Ironfang Invasion

Game Master Rostam

Ironfang Invasion - Calendar, Provisions, Organization, Loot
Ironfang Invasion - Chernasardo Map
Fort Ristin
Caveholm


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As the leaves turn, the Autumnal Market Festival approaches. Held on the Autumnal Equinox, this year on Oathday, Rova 21st, the festival is a gathering of many to the town of Phaendar to trade, make pacts for the coming season, and sell wares to people that have travelled far to buy them....

This is a recruitment thread for the Ironfang Invasion adventure path. To get expectations out of the way, I plan on running the entire adventure path with additional content but I only promise to finish the first book at this time. Near the end of the first book, around level 4, I will bring it up with those playing and determine if the next book is a go, and the same pattern will hold for all the books. I do this so that there are no hard feelings if I need to end early, though I will always finish out the book we are on before stopping.

Also for rules, everything must generally be on the PRD, with the exception of feats which you can take from the Archives of Nethys as well.

I will also add a warning for people, there will be situations where children and teens may be in distress and at risk of physical harm. There will be no graphic depictions however, it will simply be noted as happening. If you are not okay with this then I advise you to not apply.

A bit about me. This is my first open PbP recruitment, the other one was closed to friends only. I have also run Pathinder games for 3 years now, one that I started three years ago that is still going (had 12 month break as a friend went to Japan but were playing again now), one I started about 18 months ago, and one started about 5-6 months ago. So I have experience with running games, and with making the long term commitment they need.

Game Style:

I like PbP because I find it a better medium for enjoyable detailed roleplay than face to face. I also prefer it as the cognitive load can be higher due to the slower pace. For this reason I will be encouraging meaningful role play as well a strong character builds.

The game will be very player driven, especially in book 1.

Creatures will use the loot available to them to the best of their abilities. Kill them quickly if you want it all.

I will have maps in either google sheets or google draw.

The game will have encumbrance, food and water, and basic survival as a central theme for quite a while.

There is no good place to buy or sell magic for quite a while.

You will have to manage NPCs to an extent.

I plan on increasing the difficulty slightly to accommodate for recruiting 6 player characters.

All that being said I will have tracking sheets in Google Sheets to help aid in all of this, so you won’t have to do it all yourselves.

Expectations:

Read these, love these, post by these

Doomed Hero’s Guide to PbP Gaming
Building a Better Doomed Hero: Painlord’s Advanced PbP Guide

Post once a day. If you can’t post for some reason I will bot you forward. If you know you won’t be able to post in advance let us know in the Discussion section.

I will try to post at the same time everyday. Everyone should give me their preferred posting time when they submit a character so I can see what works best for everyone. Know that I will try to accommodate as best as possible, but may not be able to.

Become a tight knit group. Always have a reason to stay with the others, friendship counts.
I have a list of languages to use when posting in anything other than common, use it.

Format your Quick Stat line like this character Prasutagus Iceni

Layout your character sheet like a Monster Stat block to the best of your abilities. The link to Prasutagus above shows the layout properly. Also, please give a 3-5 word explanation of all feats/traits etc and have the descriptions of all your special qualities spoilered at the end of the stat block. I don’t want to have to go digging for stuff over and over when a simple copy paste helps me a lot.

Rolling:

The following PC rolls will always be made by me to keep things moving:
1. Initiative 
2. Perception 
3. Sense motive 
4. Saving throws 
5. Group diplomacy*
Player dice rolls of these types will be ignored, unless specifically requested by me.
I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself): 
1. Knowledge checks 
2. Survival checks 
3. Individual diplomacy*
Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).
* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.
Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:
1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).
2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).
3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.

I did take the rolling section from GM Damo, for those that recognize it.

Character Creation:

Level - 1st
Races – Core Only
Classes – No gunslingers, must use unchained Rogue, must use unchained Summoner.
Ability Scores – 20 point buy
Skills – All 2 + int classes get 4 + int, we will be using background skills
Hit Point – Using the Wounds and Vigor system with tweaks, details in the Wounds and Vigor spoiler below.
Alignment – Any
Archetypes – Go nuts, but make sure its legal
Traits – 1 campaign, 1 non-campaign, you can take a third with a meaningful drawback. I will also allow you to propose your own drawback.
Gold – Average or Roll, if you roll you must take the roll even if it is lower than average

Background – You should, no NEED to be tied tightly to Phaendar. Characters with family and friends in Phaendar will be more likely to be selected. Also, keep your background concise please.

NPCs – Please come up with at least 5 npcs (including friends and family) that live in and around Phaendar. You DO NOT need stat blocks simply make a comment line as below. If you wish to add a sentence or two of description feel free as well:

Name – Alignment – Race – Suggested classes(NPC only) – Relation to Character if any – Occupation/Purpose in Phaendar

Gear – I suggest not worrying about gear too much. Buy what you would have on you while walking around the festival (so weapons, armor, some food, maybe trade goods). Unless you are from out of town you probably wouldn’t have your backpack, camping gears and 20 trail rations on you.

Here is the tweaked Wounds and Vigor system. Basic idea is taken from Ultimate Combat.

Wounds and Vigor System:

Wound Points and Threshold

Every character has a number of wound points equal to double their constitution score plus their constitution modifier at level 1 (or at one hit die). For every subsequent hit die or level, the character gains their constitution modifier in wound points.

A creature has a wound threshold equal to its constitution score. If a characters wound points drop to or below its wound threshold it is wounded and gains the staggered condition. If a characters wound points drop below its wound threshold it must make a DC 10 Fort save with a penalty equal to the amount of wound points below its wound threshold it is currently at or fall unconscious. If a character makes a move or standard actions it loses another wound point.

Wound points are essentially Meat Points.

Vigor Points

Every player character has a number of vigor points equal to hits full hit die at level 1 (non-player entities, including animal companions, must roll all hit dice). For subsequent levels or hit die a character gains vigor points equal to its rolled hit die.

Vigor points are essentially skill, luck, and endurance points

Healing Wound and Vigor Points

Healing wound and vigor points happens differently even if the effect healing them is the same. Wound points are always harder to heal than vigor points.

Healing Spells and Effects: Spells such as Heal CLW, Cleric's Channeling, and Paladins Lay on Hands. The creature casting the spell or effect must choose if it wants to heal wound or vigor points at the time of use. If vigor points are chosen then you heal a number of vigor points equal to the number of hit points you would have gained. If wound points are chosen then you regain one wound point per die of healing or per caster level for spells such as Heal.

Rest: When resting, creatures regain vigor points equal to their character level plus con modifier. Healing wound points while resting is similar to regaining ability score points and so a creature can regain either a wound point or one ability score point. For situations such as long term care with the heal skill, you heal vigor points twice as fast for 8 hours, or fur times as fast for a full day and you heal wound points as you would heal ability score points.

Restoration and Similar Effects: Restoration can heal wound points as it would ability score damage.

Dealing Damage

You deal damage to vigor points as you would regular hit points. Once all of a creatures vigor points are gone then they begin to lose wound points as they would hit points. Some instances allow you to attack wound points directly however.

Critical Hits: A critical hit deals an amount of wound points in damage equal to its critical multiplier on top of any other damage the creature takes from the hit.

Negative Energy Damage: A creature that casts a spell or effect causing negative energy damage such a inflict light wounds or channeling negative energy, can attack wound points directly at a rate of 1 wound point per die of the effect.

Significant Damage: For every 15 hit points of damage sustained from a single attack, a creature takes 1 wound point in damage.

Other Stuff

Temporary Hit points become temporary Vigor points

Non-Lethal damage is keyed to vigor points. So if non-lethal damage exceeds total vigor points you fall unconscious.

Spell effects that have a hit point trigger such at Disintegrate trigger upon the target receiving the wounded condition. Spells like Harm function off of the wound threshold.

Advice:

Build what you want to play.
Build a strong Character. You will need it.
Make a rich backstory. No need for heroic exploits, keep it simple, connect with your NPCs.
Be prepared to fight against truly unwinnable odds. Be prepared to run.
Be able to drive your own plot. Make your own decision and goals. But remember you’re on a team.
Prepare to embrace the wild.

I will also note that the start of the game is analogous to September 21, for people that don’t know the Golarion calendar. The weather is being modelled off of data from locations in Montana, U.S.A. So the weather doesn’t get particularly cold (Averages around -10/-11 celcius in the depths of winter) but there is a lot of potential for snow. The average high for Lamashan (October) is over 10 C and is still above 0 C in Neth(November) so no need to panic about winters onset.

Advancement:

To accommodate the vast ability to go off on tangents, come up with personal objectives, and generally get into trouble in this AP I am planning on using the Slow XP track. Don’t think of this as a drag on advancement, think of it as being able to advance more meaningfully by doing your own thing.

The other option is to level up as the AP says to, but with the amount of extra content available if you are creative as a player as well as the amount of stuff that can happen in differing orders I feel like it would be more rewarding to have control over when you level via doing things.

I will leave it open to consideration however so mention what you want to do (even if its medium XP track with no extra content or another option) in your submission post.

Rules Stuff

Here is how the AP suggests running food.

Food:

The basic rules for starvation and thirst can be found on pages 444–445 of the Core Rulebook. The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.

Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.
If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

I will not be using provision points. You will need a 1/2 gallon of water a day (1 waterskins worth) and an amount of food determined by your accommodations. 6 lbs for unsheltered, 5 lbs for poor shelter, and 4 lbs for good shelter. A trail ration covers any food requirement.

Here are the rules the AP gives for Shelter

Shelter:

Perhaps more important than even food is basic protection from the elements. Rules for inclement weather can be found on pages 437–440 of the Core Rulebook. The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.

Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don’t require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation (GM’s discretion). Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

I will be using these, so basically if its cold and wet out, find some place indoors out of the rain.

And combat changes, largely design to make character builds and options a bit more flexible while making combat more brutal.

Combat Changes:

1. Feats such as weapon focus apply to an entire fighter weapon group to give you more flexibility.

2. Those intensively trained in the ways of martial combat are adept at exchanging precision for damage, damage for defence and other various combinations. Classes with Full BAB OR no magical abilities gain the following feats: Combat Expertise, Deadly Aim, Lunge, Power Attack, Risky Striker [No Racial Prereq], Bloody Assault, Dazing Assault, Stunning Assault. 

Prerequisites for these feats must still be met.

Those who are less well trained but still martially inclined, classes with  3/4 BAB OR 6 Levels of Casting, can select one of the above feats at level 1 to use for free. This feat can be retrained to another of the available feats as per normal retraining rules.

Those with no martial abilities, classes with 1/2 BAB progression, can not select a feat.

In cases where characters are multi-classed between the above three tiers, they gain the LOWEST tiers benefits +1 feat. So a Paladin/Cleric multi-class gets to pick two feats. A cleric/wizard multi-class gets to pick one feat. If the selection of the lower tiered class happens AFTER selecting a higher tiered class, the loss of capability is easily explained by lack of practising the feats while focusing on learning new abilities.

3. Combat maneuver feats such as Improved Trip automatically gain the benefits of their Greater version when you meet the prerequisites.

4. You may roll two dice and take the better roll when Charging, Attacking from Higher Ground, or Flanking in addition to their regular numerical bonuses.

5. Counter spelling can now be done as an immediate action outside your turn that also costs your standard action on your next turn. Also, you only need to have a spell of the same school prepared and not the same spell to counter spell. The Improved Counter Spell feat is changed to allow any spell of the same level or higher to be used to counter spell.

6. The Brace feature of a Brace weapon can be used as an immediate action while it is not your turn as well as by readying a standard action on your turn. If used as an immediate action off turn int consumes your Standard action from you next turn.

Those are the six house rules my players like the best. Feel free to comment on them, they aren’t set in stone.

Who I am Looking For

I am looking for six would be adventurers to step up and try to defeat the Ironfang Legion. I will be selecting a fairly well balanced party that is able to handle a lot of situations.

Most importantly I will be reserving two slots for New PbP players. If you think you might be new at this the write something along the lines of “I am new to PbP” in your post when you submit your character.

Also, if you are new to Pathfinder in general (say have played for less than 2-3 years online or offline) or are not great with the rules, mention that to me. Then I will know who needs more help with character generation.

If you have any questions bring them up. Recruitment will be open until September 16th at 23:59. Successful applicants will be notified by September 19th. The first game play post will drop September 21st.


Dot! I like the tone of your Ironfang Invasion... Character to come...


Definitely dotting. This looks quite interesting. I should have a character ready within the next few days. I do have one question, however: How does one die in the wounds and vigor system? I would assume it's when you reach negative wounds equal equal to your Constitution score, but I couldn't find anything to confirm that in your summary.


You die when your wound points hit 0, should have put that in there.

I'll give an example as well to help clarify stuff. So if you have a level 1 Fighter with a con of 14 we get:

Normal Pathfinder

HP 12 (1d10+2)

Disabled at 0 hp
Dead at -14 HP

Total damage to kill is 26

Wounds and Vigor

Vigor Points 10 (1d10)
Wound Points 30 (2xCon score + con mod)
Wound Threshold 14 (Con score)

Wounded at 14 wound points (falls unconscious or gains staggered condition if conscious)
Dead at 0 wound points

Total damage to kill is 40.


Dotting.
Sounds like a lot of possible fun.
Just got to think of a core race I want to play this time.
(I admit a tendency towards the more uncommon races. :p )


Sounds interesting. I'll see what I can come up with. :)


dotting .. Think I might try a cavalier ... or maybe a ranger


Dot!
Super interested, thinking of some type of well trained long range crossbowman, maybe an inquisitor.
Also, the bonus feats are just given when you reach the prereqs for them or no? I think that rule is confusing me a bit


MrGompers wrote:

Dot!

Super interested, thinking of some type of well trained long range crossbowman, maybe an inquisitor.
Also, the bonus feats are just given when you reach the prereqs for them or no? I think that rule is confusing me a bit

Assuming you mean the second point in the Combat Changes spoiler, yes as soon as you meet the prerequisites for the feat you get them according to your category. So full BAB classes (plus Rogue) get all of them, 3/4 BAB classes get to pick one of the feats, and 1/2 BAB classes get no free feats.

NOTE FOR EVERY ONE There should have been a Point 7 in the Combat Changes, Intelligence is never a prerequisite for combat feats. No more Int 13 required for Combat expertise.


ANOTHER NOTE FOR EVERYONE No need to have an alias for the character unless it already exists or I select you for the game. Alias bloat is a problem for some and I don't want to be part of the problem!


Quote:

Races – Core Only

I have plans for a goblin sapper rogue for this AP. One day I shall find an Ironfang invasion game that allows it, I swear...


I'm sorta new I guess. I'm not new to the world of pathfinder, as obvious by my history, but ive only done pbp for like.. a month? That count? If not, lump me in with the old hands and I'll rock an Elf...

I mean you also know who I am as a player, since I am gaming with you...

so i would love to be in. I'll pick an elf or dwarf for sure, most likely a cleric, rogue, sorc, brawler, magus... mhmhmh so many choices.....


Dot! I'll read the PG and think of a cool concept for this.

Grand Lodge

I have an idea for a dwarven hunter or possible ranger.


"Well now I guess I could come out of retirement to help my homeland. I got rid of my spell-book but I still know the basics at least. A little worried about my joints out in the wild."

This alias would need to be tweeked for your character creation rules. Got to see if HeroLab has the ability to do the HP setup you laid out among other things.


Dotting.

I'm almost brand new to PbP, but I have many years of experience with Pathfinder and 3.5e.

Incidentally, I've always loved games that use systems like Wound and Vigor points, so this sounds like a hoot.

Time to start crafting a character. Yay!

Grand Lodge

Ugh I also have an idea for an old farmer who is a quarterstaff master


How does non-lethal damage work in your vigor/wound system? Considering a monk/rogue intimidation/sap master character who would be doing a lot of non-lethal damage.


Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.


Mainer wrote:
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.

Interesting given that I am thinking about a soldier (human fighter) who survived a battle and likely wouldn't look too kindly on a deserter! War makes for odd bedfellows...


Alias ad Tempus wrote:
Mainer wrote:
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.
Interesting given that I am thinking about a soldier (human fighter) who survived a battle and likely wouldn't look too kindly on a deserter! War makes for odd bedfellows...

I'm thinking of a young kid who ran away as his group was slaughtered, left for dead, found by a villager. Whatever happens next, he sees as his chance at redemption.

That could be interesting though, especially if both characters had a relationship before these events.


Dotting for interest. I'm essentially brand new to PbP, and only have about 2-ish years of experience with 3.5 and PF (primarily 3.5). It's not nothing, but it's not a lot either compared to some folks around here.

Anyway, this looks really interesting. I'll go through the guide and see if I can't put something together.


Dot. Intrigued I am. How does Diehard fear work? Do I simply stay conscious no matter my damage taken until I reach my limit to be "totally dead"?


The wounds/vigor rules from unchained has several considerations for feats that interact with that stuff. DM Rostam might have changes to them, but here they are for convenience:

Quote:

Deathless Initiate (Combat)

For you, impending death is a call to wrath.

Prerequisites: Str 13, Con 13, Diehard, Endurance, base attack bonus +6, orc or half-orc.

Benefit: You are not staggered when your wound points reach your wound threshold, but you lose 1 wound point if you take any action during your turn. You only take 1 wound point each round when you take actions. Furthermore, you gain a +2 bonus on melee attacks and damage rolls when your wound points are at or below your wound threshold.

Deathless Master (Combat)

Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.

Prerequisites: Str 13, Con 15, Deathless Initiate (above), Diehard, Endurance, Ironhide, base attack bonus +9, orc or half-orc.

Benefit: When your wound points reach your wound threshold, you do not take 1 wound point when you take an action.

Diehard

You keep on going, even when your wound points are lower than your wound threshold.

Benefit: When your current wound point total is below your wound threshold, you do not need to succeed at the DC 10 Constitution check to stay conscious.

Toughness

You have enhanced physical stamina.

Benefit: You gain 1 wound point for every level or Hit Die your character has.


Definitely interested in playing this. The rules sound great, as I've never played a "hardcore" game like this before.

Question, though: Are the variants of the core races available to play? Like Drow, Grey Elf, Svirfneblin, Duergar or the like?

As far as a class, I'd be interested in playing as either a Rogue or Sorcerer. I can come up with a character sheet and the NPC's my character knows in Phaendar later today.

Grand Lodge

So do we get all those feats at first level as a fighter!!! cause that is awesome if we do


One question about the feats:

You stated prerequisites still need to be met. That means, for example, that I'm getting Power Attack for free as long as I have 13 Strength.

So, is Piranha Strike out of the list specifically for a reason? Or was is just a slip of the mind?

Also: are you allowing VMC?


Also wondering if you would consent to a bloodline familiar in a sage-wild blooded sorcerer, since we seem to have lots of martial applications.


1 person marked this as a favorite.

NOTE TO EVERYONE Please read through the below to catch additions and clarifications to house rules.

****

Nazard wrote:
How does non-lethal damage work in your vigor/wound system? Considering a monk/rogue intimidation/sap master character who would be doing a lot of non-lethal damage.
DM Rostam wrote:
Non-Lethal damage is keyed to vigor points. So if non-lethal damage exceeds total vigor points you fall unconscious.

If you need more details than that please elaborate on your question.

****

Gilthanis wrote:
Dot. Intrigued I am. How does Diehard fear work? Do I simply stay conscious no matter my damage taken until I reach my limit to be "totally dead"?

It will work as per the normal Wounds and Vigor system in Ultimate Combat, thank you for bringing it up. And thank you to Ierox for grabbing it for me.

Ierox wrote:

...

Quote:

Deathless Initiate (Combat)

For you, impending death is a call to wrath.

Prerequisites: Str 13, Con 13, Diehard, Endurance, base attack bonus +6, orc or half-orc.

Benefit: You are not staggered when your wound points reach your wound threshold, but you lose 1 wound point if you take any action during your turn. You only take 1 wound point each round when you take actions. Furthermore, you gain a +2 bonus on melee attacks and damage rolls when your wound points are at or below your wound threshold.

Deathless Master (Combat)

Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.

Prerequisites: Str 13, Con 15, Deathless Initiate (above), Diehard, Endurance, Ironhide, base attack bonus +9, orc or half-orc.

Benefit: When your wound points reach your wound threshold, you do not take 1 wound point when you take an action.

Diehard

You keep on going, even when your wound points are lower than your wound threshold.

Benefit: When your current wound point total is below your wound threshold, you do not need to succeed at the DC 10 Constitution check to stay conscious.

Toughness

You have enhanced physical stamina.

Benefit: You gain 1 wound point for every level or Hit Die your character has.

****

Critzible wrote:
So do we get all those feats at first level as a fighter!!! cause that is awesome if we do

You get all those that you meet the prerequisites for yes.

****

Jereru wrote:

One question about the feats:

You stated prerequisites still need to be met. That means, for example, that I'm getting Power Attack for free as long as I have 13 Strength.

Yep that's correct.

Jereru wrote:
So, is Piranha Strike out of the list specifically for a reason? Or was is just a slip of the mind?

I didn't know about it actually. I use pretty much only the PRD for my games, with the occasional glance at Archive of Nethys. Consider Piranha strike added to the list.

Jereru wrote:
Also: are you allowing VMC?

No. Sorry.

****

Nazard wrote:
Also wondering if you would consent to a bloodline familiar in a sage-wild blooded sorcerer, since we seem to have lots of martial applications.

I am going to go with no, since the Sage-Wild Blooded bloodline specifically changes out the arcane bond you can get a familiar through. If there is some reason that would allow it that I've missed then let me know.


Austin Smith 147 wrote:

Definitely interested in playing this. The rules sound great, as I've never played a "hardcore" game like this before.

Question, though: Are the variants of the core races available to play? Like Drow, Grey Elf, Svirfneblin, Duergar or the like?

As far as a class, I'd be interested in playing as either a Rogue or Sorcerer. I can come up with a character sheet and the NPC's my character knows in Phaendar later today.

Missed you in my earlier quote round up. For races, only use the 7(?) core races please.

I wonder how many people I've scared off with the core races only rule??


I'm perfectly fine with only the core races. Just wanted to make sure.

Still determining my class and background.


Mainer wrote:
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.

That would make sense. He is retired but active and would most likely have someone around to help him and that he could mentor and keep on the straight and narrow.


Claustipher Whetwhistle wrote:
Mainer wrote:
Claustipher, would you be up for having an assistant? Not magic. I'm thinking a soldier that ran away from a battle due to fear, ended up in Phaendar just to avoid people who might know him. Not an anti-social, but definitely one to make himself scarce if it looks like he may be recognized as a deserter.
That would make sense. He is retired but active and would most likely have someone around to help him and that he could mentor and keep on the straight and narrow.

Sounds good. Even better if Claustipher is the type to recognize when something is wrong or bugging at someone, but won't pry too deeply, let it come out all on its own.


This is the thread I had read that suggested the combination with Sage and Bloodline Familiar. I found the thread when I was looking for advice on the arcane bolt power, which is really uninteresting. The bloodline familiar gives you back the familiar at the cost of delaying the bloodline spells by 1 level.


I know I know, an elven hunter seems basic given this campiagns ideas, but I like the idea of a hunter who hunts and helps out her local town. I'm not sure if I will be doing an archtype, but if I do, I might go with exalted, as a priestess of Eristal.


Nazard wrote:
This is the thread I had read that suggested the combination with Sage and Bloodline Familiar. I found the thread when I was looking for advice on the arcane bolt power, which is really uninteresting. The bloodline familiar gives you back the familiar at the cost of delaying the bloodline spells by 1 level.

Thank you for that thread. The bloodline familiar and the sage-wild blooded archetypes do stack, since the bloodline familiar simply delays parts of the sorcerer class.

However, I am not going to allow it as I generally only use the PRD, with the exception being taking any feat you want from the Archives of Nethys.

It is a good idea to use in another game though so hold on it, it seems very flavorful and fun.


Here is my proposition. I look forward to receiving your comments if and when, in order to figure out some of the details.

Arran mac Áeda

BACKSTORY

Spoiler:

Arran mac Áeda was born and raised in the rugged Hollow Hills. His home was far from the mining towns, in a remote valley that allowed his family some protection from bandits and the monstrous predators of the region. His father was a soldier, and was away for long periods, so he was raised by his mother who taught him courage, honour, and perseverance. They were poor, but happy.

And then his father died in battle. People found out and, figuring that mother and son were easy prey, bandits came. They took what little there was to take, and then they killed Arran’s mother. Arran himself barely escaped, running and hiding in the hills as he had done since he was a child. Now an adolescent and without a family, he joined the ranks of the army, like his father before him.

He trained hard and learned quickly. He was posted at Ramgate, where he proved himself a good and loyal son of Nirmathas. Soon enough, he was promoted, and given increasing responsibilities.

Now a young man, he often accompanied supply wagons to Phaendar, and this is where he met Senga. They fell in love, and were soon married. She became pregnant. Everything seemed right.

Then, he witnessed what would later be called the Ramgate Massacre. He barely survived, and the battle left a nasty scar across his face, and another far more insidious scar on his soul.

Now still posted on the Molthuni front to the South, Arran is in Phaendar on another resupply mission, and to see his wife who will soon give birth.

NPCs:

Senna - LG - Human - Commoner - Wife of Arran, daughter of Malcolm and Kristin, sister of Iain and Gavin - Farmer
Malcolm - LN - Human - Warrior - Arran’s commanding officer - Soldier
Sweeney - LE - Human - Expert - Merchant who supplies the Nirmathas army - Merchant
Tam - CG - Halfling - Expert - Arran’s friend who keeps him informed on events in Phaendar - Barkeep
Una - CG - Halfling - Adept - Tam’s wife, and Senna’s friend - Midwife

CHARACTER BUILD

Spoiler:

Human Martial Master Fighter

str 18
dex 14
con 15
int 10
wis 10
cha 8

Initiative: +3
Base attack: +1
Fortitude: +4
Reflex: +2
Will: +0
Armor Class: 16 / ff 14 (+2 with shield, +2 vs goblinoids)

SKILLS

Stealth: 7 (+1 in hills & mountains)
Survival: 8
Climb: 8
Swim: 8
Ride: 6
Knowledge (Dungeoneering): 4
Background Profession (Soldier): 4
Background Knowledge (Geography): 4

FEATS

Level 1 human feat: Focused Study (Human trait): Survival
level 1 fighter: improved trip
level 1: improved disarm
free: Combat Expertise
free: Deadly Aim
free: Power Attack
free: Risky Striker

EQUIPMENT

Weapons: Light Flail, Heavy Flail
Armor: Lamellar (leather), Heavy Wooden Shield
Gear:

TRAITS & DRAWBACKS

Heart of the Wilderness (Human): Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Highlander (Hollow Hills): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Ironfang Survivor: You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Attached: You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Martial Master (Archetype):

There are those who learn the fighting arts though countless hours of repetition and training, while others seem to pick up new stances and forms as if they were born to them.

Martial Flexibility (Ex): At 5th level, the martial master can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The martial master must meet the chosen feat's prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level.
The martial master can use this ability again before the duration expires in order to replace his previously chosen combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At higher levels, when he gains multiple feats through this ability, the martial master can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 9th level, a martial master can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action.

At 14th level, a martial master can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action.

At 17th level, a martial master can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

At 20th level, a martial master can use this ability to gain the benefit of any number of combat feats as a swift action.

This ability replaces weapon training and weapon mastery.


Very interested. Was feeling a little burned out lately as I've had one GM disappear entirely, another cancel two games without advance notice and a third effectively cancel another game (albeit for one of the best reasons I've ever heard). But this looks pretty awesome and I appreciate your commitment to the first book then seeing how things go. Also appreciate the long recruitment process to give us time to come up with good concepts.

Leaning towards a half-elf unchained summoner and am playing with melding with him adventure setting.


Dotting.


Aight, questions.

1. Are you using Combat Stamina and related tricks?
2. When you say "make a strong character", how strong? Would you discourage me from making a class I haven't mastered the optimization aspect yet?


Wanting to do a Human Sorcerer, he'll have a couple of family members in town, as well as one or two friends/contacts.

Planning to go with the Draconic Bloodline. Will mainly focus in evocation spells, with some enchantment spells thrown in.


Pathfinder Rulebook Subscriber

Building out a Human Cleric of Calistria. Think he'll be a neat fit for the campaign...


Wilken wrote:

Aight, questions.

1. Are you using Combat Stamina and related tricks?
2. When you say "make a strong character", how strong? Would you discourage me from making a class I haven't mastered the optimization aspect yet?

1. No to Combat Stamina et al.

2. The character doesn't need to be a mastercraft of optimization, but you shouldn't purposefully gimp yourself for a character schtick or theme either.

As long as you can build a reasonable character with no glaring weakness you should be fine. I will say three things about the AP though:

1 - Encounters can very easily bleed into each other in this game. Having 2-4 encounters without a break at times should be expected, there are some real marathons.

2 - To many bad skill checks will start getting people killed directly or indirectly.

3 - A low charisma will be a drag at a lot of points in the game.

And all of that is before level 3.

I don't want to over hype the danger of the game but, ya it'll suck at points, especially with no real good way to get gear until after level 5 other than looting.

TO EVERYONE if you can get me a build before September 10th I will most likely be able to review it and give you suggestions. I do not guarantee it but I will try. (I do need to review them any way so its not really any extra work for me)


TO EVERYONE Really didn't want this to get lost in the last post so here it is on its own:

I have posted a link to a google doc called 'Character Sheet Layout' in the top left corner of the page above where the game tabs are. If you don't want to do all of the formatting yourself I suggest you use it to make your character sheet in the proper form of a monster stat block.


Looks pretty much like herolab which leads me to a question with changes for the different HP system. Leads me to a question along with one I already had.

1. Is there a herolab option for that style HP configuration?

2. If not do you mind herolab with separate hand entering of HP variation? There are slight differences from your formatting but man s it easier to use the program.

3. I had conceived Claustipher as being old. Would you want me to use the age adjusted stats (they are in the current sheet after a / but not all GM's like that 'feature'.


The Sesquipedalian Thaumaturge here. This is a preliminary build for my human ranger (Nirmathi irregular). I'll add his backstory soon once I get it organized.

Stats:

Male human ranger (Nirmathi irregular) 1
NG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 [+3 armor, +4 Dex]
Wound Points 25
Wound Threshold 12
Vigor Points 11 (1d10+1)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +2 (1d6+1/19-20)
Ranged longbow +5 (1d8/x3) 100 ft.
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Combat Expertise, Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot, Risky Striker
Traits Child of Nature, Ironfang Survivor
Skills Climb +4, Craft (traps) +4, Handle Animal +4, Heal +6, Knowledge (geography, nature) +4, Knowledge (local) +1, Perception +6, Stealth +7, Survival +8 (+9 to track)
Languages Taldane
SQ focused enemy (humanoid [goblinoid]), forest ghost, track
Equipment Longbow (3 lbs, 75 gp), 20 arrows (3 lbs, 1 gp), short sword (2 lbs, 10 gp), studded leather armor (20 lbs, 25 gp), explorer's outfit (8 lbs), flint and steel (1 gp), thunderstone (1 lb, 30 gp), alchemist's fire (1 lb, 20 gp), belt pouch (1 gp), 4 gp
Light Load 43 lbs
Weight Carried 38 lbs


DM Rostam wrote:

TO EVERYONE Really didn't want this to get lost in the last post so here it is on its own:

I have posted a link to a google doc called 'Character Sheet Layout' in the top left corner of the page above where the game tabs are. If you don't want to do all of the formatting yourself I suggest you use it to make your character sheet in the proper form of a monster stat block.

Ok if I review my format if/when? Or do you want to see this standard format to begin with?

For the record: I like your grim approach to the game. It'll make for high stakes, and constant conflict, which is at the heart of any good story. I look forward to seeing how it goes, one way or another.


Sorry I missed your earlier question.

Claustipher Whetwhistle wrote:

Looks pretty much like herolab which leads me to a question with changes for the different HP system. Leads me to a question along with one I already had.

1. Is there a herolab option for that style HP configuration?

No idea. I have never used herolab.

Claustipher Whetwhistle wrote:
2. If not do you mind herolab with separate hand entering of HP variation? There are slight differences from your formatting but man s it easier to use the program.

Feel free to edit the hero lab sheet, I have seen the text versions they are basically monster stat block format from what I've seen.

Claustipher Whetwhistle wrote:
3. I had conceived Claustipher as being old. Would you want me to use the age adjusted stats (they are in the current sheet after a / but not all GM's like that 'feature'.

Yes use the age adjusted stats. Also, I'd need a specific age for your character.

****

Alias ad Tempus wrote:

...snip...

Ok if I review my format if/when? Or do you want to see this standard format to begin with?

For the record: I like your grim approach to the game. It'll make for high stakes, and constant conflict, which is at the heart of any good story. I look forward to seeing how it goes, one way or another.

I think it looks good. I was planning on going through it tomorrow morning in more detail. I will want it formatted correctly if you get into the game.


Ros, do you want us to stat them out, or is just telling you the class an idea behind it okay? I'll have everything ready if picked, just curious.


fatmanspencer wrote:
Ros, do you want us to stat them out, or is just telling you the class an idea behind it okay? I'll have everything ready if picked, just curious.

I would like to see a stat block so I can better pick a balanced party. There is no need to have an alias however due to the aforementioned alias bloat issue people have.

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