Interest level in a Greyhawk Campaign


Recruitment

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ALLENDM: Do you have any strong feelings regarding animal companions? I know some folks don't like the added clutter.


The Tick in the Barrel wrote:
ALLENDM: Do you have any strong feelings regarding animal companions? I know some folks don't like the added clutter.

I have no issue with animal companions or summonings as long as the player does the ground work on stats.

For example if you a wolf companion make sure you have stats on the wolf ready to go.

For summoning spells pick a few creatures you like to summon and have the stats ready to go ahead of time. I can check them if needed. Makes it easy for everyone.

SD


Thanks for your quick response! I have another question, as I want to be sure I understand the house rules correctly. Regarding racial traits:

ALLENDM wrote:
The core racial traits stay put. You can add two more in the alternate racial traits.

When choosing the 2 bonus alternate racial traits do we still follow the stated replacement procedure listed in the house rules doc, or do we ignore this and simply add them on to all the existing/default ones?

Example: The Hill Dwarf alternate racial trait Saltbeard states that it replaces defensive training, hatred, and stonecunning. If chosen does the character gain Saltbeard and lose defensive training, hatred, and stonecunning, or do they keep all these and simply add Saltbeard?

Thanks!


Those two are in addition to the standard traits. Unless there is a * and that trait counts as two.

Just a side note only PC’s and key NPC’s get those additional traits.

If something states replaces I need to remove it. I thought I removed all those but will review and remove.

Thanks,

SD


Again, thanks for the quick response and for the clarification.

Given the amount of text between all the docs and the speed with which you provided them, I would be shocked if there were no editing oversights ;)


As a reference for us all, I've compiled an unofficial list of current character submissions and stated ideas in the works. Format is player name - character profile - character race and class. I've provided links where I can; for possible characters without separate aliases I've linked to the player's post in this thread.

Character profile submissions:

  • Oceanshieldwolf - Naia Temlow - human fighter
  • Me'mori - Edan Crosier - cleric of Berna
  • mishima - Reuleaux - gnome unchained rogue (eldritch scoundrel)

    Characters folks are thinking about:

  • hustonj - possible wood elf slayer
  • Daniel Stewart - possible Druid of Beory
  • Jovich- Cerilis Silvertree - possible adjustment to character profile for submission (class unknown)
  • Salacious Crumb - possible elf rogue
  • Jesse Heineg - possible human bard (a traveler coming to town) or half-elf cleric/mage type (a local scholar)
  • Groundhog - possible dwarf inquisitor
  • Xunal - possible half-orc bloodrager or half-elf magus
  • Tharasiph - possible wood elf ranger
  • The Tick in the Barrel - possible half-orc hunter or a wizard of undecided race
  • Apologies if I left anybody out; if I did, let me know! I'll try to update every few days throughout recruitment.


    Thanks to Tick in the Barrel for catching some errors in the House Rules Doc. I have corrected the doc and republished it.

    Also big thanks for posting that Character list.

    SD


    Hmmm . . .. Check. Encouraging class dipping over class dedication. Different styles of play. Processing . . ..

    Edit:

    Considering a Divine Marksman Ranger now. The choices seem to be of Ehlonna or Phaulkon, but Ehlonna seems the far more appropriate choice thrice over (at a minimum). Forest home. Olven. Longsword as an alternate weapon.

    But the write-up says no archetypes without approval, so . . ..


    hustonj wrote:

    Hmmm . . .. Check. Encouraging class dipping over class dedication. Different styles of play. Processing . . ..

    Edit:

    Considering a Divine Marksman Ranger now. The choices seem to be of Ehlonna or Phaulkon, but Ehlonna seems the far more appropriate choice thrice over (at a minimum). Forest home. Olven. Longsword as an alternate weapon.

    But the write-up says no archetypes without approval, so . . ..

    Sounds good Hustonj. So a Divine Marksman Ranger of Ehlonna; I like it.

    SD

    P.S. I would clarify and say I prefer dipping/multiclassing the core classes over the hybrid classes...to be more specific :)


    ALLENDM wrote:
    Naia Temlow wrote:

    This is Oceanshieldwolf's submission-in-progress, Naia Temlow of Saltmarsh, a cousin of the Stoutly family.

    @AllenDM - in Money and Equipment does a Fighter buy armor and any auxiliary weapons out of the 75 gp equipment pool? And other weapons up to 40 gp worth?

    Looks good. The only thing I see missing is the DR1/- on the Buckler and the addition of the Wound Threshold stats on the HP info.

    I like the Harpoon...

    SD

    Thanks for looking it over. Added those two to the appropriate fields.

    I like the Harpoon too, except for it weighing 16 lbs.,!!!


    Languages. Two documents that don't say quite the same things.

    Language document says character starts with Olvish (Spoken rank 3) and "Common" (spoken rank 2), and gets 1+(Int bonusx2) additional ranks to spend on the languages listed for the race. So, for my guy as currently being built, that's 7 points!

    In Keoland, the most common human tongue is Keoish, but the "common tongue" is still Aerdi. The langauges document suggests that my 2 rank spoken language should be Keoish, because it declares that PCs not in an Aerdi-speaking area get Aerdi spoken rank 1.

    So, a PC elf from Keoland starts with 6 ranks total in 3 spoken languages.

    There is no indication of ranks in written language.

    Each of his bonus points can be spent purchasing a spoken rank (maximum value is 3) or reading in any language on the racial language list. So, my elf would end up with 13 ranks to divide between spoken and written languages (6 racial and 7 bonus from int). So, for instance (thinking process, not final) Olvish [RS3][BW], Keoish [RS2], Aerdi [RS1][BW], Sylvan [BS2], Celestial [BS1], Goblin [BS1], Orc [BS1] would be a correct expenditure of the racial and intelligence language points.

    The skills document where it talks about languages skips the whole ranks of spoken thing . . .. But trying to combine the two . . ..

    A rank of linguistics in a language improves your spoken rank by 1 and gets you reading that language. So, if I took my 2 background ranks and put them both into Linguisitcs, I could improve to Keoish [R/LS3W] and Celestial [B/LS2W], or I could add something not on my racial list at all, say Flan [LS1W]?

    Trying to make sure I understand the process identified across the documents, and hoping I didn't miss a third reference.

    You already know this, but you've got a LOT of material in those documents forming quite a barrier for entry . . ..


    The language doc is just a reference on the various languages in Greyhawk. You can ignore any reference to rules in it. The house rules have the info on languages. It handles how to handle spoken and literate. Any ranks in linguistics give you both in the language selected.

    The other doc just has a good layout of all the various languages for the campaign.

    In Keoland, Keoish is the norm as is common.

    SD


    So would it make more sense someone on the merchant caravan background would have Aerdi compared to Keoish?


    Keoish is the most common tongue in this area (Sheldomar Valley). It has more people speaking it in this region than common. So I would go with Keoish... Aerdi (common) is really spoken in abundance in the east (Great Kingdoms).

    Having both would not hurt but I would go with Keoish. Keoish, Aerdi (common), Elvish, Gnomish, and Halfling are the languages you will see the most. Wagonfolk in this region speak Keoish and their native tongue (when they don't want you to know what they are saying).

    SD


    I have a character idea that doesn't quite fit into the mold of any current classes/archetypes, so I have a proposed new archetype. So as not to build a wall o' text I've spoilered my ideas below.

    My character idea:
    My current character concept is a half-orc who stowed away on a merchant caravan as a child (maybe 5-6 years old), was discovered when the caravan was at/near Saltmarsh and was abandoned there. He began living in the fields of a cantankerous old shepherd who functionally adopted and raised the boy. He's always shown an almost supernatural affinity with animals, so the shepherd eventually bought him a puppy to raise; now a couple years later the dog is his constant companion and has sired a litter of new pups he's been training as sheep/cattle dogs. Sort of a half-orc fantasy version of a boy and his dog.

    I share your affection for the core classes. Since 3.0 came out, in my own homebrew campaigns if someone wanted to have mechanics outside those of the core classes, we'd simply pick the closest core class and swap out some abilities for new ones (usually ranger for martials, druids for casters, and bards for skilled concepts) - basically what are now officially archetypes. For example, in my current home campaign a player wanted a more magical druid and had no interest in wild shaping; so we took out wild shape and instead he gains a new domain every 4 levels. Now he gets a wider spell selection from domain spells and a handful of extra mystical abilities, and I don't have to worry about him changing into umpteen different things every session.

    Back to my concept. I want an animal companion focused character, but have no interest in spell casting; my idea is that other than his connection to animals, he possesses no other magic abilities. I really like the hunter's animal companion and related features, but the spellcasting does nothing for me. If you're up for collaborating on a new archetype, my thought is to make him a ranger, but replace favored enemy, combat style feats, and the normal animal companion ability with the hunter's animal companion, precise companion, hunter tactics, bonus tricks, and teamwork feats.

    I also kind of like the hunter's animal focus ability, but not as-is; mainly I like the ability to give his animal companion darkvision, since he will have it himself. My thought here is maybe to restrict the animal focus ability a little, such that he can only grant his animal companion darkvision, and he can only emulate the ability of his animal companion (or closest thing to his current animal companion). So with his dog, he would grant the dog darkvision and would be able to grant himself 10' scent for 1 minute/day/level. If this sounds acceptable, it would preferably replace the ranger's spellcasting, though it could also take the place of favored terrain.

    I would almost like to make all his animal companion stuff apply only to canines, except that in the long run it's likely that at some point his dog will die and he'll lack the means to raise it, at which point he'll need to recruit a new animal companion. Assuming that the adventures take place across a wide range of locales, he might not be able to find a canine companion, and so I'd like to keep the animal type open in case this comes up.

    Alternatively, I would be up for using the hunter class as the chassis and replacing the spell casting with something thematically relevant. I just haven't thought of any other existing class abilities that go with the concept, and the ranger outdoorsman/survival abilities seem a good fit.

    Let me know if any of this sounds feasible/acceptable to you - in a "yeah, that sounds cool!" way and not a "well, you can submit that if you want to..." way - or if I should just come up with another character idea ;)


    Me'mori wrote:
    I'm working on Edan Crosier, a cleric of Berna, travelling to affiliated churches to lend what aid or influence they could. Gear and Equipment remain to be done, and I'll have Background/Personality up soon.

    Me'mori,

    Is Berna going to be Touv?

    SD


    The Tick in the Barrel wrote:

    I have a character idea that doesn't quite fit into the mold of any current classes/archetypes, so I have a proposed new archetype. So as not to build a wall o' text I've spoilered my ideas below.

    ** spoiler omitted **...

    I like the concept a lot. My only concern is that there are a lot of submissions for Ranger, Slayer, and Hunter at this point. Now obviously until they are fully submitted they really don't count :) But if I have four characters of this type I can only pick so many to make sure I balance the party out somewhat. I have no issue running with two or three as long as the party has the right balance to be successful along the entire course of the campaign (just something to consider)...

    I am willing to work with you on the archetype. Let me review it but I honestly don't see anything outlandish. I just need to make sure it balances out with the other classes.

    Half-orc ranger with an animal companion from the local area is a neat concept. I think the half-orc is like the rebel of D&D...


    I take your point regarding the number of woodsman-y character concepts being bandied about - I already discarded my original cleric concept due to a similar concern. I've also got a human wizard concept on the back-burner but it's a little more setting-specific, so I'm waiting until after I can grab my Greyhawk boxed set from the dank depths of my brother's basement this weekend to develop the idea further :)


    Well, here's my quick story and slow build of the Ranger(Divine Marksman). If others really want to play a Ranger type, I can still move back to a Cleric of Istus, or a Baklunish (unashamed rogue) Trader, or even a pure Fighter, though I don't have anything specific in mind for one off-hand.

    I would hate for people to think they don't have a chance to play what they want just because I've been faster than they have.

    Rabalar

    Statistics:
    Male Wood Olve Ranger (Divien Marksman) 1
    NG Medium Humanoid (Elf)
    Init +4; Sense Motive +1+; Perception +7+ Low-light

    -------------------
    DEFENSE
    -------------------

    AC 16, touch 14, flat-footed 12 (Armor+2, Dex+4, Shield+0)
    hp 11 Healthy 9~11, Grazed 6~8, Wounded 3~5, Critical 1~2, Disabled 0
    Fort +2, Ref +6, Will +1

    -------------------
    OFFENSE
    -------------------

    Speed 20' (30' w/o pack)
    Melee
    Longsword +2 for 1d8+1 @ 19+, S

    Favored Enemy:+2 Attack & Damage vs humanoid (goblinoid)

    Ranged
    Longbow +6 for 1d8 @ x3 over 100', 60 arrows, P

    Ranged within 30': +1 Attack & Damage; Point Blank Shot
    No penalty for firing into melee; Precise Shot
    Give up move for +4 attack to ranged roll this action; Bullseye Shot
    Favored Enemy:+2 Attack & Damage vs humanoid (goblinoid)
    -------------------
    STATISTICS
    -------------------
    Str 13, Dex 19, Con 10, Int 16, Wis 12, Cha 10
    Base Atk +1; CMB +2; CMD 16
    Feats Bullseye Shot, Precise Shot (Point Blank Shot, Precise Shot, Far Shot, Improved Precise Shot)
    Skills (11 points, 6 Class, 3 Int, 2 Background)
    Acrobatics*+4, Appraise+3, Bluff+0, Climb*+5, Craft (Bowyer)+7, Craft (Other)+3, Diplomacy+0, Disguise+0, Escape Aritst*+4, Fly*+4, Heal+5, Intimidate+0, Knowledge (Dungeoneering)+7, Knowledge (Geography)+7, Knowledge (Nature)+7, Knowledge (Religion)+4, Perception+7, Perform (any)+0, Ride*+4, Sense Motive+1, Stealth*+8, Survival+5, Swim*+5
    ACP-3 (-0 w/o pack)
    * ACP applies to these skills (Not included)
    Non-Standard Skill Bonuses
    Favored Enemy bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival
    humanoid (goblinoid) +2
    Free Perception for concealed/secret doors within 10'
    No Stealth penalty for moving at up to base speed, only -20 to stealth at run
    Languages Keoish [R/S], Olvish [R/S][B/W], Sylvan [B/S], Goblin [B/S]


    Special Abilities:

    -------------------
    Special Abilities
    -------------------
    Elven Immunities, Keen Senses, Elven Magic, Elven Weapon Familiarity, Low-Light Vision, Elven Bow Specialist, Silent Hunter, 1st Favored Enemy (Humanoid[Goblin])

    Gear/Possessions:

    -------------------
    Gear
    -------------------
    Carrying Capacity
    Light 0~50# Medium 51~100# Heavy 101~150#
    Current Load Carried 57# (25.5# w/o pack)

    Outfit, Travler's 5# (boots, breeches, a sturdy belt, dagger, a shirt, jacket, and an ample cloak with a hood)
    Kit, Fighter's 29# (backpack, a bedroll, a belt pouch [worn], a flint and steel [belt pouch], an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
    Longbow 3# 1d8/x3/100'/P
    Arrows, normal, 60 9# (20 in pack)
    Longsword 4# 1d8/19+/S
    Leather Shirt 7# +2/+6/-0/5%/30'/x4
    Holy symbol, Wooden, Ehlonna -#

    Money 2 GP 0 SP 0 CP


    Background:
    Rabalar has grown up in the Dreadwood, with his life focused on training to contain the humanoid infiltration of the forest. His youth has been very normal, growing up in a loving family with good support from his parents and neighbors.Other than the reality that he was trained to fulfill a necessary military role, he could have grown up to be a tradesman, merchant, or even farmer. But he was trained to be a soldier. A scout, to be more specific.

    As a follower of Ehlonna, and lover of the Dreadwood, he focused his martial training agressively on bow use. Swords and axes often end up hurting the forest by accident, but an individual arrow just doesn't do that much damage to a tree. Besides, archery is more useful for hunting, unless you hunt with traps.

    In order to help Rabalar better understand how his community fits into the greater community, hsi first assignment has been to serve as a guard and scout for a merchant caravan. This task brings him to Saltmarsh, and is about to provide him with a few days of downtime for the young elf to fill, somehow . . ..


    Appearance & Personality:
    The most obvious feature of the young elf before you is the neck-length copper-red hair, muted in tone by the lack of a recent washing. His emerald eyes stand out from his burnished-copper skin, providing an alien appearance to any not frequenty in contact with Wood Elves. His gear is well-tended, but all subdued in more natural shades of wood and leather browns. He carries a bow, multiple quivers, a longsword and a pack.

    Still somewhat an exciteable youth, Rabalar's training has focused on patience, caution, and teamwork. Like many youth, this means he apparantly randomly swaps between head-strong impetuous decision making and more thoughtful, adult behavior.


    Current Conditions:
    None

    Current Effects & Spells:
    None


    I dont mind if you submit multiples characters.

    SD


    Oh man - I can see getting into some fun encounters of mistaken identity when adventuring with a guy named Rabalar! ;)


    Also, no worries on my account hustonj - I'm a big proponent of the philosophy of submitting characters you really want to play rather than just characters you think are more likely to get chosen. If we end up submitting similar characters and mine isn't chosen, that's just the way the cookie crumbles.


    @DM here is my background and avatar. Crunch to follow soon.

    Backgound:

    Gorin Ianhorn had lived his entire life in Dreadwood, until now.

    Dark hair draped the emerald green eyes of young Gorin as he paused before continuing south toward his promised adventure and away from the Dreadwood entirely.

    House Ianhorn was noble enough that any elf would be proud to represent it among the high elves in Dreadwood. The constant military and survival training grew old for Gorin who was transfixed by his uncle Gladwyn's tales of riches and adventure to the south of Keoland. While other young elves were entwined in flirtatious courtship, Gorin spent countless hours balancing a dagger on his fingers while listening to his uncle's long stories of human adventures and the treasures they amassed.
    Gladwyn tried fruitlessly to impress upon the young lad the rituals of their ancestral magic. Gorin destroyed more things in his uncle's study than could be gained back in even an elven lifetime trying his hand at magic. Gladwyn finally gave up on the tutelage and allied with Gorin's parents in trying to convince him to marry a beautiful young elf named Maevaine. She was a beauty indeed and smart as a whip, but focused solely on bringing pride to her own house within the traditions and customs of their people.

    Staring down a future of playing warden by day and dutiful husband thereafter, barring the thought of adventure and independence provided the impetus to Gorin's plan of escape.

    Later that week, during a clash an orc scouting party, Gorin seized the opportunity to leave his old life by removing some of his clothing and armor and leaving it strewn about.

    The encounter was one of the toughest yet for the young elves as they had actually suffered multiple casualties this time.

    It was with a heavy heart that his friends returned to House Ianhorn to report of Gorin's demise as he fled south, half-naked with an old longsword and a bow.

    He joined the caravan to Saltmarsh at Burle after he outfitted himself in some dusty leather armor and a new cloak he passed himself off as a capable fighter and was added to the caravan guard by the captain who noted the wear of the longsword and bow. Excited for his new life and adventure, he was willing to serve and protect the caravan, for now anyway.

    He is going to be a rogue.


    ALLENDM wrote:

    Me'mori,

    Is Berna going to be Touv?

    Yes indeed. :)


    Revised list of proposed characters. Information or links that have been updated since the last list have been bolded.

    Keep those characters coming, folks!

    Character profile submissions:

  • Oceanshieldwolf - Naia Temlow - human fighter
  • Me'mori - Edan Crosier - cleric of Berna
  • mishima - Reuleaux - gnome unchained rogue (eldritch scoundrel)
  • hustonj - Rabalar - wood elf ranger (divine marksman)
  • Jovich - Gorin Ianhorn - high elf rogue

    Characters folks are thinking about:

  • Daniel Stewart - possible Druid of Beory
  • Salacious Crumb - possible elf rogue
  • Jesse Heineg - possible human bard (a traveler coming to town) or half-elf cleric/mage type (a local scholar)
  • Groundhog - possible dwarf inquisitor
  • Xunal - possible half-orc bloodrager or half-elf magus
  • Tharasiph - possible wood elf ranger
  • The Tick in the Barrel - possible half-orc hunter or human wizard


  • Is Varisian Tattoo an acceptable Feat, or more likely it would be a Rhennee Tattoo?


    Arun Flacari wrote:
    Is Varisian Tattoo an acceptable Feat, or more likely it would be a Rhennee Tattoo?

    That works.

    SD


    Submitted for approval/consideration

    Statistics:
    Male Rhennee (Attloi) Wizard (Evoker) 1
    LN Medium Humanoid (Human)
    Init +4; Sense Motive +2; Perception +7
    ------------------------------
    DEFENSE
    ------------------------------
    AC 12, touch 12, flat-footed 10 (+0 armor, +0 dex, +0 shield) Normal
    AC 16, touch 12, flat-footed 14 (+4 armor, +0 dex, +0 shield) Mage Armor
    hp 7 5 Healthy, 3 Grazed, 2 Wounded (1/4), 1 Critical (below ¼),
    Fort +1, Ref +2, Will +4
    ------------------------------
    OFFENSE
    ------------------------------
    Speed 30 ft.
    Melee (Touch) +1
    Ranged (Touch) +2
    ------------------------------
    STATISTICS
    ------------------------------
    Str 13, Dex 14, Con 12, Int 17, Wis 14, Cha 13
    Base Atk +0; CMB +1; CMD 13, 11 (fl)

    Traits
    Rhenne Outcast
    Harrow Born
    Alchemical Adept
    Seeker
    Ease of Faith (from Drawback if Allowed)

    Drawbacks
    Doubt, if allowed

    Feats
    Scribe Scroll
    Wizard Weapon Proficiencies
    Spell Focus Evocation
    Rhennee Tattoo Evocation

    Skills 11 points; (2 bonus, 4 class, 3 INT, 1 racial, 1 favored)
    ACP -0
    Acrobatics +2
    Appraise (CS) +3
    Bluff (TCS) +6 1 rank
    Climb +1
    Craft Alchemy (CS) +7 1 rank
    Diplomacy (TCS) +6 1 rank
    Disguise +2
    Escape Artist +2
    Fly +2
    Heal +2
    Intimidate +1
    Know (Arcana) (CS) +7 1 rank
    Know (History) (CS) +7 1 rank
    Know (Local) (CS) +7 1 rank
    Linguistics (CS) +7 1 rank
    Perception (TCS) +7 1 rank
    Perform (Wind) +1
    Profession (Cook) (CS) +6 1 rank
    Profession (Fortune-teller) (CS) +8 1 rank
    Ride +2
    Sense Motive +2
    Spellcraft (CS) +7 1 rank
    Stealth +2
    Survival +2
    Swim +1
    *ACP applies to these skills

    Non-Standard Skill Bonuses
    Profession (Fortune-teller) +2 for deck

    Languages Rhopan (R/S), Draconic (C/S) (B/W), Aerdi (B/S), Keoish (B/S) (L/W)

    Special Abilities:

    ------------------------------
    SPECIAL ABILITIES
    ------------------------------
    Arcane Bond (Signet Ring) (1/day) (Sp)
    Specialized School: Evocation
    Opposition Schools: Illusion and Necromancy
    Intense Spells +1 Damage (Su)
    Dancing Lights 3/day
    Force Missile (1d4+1, 6/day) (Sp)

    Spells:

    ------------------------------
    Spells
    ------------------------------
    0th (at will)
    Detect Magic
    Mage Hand
    Mending
    Prestidigitation

    1st (0/day)
    Burning Hands (E)(DC 15)
    Polypurpose Panacea
    Sleep (B)(DC 14)

    Travelling Spellbook
    Cantrips
    Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Jolt, Light, Mage Hand, Mending, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scoop, Spark

    First Level
    Burning Hands, Charm Person, Mage Armor, Magic Missile, Polypurpose Panacea, Sleep

    Gear/Possessions:

    ------------------------------
    GEAR/POSSESSIONS
    ------------------------------

    Backpack (7 @ 40.5 lbs) 2 lbs
    Bandolier (6 @ 1 lbs) -
    Bedroll <In: Backpack > 5 lbs
    Belt pouch (1 @ 0.46 lbs) 0.5 lbs
    Buttons <In: Sack #3 > 0.1 lbs
    Chewing stick <In: Sack #2 > -
    Club 3 lbs (Used as a cane for walking, cudgel as a weapon)
    Comb <In: Sack #2 > 0.2 lbs
    Conditioning oil for leather <In: Sack #3 > 0.4 lbs
    Dagger 1 lb in sheath hung from Bandolier
    File, small <In: Sack #3 > 0.1 lbs
    Five Rhenne Tattoos in Black Ink -
    Flint and steel <In: Sack #3 > -
    Fortune-teller's deck, masterwork <In: Waterproof bag > 1 lb
    Graybound Tome <In: Waterproof bag > 1 lb
    Hairbrush <In: Sack #2 > 0.3 lbs
    Ink, black <In: Waterproof bag > -
    Inkpen x2 <In: Waterproof bag > -
    Journal <In: Waterproof bag > 1 lb
    Knife, cutting <In: Sack #1 > 0.5 lbs
    Ladle <In: Sack #1 > 0.5 lbs
    Leather paring knife <In: Sack #3 > 0.5 lbs
    Leather straps <In: Sack #3 > 0.4 lbs
    Mess kit <In: Sack #1 > 1 lb
    Metal polish <In: Sack #3 > 0.3 lbs
    Mirror <In: Sack #2 > 0.5 lbs
    Money <In: Belt pouch > 0.46 lbs
    Mug/tankard <In: Sack #1 > 1 lb
    Nail file <In: Sack #2 > 0.1 lbs
    Perfume, common x10 <In: Sack #2 > -
    Pickpocket's outfit (Free) - Worn
    Pot <In: Sack #1 > 4 lbs
    Reagent, saltpeter x3 <In: Bandolier > -
    Sack #1 (12 @ 16.5 lbs) <In: Backpack > 0.5 lbs
    Sack #2 (22 @ 7.5 lbs) <In: Backpack > 0.5 lbs
    Sack #3 (9 @ 2 lbs) <In: Backpack > 0.5 lbs
    Sack (empty) <In: Backpack > 0.5 lbs
    Scissors <In: Sack #2 > 0.3 lbs
    Seasonings, local <In: Sack #1 > 0.5 lbs
    Sewing needle <In: Sack #2 > -
    Signet Ring – (Arcane Bond)
    Skillet <In: Sack #1 > 4 lbs
    Soap <In: Sack #2 > 0.5 lbs
    Soft cloth x2 <In: Sack #3 > 0.1 lbs
    Spell component pouch 2 lbs
    Sponge <In: Sack #2 > -
    Thread (50 ft.) <In: Sack #2 > 0.5 lbs
    Tindertwig x2 <In: Bandolier > -
    Tooth Powder <In: Sack #2 > 0.1 lbs
    Trail rations x5 <In: Sack #1 > 1 lb
    Traveler's outfit <In: Sack #2 > 5 lbs
    Waterproof bag (6 @ 3 lbs) <In: Backpack >0.5 lbs
    Waterskin <In: Backpack > 4 lbs

    Carrying Capacity
    Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
    Current Load Carried 49 lbs.

    Money 11 GP 5 SP 7 CP

    Background:

    Arun Flacari was an orphaned child, born among the Rhennee, the Vant Echita clan. He was the twin brother of a stillborn sister whose mother died in childbirth. His father died before he was six months old, the unfortunate victim of an undisclosed sailing accident. Arun was sent away from the Echita as being cursed, given in trade to a small band of wagon-trading Attloi. He was given to the care of the group's wise woman, Pasa Vechiri, to be her servant and apprentice.

    Auntie Pasa was a stern of caring mistress, and Arun slowly over time learned more than just the alchemical tricks of her Rhennee crafts, he began to pick up on her mysticism and spell-workings as well. Normally males are forbidden from learning such trades but Pasa rebuked the clan elders from reassigning Arun, convinced he was cursed to bear not only his soul, but that of his mother and sister as well. She believed it was their essences that allowed the boy to understand and weave the veil as he did, but that he would need constant training and supervision to keep the powers in check and prevent the spirits from overtaking him, from truly cursing him and those around him.

    For nearly two decades Arun tended to Pasa, keeping her wagon, tending her team, gathering her herbs and supplies, and gradually learning the ways of magic and spellwork. His life seemed to be a hard, demanding one, albeit one with love and direction. Unfortunately things did not continue as he had hoped and Pasa fell victim to old age and infirmity. This past winter Pasa fell ill, a strange malaise and lethargy which slowly consumed her. Two weeks ago Pasa passed away during the night, peacefully but far sooner than Arun was ready to accept.

    His troubles only accelerated from there, as the clan elders used Dame Vechiri's passing as the impeteous to push their fellow travelers to expel Arun from the wagontrain. He reasoned that without Auntie Pasa keeping Arun's magic in check it was only a matter of time before the spirits within him overpower his mind and bring about the downfall of the tribe.

    Arun pleaded with the elders, with his friends, with anyone who would listen that he was no danger to them, that every accident or trifling event they drudged up from weak memories were far out of proportion, that he could not, would not ever hurt them, the only family he had ever known. He failed to win them over to his cause, but he did win some concessions. He was granted the right to stay with the caravan until the end of the upcoming Growfest celebration in Saltmarsh. After that Arun was banned from the tribe, Rhennee by blood, Attloi by rearing, and “Blestemi” or cursed by decree.

    Appearance and Personality:

    Age: 20
    Height: 5' 7"
    Weight: 160 lbs
    Eyes: Deep grey with a hint of blue-gray
    Hair: Flowing and curly soft black hair with natural reddish highlights
    Skin: Olive and tanned

    Arun is slightly on the tall side for a Rhennee, though more lithe or svelte of frame. He is bookish compared to most others of his kind, and less outgoing or boisterous as some of the performers and peddlers of his tribe. He carries himself proudly and stands behind his works, assuring anyone purchasing the various alchemical and herbal concoctions he has crafted of their usefulness and dependability.

    He can often be found fiddling with his seer's deck, a keepsake from Auntie Para he kept without his fellows even considering it, as nervous as they were of the ailment which claimed her. He seeks advice from the cards as a means of speaking with his lost relatives, adding Para to the ranks held by his sister, his mother, and the long line of women who passed before them.

    Arun is uncertain of his future now that the tribe has ruled against him. He knows he cannot refuse to leave the caravan, but is nervous to be stepping out into the wilder world. Rhennee culture has it's own rules, it's own ways and they have kept the folk safe in their travels far from Rhopan. How will he survive in “society,” a chaotic and barbarous world which seems so foreign and alien to him? Turning the cards, Hmm, Ace of Wands, a new future awaits...

    Current Conditions:

    None

    Current Effects & Spells:

    None


    Arun Flacari wrote:

    Submitted for approval/consideration

    ** spoiler omitted **

    [spoiler=Special...

    Not doing drawbacks. I see four additional traits should be two.

    SD


    ALLENDM wrote:
    Not doing drawbacks. I see four additional traits should be two.

    Apologies, I misunderstood your use of traits; reading comprehension failed me in how they were being used.

    The character has been adjusted.

    Silver Crusade

    I've decided on what I'm making a hill dwarven monk of rao. Figuring out his story now.


    Arun Flacari wrote:
    ALLENDM wrote:
    Not doing drawbacks. I see four additional traits should be two.

    Apologies, I misunderstood your use of traits; reading comprehension failed me in how they were being used.

    The character has been adjusted.

    No problem at all.

    SD


    This sounds like a great campaign! I am loving the idea of playing a half-dwarf. I'm thinking either a CG sailor skald of the hill variety or a LN baker alchemist from the mountains. I'll put something together and submit it.


    Arun Flacari wrote:
    ALLENDM wrote:
    Not doing drawbacks. I see four additional traits should be two.

    Apologies, I misunderstood your use of traits; reading comprehension failed me in how they were being used.

    The character has been adjusted.

    I still see Five traits:

    STATISTICS
    ------------------------------
    Str 13, Dex 14, Con 12, Int 17, Wis 14, Cha 13
    Base Atk +0; CMB +1; CMD 13, 11 (fl)

    Traits
    Rhenne Outcast
    Harrow Born
    Alchemical Adept
    Seeker
    Ease of Faith (from Drawback if Allowed)

    Drawbacks
    Doubt, if allowed

    Are the ones in italics the ones you wish to go with for your two racial alternate traits?

    SD


    Tharasiph wrote:


    I've decided on what I'm making a hill dwarven monk of rao. Figuring out his story now.

    Nice. Glad to see a half-dwarf in development.

    SD

    I noticed this is not in the half-dwarf information:

    NOTE: Half-Dwarves typically stands 5’0” to 5’8” at most for males and a few inches shorter for females. They are broad of shoulder, stocky but not as broad or thick as a dwarf. They tend to have slightly thicker necks, broader faces, and thicker hands thanks to their dwarven ancestry.


    Licitus wrote:
    This sounds like a great campaign! I am loving the idea of playing a half-dwarf. I'm thinking either a CG sailor skald of the hill variety or a LN baker alchemist from the mountains. I'll put something together and submit it.

    Licitus,

    Both sound interesting. Can't wait to see them.

    SD


    Me'mori wrote:
    ALLENDM wrote:

    Me'mori,

    Is Berna going to be Touv?

    Yes indeed. :)

    Ok.

    Interested in the backstory for Edan. Let me know when you get it completed.

    Thanks!
    SD


    This is Jovich's Submission. I am listed as having a character of Gorin Ianhorn, that is not mine.
    D'ogryn is not finished but I started typing up the background (rough draft) first and then I will create the character to match the background. I am trying for a unique character that will give me some good role playing time and less roll playing time. Hoping to stay away from a min/max, broken munchkin character that seem to flood the boards in just about every game. LOL

    Looking at an unchained rogue that uses daggers and will dip into cleric. His god will be Dalt, who is the Suel god of Portals, Doors, Enclosures, Locks, and Keys.


    With the addition of Arun, I don't see any of the major categories having been shorted.

    I've been twiddling with a Rhenee SD Fighter/Unchained Rogue Bladed Scarf specialist. Even though you encouraged multiple submissions, I think I'm going to sit on the idea while we see what else is actually submitted.

    I Haven't built the Cleric or straight rogue I was talking about, either.

    I like working through character concepts, BTW, so this twiddling through character construction is entertainment for me, whether I ever share them or not.

    Looks like Rogues are winning the submission war, though.


    ALLENDM wrote:

    [Traits

    Rhenne Outcast
    Harrow Born

    Are the ones in italics the ones you wish to go with for your two racial alternate traits?

    SD

    Yes, sorry those are the two I intended to maintain. The site would not let me adjust the post so I did so instead on the character profile page.


    Arun Flacari wrote:
    ALLENDM wrote:

    [Traits

    Rhenne Outcast
    Harrow Born

    Are the ones in italics the ones you wish to go with for your two racial alternate traits?

    SD

    Yes, sorry those are the two I intended to maintain. The site would not let me adjust the post so I did so instead on the character profile page.

    Totally fine!

    SD


    @Arun - that is easily the most comprehensive equipment list I've seen, right down to nail file and which item is in which sack in your backpack - my character is positively spartan compared, though she does live in Saltmarsh with her parents... ;)


    Oceanshieldwolf wrote:
    @Arun - that is easily the most comprehensive equipment list I've seen, right down to nail file and which item is in which sack in your backpack - my character is positively spartan compared, though she does live in Saltmarsh with her parents... ;)

    Hero Labs is good for keeping track and moving equipment around, then exporting character sheets into editable PDF files for copy/paste.


    ALLENDM wrote:
    I dont mind if you submit multiples characters.

    That answers one question I had!

    ALLENDM wrote:
    Not doing drawbacks.

    And that answers another!


    After some reading on the eldritch scoundrel, I think I'm going to withdraw my submission. Its never going to be what I really want (a melee rogue with utility spells) and might just deteriorate into something gimmicky. I'll see about coming up with another...maybe arcane caster.

    How does AllenDM do wild magic? There's the old primalist wizard archetype from Inner Sea Magic, or the wild magic rules from Unchained (which I think are nicer).


    Wild Magic is handled under Unchained.

    SD


    Hello, ALLENDM!

    I don't know a lot about Greyhawk but I'd be interested in submitting something. Possibly an oracle or a bard.

    I have a question about Gnomes:

    There seem to be Rock Gnomes and Tinker Gnomes. Are either of these forest-dwelling? Particularly Tinker Gnomes I think (rock gnomes sound subterranean). I am familiar with the Paizo gnomes which are pretty forest-themed.

    I have a Gnome Nature Oracle (Sir Bleeparolo The Deft, so named thanks to a comically low DEX score) that might be workable as a Greyhawk character assuming forest gnomes are a thing. I also note that oracles are not on the list of classes allowed to gnomes. Is that a hard and fast rule?

    Sir Bleeparolo was originally made to play the module Crypt of the Everflame, but the GM had to bow out.

    Would you allow the "Genial Magic" alternate trait for your game? It is not on your list. You are using d20PFSRD as a source, but Archives of Nethys is more up to date (but only has Paizo sources and no 3pp).

    Genial Magic:
    Genial Magic
    Source Heroes of the High Court pg. 14
    Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This racial trait replaces gnome magic.

    Also, I don't know much about Greyhawk deities, but Sir Bleeparolo was originally a devotee of Irori. The concept was a transcendental harmony with the universe. Is there a similar deity in the Greyhawk universe?

    Peet


    Peet wrote:

    Hello, ALLENDM!

    I don't know a lot about Greyhawk but I'd be interested in submitting something. Possibly an oracle or a bard.

    I have a question about Gnomes:

    There seem to be Rock Gnomes and Tinker Gnomes. Are either of these forest-dwelling? Particularly Tinker Gnomes I think (rock gnomes sound subterranean). I am familiar with the Paizo gnomes which are pretty forest-themed.

    I have a Gnome Nature Oracle (Sir Bleeparolo The Deft, so named thanks to a comically low DEX score) that might be workable as a Greyhawk character assuming forest gnomes are a thing. I also note that oracles are not on the list of classes allowed to gnomes. Is that a hard and fast rule?

    Sir Bleeparolo was originally made to play the module Crypt of the Everflame, but the GM had to bow out.

    Would you allow the "Genial Magic" alternate trait for your game? It is not on your list. You are using d20PFSRD as a source, but Archives of Nethys is more up to date (but only has Paizo sources and no 3pp).

    ** spoiler omitted **

    Also, I don't know much about Greyhawk deities, but Sir Bleeparolo was originally a devotee of Irori. The concept was a transcendental harmony with the universe. Is there a similar deity in the Greyhawk universe?

    Peet

    Gnomes are not related to the first realm. Rock Gnomes are both forest and subterranean. Tinker gnomes are both urban and related distantly to forest gnomes. That is just a basic guide. Race/Class rules are hard set.

    I can add Genial Magic to the list. But it will count as two.

    There is a doc on Greyhawk Deities and Religion in the google drive link.

    I am on my iPhone or I would repost the link for you. Celestial or Istus would be similar.

    SD


    D’ogryn Amaidar wrote:

    This is Jovich's Submission. I am listed as having a character of Gorin Ianhorn, that is not mine.

    D'ogryn is not finished but I started typing up the background (rough draft) first and then I will create the character to match the background. I am trying for a unique character that will give me some good role playing time and less roll playing time. Hoping to stay away from a min/max, broken munchkin character that seem to flood the boards in just about every game. LOL

    Looking at an unchained rogue that uses daggers and will dip into cleric. His god will be Dalt, who is the Suel god of Portals, Doors, Enclosures, Locks, and Keys.

    Gorin Ianhorn is my submission.still working on the crunch.


    ALLENDM wrote:
    Gnomes are not related to the first realm. Rock Gnomes are both forest and subterranean. Tinker gnomes are both urban and related distantly to forest gnomes. That is just a basic guide. Race/Class rules are hard set.

    So no gnome oracles then? I thought it might have been an oversight. Shame since they have a CHA bonus. I really prefer playing spontaneous casters.

    ALLENDM wrote:
    There is a doc on Greyhawk Deities and Religion in the google drive link.

    Perhaps Beory "The Old Faith" would work.

    Though if I can't play an oracle the concept is mostly dead.

    Before I go any farther though, let me check a couple things:

    Class archetypes are NOT allowed? Is that correct?
    Do we still get two Character Background Traits?

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