Legions and Generals, Warfare recruitment thread!


Recruitment

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This is the official recruitment thread for a homebrew campaign involving the mass combat rules from Ultimate Campaign. The campaign is starting at 12th level, and will go to 16th level at least, possibly more if players are interested in going to 20th or mythic. You will play a leader in charge of an army (or multiple armies due to the sizes of the groups in mass combat rules). The land we're starting in is called Avithale (homebrew place), surrounded by deserts to the north, mountains to the south, and forests, swamps, plains, and badlands to the east and west. You'll be representing an area of the surrounding lands, as the desert to the north had been pushed past by an Evil necromantic cleric from the far frozen north.

Marcaus Thornblood holds a frozen fortress in the Helfrost, where sick and twisted necromantic practices take hold. Undead, and sick abominations roam the frozen wastes. But recently, his minions have been spotted moving south (towards the mainlands) through the Navaru desert. He too, commands vast armies, who themselves are overseen by his high commanders and warlords:

Ezriel, the Lord of Fear
Malek Thrun, Hand of the Trickster God
Seifer Caldrim, the Quaking Giant
Ahn'Zukal, King of Eight

These names are well known by the soverign rulers in the rest of the mainlands, and they have amassed their armies in the hopes of driving back these forces.

RULES FOR CHARACTER SUBMISSIONS:

-25 point buy
-Starting at 12th level
-Guns Everywhere ruling
-WBL+50% for starting gold
-Magic Items to start are capped at +3, with bonus abilities that add up to a total of +5, (so one +2 ability, or two +1's). Otherwise, you are allowed 2 stat increasing items with max bonus of +4 to one score each, and 1 Armor increasing item capped at +4.
-Third party classes and races available, as well as custom races capped at 16 RP, also CR cap of +3 for races

Below are four custom races I've created for this homebrew setting, I've been working on it for almost a year, but these races are just clippings of the full entries with just a brief description, and crunch.

Nordrim:
The Nordrim are a hardy nomadic race known to travel the world in order to see and learn of the lands beyond their homes. They venture out to bring back stories to their tribes, and honor to their clan names. Existing primarily in forests and wooded lands, these people dedicate their honor to protect and maintain the world around them.

Stats: +2 Con, +2 Wis, -2Cha

Medium Size

Stability
Prerequisites: None.
Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Hardy
Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Fearless
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.

Low-Light and Darkvision

Nordrim Magic: As spell-like ability, the nordrim can use the following spells, once per day each: Speak with Animals, Tripvine, Read Weather

Arcane Sentinel:
Arcane Sentinels are constructs of wizards and sorcerers, bred for protection and security through civilized lands, and honorable nobles. These constructs exist as pieces of obsidian stone, held together through arcane energy, which forms arms, legs, hands and feet. They are faceless, but can communicate through a disembodied voice, that echoes forth from the stone representing the head.

Stats: As construct, no Con score, treat it as 10 for any Con based checks. Immune to Fort saves, 20 bonus hitpoints.

Does not require food, sleep or rest.

Can only be healed by arcane spells, or arcane energy. Can do this by expending 1 spell of their highest level (works as clerics channel energy) and convert into healing. Or can absorb other spells, and convert them to arcane energy as a full round action.

Casts spells as +1 to caster level. This does not give access to more spell levels, or slots.

Shadeling:
These little shadows live primarily in marshes, or blighted lands. Standing just over 4 feet tall normally, these Fey enjoy playing tricks on others, and unsuspecting guests. They enjoy learning about the cultures of others, and are intruiged by more modern creations. They are quick to laugh, and can be foolhardy.

Stats: +2 Dex, +2 Int, -2 Wis

Small

Low-light and Darkvision

Spell Like ability: Blur 1/day

Light Sensitivity
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Stalker
Prerequisites: None.
Benefit: Perception and Stealth are always class skills for members of this race.

Sneaky
Prerequisites: None.
Benefit: Members of this race gain a +4 racial bonus on Stealth checks.

Nephilim:
The Nephilim are a race of creatures, formed before the mortals walked the land. Trapped in stasis in a bleak and every stretching void, these creatures have little to no memory of existence before the rule of the mortals. When the door to their prison was ripped open, they were thrust upon the land of Avithale, and seen as near Gods.

Stats: +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha

Natural Armor +4

Damage Reduction
Prerequisites: None.
Benefit: Members of this race gain DR 5/magic.
Special: This can be increased to DR 10/magic for an additional 2 RP. The type of DR can be changed to one of the alignments (chaos, evil, good, or law) if the race is of the outsider (native) type with ties to the appropriate plane (chaos for a race with ties to a lawful-aligned plane, evil for a race with ties to a good-aligned plane, etc.) for an additional 2 RP.

Fast Healing
Prerequisites: None.
Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.

Resurrection Vulnerability
Weakness: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.

Unsustainable
Weakness: This race cannot gain benefit from eating, drinking, resting, healing spells, or potions. This can cause fast healing to heal them out of combat completely in 1d4 hours.

I look forward to all submissions. Recruitment will go until Tuesday, Feb 3rd, 4pm EST.


Quick question. Are the sentinals a slave race then? Or are they their own being? Also are there any drawbacks to playing a nephalim?


The nephalim is a LA+3 due to monstrous stats and fast healing. The sentinels are there own beings


I am definitely interested. I have always wanted to play a high level gendarme cavalier.


Maximum hit points or is it law of averages after first level? Also, is it permitted to have an Ironwood-enhanced Darkwood breastplate?

Dark Archive

I am very interested in this campaign and will try to a custom race.

Do you accept the Warlord class from Tome of Secrets?

Do we have to get the Leadership feat as a mandatory for making our army,

Do we have to budget equipment for our army?

Do we begin with troops from our selected race or random races?


Also, what about traits? Standard 2 or none?


@Deiros: that's fine, leadership is actually granted to all as a bonus feat, you will be budgeting, and troops from your own race

@Sukrai: max hp first level, average afterwards. I'll allow the breastplate, and standard 2 traits


Would you allow a Half-Giant from Dreamscarred Press with levels Titan Fighter? Carrying a Huge greatsword amuses me for some reason.

Dark Archive

Oh Great Jabba the Hutt yes! =D

Will we also get a chance to run a kingdom? Or is it only the fighty parts?


Human Samurai in the works.

Just to make sure, we can purchase however many magic weapons we want (within reason, of course), capping at +5 each (including weapon qualities), up to two stat-increasing items, and one magic armor item? Just making sure I'm interpreting you right :)

Also, how many players are you looking for?


I have two questions.

Are you going to require a backstory? If so what do you expect out of it/need?

At the start of the game, will we be allowed to "build" our own armies?


Working on a character now.


Ok, sorry for the delay, I'm on break now though.

@JonGarret, that combo looks fine to me. Nice and flavorful.

@Atlas, I hadn't considered it, but now that you mention it, I might consider letting it into the game. It's in consideration.

@NewXToa, that's correct. Although I should probably mention that since you're budgeting for your army, you may want to be a tad bit conservative, just to give yourself some breathing room. 2-3 weapons would probably be a good choice, but nothing crazy like 6-7 weapons. Also, looking for 6-7 players.

@Alfrazar, backstory is required, just give me something entertaining, explaining a valorous act or reasoning behind your rise to commander status. Even if it was just something like you were next to inherit the power. You can build a basic power army at the start, but you'll be doing more recruitment and building later.


I think I'm going to go with a Daring Champion Cavalier, and I'd like to use a custom race that I originally came up with for a homebrew campaign. I've got the stats below, if you want to check to see if it's okay.

It may take a while to stat up, but I'll do my best to get it submitted quickly.

Garuda Race:
• Ability Score Racial Traits: Garuda are quick and beautiful, but some lack the attention span to master more academic skills. They gain +2 Charisma, +2 Dexterity, and –2 Intelligence.
• Size: Garuda are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Garuda are Outsiders with the Native subtype.(3 RP)
• Base Speed: Garuda have a base speed of 30 feet.
• Languages: Dwarves begin play speaking Common and Auran. Garuda with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnome, Halfling and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Magical Resistance: Garuda gain a +2 racial bonus to savings throws against spells and spell-like abilities.(3 RP)
Feat and Skill Racial Traits
• Cautious: Garuda gain a +2 racial bonus on Perception and Sense Motive and they are always class skills.(1 RP)
Senses Racial Traits
• Darkvision: Garuda can see perfectly in the dark up to 60 feet.(2 RP)
Offense Racial Traits
• Snakeslayer: Garuda gain a +1 racial bonus on attack rolls against snakes of any kind or Nagaji because of their special training against these hated foes.(1 RP)
Movement Racial Traits
• Gliding Wings: Garuda take no damage from falling(as if subject to a constant nonmagical feather fall spell). While in midair, members of this race can move up to 5 feet horizontally for every 1 foot they fall, at a speed of 60 feet per round. A Garuda cannot gain height with this glide, but if subjected to a strong wind or any other effect that causes it to rise, it can take advantage of such an effect to increase its gliding distance.(3 RP)
Standard Racial Traits
• Celestial Resistances: Garuda gain Cold Resistance 5, Acid Resistance 5 and Electricity Resistance 5.(3 RP)


Undead? So instead of attacking enemy morale, supply lines and climate tolerance I just praise the sun all day long?
Do these warlords command undead too?


I'll allow the Garuda race.

The warlords command vast armies of undead, mind flayers, gargoyles and drow, just to name a few.


NarcoticSqurl, 2 questions:

(1) would it be allowable to put the CR+2 fey template on one of your shadelings?

(2) any problem "re-skinning" a wasp animal companion as a dragonfly?

I'm envisioning a fey "Dragonfly Knight" using a verminous hunter as the base class.


After some thought and as much as I want to be a sky knight flying over the battlefield I decided instead on a machinesmith.


My apologies Josh for the long wait. The template is fine. I take notes very weirdly, they already have the fey template, but I guess I didn't convey that very well.

I'll allow the reskinning as well.

@Tark, the machinesmith is fine. I would have been ok with the rider concept too, but it is your choice :)


I'm interested. How do you feel about Druids and guns? I kind of wanted to write up a World Walker Druid who loves both nature and civilization, and seeks ways to keep the two in balance. She has no inherent argument against guns and wields one, and as a general she is most skilled with light forces, rapid maneuver through hard terrain, scouting, raiding, flanking as part of a larger force, and the like. Also can modify the battlefield with magic to create an advantage. No so good in open terrain, though. Lacks heavy forces.


What about the leadership feat, is it necessary? Encouraged?

What about pregame crafting?


Nowhere near done with character creation yet, but I have a basic outline of some character creation choices I've made. I'll have a finished character on an actual character sheet later.

Spoiler:
Female Tiefling Druid (World Walker) 12
Neutral Good
STRENGTH 14
DEXTERITY 13
CONSTITUTION 13
INTELLIGENCE 14
WISDOM 20
CHARISMA 12

Skill Ranks:

Bluff 12
Diplomacy 6
Handle Animal 6
K (Geography) 6
K (Nature) 6
Perception 12
Sense Motive 12
Stealth 12
Survival 12

Feats:

Combat Casting
Natural Spell
Simple Weapon Proficiency
Fiendish Heritage
Grasping Tail
Fiend Sight
Leadership

Notes:

Prehensile Tail Alternate Trait
Pyrotechnics 1/Day
Cold, Fire, Electric Resist 5
+2 Diplomacy and Sense Motive
Darkvision 120ft
Low Light Vision
Devil Heritage

Druid Spells Per Day
Level 1 6
Level 2 5
Level 3 5
Level 4 4
Level 5 4
Level 6 2

May play with feat selection somewhat. Dunno. Fiendish Heritage lets me roll three times on a D100 table and pick my favorite ability that I roll. Should I roll here?

Dark Archive

This is my 16pt race I would like to submit.

Dragonborn

Spoiler:

Humanoid Reptilian
+2 Constitution, +2 Charisma. Dragonborn are physically hearty and confident. (2pts)
Medium Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
Speed Dragonborn have a base land speed of 30 feet.
Languages Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Scaly Skin Dragonborn gain a +1 natural armor bonus. (2pts)
Draconic Resilience Dragonborn gain DR 5/Magic. (4pts)
Draconic Resistance Dragonborn gain Energy Resistance 5. The type of energy resistance is the same as your breath weapon energy type. (1pt)
Keen Senses Dragonborn receive a +2 racial bonus on Perception and Sense Motive skill checks and they are always class skills. (1pt)
Low-Light Vision Dragonborn can see twice as far as humans in conditions of dim light. (1pts)
Darkvision Dragonborn can see in the dark up to 60 feet. (2pts)
Dragon Breath Dragonborn have retained the dragon breath of their draconic heritage, manifesting itself in the form of a 30-foot cone or 50-foot line length. The type of energy breath weapon is determined by choosing one of the following: Acid, Lightning, Fire, or Cold. A Dragonborn breath weapon deals 2d6 points of damage. A successful Reflex save (DC 10 + ½ Dragonborn’s Hit Die + Dragonborn Constitution modifier) reduces damage in half. Dragonborn can use their breath weapon once per day. (3pts)


@Kelsey, go ahead and roll here. As for firearms, they're allowed via the guns everywhere mechanic

@JoshB, was stated above leadership is automatically given to players chosen as an extra feat

@Deiros, That's a fine race, I'll allow it. But breath weapon seems sort of like a waste to deal only 2d6. Maybe up it to 1/3 of your HD, but vulnerable (Flat-Footed) for 1 round? This'll let it scale, but also has a minor drawback.


After looking at it some more, I think the fey template is probably overpowered.

I'll stick with your shadeling with 12 class levels.

Are they 30' speed?


Yessir. They are small as well, so keep that in mind when you add up bonuses.

Dark Archive

Maybe it can scale like Sneak attack +1d6 every two levels: 1st, 3rd, 5th, 7th 9th, 11th, 13, 15th, 17th, 19th.

Just be flat-footed when using it?


Quick question, does Living Steel count as a metal or no for the purposes of Druid restriction on metal, since it's made from trees?

Starting off a bit here for character background, let's try this. It's nowhere near done obviously, but here goes:

History/Persona:

Spoiler:

Kan Mahreena is seen as the Demigoddess of War and Nature amongst the barbaric peoples of the forests and hills. This woman has cropped up again and again amongst her people to lead them in times of strife, and in conquest. Though she takes many mortal forms, her true self can always be seen on the battlefield, the animalistic features not found on any other creature in existence. Know as the Horned Queen, she stakes her claim on the woodland realm, and woe to any her cross her...

So the tales say. In truth, Mahreena was a druid who gained the ability to reincarnate herself upon death, then sought out how to use this power to better her people. She makes many pacts with the spirits of her homeland, and tries to act as a peacemaker between the mortal and supernatural realms. Her followers are small in number, yet loyal, and all recognize her as the ruler of their tribe.

Due to her reincarnations, she has fought against many realms in times past, and retains knowledge of times long past, with names, faces, and tales to boot. This gives her a unique perspective on the world, but it can sometimes distance herself from others as well. It also means she has a long memory for grudges, and has a long list against her as well.

Build:

Spoiler:

Reincarnated Druid 5/Battle Shaman 7
Str 14 Dex 14 Con 14 Int 14 Wis 16 Cha 14
Saves: Fort 8 Reflex 5 Will 12
+8 vs Death effects, +4 vs Necromancy, +4 vs Energy Drain, +4 to stabilization checks, +2 vs Fear effects

Feats:
Fey Foundling, Extra Traits, Toughness, Combat Expertise, Power Attack, Leadership, Battlecry, Spirit Talker

Traits: Reincarnated (Faith), Historian (Racial), Highlander (Regional), Princess (Social)

Animal Companion: Wolf
Spirit Animal (Familiar): Hawk

Skills:
Acrobatics +5
Climb +8
Diplomacy +18
Handle Animal +10
Heal +9
Intimidate +12
Knowledge Geography +8
Knowledge History +10
Knowledge Nature +8
Knowledge Religion +8
Perception +11 (+14 in daylight)
Sense Motive +9
Spellcraft +11
Stealth +14
Survival +12
Swim +7


Also, are we starting with bases of operation/Fortresses/etc for the purposes of leadership or are we assumed to be landless mobs? So I know how much to budget for my followers?


@Deiros, That sounds fine to me.

@Sukrai, I'll allow the living steel. Also, you'll be starting at council, and given your main operations later. Your homelands will be what you're fighting to protect obviously, but you'll be allowed claim to a base of your choosing at future points. Well, from an offering of bases anyways.


Fiendish Heritage hasn't made it into Blood of Fiends PDF, SRD is outdated.

VARIANT TIEFLING ABILITIES
Some tieflings are blessed or cursed with unusual
abilities. GMs may customize their tiefling NPCs using
the following chart, or allow their players to do so by
rolling a d%. Players with a particular character concept
in mind may consult their GM if they want to select a
specific variant ability.
The abilities presented here replace a tiefling’s spell-like
ability racial trait. Any abilities that grant spells or spell-
like abilities are treated as having a caster level equal to
the tiefling’s character level.

JoshB wrote:
After looking at it some more, I think the fey template is probably overpowered

I think "don't worry about cheese level" was lost since interest check thread too.


Are we limited to 1 magic weapon or can we have more than one?


2-3 weapons. I figure this way it'll allow you more gold for other items and army budgeting.


Thoughts on leadership?

I've got a shadeling fighter/hunter named Rorrik Bogborn who rides a dragonfly companion mostly statted out. There are still a couple of feats that might get rearranged and I need to pick some traits. I've spent about 2/3 of his wealth.

I'll write up some background for him later today.

I'm envisioning him as the servant of the fey queen (possibly a Hamadryad ?) of a great marshy forest.

Herolab stat-block below

Rorrik Bogborn:

Rorrik Bogborn
Male shadeling fighter (dragoon, lore warden) 2/hunter (verminous hunter) 10 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 26, 98, Pathfinder RPG Ultimate Combat 46)
NG Small fey
Init +4; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +17
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 20 (+9 armor, +4 Dex, +1 size)
hp 112 (12 HD; 10d8+2d10+46)
Fort +15, Ref +13, Will +9
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 fortuitous keen longsword +14/+9 (1d6+5/17-20)
Ranged +1 adaptive seeking composite longbow +15/+10 (1d6+3/×3)
Hunter Spell-Like Abilities (CL 10th; concentration +12)
. . At will—raise animal companion (neg level when cast)
Hunter (Verminous Hunter) Spells Known (CL 10th; concentration +12)
. . 4th (1/day)—aspect of the wolf[APG], freedom of movement, summon nature's ally IV
. . 3rd (3/day)—burst of speed[UC], greater chameleon stride[ACG], cure moderate wounds, greater magic fang, summon nature's ally III
. . 2nd (5/day)—barkskin, bloodhound[APG], carry companion, lockjaw[APG] (DC 14), reduce animal, summon nature's ally II
. . 1st (6/day)—animal messenger, aspect of the falcon[APG], entangle (DC 13), resist energy, shield companion, summon nature's ally I
. . 0 (at will)—detect magic, know direction, light, read magic, spark[APG] (DC 12), stabilize
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 16, Int 14, Wis 15, Cha 13
Base Atk +9; CMB +10; CMD 24
Feats Boon Companion, Broken Wing Gambit[UC], Combat Expertise, Combat Reflexes, Iron Will, Mounted Combat, Outflank[APG], Pack Flanking[ACG], Paired Opportunists[APG], Power Attack, Precise Strike[APG], Skill Focus (Ride), Spirit's Gift[ACG]
Traits dangerously curious
Skills Bluff +6, Climb +5, Diplomacy +3, Handle Animal +14, Heal +6, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Linguistics +6, Perception +17, Profession (soldier) +15, Ride +21, Sense Motive +3, Spellcraft +6, Stealth +23, Survival +15, Swim +6, Use Magic Device +17; Racial Modifiers +4 Stealth
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ animal companion (wasp, giant named Shimmer), animal focus (10 minutes/day, double), bonus trick (1), hunter tactics, improved empathic link, nature training, swarm stride, swift tracker, track +5, wild empathy +11
Combat Gear extend metamagic rod (lesser), wand of cure light wounds, wand of cure light wounds; Other Gear celestial armor, +1 adaptive seeking composite longbow (+2 Str), +2 fortuitous keen longsword, arrows (60), arachnid goggles, belt of physical might +2 (Dex, Con), cloak of resistance +2, ring of feather falling, ring of tactical precision, sack, wrist sheath, spring loaded (2), 60,207 gp, 9 sp
--------------------
Special Abilities
--------------------
All-Around Vision You can see in all directions and cannot be flanked.
Animal Companion (animal companion (wasp, giant named Shimmer)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Ant +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Beetle (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Broken Wing Gambit Grant opponent bonus to hit you, but opponent's attack provokes attacks of opportunity
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mantis +4 (Su) When assuming this aspect, gain listed competence bonus to AoO & grapple CMB.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Ring of tactical precision (????) +1 to teamwork feat/aid another bonus. Imbue teamwork feat & can use it with wearer of ring.
Second Animal Focus (10 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spirit's Gift (Stone, Animal Companion) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Prerequisite: Animal companion class feature or familiar class feature.

Benefit: At the start of the day, you can choose to
Swarm Stride (Ex) Pass through vermin swarms without distraction or damage.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Vermin Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wasp +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Worm (Su) When assuming this aspect, gain listed competence bonus to Perception.


Just saw above that leadership would be a bonus feat.

Dark Archive

can we use the armor creation rules for armor pieces?


Alright, got a breakdown of my character's budget, can you give it a look-over to see if it's accurate? Thanks!

Spoiler:
Maximum budget: 162,000 gp

Weapons and Armor:
Living Steel Scimitar 32,815 +2 Undead Bane, Keen
Living Steel Agile Breastplate 26,550 +3 Deathless, Impervious
Heavy Dark Wooden Shield 16,257 +2 Undead Defiant, Light Fortification
Mithril Sickle 9006 gp, +1, Ghost Touch
MW Sling 300 gp
Ammo: 40 4 sp

Personal Kits:
Handy Haversack 2,000
Druid's Kit: 14 gp
Witch's Kit: 21 gp
Familiar's Satchel: 25 gp
Gear Maintenance Kit: 5 gp
Scroll Case: 1 gp
Signal Horn 1 gp

Magic Items:
Waist Gorgon Belt 23,000
Feet Boots of Striding and Springing 5500
Hands Gloves of Reconnaissance 2000
Slotless Cauldron of Plenty 15,000
Ring Ring of Protection +2 8000
Headband Headband of Alluring Charisma +2 4000
Shoulders Eagle Cape 7000
Slotless 4 vials of Bottled Misfortune (Use with Battle Hex) 2000 gp
Slotless Pearl of Power I 1000 gp
Wand Wand of Cure Light Wounds 750 gp

Army Gear:
Weapons:
Longbows x8: 600 gp
Ammo:
240 Regular arrows: 12 gp
80 Flight arrows: 8 gp
40 Whistling arrows: 4 gp

Spears x6: 12 gp
Greataxes x6: 120 gp
Greatswords x2: 100 gp
Battleaxes x6: 60 gp
Longswords x16: 240 gp
Daggers x 20: 40 gp

6 Cold Iron daggers: 24 gp
10 slings: Free
Ammo: 200 bullets 2 gp

Armor:
Leather Lamellar 12 suits 720 gp
4 suits of Scale mail 200 gp

Shields:
Heavy wooden shields 8 56 gp

Gear:
10 Barbarians' Kits: 90 gp
1 Bards Kit: 41 gp
20 bedrolls: 2 gp
4 Medium chests: 20 gp
2 Druid's Kits: 28 gp
4 Fishing Kits: 2 gp
8 Gear Maintenance Kits: 40 gp
2 Portable Rams: 20 gp
20 sacks: 2 gp
4 Signal Horns: 4 gp
16 Tents: 160 gp
20 Weapon Cords: 2 gp
20 Whetstone: 4 sp
20 Bear Traps: 40 gp
2 Healer's Kits: 100 gp
2 Leeching Kits: 10 gp
2 Surgeon's Tools: 40 gp
8 Stretchers: 8 gp
Veterinarian's Kit: 25 gp
2 Carts: 30 gp
1 Light Wagon: 50 gp
4 Ponies: 120 gp
20 Soldier's uniform: 20 gp
8 Grappling Hooks 8 gp
16 50 ft ropes 16 gp
1x +1 Elysian Bronze Greatsword 3350

161,718 gold and 4 silver spent in total

Leadership Value:
Lvl 12 + Cha 3 + Special power 1 - Animal companion 2 = 14

15 1st lvl followers, 1 second level follower


Also, decided to swap out my Wolf companion for the Wolf Domain, and my hawk spirit animal for the fox one.


Well this is a rather shite happening. I'll repost what was supposed to be posted yesterday.

@Deiros: If you would like to use the Armor Creation rules, please feel free to do so.

@Sukrai: Your budget looks good. But I'll expand a bit on this below.

So two things. Your followers will act as a specialty force that you command for sake of extracurricular operations withing the campaign. Think like a cell organization that operates separate from your army, but their actions benefit the outcome. Dont fret though, you'll have a separate budget for your actual army units. This budget will be your defense points (DP).

ALSO!!!!!!!!!

After much consideration, and looking over the rules, and talking with others about the rules. I've come to this conclusion. This certain ruleset is one of the more popular introduced to Pathfinder. Unfortunately, there are very few games, homebrew or otherwise that make use of these rules. This is a sad thing for the community because it is such a popular choice. So because of this, I have come to a conclusion.

In addition to the mass combat rules (which I will house rule a tad bit), I've decided that since it was requested, and is extremely popular with players, I will be including the Kingdom building ruleset in this campaign.

So we will have sort of a mini-Kingmaker on our hands.

Edit: It seems we only have 10-12 who've dotted for interest, and 2 who've submitted rough drafts. Because of this I'll be extending recruitment by 8 hours to help give others time to finish their entry. So instead of 4pm EST on Feb 3. Recruitment will go until 12AM EST, Feb 4th (so midnight). I hope this extension gives everybody else enough of a buffer to complete and tweak their submissions ^_^


I almost have my samurai done. I'm just finalizing animal companion/follower stuff and documenting class abilities. Making high-level characters from scratch is hard :)

A few things:

How much backstory do you want? You said you've had this setting in the works for a year or so, and I don't want my character to grow up based on a throne of my own invented lies :P

Is Advanced Class Guide stuff now open for use? I'm not sure I want anything from it now I'm almost done, but it'd be good to know.

I'm guessing the cohort will be the captain (under the PC, of course) of the follower force? They won't be running around with us.

I think that's everything....


I'll send you a PM in a minute for background stuff. If you'd like to look at advanced class guide you can. I've not peered at it at all which is why I was iffy about it. But take a last minute gander just in case. As far as the cohort is concerned, yes, that's about right.

Dark Archive

Ill submit character crunch and working on background.

Rasseth “Greyscale” Erakris

Spoiler:

Male dragonborn warlord 12
LN Medium Humanoid (Reptilian)
Init +7; Senses all-around vision, darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+5 shield, +11 armor, +3 Dex, +1 Natural)
hp 106 (12 HD; 12d10+36)
Fort +15, Ref +11, Will +14 (+2 vs. Fear)
Special Defenses
DR 5/magic
Hold the Line +2 AC when fighting defensively adjacent to an ally.
Rallying Presence 30ft +2 vs. Fear.
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+2 Shocking Keen Silversheen Scimitar +18/+13 (1d6+9+1d6/16-20x2)
Dragon’s Shield +2 Heavy Steel shield 3/day attack +17/+12 (2d6+4/x2)
Ranged +1 seeking composite longbow +16/+11 (1d6+5/x3) 5000
Special Attack
Breath Weapon; Electric 7d6; 30ft Cone; DC 19
Cry Havoc! Designate target, until the end of your next turn, any attack roll against that target can now score a critical hit on a roll of 18-20, +4 bonus to confirm critical 6/day.
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 12, Wis 14, Cha 16
Base Atk +12; CMB +16; CMD 29
Feats Shield Wall, Shield Focus, Missile Shield, Power Attack, Vital Strike, Combat Reflexes, Leadership, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits Tactician
Skills Acrobatics +14, Bluff +14, Climb +15, Diplomacy +14, Intimidate +14, Knowledge (Engineering) +12, Knowledge (History) +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14, Survival +15
Racial Modifiers +2 Perception, +2 Sense Motive
Languages Common, Draconic, Sylvan
SQ Combat Leader +3 Initiative 30ft radius; Commanding Presence +2 attack & damage; Inspiration 6d6 30ft. radius 6/day; Hold the Line +2 AC when fighting defensively adjacent to an ally, Rallying Presence 30ft +1 vs. Fear;
Other Gear celestial armor, +1 seeking composite longbow (+3 Str), +2 shocking keen scimitar, arrows (60), +2 defiant mithral full plate, arachnid goggles, belt of physical might +2 (Str, Dex), dragon’s shield, boots of striding and sprinting, cloak of resistance +2, ring of feather falling, ring of tactical precision, fighter’s kit, soldier uniform.

Leadership Modifier
CL 12 + 3 Cha = 15

Wealth Accountability

Spoiler:

Personal
Ring of tactical precision 11,000
+2 Defiant (undead) Mithral Full Plate 22,000
Boots of Striding and Sprinting 5,500
Ring of feather falling 1,100
Belt of Giant Strength +4 16,000
Belt of Physical Might (Str, Dex) +2 10,000
Dragon’s Shield 9,170
Arachnid Googles 15,000
Scimitar 20,765gp
Longbow 5,400gp
Cloak of Resistance +2 4,000

Army Gear
3xSignal Horn 3
23xScale Armor 1,150
23xHeavy Wooden Shield 161
23xDaggers 46
23xJavelin 23
23xScimitar 345
23xLongbow 1,725
23xHalberd 230
460 Arrows (common) 460
23xSoldier Uniforms 23
23x Gear Maintenance 115
4xLarge Tent 120
Pavilion 100
10xGrappling Hooks 10
15x50ft. ropes 15gp
21xFighter’s Kit 189
2xCleric’s Kit 32
3x Healer’s Kit 150
3xAntidote Kit 300
2xCooking Kit 6
5xCollapsible, Bathtub 75
2xLight Wagons 100
2xLight Horse 150
5xRiding Kit (common) 80
5xLight Horse (Combat trained) 550
5xManacles 75
Superior Lock 150
Large Treasure Chest 10
4xBarrel 8

Wealth 162,000gp
Personal -119936gp
Army Gear -6401gp
Total 35,663gp


Okay so, I have finished doing my character and I just have to set up his mount. I have yet to do back story, but will eventually think of something.

EDIT: I will be doing my personal army stuff tomorrow most likely.


Nice sheets guys! Myth weavers is fine obviously. Keeps it all organized. The more cohorts and followers I see, the more I'm getting excited for the campaign. I'm happy that you all are getting into the groove.


Rorrik Bogborn Fluff:

Verith Heartsbane, brother of Lady Arianna and Master of the host of the Shadowed Marsh, strode across the clear ground surrounding the mighty Heart Oak at the center of his sister’s kingdom. The great tree is the largest of the Swamp Oaks and it sits at the center of the marsh on a rise of solid ground. It stretches hundreds of feet tall and its boughs stretch to cover acres of marsh in its shadow.

Verith followed a worn path of stone across the cleared ground and kept on as the path left the ground and continued up a massive root, ending at what seemed a twenty foot tall portal in the flank of the tree. At his approach, a pair of horned satyrs uncrossed their pikes from before the door and saluted the martial leader of all the fey in the Shadowed Marsh.

As he passed through the portal into the tree and entered his sister’s palace, Verith felt the touch of ancient magic as he crossed over from the material plane and into a pocket dimension tucked somewhere into the plane of faerie.

He found his sister, Arianna, in her chambers studying her scrying pool intently. They exchanged greetings and then the she told her brother why she had summoned him to the Heart Oak.

“Marcaus Thornblood has unleashed his armies and a great hosts marches south across the Navaru desert to threaten the lands of all the free peoples.” she told her brother.

“What have we to fear from these armies?” Verith scoffed. “Let them march against us. The marshes have swallowed entire armies before and they will again. They will be lost in mazes of thorn brambles, sucked down by dark bogs of quicksand, harassed endlessly by your subjects. Should they endure to come before the Heart Oak, no less than twenty of the treants could be roused to smash their forces.”

“We are safe within our lands, we need not concern ourselves with this necromancer and his armies.” Verith concluded.

“We cannot hide from this danger.” His sister answered. “I have foreseen how he will move against us. In my pool I saw a future in which a Thornblood sends a coven of his witches to the mountains at the head of the Blackwater River. There they will perform dark rites to poison the river for a generation. These magics will slowly turn our kingdom against itself until it is a corrupted reflection of what I rule over today. We must not let this come to pass!”

Verith considered his sister’s declaration and the problem it presented. “You know the powers of our people diminish greatly when we leave the borders of your kingdom and distance ourselves from the gates to faerie. Most of the fey will not answer a call to march outside your realm.”

“We must rely on our wholly mortal followers to represent us in these coming battles.” Arianna responded. “There are many of my subjects that do not have such close ties to faerie and who may travel freely outside the Marsh. We will muster and equip an army of such folk to represent us in this war”.

“And who will lead this rabble of lesser folk, ragamuffins, and vagabonds?” Verith asked. “Mine own powers would be too greatly diminished if I ventured forth from your lands for an extended campaign.”

“We must send forth a mortal champion to represent us outside my kingdom. I have seen this champion’s face reflected in my scrying pool” She continued, knowing that her brother would not like where this conversation was headed.

“Who?” demanded Verith.

“One from among your hunt.” She replied. “One who has shown himself to be fearless, resourceful, and skilled enough to survive even your wrath” she finished with a slight smile.

“Not him! Not that one!” Verith stormed. “I have banished him from my sight for a year for his insolence and lack of respect. Select any other than Rorrik to lead this mission. We are doomed if our fates rests in his hands.” The erlking fumed.

“Yes, that one” , Arianna smoothly replied, “Our armies in this war will be lead by Rorrik Bogborn, the Dragonfly Knight.”

Tell me how this works with the background you have for your world.


Okay this is my budget list.

Personal Items:

Starting wealth - 162,000

Weapons/Armor:
Lance +3 Valiant: 20,010 gp
Greatsword +3 Valiant: 20,050 gp
Full Plate +3 Champion, Jousting: 15,250 gp

Magic Items:
Belt of Giant Strength (+4): 16,000 gp
Headband of Alluring Charisma (+4): 16,000 gp
Periapt of Wound Closure: 15,000 gp
Cloak of Resistance (+3): 9,000 gp
Handy Haversack: 2,000 gp
Black Soul Shard: 12,000 gp

General Inventory:
Cavalier's kit: 23 gp
Combat Saddle: 20 gp
Gear Maintenance Kit: 5 gp
Large Tent: 30 gp
Signal Horn: 1 gp

Horse:
Studded Leather Barding +3: 9,100 gp

After Personal Items - 27,512 gp

Army Items:

Leadership Score - 14
15 level 1 cohorts, 1 level 2 cohort
Starting Wealth for Cohort - 27,512 gp

Armor:
4 Studded Leather Armors: 100 gp
12 Scale Mails: 600 gp

Weapons/Shields:
16 Masterwork Longswords: 5,040 gp
4 Masterwork Longbows: 1,500 gp
12 Masterwork Spears: 3,624 gp
12 Heavy Steel Shields: 240 gp

Ammunition:
160 Arrows, common: 8 gp
40 Arrows, incendiary: 20 gp

General Inventory:
12 Fighter's Kit: 108 gp
4 Ranger's Kit: 36 gp
10 Gear Maintenance Kits: 50 gp
20 Fishing Kits: 10 gp
2 Healer's Kits: 100 gp
2 Veterinarian's Kit: 50 gp
4 Surgeon's Tools: 80 gp
6 Stretchers: 6 gp
4 Shovels, common: 8 gp
4 Large Tents: 120 gp
12 Chair, Folding: 24 gp
20 Whetstones: 4 sp
2 Signal horns: 2 gp
20 Soldier's Uniform: 20 gp
1 Medium Wagon: 75 gp
2 Heavy Horses: 400 gp
20 Sacks: 2 gp
6 Medium Chests: 30 gp
12 Light horses, Combat Trained: 1,320 gp
4 Light horses: 300 gp
12 Military Saddles: 320 gp
4 Riding Saddles: 40 gp
16 Bit and Bridle: 32 gp
2 Compasses: 20 gp
500 ft Hemp Rope: 10 gp
100 Torches: 1 gp
10 Sunrods: 20 gp

After Cohort Spending: 15,196 gp


Alfrazar, budget looks good. I've got a PM incoming for you on backstory. JoshB, background looks good. I'll have a PM headed your way as well to fine tune some things.

Dark Archive

Rasseth Background

Spoiler:

Rasseth was born in the Wrathscale Clan, of 40 or 50 members. He never met his father, Durnaz, as he had to go back to his home clan to help its defense before the egg had hatched. Durnaz was the clan elder of the Stormscales and he had pressing matters of clan defense to attend to. Rasseth‘s mother, Jasra, raised him to follow in his father's footsteps and become a glorious battle commander. She told him stories of his father's noble conquests and exploits, and of the dragonborn race's valiant effort against the tyranny of other races.

Durnaz blood truly did flow through Rasseth‘s veins, as he quickly honed his skill as both a ferocious fighter and a competent leader. He became captain of the Wrathscale guard at age 23. In the spring after his 28th birthday, he married a woman from his father's clan, Shekara. She bore a healthy egg in the summertime. Come early fall, however, a tragedy occurred.

Rasseth was out with the rest of the guard hunting boar for the clan's winter stockpile. They had killed all they could carry back with them, and Rasseth told his comrades to carry the carcasses back while he finished one last kill. He did so, and headed back toward the clan.

As he was nearing it, he heard terrible commotion from within the village, screams of terror, furniture being destroyed, and, to his most terrifying horror, the roar of an undead dragon. He dropped the heavy load on his back and quickly drew his scimitar and readied his shield, darting out from the trees. Huts were lying in ruins, fires raged in all directions, smoke billowed from almost everywhere. Through the ash, he spotted what would have been an adult dragon causing chaos among his clanmates. Rasseth roared, raised his scimitar above his head while bracing his shield, and charged at the beast. His actions did not go unanswered, as the dragon turned his head and spotted Rasseth’s plan. With a flick of the dragon's tail, Rasseth was sent soaring through the air fifty, one hundred, two hundred feet into the surrounding forest, landing in the tree canopy. The night passed, and the dragon soon left.

In the morning after he woke, Rasseth climbed down from the tree and limped as fast as his legs would take him to the village. It was a ruin. Corpses lie everywhere. His friends, his family, the elder... his egg! He sprinted over to his hut with a glint of hope in his eyes that the egg still might be salvaged. His slight flicker of hopefulness was shattered when he saw his wife's corpse huddle over the crushed egg, large claw marks running down her back. He bent down over egg and wept. His life had been destroyed at the hands of the undead, and there was nothing he could have done. A deep gash had been cut in his honor, knowing he was so powerless to defend the ones who he loved. He took a small piece of his unborn son's shell and his wife's necklace, and placed the shell on it as its pendant. The only thing to do now was to travel east to his father's clan.

He packed what supplies remained in his clan that he could carry and journeyed downriver 20 miles to the east. He discovered what he assumed used to be the Stormscale village, although it was deserted and empty except for others survivors from Wrathscale that thought the same. Small, buried campfires and piles of logs and displaced earth hinted at the past village here, and a small emblem lying on the ground confirmed his beliefs that it was his father's village.

No sign of any undead attacks were imminent in the area, and no corpses or signs of struggle were strewn about. He decided it was acceptable to assume that his father's clan had moved to another area, possibly to avoid the threat. Although this relieved Rasseth to know that at least his father was still alive, he still had to decide what his next move was. Since his hope for bringing honor and prosper to his clan were now gone, he decided the next best thing was to bring honor to his own name instead and adopted a moniker name to go by while he gathered enough dragonborn through his deeds to form his own home anew.

Personality:

In social interactions, Rasseth is reserved, speaking only when he feels it is necessary or relevant. He is skeptical of others, especially strangers, and questions their motives. His pride is quite swelled from his campaigns, but he becomes distant and arrogant when he fails, trying to hide it behind his guise of confidence and pride.

In decision making, Rasseth is commanding and authoritative. Questioning his reasoning or logic behind a strategy or idea he takes it as an insult or an affront to his authority, although most of the time his ideas are with good intentions, keeping the entire group in mind. He may agree to go along with whatever plan you suggested if he knows it’s better, but he will never admit he was wrong.

The real Rasseth however is different but it would take a Dragon’s claw to crack those scales to see the real him inside or maybe if he could find his heart again.

Appearance and Mannerisms:

Grey scales with darkening rims, yellow eyes. Wears a necklace with a piece of eggshell on it. Frequently seen with his arms crossed and his nose held high when angered or dealing with people he feels are insubordinate or inferior.


I'll have the initial character done tonight.

How do you want the cohort to be done?

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