Recruitment - Ongoing Red Hand of Doom Campaign (Pathfinder pbp)


Recruitment

The Exchange

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Hi, we are looking to recruit one or possibly two players to join our ongoing play-by-post Red Hand of Doom campaign, updated from D&D 3rd edition to Pathfinder rules. Our group has been on the go for a good while and some of our players have moved on, but having come so far we’d really like to finish the campaign arc!

The game is lurching along at the moment, but the goal is to be able to update the game every few days.

The game is epic high fantasy. The lands and peoples of Elsir Vale are being overrun by an army of hobgoblins and their allies, calling themselves the Horde of the Red Hand. Our heroes have been attempting to stave off the horde’s advance through the Vale, enlist allies and find means to defeat the enemy. The gameplay thread can be found here.

If this sounds like fun, get in touch! At the moment I’m canvassing more for interest and character ideas than the builds themselves. I’m thinking to run this thread until probably this Saturday (8th Oct.) and see what response we get.

Just looking for character concepts at the moment, but as an aid here are the general guidelines for character creation:

1. 8th level characters, using high fantasy 20-point character builds.
2. Generally standard races from the core rulebook, though I wouldn’t say no to a character of another race with an intriguing background.
3. Classes can be drawn from the core rulebook, Advanced Player’s Guide, Advanced Class Guide, and magus. Samurai and ninja I’ll allow as well, though they might represent individuals who come from exotic lands far from Elsir Vale. Other classes I might allow as well by request, if there is a compelling character background.
4. Archetypes, traits, feats, spells etc from the above books, Ultimate Combat and Ultimate Magic are fine. Material from other sourcebooks are generally fine, just run it past me first.

Our party currently includes:
- Human Cavalier (emissary), a member of the elite Lions of Brindol.
- Human Druid (lion shaman), a devotee of one of the Old Faiths
- Elf Ranger/Wizard, from the mysterious elven kingdom

So, lots of scope for players to play other roles within the party. What’s your story gonna be?


I'm very interested. What's the multiclass split on that elf character?

Sczarni

I propose Harek Ironshirt.

Harek is a classic dwarf fighter - tough, gruff, and highly skilled in military skills of most kinds. An axe-and-shield fighter, he thrives in the midst of hand-to-hand combat, and relishes well-laid ambushes and other small-unit tactics.

Being an expatriate of the Five Kings Mountains, mostly due to a perceived lack of advancement possibility in the guardsmen's Guild, Harek travels to acquire allies and hopefully set up a permanent settlement. If that comes with some level of leadership, access to high quality brewing ingredients, and an attractive dwarven wife, all the better!

The Exchange

Wow, great to have some responses already! Our elf, Shaylar, is a Ranger 7/Wizard 1.

I meant to add to my first post that we currently have a couple NPCs in the party leftover from former players, a human sorcerer and human alchemist. If we manage to recruit a couple new players, I'll probably take the opportunity to retire them from play.

The group have had some encounters with dwarves so far. Along with the other standard races, dwarves are scattered across the various communities of Elsir Vale. The party has also travelled to the Hammerfist Holds in the southern hills to attempt to recruit the dwarves to their cause. A regiment of mercenaries is marching to the Vale to join their allies, but our party is currently on their own in the nearby Thornwaste, hoping to prevent the Horde of the Red Hand from likewise recruiting a lich to their banner.


All right - I think I'll roll a sorcerer, probably of the draconic bloodline. Any tips on which energy type to go with, or would that be cheating?

Sczarni

Here's the nuts and bolts of Harek. Let me know if this needs to get toned down or changed around at all.

Spoiler:

Harek Ironshirt

Male Dwarven Fighter 8

LG Medium humanoid (Dwarf)

Init: +2; Senses: Perception +17; darkvision 60’

Speed: 20, Languages: Dwarven, Common, Goblin, Orc

Defense

AC 32 (Armor +11, Shield +6, Dex +2,, +1 Deflection, +1 Natural Armor) Touch 13 FF 30

HP 90 (8d10+32)

Fort +11 Ref +8 Will +6 [+5 vs spells/SLAs, +5 vs Poison/Disease; +2 vs fear]

Offense

Melee: +1 keen dwarven waraxe +18/+13 (1d10+8 19-20/x3) [Power Attack -3/+6

Ranged: chakram +12 (1d8+4) , range 30, Ammo: 5

BAB 8 CMB +12 CMD 24

Statistics

Abilities: Str 18 Dex 14 Con 16 Int 14 Wis 12 Cha 8

SQ: Favored Class (Fighter; HP), Hatred, Defensive Training (+4 AC vs Giants), Stonecunning, Greed, Armor Training 2, Weapon Training 1 (axes), Bravery +2

Feats: Weapon Focus (Dwarven Waraxe), Power Attack, Shield Focus, Weapon Specialization (Dwarven Waraxe), Cleave, Steel Soul, Goblin Cleaver, Orc Hewer, Greater Shield Focus

Traits: Militant Merchant (+1 perception vs. surprise, class skill), Glory of Old (+1 Trait vs. Spell/SLA/Poison)

Skills: Climb +10, Intimidate +7, Knowledge (Engineering) +9, Knowledge (Local) +6, Perception +17, Profession (Soldier) +8, Survival +8

Combat Gear: potion CLW (2), whiskey bottles (4), ale (1 gallon jug)

Equipment: +2 fullplate, +2 heavy steel shield, masterwork chain shirt, +1 keen dwarven waraxe, chakram (5), masterwork gladius, dagger, morningstar, composite longbow (+3), arrows (20), backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, 50’ rope, soap, torches (10), trail rations (5 days), waterskin, climber’s kit, grappling hook, masterwork manacles, masterwork survival kit, amulet natural armor +1, belt of strength +2, cloak of protection +2, ring of protection +1, ring of feather falling, eyes of the eagle

Coin 53gp

Description: Harek is a 50 year old dwarf, standing 4’3” tall, and masses 198 pounds. He wears his chestnut brown hair & beard undercut and closely shaved on sides, with his topknot braided and straight down back. He keeps his beard neatly trimmed and groomed, braided into three wide strands and secured with steel bands. Harek’s skin is rough and weathered from outdoors work with calloused hands used to holding weapon handles. His eyes are dark brown, deep set and very alert. No obvious tattoos or large scars reveal themselves, but numerous small ones stand out on his hands and forearms, seemingly from defensive actions against blades.

Background: Harek is a professional soldier. He originally worked with the Guards Guild back in his homeland of the Five Kings Mountains, but left when it became obvious he would never advance beyond patrol leader rank due to his lack of noble blood. He set out with the tools of his trade and began to ply the trade of the sellsword, working as a mercenary all over Golarion. His most recent outing has brought him to this valley, seemingly beset by some grave and dangerous threat, putting Harek just where he prefers to be.


Hm, I was thinking a Wyrwood Pact Wizard with the Vengeance Patron and Blackened Curse.

I'd choose the Emotional & War Titan racial traits and roleplay him as an abandoned servant of a powerful sorcerer that sought to create an army of constructs to do his bidding. Korignath, my character, was one such construct, and waged a bloody secret war across numerous planes at the behest of this sorcerer.

Korignath the Unburnt (Quick Backstory):

One fateful day Korignath was grievously damaged by an errant fireball cast by his master and the sorcerer looked upon his creation and then abandoned it, releasing the useless construct to its fate.

Broken, immortal, and without purpose, Korignath cried out to the darkness of the night sky in rage and something answered. Something dark and powerful.

The entity spoke into his thoughts and infused his body with eldritch power, mending the damage and granting him insight to dark magics. The cost of this aid has been significant as of late, with his hands blackening and the fickle power of fire dancing across his wooden fingertips dangerously.

The thrill of destruction feeds his will to survive and the entity's whispers of even greater power and vengeance upon his creator stoke the rage within Korignath's heart.

The world he's on has plenty of willing targets for practicing his newfound magical abilities and the inhabitants are always willing to part with some valuables when a wizard offers its services. One day that sorcerer would pay and Korignath would revel in the pain he would inflict upon him... or was that the will of the entity clouding his thoughts? It's been hard to separate the two as of late...

The Exchange

Name: Arduino the Lesser
Race: Male Human (25)
Class: Sorcerer (Arcane Bloodline)
Alignment: CG
Backstory: Most disappointing son of one of the realm's most respected archmages, Arduino's disinterest in magical study or the precepts of duty have lead to him being packed off to the Elsir Vale to join the fight against the Horde of the Red Hand. Becoming increasingly involved with the plight of the locals, Arduino is earning himself a growing reputation as a powerful mage and valuable ally.
[b]Personality: Still somewhat indolent, lazy. Charismatic and persuasive when he can be bothered. Still somewhat innocent and naive; quite young. Good-hearted.

Could do more with his backstory but I'm afraid I'm unfamiliar with the setting.

The Exchange

Turok:

Turok
Male Oracle 8(Life Oracle - Enlightened Philosopher)
LN Half Orc, Darkvision 60 ft
Init +3; Perception +9
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 17
hp 63
Fort +7, Ref +6, Will +7;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Morningstar +9/+4(1d8+6)
No ranged.
Oracle Spells (CL 8th; concentration +12)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic
Lv 1 spells known (7/day): Remove Fear, CLW, Divine Favour, Liberating Command, Protection from good/evil/lawful/chaos, Detect Undead, Bless, Remove sickness
Lv 2 spells known (7/day): Sound burst, Lesser Restoration, Owl's Wisdom, CMW, Silence, Remove Paralysis, Delay Poison
Lv 3 spells known (6/day): Resist Energy Communal, Waterwalk, CSW, Invisibility Purge, Stunning Barrier Greater
Lv 4 spells known (5/day): Restoration

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 21
Feats Noble Scion (War), Power Attack, Selective Channel, Reach Spell
Tongues Curse
Skills
Knowledge Engineering +9, Knowledge Nobility +9, Knowledge Local +9, Knowledge Planes +9, Knowledge Religion +9, Knowledge Arcana +9, Knowledge Dungeoneering +9, Knowledge Geography +8, Knowledge Nature +9, Knowledge history +8 Spellcraft +9, Diplomacy +10, Linguistics +8
Languages Common, Abyssal, Orc, Draconic, Goblin, Terran, Auran
Revelations Channel, Safe Curing, Mental Acuity
Traits: Reactionary,
Alternate racial trait: Shaman Apprentice
Gear: Belt of Giant Strength, Cloak of Resistance +2, Belt of Alluring Charisma +2, Backpack, 4 days rations, 2 Spell Component Pouches, Flint and Steel, Belt Pouch, TBD

Backstory later.


lol Looks like I applied for this way back in the day...or intended to rather, doesn't seem like I ever actually made the character.

Anyway, I'd like to put out Quill for consideration. Being that we're just discussing character concepts at the moment I don't have her all the way leveled to 8th, though I'll be doing so over the next few days. Even if not selected I think it'll do me good to look at spells of 3rd and 4th.

If you're familiar with Treantmonk's guides, she's based off the idea of the god-wizard...though my intent isn't to fully optimize her. The idea is for her to act as a force multiplier for the party, not make attempts to overshadow them.

If you're not familiar with the god-wizard, they are meant to use battlefield control and buff/debuff spells to make everyone else in the party that much more effective. A lot like a bard honestly.

For background I'm thinking she could be a wild elf from the Blackfens, sent out to aid those attempting to stop the Red Hand.

Her personality is that of someone who's very curious about the world, and has up till recently been a bit sheltered from it. I'm imagining the wild elves of the Blackfens as less xenophobic than those of Westdeep...more along the lines of not wanting too many of their young men and women to become enamored with the outside world and never return. Wanderlust hit Quill at a young age regardless, and she's spent a good deal of her life learning about the world...form books traders would bring, sometimes the traders themselves. Now she finally has an opportunity to go out there, and she's very excited.


Would you allow crafting gear at character creation to increase wealth?


I've GMed the first chapter of RHoD, but know nothing more of what happen in the rest of the adventure. would you have a problem with that?

The Exchange

Btw GM, do you allow the following:

Fates favored

Burst of radiance

Shadow trap

The Exchange

Turok backstory:

Turok was born in a noble house at Red Rock, and their family had a lucrative mining business. Turok was always the odd one out. Where his siblings were busy learning how to manage the books, Turok just wanted to go and see the world. His father, exasperated with him, has kicked him out of the house, telling him not to return until he finally has an interest in the family business. Turok couldn't be happier. He left and never looked back. His travels have brought him to Elsir Vale.

My character sheet needs to be tweaked quite a bit before he's playable. Noticed quite some errors.

The Exchange

Turok:

Turok
Male Oracle 8(Life Oracle - Enlightened Philosopher)
LN Half Orc, Darkvision 60 ft
Init +7; Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 17
hp 63
Fort +7, Ref +6, Will +7;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Falchion +10/+5(2d4+7), 18-20 crit
Light Crossbow +7 (1d8)
Oracle Spells (CL 8th; concentration +12)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic
Lv 1 spells known (7/day): Remove Fear, CLW, Divine Favour, Liberating Command, Protection from good/evil/lawful/chaos, Detect Undead, Bless, Remove sickness
Lv 2 spells known (7/day): Sound burst, Lesser Restoration, Owl's Wisdom, CMW, Silence, Remove Paralysis, Delay Poison
Lv 3 spells known (6/day): Resist Energy Communal, Waterwalk, CSW, Invisibility Purge, Stunning Barrier Greater
Lv 4 spells known (5/day): Restoration, CCW

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 21
Feats Improved Initiative, Power Attack, Selective Channel, Reach Spell
Tongues Curse
Skills
Knowledge Engineering +9, Knowledge Nobility +9, Knowledge Local +9, Knowledge Planes +9, Knowledge Religion +9, Knowledge Arcana +9, Knowledge Dungeoneering +9, Knowledge Geography +8, Knowledge Nature +9, Knowledge history +8 Spellcraft +9, Diplomacy +10, Linguistics +8
Languages Common, Abyssal, Orc, Draconic, Goblin, Terran, Auran
Revelations Channel, Safe Curing, Mental Acuity
Traits: Reactionary, Sacred Conduit
Alternate racial trait: Shaman Apprentice
Gear: Belt of Giant Strength, Cloak of Resistance +2, Belt of Alluring Charisma +2, Backpack, 4 days rations, 2 Spell Component Pouches, Flint and Steel, Belt Pouch, Cold Iron Morningstar, Silver Mace, Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, Light Crossbow, Grappling Bolt, +1 Breastplate, +1 Adamantine Falchion, 20 bolts, Handy Haversack, 1 Wand of CLW, the rest TBD

I try to stick within the rules as much as possible. But with only Ultimate Combat, Ultimate Magic, Advanced Player guide, Advanced Class Guide - options for any kind of divine control caster are quite limited. At this high level, colourspray from heavens oracle, even with awesome display is of limited use. Can only do support/melee. I find a full caster build on CRB,APG,ACG,UM and UC not really worth it - sure you can get high DCs, but what spells are you going to use them on?

More complicated is that generally there is no condition removal (yes I know clerics are better at it) - which is made worse if we're dealing with undead. Also, if we're fighting undead hordes, channel is a good idea to have, but clerics are extremely MAD, if you're trying to go for Melee, casting and channel at the same time. Something's gotta give.

Narrow frame from animal archive isn't available, which limits animal companion based builds (not that its a good idea to bring an animal companion for undead fighting to begin with).

I could do gravewalker witch, but I don't think the rest of the party is particularly keen on walking into civilisation with a whole undead army. It tends to cause problems.

The lack of Ultimate Equipment means that you cant get a belt of the weasel so your large eidolon can fit everywhere. Or some of those useful, useful things in there.

I don't even want to think about trapfinding. Seeker oracle could technically cover it, but that's in Seeker of Secrets, which is also not one of the books allowed.

Before my first submission, there were arcane casters, but they were cha based - pact wizard is not in one of the sources included. Which means there was no one covering int checks either, since the ranger/wizard is more ranger then wizard.

The Exchange

Hi, thanks for all the responses. I'll try to address each as far as I can.

The Exchange

Burnscar wrote:
All right - I think I'll roll a sorcerer, probably of the draconic bloodline. Any tips on which energy type to go with, or would that be cheating?

It's a fair question, but can't really advise, I think any energy type would enjoy equal play in this adventure.

The Exchange

Burnscar wrote:
Would you allow crafting gear at character creation to increase wealth?

Probably not as part of character creation. Nothing to stop a character from taking item crafting feats for creating items during play, however so far the party's not really stayed in one place long enough to allow much time for item crafting. That could change though.

The Exchange

DM. wrote:
I've GMed the first chapter of RHoD, but know nothing more of what happen in the rest of the adventure. would you have a problem with that?

I think as long as you feel comfortable enough to separate character knowledge from player/DM knowledge, it should be fine.

The Exchange

Just a Mort wrote:
** spoiler omitted **...

The sourcebooks listed above I was just considering as core books for this game. Of course, if there are spells, feats etc. from other sourcebooks it's probably fine, just to run it past me so that I can look them up too. Fate's Favored, Burst of Radiance, and Shadow Trap are all fine - thanks for adding the links it does make it much easier to look them up. There are just too many sourcebooks out there to have listed them all.


CrazyHedgehog wrote:
DM. wrote:
I've GMed the first chapter of RHoD, but know nothing more of what happen in the rest of the adventure. would you have a problem with that?
I think as long as you feel comfortable enough to separate character knowledge from player/DM knowledge, it should be fine.

I guess it depends on what part of the adventure you are

Spoiler:
We played up to the green dragon on the bridge and just before the marching of the armies. Anything after that I have no idea.


What would be the starting wealth?

Grand Lodge

Haven't tried Red Hand of Doom yet but I am thinking of applying as an inquisitor or a bard.


Interested

The Exchange

Turok:

Turok
Male Oracle 8(Life Oracle - Enlightened Philosopher)
LN Half Orc, Darkvision 60 ft
Init +7; Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 17
hp 63
Fort +8, Ref +7, Will +8;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Falchion +10/+5(2d4+7), 18-20 crit
Light Crossbow +7 (1d8)
Oracle Spells (CL 8th; concentration +12)
. . At will—Stabilize, Create Water, Light, Guidance, Detect Magic, Detect Poison, Read Magic
Lv 1 spells known (7/day): Remove Fear, CLW, Divine Favour, Liberating Command, Protection from good/evil/lawful/chaos, Detect Undead, Bless, ShadowTrap
Lv 2 spells known (7/day): Sound burst, Lesser Restoration, Owl's Wisdom, CMW, Silence, Remove Paralysis, Burst of Radiance
Lv 3 spells known (6/day): Resist Energy Communal, Waterwalk, CSW, Invisibility Purge, Stunning Barrier Greater
Lv 4 spells known (5/day): Restoration, CCW

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 21
Feats Improved Initiative, Power Attack, Selective Channel, Reach Spell
Tongues Curse
Skills
Knowledge Engineering +9, Knowledge Nobility +9, Knowledge Local +9, Knowledge Planes +9, Knowledge Religion +9, Knowledge Arcana +9, Knowledge Dungeoneering +9, Knowledge Geography +8, Knowledge Nature +9, Knowledge history +8 Spellcraft +9, Diplomacy +10, Linguistics +8
Languages Common, Abyssal, Orc, Draconic, Goblin, Terran, Auran
Revelations Channel, Safe Curing, Mental Acuity
Traits: Reactionary, Fates favoured
Alternate racial trait: Shaman Apprentice
Gear: Belt of Giant Strength, Cloak of Resistance +2, Belt of Alluring Charisma +2, Backpack, 4 days rations, 2 Spell Component Pouches, Flint and Steel, Belt Pouch, Cold Iron Morningstar, Silver Mace, Dagger, Waterskin, Backpack, Silk Rope, 4 days trail rations, Light Crossbow, Grappling Bolt, +1 Breastplate, +1 Adamantine Falchion, 20 bolts, Handy Haversack, 1 Wand of CLW, the rest TBD

Updated character sheet.


Updated
Go to Jovich DeVir.

Grand Lodge

Requests for approval...

Thundercaller

Monster Tactician

Words of Power


I'm looking at reprising another character that I ran RHoD with. We didn't get very far into it. It's a Bloodborne Hunter build. What rules do you have for firearms so far?

So far my requested sources are:
Reaper of Secrets

Skinwalker (Bloodmarked)

Creating New Weapons possibly.

The Exchange

Yas392 wrote:

Requests for approval...

Thundercaller

Monster Tactician

Words of Power

@Yas392 - Depends on your character idea, but yes I think all of those would be fine.

The Exchange

Johnnycat93 wrote:

I'm looking at reprising another character that I ran RHoD with. We didn't get very far into it. It's a Bloodborne Hunter build. What rules do you have for firearms so far?

So far my requested sources are:
Reaper of Secrets

Skinwalker (Bloodmarked)

Creating New Weapons possibly.

@JohnnyCat93 - Again, it would depend on your character concept, but skinwalker and Reaper of Secrets could be used. Firearms haven't really featured in the game to date, but I wouldn't rule them out or gunslingers. Not sure if there is a need for creating new weapons though, I think there are plenty already available. Though it might be a character's focus in-play, perhaps.

The Exchange

There have been a lot of great character ideas going on here. I think I'm going to wrap up the recruitment thread just now, give our current players a chance to chip in, and I'll respond in the next day or so with an answer.

One of our previous players that had to drop out has been in touch this week and will be able to rejoin the game, so I think we'll just be looking for one additional player to fill out the party, rather than two.

Just to summarize, it looks like we have:

psionichamster - Harek Ironshirt (dwarf fighter)
DM Grimshaad - Korignath the Unburnt (wyrwood pact wizard)
Arduino - Arduino the Lesser (human sorcerer with arcane bloodline)
Just a Mort - Turok (half-orc life oracle)
Quill - Quill (human arcanist)
Jovich De'vir - Jovich De'vir (drow rogue)
Yas392 - possible inquisitor or bard
JohnnyCat93 - possible skinwalker? inquisitor?
DM - ? (Starting wealth would be 33,000gp)

And possibly also a submission from DavianGrallus - sorry I missed your earlier PM.


I'll try and get something more solid together in the next few hours. It will be an Inquisitor (Sanctified Slayer/Reaper of Secrets) with the Black Powder Inquisition. I plan on using the the creation rules to create a bloodborne style weapon which I'll include with my submission. Here is the alias I will be using.

My character is was a retired hunter who's getting back in the game because of the Red Hand. He had some estranged family in Elsir Vale but had stayed out of their business until he had a vision that the horde would get them if he didn't intercede. He's taking it personally, and has tracked down the party because of their previous exploits.


DM here,this is the character I will submit.


Right, so it looks like I'm getting in here just as the door is closing. I'm dropping off my background and some other fluff I've finished. The weapon is not using the custom weapon rules, and is just two already existing weapons slapped together with slight adjustments to suit my needs. If you have any questions I'd love to explain myself. I'm aiming to be a melee striker with a handful of utility abilities to round things out. If there's more need for a healer I can shuffle some gold around to accommodate. The profile has the full stat-block all ready to go, I just need to do some more tweaking to get things where I want. There are a few spells I selected that would need to be approved, but I'm heading to bed right now and I don't have time to list them (there's like four or five). If my submission is being seriously considered (or if I'm accepted) I'd be happy to update. Any feedback/commentary/criticism is welcome.

Background:
In his younger days Antonius employed himself as a hunter of monsters and beasts, particularly ones plaguing densely populated areas. Such creatures always had some means to disappear into the masses, blending in with their prey to protect themselves. Most commonly, these were shapeshifters such as the notorious werewolf or the nightmarish wendigo. Antonius, being half-cut with blood himself, was especially adept in hunting and combating these beasts and, in the end, he put many to the sword. However, as he grew older the mantle took its toll on his spirit. A failure on his part could mean the untimely demise of dozens of others, something that he had no choice but to take personally. Eventually, he could bear it no more and decided to relinquish his duty. He moved himself and his family to the frontier territory of Elsir Vale, desiring wilderness life over the city he had grown up in. Unfortunately, the horrors of what he had once faced continued to haunt him, causing Antonius to become further withdrawn into himself. He become unable to face himself, let alone his loved ones, and retreated further into the wilderness. Years passed in this manner and he became estranged even to his own bloodline.

Recently, Antonius has been plagued by a series of ominous nightmares that depict the area of Elsir Vale being overrun by the Red Hands horde. Unable to deny the vivid details of the visions, the Old Hunter has decided to come out of retirement. He is motivated mainly out of concern for his family. Though he may not have seen them in years, he still considers himself responsible for their well-being. In that light, he has tracked down a group standing against the horde and offered his hand in their fight.

Hunters Revolver:
"A weapon wielded by Antonius, the Old Hunter"

"This heavy, chopping blade has been heavily modified with beast hunting in mind. A gun action has been installed along the spine along with a cylinder designed to accommodate high-powered shells. Pulling the trigger creates a large explosion, useful for catching an opponent off-guard."

"The hunters revolver encourages fast, brutal combat. A user must be wary of letting the weapon run wild, lest they get caught up in the moment and injure themselves. Only cinders and steel can cleanse this curse."

One-Handed Melee Weapon (Exotic)
Cost: 700 gp
Dmg (s): 1d6
Dmg (m): 1d8
Critical: 19-20/x3
Range Increment: -
Weight: 6 lbs
Type: Slashing

Exotic Firearm
Cost: 700 gp
Dmg (s):[/] 1d8
[b]Dmg (m):
1d10
Critical: x4
Range Increment: -
Misfire: 1-4 (10 ft.)
Capacity: 6
Weight: 6 lbs

The Hunters Revolver has the following features:

  • The Hunters Revolver can be wielded as a double weapon, alternatively slashing and firing shells.
  • The Hunters Revolver adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After the Hunters Revolver deals damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.
  • When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature.
  • Pulling the trigger creates a small explosion with an incredibly short range. The user can fire shells to attack an area and everyone in it, not a specific creature. The user targets an adjacent 5 ft square and makes an attack roll; the targeted area has an effective AC of 10. Every creature within the affected area takes the weapon's damage.
  • The Exchange

    DM and Johnnycat93, thanks for your submissions there, and everyone else too. I've discussed it with the other players and there were some intriguing choices, but we thought the best fit was psionichamster with Harek Ironshirt. Many thanks to everyone for responding.

    When campaigns go on, we're bound to have players come and go. I might take a note of each of the players here, and if there's a gap in future I might PM to see if you'd still want to join our party, I find it easier than running a recruitment thread for only one or two spaces. If you'd rather I not include you, just post a quick note here to let me know, otherwise I might see you in another game in the future.

    Thanks,
    CrazyHedgehog


    Glad to be selected, thanks, CrazyHedgehog.

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