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Post Your Ironfang Invasion Characters Here


Ironfang Invasion

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Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Axial wrote:
I will include support for PCs who want to play as Molthuni characters: in the beginning of the game, they have been captured by the Nirmathis and are being held in the town jail of Phaendar when the Ironfang's attack begins. They will be released somehow and will form a "Join together or hang separately" alliance with the Nirmathi PCs.

A Molthuni "Suicide Squad?" Workable with lesser geas, geas/quest, mark of justice, etc.


Dragonchess Player wrote:
Axial wrote:
I will include support for PCs who want to play as Molthuni characters: in the beginning of the game, they have been captured by the Nirmathis and are being held in the town jail of Phaendar when the Ironfang's attack begins. They will be released somehow and will form a "Join together or hang separately" alliance with the Nirmathi PCs.
A Molthuni "Suicide Squad?" Workable with lesser geas, geas/quest, mark of justice, etc.

Not without a high-level spellcaster they won't.

This would be more of an "Enemy Mine" situation. Or rather "Our two countries hate each other but oh god these goblins are going to exterminate/eat/enslave our families if we don't join forces".


The mention of Rangers earlier in the thread prompted me to look up the Nirmathi Irregular Ranger archetype . . . and it would actually NOT be a good choice unless the enemies turn out to be all Goblinoids, and even then only be good with retraining, since you only get 1 Favored Enemy and 1 Favored Terrain, and those are expected to be Humanoid (Human) and Forest, respectively. (Note that the archetype also has a typo in which Focused Enemy and Focused Terrain both replace Favored Enemy.) You do get more spells prepared/spells per day, but if you somehow make it up to level 13 you are going to be blowing a lot of it on Instant Enemy.

In contrast, if the Ironfang Hobgoblin could get their hands on this archetype, it would be very good for them -- not necessarily against the PC party itself (which is likely to be quite diverse), but against most of the Nirmathi forces that the PCs have to save from being overrun.

If you do take this archetype and then go to the trouble to retrain over to Favored Enemy Humanoid (Goblinoid), then you might do well . . . unless the Ironfang Invasion turns out to be more diverse than expected, or you frequently have to go to weirder places(*) than expected.

(*)From the blurbs, we know of at least one in Book Six.

I haven't yet picked a character concept for this AP(*), but I get the impression from reading the blurbs that you are going to be fighting hordes of Small and Medium enemies even at higher levels, as well as things bursting from the ground using Nydus Worms the Stone Road, meaning that apart from probably not having to deal with as many Aberrations, you are going to need to build as if you were fighting Zerg, except that building for Combat Maneuvers (as well as Cleaving) might actually be good. Somebody who builds for going nova on bosses is likely to be good ONLY for going nova on bosses and other hefty single targets. For fighting a lot on open ground, battlefield control might be tricky due to the many opportunities that hordes of enemies would have to just go around your Wall spells and/or Black Tentacles and/or Pits. Widen Spell might actually be important to have, preferably on 1 or more Metamagic Rods; not sure whether you are going to get an opportunity to make these yourself, if you were inclined to spend the feat.

(*)Not entirely true -- after writing the above paragraph, I wonder if this AP is the place for something similar to my Skirnir Magus Shield Slam build, except maybe trade out the part that builds for Shield Brace in favor of going for Cleaving or Whirlwind Attack (although these need a LOT of feat investment, and don't look very Magus-friendly in terms of action usage, so maybe not (although given that Skirnir goes several levels with no Spell Combat, still might be worthy of consideration). Magus spell selection would have to be NOT in the usual Magus nova model, but instead selected to self-buff and multi-enemy debuff/injury, with the more enemies affected per spell (preferably over multiple rounds) the better (such as with Chill Touch or Frostbite). Although given that you're probably going to be up against hordes a lot, it might be better to do a Bloodrager version of this instead to get Improved Uncanny Dodge (you probably WILL get flanked a lot, so avoid any archetypes that trade this out -- unfortunately most of them do, including both Metamagic Rager and Steelblood -- although VMC Barbarian would be a potentially interesting way to get this back onto a Metamagic Bloodrager, and also get extra Rage, a Rage Power, and some more DR; unfortunately, somebody in another thread mentioned that they thought that the VMC Barbarian Rage rounds won't stack with your Bloodrage rounds, but instead form a separate pool that can't be used for the same purpose, and that's a lot of feats anyway . . . hmmmmm, maybe a Ranger version of the shield basher might be the way to go).


Even tankier Shield-Slamming Skirnir Magus build for you. Dwarves are awesome, and I even made note of how they can be awesome for Ironfang Invasion.

Lantern Lodge

well I'll probably playing a human resident of Phalendar, as for class it will be either a fighter using the 'seasoned commander' archetype, a cavalier using the 'constable' archetype or a Ranger using either the Trapper or skirmisher archetypes, depending on what info we get on Phalendar and the campaign traits available.


Updated: Gnome Mesmerist/Vexing Trickster, follower of the Lantern King.


Running

Seems all 4 pcs thus far are local folk, all mounted


Some interesting concepts in this thread that might be applicable to this campaign.


I'd love to try a thrown weapon build for this AP. Something about running through the woods chucking knives at my pursuers really speaks to me. I just gotta figure out how to come up with a build that isn't completely and utterly feat-starved. Ah, Pathfinder.


^Well, it depends upon what you are trying to do in addition to (maybe even at the same time as) throwing knives. If everything hinges on your combat style, Fighter is actually pretty good, now that Advanced Weapon Training and Advanced Armor Training let you do some cool things (like Ace Trip to make flying opponents fall out of the sky). Fighter will even give you enough feats that you'll be able to do other stuff as well. If you want to cast spells or something as well, it gets a lot harder, although Warpriest looks like it would still be reasonably easy to build this into, and even has an archetype that lets you get Weapon Training and Armor Training (although it unfortunately trades out the scaling part of Sacred Weapon, meaning that you'll need to spend an Advanced Weapon Training feat to get it back) -- since this is Molthuni Arsenal Chaplain, you're just 1 nation away from fitting right into the AP (although you're going to have to worry about how to get the Nirmathi people to trust you, it could be worse -- at least you're not a Hobgoblin trying to fit in). Ranger doesn't have as many bonus feats total, but does give you some bonus feats prerequisite-free, and one of the choices of Combat Style is Thrown Weapon, so this looks promising; Slayer can get it as well, but only for the 1st 3 bonus feats. Flying Blade Swashbuckler is made for throwing knives, but looks a bit skimpy on the bonus feats and doesn't get you off the hook for prerequisites; on the other hand, it could be a good 1 level dip for a thrown weapon character of some other class.

Having not tried a thrown weapon build yet myself, I'm not sure whether you could fit it onto something like a Magus or Rogue (or worse yet, Cleric or Paladin) that doesn't get very many feats (or even none). I HAVE been making test builds of other fairly feat-intensive things on the Magus chassis, and you REALLY have to squeeze to get in all the feats you want, and it always feels like you just can't quite get everything to fit right. For Magus, the Card Caster archetype seems made for throwing, as long as you don't need to switch-hit -- this seems to be the only archetype that has a modified Spellstrike that works at range without wasting charges after the first on spells that give multiple charges.


Thanks for the reply UAE. My inital concept was the flying blade, but after reading up I agree with you that either fighter or warpriest would be the way to go.

If you're of a mind to try your hand at a thrown weapon concept in your build testing I certainly wouldn't mind taking a look at it. Then again, there are quite a few threads out there that already tackle this issue - although none with any real solid conclusion. Close-Quarters Thrower, the Startoss feat chain, and Ricochet Shot all seem to be interesting facets of the build for sure. Just uncertain how to make them stick. Throwing TWF into the mix is a whole other can of worms and certainly limits options.

Like I said: Ah, Pathfinder. ;)

Dark Archive

Pathfinder Adventure Path Subscriber

Elven Ranger, Human Phantom Blade Spiritualist, Human Hunter, and Human Paladin. This is the team so far.

After being reminded about VMC the Phantom Blade might do VMC Oracle or Rogue, but not sure.


^Wow, a whole team already? Anyone else have a whole party yet?

(And by the way, when is the Player's Guide for this AP supposed to come out?)

Dark Archive

Pathfinder Adventure Path Subscriber
UnArcaneElection wrote:

^Wow, a whole team already? Anyone else have a whole party yet?

(And by the way, when is the Player's Guide for this AP supposed to come out?)

We are in the 2nd half of the Curse of the Crimson Throne. But we have been looking forward to Ironfang Invasion because of the ability to use mounts and animal companions.

Guess, on the Players Guide will either coming out this week or the next as subs start getting it next week.

Liberty's Edge

A Molthune Wizard (Abjurationist) that was in Phaendar slumming it as an adventurer but started to enjoy the lifestyle and make friends with those in Phaendar, as such he tends to help where he can despite his guilty feeling that he is indeed helping people his own family would shun in a heartbeat, but the threat of Hobgoblins able to appear from nowhere to attack mean they can indeed attack his own family so to help the 'enemy' now is to help his own family later.

(Feats Noble Scion & Noble Stipend, Traits: Courageous [combat], Focused Disciple [Religion], and Rich Parents [social], Family Ties [Weakness])


Apparently my group has decide to put create their characters together as their selections all feature the same things. I'm not even sure all of this is legal yet as I haven't dug into the details

Half-Elf Ranger - Typical switch hitter, as that's what he usually plays, and the expected animal companion will be a cat, eldritch heritage to get a cat familiar as well. Yeah... the rest of the group talked him into a 13 Cha... I'm amazed. No archetype mentioned.

Half-Elf Lunar Oracle - Longbow Proficiency feat, wolf primal companion, eldritch heritage to get owl familiar. Lots of summoning feats listed. No archetype mentioned

Half-Elf Cleric of Ylimancha - Longbow Proficiency from the deity I guess. Isn't that deity from Magnimar? Roc animal companion and eldritch heritage for thrush familiar.

Half-Elf Druid (Treesinger/Nature Fang) of Erastil - Not even sure this one is legal yet. Longbow proficiency from a trait (Hunter's Eye), Crawling Vine companion, and eldritch heritage for leshy familiar. Oh, and plans to enter the Evangelist prestige class as well. Nature Fang gives up Wild Shape... is being an archer really going to make up for that? <shrug> I have lots of reading to do on this one.

Lots of boon companion feats too... going all in on the companions/familiars I guess. Lots of longbows and lots of animals, and three that can summon monster and/or nature's ally... I hope the AP doesn't punish them overly much for being maybe a little too focused.


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Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber

Now that the Player's Guide is out, I can add a bit more depth:

Quote:
Half-orc hunter (feral hunter; VMC barbarian); Toothy alternate racial trait; starting with Eschew Materials and planning on Aspect of the Beast (Claws of the Beast) at 5th, and Natural Spell at 9th; some switch-hitting (composite longbow, gravity bow), but mostly focused on natural attacks with some healing (goodberry) and support

Armor Expert and Foxclaw Scout traits; scout/tank with some healing/support (high Str and two-handed weapon/bite to start; ranks in Intimidate, Knowledge (Nature), Perception, Stealth, and Survival)

Quote:

Human brawler (wild child); Orphan trait; wolf companion; Fey Foundling and Weapon Finesse (Dex-focused); planning on taking four levels of paladin (gray paladin)*, the Boon Companion, Greater Mercy, and Spirit's Gift feats, with the rest of the feats going to archery (flurrying with unarmed strikes or a nine-ring broadsword** in melee)

*- some nature-y LG, NG, or LN deity; Erastil maybe

**- has the Monk weapon property, so it can be used with Brawler's Flurry.

NG; Blight-Burned campaign trait; scout/skirmisher (ranks in Handle Animal, Knowledge (Religion), Perception, Stealth, and Survival) with tank pet (wolf has Toughness feat)

Quote:

Human magus (esoteric); possibly looking at picking up some of the chakra feats (even though they are sub-par)

One change to the magus. I'm changing Unarmed Spellstrike to "Esoteric Spellstrike (Su): At 1st level, an esoteric gains the magus spellstrike class feature. However, an esoteric can deliver spells with spellstrike only with his unarmed strikes or weapons with the monk special feature. This ability alters spellstrike." Note that the esoteric still only gains proficiency in simple weapons, so brass knuckles and cestus are the only options without spending a feat, multiclassing, or a non-proficiency penalty.

Ironfang Survivor and Seeker traits; Martial Weapon Proficiency (Double Chicken Saber)* and Toughness; skirmisher (burst tank) and arcane knowledge with some battlefield control (ranks in Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (History), Perception, Spellcraft, and Use Magic Device; color spray in spellbook)

*- retrain to Exotic Weapon Proficiency (Temple Sword) when possible

Quote:
Sylph skald (spell warrior); Breeze-Kissed and Thunderous Resilience alternate racial traits; Vagabond Child trait and possibly a dip in rogue or another class to pick up Trapfinding; starting with Airy Step and planning on Wings of Air at 9th

Unbreakable Survivor campaign trait; battlefield control, "face," locks/traps, and party support (ranks in Diplomacy, Disable Device, Perception, Perform (Sing), and Spellcraft)


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Darkbridger wrote:

Apparently my group has decide to put create their characters together as their selections all feature the same things. I'm not even sure all of this is legal yet as I haven't dug into the details

Half-Elf Ranger - Typical switch hitter, as that's what he usually plays, and the expected animal companion will be a cat, eldritch heritage to get a cat familiar as well. Yeah... the rest of the group talked him into a 13 Cha... I'm amazed. No archetype mentioned.

Half-Elf Lunar Oracle - Longbow Proficiency feat, wolf primal companion, eldritch heritage to get owl familiar. Lots of summoning feats listed. No archetype mentioned

Half-Elf Cleric of Ylimancha - Longbow Proficiency from the deity I guess. Isn't that deity from Magnimar? Roc animal companion and eldritch heritage for thrush familiar.

Half-Elf Druid (Treesinger/Nature Fang) of Erastil - Not even sure this one is legal yet. Longbow proficiency from a trait (Hunter's Eye), Crawling Vine companion, and eldritch heritage for leshy familiar. Oh, and plans to enter the Evangelist prestige class as well. Nature Fang gives up Wild Shape... is being an archer really going to make up for that? <shrug> I have lots of reading to do on this one.

Lots of boon companion feats too... going all in on the companions/familiars I guess. Lots of longbows and lots of animals, and three that can summon monster and/or nature's ally... I hope the AP doesn't punish them overly much for being maybe a little too focused.

With all of those pets and summons, three 9-level divine casters (plus a 4-level one), and archery, they should do pretty well.

Make sure they have all of their pets and summons fully statted out before play, as well as being efficient in choosing and resolving actions for that mob, or else combat will take forever...


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion, PFS RPG Subscriber
Dragonchess Player wrote:

Now that the Player's Guide is out, I can add a bit more depth:

Quote:

Human brawler (wild child); Orphan trait; wolf companion; Fey Foundling and Weapon Finesse (Dex-focused); planning on taking four levels of paladin (gray paladin)*, the Boon Companion, Greater Mercy, and Spirit's Gift feats, with the rest of the feats going to archery (flurrying with unarmed strikes or a nine-ring broadsword** in melee)

*- some nature-y LG, NG, or LN deity; Erastil maybe

**- has the Monk weapon property, so it can be used with Brawler's Flurry.

NG; Blight-Burned campaign trait; scout/skirmisher (ranks in Handle Animal, Knowledge (Religion), Perception, Stealth, and Survival) with tank pet (wolf has Toughness feat)

Really intrigued by this build...don't suppose you could give me a recommended level/feat progression, if you get time could you? Was wondering when you start dipping paladin, and how you'd order your feats on the chassis? Thanks for the idea.


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Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Gerald wrote:
Dragonchess Player wrote:

Now that the Player's Guide is out, I can add a bit more depth:

Quote:

Human brawler (wild child); Orphan trait; wolf companion; Fey Foundling and Weapon Finesse (Dex-focused); planning on taking four levels of paladin (gray paladin)*, the Boon Companion, Greater Mercy, and Spirit's Gift feats, with the rest of the feats going to archery (flurrying with unarmed strikes or a nine-ring broadsword** in melee)

*- some nature-y LG, NG, or LN deity; Erastil maybe

**- has the Monk weapon property, so it can be used with Brawler's Flurry.

NG; Blight-Burned campaign trait; scout/skirmisher (ranks in Handle Animal, Knowledge (Religion), Perception, Stealth, and Survival) with tank pet (wolf has Toughness feat)

Really intrigued by this build...don't suppose you could give me a recommended level/feat progression, if you get time could you? Was wondering when you start dipping paladin, and how you'd order your feats on the chassis? Thanks for the idea.

Probably something like brawler 2/paladin 4/brawler +X

Brw 1- Fey Foundling, Weapon Finesse
Brw 2- for Brawler's Flurry (Two-Weapon Fighting)
Pal 1- Point Blank Shot; possibly retrain Weapon Finesse for Precise Shot (to save on Martial Flexibility uses and shift to more of a ranged focus with melee backup)
Pal 3- Greater Mercy
Pal 4- for Smite Foe
Brw 3- Boon Companion
Brw 5- Rapid Shot (start using Martial Flexibility on Manyshot, instead)
Brw 7- Spirit's Gift


Thread about Very Helpful Halfling builds, which could be good for this AP in both flavor and mechanics.


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A gnomish slayer with the greenskin stalker trait from the advanced class player's guide book and Ironfang Survivor. Great Hatred, Seething Hatred, and Eternal Enmity. HIS bleaching cure is WAR CRIMES!!!


So I'm running a non-spellcaster party on this, should be fun and challenging. The players have really tried to make a more synergistic team - most of them provide buffs or penalties to enemies. The PCs are:

Halkyn Goodfriend, halfling swashbuckler devotee of Milani. Will take the Flagbearer feat and Blundering Defense feat line in the future.

Madra Oakheart, female dwarf gunslinger (bolt ace). Her family was exiled from Glimmerhold for their faith in Torag.

Orianna, female human cavalier (honor guard, strategist) of the Order of the Dragon. Daughter of Jet, the innkeeper and a crusading knight of Andoran, Orianna tries to emulate her long-lost father and protect her allies. Will use Bodyguard, Swift Aid and Tactician to boost the party.

Arlyn, male human (fey-touched) unchained barbarian with Animal Companion. Will provide Reckless Stance to allies and Intimidate enemies aside from dealing damage with his swings and his animal companion.

I'm further developing the Herbalism system from Heroes of the Wild and a custom cooking system to allow for boosts to natural healing and ability damage recovery.

Dark Archive

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Pathfinder Adventure Path Subscriber

Gavin Grimm:
Gavin Grimm
Male human (Taldan) spiritualist (phantom blade) 1 (Pathfinder Player Companion: Psychic Anthology 4, Pathfinder RPG Occult Adventures 72)
N Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +3 (1d3+3) or
kukri +3 (1d4+3/18-20) or
unarmed strike +3 (1d3+3)
phantom blade +4 (1d8+3)
Ranged shortbow +1 (1d6/×3)
Special Attacks spell combat
Spiritualist (Phantom Blade) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, doom (DC 14)
0 (at will)—detect magic, light, mage hand, telekinetic projectile[OA]
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 11
Base Atk +0; CMB +3; CMD 14
Feats Additional Traits, Improved Unarmed Strike
Traits highlander (hills or mountains), reactionary, seeker, world-weary
Skills Acrobatics +2, Intimidate +4, Knowledge (nobility) +5, Linguistics +5, Perception +8, Sense Motive +7, Stealth +6 (+8 in hilly or rocky areas), Survival +7; Racial Modifiers highlander (hills or mountains)
Languages Common, Infernal, Sylvan
SQ phantom blade: alertness, phantom blade: phantom touch, phantom blade: telepathy, phantom blade: weapon of the mind
Other Gear scale mail, arrows (20), kukri, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], soap, torch (10), trail rations (5), waterskin, 52 gp
--------------------
Special Abilities
--------------------
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Phantom Blade: Alertness (Ex) Gain Alertness when wielding or harboring phantom weapon.
Phantom Blade: Phantom Touch (Ex) Constant ghost touch. Instead of breaking, weapon harbored in consciousness for 1 day.
Phantom Blade: Telepathy (Su) The spiritualist can telepathically communicate with his phantom blade if it is worn or held.
Phantom Blade: Weapon of the Mind (Ex) 1 min store weapon in mind and gain unarmed strike enhance, full-rd to re-manifest blade.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Gavin was a noble knight in the Mendevian Crusades. During a night on watch a shadow demon attacked there unit killing all but Gavin. He walked away haunted and just wanted to live in peace after that. When he went home he found there was no place for him there anymore. So he wondered and ended up in Phaender and has been there for about a year.

Tullanna Spellweaver:
Tullana Spellweaver
Female elf conjurer (teleportation[APG]) 1 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 147)
NG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged shortbow +2 (1d6/×3)
Conjurer Spells Prepared (CL 1st; concentration +6)
1st—ear-piercing scream[UM] (DC 16), grease, sleep (DC 16), summon monster I
0 (at will)—acid splash, detect magic, read magic
Opposition Schools Illusion, Transmutation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 20, Wis 11, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Combat Advice, Run, Scribe Scroll
Traits reactionary, animal whisperer
Skills Acrobatics +2 (+6 to jump with a running start), Handle Animal +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +2, Sense Motive +2, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Auran, Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ arcane bond (Toki, rabbit [infiltrator]), elven magic, shift 8/day (5 feet), summoner's charm (1 round)
Other Gear arrows (20), shortbow, adventurer's sash, belt pouch, ink, inkpen, soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, wrist sheath, spring loaded (2), 23 gp, 5 sp
--------------------
Special Abilities
--------------------
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5 feet, 8/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Tullana grew up in Phaender. But spent most of the time in the fang wood talking to animals. She learned magic from her mother and continues to train from the spell book her mother gave her.


Pathfinder Adventure Path Subscriber

The group I am running for:

Human Feyspeaker Druid
Human Gendarme Cavalier, Order of the Beast - Chernasardo Riding Elk
Half-elf Spell-less Ranger (Kobold Press)
Sylph Wizard, Air Elemental school - bat familiar


Pathfinder Adventure Path Subscriber

Female human gunslinger. I wanted to do a stereotypical badass pioneer woman who is used to being in a "man's world". Pants, big floppy hat, cigar and all. Kind of an Annie Oakley/Calamity Jane character.

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