Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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Without trying to be utterly silly, a GM ruling please :)

Would you allow a Mauler Compsognathus to wield swords? The size increase to medium from Battleform would make it feasible I think.

If you think that's cheesy and silly I'll go away and come up with something else. :)


GM Zelligar wrote:

Yeah, that's rather on the wacky side.

Having a dinosaur at all is pushing the weirdness a bit further than is my preference for this AP, but I guess I could allow it (as I mentioned, I'm not a big fan of PF pets other than horses and ponies).
But a sword-wielding human-sized plucked chicken (how I always think of Compsognathus) is too much.
Not meaning to be a stick-in-the-mud.

Fair enough! I'll go for a fox instead I think, they benefit nicely from being a mauler and its a bit more normal :).

I'll try and get the stats up shortly so you can check them.


We actually started this game with a halfling rogue who had a pet fox, and a kitsune paladin.
Both are long since vanished, but the fox theme could return!


Here we go - prospective fighter (will use this alias). Please have a look at the crunch and see if I've got it all right. :)

Gaius
Male Half-Elf Fighter (Eldritch Guardian)
Medium CG Humanoid (Human/Elf)

Init +6
Senses: Perception +13, Darkvision 60ft.

DEFENSE
AC 23, touch 15, flat-footed 19 (+8 armor, +4 dex, +1 deflection)

HP 84/84 (6x[10 + 3 con + 1FBC])

Fort +8 (5 base, +3 Con)
Ref +8 (2 base, +4 Dex, +2 familiar)
Will +4 (2 base, +2 Wis)

OFFENSE
Katana: +12, d8+6, 15-20x2.
Katana/Katana: +10/10/+5/+5, d8+6, 15-20x2.

Longbow: +11/+6, d8+3, x3. 110ft.

Spd 30ft.
Space 5 ft.; Reach 5 ft.

Base Atk +6/+1 (+6 Fighter)
CMB +10 (6 BAB, +4 Str)
CMD 24 (10, +6 BAB, +4 Dex, +4 Str)

STATISTICS
Str 18 (+4) [16 base, +2 magic]
Dex 18 (+4) [15 base, +2 racial, +1 level 4]
Con 16 (+3)
Int 13 (+1)
Wis 14 (+2)
Cha 8 (-1)

FEATS
Exotic Weapon Training (Katana) [Half-Elf Racial Bonus]: You make attack rolls with the weapon normally.
Two-Weapon Fighting [Level 1]: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Double Slice [Level 3]: Add your Strength bonus to damage rolls made with your off-hand weapon.
Outflank [Level 4 Fighter Bonus]: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Advanced Weapon Training [Level 5]: Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature.
Effortless Dual-Wielding: The fighter treats all one-handed weapons that belong to the associated weapon group as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.
Improved Two-Weapon Fighting [Level 6 Fighter bonus]: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Improved Critical (Katana) [Epic 1]: When using the weapon you selected, your threat range is doubled.

TRAITS
Elven Reflexes (Racial): You gain a +2 trait bonus on initiative checks.
Frontier Forged (Regional): You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

SKILLS
Acrobatics +11 (4 ranks, +4 Dex, +3 class)
Climb +10 (3 ranks, +4 Str, +3 class)
Knowledge (Dungeoneering) +7 (3 ranks, +1 Int, +3 class)
Perception +14 (6 ranks, +2 Wis, +3 class, +2 racial, +1 trait)
Stealth +10 (6 ranks, +4 Dex, +3 class, -3ACP)
Survival +7 (8) (2 ranks, +2 Wis, +3 class, (+1 to ‘get along in the wild’))

Total Points: 24 [6x(3 Fighter + 1 Int)]
AC penalty is -2/0

LANGUAGES
Common, Elven, Sylvan.

EQUIPMENT
+1 Katana (2350gp)
+1 Katana (2350gp)
Masterwork Composite +3 Longbow (700gp)
100 Arrows.
+2 Agile Breastplate (4550gp)
+1 Ring of Protection (2000gp)
+2 Belt of Giant Strength (400gp)
40 gold 0 silver 0 copper
Weight Carried:

SPECIAL ABILITIES
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Blended Vision: Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Elf Blood: Half-elves count as both humans and elves for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Class Skills: The eldritch guardian adds Perception, Spellcraft, and Use Magic Device to his list of class skills, but does not gain Intimidate, Ride, or Swim as class skills.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Familiar: At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability.
This ability replaces the bonus feat gained at 1st level.
Share Training: At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn’t have to meet the feat’s prerequisites, but at the GM’s discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian’s pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn’t have any limbs capable of properly handling them.
This ability replaces the bonus feat gained at 2nd level.
Steel Will: At 2nd level, the eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels beyond 2nd.
This ability replaces bravery.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Advanced Weapons Training (Heavy Blades): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

’Flame’:

N Tiny animal
Init +2;
Perception +8, low-light vision, scent;

DEFENSE
Base AC: 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural)
Battle AC: 14, touch 11, flat-footed 13.

HP: 42 (Half Gaius)
Fort +6, Ref +5/4, Will +3

OFFENSE
Base bite: +6 (1d3)
Battleform bite: +9, d6+3.

Speed 40 ft.
Space 2-1/2 ft.; Reach 0 ft.
Space 5ft.; Reach 5ft.

STATISTICS
Base: Str 11, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Battleform: Str 17, Dex 13, Con 13, Int 2, Wis 12, Cha 6.

Base Atk +6; CMB +4/+9; CMD 9 (13 vs. trip)/20 (24 vs. trip)

Feats: Skill Focus (Perception), all Gaius’ combat feats.
Skills: Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking)
Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Bond Forged in Blood: A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could.
At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round.
This replaces speak with master and speak with animals of its kind.
Increased Strength: At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
This alters the familiar’s Intelligence score advancement.
Battle Form: At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect.
This replaces deliver touch spells.


Looks pretty good.
I'm going to say 'no' to the Blended Vision option for fluff reasons, and you have a typo on the price of the Belt (but appear to have counted correctly for WBL).
I think your skill points are too high - fighter is 2/level, +1 Int means you have 18 skill points, not 24. FCB went to HP. Could switch Int and Wis to get back to that 24, or take the Cunning feat.

The brawler has a teamwork feat that he has never used and might want to retrain (from his level of cavalier). Outflank might be a good choice for him, if your many crits give him a chance for a greataxe AOO.


Right - price and skill points changed.

I'd like something instead of multi-talented (which is useless for me) but the other options are also a bit tricky flavorwise.

Would you allow either Fey Thoughts or Flexible Halfbreed?

How long are you planning to make the recruitment?


It's often the case that a race comes with some stuff you use and some stuff you don't. I don't think you'll need to eke out every possible advantage, but I understand the annoyance at being saddled with useless abilities.

Fey Thoughts is a good option. It can give you Acrobatics and Stealth as class skills - in fact, I see you have those counted as class skills in your bonuses but I don't see anything that would grant them as class skills. So Fey Thoughts seems useful.

Flexible halfbreed is another drow thing, so no on that for fluff reasons.

Will probably keep this recruitment open through Friday evening.


Hi GM,

I'd like to apply with Dommer for this game. Dommer is a corsair fighter dwarf (and archetypal Dwarf on that matter!) fighting a cleave-based style with his dwarven weapons and dwarven style.

For the Epic Feat, I'm proposing he takes Dwarven Fury, which is the third feat on the Dwarven Style chain. It requires BAB +7, but I think it makes sense to be the "Epic Feat" he'd take as cap for E6.

For traits, I took seeker and defender of the society; I'm not sure about the pathfinder society on this specific set, but I imagined Dommer as a sailor-type of associate (and mechanically it helps him nicely too).

Anyway... Here's my good boy. I didn't take any different dwarven racial trait or anything of the sorts, by the way.

Thanks for the consideration ;)


@Dommer - would you want Isawa to be back? He died while being botted but unfortunately the prior GM made some very bad decisions there. So I would be okay with him finding one of the very rare Raise Deads available in an E6 world (Ultimate Mercy -- as it happens, a paladin was returning his body to his land). If not, Dwarven Fury is certainly acceptable as an Epic feat. I would say, though, that a 6 Cha is quite low. How do you plan on this coming across in his personality?

@Gaius and @Dommer - both looking good, but what about background/personality? You both have traits without having either of those, and traits are allegedly intended to help flesh out background more than they are intended to give mechanical advantage. I grumble a bit here because PF really botched the implementation if their stated goal was true, but go ahead and take the traits you want for their crunch. Just at least pretend to reflect the traits when you write up personality and backstory.


Hi GM!

Unfortunately I'm using Isawa's alias on another game, but if you'd like I could create an arcane caster instead of frontliner. Would it be better?

As for the CHA 6: it's the old story of the grumpy Dwarf without social manners. He's a good person and loyal to his companions, but an ex-pirate with an overall moody attitude ;)

Cheers


It wouldn't be better to have another arcane caster per se, just that Isawa had been part of this campaign.


I'd love to try out E6, only got to the first fight in a game and then it fell apart. Unfortunately, I'm in a bit too many games as is and don't want to try for more till my current submissions are done. Good luck in your gaming though!


Have done a little fluff piece for Gaius' background. I don't really know anything about the module so its a little generic, but will hopefully tell you a bit about Gaius, where he comes from and why he wields Katanas!


The Elsir Vale (located where Isger is, more or less) is a sleepy region of small towns along one main road. Mostly human, with smaller populations of elves and dwarves and a few halflings. The towns used to be part of a kingdom that fell about 200 years ago, but now govern themselves. There are mountains, forests, swamps, and wastelands, and roads leading to Druma, Molthune, Cheliax, and the Five Kings Mountains.

The story thus far is that the goblinoid tribes in the mountains have always been a problem, but have been growing more bold in their raids. The party found that they have been united into a huge army, with giants and dragons, led by a cult of Tiamat. The time for raids is over - this is a full-fledged invasion. It is possible that a PC could have gained considerable experience fighting the hobgoblin warbands from a base in another of the towns, such as Brindol (a small city with a wall where the PCs are planning to make their stand), Dennovar (another small city), or the dwarven mining towns in the mountains. Or, they could have gained their experience in areas beyond the Vale (anywhere on Golarion really) and heard about the trouble from refugees.


Hi, I'm one of the characters in this game, which is epic and full of potential. GM Zelligar has been top-notch since taking the reins of this game. To give you guys some more perspective, Bran and I came because we heard about goblin raids and were looking for mercenary work, so we're not locals. Seems like Gaius could fall into a similar storyline, or you could revamp to be a local, either being born in or having moved to the Vale at some point. Hamailii is an elf from a tribe living in the swamps, for example.

I think given where we are, the new player(s) will be prisoners of the hobgoblins and their draconic leaders that we will (hopefully) free. Though that's not really up to me to decide!


Possible lead in would be that Flame was captured by a hob and Gaius went in to save her - suceeded in saving his familiar and in getting himself captured at the same time... :)

As written Gaius is fairly local, probably falls into trouble by accident on the way to Brevoy, but he's a good guy so he stays to help out!


Okay, last call!
I will close recruitment tonight (midnight EDT) then consult with the players and decide probably by Tuesday or so.

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