CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


1 to 50 of 85 << first < prev | 1 | 2 | next > last >>
The Exchange

So, recently dusted off my old copy of the Red Hand of Doom, and thought it would be fun to play PbP style with Pathfinder rules. Here is how I was thinking to set up the game:

Characters
1. Any material from the core rulebook, Advanced Players Guide, Ultimate Combat and Ultimate Magic is fine. Also, I'm interested in the updated psionics rules from Dreamscarred Press, so if anyone would like to run a psionic character from Psionics Unleashed or their other supplements, that may be possible. Material from other sources might also be possible, check with me first.

2. High fantasy 20-point character builds.

3. Characters begin at 5th level. Remember to add ability bonus, extra feats, and favored class bonuses.

4. For hit points, you can either roll on this thread or multiply hit dice using average die results: 1d4=2.5 ; 1d6=3.5 ; 1d8=4.5 ; 1d10=5.5 ; 1d12=6.5.

5. Characters start with 15,000XP and 10,500gp in equipment.

6. You can select two character traits from the Advanced Players Guide.

7. Alignment - any good or neutral characters. Sorry, no evil!

8. Deities and domains, the game uses the D&D 3/3.5 ed pantheon, I'll keep that but update with the domains available in the core rulebook. I'll try to post that up tomorrow.

9. I post from the UK, my expectation is to post and move the game forward every 1-2 days. I usually post in the evenings.

Setting
The game is set in a region known as Elsir Vale. I've not set it in any published campaign world, treat it as a fairly self-contained homebrew setting. Any areas outside the extent of the game we can flesh out as needed. I'll post more about the area soon, if you are wanting the information for character backgrounds.

The Exchange

For now, I'll post some fluff to set the mood:

The dry hilltops danced with fire.

Throughout the heart of the wild badlands the humans called the Wyrmsmokes, great bonfires had been kindled atop the ridges overlooking Elsir Vale. There thousands of warriors had gathered - hobgoblins in armor dyed scarlet, thick-hewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long, they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight...tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead.

"We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the People of the Dragon! Uighulth na Hargai! None can stand before us!"

One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warpriests holding the banners chanted battle-prayers in low voices as the champion ascended.

On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!"

The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The warpriests of the Doom Hand have shown us the way! They have taught us honor, discipline, obedience - and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Red Hand of Doom we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now my brothers - to WAR!"

The burning hills were too small to hold the shout the Kulkor Zhul gave in answer to their warlord's call.

Meanwhile, in Elsir Vale...

Are you brave enough to stand against the Red Hand of Doom?


dotting

Sczarni

Seems like a fun game.

Perhaps a Fighter/Paladin/Sorcerer/Dragon Disciple would be neat.


Thinking, thinking . . .


Red Hand of Doom is awesome, and I'm throwing down a marker of interest.

I'll throw an Aegis (from Dreamscarred) around in my head a while and see if it solidifies into usefullness.


Their goblins...piece of cake.

hmmmm...idea forming... barbarian/gunslinger.... barrel heavy enough to be used as a club while raging....


Hey CHH. Yekskya from your Serpent Skull game with an arcane bloodline sorcerer. I'll wait for the info about the area before fleshing out his background.


Very interested in this. Posting from a kindle but I'll get a concept put up in a few hours. I have the psionic book and might do something going for megamond or psion/maye.


Very interesting.

Looking at presenting a half-giant psychic warrior.


I've been waiting for a while for a campaign that starts above 1st level! I have a character thought up already, a Paladin/Bard idea I've been wanting to try out, very team based, defensive, a good leader and can be a face as well. I will write him up on an alias right away, I've almost never played lawful good, oh I am so enthusiastic right now :D


Mr. HedgeHog...what are your thoughts on monster races? I'm kinda stuck between two characters, a ratfolk (bestiary 3 I believe) alchemist and an elan arcane caster(haven't decided)/psion. Do you have any thoughts/preferences?


The name may change, and I haven't filled in all of the character sheet yet, but here is the Paladin/Bard.


Rowena "Cat" Thennemen from Serpent Skull jumping in as well. Love to play RHoD. Thinking of a Male Elf Ranger with a level of Wizard, going to Arcane Archer prestige class.


Will be applying with a arcane class character, probably pure wizard - although munchkin inside me screams:"Take summoner, take summoner!", I am afraid of raising GM's ire with a summoner ;-)


I submit Maeltheron for your consideration - Elven Rogue (Sniper). I will adjust background accordingly.

Sczarni

Ser Lorn Cuprite, for your examination. Google Drive Link

Will create an alias for him later, if you so desire.

Sovereign Court

Ooh, RHoD...

I shall cook up an alchemist later.


Zaghigoth from Serpent's Skull reporting.

Putting forth Ambrose Harrowfield, the commoner son of simple artisans in the city of Brindol. Though he worked hard for his parents during his younger years, he sought to do something more meaningful with his life and enlisted in the town guard. Proud of his home city, Ambrose developed a strong sense of duty to protect the city and its inhabitants and spent the next few years happily doing routine patrols and knight-errant missions around the city. Over the years he was recognized for his service to the city and was named a Lion of Brindol. He has spent much of the time after becoming a Lion riding through the outskirts of the city's reach, having come to expand his sense of duty to encompass most of the Vale as a whole.

Cavalier 5, with a leaning towards mounted combat but not a complete focus on it...order of the Sword serving Lord Jarmath of Brindol. While attempting to do his best on the front line, he will also be very teamwork-oriented where he can be. Don't have a complete idea on armaments right now, but I should have a character thrown up here soon.


On the hit point front, that is max HP at 1st, correct?

Here's the roll (without modifiers) for levels 2-5: 4d8 ⇒ (8, 3, 5, 6) = 22

Shiny! :)

Add 8 hp for 1st = 30. +2 hp/level for Con = 40

Still working up the rest of the character, but his name is Zanos, and he has the Survivor Warrior Path from Mind Over Body.


Billzabub here with a straight up elf rogue that I've played in other games and would be willing to put up here. If picked, I'll tweak him as need be.

hit points 4d8 ⇒ (1, 7, 3, 6) = 17 + 8 for 1st level = 25


I am working on putting together a Half-Elf Barbarian/Bard for you. He'll use the Urban Barbarian and Dervish Dancer bard archetypes for some fun synergy.

Here are the HP rolls:

2d12 + 2d8 ⇒ (7, 6) + (8, 2) = 23

That's better than half, so that's good! I'll post with an alias as soon as I have him put together.


Sheet is now in the profile, minus equipment and mount information. I took the average HP. I am considering changing a few things and going with the emissary archetype from Ultimate Combat, depending on a rules clarification. The 5th level ability of the emissary grants both the cavalier and the mount Mobility as a bonus feat, but doesn't say whether or not you need to meet the prerequisites, which I do not. I am assuming that you do not need to meet them, but I leave that up to you, CH. If no, I'll stick with the base cavalier.


Here's Zanos!

He's mostly finished (I'll be tweaking him for a little while).


Would you allow the use of Raging Swan's Aasimar Heirs of Glory or Blood of Fiends

Got a few ideas,
I'm just thinning them out.


sounds interesting will try and whip somthing up


This is Dukeruckley posting as his Barbarian/Bard, or what I like to call the Rage Dancer. Please check out the profile for the crunch. Note that I am still cleaning it up and double checking all the numbers. Here's some backstory. I'll be willing to flesh it out a little more, of course.

Backstory:
Ander is a former alcoholic, known for both his surprisingly good dance twirling dance moves (even while drunk) and for his extremely hot temper. Ander found himself in far one too many bar fights, the last one involving a rather important official in the regional guard force. He managed to win the fight, which started when the guard accidentally bumped into him while he was dancing, but he was thrown in jail for half a year. During this time he sobered up and decided to put himself on a better path.

Ander attended anger management lessons run by a small Gnome who was surprisingly resilient when having to face down the larger half-elf he was dealing with. And over time, Ander learned how to control his anger and put direct it to more positive ends, namely dancing. He became a performer, specializing in a dance style reminiscent of whirling dervishes. Over time he made amends with those he hurt, including the important guardsman. It was this very same guardsman, now a good friend, who told Ander the rumors of an army of goblins marching to war. Ander has decided to enlist in order to put his abilities to good use in the troubling times ahead.

Mechanics:
Ander will primarily be a front line fighter. He'll put his controlled rage towards Dexterity, which will give him a bonus to attack and damage with his scimitar (from Dervish Dance). Inspire Courage will increase this a little further, though he can only use it on himself. He will also be able to support the party with the occasional heal and battlefield control.


Player List: So far
AZ -> ?? -> ??
psionichamster -> Ser Lorn Cuprite -> Pal/Fight/Sorc
Billzabub -> KeliwynOfKorvosa -> Elf Rogue
Mark Sweetman -> ??
DEWN MOU'TAIN -> CedricaEinkill -> Human Gunslinger
michaelane -> Helaku -> Human Sorcerer
Fraust ->
Weren Wu Jen -> Zanos -> Half-Giant Psychic Warrior
Jehova -> VincentAmmon -> Sacred Shield 2 / Arcane Duelist 3
BoomSmurf -> ShaylarKallanereth -> ?Elf Ranger/Wiz?
Mihajlo Velickovic -> ??
Filios -> MaeltheronTimmerond -> Elf Rogue (Sniper)
GeraintElberion -> ??
Woodsmoke -> AmbroseHarrowfield -> Human Cavalier
DukeRuckley -> AnderZelnic -> Half-Elf Barbarian/Bard
Edward Sobel ->


I'd like to submit a melee'ish druid, I played in a campaign that quickly fizzled. It's Mwangi focused, but could easily be switched over to a neutral setting if selected. Same for items. I think I am right on line with the wealth, but I'll go back and double check if selected. Everything is listed in the alias.

I could easily change around my spells to help more with healing, if the party makeup dictated it, without a problem.

Hit Point rolls. Do we get fulll hp at first level? I'm going to assume so, and if I am wrong, I'll roll one more.

HP 4d8 ⇒ (5, 8, 8, 3) = 24

Thanks for the consideration.


I was looking at a human druid Eagle Shaman


Aleste shouldered his pack and peered glumly ahead, into the night. Another month, another town that didn't appreciate his tinkering and experimenting; At least he had a destination this time. Aleste's cousin from Elsir Vale had sent him a letter the month before, inviting him to visit for a while: now seemed as good a time as any.
Aleste had always tinkered with things: machines, magic, strange chemicals and more. His parents had embraced his inventive side and he had eventually been apprenticed to a travelling alchmist called Engor the Deft. After a few years and a lot of scrapes together, Engor took his appentice too far into the wilderness in search of rare herbs and found a few too many trolls to handle waiting for him.
Fortunately, Aleste had always been a bit of a firebug and his explosions bought him the time needed to get away from the monstrous, ravenous beasts. Since then he had tried to settle down and make a living with a 'normal' alchemist's life but his excitable, experimental nature always got him in trouble.
Aleste headed out with the merry, skipping step of the eternal optimist. Elsir Vale would be better, he was sure.


Would you consider allowing Open Design's Spell-less Ranger as a class? I have a concept for a Sword and Board Falconer Ranger...


Gah! I thought this was too good to be true. 32 posts. :P

Very interested in playing this one, and evidently far, far too late.


Here's my wizard in progress (2 levels done), will add final touches tomorrow (a fellow European here, although on CET , not GMT). G'night all.

The Exchange

Mark Sweetman wrote:

Red Hand of Doom is awesome, and I'm throwing down a marker of interest.

I'll throw an Aegis (from Dreamscarred) around in my head a while and see if it solidifies into usefullness.

I think the aegis is a really interesting character class, lots of possibilities and really takes psionics in a different direction.

The Exchange

Azure_Zero wrote:

Would you allow the use of Raging Swan's Aasimar Heirs of Glory or Blood of Fiends

Got a few ideas,
I'm just thinning them out.

Don't have either of those supplements, but could be a possibility. Go ahead and pitch an idea. :)

The Exchange

Gerain the Huntsman wrote:

I'd like to submit a melee'ish druid, I played in a campaign that quickly fizzled. It's Mwangi focused, but could easily be switched over to a neutral setting if selected. Same for items. I think I am right on line with the wealth, but I'll go back and double check if selected. Everything is listed in the alias.

I could easily change around my spells to help more with healing, if the party makeup dictated it, without a problem.

Hit Point rolls. Do we get fulll hp at first level? I'm going to assume so, and if I am wrong, I'll roll one more.

HP 4d8

Thanks for the consideration.

Hit Points: I think as they're established characters, just add another d8 to your roll - hope for an 8!


@CH: Just curious, when will recruitment end or when do you plan on making decisions on PCs? Thanks for the consideration.

The Exchange

Ambrose Harrowfield wrote:
Sheet is now in the profile, minus equipment and mount information. I took the average HP. I am considering changing a few things and going with the emissary archetype from Ultimate Combat, depending on a rules clarification. The 5th level ability of the emissary grants both the cavalier and the mount Mobility as a bonus feat, but doesn't say whether or not you need to meet the prerequisites, which I do not. I am assuming that you do not need to meet them, but I leave that up to you, CH. If no, I'll stick with the base cavalier.

You're right, the emissary description isn't very clear on the matter. I think it would be ok, especially as the ability explicitly states that you gain the Mobility feat. This would be compared to the cavalier's other abilities that allow you to choose a feat but require you to meet the appropriate requisites. Hope that makes sense.

The Exchange

Arknight wrote:
Would you consider allowing Open Design's Spell-less Ranger as a class? I have a concept for a Sword and Board Falconer Ranger...

Hmm, probably not going to go with that supplement. Already have a ranger joining the group, which has been built with the standard ranger class.

Sovereign Court

Damn it, CrazyHedgehog. I had sworn off applying for any more PbP's, but you had to go and put up a RHOD recruitment didn't ya... DIDN'T YA?!?!

... I'll have something up by tomorrow...

The Exchange

Maeltheron Timmerond wrote:
@CH: Just curious, when will recruitment end or when do you plan on making decisions on PCs? Thanks for the consideration.

Hey there, recruitment's just closed. I have to sign off now so will have a look tomorrow at the character concepts already on the thread and will post up about having a couple more characters join the existing group. Also gives a bit more time for anyone wanting to tweak or finish off characters before then.

Sovereign Court

Oh I somehow missed that. Damn that was quick. Probably for the best anyway :)


CrazyHedgehog wrote:
I think the aegis is a really interesting character class, lots of possibilities and really takes psionics in a different direction.

Indeed the Aegis is an interesting class - unfortunately newborn baby derived sleep deprivation has rendered my brain bereft of enough ideas to coagulate into a rudimentary character concept.

So therefore with best wishes to all, I'll have to pull myself out of contention.


CrazyHedgehog wrote:
Arknight wrote:
Would you consider allowing Open Design's Spell-less Ranger as a class? I have a concept for a Sword and Board Falconer Ranger...
Hmm, probably not going to go with that supplement. Already have a ranger joining the group, which has been built with the standard ranger class.

No problem, I can change the concept to an Oracle. :) Half-orc, raised by his human father in Elsir Vale, left to gain some knowledge in the world and returning for a visit.


CrazyHedgehog wrote:

Hit Points: I think as they're established characters, just add another d8 to your roll - hope for an 8!

Oops! So, I should've rolled 5d8.

Well, here's an extra d8: 1d8 ⇒ 8

Shiny! I don't have to change my HP! :D


Here is my extra d8, DM.

HP 1d8 ⇒ 6


Hope its not to late but I did mention creating a character:

will post anyway:

Chief White Eagle:

CHIEF WHITE EAGLE CR 4
Male Human Druid (Eagle Shaman) 5
LN Medium Humanoid (Human)
Init +4; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 41 (5d8+15)
Fort +7, Ref +3, Will +9
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (30 feet, Average)
Melee +1 Shortspear +5 (1d6+2/20/x2) and
. . Unarmed Strike +4 (1d3+1/20/x2)
Ranged Masterwork Sling +5 (1d4+1/20/x2)
Spell-Like Abilities Speak with Animals (8 rounds/day)
Druid (Eagle Shaman) Spells Known (CL 5, 4 melee touch, 4 ranged touch):
3 (2/day) Dominate Animal (DC 17), Magic Fang, Greater (DC 17), Summon Totem Creature
2 (3/day) Restoration, Lesser (DC 16), Eagle Eye, Forest Friend, Hold Animal (DC 16)
1 (4/day) Entangle (DC 15), Cure Light Wounds (DC 15), Aspect of the Falcon (DC 15), Calm Animals (DC 15), Goodberry
0 (at will) Know Direction (DC 14), Stabilize, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 14, Int 12, Wis 18, Cha 11
Base Atk +3; CMB +4; CMD 15
Feats Druid Weapon Proficiencies, Natural Spell, Totem Spirit - Shriikirri-Quah (Hawk Clan), Toughness +5, Warrior Priest
Traits Devotee of the Green: Knowledge (Nature), Superstitious (Realm of the Mammoth Lords)
Skills Climb +6, Fly +7, Handle Animal +7, Heal +9, Knowledge (Geography) +7, Knowledge (Nature) +9, Perception +12, Ride +11, Survival +16
Languages Common, Druidic, Orc
SQ Animal Companion Link (Ex), Druid (Eagle Shaman) Domain: Animal, Eagle Wild Shape (2/day) (Su), Eagle's Totem Transformation (Standard Action) (5 minutes/day) (Su), Eagle's Totemic Summons (Su), Heart of the Wilderness +2, Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +5 (Ex), Wild Shape (Beast Shape II: Tiny - Large totem animal), Woodland Stride (Ex)
Combat Gear +1 Shortspear, +1 Wooden Armor, Bullets, Sling (20), Masterwork Sling; Other Gear Bloodblock (6), Bodybalm (5), Cheya Dumplings (Food), Cheya Dumplings (Food), Cloak of Resistance, +1, Fetish, Tribal, Holly and mistletoe, Pouch, belt (empty), Smelling Salts (2), Vermin repellent (10), Vestment, Druid's, Waybread (Food), Waybread (Food), Waybread (Food), Waybread (Food), Waybread (Food)
--------------------
TRACKED RESOURCES
--------------------
+1 Shortspear - 0/1
Bloodblock - 0/6
Bodybalm - 0/5
Bullets, Sling - 0/20
Cheya Dumplings (Food) - 0/1
Cheya Dumplings (Food) - 0/1
Eagle Wild Shape (2/day) (Su) - 0/2
Eagle's Totem Transformation (Standard Action) (5 minutes/day) (Su) - 0/5
Speak with Animals (8 rounds/day) (Sp) - 0/8
Vermin repellent - 0/0
Waybread (Food) - 0/1
Waybread (Food) - 0/1
Waybread (Food) - 0/1
Waybread (Food) - 0/1
Waybread (Food) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Druid (Eagle Shaman) Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Eagle Wild Shape (2/day) (Su) Shapeshift into an eagle one or more times per day.
Eagle's Totem Transformation (Standard Action) (5 minutes/day) (Su) At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid m
Eagle's Totemic Summons (Su) At 5th level, an eagle shaman may cast summon nature’s ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th-level list), and these summoned creatures gain temporary hit points equal to her druid level. This abilit
Flight (30 feet, Average) You can fly!
Heart of the Wilderness +2 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Speak with Animals (8 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Superstitious (Realm of the Mammoth Lords) +1 trait bonus on all saving throws against arcane spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Warrior Priest +1 bonus to initiative and +2 on concentration checks when casting defensively
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (Beast Shape II: Tiny - Large totem animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------

ANIMAL COMPANION CR 3
Male Eagle
NN Small Animal
Init +2; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 12. . (+2 Dex, +1 size, +1 natural)
hp 20 (+3)
Fort +4, Ref +5, Will +3
--------------------
OFFENSE
--------------------
Spd 10 ft., Flight (80 feet, Average)
Melee Bite (Eagle) +3 (1d4/20/x2) and
. . Talon x2 (Eagle) +3 x2 (1d4/20/x2) and
. . Unarmed Strike +3 (1d2/20/x2)
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 13
Feats Death from Above, Flyby Attack
Tricks Attack [Trick], Come [Trick], Down [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Seek [Trick], Stay [Trick]
Skills Fly +8, Perception +7, Stealth +6
Languages
SQ Come [Trick], Fetch [Trick], Fighting [Trick], Guard [Trick], Seek [Trick]

--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
SPECIAL ABILITIES
--------------------
Come [Trick] The animal will come to you on command.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flight (80 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

--------------------

HORSE, LIGHT (COMBAT TRAINED) CR 1
Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Combat Riding [Trick]
Other Gear Bit and bridle, Healer's kit (10 uses), Saddle (Riding), Saddlebags (empty), Tobacco
--------------------
TRACKED RESOURCES
--------------------
Healer's kit (10 uses) - 0/10
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Basic Idea his tribe was overrun by orcs (or hobgoblins) and he was driven into the Elsier Vale


CrazyHedgehog wrote:
Azure_Zero wrote:

Would you allow the use of Raging Swan's Aasimar Heirs of Glory or Blood of Fiends

Got a few ideas,
I'm just thinning them out.

Don't have either of those supplements, but could be a possibility. Go ahead and pitch an idea. :)

For race I'll either take Half-elf, Aasimar(Angel), or Tiefling (Demon, Oni, or Rakshasa)

Classes wise I am debating on;
Barbarian(Urban+Brutal Pugilist) + Monk(Martial Artist)
Fighter(Brawler) + Monk(Martial Artist)
Barbarian(Urban+Brutal Pugilist) + Fighter(Brawler)
Fighter(Two-Weapon)
Fighter(Two-Handed)
Fighter(Polearm)
Fighter(Phalanx)

As you see I'm still nearing it down.


CrazyHedgehog wrote:
You're right, the emissary description isn't very clear on the matter. I think it would be ok, especially as the ability explicitly states that you gain the Mobility feat. This would be compared to the cavalier's other abilities that allow you to choose a feat but require you to meet the appropriate requisites. Hope that makes sense.

Sounds good. Changed to emissary and added equipment and mount. Fluff coming forthwith.

1 to 50 of 85 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / CrazyHedgehog's Red Hand of Doom Recruitment All Messageboards

Want to post a reply? Sign in.