
EltonJ |
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Just checking if anyone would like to play in Greyhawk on Mondays (5:30 pm MST (7:30 pm EST) to 8:30 pm MST (10:30 pm EST) using Roll20. I don't have a full story planned. But you may find Greyhawk: the Adventure Begins or the Living Greyhawk Gazetteer useful. I'd like to review the Living Greyhawk Gazetteer on my blog. So, I want to playtest it.
The game is not play-by-post. It's a weekly live game played over roll20. I know some races in the Living Greyhawk Gazetteer will need some adjustment.
Allowable Races
* Human, Dwarf, Elf, Halfling, Gnome, and Orc. As always, see the Advanced Race Guide. Orcs are interfertile with humans, so Half-orcs are possible.
Allowable Classes
All the classes in the Core Rulebook, Advanced Player's Guide, Ultimate Magic, and Ultimate Intrigue. I will also be allowing the Warlock from Complete Arcane, and the Shaman class from the World of Warcraft RPG. No prestige classes. Yes, I think the Shaman class from the WoW RPG is better than the Shaman in the Advanced class Guide.
Gods and Clerics
All of the Gods in the Living Greyhawk Gazetteer are viable as patrons. Those players wishing to use the subdomains from the APG (or other sources) should work with me to get their domains selected.
Psionics
Yes, I am a big fan of psionics. No, we won't be using either source for psionics. I'm, or we are, playtesting the Living Greyhawk Gazetteer, not Ultimate Psionics.
Character Creation details
Generating stats. You may roll 4d6 dice six times, dropping the lowest die and taking the total of the three highest dice for your scores. Normally I would do point buy, but not for this campaign.
Traits. You may choose two traits per campaign guidelines. You may select traits from the APG, the ARG, and Ultimate Campaign.
starting Level. The campaign will start at first level. Don't worry, you will start with full hit points.
Alignment. Try not to choose evil alignments. I want to play all the bad guys.
So, who would like to play in Greyhawk?

Arlyn Booker |
4d6 ⇒ (5, 4, 3, 5) = 174d6 ⇒ (5, 1, 3, 4) = 134d6 ⇒ (1, 2, 4, 4) = 114d6 ⇒ (4, 5, 5, 6) = 204d6 ⇒ (6, 2, 5, 6) = 194d6 ⇒ (4, 5, 6, 5) = 20
Dotting and putting forward interest with a cleric of St. Cuthbert. Will probably work up a sheet later tonight; but before I do, just to double check, do the allowed books for classes extend to archetypes and feats? Just so I know what I have to work with for planning.

EltonJ |

4d6; 4d6; 4d6; 4d6; 4d6; 4d6
Dotting and putting forward interest with a cleric of St. Cuthbert. Will probably work up a sheet later tonight; but before I do, just to double check, do the allowed books for classes extend to archetypes and feats? Just so I know what I have to work with for planning.
Yes they do! ;-)

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I'm interested!
4d6 ⇒ (2, 3, 1, 4) = 10
4d6 ⇒ (3, 1, 3, 3) = 10
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (5, 6, 4, 5) = 20
4d6 ⇒ (5, 6, 3, 5) = 19
4d6 ⇒ (1, 6, 3, 3) = 13
eh? I was thinking a human cleric of Heironeous or maybe an elven ranger? can I "roll" again and take one of the "sets"?
FYI I wrote a few Living Greyhawk mods. I love the setting. What area do we start in? Can we human racial languages from Greyhawk?
What about half orcs and half elves? Just wondering...I'll probably do my final "sheet" in HeroLab for you to approve? Then Roll20

EltonJ |

I'm interested!
4d6 ⇒ (2, 3, 1, 4) = 10
4d6 ⇒ (3, 1, 3, 3) = 10
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (5, 6, 4, 5) = 20
4d6 ⇒ (5, 6, 3, 5) = 19
4d6 ⇒ (1, 6, 3, 3) = 13
eh? I was thinking a human cleric of Heironeous or maybe an elven ranger? can I "roll" again and take one of the "sets"?
Yes, you can.
FYI I wrote a few Living Greyhawk mods. I love the setting. What area do we start in? Can we human racial languages from Greyhawk?
Yes, you can take human racial languages. I was thinking the kingdom of Nyrond to start with.
What about half orcs and half elves? Just wondering...I'll probably do my final "sheet" in HeroLab for you to approve? Then Roll20
Half-orcs are possible, but half-elves are not. :)

Arlyn Booker |
Alright, rough sheet is done, though might need a double check on the gold math and feedback on anything that might need tweaked/changed.

EltonJ |

Alright, rough sheet is done, though might need a double check on the gold math and feedback on anything that might need tweaked/changed.
Okay. You're feats are persuasive and selective channeling. Are you hoping to double as the party face?

Arlyn Booker |
Arlyn Booker wrote:Alright, rough sheet is done, though might need a double check on the gold math and feedback on anything that might need tweaked/changed.Okay. You're feats are persuasive and selective channeling. Are you hoping to double as the party face?
I kinda grabbed it as a flavor pick to fill the slot, since I wanted him to be at least decent at face stuff as I foresee his personality tripping more than a couple diplomacy/intimidate checks. If no one else comes in to fill the role then it wouldn't be that much trouble to pivot into it full time though.
Otherwise their main role mechanically will probably be a secondary front-liner and support caster (buffs/healing); possibly leveraging channel as a niche offensive tool vs. undead and demons if the campaign goes late enough to start into Holy Vindicator.

SqueezeMeNow |
Do you have a rough idea of when you're wanting to get things underway? January? Later?
Regardless, I'm never above rolling stats. Also, fairly fond of Greyhawk.
4d6: 4d6 ⇒ (1, 4, 2, 3) = 10
4d6: 4d6 ⇒ (2, 5, 2, 4) = 13
4d6: 4d6 ⇒ (6, 1, 3, 5) = 15
4d6: 4d6 ⇒ (3, 1, 5, 1) = 10
4d6: 4d6 ⇒ (1, 6, 1, 6) = 14
4d6: 4d6 ⇒ (2, 5, 4, 1) = 12
9, 11, 14, 9, 13, 11
That's uh, well that's something.

EltonJ |

Do you have a rough idea of when you're wanting to get things underway? January? Later?
Regardless, I'm never above rolling stats. Also, fairly fond of Greyhawk.
[dice=4d6]4d6
[dice=4d6]4d6
[dice=4d6]4d6
[dice=4d6]4d6
[dice=4d6]4d6
[dice=4d6]4d69, 11, 14, 9, 13, 11
That's uh, well that's something.
January is when I have things planned to start rolling.

EltonJ |

Suppose I could also roll again? Much as I am tempted to make do with such an abysmal set for the sake of laughs I don't think I would get chosen with it.
Unless I can make an absolutely terrible kobold. In which case I would happily drive the stats lower.
Yes, you could roll again.

SqueezeMeNow |
So no smolbold the wretched. Got it. :D Maybe I'll manage worse.
4d6: 4d6 ⇒ (1, 4, 6, 1) = 12
4d6: 4d6 ⇒ (3, 3, 1, 2) = 9
4d6: 4d6 ⇒ (3, 4, 1, 4) = 12
4d6: 4d6 ⇒ (5, 4, 3, 2) = 14
4d6: 4d6 ⇒ (2, 2, 2, 6) = 12
4d6: 4d6 ⇒ (2, 4, 2, 5) = 13
11, 11, 11, 12, 10, 11
Hell yeah! Human commoner here I come! I suppose the bonuses turn out to be the same in total. +1 overall. But it is even more mediocre somehow. This is a challenge to make something good!

drbuzzard |

Might as well try. I have Mondays free.
4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (5, 4, 4, 2) = 15 13
4d6 ⇒ (2, 2, 3, 5) = 12 10
4d6 ⇒ (1, 5, 6, 5) = 17 16
4d6 ⇒ (3, 4, 3, 3) = 13 10
4d6 ⇒ (2, 3, 4, 5) = 14 12
That's pretty solid. I usually do fighters. What rules are available for feats and such? I rather like the advanced weapon and armor training stuff.

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OK, well let's see what I get!!
4d6 ⇒ (4, 5, 1, 4) = 14= 13
4d6 ⇒ (2, 3, 6, 2) = 13= 11
4d6 ⇒ (2, 1, 1, 2) = 6= 05
4d6 ⇒ (1, 6, 1, 2) = 10= 09
4d6 ⇒ (1, 2, 4, 4) = 11= 10
4d6 ⇒ (2, 5, 2, 5) = 14= 12
Well, that is not very good...mulligan??
4d6 ⇒ (5, 5, 1, 1) = 12= 11
4d6 ⇒ (1, 5, 2, 4) = 12= 11
4d6 ⇒ (2, 2, 1, 2) = 7= 06
4d6 ⇒ (4, 5, 3, 5) = 17= 14
4d6 ⇒ (3, 1, 3, 5) = 12= 11
4d6 ⇒ (6, 6, 6, 2) = 20= 18
Much better!!

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OK, here is my submission...I hope he is ok!!
Wendol the Black
Male human evoker 1
NG Medium humanoid (human)
Init 2; Senses Perception +1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort 0, Ref 2, Will 2
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +6)
. . 1st—burning hands (DC 16), mage armor, mount, sleep (DC 16)
. . 0 (at will)—acid splash (at will), dancing lights (at will), prestidigitation (at will)
. . Opposition Schools Clockwork, Illumination
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Statistics
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Str 6, Dex 14, Con 11, Int 20, Wis 11, Cha 11
Base Atk +0; CMB -2; CMD 10
Feats Eschew Materials, Scribe Scroll, Spell Mastery
Traits bruising intellect, gifted adept
Skills Appraise +9, Intimidate +9, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nobility) +9, Linguistics +9, Perception +1, Spellcraft +9
Languages Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc
Other Gear arcane bond ring, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, waterskin, wizard starting spellbook, 96 gp, 9 sp
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Special Abilities
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Clockwork
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation
Force Missile (1d4+1, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Illumination
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Spell Mastery (Sleep, Magic Missile, Mage Armor, Shield) You can prepare the chosen spells without a spellbook.