
EltonJ |

Hi,
I've started an interest check to see who is interested in playing the classic AD&D module Dwellers of the Forbidden City by David Cook. The adventure is set in the World of Greyhawk. In Hepmonaland. The adventure was used as a tournament for 20 players at Origins, I think. You get to face off with the Yuan-ti in the adventure.
I'm looking for seven characters using PF1 rules. Level 5. Your character can hail from anywhere in the World of Greyhawk, you just need to describe how you got to Hepmonaland. I'm looking for seven (7) PCs willing to brave the Forbidden City!
We won't be playing tournament rules, though.
Resources I am Allowing:
Pathfinder Roleplaying Game Core Rule Book.
Advanced Player's Guide.
Ultimate Combat (Just no Anti-paladins, gunslingers, Samurai or Ninja)
Ultimate Magic
Advanced Class Guide
The Martial Arts Handbook
The Familiar Folio
Champions of Balance and Champions of Purity
Blood of the Moon
Faiths of Purity
Inner Sea Magic
Blood of the Beast
Greyhawk Resources
Greyhawk: the Adventure Begins
Greyhawk Player's Guide
World of Greyhawk
Forgotten Realms Resources
Serpent Kingdoms That's for my use only.
[b]Races Allowed[/i]
Humans
Dwarves as Hill Dwarves or Mountain Dwarves.
Elves as High Elves, Wood Elves, Grey Elves, Grugach, Drow, or Valley Elves. Drow being the least common.
Gnomes as Rock Gnomes.
Halflings, as hairfoots.
Half-Elves, also known as Peredhil.
Half-Orcs, also known as Uruk-Hai.
Kitsune very rare, you must describe how these folk come from the island of Nippon in the West. I can allow one in the party.
Skinwalkers from Blood of the Moon, Pathfinder's answer to shifters from Eberron. Very rare, I can allow for one in the party. See Blood of the Moon for insights.
Definitely no Yuan-ti in the party, they are the villains. Also, please note that I want to play all the bad guys. So, who's interested?

RHMG Animator |

Interested, especially if PF1e, or D&D 3.5.
I know some of 1st and 2nd ed, but THAC0 is a headache to understand and in someway counter intuitive in areas for those that have only played D&D 3.X and PF.
Also I find it a bit funny, after I didn't get picked for Against the Cult of the Reptile God
I decided to take my character and started to write a story with them and one of their foes a Serpent Folk Cult (cause PF can't use Yuan-ti) with the cult's dreams of domination over the other races.

Albion, The Eye |

Albion, The Eye wrote:Would be interested if you were running it with AD&D ;)Ah. Would AD&D 2nd edition do? I don't have first edition except for both Monster Manuals.
2nd Edition already has too many fiddly bits for people to go crazy with - queue in Complete Handbooks, Player Options, Specialty Priests, and things go south very quickly (in my opinion).
I am just in an AD&D mood. Plus I like the idea of playing a module using the system it was designed for in the first place.
But don't mind me, I was just creating a little chaos :D

EltonJ |

Interested, especially if PF1e, or D&D 3.5.
I know some of 1st and 2nd ed, but THAC0 is a headache to understand and in someway counter intuitive in areas for those that have only played D&D 3.X and PF.Also I find it a bit funny, after I didn't get picked for Against the Cult of the Reptile God
The character you submitted would be overpowering for the group. A good exercise in game design, I assure you, but overpowering for the group.
I decided to take my character and started to write a story with them and one of their foes a Serpent Folk Cult (cause PF can't use Yuan-ti) with the cult's dreams of domination over the other races.
Okay.

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OK...here is the crunch for my submission.
Jharo
Male catfolk ranger (dual-style ranger) 5
NG Medium humanoid (catfolk)
Init 3; Senses low-light vision; Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 49 (5d10+15)
Fort 6, Ref 7, Will 2
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Offense
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Speed 30 ft.
Melee 2 claws +9 (1d6+3 P & S)
Ranger (Dual-Style Ranger) Spells Prepared (CL 2nd; concentration +3)
. . 1st—magic fang, speak with animals
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Statistics
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Str 14, Dex 17, Con 14, Int 12, Wis 12, Cha 10
Base Atk +5; CMB 7; CMD 20
Feats Endurance, Improved Animal Companion, Improved Natural Attack (claw), Rending Claws[APG], Two-weapon Fighting, Weapon Finesse
Traits jungle walker (mwangi expanse), savage
Skills Acrobatics +10, Appraise +2, Climb +10, Handle Animal +6, Heal +6, Knowledge (geography) +7, Knowledge (nature) +10, Linguistics +4, Perception +9, Sense Motive +2, Stealth +11, Survival +9 (+10 to get along in the wild), Swim +7; Racial Modifiers +2 Acrobatics
Languages Catfolk, Common, Olman, Ralat, Rasol, Touv
Other Gear amulet of mighty fists +1, jungle boots, belt pouch, flint and steel, waterskin, Animal Companion, 497 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Reptilian Humanoids +4) (Ex) +4 to many rolls when dealing with creatures of the reptilian humanoids category.
Favored Terrain (Jungle +2) (Ex) +2 to many rolls when in jungle terrain.
Improved Animal Companion Animal companion gains 1d8 hp, +1 to any one ability score, and +2 to its natural armor bonus.
Jungle Stalker Ignore first square of difficult terrain caused by foliage each round.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Animal Companion CR –
Leopard
N Small animal
Init 6; Senses low-light vision, scent; Perception +5
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Defense
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AC 21, touch 17, flat-footed 15 (+6 Dex, +4 natural, +1 size)
hp 29 (3d8+11)
Fort 4, Ref 9, Will 2
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Offense
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Speed 50 ft.
Melee bite +9 (1d4+1 B & P & S), 2 claws +9 (1d2+1 P & S)
--------------------
Statistics
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Str 12, Dex 22, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB 2; CMD 18 (22 vs. trip)
Feats Improved Natural Armor, Weapon Finesse
Skills Acrobatics +10 (+18 to jump), Climb +5, Perception +5, Stealth +10 (+14 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
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Special Abilities
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Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

drbuzzard |

OK, think I'll go with a Paladin. I don't have to use sources outside the list to be happy on a Paladin.
Background: Zerrel was a cavalryman in the forces of the County of Urnst during some internal strife (stuff during Living Greyhawk). A front line fighter required to fight his countrymen during this conflict, he became sick of fighting his fellow man, and retired wanting to get as far away as possible. He simple took off after his term of service was over and ranged. Eventually he came to find himself in Hepmonaland good and far away from his homeland, and that suited him just fine. He's been keeping employed as the animal handler for caravans in the area (and sometimes he backs up the guards).
I'll get onto making a profile. I think the only odd source usage may be fey foundling, which I'd have to look up and replace if necessary.

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Jharo is the last of his clan. All of his people were either killed or taken prisoner during a series of battles against a nest of snake people. The Yuan-Ti were able to defeat the cat people and in the final fight, Jharo was left for dead with the remains of his clan. Weeks went by as the badly wounded Jharo crawled his way to safety. If it had not been a chance meeting with a panther in the jungle, Jharo would likely have perished. The panther helped care for the wounded ranger, bringing him food and finding water and safe places to heal and grow strong once again.
Once healed, Jharo went back to the ruins of his people’s villages in an attempt to find a clue as to where the prisoners were taken. He tracked them to what he assumes is the snake’s lair, but being alone he has no choice but to wait and try to find others to help him.

SphinxTreecat |
Hi, I would like to submit Glark the Blacktongue, grippli sorcerer of the aberrant bloodline. I am still trying to get a handle on Greyhawk's lore in order to come up with a background, but I think the crunch is done.

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Todd Ka'Narlist
NG Half-Elf Dual-Cursed Oracle of Battle 5
Initiative: +7 [+1 Dex + 2 Trait + 4 Feat]
Senses: Low-Light Vision, Perception +10
Speed: 30 ft (20ft in Armor)
AC: 21 (10 + 10 (+1 Full Plate) + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 20 (10 + 10 (+1 Full Plate))
Hit Points: 33/33
Fort: +2 Ref: +2 Will: +2
Immune to Magic Sleep effects
+2 to saves Vs Enchantment spells or effects
+2 trait bonus on all saving throws against charm and compulsion effects.
Base Atk: +3; CMB: +7; CMD: 18
Melee
+1 Adamantine Nodachi: +8 to hit; Dmg 1d10+7; crit 18+/x2; Type P or S
MW Alchemical Silver Nodachi: +8 to hit; Dmg 1d10+6; crit 18+/x2; Type P or S
Ranged
Sling: +4 to hit; Dmg 1d4+4; crit 20/x2; Range 50'; Type B
Oracle: 4 (Class) + 0 (Intelligence)
Acrobatics -4 (+1 Dex - 5 ACP)
Appraise +0
Bluff +3
Climb -1 (+4 Str -5 ACP)
Craft(Any) +0
Diplomacy +11 (+3 Cha + 5 ranks + 3 class skill)
Disguise +3
Escape Artist -4 (+1 Dex - 5 ACP)
Heal -2
Intimidate +3
Knowledge(Religion) +11 (+0 Int + 5 ranks + 3 class skill + 3 Skill Focus)
Perception +10 (-2 Wis + 5 ranks + 2 racial + 3 Skill Focus + 2 Alertness)
Perform(Any) _+3
Ride -4 (+1 Dex - 5 ACP)
Sense Motive +0 (-2 Wis + 2 Alertness)
Spellcraft +8 (+0 Int + 5 ranks + 3 class skill)
Stealth -4 (+1 Dex - 5 ACP)
Survival -2
Swim -1 (+4 Str - 5 ACP)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god.
Benefit: You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
1st: Improved Initiative
1st (Racial Bonus Feat): Skill Focus (Perception)
3rd: Skill Focus (Knowledge - Religion)
5th: Eldritch Heritage(Arcane - Familiar)
Half-elves can see twice as far as humans in conditions of dim light.
Adaptability:
Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
Multitalented:
Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages:
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class Bonus: +3 Orisons, +2 1st level spells known.
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Class Skills:
A dual-cursed oracle gains no additional class skills from her mystery.
Bonus Spells:
ill omen (2nd), oracle’s burden (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels.
Misfortune (Ex):
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Skill at Arms (Ex):
You gain proficiency in all martial weapons and heavy armor.
Fortune (Ex):
At 5th 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 5th level, and one additional time per day for every six oracle levels beyond 5th.
Haunted:
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
Tongues:
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
1st level (0/6+1 used): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Endure Elements, Ill Omen*, Remove Fear
2nd level (0/4+1 used): Cure Light Wounds, Lesser Restoration, Oracle's Burden*
+1 Full Plate (2650)
+1 Adamantine Nodachi (5060)
MW Alchemical Silver Nodachi (540)
Cloak of Resistance (1000)
Boots of the Cat (1000)
Traveler's Any-Tool (250)
Coins: 0gp, 0sp, 0cp

EltonJ |

Hi, I would like to submit Glark the Blacktongue, grippli sorcerer of the aberrant bloodline. I am still trying to get a handle on Greyhawk's lore in order to come up with a background, but I think the crunch is done.
I understand, giving it a cursory glance (and a detail read later), it looks good. Aberrant bloodline, boy . . . I hope you don't go about blowing people up. :)
I have fond memories of Living Greyhawk :-)
I would be looking at recreating one of my old PCs - Todd Ka'Narlist, a Radiant Servant of Pelor (or as close as I can make it, under Pathfinder rules!).
I think you've hit the mark, well kinda. I don't know the Radiant Servant class, so I can't tell if you managed to do it. There is some stuff about 3.5 I didn't like.