a class skill for you. You gain a +4 trait bonus to saving throws against exposure to cold and vacuum.

Strong Arm (Kord): You are a boisterous follower of the Suel god of strength and athleticism. You gain a +2 trait bonus on all opposed tests of Strength, such as bull rush checks. You gain a +1 trait bonus to either Climb or Swim checks, and the skill that you chose counts as a class skill for you. (Note that unlike many traits that grant bonuses to two skills, this trait grants a bonus only to one or the other, but you always get the bonus to Strength opposed checks as well.)

Thrice-Kissed (Myhriss): As a devotee of the Flan goddess of love and beauty, you feel that love can cure the ills of the world. You gain a +1 trait bonus on Charisma-based skill checks and a +2 trait bonus on the disarm combat maneuver.

Time and Tedium (Lendor): You pay homage to the Suel god of time, eternity, and patience. You always have a sense of absolute time: You can tell exactly how much time has passed at any moment and can always tell the exact time of day for your location. Choose one Knowledge skill. You gain a +1 trait bonus on that skill, and it is a class skill for you.

Unicorn’s Friend (Ehlonna/Ehlenestra): You love the green of the forests and the magical creatures that dwell therein, as exemplified by the unicorn, symbol of Ehlonna (or Ehlenestra, as the elves call her). You gain Sylvan as a bonus language. You may use any spear group weapon with which you are proficient (per the fighter class’s weapon groups) to deliver any spell that heals hit point damage, cures ability damage or fatigue, slows or neutralizes poison, or removes disease, and you may perform the somatic components necessary for any such spell while wielding any weapon of this type. When you deliver a spell in this fashion you use the spear as if making the normal touch of the spell -- that is, against a friendly target, you do not need to make an attack roll and you do not inflict damage; conversely, if casting a healing spell against an undead enemy, you may either make a touch attack with the weapon to inflict only the spell damage, or make a normal attack with the weapon to inflict both the spell damage and the weapon damage. If you have the Lay on Hands feature, you may similarly deliver this power through a spear group weapon.

Spear Weapon Group
Amentum, boar spear, chain spear, elven branched spear, javelin, harpoon, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, tiger fork, trident, and weighted spear.
Combat Traits
Familiar Weapon Training: Although not a warrior, you have learned to use one of the unusual weapons favored by your culture. Choose one weapon with which you gain weapon familiarity, such as an elf with an elven curve blade. You automatically gain proficiency with that weapon, even if you do not normally have proficiency with martial weapons.

Martial Dabbler: You dabbled in the study of martial adept maneuvers and have scratched the surface of that discipline. Choose one first-level martial maneuver (from the Book of Nine Swords). You gain that maneuver, usable once per day. If you already have or gain the ability to use martial maneuvers, you add this to your list of known and readied maneuvers and it uses the same refresh mechanic as your other maneuvers. Note that unlike the Martial Study feat, this trait only grants you a first-level maneuver, regardless of your level when you gain this trait.
Faith Traits
Ancient Ways: You keep faith in old, traditional values of your religion. You gain a +1 trait bonus on Knowledge (religion) and Knowledge (history) checks, and one of these skills (your choice) is a class skill for you. You gain a +4 bonus to checks made to influence the reactions of people of the same faith as yours.

Relic Hunter: You spent several months, or possibly even years, searching for lost religious treasures and scattered pieces from old temples. You gain the trapfinding ability (as the rogue class feature, but without the level-based bonus). You gain a +1 trait bonus to Disable Device, and that skill is a class skill for you.
Magic Traits
Classical Student of Celene: You have studied the ancient ways of blending magic and swordplay in the elven tradition of old. You count both the fighter and the wizard as favored classes. You ignore up to 5% of the arcane spell failure caused by your armor and shield. If you gain the Arcane Armor Training feat or any of its later chained feats, you do not need to use a swift action to gain its benefits, and the bonus stacks with your trait bonus.
Prerequisite: Elf or half-elf.

Glyph Arcanist: After a nasty run-in with a glyph trap, you learned to recognize that kind of brutal magic at a glance. You can recognize and disable magical traps with the Disable Device skill, as if you had the Trapfinding class feature of a rogue (but without the level-based bonus to skill). Once per day you may cast erase as an arcane spell (caster level equal to your character level, DC based on your Intelligence, subject to arcane spell failure).

Master of Petty Battle Magics: You’ve learned to focus your cantrips in order to make them marginally more dangerous. A cantrip is still just a cantrip, but you can make yours a little more deadly than usual, so you never quite run out of magic for combat. When you cast a cantrip that inflicts damage, you gain a +1 trait bonus to the damage.
Prerequisite: Able to cast cantrips.
Social Traits
Prestigious Training: Though you are still a relatively unseasoned adventurer, you have gained the rudiments of training and patronage for a special path. Choose one prestige class. You need not have levels in the class at the time that you choose this trait. You treat that class as a favored class, even though prestige classes usually can’t be selected as favored classes. You may ignore one skill requirement of 5 or fewer ranks for that class. For instance, if you chose the Mystic Theurge prestige class, you could choose to ignore the requirement of 3 ranks of Knowledge (religion). If you ignore a skill requirement, you must still have a level at least equal to the minimum requirement (that is, if a class normally is barred from entry based on 5 ranks of a skill, you must still be at least level 5, even if you ignore the skill requirement).

Tradesperson: Though adventuring is your bread and butter now, you learned a skilled trade or bit of scholarship in your youth and you’ve kept that skill well-honed. Choose one Background skill. You automatically have a number of ranks in that chosen skill equal to your character level.
If you already had ranks in the chosen skill, you may reallocate those ranks to other Background skills.

Trapper: You have long experience with using traps in your trade, whether as a fur-hunter, for collecting meat, or as a hunter of foes that walk on two legs. You gain a +1 trait bonus to Disable Device and Perception skill checks, and one of these (your choice) is a class skill for you.


Well, there is indeed an Interest in this Interest Thread.

I will follow with a couple questions which are pretty much obligatory to me, as my homegroup with which I started playing eight years ago uses 3.5 edition mixed with Pathfinder, but we keep the old and nice Pantheon.

So here comes the first question: how do you feel regarding 3.5's Prestige Classes? I mean the ones that are flavourful and linked to Greyhawk's deities and lore (Shining Blade of Heironeus, Radiant Servant of Pelor or Suloise Arcanamach come to my mind for example).

The second would be: will we be using the simplest subgroup of Greyhawk's deities or the full spectrum of Deities? There are some minor or even only recently ascended members of other cults that are real nice, like Mayaheine -a Paladin of Pelor who was ascended to be a demi-goddess of Chivalry, Knights and Righteous Justice. So basically the deity on which Paizo's based Iomedae. She is even called the Inheritor as well.-

Third one and, unless I come up with another as I write this, last one: Dragonborns of Bahamuth. I would understand their race/template/whatever isn't available from the start. But could a devout warrior of the Platinum Dragon aspire to be transformed later in the game into his God's favourite tool against evil?

Oh, it seems like there is another question: will you turn this thread into the Recruitment thread or create a new one when the time comes?


Dragoncat wrote:
Mind if I use the Ultimate Campaign Background Generation method for my character?

Yes, you may.

Blue Drake wrote:
I would be interested. I've had an idea for a wacky, cavalier Goblin. Would it be allowed, and if so, can Goblins of Golarion be used to supplement it? (There will be a good back story for reason to be part of it, and the goblin would still be the wacky goblin Pathfinder created.)

That is certainly exotic. Feel free to pm me.

Jesse Heinig wrote:
Also, I made a ton of Greyhawk traits and campaign traits for my TOEE game - feel free to swipe them if they strike your fancy, DM.

Thank you.

EmissaryOfTheNorth wrote:

Well, there is indeed an Interest in this Interest Thread.

I will follow with a couple questions which are pretty much obligatory to me, as my homegroup with which I started playing eight years ago uses 3.5 edition mixed with Pathfinder, but we keep the old and nice Pantheon.

So here comes the first question: how do you feel regarding 3.5's Prestige Classes? I mean the ones that are flavourful and linked to Greyhawk's deities and lore (Shining Blade of Heironeus, Radiant Servant of Pelor or Suloise Arcanamach come to my mind for example).

Good question. I have only Complete Arcane and Complete Warrior. And it's been a while since I opened up Complete Arcane (I have two copies). I'll answer this question when the time is right. I've got a surprise in the works regarding this question.

Quote:
The second would be: will we be using the simplest subgroup of Greyhawk's deities or the full spectrum of Deities? There are some minor or even only recently ascended members of other cults that are real nice, like Mayaheine -a Paladin of Pelor who was ascended to be a demi-goddess of Chivalry, Knights and Righteous Justice. So basically the deity on which Paizo's based Iomedae. She is even called the Inheritor as well.-

All of these are in the Living Greyhawk Gazetteer, I believe. With the exception of the hero deities, of course. I lost the list of them when my books went into storage.

Third one and, unless I come up with another as I write this, last one: Dragonborns of Bahamut. I would understand their race/template/whatever isn't available from the start. But could a devout warrior of the Platinum Dragon aspire to be transformed later in the game into his God's favourite tool against evil?
You don't want to play one from the start, a dragonborn I mean?

Quote:
Oh, it seems like there is another question: will you turn this thread into the Recruitment thread or create a new one when the time comes?

Yes, This will be the recruitment thread.


Regarding prestige classes - I can take them or leave them. I've never been that big a fan of them and PF offers so many ongoing benefits of sticking to a class that I rarely give them a second thought.

I like the full spectrum of Greyhawk gods, but I can understand not everybody being familiar with them. Some are pretty obscure.

I have no opinion on dragonborn either. If you're OK with them, I don't mind. I'm not interested in playing one but wouldn't complain if someone else was.


Well, I didn't want to be cheeky and outright ask for it but if there's ever a chance to play the honorable, charismatic and big lizard I try to take it.

Just for background purposes, Dragonborn will be their own race -a la 5e, 4e and such- or the strange cocoon transmuted by Bahamuth from 3.5?

Also, Complete Warrior and Complete Arcane? In physical copy? You sir have good taste and a couple of winters under your beard/lady beard.

And to finish, our scientist report Interest keeps growing high at an ashtounding rate. Only Pelor knows how high will it grow.


EmissaryOfTheNorth wrote:

Well, I didn't want to be cheeky and outright ask for it but if there's ever a chance to play the honorable, charismatic and big lizard I try to take it.

Just for background purposes, Dragonborn will be their own race -a la 5e, 4e and such- or the strange cocoon transmuted by Bahamuth from 3.5?

Own race. I didn't care for the transmutation in Races of the Dragon.

Quote:


Also, Complete Warrior and Complete Arcane? In physical copy? You sir have good taste and a couple of winters under your beard/lady beard.

Well . . . I only have Complete Arcane in physical.

Quote:


And to finish, our scientist report Interest keeps growing high at an ashtounding rate. Only Pelor knows how high will it grow.

Astonishing it must be.


Jesse Heinig wrote:
Also, I made a ton of Greyhawk traits and campaign traits for my TOEE game - feel free to swipe them if they strike your fancy, DM.

Over-achieving as usual I see, Jesse. ;)

It's been a long while since I've done anything with Greyhawk. Count me among the interested should this become a full blown recruitment thread. My submission would mostly likely be some sort of warrior - (eventually) heavily armored type.


Talomyr wrote:
Jesse Heinig wrote:
Also, I made a ton of Greyhawk traits and campaign traits for my TOEE game - feel free to swipe them if they strike your fancy, DM.

Over-achieving as usual I see, Jesse. ;)

It's been a long while since I've done anything with Greyhawk. Count me among the interested should this become a full blown recruitment thread. My submission would mostly likely be some sort of warrior - (eventually) heavily armored type.

A heavily armored type. And Jesse is stoked. :)


I have a few questions regarding the world of Greyhawk:

1) Does the Sultanate of Zeif practice slavery?
2) Does the Sultanate of Zeif have magic schools for mages?

Sovereign Court

I'm not really sure what I would play. Maybe a half-orc fighter/rogue. Maybe... I dunno really. I need to give it some thought and find something that really grabs me.

In addition to running ToEE here, I'm also playing in another Greyhawk game (currently going through Against the Cult of the Reptile God), where I'm playing a swashbuckler. So... dunno. I'm inclined to go with something more along the "grungy" lines of early Greyhawk's low fantasy vibe, but I'm just not sure yet what form that will take.


Dragoncat wrote:

I have a few questions regarding the world of Greyhawk:

1) Does the Sultanate of Zeif practice slavery?
2) Does the Sultanate of Zeif have magic schools for mages?

A1. Looks like they do. A sultan can have a harem; so can Emirs and Wazirs. Some of these can come from slavers such as the Slave Lords.

A2. Based on what I've read so far (The Player's Guide to Zeif) they might have magic schools. The Baklunish under the Sultanate live sedentary lives, and the others live as Bedouins of the southern scrublands. It's the sedentary agricultural Baklunish that have magic schools for mages. So I'll tend to say yes here.

Sovereign Court

Perhaps worth noting, the Baklunish do have a long magical history and tradition in the World of Greyhawk; they got into a war with the Suloise, and the two empires wrecked each other with the Rain of Colorless Fire and the Invoked Devastation. The specifics of those spells were never developed, but they were definitely magical. (Gygax, while he was alive, stated that he was not going to flesh out specific details about the Twin Cataclysms.)


Thanks for the reply. Working on my character's background now.


Jesse Heinig wrote:
Perhaps worth noting, the Baklunish do have a long magical history and tradition in the World of Greyhawk; they got into a war with the Suloise, and the two empires wrecked each other with the Rain of Colorless Fire and the Invoked Devastation. The specifics of those spells were never developed, but they were definitely magical. (Gygax, while he was alive, stated that he was not going to flesh out specific details about the Twin Cataclysms.)

That's up to individual GM/DMs to work out, I take it.

Sovereign Court

Yep. It's mostly ancient history so it's unlikely to come up unless your campaign focuses on it, of course. Kinda like the specifics of what actually happened between Vecna and Kas. :)

Batting around an idea for a Scarlet Brotherhood expatriate, but I'm not sold on it fully yet. Will keep thinking...


Jesse Heinig wrote:

Yep. It's mostly ancient history so it's unlikely to come up unless your campaign focuses on it, of course. Kinda like the specifics of what actually happened between Vecna and Kas. :)

Batting around an idea for a Scarlet Brotherhood expatriate, but I'm not sold on it fully yet. Will keep thinking...

Neat. I can't wait to see what you come up with.


Are we allowed to use Background Skills, GM?


Dragoncat wrote:
Are we allowed to use Background Skills, GM?

you can use them.


i currently run two threads of Greyhawk games via PbP set before the Greyhawk wars. Brings back many memories. Have fun.


qwerty1971 wrote:
i currently run two threads of Greyhawk games via PbP set before the Greyhawk wars. Brings back many memories. Have fun.

Thank you, qwerty. That was much appreciated!


Are you requiring a drawback or is taking a drawback optional?


Bill Dunn wrote:
Are you requiring a drawback or is taking a drawback optional?

It's optional.

Dark Archive

Greyhawk. Its been a long time since I've heard that name...

I played the Living Greyhawk game for the 7+ years it ran and its was hands down my favorite setting in my many years of gaming. Count me in for sure. My character will vary based on where we start. If in Nyrond I'd more likely be a noble born knight type. But in Greyhawk I would more likely be a wizard or fighter or rogue.


Skorn wrote:

Greyhawk. Its been a long time since I've heard that name...

I played the Living Greyhawk game for the 7+ years it ran and its was hands down my favorite setting in my many years of gaming. Count me in for sure. My character will vary based on where we start. If in Nyrond I'd more likely be a noble born knight type. But in Greyhawk I would more likely be a wizard or fighter or rogue.

Neat. :) Well, I think it's almost time to turn this into a regular recruiting thread.


My witch is almost ready. :)


Actually, how much starting gold do we get?


Dragoncat wrote:
Actually, how much starting gold do we get?

Roll for it.


Alrighty then.

Witch GP: 3d6 ⇒ (5, 5, 6) = 16 x 10 = 160 GP


So, level 1 I assume.


Evans Luckbringer wrote:
So, level 1 I assume.

Yes. Because I don't know how they are going to do Starfinder on these boards in eight months. As much as I would love to link this campaign to Starfinder. ;)


Everyone, an Official recruitment thread is here.

Sovereign Court

Would you like me to repost the traits on your official recruitment thread?

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