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Class archetypes must be approved before you submit the character. He approved my use of Divine Marksman for an Olven Ranger, as an example.

Traits are not in use. You get two free racial traits in addition to the core racial traits instead (mostly from the Advanced Race Guide, but not exclusively by any means).

At least, that's how I read what SD provided.

I said earlier he gave us a pretty big barrier to entry with all the material, but you really need to read it if you expect to build something that fits within the provided structure.


I am fleshing out the half-dwarf alchemist (Haad Oreborn). He has a monk/body perfection flavor, and I have some questions:

  • I would like to use the Internal Alchemist archetype. Would that be ok?
  • I would also like to use the Precise Treatment trait, if acceptable.
  • From the house rules doc, I see that half-dwarves have low-light vision. I assume this replaces darkvision. Is that correct?
  • What's your take on reskinning for flavor? I was looking at the Stoneshaper trait,
    and I like the idea of having Haad rubbing or throwing some alchemical mixture or solution on the stone he wants to affect. (Maybe it wouldn't actually be required, and he would figure that out at some point?)
Thanks for your time. I'll submit him once I have it all written up.


Hello SD here is my final submission for Gorin Ianhorn. Thanks for your time


Peet wrote:
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?

Archetypes are allowed with permission. Some don’t really fit in Greyhawk.

Every race gets their standard racial traits and two additional racial traits.

In Greyhawk racial classes restrictions are a part of the world and gnomes were limited in many areas.

SD


The Feat Tax guys just updated their page with a PDF that reflects their vision for where the Feat Tax rules should be today, including class updates.

Something to consider . . ..

Lot to process and absorb, though, I know.


Licitus wrote:

I am fleshing out the half-dwarf alchemist (Haad Oreborn). He has a monk/body perfection flavor, and I have some questions:

  • I would like to use the Internal Alchemist archetype. Would that be ok?
  • I would also like to use the Precise Treatment trait, if acceptable.
  • From the house rules doc, I see that half-dwarves have low-light vision. I assume this replaces darkvision. Is that correct?
  • What's your take on reskinning for flavor? I was looking at the Stoneshaper trait,
    and I like the idea of having Haad rubbing or throwing some alchemical mixture or solution on the stone he wants to affect. (Maybe it wouldn't actually be required, and he would figure that out at some point?)
Thanks for your time. I'll submit him once I have it all written up.

I am fine with the archetype and the trait.

Bear in mind that poison is a separate craft from alchemy.

Stoneshaper, Woodshaper, Coralshaper are as they are written. If you have ever read ElfQuest (I grew up as a kid reading them). You can get the feel for the concept. They have an online comic of every issue if you do a search.

SD


hustonj wrote:

The Feat Tax guys just updated their page with a PDF that reflects their vision for where the Feat Tax rules should be today, including class updates.

Something to consider . . ..

Lot to process and absorb, though, I know.

Thanks but we are sticking with the HR’s as is.

SD


Elfquest. My son just finished Book 4 of the original volumes. Now he holds them as the pinnacle of graphic novels. Usagi Yojimbo "not quite as good" apparently. *sigh* To be 6 years old again...


Cool. I haven't looked at it hard enough to form an opinion, yet. Just saw it was there.


hustonj wrote:
I said earlier he gave us a pretty big barrier to entry with all the material, but you really need to read it if you expect to build something that fits within the provided structure.

Yeah, it's a big document. I'm still trying to get a handle on it.

It looks like a lot of martial builds could do really well with the feat tax rules.

I've basically given up on the oracle and am now thinking of something along the lines of a halfling bard.

ALLENDM: how do you feel about the Juggler bard archetype?

I'm not sure if the concept works mechanically but it is an interesting image.

Mind you, the archetype isn't necessary to make a juggling bard. They already get sleight of hand in class. And the archetype gives up shields, which are improved under your house rules.


Okay, just spitballing but here goes:

Halfling Juggler Bard concept:

Name: "Faolan Forgael"
Male Wagonfolk (Gypsy) Halfling

Faolan grew up among a family of travelling performers. Though they had magical abilities, they tended to hide these abilities from the public for fear of hostile reactions from anti-magic prejudice. Instead, they focused their magics on improving their performances.

Faolan was the youngest child, and though he was a talented juggler, he grew tired of his sisters and his older brother always "upstaging" him. So he decided to strike out on his own and earn a reputation as a great juggler. He joined a caravan and eventually came to the town of Saltmarsh.

Faolan's favourite trick while performing will be to cast prestidigitation before a show and then use it to recolor the objects he is juggling as he catches them and throws them again, causing the audience to think that the is using sleight-of-hand to exchange one object for another.

Build Concept: Essentially Faolan will be built around throwing weapons and though he won't do a lot of damage he will be pretty accurate with them.

SCORES: STR 12, DEX 18, CON 14, INT 10, WIS 10, CHA 16

Bonus Halfling abilities:
Thrown Weapon Prowess: +2 with thrown weapons
Resourceful: Catch Off-Guard and Throw Anything bonus feats

Feat: Precise Shot (includes Point-Blank Shot)

1st level Spells:
Coin shot
Dazzling blade
Expeditious retreat

Cantrips:
Detect magic
Light
Mending
Prestidigitation
Read Magic

Skills
Ranks: 6+INT/level = 6 +1 FCB +2 Background Bonus = 9

Acrobatics +10 (1 Rank, +4 DEX, +3 Class, +2 Race)
Climb +7 (1 Rank, +1 STR, +3 Class, +2 Race)
Knowledge (Local) +5 (1 Rank, +0 INT, +3 Class, +1 BK)
Knowledge (Monster Lore) +5 (1 Rank, +0 INT, +3 Class, +1 BK)
Perception +6 (1 Rank, +0 WIS, +3 Class, +2 Race)
Spellcraft +4 (1 Rank, +0 INT, +3 Class)
Sleight-of-Hand +8 (1 Rank, +4 DEX, +3 Class)
Stealth +12 (1 Rank, +4 DEX, +3 Class, +4 Size)
Perform (Oratory) +7 (1 Rank, +3 CHA, +3 Class)

How's that so far?


Edan is being polished, but Cleric did not quite feel right. Permission to utilize the Warpriest Archetype of "Sacred Fist" in Edan's construction?


Peet wrote:

Okay, just spitballing but here goes:

** spoiler omitted **...

Looks good.

Bear in mind there is a Wagonfolk Caravan traveling in with the Merchant Caravan to Saltmarsh. You could easily be a part of that Wagonfolk train.

SD


Oceanshieldwolf wrote:
Elfquest. My son just finished Book 4 of the original volumes. Now he holds them as the pinnacle of graphic novels. Usagi Yojimbo "not quite as good" apparently. *sigh* To be 6 years old again...

My two sons are reading them as well. Just started on Book 2 and Book 3.

SD


hustonj wrote:
Cool. I haven't looked at it hard enough to form an opinion, yet. Just saw it was there.

I saw that as well. A lot of information in it. I have to go through it all. I think with the FEAT TAX reduction in place it opens a lot of options for the martial classes and even the mixed classes (Bards/Magus). Gives them the ability to improve their combat abilities in direct actions/support/rearguard actions.

SD


Gorin Ianhorn wrote:
Hello SD here is my final submission for Gorin Ianhorn. Thanks for your time

What are Gorin's two Alternate High Elf Racial Traits?

Also you did see the adjustment in Keen Sense:
Keen Senses: Elves receive a +2 racial bonus on Perception checks. An elf who merely passes within 10 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it. They can also sense the planet’s magnetic field, allowing them to use know direction at will.

SD


Licitus wrote:

I am fleshing out the half-dwarf alchemist (Haad Oreborn). He has a monk/body perfection flavor, and I have some questions:

  • I would like to use the Internal Alchemist archetype. Would that be ok?
  • I would also like to use the Precise Treatment trait, if acceptable.
  • From the house rules doc, I see that half-dwarves have low-light vision. I assume this replaces darkvision. Is that correct?
  • What's your take on reskinning for flavor? I was looking at the Stoneshaper trait,
    and I like the idea of having Haad rubbing or throwing some alchemical mixture or solution on the stone he wants to affect. (Maybe it wouldn't actually be required, and he would figure that out at some point?)
Thanks for your time. I'll submit him once I have it all written up.

Sorry Licitus I missed this one:

Yes, Low Light Vision replaces Darkvision.

SD


Jovich & Salacious Crumb, I'm very sorry about the mixup - apparently I had too many tabs open at the time and got confused as to whose profile went with what submission. I'll post a new list tonight linking to your correct submissions, and add any new submissions as well.

ALLENDM, unfortunately all I was able to retrieve this weekend was the Greyhawk Glossography, which doesn't really have the info I was looking for. My human mage concept is based around the character being the last scion of a minor noble house, preferably of Oeridian descent, based somewhere in Keoland or a neighboring country. From what resources I can find online this sounds pretty reasonable, but I wanted to run it past you for approval before I work up the details since I don't have a primary source for info on the region.


The Tick in the Barrel wrote:

Jovich & Salacious Crumb, I'm very sorry about the mixup - apparently I had too many tabs open at the time and got confused as to whose profile went with what submission. I'll post a new list tonight linking to your correct submissions, and add any new submissions as well.

ALLENDM, unfortunately all I was able to retrieve this weekend was the Greyhawk Glossography, which doesn't really have the info I was looking for. My human mage concept is based around the character being the last scion of a minor noble house, preferably of Oeridian descent, based somewhere in Keoland or a neighboring country. From what resources I can find online this sounds pretty reasonable, but I wanted to run it past you for approval before I work up the details since I don't have a primary source for info on the region.

I am fine with that.

SD

Liberty's Edge

I am going to withdraw from this adventure. While I love the idea, I am a bit intimidated by all the "house' rules. Best of luck to you all.


Daniel Stewart wrote:

I am going to withdraw from this adventure. While I love the idea, I am a bit intimidated by all the "house' rules. Best of luck to you all.

Sorry to hear that Daniel.

SD


ALLENDM wrote:
Gorin Ianhorn wrote:
Hello SD here is my final submission for Gorin Ianhorn. Thanks for your time

What are Gorin's two Alternate High Elf Racial Traits?

Also you did see the adjustment in Keen Sense:
Keen Senses: Elves receive a +2 racial bonus on Perception checks. An elf who merely passes within 10 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it. They can also sense the planet’s magnetic field, allowing them to use know direction at will.

SD

Traits updated and WOW! I just now looked at all of your documents, Impressive! Takes me back to the AD and D books. I must admit that I was so worried about having a decent backstory that I didn't pay close attention to your house rule docs. Do I need to chaange to UC Rogue? I was trying to make a more simplistic character reminiscent of AD and D.

I need to update Keen senses and now I am wishing that I had time to read all of the docs before I created my character and Backstory. I typically make my backstory first and then do crunch to match.


SalaciousCrumb wrote:
ALLENDM wrote:
Gorin Ianhorn wrote:
Hello SD here is my final submission for Gorin Ianhorn. Thanks for your time

What are Gorin's two Alternate High Elf Racial Traits?

Also you did see the adjustment in Keen Sense:
Keen Senses: Elves receive a +2 racial bonus on Perception checks. An elf who merely passes within 10 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it. They can also sense the planet’s magnetic field, allowing them to use know direction at will.

SD

Traits updated and WOW! I just now looked at all of your documents, Impressive! Takes me back to the AD and D books. I must admit that I was so worried about having a decent backstory that I didn't pay close attention to your house rule docs. Do I need to change to UC Rogue? I was trying to make a more simplistic character reminiscent of AD and D.

I need to update Keen senses and now I am wishing that I had time to read all of the docs before I created my character and Backstory. I typically make my backstory first and then do crunch to match.

Yes, he needs to be a UC Rogue. Also, you need to makes sure you know the additions to the UC Rogue, ie Network of Contacts. Make sure you review the docs because there are some big differences in ARMOR, SHIELDS, as well as some things you need to know about magic and what is going on currently with it. Also, the feat tax reductions and flanking rules benefit you a great deal.

SD


ALLENDM, thanks for the approvals and clarifications. I read the original Elfquest back in the 90s, but I can't say how much I remember now! I do recall that stoneshaping was important in the big battle, though. I'll have to check it out online and get a new feel for it.


I think I may be ready for a look over. I still need the background and appearance but other than that I think I am ready to go.


Updates in bold. Again, apologies to Jovich and Salacious Crumb for my prior mistake. If I've made any more this time around, please let me know!

Character profile submissions:

  • Oceanshieldwolf - Naia Temlow - human fighter
  • Me'mori - Edan Crosier - cleric of Berna or warpriest (sacred fist)
  • hustonj - Rabalar - wood elf ranger (divine marksman)
  • Jovich- D'ogryn Amaidar - human (Suel) rogue
  • Salacious Crumb - Gorin Ianhorn - high elf rogue
  • GM Darkblade - Arun Flacari - human (Rhennee/Attloi) wizard (evoker)

    Characters folks are thinking about:

  • 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 hill dwarf monk
  • The Tick in the Barrel - possible half-orc hunter or human wizard
  • mishima - possible arcane caster
  • Licitus - possible half dwarf alchemist (internal alchemist)
  • Peet - possible halfling bard (juggler)


  • All,

    Remember Feb 9th is the final date for completed submissions. I am currently reviewing completed PC's and have already made one decision and working on a few more.

    I have asked Oceanshieldwolf - Naia Temlow - human fighter to join.

    Again looking for six (five currently) player characters. My plan is to build a some what balanced party between martial and magic characters. The initial modules don't need an even mix but the later ones will. Divine characters will be important as we progress into these modules.

    Thanks!
    SD


    OK, I'm working on a profile now for "the Juggler."

    ALLENDM:

    You never did answer this question:

    Peet wrote:
    ALLENDM: how do you feel about the Juggler bard archetype?

    Mainly I like the archetype because of the visual image of a guy juggling a bunch of things in the middle of a combat. The actual ability doesn't seem to help that much; if you're going to be throwing things you still need the quick draw feat to draw more than one weapon to replace what you are juggling.

    I would lose shield proficiency, martial weapon proficiencies (like rapier), Bardic Knowledge, Versatile Performance, Well-Versed, Soothing Performance, and Lore Master. So if I went this route, the Juggler would not be the knowledge guy & skill monkey that bards often are.

    I would gain the juggling ability plus deflect arrows and evasion, plus proficiency in martial thrown weapons.

    Question 2: If this archetype is approved, can the juggling I am doing actually be my bardic performance? (as if it were a perform skill; FYI sleight-of-hand works like a perform skill if you use it to entertain or earn a living).

    Question 3: Would the Extra Traits feat be available to take more of the optional racial traits you have listed?


    Peet wrote:

    OK, I'm working on a profile now for "the Juggler."

    ALLENDM:

    You never did answer this question:

    Peet wrote:
    ALLENDM: how do you feel about the Juggler bard archetype?

    Mainly I like the archetype because of the visual image of a guy juggling a bunch of things in the middle of a combat. The actual ability doesn't seem to help that much; if you're going to be throwing things you still need the quick draw feat to draw more than one weapon to replace what you are juggling.

    I would lose shield proficiency, martial weapon proficiencies (like rapier), Bardic Knowledge, Versatile Performance, Well-Versed, Soothing Performance, and Lore Master. So if I went this route, the Juggler would not be the knowledge guy & skill monkey that bards often are.

    I would gain the juggling ability plus deflect arrows and evasion, plus proficiency in martial thrown weapons.

    Question 2: If this archetype is approved, can the juggling I am doing actually be my bardic performance? (as if it were a perform skill; FYI sleight-of-hand works like a perform skill if you use it to entertain or earn a living).

    Question 3: Would the Extra Traits feat be available to take more of the optional racial traits you have listed?

    Question 2: Yes. Since this is the core of the bard archetype I would view that as your Bardic Performance.

    Question 3: Yes. Bear in mind the ones with * cost two.

    Thanks for reminding me.
    SD


    Edan will be going as a Warpriest(Sacred Fist).
    Background updated. Gear is easy enough to grab. Personality and Appearance will be up before I crash tonight.


    Do inquisitors meet the bar to get the extra money for weapons?

    Edit: just found the languages houserules. Ugh. Are ranks (or "class ranks", I don't know if there's supposed to be a difference) in the skill capped like all other skill ranks normally are? I'd expect yes, as it doesn't say otherwise, but for that it'd make the system almost nonfunctional until level 6 or so. Maybe each language is treated as its own skill for the purpose of the cap, like knowledges? But then you're not allowed to be fluent in anything until level 3, which is obviously stupid.

    Also, it seems dwarves aren't hard to knock over any more. That's a little wierd. Huh. Anyway.

    Edit: Also, could you explain the difference between the Knowledge(Monster Lore) skill and all the other skills that also tell you about monsters?


    Edan Crosier wrote:

    Edan will be going as a Warpriest(Sacred Fist).

    Background updated. Gear is easy enough to grab. Personality and Appearance will be up before I crash tonight.

    Thanks,

    SD


    Are we using the rules for languages found in the Language document, or the rules for languages in the houserules document, by the way? I just found both, and they're not the same.


    Groundhog wrote:

    Do inquisitors meet the bar to get the extra money for weapons?

    Edit: just found the languages houserules. Ugh. Are ranks (or "class ranks", I don't know if there's supposed to be a difference) in the skill capped like all other skill ranks normally are? I'd expect yes, as it doesn't say otherwise, but for that it'd make the system almost nonfunctional until level 6 or so. Maybe each language is treated as its own skill for the purpose of the cap, like knowledges? But then you're not allowed to be fluent in anything until level 3, which is obviously stupid.

    Also, it seems dwarves aren't hard to knock over any more. That's a little wierd. Huh. Anyway.

    Edit: Also, could you explain the difference between the Knowledge(Monster Lore) skill and all the other skills that also tell you about monsters?

    Groundhog,

    Yes they do..you can count it as a martial class.

    The language house rules simply cover spoken and written language skills (in the house rules). Racial, Intelligence bonus, and Class bonus assume spoken or written only (pick one). You want both use two... Linguistic Ranks give you both...per the skill's definition in the core rules. Nothing is broken. Skill rank rules still apply as it is a skill.

    The Language rules in the Language doc are not being used... As I stated earlier it is for REFERENCE only tot he languages. The actual house rule is in the HOUSE RULE document. Not sure why that is hard to understand...

    Don't understand your point about Dwarves since what it does with Stability is make it more versatile by handling more combat maneuvers (powerful maneuvers)...

    CORE TRAIT:
    Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

    HOUSE RULE TRAIT: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting powerful maneuvers (bull rush, overrun, drag, reposition, sunder )attempts while standing on the ground.

    Yes you don't get trip but gain more than you lose. I think that is called a net gain and if anything it makes a dwarf tougher to deal with.

    Knowledge: Monster Lore allows someone to specialize in understanding monsters with out having to dip into multiple knowledge skills (which seems silly). Zoologist study animals without having to know about engineering, religion, local, or history...same thing.

    SD


    Groundhog wrote:
    Are we using the rules for languages found in the Language document, or the rules for languages in the houserules document, by the way? I just found both, and they're not the same.

    The Greyhawk Languages doc is for reference only to the languages... As stated on the header of the link to the doc.

    SD


    That makes sense, thank you.

    Quote:
    As stated on the header of the link to the doc.

    I didn't see that, hence my confusion; the way my PC interprets Google Drive, I can't actually see the whole title of any of the documents without going out of my way to investigate. All I saw was "Greyhawk_Langu...". I had to right click on it to find out what you meant by "as it says in the title.".

    Thanks for the clarification though!


    Groundhog wrote:

    That makes sense, thank you.

    Quote:
    As stated on the header of the link to the doc.

    I didn't see that, hence my confusion; the way my PC interprets Google Drive, I can't actually see the whole title of any of the documents without going out of my way to investigate. All I saw was "Greyhawk_Langu...". I had to right click on it to find out what you meant by "as it says in the title.".

    Thanks for the clarification though!

    No problem at all. The only reason I use that Greyhawk language doc is that it is well done and covers all the human languages for Greyhawk.

    SD


    Edan Crosier wrote:

    Edan will be going as a Warpriest(Sacred Fist).

    Background updated. Gear is easy enough to grab. Personality and Appearance will be up before I crash tonight.

    All classes that normally get 2 skill points get 4. All classes that get 4 get 5. So you have 2 additional skill points.

    SD


    Leosclim Goldclove's sheet is more or less done. I can move it to an alias if you like that sort of thing better.

    Story-wise, he's a dwarf who grew up to parents living in a human city, running a minor mercantile empire. Probably Niole Dra. He wasn't the firstborn son, however, and so, his parents bought him an apprenticeship with the church of Saint Cuthbert of the Cudgel. After spending years as an acolyte and clerk, he was in turn apprenticed to a wandering inquisitor. That ended with the plague though - Leosclim's master became possessed during a particularly dangerous mission, and the young dwarf was left adrift without direction in a plague-wrecked landscape.

    He made his way to his hometown, only to find that his father and siblings had fallen to the plague, and his mother died from grief. Strangers had taken over their house.

    Unable to bare spending another day in the city, Leosclim hired onto the first caravan that'd take him on as a guard, caring little for the wage or the destination. That's how he ended up in Saltmarsh, fifteen gold pieces richer than he had been, and without a clue what to do next.


    @ ALLENDM:

    I'm almost there; hadn't forgotten.
    I got the number crunchy bits done by way of Hero Lab.

    Rather than make yet another avatar/alias, I'll recycle one that's been out of use for quite some time: Ûzorgráng.

    I've included the stat block for him below, if you could have a look-see and let me know if I need to change anything.

    Since it's been rather a long time (*cough* *cough* - like 30 plus years) since I've looked at Greyhawk, could you do us a favour and jog our memory?
    • Roughly where is Saltmarsh on the map?
    • What would be the closest large city with a seedy underworld? (this is for the backstory bits)

    I've got a backstory in bullet form so far.
    It just needs some polish and prose.

    Thanks!

    ~*~ Xunal ~*~
    (a.k.a. Ûzorgráng)

    Ûzorgráng's Stat Block:

    Ûzorgráng

    Male half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
    CG Medium humanoid (human, orc)
    Hero Points 1
    Init +4; Senses darkvision 60 ft.; Perception +4
    --------------------
    Defense
    --------------------
    AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
    hp 14 (1d10+4)
    Fort +5, Ref +2, Will +0
    Defensive Abilities orc ferocity
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee bardiche +4 (1d10+4/19-20) or
    . . greataxe +4 (1d12+4/×3) or
    . . light pick +4 (1d4+3/×4)
    Ranged sling +3 (1d4+3)
    Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
    Special Attacks bloodrage (7 rounds/day), claws
    --------------------
    Statistics
    --------------------
    Str 17, Dex 14, Con 16, Int 10, Wis 10, Cha 13
    Base Atk +1; CMB +4; CMD 16
    Feats Grudge Fighter[ARG]
    Traits brute (apg), reactionary
    Skills Acrobatics +5 (+9 to jump), Climb +6, Intimidate +2, Knowledge (local) +6, Linguistics +1, Perception +4, Survival +4; Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local)
    Languages Common, Halfling, Orc
    SQ fast movement, hero points, orc blood
    Other Gear lamellar (leather) armor[UC], light wooden shield, bardiche[APG], greataxe, light pick, sling, sling bullets (10), backpack, belt pouch, blanket[APG], flint and steel, pot, soap, trail rations (5), waterskin, 3 gp, 5 cp
    --------------------
    Tracked Resources
    --------------------
    Bloodrage (7 rounds/day) (Su) - 0/7
    Orc Ferocity (1/day) - 0/1
    Sling bullets - 0/10
    Trail rations - 0/5
    --------------------
    Special Abilities
    --------------------
    Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
    Claws (Ex) 2 Claw attacks deal 1d6 damage
    Darkvision (60 feet) You can see in the dark (black and white only).
    Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
    Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
    Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
    --------------------
    Starting STUFF:
    Half-Orc male (core race)
    Age & SIze: 17 years old, 6' 0", 250# (183cm, 113kg)
    Epic Fantasy (25 points): Str 17 (15), Dex 14, Con 16, Int 10, Wis 10, Cha 13

    • starting budget of 75 gp
    • and an additional 40 gp for weapons for martial types

    Weaponry (worth 37.10 gp):
    • greataxe (20 gp)
    • bardiche (13 gp)
    • light pick (4 gp)
    • sling & 10 bullets (10 sp)

    Background Skills: Each player gets 2 skill points for either Craft, Knowledge, or Profession at 1st level. These are considered class skills. These can be used on one skill a piece or on two individual skills. No additional background skills are awarded past 1st level
    Background Skills Chosen
    • know (local)
    • know (nature)

    Alternate Racial Traits:
    • City-Raised (+2 know local, prof. whips & longswords; replaces Orc Weaon Proficiency)
    • Rock Climber (+1 acrobatics and climb; replaces Intimidating)

    Traits (no drawbacks):
    • Brute (+1 to Intimidate)
    • Reactionary (+2 to Initiative)

    Languages: Aerdi and Orc

    First Level Feat - Grudge Fighter (Orc/Half-Orc racial feat); adds +1 (morale) to hit and damage to foes that attack him in a combat (from ARG)

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


    Xunal wrote:

    @ ALLENDM:

    I'm almost there; hadn't forgotten.
    I got the number crunchy bits done by way of Hero Lab.

    Rather than make yet another avatar/alias, I'll recycle one that's been out of use for quite some time: Ûzorgráng.

    I've included the stat block for him below, if you could have a look-see and let me know if I need to change anything.

    Since it's been rather a long time (*cough* *cough* - like 30 plus years) since I've looked at Greyhawk, could you do us a favour and jog our memory?
    • Roughly where is Saltmarsh on the map?
    • What would be the closest large city with a seedy underworld? (this is for the backstory bits)

    I've got a backstory in bullet form so far.
    It just needs some polish and prose.

    Thanks!

    ~*~ Xunal ~*~
    (a.k.a. Ûzorgráng)

    ** spoiler omitted **...

    There is a Player's Maps in the Google Drive :) Gives you Saltmarsh and the surrounding areas.

    It is in Keoland. Seaton (east of Saltmarsh) is the biggest town it the area and the seat of the Viscount. It has a seedy underworld (thriving thieves' guild). Keoland is east of the Yeoman League and North East of the Hold of the Sea Princes. West of the lands of Ulek (Principality, County, and Duchy).

    The largest city would be Monmurg in the Hold of Sea Princes which is across the Monmurg Bay (south) about 70 miles. The port city of Gradsul in Keoland is about 200 miles away to the north east.

    SD


    Maps and more specific information than you might expect are all on the web at this point.

    "Greyhawk Keoland" and images will get you multiple versions of several maps, as will "Greyhawk Saltmarsh". And once you have other city names in mind, you can search for them, too, of course. Several web pages contain near identical information from the old published stuff, and a few from the Living Greyhawk days contain expansion material which is probably not canon for SD's world, but gives you a feel for at least one other interpretation of the area.

    I didn't need to go out to the garage and find my old Greyhawk stuff (or a place to put it inside), because everything I wanted is on the web at this point.

    I am a little disappointed in how poorly some dieties fared domain-wise in the transition. Istus, for example, only has like 4 domains that still exist, and two of them are Law/Chaos. <shrug> Survivable, but a little restrictive.


    hustonj wrote:

    Maps and more specific information than you might expect are all on the web at this point.

    "Greyhawk Keoland" and images will get you multiple versions of several maps, as will "Greyhawk Saltmarsh". And once you have other city names in mind, you can search for them, too, of course. Several web pages contain near identical information from the old published stuff, and a few from the Living Greyhawk days contain expansion material which is probably not canon for SD's world, but gives you a feel for at least one other interpretation of the area.

    I didn't need to go out to the garage and find my old Greyhawk stuff (or a place to put it inside), because everything I wanted is on the web at this point.

    I am a little disappointed in how poorly some dieties fared domain-wise in the transition. Istus, for example, only has like 4 domains that still exist, and two of them are Law/Chaos. <shrug> Survivable, but a little restrictive.

    I am willing to work on adjusting domains. I feel the same way but I left them as is for now and figured as we get into the campaign we can adjust the domains to balance out the deities.

    SD


    ALLENDM wrote:
    Peet wrote:

    ALLENDM: how do you feel about the Juggler bard archetype?

    ...

    Question 2: If this archetype is approved, can the juggling I am doing actually be my bardic performance? (as if it were a perform skill; FYI sleight-of-hand works like a perform skill if you use it to entertain or earn a living).

    Question 2: Yes. Since this is the core of the bard archetype I would view that as your Bardic Performance.

    OK, the character is coming together.

    Technically the "use three things in two hands" ability doesn't come into play until third level. But maybe I could do a 2-item cascade in one hand while keeping my other hand free until then.

    The "Halfling Jugglesticks" from the Advanced Race Guide grant a +2 competence bonus to Perform (comedy) checks. I am assuming I can get this bonus to sleight-of-hand checks for juggling instead.

    Since I am taking the trait that gives me the throw anything feat, here are some ideas I had for improvised weapons:

    Possible Improvised Weapons:

    An ordinary juggling club is shaped like a bowling pin and would probably count as an ordinary club. He might also juggle meat cleavers which would function like improvised throwing axes. Or torches which I think work like clubs but with 1 point of fire damage. I'm assuming I can get some halfling-sized torches.

    But here are some other ideas:

    1. Wooden ball - about the size of a softball. Possibly with a colored streamer attached, so you could hold the ball itself or grab the streamer and wing it around. I'm guessing this would do damage similar to a club. Free (if a club is free this ought to be too).

    2. Leather ball - filled with sand and a lead shot core. Basically works like a sap but thrown. Costs the same as a sap.

    3. Chalk ball - a cheap burlap bag full of ground chalk, or maybe flour. Functions as a bag of powder, or thrown to make a Dirty Trick maneuver (to blind someone) by hitting them in the face with it. Flour and chalk are both cheap, so 1 sp. Not reusable though.

    Since these items are round they would function better when thrown than a typical melee weapon, so I am thinking a ranged increment of 20 feet instead of 10. Or even 30 if you will go for that.

    What do you think?

    Still working on it but here is the Profile: Faolan Forgael


    Again, Leosclim Goldclove's sheet. Reposting, as I think I'm done with the personality & appearance and such. As I said, I can easily put together an alias, if you like that format better.

    Background:
    Leosclim is a dwarf who grew up to dwarven parents living in the human city of Niole Dra, running a minor mercantile empire. He wasn't the firstborn son, however, and so, his parents bought him an apprenticeship with the church of Saint Cuthbert of the Cudgel. After spending years as an acolyte and clerk, he was in turn apprenticed to a wandering inquisitor. That ended with the plague though - Leosclim's master became possessed during a particularly dangerous mission, and the young dwarf was left adrift without direction in a plague-wrecked landscape.

    He made his way to his hometown, only to find that his father and siblings had fallen to the plague, and his mother died from grief. Strangers had taken over their house. Karol Goldclove, his one remaining brother who were apprenticed to a travelling wizard, was nowhere to be found.

    Unable to bear spending another day in the city, Leosclim hired onto the first caravan that'd take him on as a guard, caring little for the wage or the destination. That's how he ended up in Saltmarsh, fifteen gold pieces richer than he had been, and without a clue what to do next.


    Personality:
    By nature, Leosclim is gruff and taciturn, even for a dwarf. That's actually one of the things his master spent the most time teaching him - how to be personable, read tells, and give off precisely the sort of impression he's trying to. People who spend a lot of time in his company might find his changes in behavior sort of unnerving, but despite being something of a social chameleon, Leos is not a sociopath; he cares deeply about other people and doing the right thing. To him, the benefits of rule of law and the necessity of upholding it is self-evidently the foundations of maintaining a good-aligned society. That's what Cuthbert's faith means to him.

    He doesn't share the in with the common dwarven obsession with kin and history; to him, his family extends only to his parents, siblings, the abbot of St. Cuthbert's temple in Niole Dra, and his master.That said, he is very fond of gold.


    Description:
    Leosclim is an almost suspiciously average-looking dwarf. He's of average height, with reddish-brown hair and eyes that could be anywhere from dark brown to light green, depending on the lightning.
    His greathammer and his prominent holy symbol are the main thing people remember when describing him.


    Focusing on Istuts domains for this discussion, though the first thought applies across several of the deities.

    Celerity is effectively quick movement, so I guess we could talk about swapping that to the loosely related Travel domain?

    Doing something I had not done before, and looking at the 3rd party domains on PFSRD20, I see a Fate domain (direct name reference) and a Prophecy domain (swap out for Oracle?).

    I'm not that big on the Void domain, but the Dark Tapestry sub-domain feels like a strange implementation of the powers and effects attributed to moving through the web where Istus lives.

    Yes, I'm mechanically finished with the previously mentioned Istus Cleric. I built the character with Knowledge and Luck. I haven't considered swapping out for any of the above, so I'm not ready to pick a different domain set. I should have a "final" set to help direct the background writing, as much or as little of it as there might end up being.


    hustonj wrote:

    Focusing on Istuts domains for this discussion, though the first thought applies across several of the deities.

    Celerity is effectively quick movement, so I guess we could talk about swapping that to the loosely related Travel domain?

    Doing something I had not done before, and looking at the 3rd party domains on PFSRD20, I see a Fate domain (direct name reference) and a Prophecy domain (swap out for Oracle?).

    I'm not that big on the Void domain, but the Dark Tapestry sub-domain feels like a strange implementation of the powers and effects attributed to moving through the web where Istus lives.

    Yes, I'm mechanically finished with the previously mentioned Istus Cleric. I built the character with Knowledge and Luck. I haven't considered swapping out for any of the above, so I'm not ready to pick a different domain set. I should have a "final" set to help direct the background writing, as much or as little of it as there might end up being.

    Hustonj,

    Ok Celerity swapped for Travel...
    I believe Fate is already in there (I like that for Istus) and Prophecy for Oracle. Istus doesn't have Void in my doc but we can add Dark Tapestry under minor.

    I will update the doc as well.

    SD


    I was putting together a druid and noticed a little mistake in one of the traits if interested:

    Alternate Elven Racial: Treeshaper wrote:


    *Treeshaper : The forces of nature course through your veins. Your blood line has had many with the power to shape the wood and plants around them and it has passed on to you. Elves with Wisdom scores of 11 or higher gain the following spell-like abilities: 1/day Entangle and 1/day Wood Shape (exactly like stone shape except on wood). The caster level for these effects is equal to the Elve’ level. The DC for these spells is equal to 10 + the spell’s level + the dwarves’ wisdom modifier. At 5th level the woodshaper can add detail and design to his shapes. At 10th level a woodshaper can add intricate patterns and artistic designs and it becomes 50 cubic feet + 5 cubic feet a level. At 15th level the woodshaper can making moving parts like hinges, gears, and levers (like a working door with a simple lock).

    And yeah, I'll be taking that trait. Wood Shape sounds great.

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