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mishima wrote:

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.

Thanks! I thought got all of those will amend it.

SD


Peet wrote:
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:

** spoiler omitted **...

The improvised weapons look fine. Range increment of 20 feet will work. Chaulk/flour is light and the leather ball is a bit heavy so 20 feet work for both. I agree about the wooden juggling pin/club.

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. Chaulk 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.

These all would require a bit of craftsmanship to make... to make them is 2cp and to buy them is 6cp each. Wooden Ball and Leather ball are reusable and the Chaulk/flour ball is disposable. Fair? If that is acceptable note this on your character sheet.

SD


I will review these characters and give feedback tomorrow.

Thanks!
SD


ALLENDM wrote:

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

Right!

That gives me something to work with!
Thanks...


I believe I am going to withdraw my character from consideration at this time. I had not noticed previously that I6 was included in the old school line-up.

Good luck to the other applicants, and thank you for the opportunity.


ALLENDM, This is Licitus' submission for Haad Oreborn.

One thing I have not cleared with you is the use of the Wanderer alternate racial trait. I hope it will be ok. I see it fitting in with his dedication to health.

Also, I am not sure which mountains Haad would be from. I am thinking Crystalmist or Lortmil (Lortmil for now), but I don't know if one or the other would make more sense for the campaign. I am using his starting location for a knowledge local rank and one of his spoken languages. Please let me know if it makes a difference.

Thanks for you consideration.


Improvised Weapons:
ALLENDM wrote:

The improvised weapons look fine. Range increment of 20 feet will work. Chaulk/flour is light and the leather ball is a bit heavy so 20 feet work for both. I agree about the wooden juggling pin/club.

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. Chaulk 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.

These all would require a bit of craftsmanship to make... to make them is 2cp and to buy them is 6cp each. Wooden Ball and Leather ball are reusable and the Chaulk/flour ball is disposable. Fair? If that is acceptable note this on your character sheet.

I actually figured that the leather ball would cost the same as a sap (1 gp). It's basically the same thing only without a handle. Because there's no handle, call it half the normal weight. It might even be considered a non-improvised weapon since it is actually designed to be thrown - though that may not be obvious.

There is a "Bag of Powder" in Ultimate Equipment. I could probably just use the stats for that for the chalk/flour ball.

The others... yeah, that's cool. Can we say 5 cp each though just so the math is neat? I like round numbers.


Peet wrote:
** spoiler omitted **

Sounds good.

SD


Arun Flacari wrote:

I believe I am going to withdraw my character from consideration at this time. I had not noticed previously that I6 was included in the old school line-up.

Good luck to the other applicants, and thank you for the opportunity.

I6 is for when we get to Q1 which is a long ways off. I am not sure that should hold you back. Especially since it is dependent on if the party goes through that door on her plane.

SD


I had a few questions about druid:

-Would it be ok to select Celestian as the source of my druidic spellcasting? I was wanting to make part of her theme astronomy and a hatred of aberrations. (the glossography has a bunch of cool astronomy stuff I want to pull from)

-Can my animal companion start with tricks beyond the 1 bonus trick?


mishima wrote:

I had a few questions about druid:

-Would it be ok to select Celestian as the source of my druidic spellcasting? I was wanting to make part of her theme astronomy and a hatred of aberrations. (the glossography has a bunch of cool astronomy stuff I want to pull from)

-Can my animal companion start with tricks beyond the 1 bonus trick?

Beory (Old Faith) is the primary god of nature with Ehlonna and Obad-Hai as newer sources. Celestain has no ties to nature. What we could do is if your Druid has a strong faith in Celestain we can possibly develop an archetype Druid that both honors nature and worships Celestain. In this way you would gain a domain or two from Celestain as well as the abberation and lose some Druid powers.

My suggestion is drop the additions in spontaneous casting so you are back to Summon Nature’s Ally only and you pick up one domain from Celestain.

If you willing to go that route let me know and we can work it all out.

SD


Ok, I guess Ehlonna would work since she has Sun domain, Sun is a star I suppose. I originally was thinking moon worship but Pholtus definitely doesn't fit with the idea!


Hi all - I've had a brutal week at work, but I'll check back in tomorrow night and post an updated character list. Hopefully my own character will be done this weekend!


Gorin Ianhorn wrote:

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

** spoiler omitted **...

Is Gorin a High Elf or Wood Elf?

Thanks,
SD


Groundhog wrote:

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.

** spoiler omitted **
** spoiler omitted **...

Groundhog,

Go ahead and set up an Alias.

Thanks!
SD


ALLENDM wrote:
Gorin Ianhorn wrote:

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

** spoiler omitted **...

Is Gorin a High Elf or Wood Elf?

Thanks,
SD

I went High Elf, but I have a lot to rework tomorrow, including Keen senses and UC Rogue.


Wow. Actually looking at Prophecy, it seems overpowered by comparison to the Paizo domains. I think I'm going to skip it as a result.

I guess Kobold Press aims kinda high on the power scale.

Need to work the story bits before I submit the Cleric . . .. But time for bed tonight.


mishima here, this is my complete druid submission. At first I had a hard time thinking of how someone would become a druid and still have humble origins as required, but hopefully I struck the right note. Excited to see this character progress through the adventure.

The only thing missing is known tricks for her animal companion. Would you allow me to start with some tricks, or gain all as game goes on?


Zove wrote:

mishima here, this is my complete druid submission. At first I had a hard time thinking of how someone would become a druid and still have humble origins as required, but hopefully I struck the right note. Excited to see this character progress through the adventure.

The only thing missing is known tricks for her animal companion. Would you allow me to start with some tricks, or gain all as game goes on?

I would imagine you would have time to teach your companion three tricks.

SD


Awesome, all set then!


Still working on cleaning up the background. The flu has struck and having two kids sick is not making it easy on me. Pushing along and should have it done soon....I hope


D’ogryn Amaidar wrote:
Still working on cleaning up the background. The flu has struck and having two kids sick is not making it easy on me. Pushing along and should have it done soon....I hope

Hope they feel better. We just had it run through our house. It is horrible this year.


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ALLENDM wrote:


Old School Greyhawk Campaign Folder

SD

Good to have some free house-ruled Greyhawk stuff out there for the "greyhawking". ;)


@ SD, how situational is the feat Combat Reflexes in your campaign? I've played in campaigns where it was very helpful and some where it was nearly useless.


SalaciousCrumb wrote:
@ SD, how situational is the feat Combat Reflexes in your campaign? I've played in campaigns where it was very helpful and some where it was nearly useless.

SC,

It will have a major role in combat especially close quarters and large party combat where flanking and ganging up by groups can take place.

One thing I would add if you are curious what kind of campaign it will be look at the house rules. I am pretty cut and dry and I don’t hide much. The house rules, variant fighter, the feat tax reduction, flanking rules, the additions made to NPC warrior and thug, and that will tell you a lot. The addition on poisons, wound threshold, optional rules, and magic ( restrictions), as well the Rogue contact rules is also a big tell.

SD


May I present my character submission...


"Faolan Forgael, Juggler extraordinaire, at your service good sirs. It will be my great honor to perform for you tonight a variety of feats of manual dexterity and prestidigitation to delight and amaze! Come closer and witness the wondrous talents of Faolan Forgael! Thank you, thank you. I'm here all week."


ALLENDM wrote:
Peet wrote:
Question 3: Would the Extra Traits feat be available to take more of the optional racial traits you have listed?
Question 3: Yes. Bear in mind the ones with * cost two.

I was really tempted by this... I would have taken the Shiftless and Fleet of Foot traits. They fit the fluff of the character really well.

But bards don't really get extra feats at all, and there are a lot of combat feats I'm going to need as I level up, and it sounds like the campaign will be pretty tough so I don't want to have to wait till 3rd level to get Precise Shot.


Peet wrote:
ALLENDM wrote:
Peet wrote:
Question 3: Would the Extra Traits feat be available to take more of the optional racial traits you have listed?
Question 3: Yes. Bear in mind the ones with * cost two.

I was really tempted by this... I would have taken the Shiftless and Fleet of Foot traits. They fit the fluff of the character really well.

But bards don't really get extra feats at all, and there are a lot of combat feats I'm going to need as I level up, and it sounds like the campaign will be pretty tough so I don't want to have to wait till 3rd level to get Precise Shot.

Did you read the feat tax portion of the house rules?

SD


ALLENDM wrote:
SalaciousCrumb wrote:
@ SD, how situational is the feat Combat Reflexes in your campaign? I've played in campaigns where it was very helpful and some where it was nearly useless.

SC,

It will have a major role in combat especially close quarters and large party combat where flanking and ganging up by groups can take place.

One thing I would add if you are curious what kind of campaign it will be look at the house rules. I am pretty cut and dry and I don’t hide much. The house rules, variant fighter, the feat tax reduction, flanking rules, the additions made to NPC warrior and thug, and that will tell you a lot. The addition on poisons, wound threshold, optional rules, and magic ( restrictions), as well the Rogue contact rules is also a big tell.

SD

I just finished the house rules doc. It gave me ideas for about three other characters. Anyway, I have reworked Gorin and I am going to rework his background a bit to match the grittier feel of this campaign.


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.

No worries Tick, I realized that I used the same alias icon as Jovich. My apologies


ALLENDM wrote:

Did you read the feat tax portion of the house rules?

Yes, I did, and they are a big help to this character at 1st level (and again at 7th). Basically I get the Precise Shot and Point-Blank shot feats all at once. It means that my throwing attacks are viable even against targets in melee at 1st level.

But they won't do a lot of damage. With both Bardic Song and Point-Blank Shot, I typically will do 1d4+3 damage per attack. In order to do real damage with throwing I have to be able to throw lots of things and also have a way to boost damage.

So I still need:
Two-Weapon fighting
Quick Draw
Deadly Aim

And preferably:
Arcane Strike

That takes my feats from 1st to 9th level.


All,

I have been going through the character submissions...I tend to read and reread them.

As of now I have selected two for the party so that everyone knows:

Right now the party makeup looks like this:

Oceanshieldwolf is running a female human variant fighter (Naia Temlow) She is also from Saltmarsh.

Mishima running a high elf druid with an animal companion (Zove). From Dreadwood but now in Saltmarsh.

(2 of 6 selected)
Fighter (variant) (female human from Saltmarsh)
Druid w/animal companion (high elf female from Saltmarsh)

I am looking for four more players to get to six. As stated I am waiting until Feb 9th for all submissions but I plan on picking one more player to get the party somewhat formed and ready to go. On Feb 9th I will open the Discussion thread (OOC) and after that, we will get started.

Thanks,
SD


My background is almost complete. Will have the final touches done tonight.


D’ogryn Amaidar wrote:
My background is almost complete. Will have the final touches done tonight.

Thanks!

SD


Okay, here is a quick write-up for the Cleric of Istus.

Shamus Pholtun

Statistics:
Male Human (Mutt) Cleric 1
N Medium Humanoid (Human)
Init +1; Sense Motive +8; Perception +4

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

AC 17, touch 11, flat-footed 13 (Armor+3, Dex+1, Shield+3)
hp 9 Healthy 7~9, Grazed 5~6, Wounded 3~4, Critical 1~2, Disabled 0~-1
Fort +3, Ref +1, Will +6

DR 2/- while shield applies

Concentration: 1d20+1 (level)+4 (Wis)+2 (Industrious)(+4 Combat Casting when Defensively Casting) (1d20+7/11)
-------------------
OFFENSE
-------------------

Speed 20' (30' w/o pack)
Melee
Morningstar +2 for 1d8+2 @ x2, B & P

Ranged
Net +1 for nought @ nought for over 10', - = Ranged Touch to ENTANGLE = Opposed Str to restrain target

-------------------
STATISTICS
-------------------
Str 14, Dex 13, Con 12, Int 10, Wis 18, Cha 14
Base Atk +1; CMB +3; CMD 17
Feats Combat Casting, Persuasive, Weapon Proficiency (Net)
Skills (7 points, 4 Class, 0 Int, 1 Skilled, 2 Background)
Acrobatics*+1, Appraise+0, Bluff+4, Climb*+2, Craft (any)+0, Diplomacy+10T, Disguise+2, Escape Aritst*+1, Fly*+1, Heal+4, Intimidate+4, Knowledge (History)+4T, Knowledge (Religion)+4T, Linguistics+4T, Perception+4, Perform (Other)+2, Profession (Priest)+10T, Ride*+1, Sense Motive+8T, Spellcraft+4T, Stealth*+1, Survival+4, Swim*+2
ACP-3 (-3 w/o pack)
* ACP applies to these skills (Not included)
Non-Standard Skill Bonuses
Languages Keoish (R/S)(C/W), Celestial (L/SW)


Special Abilities:

-------------------
Special Abilities
-------------------
Bonus Feat (Human), Skilled, Industrious, Silver Tongued, Aura (None), Channel Energy (Positive) 1d6, Domains (Knowledge, Luck), Orisons, Spontaneous Casting

Spells:

-------------------
Spells
-------------------
Prepared
Orisons 5
Cure Minor Wounds
Detect Magic
Light
Purify Food and Drink
Stabilize
1st (2/day + Domain)
Dreamfeast
Shield of Faith
+
True Strike
+
Spontaneous: Bane, Bless, Cure Light Wounds, Serenity, True Strike

Domains
Fate
Granted Powers: The god of fate’s touch has given you the ability to affect the fate of others, and to even change your own fate.
Fateful Touch (Su): You can touch a creature as a standard action, granting them the ability to automatically succeed or fail (at their option) on one saving throw, skill check, or ability check. The automatic success must be used within one minute of being touched.
Amor Fati (Su): Beginning at 8th level, your acceptance of the god of fate’s grand plans leaves you mentally calm, granting you a +3 bonus to your Will saves.
Domain Spells: 1st—serenity, 2nd—augury, 3rd—bestow curse, 4th—saving grace, 5th—opportunity, 6th—geas/quest, 7th—resurrection, 8th—greater spell immunity, 9th—miracle.
Luck
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Prayer Book
Orisons - All
Bleed
Create Water
Cure Minor Wounds (Full round)
Detect Magic
Detect Poison
Enhanced Diplomacy
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Spark
Stabilize
Virtue
1st - 7
Bless Water
Divine Favor
Dreamfeast
Endure Elements
Magic Weapon
Shield of Faith
Sun Metal


Gear/Possessions:

-------------------
Gear
-------------------
Carrying Capacity
Light 0~58# Medium 59~116# Heavy 117~175#
Current Load Carried 77 (46.5 without pack)

Outfit, Travler's 5# (boots, breeches, a sturdy belt, dagger, a shirt, jacket, and an ample cloak with a hood)
Net 6#
Morningstar 6#
Hide Shirt 18#
Heavy Wooden Shield 10#
Cleric's Kit 32# (a backpack, a bedroll, a belt pouch [worn], candles (10), a cheap holy text, a flint and steel [worn], an iron pot, a mess kit, rope, soap, a spell component pouch [worn], torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol [worn])

Money 4 GP 0 SP 0 CP


Background:
It is said that two types of people become Clerics of Istus. Those upon whom fate has smiled, and those upon whom fate has dumped everything, time and again, and yet they still survive. Shamus was travelling with his parents, returning from market after selling a huge wagon of produce, when they were attacked by bandits. The bandits accidentally killed Fellis, and when Jeorg attacked in his grief, they killed him, too. Shamus was taken in by his aunt and her husband, but after a couple of years, they both died in a house fire. Shamus was take in by an orphanage in Gradsul, which was struck by the plague and most of the children died. That was when Shamus was taken in by the Clerics of Istus and they formalized his training. He has been sent to wander the world to discover what he can while watching for other potential clerics to be sent to a temple for training.

Appearance & Personality:
Shamus has a lot in common with Eeyore. He assumes things are going to go poorly, but that he'll survive to continue suffering. He appreciates those around him, partially because he expects them to vanish eventually.

Current Conditions:
None

Current Effects & Spells:
None


Here's the Rhennee Fighter I threw together earlier.

Lash Lewes

Statistics:
Male Rhennee Human SD Fighter 1
N Medium Humanoid (Human)
Init +4; Sense Motive +1; Perception +5

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

AC 17, touch 14, flat-footed 13 (Armor3+, Dex+4, Shield+0)
hp 12 Healthy 9~12, Grazed 6~8, Wounded 3~5, Critical 1~2, Disabled 0~-1
Fort +4, Ref +4, Will +1

+2 CMD to Dirty Trick, Disarm, Reposition, Steal, Trip
-------------------
OFFENSE
-------------------

Speed 20' (30' w/o pack)
Melee
Bladed Scarf +5 for 1d6+2 @ x2, S, Disarm, Trip, Finesse, Two-Handed
Scorpion Whip +4 for 1d4+2 @ x2, S, Disarm, Performance, Reach (15'), Trip, Finesse, One-Handed, provokes as ranged attack

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability.
-1 Attack for +2 Damage one-handed or +3 Damage two-handed (Power Attack)
+1 Attack/Damage for Flails Group (included above, but not in CMB bonuses below)
+1 Attack w/ Bladed Scarf (included above, but not in CMB bonuses below)
+2 CMB to Dirty Trick, Reposition, Steal, Trip
+4 CMB to Disarm with above (+2 otherwise)

Ranged
Shortbow +5 for 1d6 @ x3, 60', P, 20 arrows

-------------------
STATISTICS
-------------------
Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Combat Expertise (Combat Expertise, +), Exotic Weapon Proficiency (Bladed Scarf), Exotic Weapon Proficiency (Scorpion Whip), Exotic Weapon Proficiency (Whip), Martial Mastery (Weapon Focus [Bladed Scarf], +), Deft Maneuvers (Improved Trip, Disarm, Dirty Trick, Feint, Reposition, Steal)
Skills (8 points, 4 Class, 1 Int, 1 Skilled, 2 Background)
Acrobatics*+4, Appraise+1, Bluff+1T, Climb*+6T, Craft (Other)+1, Diplomacy+0, Disguise+0, Escape Aritst*+4, Fly*+4, Handle Animal+4T, Heal+1, Intimidate+0, Knowledge (Dungeoneering)+5T, Knowledge (Engineering)+5T, Perception+5T, Perform (Dance)+5T, Perform (Other)+0, Ride*+4, Sense Motive+1, Stealth*+4, Survival+1, Swim*+5T
ACP-3 (-1 w/o pack)
* ACP applies to these skills (Not included)
Non-Standard Skill Bonuses
Feint as Move Action
Languages Rhopan (R/S), Keoish (B/S)


Special Abilities:

-------------------
Special Abilities
-------------------
Bonus Feat (Human), Skilled, Military Tradition (Bladed Scarf and Scorpion Whip), Rhennee Wanderer (Perform [Dance]), Bonus Feat (Fighter), Weapons Training, Combat Expert, Combat Expertise Feat

Gear/Possessions:

-------------------
Gear
-------------------
Carrying Capacity
Light 0~58# Medium 59~116# Heavy 117~175#
Current Load Carried 59# (30.5# w/o pack)

Outfit, Travaler'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)
Bladed Scarf 2#
Scorpion Whip 3#
Shortbow 2#
Arrows (20) 3#
Leather Armor 15#

Money 43 GP 0 SP 0 CP


Background:
As a toddler, Lash loved nothing as much as dancing with his mother, sisters, and the other women of the family. Even as he was forced to focus on other things while he grew, he continued his love of dancing and spent what time he could simply enjoying the act of moving. When Papa and the uncles decided that Lash would best serve the community as a trained warrior, the older women took it upon themselves to teach him how to use scarves as arms and armor in addition to the more straight-forward lessons the men provided him. The men accepted that Lash was being taught to be a somewhat unconventional warrior, so they extended that by providing him training with the various styles of whips available.

The family simply doesn't have the resources to squander on providing Lash a set of defensive scarves, though. So, he was given leave in Gradsul to see if he could find a way to acquire a set himself. He started by joining a caravan as a guard, and finds himself entering the town of Saltmarsh . . ..


Appearance & Personality:
Dark skin tone and plenty of dark hair makes it hard for Lash to hide his Rhennee heritage if he wanted to. His clothing makes no effort, however, with striped pants and a floral print shirt, two scarves tied around his left bicep and one about his right, and another, longer scarf draped around his neck, the variety of colors still appearing subdued as the shades are all darker and less flashy.

As a young male human, Lash is still focused on trying to enjoy life as best he can, not truly ready to accept a life of toil and practice as he sees so many of his elders seem to have. As Rhennee, he has learned not to trust others just as much as they don't trust him.


Current Conditions:
None

Current Effects & Spells:
None


The optimist in me wants to assume that you haven't picked Rabalar because you wanted to see the other concepts I had mentioned.

Now you can.

Guess we'll see what happens.


The character is done ready. I will do some fine tuning the back ground but for the most part he is ready to go.


hustonj wrote:

The optimist in me wants to assume that you haven't picked Rabalar because you wanted to see the other concepts I had mentioned.

Now you can.

Guess we'll see what happens.

It is more about the amount of rangers/ hunters/ slayers/ rogues. Just giving everyone time to get them in to be fair.

SD

P.S. trust me the impatient part of me want to pick six and go but I know long term PBP you have to get the right mix of players. Often more important then the characters.


@ ALLENDM

Hello!

It's Xunal again...

I was able to finish Ûzorgráng's profile today.

Here it is, in all it's glory (or something like that).

Let me know if I should alter anything.

Thanks!

Early Life of Ûzorgráng:

Ûzorgráng is from the city of Monmurg, in the Hold of the Sea Princes. All he
knew as a child was the life of an indentured labourer. A slave, in fact, if not
in name. He and his sister, Shenmat, were separated when their owner, Remmírja,
decided to sell Ûzorgráng off as a pit fighter. Partly for the money, but mostly
because Ûzorgráng is quite wilful, which is not a quality that endears slaves to
their owners.

Despite his young age, Ûzorgráng had brawn, vigour, and even agility that few
adults could match. For that reason, he became an ideal follower of the god
Kord, the god of athletics, sports, brawling, strength, and courage.
Unfortunately for Ûzorgráng the owner of a fighting pit, Elohesra, offered
Remmírja a tidy sum for those same qualities.

Although he loathed the idea of fighting, even killing, to entertain others,
Ûzorgráng had little choice to do just that. It was necessary just to survive.
Much to everyone's surprise, including Ûzorgráng's, when pushed enough, he flies
into a rage for a short while and grows claws when he does so. Although he
became something of a crowd favourite, Ûzorgráng still hated his situation and
wanted nothing more than to escape.

Luckily, that chance presented herself in the form of Hoentin, another of
Elohesra's slaves. She is a talented cook, but Elohesra was also unaware that
she was also a skillful lockpick and cutpurse. She longed to escape as well and
despite the contact among slaves being kept to a minimum, Ûzorgráng and Hoentin
soon formulated an escape plan.

One night, after the day's fights, Hoentin managed to lace all the food for the
guards and for Elohesra himself with a very strong sleeping draught. Herbalism
is another of Hoentin's talents, it seems. She was soon able to unlock the cells
for Ûzorgráng and the other pit fighters. With great difficulty, Ûzorgráng was
able to convince his fellow pit fighters not to kill sleeping Elohesra and his
sleeping guards. Instead, they locked them up in the cells, and left them bound
and gagged.

They then left with all of Elohesra cash and other valuables and made good their
escape from Monmurg. Since carrying around bags of cash and valuables draws
unwanted attention by the city watch in any city, they left the bulk of
Elohesra's money at an orphanage. They used the rest to buy passage out of
Monmurg by bribing several ship's crews to hire them on as mercenaries, or a
cook in Hoentin's case. By time Elohesra and his guards started coming out of
their drug-induced stupors, bound hand and foot, gagged, and locked in what used
to be fighters' cells, Ûzorgráng, Hoentin, and the others were safely out of
Monmurg. Dispersed among several ships.

Ûzorgráng's Personality:

Despite his rather unfortunate beginning in life, Ûzorgráng is a goodly sort, if
willful. Because of having been a pit-fighter against his will, he's keen to
help others weaker than him get out ofa sticky situation. The only real bad side
to his personality is when he goes into a rage while fighting.

Extra Bits:
Those things that Ûzorgráng does not know (as yet)

His deceased parents were both half-orc adventurers themselves:
• Father: Graltar; a barbarian
• Mother: Shaelat; a draconic blooded sorcerer
• He only has vague recollections of either; he and Shenmat were quite young when their parents died
• Does not know what's happened to Shenmat, his sister, but he wants to find and free her some day

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 bulleets (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)


ALLENDM wrote:
hustonj wrote:

The optimist in me wants to assume that you haven't picked Rabalar because you wanted to see the other concepts I had mentioned.

Now you can.

Guess we'll see what happens.

It is more about the amount of rangers/ hunters/ slayers/ rogues. Just giving everyone time to get them in to be fair.

Well, Lash Lewes (Rhennee Fighter) is going to be a Fighter/Rogue. Will let him improve his Feint chances and take full advantage of the Rogue's Finesse damage with the Bladed Scarf, as well as giving him access to those bonus damage dice now and again.

I guess that kind of means the two concepts are competing with each other.

Edit: Just realized I forgot to add the Flail's Group bonus damage to Lash's weapons, too.


Sorry for the delay - ended up crashing last night as soon as I got home from work. As usual, updates are in bold and please let me know if I've missed/messed up your submission.

**Congratulations - you've been selected!**

  • Oceanshieldwolf - Naia Temlow - human fighter
  • mishima - Zove - high elf druid

    Completed character submissions:

  • Me'mori - Edan Crosier - warpriest (sacred fist) of Berna
  • hustonj - Rabalar - wood elf ranger (divine marksman)
  • hustonj - Shamus Pholtun - human cleric of Istus
  • hustonj - Lash Lewes - human (Rhenee) fighter
  • Jovich- D'ogryn Amaidar - human (Suel) rogue
  • Groundhog - Leosclim Goldclove - dwarf inquisitor
  • Salacious Crumb - Gorin Ianhorn - high elf rogue
  • Licitus - Haad Oreborn - half dwarf alchemist (internal alchemist)
  • Peet - Faolan Forgael - halfling bard (juggler)
  • Xunal - Ûzorgráng - half-orc bloodrager

    Characters folks are thinking about:

  • Jesse Heineg - possible human bard (a traveler coming to town) or half-elf cleric/mage type (a local scholar)
  • Tharasiph - possible hill dwarf monk
  • The Tick in the Barrel - human wizard


  • ALLENDM: Given there will already be one animal companion in the party, I think I'm going to file away the half-orc and his dog concept for future use. As for my human wizard, would you allow either the bonded wizard or sword binder archetype?


    The Tick in the Barrel wrote:
    ALLENDM: Given there will already be one animal companion in the party, I think I'm going to file away the half-orc and his dog concept for future use. As for my human wizard, would you allow either the bonded wizard or sword binder archetype?

    Tick,

    Don't let that stop you... It doesn't bother me if you want to submit that.

    SD


    The Tick in the Barrel wrote:
    ALLENDM: Given there will already be one animal companion in the party, I think I'm going to file away the half-orc and his dog concept for future use. As for my human wizard, would you allow either the bonded wizard or sword binder archetype?

    Both are fine.

    SD


    ALLENDM, I have an idea for a LN Half-Dwarf monk/inquisitor, but it definitely require approvals from you.

    Character Idea:
    The character would be a monk (2) / inquisitor (remaining). I would want to use the magical knack trait and the Monk of Many Styles archetype. I don't know that the Monk of Many Styles can even be used with an unchained monk, so it is definitely your call. The idea would be that the monk/inquisitor would be defensive, using a shield and using teamwork feats for advantages in positioning. This would be a hill dwarf who worshipped probably either Celestian or Fharlanghn and enjoyed protecting travlers (I'm not really familiar with the Greyhawk gods, so if that doesn't really work, then let me know). He would come to Saltmarsh as a caravan guard.

    If that works, I can flesh him out. Also, I still want to submit that CG sailor skald.


    @ SD, I'm going to withdraw my submission as well. You have put in a large amount of time and energy into this already. Getting back into that Greyhawk hex map was enticing. I have tremendous respect for your work. Thanks for the inspiration. You all have fun. I will lurk at gameplay from time to time.

    Thanks,

    Salacious


    Licitus wrote:

    ALLENDM, I have an idea for a LN Half-Dwarf monk/inquisitor, but it definitely require approvals from you.

    ** spoiler omitted **
    If that works, I can flesh him out. Also, I still want to submit that CG sailor skald.

    If those are concepts you want to run submit both! I don't see an issue mechnacially with Master of Many Styles and UC Monk. Looks like the changes are all clean. Gods look fine as well for your Monk.

    SD


    All,

    Just a quick reminder if you are planning on submitting a character deadline is 2/9/2018.

    If you plan on submitting do me a favor and let me know. If all the submissions are done I would really like to move forward and get to picking the party :)

    Thanks!
    SD

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