DM Brainiac's Ironfang Invasion: Table 1 (Inactive)

Game Master DM Brainiac

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Here is my entry for Alain Caeletha, the half-elf Eldritch Archer.

Stats:

Alain Caeletha
Male Half Elf Eldritch Archer (Magus) 1
NG Medium Humanoid (Human)(Elf) Age: 34
Height:6'0" Weight: 130
Deity: Erastil

Init +5 ; Senses: Low Light Vision ft; Perception +6

Defenses

AC: 15; Touch: 13; FF: 12; (+3 Dex, +2 AC)
HP: 9 (1d8+1)
Fort: 3 Ref: 9 Will: 9

Offense

Speed: 30 ft
Space: 5 ft; Reach: 5 ft
Melee: Machete +1 (1d6+1); Dagger +1 (1d4+1)
Ranged: +1 Bonded Composite Longbow +4 (1d8+2)

Statistics

STR 13 DEX 17 CON 12 INT 16 WIS 10 CHA 8
BAB: +0; CMB: +1; CMD: 14
Feats: Skill Focus, Point Blank Shot
Traits: World Weary, Reactionary
Languages: Common, Elven, Sylvan, Goblin, Dwarven
Worn Gear: Leather Armor, Machete, Dagger, +1 Bonded Composite Longbow
Other Gear:
Backpack, Flint & Steel, one mess kit, two waterskins, Belt Pouch, Compass, bedroll, blanket, hammock, soap, spell components, trails rations (10)
GP: 100

Skills:

Acrobatics: +3
Appraise: +3
Bluff: -1
(×)Climb: +5
(×)Craft: +7
Diplomacy: -1
Disable Device: +3
Disguise: +3
Escape Artist: +3
(×)Fly: +3
Handle Animal:
Heal:
(×)Intimidate: -1
(×)Knowledge (Arcana): +7
Knowledge (Dungeoneering): +3
Knowledge (Engineering): +3
Knowledge (Geography): +3
Knowledge (History): +3
Knowledge (Local): +3
Knowledge (Nature): +3
Knowledge (Nobility): +3
Knowledge (Planes): +3
Knowledge (Religion): +3
Linguistics: +3
(×)Perception: +6
Perform: -1
(×)Profession: 0
(×)Ride: +3
Sense Motive:
Sleight of Hand: +3
(×)Spellcraft: +3
Stealth: +3
(×)Survival: +8
Swim: +1
Use Magic Device: -1.

Special Abilities:

Racials: Elven Immunities, Adaptability, Keen Senses, Multitalented, Low-light Vision
Magus: Arcane Pool (E Archer), Ranged Spell Combat, Cantrips, Ranged Weapon Bond

Spellbook:

Spells

Magus 0: All

Magus 1: Expeditious Retreat, Longshot, Magic Missile, Mudball, Snowball, True Strike

Backstory:

Born to a half-elf from the River Lands and a human woman, Alain grew up in the Nesmian Planes near the Molthune border. When his mother was killed by a Molthuni raid, he began training for the day he came of age and could join the warfront. When he could finally join the effort, he became a scout and an archer.

After 13 years on the front mainly working on establishing camps for the armies, Alain would embark on his final mission. He was doing a routine scout on an area to move a large batallion to when he was attacked. His mount and he were shot with arrows from the trees. The arrow struck him through the shoulder while his horse collapsed on and broke his left leg. As his best friend of 10 years, Cuthbert, died next to him from an arrow through the throat, Alain watched as his vision slowly faded to black.

He spent nearly a year recovering from his injuries. After being discharged Alain moved to Phaendar. For the last 4 years he has settled near the outskirts of the town. Though his leg has never been quite the same from the ambush, he has made a decent living from hunting and selling his leatherworked goods. On top of those earnings, Alain recently discovered a bow in a clearing that he swears is from Erastil himself. Some in Phaendar may consider him a bit out there, but the quality of his wares keep people coming back to do business with him.

Personality:

Alain tends to stick to his home and the woods at the outskirts of Phaendar. He loves his new home, but he has not really made many close bonds with the other people in the community besides in business dealings. He is a good natured person, but he tends to say the wrong thing at the wrong time. Fiercely loyal and understanding of military discipline, Alain works well on his own as a scout or imbuing his arrows with magic to act with teammates. His leg keeps him from being as stealthy as he was in his military days, but his other senses and skills are sharp.

Description:

Alain's white hair, the same as his father's, flows down past his shoulders to the forest green cloak he wears. His green tunic underneath the brown leather armor matches the cloak. As an ex-soldier he usually dons his armor in public. From his belt hangs an old beaten machete. He is typically holding his bow close or has it on his back. A dagger with a slight but jagged curve is tucked into a sheath above his right leather boot.


AdamWarnock:
That sounds like an interesting concept. I would have to do some work to add a subplot in for your character, but that shouldn't be an issue.

KM Wolfmaw:
No templates, third-party stuff, or generic classes, please. Young characters and ability score adjustments based on age are okay.

I have read the Player's Guide and the first part of the AP, and intend to read them again before beginning gameplay.

CucumberTree:
The flavor of the fire bomber is more in line with goblins instead of hobgoblins, so I'm going to have to say no.

Alain Calaetha:
Which skill does your Skill Focus feat apply to?


How long will recruitment be open?


Dotting. Are dhampirs allowed? How about occult classes?


My submission, Rogar Stonehammer:

Stats:
Dwarf Kineticist (Geokineticist) 1
LN Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60 feet, Perception +5
—————
Defense
—————
AC 15, touch 12, flat-footed 13(+2 Dex, +3 armor) (+2 dodge v. goblinoids, +4 dodge v. giants)
hp 16 (1d8+5+3)
Fort +8, Ref +4, Will +1
—————
Offense
—————
Speed 20 feet
Melee
Ranged Kinetic Blast +3 (1d6+7)
Special Attacks Kinetic Blast (0 Burn), Pushing Infusion (+7 bull rush, 1 burn)
Wild Talents
Basic Geokinesis, Pushing Infusion
—————
Statistics
—————
Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 8
Base Atk +0; CMB -1 (+2 Bull Rush, Overrun); CMD 11
Feats Point-blank Shot, Toughness
Traits Defensive Strategist, Ironfang Survivor
Skills Acrobatics +5, Craft (weapons) +4, Knowledge (dungeoneering) +4, Stealth +5,
With Background: (Knowledge (engineering) +1, Perception +5)
Conditional Modifiers +2 for craft, profession relating to metal or stone, -1 ACP (pre-factored)
Languages Common, Dwarven
SQ Burn, Gather Power, Rock Stepper
Other Gear: 5 gp, 8 sp, 20 cp, studded leather armor, brawler's kit (backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin), artisan's clothing
—————
Special Abilities
—————
Racial Abilities
Relentless
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Unstoppable
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Rock Stepper
Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Backstory:

Rogar Stonehammer was born to a traditional dwarven family in a small, unnamed Nirmathi town, raised to worship Torag as the protector and creator. From a young age, Rogar proved adept at manipulating metal, becoming a decent weapons smith. He was otherwise unremarkable, if a bit weak for a dwarf. Most of his life he spent working with the earth and metal, growing a deep understanding of such materials. He had a comfortable existence, doing quite well for himself even at his young age of 35. On his 44th birthday, though, the fearsome Ironfang Legion attacked his ramshackle hometown, razing the village completely and leaving no survivors.

Well, there was one survivor. A young dwarven smith, resilient and hardy beyond anyone's knowledge, lay in his collapsed forge, buried in rubble. He lay, dying, in the midst of the stones and bricks that were his former livelihood, calling out to Torag to take vengeance on the ones responsible for this destruction. Much to his surprise, Torag responded. Rogar refuses to say exactly what transpired, but the dwarven deity gave the young smith two gifts; the power to exact vengeance for his family, and a deep bond with the material he so loves. Leaving town with little more than the clothes on his back, Rogar set off in pursuit of the Ironfang soldiers. Unskilled with tracking, he quickly lost the trail, instead finding himself in Phaendar. He's been in the town for about a month now, honing his new Torag-given powers and recovering from his narrow scrape with death.

Appearance/Personality:

Rogar is typical height for a dwarf; standing just over 4 feet tall. His hair and beard, the color of stone and clay, respectively, are braided with metal studs, and his eyes are a deep silver color. He's solidly built, yet surprisingly agile and weak. He's gruff by human standards, but no more so than the average dwarf. While occasionally difficult to understand, he lacks much of the deep dwarven accent normally associated with his race.

He's somewhat outgoing, but still reserved, preferring not to talk about his past. He's something of a "knock out first; ask questions later" kind of dwarf, especially when it comes to hobgoblins. He prefers to use solid, yet agile, motions for controlling earth, with precise and powerful blows- just like with a hammer- pushing foes back one step at a time to give his allies more room to maneuver. While unskilled at melee, he's tough enough that he stays relatively close to the frontlines, launching rocks at foes who are causing too much trouble.

One of his favorite tricks is to control the dust in the air, coalescing it in a massive whirlwind, compacting it into a solid rock through sheer force of will, launching it as an arrow, boulder, or ribbons of fluid rock.


Okay, I'll work on getting her up.

gold: 5d6 ⇒ (2, 4, 6, 5, 3) = 20


I applied skill focus to survival. I think I had it on there in my original draft before paizo ate it. I'll go through my skills and clarify it.


Claustipher Whetwhistle

[color=red] Everyone, no matter the age, wants to be useful. [/color]

An old, white haired man sitting at a table off to the side can he heard speaking with a slight quaver in his voice with a young woman who just arrived.

"Yes, yes. I am Claustipher. Do you need something scribed by an old man?"

From what she says she clearly wants something else and the man pauses for a moment thinking. His eyes grow a little wistful.

"No no, I am sorry. I no longer have my spell book form my adventuring days, it went to my student. I.... I can't cast magic like that anymore just simple stuff."

"Well maybe I can help. I may not be powerful like I was decades ago but I am still sharper then most, lets go look."

With that the old man grabs his old staff, levers himself up, and exits with her. You can see a twinkle in his eyes that wasn't there at the start of the conversation and a small grin.

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

Claustipher Whetwhistle settled in Phaendar about twenty years ago after deciding that his adventuring days were over. He had seen much of the world and done his part for society. Most importantly he had trained an apprentice well to take up his mantel and as a parting gift even gave him his time-worn spell book. He kept a small book, like a novice mage, for little things that might prove useful but that was it.

Now he makes a modest living identifying magical items, doing a bit of research for people and, primarily, copying documents for people. His mind is sharp but he feels the end of his life approaching and doubts it holds one last adventure.


So, I made up a list of applicants:

Submissions (version 1):

TheChess, Aramant Drakkuskail, tiefling (demon-spawn) bard (arcane duelist)
Phntm888, Carthas Brambleroad, half-elf alchemist (bramble brawler, chirurgeon)
Araj the Raven, Marget, human ranger (divine marksman)
He'sDeadJim, Correna Kirklist, half-orc orc-blooded sorcerer
Keltor Dox, Alain Caeletha, half-elf magus (eldritch archer)
Daedalus the Dungeon Builder, Rogar Stonehammer, dwarf kineticist (geokineticist)
Twistlok, Claustipher Whetwhistle, venerable human evoker wizard
Expressed interest:
Seth86, GM Deekan, Profession Smith 6 Ranks, Vince Hellbound, Rannik, Brentol Snow, psionichamster, Cucumbertree, KM Wolfmaw, TerminalArtiste, Yokaiboy

Let me know if I missed anyone/made a mistake.


Also wanted to say that I am fine with background skills

Sczarni

I'll have my rogue's stats up later this afternoon


Here's my submission Eustoma Haddlefoot Hafling Hunter.


Recruitment is open until Tuesday morning, then I'll be selecting players.

Both dhampir and occult classes are fine.

It looks like everybody is in support of background skills so we will use those for the game.

Silver Crusade

Yay!

... trying to decide what to play.... this is the hard part >_<

Sczarni

And here is Hubert Rholar, freedom fighting halfling rogue!

STATS:
Hubert Rholar
Male Halfling Unchained Rogue 1
CG Small humanoid (halfling)
Init: +3; Senses: Perception +7;
Speed: 20, Languages: Common, Halfling, Dwarven, Goblin, Draconic

Defense
AC 16 (+2 Armor, +3 Dex, +1 Size) Touch 14 FF 13
HP 9 (1d8+1)
Fort +2 Ref +6 Will +2 (+2 vs fear)

Offense
Melee: Rapier +4 (1d4 18-20/x2)
Ranged: Dagger +4 (1d3 19-20/x2) or Sling +4 (1d3)
BAB 0 CMB -1 CMD 12

Statistics
Abilities: Str 10 Dex 17 Con 12 Int 14 Wis 12 Cha 14
SQ: Fearless, Lucky, Sure-Footed, Keen Senses, Favored Class (Rogue), Trapfinding (+1), Finesse Training
SA: Sneak Attack +1d6
Feats: Weapon FinesseB, Point Blank Shot
Traits: World-Weary, Crowd Dodger
Skills: Acrobatics +9 (1+3+2+3), Appraise +6 (1+3+2), Bluff +6 (1+3+2), Climb +6 (1+3+2), Diplomacy +6 (1+3+2), Disable Device +7 (1+3+3), Disguise +6 (1+3+2), Escape Artist +7 (1+3+3), Knowledge (Local) +6 (1+3+2), Linguistics (BK) +6 (1+3+2), Perception +7 (1+3+1+2), Sleight of Hand +7 (1+3+3), Stealth +11 (1+3+3+4), Survival +6 (1+3+1),
Combat Gear: alchemist fire, oil (3)
Equipment: leather armor, rapier, dagger (6), sling, sling bullets, backpack, belt pouch, bedroll, 50’ silk rope, rations (7 days), waterskin, torch (2), sunrod (2), thieves’ tools, hammer, pitons (10), grappling hook, crowbar, iron spikes (6)
Coin 22gp, 24 sp, 30 cp


Background:
Background
Hubert began his life as so many other halflings do, in bondage. Born a slave in Cheliax, he was kept about a ship for his early childhood until a chance encounter with one of the Eagle Fleet of Andoran. The captain, a staunch freedom-fighter and longtime enemy of the Chelish Empire by the name of Marco Soldato, took the Iron Devil as his prize. Freeing Hubert along with the rest of the slaves on board, he became a hero in the eyes of the young halfling.

After growing up in Andoran, Hubert decided he would take his freedom-loving heart out to the world and do what good he could. He joined the Bellflower Network for a short time, helping to smuggle slaves (mostly gnomes and halflings) out of Molthune and to freedom. Along the way, he witnessed a gruesome and ghastly event; a group of passengers were betrayed by one of their own under torture. The entire group was slaughtered in a horrible fashion, while Hubert hid nearby. Having arrived just too late to help them, all he could do was stay out of sight and hope he would not suffer the same fate. After that, he decided the Network was not for him, and made his way across the border to Nirmathas.

In the land of Nirmathas, he has come to the town of Phaendar, looking to score some coin and possible allies, and do some good as he can.


I'd like to pitch a character - Griffo the druid (and frontier healer) and his wolf companion, Minto.

Griffo Stats:

Griffo
Male halfling druid 1
NG Small humanoid (halfling)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +5, Will +6; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee scimitar +1 (1d4/18-20)
Ranged sling +4 (1d3)
Druid Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, entangle (DC 14)
. . 0 (at will)—guidance, mending, stabilize
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 10, Wis 16, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Well-prepared[APG]
Traits deft dodger, frontier healer
Skills Acrobatics +5 (+1 to jump), Climb +2, Handle Animal +5, Heal +8, Knowledge (nature) +7, Perception +9, Survival +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Druidic, Halfling
SQ nature bond (wolf named Minto), nature sense, wild empathy +2
Other Gear leather armor, scimitar, sling, sling bullets (20), backpack, bedroll, belt pouch, flint and steel, holly and mistletoe, mess kit[UE], spell component pouch, waterskin, mule, animal harness, grappling hook, hemp rope (100 ft.), pack saddle, shovel, 14 gp, 5 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Well-Prepared (Survival) DC 10+ gp cost check and you "happen" to have the desired item on your person.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------

Minto
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Focus (bite)
Tricks Attack, Attack Any Target, Defend, Down, Heel, Seek, Track
Skills Acrobatics +2 (+10 to jump), Perception +5, Survival +2 (+6 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, defend, down, heel, seek, track
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Background:
Griffo grew up adhering to the green faith in the forests and wild lands of Nirmathis and serving his community as a talented, traveling healer.
His own father, Rorimac, had once been a slave in Cheliax but had escaped via the efforts of the Bellflower Network. Meeting a halfling girl, Poppy Roper, in his travels, Rorimac settled in Nirmathis and raised his family. Grateful for finding a home among good-hearted people, he taught his children the importance of serving the community. Griffo, in particular, has taken this much to heart, but all of his siblings (Primrose, Filbert, and Wilcome) also serve as milia members.

Of particular interest as a concept, Griffo has the well-prepared feat and tends to be able to pull out useful stuff from the pack saddle he has on his mule Herschel.


I came up with a more flavourful idea :
Nagaji asperant druid


A question concerning hobgoblins, would a small raiding party (let's say 5 or so members left) flee when faced with what they assume to be a vampire?


Daedalus the Dungeon Builder wrote:

So, I made up a list of applicants:

** spoiler omitted **

Nice. Seems quite thin in terms of front liners though.


I could be considered a frontliner. Also, updated list! (Now with class/role breakdown!)

Submissions 2.1:

TheChess, Aramant Drakkuskail, tiefling (demon-spawn) bard (arcane duelist)
Phntm888, Carthas Brambleroad, half-elf alchemist (bramble brawler, chirurgeon)
Araj the Raven, Marget, human ranger (divine marksman)
He'sDeadJim, Correna Kirklist, half-orc orc-blooded sorcerer
Keltor Dox, Alain Caeletha, half-elf magus (eldritch archer)
Daedalus the Dungeon Builder, Rogar Stonehammer, dwarf kineticist (geokineticist)
Twistlok, Claustipher Whetwhistle, venerable human evoker wizard
CariMac, Eustoma Hadlefoot, halfling hunter
psionichampster, Hubert Rholar, halfling unchained rogue
Bill Dunn, Griffo the Druid, halfling druid
Expressed interest:
Seth86, GM Deekan, Profession Smith 6 Ranks, Vince Hellbound, Rannik, Brentol Snow, Cucumbertree, KM Wolfmaw, TerminalArtiste, Yokaiboy, Rysky

So, we have 1 Alchemist, 1 Bard, 1 Druid, 1 Hunter, 1 Kineticist, 1 Magus, 1 Ranger, 1 Rogue, 1 Sorcerer, and 1 Wizard. In terms of roles, we have 3 Melee, 1 Skill, 2 Ranged, 3 Arcane, and 1 Divine. I'm counting the kineticist, and rogue as melee, even though that's not entirely adequate. Nothing tankish, though (aside from the kineticist).

Let me know if I missed anyone/made a mistake.

Silver Crusade

Ize making a front liner!

I at least know that much :3


Would you allow an evil character?

My interest is not the cackling kind or even the clearly malevolent kind. I'd be looking at a character that's simply willing to go what is good and proper in order to achieve his or her goals.

The character would be loyal to others, friendly and caring to those around him but utterly ruthless and downright nasty to those deserving his or her ire. In this case that would be the Ironfang Legion.


With the need for front line people, I'm thinking a human fighter who is a veteran from the Molthuni Front attempting to live the quiet life as a farm hand in Phaendar.

starting gold: 5d6 ⇒ (3, 3, 4, 6, 4) = 20


I've got a Ranger I made for another Ironfang Invasion application, but I'd need to adjust since she was built under a 15pt buy and rewriting her backstory. Rolling for gold.

5d6 ⇒ (3, 2, 2, 3, 3) = 13


Something to note; I can respin my character into much more of a melee role with very little effort.


I need to think a little more on the background but here's a traditional human fighter: Kelder Wynde

Stats:

Kelder Wynde
Human (Chelaxian) fighter 1
LN Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +2 shield)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . dagger +4 (1d4+3/19-20) or
. . longsword +4 (1d8+3/19-20)
Ranged shortbow +4 (1d6/×3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 18
Feats Dodge, Mobility, Toughness
Traits battlefield disciple, - custom trait -
Skills Acrobatics -1 (-5 to jump), Heal +0 (+2 to stabilize a dying creature), Survival +4, Swim +3
Languages Common
SQ heart of the wilderness[APG]
Other Gear chain shirt, heavy steel shield, arrows (40), dagger, dagger, longsword, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 20 gp
--------------------
Special Abilities
--------------------
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.

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Dark Archive

Dot, how would you feel about a Ratfolk Gunslinger of the gultch Gunner archetype?

However rather than a pistol like the archetype says is most common I plan on using a blunderbuss. Point blank destruction.


Kelder Wynde

stats:

Kelder Wynde
Male human (Chelaxian) fighter 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 15 (1d10+5)
Fort +3, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . light flail +5 (1d8+4)
Ranged shortbow +3 (1d6/×3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5 (+7 trip); CMD 17 (19 vs. trip)
Feats Combat Expertise, Improved Trip, Toughness
Traits battlefield disciple, - custom trait -
Skills Acrobatics -2 (-6 to jump), Climb +4, Heal +0 (+2 to stabilize a dying creature), Survival +4, Swim +4
Languages Common, Dwarven
SQ heart of the wilderness[APG]
Other Gear chain shirt, heavy steel shield, arrows (40), dagger, dagger, light flail, shortbow, backpack, bedroll, belt pouch, chalk (2), flint and steel, hemp rope (50 ft.), mess kit[UE], piton (7), pot, sack, soap, torch (10), trail rations (5), waterskin, 26 gp, 1 sp, 8 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Trip You don't provoke attacks of opportunity when tripping.
--------------------

background:

Kelder was raised on a country farm in Chelax with his parents. By the age of 14 he had grown weary of tending to fields and lying about his age he signed up the with the regular army of Chelax. From that point on he grew in experience going boy to man, from Chelaxian soldier to mercenary. Eventually finding himself on the Molthuni front he finally lost his taste for battle. Kelder actually dreamed of farming again but it had been so long since he'd done it. After Kelder left the front he ran into a family from the outskirts of Phaendar who needed a farm hand. The sort of person who is not scared of dealing with a predator or two. Kelder took of the job thinking he could learn how to farm once again then maybe just maybe he would be able to make a life for himself away from the battlefield.

Refined my idea from the previous post so I thought I'd put him back up.


I'm submitting Kudera Rivani for consideration. Her backstory and description were just uploaded. Please let me know if you have any questions or if I can clarify anything.

Side question for Brainiac: I'm interested in going with the Herb Witch archetype as it would probably be more thematic for the Adventure Path, but RAW would prevent me from taking a hex (other than cauldron) till level 3. If I went with that archetype, would you allow me to use my level 1 feats for extra hexes? Thanks in advance!


"Otho Goodbarrel present. I'm ready for my first mission commander."

Stats and backstory are in the profile


Okay have finished up with the character. Let me know if any questions.


Pathfinder Adventure Path, Rulebook Subscriber

GP: 1d6 ⇒ 1x10=10
Woohoo! Poorest applicant of the group
though I probably shouldn't be trying for another game this campaign is interesting to me and I have a concept that might fit in well with it. Working on her now.

the application will be a human phytokineticist with the overwhelming soul archetype. Yes, I realize the archetype is terrible but I want to try it anyway. She is going to be loosely based off of Poison Ivy from DC comics, though less psychotic and more reasonable. hopefully will have the sheet done shortly.

Oh, and as for background skills, I vote yes, they are such a wonderful thing, especially for SP deprived classes like the sorcerers and clerics of the world.

*EDIT*
Got her finished and decided to simply add her to this post rather than make a new one. I'll create an alias later.

Eilyne Build:

Eilyne
female human phytokineticist (overwhelming soul) 1
CN Medium humanoid
Init +2; Senses Perception +0
--------------------
Defense
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------

Speed 30 ft.
Melee dagger +0 (1d4 19-20/x2) and
Ranged wood blast +2 (1d6+1+4)
--------------------
Statistics
--------------------

Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0;CMD 12
Feats WP simple; AP: light; point blank shot (1st), precise shot (hbf)
Traits trait 1
Favored Class kineticist +1 sp
Skills
Diplomacy +8=+4+1+3
Intimidation +8=+4+1+3
Knowledge (nature) +4=+0+1+3
Linguistics +1=+0+1+0
Profession (herbalist) +4=+0+1+3
Survival +6=+0+1+3+2
Languages sylvan, common
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin, explorer’s outfit, 0 gp, 8 sp
--------------------
Special Abilities
--------------------

Burn: At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Child of Nature You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Element Focus Kineticists who share a strong bond with the power of primordial life are referred to as Phytokineticists.
Class Skill(s): A phytokineticist adds Knowledge (nature) and Handle Animal to her list of class skills.
Basic Manipulation: Phytokineticists gain basic phytokinesis.
Simple Blast: A phytokineticist gains wood blast as a simple blast wild talent. She can use all of the infusions listed below with wood blast and its composites Defense: A phytokineticist’s defense wild talent is flesh of wood.
Wild Talents: 1st—basic phytokinesis, kinetic cover, pushing infusion, *, roots; 2nd—entangling infusion, *, merciful foliage, woodland step; 3rd—brachiation, impale, *, thorn flesh, warp wood; 4th—greensight, plant disguise, shape wood, toxic infusion*; 5th—plant puppet, wild growth, woodland step (greater); 6th—deadly earth, *, green tongue; 7th—toxic infusion (greater)*; 8th—forest siege, wood soldiers.
Universal talent Option Wild Talents: 1st—draining infusion†, extended range†, kinetic blade†, kinetic fist†, skilled kineticist; 2nd—skilled kineticist (greater); 3rd—elemental grip, extreme range†, flurry of blasts†, kinetic whip†, mobile blast†, snake†; 4th— expanded defense; 5th—grappling infusion†, kinetic form, spark of life, wall†; 6th—ride the blast; 8th—reverse shift.
Gather Power If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Mental Prowess An overwhelming soul’s mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists.
She can’t choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can’t be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1.
She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.
Mind over Matter An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitutionbased wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitutionbased effects of all her wild talents.
She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist’s class skills and the key ability score of wild talents.
Unbreakable Survivor Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

Blasts:

Kinetic Blast At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Wood Blast Element wood; Type simple blast (Sp); Level —; Burn 0
Blast Type physical; Damage bludgeoning, slashing, or piercing
You lash out with boughs, vines, or a deluge of stinging blooms.

Infusions:

Infusions At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects.
The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.


Utility Talents:

Basic Phytokinesis
Element wood; Type utility (Sp); Level 1; Burn 0
You can prune and otherwise garden plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip.

Description:

Eilyne is an attractive young human woman of about eighteen years of age. She has long red hair, a ruddy complexion from lots of time spent under the sun, and carries only dagger for protection. When in town to sell herbs to the local apothecary she is often found wearing a set of explorer’s clothing but stories claim she has been scene in the woods by travelers and mistaken for a dryad since they claim she was wearing leaves for clothing in a most revealing fashion. When she speaks her words are heavily accented with the lilting tongue of the fey.
Spoiler:

[spoiler=Personality]
Eilyne is a strange woman, from a young age she was fascinated by plants and upon the massacre of her village by bandits of some kind she was taken in by a dryad who heard the wailing toddler and took pity on her. While Eilyne is a human she identifies more strongly with the fey, particularly dryads, and has a strong reverence for nature. She is friendly and warm, most of the time, so long as people aren’t hurting the plants needlessly. Some have worried that she might be a threat to wood cutters but quite the opposite, she has been known to help them find the old and dying trees, the ones that wouldn’t last much longer, and when they aren’t available simply plants new trees in place of those the village cuts down for it’s needs.

[spoiler=Background]
Eilyne was born in a small village in the Fangwood, a village that was razed by bandits when she was a toddler. She couldn’t remember her parents, or if she had siblings, her only parent was a local dryad, Kissiae, who took her in after the village was destroyed. Eilyne spent most of her childhood Her first language was sylvan and she thought of herself as a dryad like her mother.

It wasn’t until she began to enter adolescence that Eilyne knew the truth of her origins. Kiassiae felt that Eilyne’s progress towards adulthood meant she needed to know and it led to a very strained time between them. To add to their problems Eilyne began to demonstrate the power to control plants and was resistant to learning to control them. In the end Eilyne became so angry at her mother that she lashed out without meaning to and hurt her mother badly. In horror and fear of what she had done Eilyne fled despite Kiassiae’s pleading with her to come back. She ran so far, and so fast, in blind horror, that she couldn’t find her way back again.

Now alone Eilyne learned how to fend for herself. She began to learn how to control her powers to defend herself and eventually found her way to the area around Phaendar. Along the way she made contact with local druids and learned about the worship of Gozreh and became an adherent of the nature god. She began to appear around Phaendar two years ago and proceeded to sell various plants with medicinal properties to the village apothecary to make some money. The fact that she was being ripped off never dawned on her, she had no true sense of the worth of the things she brought in, but it likely wouldn’t have bothered her anyway. She began to wear normal clothing at this time and also provided help to woodcutters, helping them find the trees that would be least detrimental to cut down, or planting new trees in place of the old ones when the previous method wasn’t feasible. She had recently finished collecting plants and had returned once more to town to sell them then decided to stay the night in the inn before heading back out again. Little did she know just what was going to happen before the morning…


Yokaiboy:
A small group like that would likely flee if there was no commander with them to bolster their morale.

Cuan:
I might consider an evil character as long as there was no chance it would lead to PvP situations. I would prefer non-evil ones, though.


Build:
Restitution
Male hobgoblin Alchemist(Grenadier) level 1
LN Medium humanoid (gobliniod)
Init +5; Senses: Darkvision 60; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft
Melee
Greatsword +1 (2d6+1/19-20)

Ranged
Bomb 30ft +4 (1d6+4/×3)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats:
Point Blank Shot

Traits:
Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.

Reactionary
You gain a +2 trait bonus on initiative checks.

Skills
Perception: 4
Craft(alchemy): 10
Heal: 4
knowledge (nature): 7
knowledge (arcana): 7
Spellcraft: 7
Acrobatics: 4

Background Skills
Knowledge (engineering) 9
Sleight Of Hand 7

Languages Common, goblin, Draconic, Giant, and Orc

Gear GreatSword, Studded Leather Armor, Bomb Launcher

Special Abilities
--------------------

Formula
Extracts 1st level (2)

Cure Light Wounds
Expeditious Retreat
Fabricate Disguise
*Shield
Enlarge Person

Class features

Martial Weapon Proficiency
At 1st level, a grenadier picks one martial weapon to become proficient in the use of.This ability replaces Brew Potion.

Alchemy (Su)
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.

Bomb (Su)
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.

Mutagen (Su)
.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Favored class bonus

Hobgoblin
Add +½ to the number of bombs per day the alchemist can create.

Standard Racial Traits

Ability Score Racial Traits: Hobgoblins are fast and hardy. They gain +2Dexterity, and +2 Constitution.

Type: Hobgoblins are humanoids with the goblinoid subtype.

Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Hobgoblins have a base speed of 30 feet
.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Engineer hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus on Craft(alchemy) and Knowledge (engineering) checks. This racial trait replaces sneaky.

Senses Racial Traits
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.

Background:

While on a quest to save his wife from hobgoblin slavers, Vane Oreld lost his love at the hands of a six year old hobgoblin whelp. Instead of killing the little beast, Vane dedicated himself to redeeming the child in memory of his wife's generous heart. The challenges were great, and the town felt too dangerous. Through perseverance and Restitution's eventual positive contributions. He has earned a place for himself in town, though not all have fully accepted him. Although he is not seen as a threat but ally to the town.

Description:
Restitution has sun kissed green skin. Rows of sharp teeth give him a fearsome look, but he speaks with a well educated demeanor. His leather armor and greatsword give him the look of a militant, while his open and friendly manner cause cognitive dissidence to people who first meet him.


Introducing Cooper Hawkes, a Human (Taldan) Hunter and his wolf companion Mikela, Mickey for short. Coop and Mickey wander the Fangwood keeping an eye out for any dangerous beasts that might prey upon those who call the forest and it's environs home.
They find themselves in Phaendar on that fateful day to purchase supplies during the Market Festival before returning to the woods again.


Interested ---

Have an idea for a Cavalier, so starting gold: 5d6 ⇒ (5, 1, 4, 4, 6) = 20


Dot, I'll be building a Human Fighter specializing in support archery.


Submissions (3.1):

TheChess, Aramant Drakkuskail, tiefling (demon-spawn) bard (arcane duelist)
Phntm888, Carthas Brambleroad, half-elf alchemist (bramble brawler, chirurgeon)
Araj the Raven, Marget, human ranger (divine marksman)
He'sDeadJim, Correna Kirklist, half-orc orc-blooded sorcerer
Keltor Dox, Alain Caeletha, half-elf magus (eldritch archer)
Daedalus the Dungeon Builder, Rogar Stonehammer, dwarf kineticist (geokineticist)
Twistlok, Claustipher Whetwhistle, venerable human evoker wizard
CariMac, Eustoma Hadlefoot, halfling hunter
psionichampster, Hubert Rholar, halfling unchained rogue
Bill Dunn, Griffo the Druid, halfling druid
Reckless Apprentice, Kelder Wynde, human fighter
Zektolna, Kudera Rivani, human witch (healing)
Gyrocopter, Otho Goodbarrel, halfling ranger (skirmisher)
Drogeny, Eilyne, human kineticist (overwhelming soul phytokinetecist)
Cucumbertree, Restitution, hobgoblin alchemist (grenadier)
Vanulf Wulfson, Cooper Hawkes, human hunter
Shisumo, Variam Molliern/The Blackpowder Butcher, human vigilante (gunmaster)

Expressed interest:
Seth86, GM Deekan, Profession Smith 6 Ranks, Vince Hellbound, Rannik, Brentol Snow, KM Wolfmaw, TerminalArtiste, Yokaiboy, Rysky, Cuàn, TheSilverDreamer, William Nightmoon, Arknight, FedoraFerret

So, we have 2 Alchemists, 1 Bard, 1 Druid, 1 Fighter, 2 Hunters, 2 Kineticists, 1 Magus, 2 Rangers, 1 Rogue, 1 Sorcerer, 1 Vigilante, 1 Witch, and 1 Wizard.
In terms of roles, we have 3 Melee, 2 Skill, 7 Ranged, 4 Arcane, and 1 Divine.
I'm counting the geokinetecist as melee and the phytokinetecist as ranged.

Let me know if I missed anyone/made a mistake.

Liberty's Edge

Applying with Variam Molliern, the Blackpowder Butcher!

Mechanics:
Variam Molliern/The Blackpowder Butcher
Male Keleshite human vigilante (gunmaster) 1
NG/NE Medium humanoid (human)
Init +4; Senses Perception +5

DEFENSE

AC 16, touch 14, flat-footed 12
(armor +2, Dex +4)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +3

OFFENSE

Spd 30 ft
Melee quarterstaff +0 (1d6, 20/x2)
Ranged pistol +4 (1d8, 20/x4, misfire 2) or
musket +4 (1d12, 20/x4, misfire 3)
Special Attacks none

STATISTICS

Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 10 (+0), Wis 13 (+1), Cha 14 (+2)
Base Atk +0; CMB +0; CMD 14
Feats Gunsmithing, Point Blank Shot, Rapid Reload (musket)
Skills Craft (alchemy) +4, Craft (metalworking) +4, Intimidate +6, Knowledge (local) +4, Perception +5, Stealth +8, Survival +5
Languages Common, Kelish
SQ dual identity, gunmaster, seamless guise, social talent (renown - Phaendar)
Traits Rich Parents, Unbreakable Survivor
Combat Gear flask of alchemist’s fire (x2), oil of magic weapon (x2), potion of cure light wounds (x2); Other Gear pistol, battered musket, masterwork leather armor, alchemical cartridge (paper, x16), bandolier (x2), masterwork backpack, gunsmith’s kit, powder horn with ten doses of black powder (x2), bullets (x30), 9 gp, 8 sp
XP XX; Next Level XX

Background Notes:
Variam Molliern was the only child to two wealthy Alkenstar merchants, spoiled to within an inch of his life and given whatever he wanted while he grew up. Unfortunately, the boy grew up without a sense of purpose of much of a moral compass, and by the time of his late teens had fallen in with a group of Mana Waste raiders who specialized in attacking caravans heading to and from Alkenstar. For Variam, it was basically a lark: one more way to rebel and pres for the boundaries his parents had never set for him. For the other raiders, though, it was an opportunity. They let Variam accompany them on some short, nearby raids, gaining his trust and his love for the thrills of raiding. And then, lured out further from the city than ever, they turned on him, trying first to hold him for ransom to his parents and then, after the money was paid, using him as a scapegoat for the bandits' raids. The betrayal was the first time Variam's eyes were truly opened to other people, and he was lucky to escape the lesson with his life.

Wanted by the gunmarshals and having been burned by everyone around him, Variam fled north, trying to lose himself as thoroughly as possible. Eventually he found his way to Nirmathas and specifically Phaendar, where he finally settled, and although he has turned his hand back to raiding traders traveling to or from Druma or Tamran or anywhere in Molthune, Phaendar and those traveling to or from there are safe from the predations of the so-called Blackpowder Butcher. This is his home now, and he's come to love it - and to his surprise, they love him too. He makes wind sculptures in his spare time, and though few understand how he can support himself with the few sales he makes (and his frequent gifts of completed works), a Variam piece is a mark of some distinction now in Phaendar homes. He's especially looking forward to this spring's Market Festival, because he has collaborated with local alchemist Vane Oreld on a spinning work that will be driven by four lit fireworks - very exciting! Yes, this Market Festival will be one to remember...

Appearance: Variam is in his mid-thirties, hale and healthy even as he approaches middle age. He has caramel-brown skin and dark hair, the legacy of his Alkenstar heritage, and is typically seen around town with a padded jacket, leather chaps over cotton pants, and boots. When he assaults merchants as the Blackpowder Butcher, the change is more about attitude than actual disguise - the only thing he modifies in terms of actual appearance is a wide-brimmed hat a kerchief to hide his noes and mouth. He normally carries a pistol in a holster as Variam, but prefers his musket for his raiding. Th Blackpowder Butcher is entirely merciless, killing or maiming at even the slightest provocation, while Variam is know for his kindness to the locals.

GM Notes:
I am currently GMing three tables of Ironfang Invasion on these boards, but I would love to experience the game as a player as well. I assure you I will have no difficulty separating IC and OOC knowledge. Please ask if you any other issues or concerns about the character or me as a player.


Here is my submission, a 1/2 Elven Fey Caller unchained summoner. I think all my information is listed in the profile.

Next post will be from my eidolon.

Thanks for the consideration. Can change anything requested, no problem!


Dryad-ish eidolon, as promised!


Here is my submission: Wulram Bartos, a Human Flame Spirit Shaman, and village blacksmith. Info in profile.

GM: I have taken the Frontier Healer trait. I want to check whether this will work with Healing Hex (which I plan to take at 2nd lvl). The trait's wording is a bit ambiguous (Healing Hex acts as Cure Light Wounds but isn't specifically a cure spell itself).


I would like to throw my hat in the ring. Never played on a message board before, though.

Liberty's Edge

Reposting here:
Rickus Vordayne
Molthuni Chaplain (Yeah, you heard that right)
Details in profile


Presenting Mia Curseborn. Tried something different with the background this time. I also wound up making her pretty scarred. Poor girl has not had it easy.

Stats:

Mia Curseborn
Female agathion-blooded aasimar (idyllkin) ranger 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . gladius +4 (1d6+1/19-20) or
. . machete +4 (1d6+1/19-20) or
. . unarmed strike +4 (1d3+1 nonlethal)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—summon nature's ally II
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse
Traits animal whisperer, speech of the wilds
Skills Climb +4, Craft (bows) +4, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Linguistics +1, Perception +6, Stealth +6, Survival +8; Racial Modifiers +2 Survival
Languages Celestial, Common, Elven, Sylvan
SQ track +1, wild empathy
Other Gear studded leather, arrows (20), dagger (4), gladius[UC], longbow, machete, backpack, bedroll, belt pouch, flint and steel, masterwork bowyer tools, trail rations (5), waterskin (2), winter blanket, 51 gp, 9 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

I never knew my parents.

The old woman that raised me, Mama Gotti, often said they abandoned me for being a monster. I guess she was right. I've got fangs. They're small, but I've got 'em. I've also got the ears of a wolf or one o' them mean huntin' dogs rich people use. I can hear pretty good with them, but it makes it hard to hide when I'm feelin' down or happy. Never a good thing around that old witch. My eyes are also wrong. They're different colors, silver and blue.

She raised me, taught me manners and that kinda thing, but she never missed a chance to tell me how worthless I was, or how much of an ugly monster I was. I never saw it, but then, I guess monsters don't see themselves as monsters. Sometimes, someone would comment on how pretty I was, but she let me know right quick that it was only out of pity. Didn't matter how much I looked like some o' the pretty girls 'round town, no one with mis-matched eyes and dog's ears could be pretty.

I guess she was right.

Some o' the other kids would play with me, but some o' the others would chase me an' throw rocks at me. They even ripped up the only pretty dress I ever got the only time I wore it. Told me I was too ugly to wear pretty things. The kids that'd play with me tried to cheer me up, and I tried, I really did. I guess they could tell I was lying when I said I was okay.

Mama Gotti never did buy me a pretty dress after that. Said I was too stupid an' clumsy to bother with it. That's when she got me apprenticed to the bowery. He and his sister agreed to teach me things an' pay me for any help I gave 'em. Mama Gotti told me I was old enough and threw me out when I started my apprenticeship. From the way my mentor and his sister looked when I told them about it, they musta thought I'd done somethin' wrong.

That first winter was hard. I didn't have enough food to last, an' what I did have went bad after a few weeks. I passed out one night while tryin' to build a fire, and woke up shiverin' in my mentor's home. He told me I was stayin' with him while I was his apprentice. I think that made Mama Gotti mad. She hardly ever talked to me after that, though she washed out my mouth with soap when I started speakin' strange languages. I never had no schoolin', but I was able to speak these languages no one had heard. Mama Gotti said it was 'cause I was cursed.

I guess she was right.

Some of the people in town said I was a werewolf an' would kill 'em all. Other's said I was possessed, or I had demon blood in me, or that I was a beast given the form o' man. Didn't help that I don't know what I am. After my apprenticeship was over, I started wanderin' the woods. I'd bring back some o' my kills, though the coin was never as good as others got. The butcher an' tanner say it's 'cause I don't bring in good 'nough kills. Mostly, though I keep to myself.

No one likes a monster. Goblins sometimes get too close, an' I got real good at killin' 'em. I feel kinda sad when I do. They're monsters, just like me. Does that mean that someone's gonna kill me an' take my ears for some bounty? Maybe that's why I do it. If I can kill 'em and keep 'em from town an' all the people in it, maybe they'll think I'm not a monster, or that I'm not a monster that's a bad monster.

I made the mistake of telling Mama Gotti this once. She said I was stupid. Monsters are monsters, and nothing will make good people love a monster. I guess I should know better, but it's hard. I guess monsters want to belong too. Is that why they keep comin' to town and too close to good people?

I don't know. Mama Gotti would probably say that I'm stupid for thinkin' that.

I guess she'd be right.

I haven't told her about somethin' that's been happenin' to me lately, though. If Mama Gotti knew, she'd say I was mad. She'd probably be right. Normal people, good people, don't hear voices in their head, do they? They don't hear someone callin' to them where no one else can, right? I heard that happens to people with guilty consciouses, whatever those are. I don't know what I did, an' I've prayed and prayed for forgiveness.

But monsters don't get forgiven for being monsters, do they.

I tried to ignore 'em. I tried to block 'em out, but they wouldn't go away! They just got louder and louder, an' kept tellin' me to follow 'em. I couldn't sleep, or even think. It started to hurt so much I'd cry until I was too tired to do anything but sleep. Even when I did, though, I could still hear 'em. I couldn't stand it.

A man found me by the road durin' one o' those times it was too much. He gave me a drink, somethin' he said would help calm me down. He called it Cayden's Nectar, or somethin' like that, though I think it was just ale. I drank until I was warm an' everythin' tingled. It was nice. I felt like I was floatin'. It was so nice that I almost didn't realize the voices were very quiet.

Mama Gotti says I've turned into a drunk, or somethin', but it's not like I take the drinks for free. I pay with coin from the furs an' skins an' meat I bring in. Still, she says I've shown my true nature, or somethin', and it's only a matter o' time before I start doin' bad things. Some of the townsfolk agree with her, but I don't want to do bad things. I just want the voices to stop callin' me and speakin' in my head.

I just want to be left alone.


Kudera, you can take Extra Hex at 1st level.

Wulfram, I'd allow the trait to apply to the healing hex.

Lots of great submissions so far. It will be hard to narrow it down to just four! One more day to get yours in. :)


If I get chosen, would it be possible to work the Damned story feat (and/or the devil-bound template) into the story, and if so, around what level?


Vince, the Damned story feat doesn't really fit with this adventure path. There are very few if any evil outsiders that will show up.


Alright. Well in that case I'll go straight ranger. Will have statblock and backstory up shortly.


It's that time again...

Submissions (4.0):

(19 applicants total)
TheChess, Aramant Drakkuskail, tiefling (demon-spawn) bard (arcane duelist)
Phntm888, Carthas Brambleroad, half-elf alchemist (bramble brawler, chirurgeon)
Araj the Raven, Marget, human ranger (divine marksman)
He'sDeadJim, Correna Kirklist, half-orc orc-blooded sorcerer
Keltor Dox, Alain Caeletha, half-elf magus (eldritch archer)
Daedalus the Dungeon Builder, Rogar Stonehammer, dwarf kineticist (geokineticist)
Twistlok, Claustipher Whetwhistle, venerable human evoker wizard
CariMac, Eustoma Hadlefoot, halfling hunter
psionichampster, Hubert Rholar, halfling unchained rogue
Bill Dunn, Griffo the Druid, halfling druid
Reckless Apprentice, Kelder Wynde, human fighter
Zektolna, Kudera Rivani, human witch (healing)
Gyrocopter, Otho Goodbarrel, halfling ranger (skirmisher)
Drogeny, Eilyne, human kineticist (overwhelming soul phytokinetecist)
Cucumbertree, Restitution, hobgoblin alchemist (grenadier)
Vanulf Wulfson, Cooper Hawkes, human hunter
Shisumo, Variam Molliern/The Blackpowder Butcher, human vigilante (gunmaster)
Gerald, Amyia, half-elf summoner (fey caller)
PCScipio, Wulfram Bartos, human shaman
Thrawn007, Rickys Vordayne, human warpriest (Molthuni arsenal chaplain)
AdamWarnock, Mia Curseborn aasimar (idyllkin) ranger

Expressed interest:
Seth86, GM Deekan, Profession Smith 6 Ranks, Vince Hellbound, Rannik, Brentol Snow, KM Wolfmaw, TerminalArtiste, Yokaiboy, Rysky, Cuàn, TheSilverDreamer, William Nightmoon, Arknight, FedoraFerret, Corran Horn

So, we have 2 Alchemists, 1 Bard, 1 Druid, 1 Fighter, 2 Hunters, 2 Kineticists, 1 Magus, 3 Rangers, 1 Rogue, 1 Shaman, 1 Sorcerer, 1 Summoner, 1 Vigilante, 1 Warpriest, 1 Witch, and 1 Wizard.
In terms of roles, we have 3 Melee, 3 Skill, 9 Ranged, 4 Arcane, and 2 Divine.
I'm counting the geokineticist as melee and the phytokineticist as ranged. The summoner is considered arcane (though the eidolon is melee), and the warpriest is counted as ranged.

Let me know if I missed anyone/made a mistake.

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