DM Brainiac's Ironfang Invasion: Table 2 (Inactive)

Game Master Brainiac

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We've had a player drop out of our Ironfang Invasion game, so we're looking for somebody new to take their place! Currently, the characters are about 3/4 of the way through book 1. We need a 4th-level character to replace the one we lost. The current party consists of:

Eilyne, female human phytokineticist (overwhelming soul)
Surma Nemhain, female skinwalker barbarian (sword devil)
Griffo the Druid, male halfling druid (and his wolf Minto!)

You can find the gameplay thread linked to this post. New characters should follow these guidelines:

Character should be built with the 20-point buy method.
All Paizo sources are welcome. No third-party books, please.
No evil characters, please.
Your character should have two total traits, or three with a drawback. One trait should be a campaign trait from the Player's Guide.
We are using background skills.

I'll keep recruitment open for a week or so. Hoping to select a new player soon and integrate them into the ongoing campaign.


Ah! We meet again, DMB! Count me interested!

What races are you allowing? I've had a concept for a kobold ranger using the trapper/falconer archetypes, who's fighting to help his tribe keep their lands from being taken over that I thought would make a good character for this campaign... but if that'd be a bit out of the comfort zone for the team, I can come up with something else. It looks like the team could use a couple skills.


Most non-monstrous races are acceptable. I would consider a kobold with a solid enough backstory.


How are you handling hit points? Trying to decide whether to go Arcane, Rogue, or a mix ...I'm not super familiar with kineticists, but looking at Eilyne, she seems sort of sorcerer/blaster-ish, so I'm leaning towards a rogue.


Max at 1st level, then you can either roll or choose average for the remaining levels.


Excellent, thank you.


So, question for one of the current players, Eilyne.

I'm torn between using a human or a kobold for this concept, but the general reason for joining will be the same, but because it would involve a character from your backstory, I'd like to clear it with you before putting much effort into it.

If I go with a kobold, my little guy will be a survivor from his tribe getting enslaved by the Ironfang Legion and leading what remains of his kin to safety. If he's human, he'll be part of the Chesarnado rangers who was ambushed by the hobgoblins and fled in shame after his team got wiped out. Either way, he ends up being saved by a dryad who heals his wounds and gives him the chance to get back into the fray and protect the forest. The stipulation is that he makes a concerted effort to find her runaway "daughter", who happens to be Eilyne.

Again, it depends on which race I go with. Humans obviously come with the statistical bonuses, but kobolds get little quirks that make RP a bit more fun/interesting/humorous. But in either case, the general premise is the same, and since it would involve Eilyne's adoptive dryad mom, it would require some approval on the player's part.

How open to that would you be?


Character Sheet

Krila is far older than most people who look at her would guess she is. She spent over a thousand years as a statue, turned to stone by an upset Medusa (granted, the Medusa was a grandmother who intended to only stone her for a few months as punishment for not marrying someone she was told to marry, things got complicated). She was awakened, to find that her country, her people, all were gone.

She has spent the last decade or two wandering the land, as an itenerate healer. Her Medusa blood making her obviously not halfling (or human, if halfling aasimar are not allowed), but her healing ability generally overcomes any issues with her lineage.

With GM permission, using an Aasimar template/race, but with her ancestor having been a good aligned Medusa who was killed while Krila was serving a few months of stone as punishment for refusing to go through with an arranged wedding. Krila was royalty at the time, but was more interested in healing her people, not in dynastic alignments (she was the 3rd daughter, so not exactly going to be the queen anytime soon). Her hair tends to move and act on it's own. Not enough for any powers or anything, but enough to mark her as non-halfling (or human if you prefer her be human sized).


Interested


And how are we doing equipment for 4th level?


This is Digger's submission, repurposed from a campaign that didn't get off the first page. A cold, calculating monster-hunter elf. Knowledge skills, decent face-ery, archery, should be pretty useful. Will re-do equipment if necessary.

Dark Archive

Thinking about an elven Witch, either hedge or herb, haven't decided just yet.

Scarab Sages

I was thinking of making a halfling cavalier, and then I noticed that Griffo has some siblings who are militia members. How would you all feel about me playing Filbert or Wilcome?


Crunch:

Michael Tataru
Male human (Varisian) brawler (shield champion) 4 (Pathfinder RPG Advanced Class Guide 23, 86)
CG Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 shield)
hp 36 (4d10+8)
Fort +5, Ref +8, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +6 (1d6+2) or
heavy shield bash flurry of blows +4/+4 (1d6+2) or
unarmed strike +6 (1d8+2) or
unarmed strike flurry of blows +4/+4 (1d8+2)
Special Attacks brawler's flurry, knockout 1/day (DC 16), martial flexibility 5/day, throw shield
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 12, Wis 14, Cha 7
Base Atk +4; CMB +6; CMD 21
Feats Additional Traits, Improved Shield Bash, Improved Unarmed Strike, Point-Blank Shot, Precise Shot
Traits affable, coincunning (janderhoff), shield-trained, world-weary
Skills Acrobatics +4, Climb +2, Craft (armor) +10, Diplomacy +5 (+7 to gather information.), Intimidate +2, Knowledge (local) +8, Perception +9, Profession (brewer) +9, Sense Motive +9, Survival +9, Swim +2
Languages Common, Dwarven, Varisian
SQ brawler's cunning, martial training
Other Gear chain shirt, shield spikes heavy steel shield, backpack, bedroll, masterwork armorsmithing tools, waterskin (2), weapon cord[APG], winter blanket, 1 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.

Background:

Michael had grown up a pretty typical life for a Varisian caravan child. He grew up seeing the world and never having a home that stayed still for very long. While it's true that he had family and friends to rely on and that he had places they would visit yearly, still to have a true home was something the man could not describe. Growing up, he showed no real aptitude for the bow, nor the bladed scarf that some Varisians used as their hidden line of defense. But, from an early age he learned how to use a shield to protect others. He couldn't fight normally, but he knew how to work a shield to protect those who could.

His talent in a fight didn't occur naturally for most, though perhaps it was so for a Varisian. He learned to fight with both his fists and the very shield he had used to protect others over time getting drunk in the taverns while getting in fights with the locals. It wasn't out of malice that the fights had started but eventually they turned ugly and this was where the boy became a man and a fighter. The bluster, the slight arrogance, the teasing desire to get under someone's skin from time to time once he'd had a drink or three where his demons, something that as he grew older he did his best to fight but occasionally lost to.

It was some time in his early twenties that he got a few too many drinks under the table. He awoke late in the day in the back of a wagon he personally didn't know. The knot on his head told him plenty though of how the night had gone. Once he'd got his bearings enough to stit up, the old dwarf driving the cart began speaking to him. It seemed in his arrogance and drink, he had made a wager. One that the dwarf knew he couldn't hold up, so the follower of Dranngvit made it a point to take care of the wager for him and in return, he'd pay the debt to the Dwarf through hard work and toil. Perhaps it was purely through kindness that the dwarf had chosen to do what he did, but all the same he had gained himself an apprentice.

Michael spent the next eight years working and sweating in the forge, his best friend a hammer, his armor the apron. He had only really need to work for a few years to pay back the dwarf but it was almost as if the man had found his calling at the anvil. So he toiled, he worked, and he learned under the elder who lived in Janderhoff. He wasn't sure if the old man had any family, it was hard to get him to talk on the subject but eventually near the end of his apprenticeship he finally broke down the old smith with a few high quality bottles of dark rum.

The old smith's story was one that he eventually found to be somewhat commonplace, though each time he heard the story it caused his heart to flame up once more. The smith had indeed had a family, his wife had passed thankfully a few decades ago so she didn't have to live to see her family destroyed by war. One of the many regiments of the Ironfang Legion had blown through his family's village, massacring the entire town. It wasn't until a few weeks later that the Smith had found out about the loss of his family when he traveled to meet his son and pick up the resources to take to market.

It was this first story that drove him to completing his training and leaving the old man behind. He accepted the gifts of the tools that the Smith himself had used for a century as his graduation present into being a full fledged blacksmith himself, and it was with these tools that he stood before the forge for three days and nights toiling to forge from his own blood, sweat, and tears the gear he'd need to survive. A shield, laden with jagged spikes and thin ringed chainmail that let him move freely when he needed while fighting and defending himself or those he remotely cared about. He passed out soon after completing his work, and awoke over a day later to gather up his supplies and prepare for the annual trip to Nirmathas to sell the goods that his master had prepared.

Apologies I know this seems like it's a bit quick to drop a fleshed character in but I applied with him before for an Ironfang campaign and I like him ^_^. Also, I did not update the gear yet to 4th level equivalent. I figured I would do this if selected. If you prefer I can do it sooner if it's a matter that helps your decisions.

I did have one question if selected, Brawlers get TWF as a "bonus" for purposes of flurry. Shield Champion allows you to use shields as part of your flurry abilities. Would I be allowed to the brawlers "TWF" as prerequisites for shield based feats?

Grand Lodge

So you kinda need a skill monkey/Back up healer?


I assumed they needed a full on healer. Not that druid's can't heal, but they aren't really built to be primary healers, and it wastes a lot of their other abilities to always be healing.

They probably need a rogue as well, but being a healer/rogue is rather difficult.


Well, provided they don't prefer to just use CLW wands in between battles.


That only works for so long, before someone goes down in combat because you can't keep up the healing in combat. And it tends to domino after that, because it's usually your tank that goes down.

Grand Lodge

Vernel:

Vernel Oathtalker
Male half-orc inquisitor of Gorum 4 ( Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG
Ultimate Magic 46)
N Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +11
—————
Defense
—————
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 31 (4d8+8)
Fort +6, Ref +3, Will +8; +2 trait bonus vs. Poison
Defensive Abilities orc ferocity
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +7 (2d6+5/19-20)
Special Attacks judgment 2/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
2nd (2/day)— brow gasher UC, effortless armor UC
1st (4/day)— bane (DC 14), divine favor , litany of weakness UC, shield of faith
0 (at will)— brandAPG (DC 13), create water , daze (DC 13), detect magic , guidance, light
Domain Heresy inquisitionUM
—————
Statistics
—————
Str 16, Dex 12, Con 12, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats Improved Initiative, Power Attack
Traits blight-burned, veteran of battle
Skills Acrobatics -1 (-5 to jump), Bluff +7, Climb +7, Craft (tattoo) +10, Intimidate +14, Knowledge
(dungeoneering) +7, Knowledge (local) +3, Knowledge (nature) +5, Perception +11, Profession (soldier)
+10, Sense Motive +13, Spellcraft +5, Survival +10; Racial Modifiers +2 Intimidate
Languages Common, Goblin, Orc
SQ blessed infiltration, determination, dusksight, monster lore +3, orc blood, stern gaze +2, track +2
Combat Gear potion of blur , potion of bull's strength , wand of cure light wounds ; Other Gear mwk
breastplate, +1 greatsword , cloak of resistance +1 , cracked dark blue rhomboid ioun stone , cracked
mossy disk ioun stone , bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text
(Gorum)UE, manacles, masterwork backpack APG, masterwork tattooing tools, mess kit UE, pot, soap, spell
component pouch, trail rations (5), waterskin, wooden holy symbol of Gorum, wrist sheath, spring loaded,
212 gp, 1 sp
—————
Special Abilities
—————
Blessed Infiltration (3/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (2/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best).
Granted Powers: Often it is hard to tell heretics from the f
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to Survival checks made to track.

fluff:

As a child being driven from his home Fangwood Forest, left emotional scars but the fungal blight that
over took his now non existant home town left physical scars as well. Vernel grew up moving from town
to town with those who also were displaced from his village, his mother surviving the ordeal took great
care to protect her ownly remaining child. After many years Vernel grew large and well muscled, seeing
out many fights with those whom thought to prove his mettle. Fight after fight allowed Vernel to wield the
power of Gorum although Gorum was not worshipped by many in Nirmantas Vernel knew the God would
grant him the strenghth he needed to return to his ruined village and avenge his father.
Joining the military Vernel was given the job of leading his unit in hunting down monsters in the Forest
and trying to drive back the Fungus that once ruined his life. After many years of this Vernel was "forced
to take time off and was ordered to the town of Phaendar.
Vernel arrive about a week late of the destruction that took place in this town, his instincts told him that
his arm and talents might be needed for those who might have survived. Vernel set off following the
destruction and what trail he could pick up to make his way after those who destroyed Phaendar.

Silver Crusade

dottin


CaptainFord wrote:

So, question for one of the current players, Eilyne.

I'm torn between using a human or a kobold for this concept, but the general reason for joining will be the same, but because it would involve a character from your backstory, I'd like to clear it with you before putting much effort into it.

If I go with a kobold, my little guy will be a survivor from his tribe getting enslaved by the Ironfang Legion and leading what remains of his kin to safety. If he's human, he'll be part of the Chesarnado rangers who was ambushed by the hobgoblins and fled in shame after his team got wiped out. Either way, he ends up being saved by a dryad who heals his wounds and gives him the chance to get back into the fray and protect the forest. The stipulation is that he makes a concerted effort to find her runaway "daughter", who happens to be Eilyne.

Again, it depends on which race I go with. Humans obviously come with the statistical bonuses, but kobolds get little quirks that make RP a bit more fun/interesting/humorous. But in either case, the general premise is the same, and since it would involve Eilyne's adoptive dryad mom, it would require some approval on the player's part.

How open to that would you be?

I'd be fine with that, works out pretty good as far as I'm concerned as finding Mom is something I would like to see happen later on.


Facial Tattoos for Krila

Examples of Body Tattoos

Tribal Colors

Wolf mixed in with tribal colors

Tiger mixed in

Krila, sans armor (without tats unfortunately)


sounds interesting...

dotty-dotty!


@Digger, you can come in with wealth appropriate to a 4th-level character, i.e., 6,000 gp.

@Vitaliano, you can use the brawler's ability qualify for the feats.


Krila wrote:


With GM permission, using an Aasimar template/race, but with her ancestor having been a good aligned Medusa who was killed while Krila was serving a few months of stone as punishment for refusing to go through with an arranged wedding. Krila was royalty at the time, but was more interested in healing her people, not in dynastic alignments (she was the 3rd daughter, so not exactly going to be the queen anytime soon). Her hair tends to move and act on it's own. Not enough for any powers or anything, but enough to mark her as non-halfling (or human if you prefer her be human sized).

Ok to use an Aasimar race to represent a Medusa-blooded descendant?


Yes, that's fine. Sorry, missed the question earlier. :)


No problem, that's why I bumped it. People get busy, easy to miss one question.

Scarab Sages

I've sent a PM to Griffo requesting his thoughts on my submission being one of his siblings.


As always, my equipment seems to be the last thing I get to. In this case, I'll need to do some math to see how many Hawkeye style arrows I can get away with.

Other than that, CaptainFord tossing my hat/bow in the ring with this profile, Kane Madigann, a coward and rookie Chernasardo ranger looking for the dryad's runaway daughter and hobgoblins to pay back.


This will be my application. It is still work in progress.
An Half-orc inquisitor of Abadar.


DM Brainiac: would a Tiefling magus be acceptable?


I was playing this lizardfolk in an II game that collapsed due to the DM disappearing. Would be happy to reprise.


@Xunal, a tiefling magus works fine.


SUBMISSIONS SO FAR:

Krila, female halfling aasimar shaman (witch doctor)
Sezelrian Tharandah, male elf investigator (relentless inspector)
Michael Tataru, male human brawler (shield champion)
Vernel Oathtalker male half-orc inquisitor of Gorum
Kane Madigan, male human ranger (trapper/falconer)
Lucian the Bloodhound, male half-orc inquisitor of Abadar (INCOMPLETE)
Shessik, male lizardfolk ranger

There's still time to submit your characters for review. I'm hoping to make a decision early next week and get this game moving again.


I just realized I miscalculated the cost of my magic longbow... but also realized that being rescued by a dryad is a great excuse to get some magical equipment! Question is, what kind of property would a longbow made by a dryad guardian have...?


Probably compassionate...but anything more than a basic +1 weapon will be out of the price range for your starting equipment. :)


As opposed to an enchantment maybe look at a material, like darkwood or greenwood. The greenwood actually requires a dryad to craft it.


That's actually really thematic and flavorful! I also realized that the Adaptive enhancement is not only cheaper than a +1 bonus, but also equally fitting since one of the spells needed to craft it is a SLA that dryads can use!

Pretty much fits saved a whole bunch of money by switching to greenwood.


On a note to the existing players, I haven't tied Krila to anyone or the story yet, because I wanted to see if she's accepted first, then work with the players in discussion thread to see if there are any ties, previous meetings, etc. I find that usually works better than trying to do so at creation time. It does not mean I didn't intend her to have some ties if chosen. Thought I should specify though.


Okay! Finally should have everything in order! Totally-Not-Hawkeye at your service!

Also, as an aside, I had a look at the profile for Mia, and I just want to say, I swear, I did not mean to replace the previous timid ranger... with another timid ranger.


I'm interested in creating a Dwarven Cleric (Ecclesitheurge) worshipper of Torag. The idea is that he, with his trusty quarterstaff, has been a wandering, traveling healer, studying people and magic. He is cut off from his home by the war and is eager to do his part to end the invasion. He wants to at least have the option to return home, though he's not sure any longer whether that is still his objective.

I have never played Ironfang Invasion, but I have now read the player's guide. Is there any background particularly applicable to a dwarf?

I'll work him up and submit him, probably tomorrow.


There is a Sky Citadel in southern Nirmathas called Kraggodan. It's likely your character would hail from there--its status is currently unknown to the PCs.


ok, thanks. I saw Kraggodan in the guide, but I wasn't sure how it would apply. Now I have to decide between "Frontier Healer" and Kraggodan Castaway" as campaign trait. Hmm, have to see...


@DM: What are your thoughts on using Master of Many Styles with the Unchained Monk?

MoMS changes bonus Feats, replaces Flurry Of Blows and Perfect Self; all of which are pretty much identical features between Original and Unchained...

Just curious because I know different GMs have different thoughts on mixing old and new. :)


@Arknight, you can combine the two.


I've updated:

* 20 point buy
* Level 4
* 6,000 gp starting gear
* Background skills

Ready to go!


DM Brainiac wrote:
@Xunal, a tiefling magus works fine.

Cool.

Thanks.


Aaaaaaand I just realized that a weapon has to have a +1 enhancement before it can have magic properties. And that my owl was short two tricks.

Fixed... but now I have 800 more gold to spend... probably should look into buying more speciality arrows and some potions...

Scarab Sages

I haven't heard back from Griffo, and in the meantime I've been considering something different. I'm working on a yet-to-be-named half-orc brawler (with mutagenic mauler and venomfist archetypes) and if you'll allow it, DM Brainiac, I'd like him to have a barbarian variant multiclass as per Pathfinder Unchained.

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