Motteditor's Ironwall Gap Must Hold PBP (Inactive)

Game Master motteditor

Combat map / Mass combat rules / Basement / First floor / Second floor, wall, towers


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RPG Superstar 2012 Top 16

When an orc horde besieges a remote border fortress, the PCs must ride to the rescue. Arriving to find the fort's officers murdered and the garrison in chaos, the PCs take command just as the orcs launch their first attack. In addition to building defenses to hold off the slavering army long enough for reinforcements to arrive, the PCs must discover what killed the officers before they become the next targets; uncover a secret that threatens to tear apart the garrison; and fight enemies from both inside and outside the fort.

I'm looking for five people who are interested in saving a country from a massive orc horde in a new module by one of my favorite game designers: Ironwall Gap Must Hold.

I'm looking for people who can post daily, 5-10 times a week. I'm a fairly experienced PBP GM at this point, having three ongoing Adventure Paths; that said, I've found the most difficult games -- one of which I ended up stopping pretty early on due to players not posting with much frequency -- were the single-shot adventures. I'm looking for people who are really willing to commit to what will likely be a few months of posting. No problem if you miss the occasional day, but if you start posting every three or four days without letting me know, I may replace you (that said, if you know you have to miss some time for vacation or work or whatever, just tell me in the discussion thread -- I completely understand and have no problem with that vs. unexplained absences).

The module's designed to be setting neutral. We can use Golarion's gods, though, since I assume most people are used to those on Paizo's board. There's a solid mix of role-play along with combat (and use of the mass combat rules from Ultimate Campaign).

Character build rules:

Characters start at 7th level; they'll already know each other as the adventure starts.

20-point buy, 23,500 gp to start, 2 traits (feel free to take them from whatever Paizo source you want), anything from the PRD is fine and check with me on other things -- I'll rule on a case by case basis, but I'm usually pretty easy.

No need to go too crazy on back story, since this is a one-shot adventure, but give me enough to get some idea of your posting style, please. I'm fine if you don't fully stat out the character yet either -- I'll pick based on the character concepts more than the build.

Any questions, please don't hesitate to ask. Recruitment will close by Sunday, Sept. 8, though I reserve the right to close it sooner if I see five applications I like.


Doomed Hero here, and very interested. I play the Master in Grey in the Runelords game, so you have a pretty good idea of my dependability and writing ability. This character was originally developed for another game, but he seems like a perfect fit for this one.

Captain Drake is a military wizard with a knack for siege tactics and anticipating the movements of an enemy force. He's the guy they send into difficult situations to buy time.

He has a snarky Pseudodragon familiar named Ruby and a Lieutenant that is a Simulacrum of himself.

I need to bring him up to 20 point buy and go over his equipment again, and rewrite his backstory to suit this game, but other than that he's ready.


Dotting for genuine interest. I'll have a character with you in the next few hours.


Question: Are psionic classes allowed, as they are on the PFSRD? If so, i will definitely dot.

One-shot or not, I post daily, I check the boards more often than a sane person should.


Interest: Piqued


This looks nice.


me interested.

me need update stats.

gm, you have no problem with half-orcs in this game?

RPG Superstar 2012 Top 16

Tenro, I've got no experience with psionic classes for Pathfinder though I've read good things about the one 3rd-party book (blanking on the names at the moment). I can certainly give one a look, though, if you want to run it by me.

Doomed Hero, it does indeed sound like the character was made for the mod. : )

Thanks for the interest so far, everyone.


for motterditor

Spoiler:
Master Sergeant Stilgar (7th level fighter) is a career soldier who rose through the ranks and who loved the sense of belonging. He has experience training scum into soldiers by making them fear him more than the enemy (very high Intimidate ;-). (If chosen to join this merry band, then he is probably there to help train new recruits.)

I am using hero lab so I can email the stats to you, if you prefer.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Motte, how do you feel about Gunslingers in your war? Also, siege engines?

RPG Superstar 2012 Top 16

Gunslingers are fine, though rare. There may well be some siege engines at the fort (not ones with gunpowder, though).

Silver Crusade

A sad Oread enters the thread, a bit lost and confused.

"This right place? This where Sad Rock can find work?" Sad asks, looking around uncertainly.

"Well, Sad no longer Packminder. Now work for self. Would like to find work doing work, k?" Sad smiles. "Sad would work hard for this mission. Almost never let you down."

Motte, if you'll take Sad Rock, I'd run him up to lvl 7 as a test drive. I don't think he'll be PFSing for a while.

Liberty's Edge

Dotting for interest. Need to think about what I'd want to play, but I'm leaning cavalier at first blush.

RPG Superstar 2012 Top 16

Shisumo, cavalier is fine, though use of a mount will definitely be limited.


Dotting for interest! In case you don't remember, I played Rupert Hentzau in your Kingmaker campaign. My world travels have ended and I'll soon be quitting my job, opening up lots more time for PbP's and I always appreciate campaigns or adventures that start a bit later in a character's adventuring career :)

I'll be brainstorming and will post something soon.

RPG Superstar 2012 Top 16

1 person marked this as a favorite.

Garabott -- welcome back. I remember Rupert well. He's still alive and kicking over in his new kingdom of Heartsland. (Actually, if you'd like to rejoin, you're more than welcome -- we've got five now, and I'm willing to go back to six. No pressure, though.)

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I don't think I've ever played just a straight fighter before... So I rolled one up.

Gavin Rotgut has been a soldier for as long as he cares to remember. Sure there was a time before, when he lived in a small town, with small people and small minds, but that was before he escaped and first found himself on a battlefield, steel in his hand, blood in his eyes and the song of it all in his ears. He found religion that day; at least a sort of religion, of battle and blood and bone and steel.

Ever since then he's been moving from battle to battle, working for whoever can pay him, but trying to be on the side of good versus evil. But he's getting older and he can feel the seasons changing and it scares him to death. He can kill anything that bleeds, but what does a warrior do when the battle is versus old age, decrepitude and uselessness? Still, maybe Ironwall is where it all ends, where his life becomes legend. After all, it's better to live forever as a memory than die penniless and alone in some inn.

Gavin Rotgut:

Gavin Rotgut
NG Human Male Fighter 7
Init +3; Senses Perception +0
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 24, touch 13, flat-footed 22 (+11 armor, +1 def, +2 dex)
hp 73 (7d10+14+7FC)
Fort +7, Ref +4, Will +2 (+4 vs fear)
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee +1 keen greatsword +15/10 (2d6+11; 17-20/x2) or PA +15/8 (2d6+17) w/FF or VS w/ PA and FF +15 (4d6+17)
Ranged crossbow +9 (1d8)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 20, Dex 15, Con 14, Int 10, Wis 10, Cha 10
BAB +7/2; CMB +12; CMD 24
Feats (5+4 bonus) WF: greatsword, WS: greatsword, power attack, cleave, great cleave, vital strike, cleaving finish, improved cleaving finish, furious focus
Skills (3 skill; ACP -2) know (engineering) +10, Ride +12, Survival +10
Special Abilities: armor training 2, weapon training (heavy blades) +1,
Traits: armor expert, veteran of battle
Language Common,
Possessions (23,500 gp) +1 keen greatsword (8,350 gp), +2 full plate (5,650 gp), crossbow (35 gp), locked gauntlet (8 gp), belt of giant strength +2 (4,000 gp), golembane scarab (2,500 gp), ring of prot +1 (2,000 gp), 957 gp
------------------------------------------------------------------------

Stat Math:
Str 18 (10 points +2 racial)
Dex 15 (5 points +1 racial)
Con 14 (5 points)
Int 10 (0 points)
Wis 10 (0 points)
Cha 10 (0 points)

Liberty's Edge

motteditor wrote:
Shisumo, cavalier is fine, though use of a mount will definitely be limited.

I might actually go musketeer/luring cavalier then, if I choose that route.


Dotting for interest! I have a character concept - Elf Fighter / Wizard / Eldritch Knight - and will be working out the profile.

*EDIT*

Crunch completed.

Illa is a drifter, a bit of a malcontent.
She was born to a relatively normal family in Kyonin and inducted in her family's discipline of wizardry, to which she took well enough. But the constant rehearsing of lessons in the safety of her homeland was just not enough to satisfy her. She wanted to be out there, to see the world and experience it firsthand - and to kick it into submission if she had to.

Her family did not try to discourage her when she started pouring some of her energy into weapons training -- it was a traditional Elven 'pastime', after all, but they were a bit upset when she left Kyonin to adventure. In the years since, Illa has occasionally stopped home to reassure her kin that she is still alive.

When she hears about the approaching Orc horde, Illa immediately makes for the border. It has as much to do with a desire to keep innocent people safe as it does with her desire to kick the world in the fork when it starts getting uppity...

RPG Superstar 2012 Top 16

The writeup's fine, but none of you have any idea there's an orc horde approaching... : )


motteditor wrote:

Tenro, I've got no experience with psionic classes for Pathfinder though I've read good things about the one 3rd-party book (blanking on the names at the moment). I can certainly give one a look, though, if you want to run it by me.

Doomed Hero, it does indeed sound like the character was made for the mod. : )

Thanks for the interest so far, everyone.

Sounds great. I'll draft something up tonight. I have an idea that I have gotten to try above 2nd level so thatll be interesting.


Interesed in playing a healer type. Working on a cleric of Milani with a combination of Crusader and Merciful Healer archetypes. Will try to post full details tomorrow.

Liberty's Edge

Assuming this is going to be in Golarion, do you have any idea where you plan to set it?


motteditor wrote:


I'm looking for five people who are interested in saving a country from a massive orc horde in a new module by one of my favorite game designers: Ironwall Gap Must Hold.

Nice Jacob, one of my favorites too :)


I'm working on a submission. An oracle.


sent you a PM


Looks great and I can post daily, I'll put together a character for submission by tomorrow evening.

Silver Crusade

I'll flesh him out soon, but 10 posts a week shouldn't be a problem.

Rom The Wine-Soaked:
Rom loves to fight, Rom loves to drink. Rom hate's Water. Well hate really isn't the word, Rom's scared s#!tless of it, so much so that Rom even afraid to wash off in it, so Rom washes off in wine instead, hence the name.

Rom is a Barbarian, doesn't care much for Armor, though Rom wears leathers if absolutely necessary. Rom really loves to fight. And Rom so good at it, people usually pay Rom.

Problem is, Rom doesn't do too well in city situations, so Rom usually heads to the borderlands. The frontier people don't really care about Rom's unique aroma, they smell like Horses, for Pete's sake. And they like that Rom likes to fight, because there's usually plenty to fight out there.

Plus, a lot of Rom's money goes into buying Wine, so Rom keeps the merchants rich. It takes a lot of wine to wash off orc gore, especially when you're drinking half of it first.

Rom's Build WIP
Seven Levels Invulnerable Rager
STR 20 (15 +2 Race +1 Level), DEX 12, CON 16, INT 9, WIS 12, CHA 10
1. Power Attack, Extra Rage
2. Superstitious
3. Raging Vitality
4. World Serpent Totem
5. Extra Rage Power - Reckless Abandon
6. Ghost Rager
7. Extra Rage Power - World Serpent Spirit

HP: (Guessing PFS style) 75 (96)
Rage/Day - 28
Traits: Berserker of the Society, Quick Learner

Weapon - +2 Furious Dwarven Waraxe (ask how Rom got it, It's Rom's favorite story), Armored Kilt (got to keep Rom's giblets covered), Belt of Giant Strength +2, assorted games, nature books, jacks, torches and wineskins.


My character (who i have not yet named, really struggling on that part) will be a charismatic human drifter about whom something doesn't seem quite right. He is nice enough to people, but you get the feeling that you are being watched by someone or something else when you talk to him.

mechanically, he will help the party by demoralizing foes, being light-armored support melee, and capable enough in the realm of diplomacy.


Here's the background for Dyalg Lemseth:

Background:
As a child Dyalg Lemseth was identified as the nineteenth reincarnation of Ildin Volachy, the Divine General, the Yerechi Kel, by clerics of a clandestine sect. Posing as a mercenary company bought and sworn to Lord Kenstone for nineteen years and one day, this sect believes that the gods send mortals to epitomize qualities all can emulate to be closer to the divine. This company, known amongst themselves as the Venerable Warriors of Elonwa and secretly lead by Lord Kenstone, believes that combat and war can lead one to transcendence. They do not crave war and battle for its own sake; rather they train and fight as a means for self-discovery and improvement.

After a decade of training and education, Dyalg wanted to prove himself worthy of the honor of leading the company, so he wandered by himself for three years, attempting to find some of the relics left behind by prior Yerechi Kels. He succeeded in claiming the short sword that was the twelfth Yerechi Kel’s first weapon from a small noble family that had possessed it for nearly two hundred years. He acquired the dwarven crafted shield from a traveling band of halflings that sang legends of a dwarven prince (the sixteenth Yerechi Kel according to Dyalg’s information).

After three years he returned to the Venerable Warriors and selected a small group of six men to lead, learning the duties and responsibilities of command on a small scale before heading the organization in full. Life was good for two years. While serving as advanced scouts for Prince Henrick’s army, they were ambushed. Only Dyalg survived. His confidence broken, he knew there was much more to learn before he could take on the role of leader of the Venerable Warriors.

Now at the age of 27 he has found a group of companions that fits his needs. Keeping his Yerechi Kel identity secret, Dyalg is building his confidence in his skills again. He knows that at some point he will leave them. Until then, Dyalg is content to prove his worth in combat and reach that rare state when challenge, skill, and competition between men ignite.

He was created for a homebrew campaign at least six months ago, but not selected. With some minor alterations here, I hope he makes the cut. The character sheet will be posted tomorrow. Equipment with high budgets can be a challenge for me.


Introducing Corvus. She has the leadership feat and could take a cohort - or I could spend the feat somewhere else. The equipment is a first draft and will be refined if accpted.

I'm really looking forward to playing this character. I've dabbled with the concept but never been in a game long enough to get above level 2. This is the charcater I always wanted to play. Durzo Blint but without the magic!

Corvus:

Female Rogue Level 7

General Stats
Str 10, Dex 18, Con 10, Int 14, Wis 13, Cha 14
Init +8; Senses Perception +11
AC 22, touch 14, flat-footed 18 (+8 armor, +4 dex)
HP 59
Fort +2, Ref +9, Will +3
Spd 30 ft/x4
BAB +5, CMB +5, CMD +19

Defensive Abilities
Evasion, Trap Sense (+2) (+2), Uncanny Dodge

Offensive Abilities
Melee - Scimitar +2 +12 (1d6+6) 18-20/x2 CM +3
Melee - Cold Iron Melee Dagger +9 (1d4) 19-20/x2
Ranged - Thrown Dagger +9 (1d4) 19-20/x2
Ranged - Shortbow +1 +10 (1d6+1) 20/x3 CM +1
Special Attacks - Sneak Attack [4d6]

Equipment
Armor Elven Chain +2, Light, Scimitar +2, Dagger, Cold Iron Dagger, Shortbow +1

Feats
Armor Proficiency (LIGHT), Dervish Dance, Improved Initiative, Leadership, Martial Weapon Proficiency (Scimitar), Stealthy, Throw Anything, Weapon Finesse, Weapon Focus (Scimitar)

Skills
Acrobatics +10, Bluff +8, Climb +6, Diplomacy +8, Disable Device +12, Disguise +9, Escape Artist +11, Intimidate +8, Knowledge (Dungeoneering) +7, Linguistics +8, Perception +11 [Find Traps +14], Perform (act) +8, Perform (comedy) +7, Perform (dance) +7, Perform (oratory) +7, Perform (sing) +7, Perform (stringed instruments) +7, Perform (wind instruments) +7, Profession (cook) +5, Profession (herbalist) +11, Profession (performer) +7, Sense Motive +12, Sleight of Hand +9, Stealth +11, Swim +3, Use Magic Device +7

Special Talents
SQ Trapfinding, MC Rogue Talent

Traits
Armor Expert (Combat), Suspicious (Social)

Languages
Common, Dwarven, Elven, Goblin, Halfling, Thassilonian

Background
From an early age, Corvus was destined for life as a common pick-pocket. Fortunately her stealth and aptitude to improvise and entertain brought her to the attention of one of the city’s wet-boys. A wet-boy is like an assassin but whereas an assassin had a target, a wet-boy has deaders. Once a wet-boy accepts a contract, the person concerned is already dead – they just don’t know it yet.

The wet-boy took some persuading to accept a girl as an apprentice but charm and persistence paid off and having killed her pick-pocketing gang leader as an initiation test, Corvus was accepted into the harsh life of wet-boy training. For every hour spent honing her skills with a blade, she spent another learning about poisons and another perfecting her dance, signing voice and musical skills. Getting close to a deader wasn’t all about climbing in windows at midnight, sometimes it was about brushing a cheek with a deadly poison during a dance or gaining access to an event as one of the entertainers.

Many people would pigeon-hole Corvus as a rogue, but the role of a wet-boy is more than that. Her lack of strength is of no consequence as she typically plans to get close to her victim and will use skills, stealth or her charisma to achieve that 'kill.' If she can’t get close she relies on either her bow or poison to get the job done. As young women go, Corvus is tall and thin. She may not be strong, but she is agile and uses this to compensate when others underestimate her abilities. She's smart and also charming when it suits her.

The challenge of being a wet-boy in any given city is that sooner or later, you become the best. And once that happens, every wannabe wet-boy comes looking for you to prove their worth. Tired with spending more time dispatching aspiring wet-boys than contracted deaders, Corvus looked for an out from the city she’d outgrown.

And then she overheard a couple of mercenaries talk of a small group being assembled to defend a remote border fortress. Interest was piqued, she saw it as her chance to test her skills in a different environment and to leave her reputation behind.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

"You ever been in a siege, son? No? Never looked at your mate and thought 'He's gonna die anyway, I could kill him and eat 'im and live?' No? That's what a siege is like, son. First the water runs out. Then the food. Then you eat the horses, then dogs, then cats, then rats. And finally, you eat the dead. 'Cause you wanna live. You know what stops a siege, son? Bloody great engines. Big 'uns. The kind what throw a mountain at yer enemies. 'Cause I tell ye son, when a rock the size of a house is coming at 'cha, you move. And if you don't move, the horse does. And yer a damn fool if ye don't go wit' him. 'Cause when the rocks rain down, they're gonna hit ye. Maybe not the first 'un, but one o' em will. And that's how ye break a siege: by killing the damn bastard who sieges ye." The gruff dwarf spits and continues polishing the metal barrel of his musket. "I survived the siege of Blackpool and the siege at Skull Ridge. I launched the stone that flattened Baron Hackworth. I seen my creations roll over a dozen men at a time. It ain't pretty son, but it's needful sometimes."

I couldn't pass up the chance to make a gruff, siege engineer dwarf gunslinger. I just couldn't. May the gods have mercy on my soul...

Introducing Dolgrin Thunderhammer, dwarf gunslinger and siege engineer:

Dolgrin Thunderhammer
N Male Dwarf Gunslinger 7
Init +4; Senses Perception +13; darkvision 60'
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 23, touch 16, flat-footed 17 (+7 armor, +4 dex, +2 dodge)
hp 83 (7d10+14+7FC)
Fort +7, Ref +8, Will +5
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'
Melee axe +7 (1d8)
Ranged +1 reliable musket +14 (1d12+5)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 18, Con 14, Int 14, Wis 16, Cha 8
BAB +7/2; CMB +7; CMD 21
Feats (4+1) gunsmithing*, 1-PBS, 3-precise shot, 4-rapid reload, 5-siege engineer, 7-siege gunner
Skills (5 skill) Bluff +9, Craft (alchemy) +6, craft (siege engine) +11, Know engineering +12, Perception +13, Profession (siege engineer) +13, Sleight of Hand +14
Special Abilities: grit 3, deeds, nimble +2. gun training,
Traits: TBD
Languages Common, Dwarven, Orc
Possessions (23,500 gp) +1 reliable musket (8,300 gp) with far-reaching sight (4,000 gp), gunslinger's kit (26 gp), 10 powder horns (30 gp), 1 keg black powder (100 gp), 100 bullets (10 gp), 10 adamantine bullets (610 gp), +1 elven chain (6,150 gp), belt of incredible dexterity +2 (4,000 gp), 274 gp
------------------------------------------------------------------------

Stat Math:
Str 10 (0 points)
Dex 16 (10 points)
Con 14 (2 points +2 racial)
Int 13 (3 points +1 4th)
Wis 16 (5 points +2 racial)
Cha 8 (0 points -2 racial)


Drake and Thunderhammer are going to get along nicely. :)


How are you with item crafting feats?

RPG Superstar 2012 Top 16

Sethran, I don't mind them at all, but there'll be very little/no time to craft during the adventure.


Not even the standard 2 hours during adventuring days? Or whatever time I can find/make?

Overall... how long in game days is the adventure/campaign?

RPG Superstar 2012 Top 16

Possibly not -- you may have to make some difficult choices in regards to your first question -- though it's possible you can find the time.

The adventure is several days long.


Hmm... sounds short. OK, thanks!


Tired of the paladin in shining armor with a big weapon and playing on the idea of mercies, I present Matilda Hart, divine Cook. She'll tell you to get the hells out of her kitchen, but if her grub makes you sick she'll ease that condition. Combining the nurturing good of a paladin cook with the cunning of a rogue butcher, she slices through meat and sinew with devastating effect then heals her allies with a tasty, hot meal.

Dolgrin wrote:
...And finally, you eat the dead.

"Bah, don't listen to this old codger, my cooking might taste like yer eating the dead, but it keeps a body going during a siege." Matie kicks Dlgrin's boot off the chair and settles down with a creak. "Closest we ever got to that was eating the halfling's leg that got blown off at the Siege of Blackpool." Matie wags a wickedly sharp meat cleaver at the others, "And it was delicious we were so hungry, Erastil help me!"

Dolgrin wrote:
I launched the stone that flattened Baron Hackworth.

"Ha, but you were aiming at Duke Leto a good fifteen paces to his left. I was on the crew moving that giant contraption about, had splinters for a week."

sorry, Mott, for the moment of recruitment tavern, I blame it on Dolgrin for setting me up

Matilda Hart, female half elf paladin 4 / rogue 3:

Matilda
Female Half-Elf Paladin 4/Rogue 3
LG Medium Humanoid (elf, human)
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 20 (+5 armor, +3 shield, +4 Dex, +1 natural, +1 deflection)
hp 51 (4d10+3d8+14)
Fort +10, Ref +12 (+1 bonus vs. traps), Will +10; +2 vs. enchantments
Defensive Abilities evasion, trap sense; Immune magic sleep, disease, fear; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . Heavy Shield Bash +8/+3 (1d4+2/x2) and
. . Matie's Cleaver (+1 Keen Kukri) +12/+7 (1d4+3/15-20/x2)
Ranged
. . +1 Light crossbow +11/+6 (1d8+1/19-20/x2)
Special Attacks smite evil (2/day), sneak attack +2d6
Spell-Like Abilities
. . At will—Detect Evil (At will)
Paladin Spells Prepared (CL 1):
1 (1/day) Liberating Command
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 11, Cha 14
Base Atk +6; CMB +8; CMD 23
Feats Extra Channel, Relentless Butcher, Skill Focus (Perception), Weapon Finesse, Weapon Focus (Kukri)
Traits Anatomist, Indomitable Faith
Skills Acrobatics +8, Appraise +4, Bluff +6, Climb +6, Diplomacy +6, Disable Device +16, Disguise +6, Escape Artist +8, Handle Animal +6, Heal +4, Intimidate +6, Knowledge (dungeoneering) +4, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +4, Perception +9 (+10 to locate traps), Profession (cook) +6, Ride +8, Sense Motive +4, Sleight of Hand +8, Spellcraft +4, Stealth +8, Swim +6, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
SQ aura of courage, aura of good, elf blood, lay on hands (2d6) (4/day), mercies (mercy [sickened]), paladin channel positive energy 2d6 (4/day) (dc 14, rogue talents (bleeding attack +2), trapfinding +1
Combat Gear Feather token (tree);
Other Gear Cook's Apron (+1 mithral shirt), The Silver Griddle (+1 mithral heavy shield), +1 Light crossbow, Matie's Cleaver (+1 keen kukri), Cold Iron Crossbow bolts (50), Amulet of natural armor +1, Cloak of resistance +2, Ring of protection +1, Backpack (1 @ 4.36 lbs), Thieves' tools, masterwork, 218 GP
--------------------
Special Abilities
--------------------
Anatomist +1 to confirm critical hits.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6) (4/day) (Su) You can heal 2d6 damage, 4/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6 (4/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Relentless Butcher You revel in the glory of dismemberment and maiming. (Requirement: Confirm at least 50 critical hits.) Benefit: When you confirm a critical hit, that opponent must make a Fortitude save (DC = 10 + your Strength or Dexterity modifier) or be stunned for 1 round.
Smite Evil (2/day) (Su) +2 to hit, +4 to damage, +2 deflection bonus to AC when used.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
(Thanks Hero Lab)


Thinking Half-Orc Ranger...

Grudge against Orcs, he and his mother having nearly been killed by them. Rescued by a human patrol, they were taken in by a soldier wounded in the rescue.

Beast Master, maybe.


I love the vibe that goes along with the whole Last Stand scenario. Count me in.

I'm thinking of an Archer; either a Fighter or Ranger. I'll have to see where things lead me.

RPG Superstar 2012 Top 16

Thanks, Rigor. (And if anyone wants to leave comments like "I love the vibe that goes along with the whole Last Stand scenario" on the project page, I'd certainly appreciate it. I can't say it'll increase your chances of getting in, but it'll make my day....)

OK, let's do a roll call of applications so far. An asterisk indicates it's completed in terms of giving me a character (not necessarily crunch, but more than just a concept).

Venture-Captain Daxus Drake: Tiefling wizard*
Corvus: human? rogue*
Tenro: human dread*
FireBERD gnome: ?
The Dragon: ?
Stilgar: half-orc barbarian (whoops, Stilgar, you apparently ninja'd me way back when. Half-orcs are OK for the game, though they may suffer some penalties dealing with soldiers)*
Sad Rock: Oread ? (I don't think I actually know what Sad Rock is, class-wise.)*
Shisumo: Cavalier?
Garabott: ?
Gavin Rotgut: Human fighter*
Illa Ashshade: Elf fighter/evoker/eldritch knight*
CyberMephit: Cleric of Milani
Dyalg Lemseth: Er, ? ? (I've got enough of a character to consider, so don't worry about the fact I don't actually know what race/class you're considering)* : )
Rom the Wine-Soaked: Human? barbarian*
Dolgrin Thunderhammer, dwarf gunslinger*
Matilda Hart: half-elf paladin/rogue*
Sethran Aeleanir: half-orc ranger
Rigor Rictus: archer

Lots of good submissions -- this is going to be a tough decision. I'm already tempted to run two games, but I think even I've got my limits. However, it looks like we could definitely some more healing punch if someone wants to do that, or you may need to make sure you've got some happy sticks/potions when you do final builds.

(And feel free to holler if I missed you.)


Heh. A pure fighter flails specialist battlefield controller.

No weapon for you! Sit down! Stay!

The build is marvelous for large battlefield encounters, because he tends to neutralize threats so that others can deal with them.

I have a PFS character with this build at level 9, so I have SOME experience with how to use it. It can be a lot of fun. Tends to frustrate GMs that aren't ready for it, though.

You've got a pretty good collection of applications at this point, though. Do you really WANT another grunt applicant?

I should be in bed right now. I'll have to do a write-up tomorrow.


ready here! I can't wait for selections!

"Yes, the hunger gets the weak, but the strong are done in by their fear."


Alright I'm going to go with a multiclassed Fighter (Lore Warden) 2 / Bard (Arcane Duelist) 5 -- before I write the story up, can I ask are there any particular race restrictions?

RPG Superstar 2012 Top 16

Hustonj -- I'll admit at this point, there seem to be a lot of good melee characters, so there's going to be more competition there. That said, I haven't made any choices yet and we're always reminded that balance isn't a must, so you're welcome to submit.

Garabott -- nothing particular. A monster race might have some difficulty and I'd want a good story to back up the choice, but I'm not going to say no out of hand.


Motteditor - if healing power is a big issue, then instead of Illa Ashshade, I might go with Joshua Bloodscream.

Joshua had the rare good luck to be born under the ministrations of the faithful of Irori, rather than somewhere he would immediately be murdered by the horrified midwife. As he grew up, Joshua considered joining Irori's clergy, but his interest was - gently - rebuffed.

The somewhat sullen Dhampir correctly surmised that this was due to his dark bloodline, and he left the monastery after paying final respects at his mother's grave. By and by, Joshua developed an interest for Brigh, the Whisper in the Bronze. It would not be entirely correct to say that he worships the goddess of creativity, science and technology; rather, he is a great admirer of the great inventions that have been made throughout history, carrying the mortal races out of ignorance and darkness and into the future, and he the fact that there is some entity that sponsors mortalkind's urge to advance. For her part, Brigh seems to appreciate Joshua's mindset enough that she has granted the Dhampir some small amount of her power, the better to allow him to assist those who would advance civilization and technology.

Joshua often goes to wild and savage places, the very frontiers of civilized lands, to lend a hand to those building new lives or defending the light of civilization against the threat of chaos and evil. Likewise, he is always eager to go to places of great learning. It has been his experience that great creativity can be found in either place, and anywhere keen minds seek to advance the cause of learning and science, there are bound to be forces eager to snuff them out. And that is where he comes in...


Then again... Sorry to be flip-flopping, but I retract the offer of playing Joshua. I'd rather go with Illa.


I'm presently working out a Archer Ranger character. mott, do you allow the Boon Companion feat?

Boon Companion

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