Red Hand of Doom - E6


Recruitment

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It's a classic adventure. As travelling adventurers coming to the Elsir Vale, you soon stumble into a plot woven by the sinister Red Hand, aiming to forge a goblin nation from the fires of the Elsir Vale and unleash a long-bound evil. Basically business as usual.

But it's Golarion
For our purposes, the Elsir Vale replaces the country of Isger in Golarion. Cheliax and Andoran are the nearest countries to have been developed by pathfinder, so if you need some setting hooks, those are the main options to go for. You'll be travelling into the Elsir Vale from the Andoranian side.
I may throw a Chelian or Andoranian subplot in there, but eh. It's mostly to make writing backstories easier on you guys.

But it's E6
E6 is a variant rule where leveling stops once you reach level 6. No-one in this setting has more than 6 class levels. Once you hit level 6, you gain a bonus feat for every 5000xp you earn after that.

Character Creation
Starting level: 4. You're fairly experienced adventurers, or otherwise skilled individuals, but you're not yet at your peak of ability.
Starting Wealth: WBL for 4th.
Ability Scores: Choose one of the following sets before applying bonuses and penalties.
17/16/14/13/10/8
16/16/15/14/13/8
Hp: Max at all HD. This goes for companions too, but not summoned creatures.
Traits: 2.
Variant Rules: "Extra options" presented as variant rules (i.e. variant multiclassing or Wordcasting) are allowed; changes to how the game functions (i.e. revised action economy) are not. No race builder.
Sources: Generally speaking, all paizo content is allowed. Keep it sane with the races please, though.


dot

E6 seems really interesting.


I am very, very tempted by this as I usually prefer low-level play and I've always wanted to play RHoD, doubly so if it is set in Golarion.

I've no experience with the E6 rules variant. Are the first six levels modified at all?


Sounds great. I totally have this crazy idea to have all the fourth level iconics fight against an Hobgoblin assult barge, plus the first encounter in the module.
As is, I have a brawler/sorcerer that I'm polishing up.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

This could be interesting. Are you going to be using the P6 Codex? It offers an avenue to get limited use of abilities gained at slightly higher levels, via epic and signature feats.


I started a red hand game with this character. Will have adjust the stats but the back story is there.

Gnome bard/gunslinger


Here is sixteenbiticon's submission other than finishing up some shopping if I get picked. I'm a dagger slinging vigilante/warpriest of Pharasma. Crunch is done, I'll work on the background over the next few days.


Quote:
I've no experience with the E6 rules variant. Are the first six levels modified at all?

Not in the slightest.

John Woodford wrote:
This could be interesting. Are you going to be using the P6 Codex? It offers an avenue to get limited use of abilities gained at slightly higher levels, via epic and signature feats.

Not the P6 codex specifically no, but we can work out something similar.

Generally speaking, each character would be allowed one 'epic' feat that gives them a 7th or 8th level class feature, open to negotiation. That could be the 7th level ability from Variant Multiclassing too, if you want.

Sovereign Court

This certainly has my attention :-)


Luke_Parry wrote:
This certainly has my attention :-)

That's good to hear.

A general note to people:

Mounted characters are fairly viable in this adventure. You can't bring your mount absolutely everywhere, but the large majority of the fights and situation allows for them.

Also purchased mounts can be pretty viable in an E6 environment, if anyone wants to go that route.


I am leaning toward playing a halfling rogue, possibly multi-classing with a bit of monk or arcane spellcaster.


Imma dot here for now. I have always wanted to try E6. I think someone mounted.


How lengthly is Red Hand of Doom?
I'd be very interested but I've had bad luck with long AP's online as they usually just vanish midway through.

I can fill slots as I have tons of E6 characters I'd love to play; the system is so much fun!

Follow up question, are we using Partial BAB and Partial Saves from Unchained or is it the standard way BAB and Saves are calculated?


Hubaris wrote:

How lengthly is Red Hand of Doom?

I'd be very interested but I've had bad luck with long AP's online as they usually just vanish midway through.

I can fill slots as I have tons of E6 characters I'd love to play; the system is so much fun!

Follow up question, are we using Partial BAB and Partial Saves from Unchained or is it the standard way BAB and Saves are calculated?

It's not an AP. Going from the length of it, it seems roughly equivalent to one chapter of an adventure path. Maybe a bit more than that.

Saves and BAB are standard.


Ierox wrote:
Hubaris wrote:

How lengthly is Red Hand of Doom?

I'd be very interested but I've had bad luck with long AP's online as they usually just vanish midway through.

I can fill slots as I have tons of E6 characters I'd love to play; the system is so much fun!

Follow up question, are we using Partial BAB and Partial Saves from Unchained or is it the standard way BAB and Saves are calculated?

It's not an AP. Going from the length of it, it seems roughly equivalent to one chapter of an adventure path. Maybe a bit more than that.

Saves and BAB are standard.

Thanks for the quick response, I'll have something whipped up soon!


Red Hand of Doom (as written for 3.5) goes from 6th to 12th. The Pathfinder conversions scale down the starting level a bit since the classes are a bit stronger. But yeah, it's roughly equivalent to 2-3 books of an AP, depending on decisions made. It's a great, great module.

Silver Crusade

Ran it modified as a DM for a Forgotten Realms campaign, players & I had a fantastic time with it.

@Ierox, would a more-powerful race like centaur or minotaur be appropriate? Perhaps a half-dragon?


Torvald Stonecask wrote:

Ran it modified as a DM for a Forgotten Realms campaign, players & I had a fantastic time with it.

@Ierox, would a more-powerful race like centaur or minotaur be appropriate? Perhaps a half-dragon?

No, it wouldn't be. Stick to races around the core balance point, please.


Ya its really one of the best adventures ever made. In my opinion. i'll dot.

Liberty's Edge

Interested in this!! Have been trying to get into a Red Hand game for some time!!
Will get something up asap!


Dot for some kind of oradin, not sure what exactly.


just a little plug for Shishka....

you should pick her because she has a "Grappling Hook!"

Sovereign Court

Currently leaning towards a Half-Orc Monk(Zen Archer)... failing that, probably a Half-Orc Inquisitor :-)

Liberty's Edge

Sorry Luke_Perry...I just rolled up a zen archer...did not see your post until I was uploading her as my submission. Sorry.

That said, here is my submission (crunch) for this game. She is a Zen Archer from the far away lands of Tien Xia. A traveler who has found herself on the road to the Elsir Vale to investigate a rumor of a rival martial arts school that has turned to evil.

Setomi:

Setomi
Female human (Tian-Shu) monk (zen archer) 4 (Pathfinder RPG Advanced Player's Guide 115)
LN Medium humanoid (human)
Init +5; Senses Perception +11
--------------------
Defense
--------------------
AC 19, touch 19, flat-footed 15 (+3 Dex, +1 dodge, +1 monk, +4 Wis)
hp 35 (4d8+12)
Fort +6, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 40 ft.
Melee handaxe +6 (1d6+3/×3) or
. . unarmed strike +6 (1d8+3)
Ranged or
. . +1 composite longbow flurry of blows +8/+8 (1d8+4/×3) or
. . +1 composite longbow +9 (1d8+4/×3)
Special Attacks flurry of blows, perfect strike 4/day, zen archery
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 13, Wis 18, Cha 8
Base Atk +3; CMB +6; CMD 25
Feats Deadly Aim, Dodge, Extra Ki, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits reactionary, wisdom in the flesh
Skills Acrobatics +11 (+15 to jump), Climb +9, Escape Artist +8, Knowledge (history) +6, Knowledge (religion) +6, Perception +11, Ride +7, Sense Motive +10, Stealth +9
Languages Common, Goblin, Tien
SQ fast movement, ki archery, ki pool (8 points magic), slow fall 20 ft.
Combat Gear potion of cure moderate wounds (2); Other Gear +1 composite longbow (+3 Str), handaxe, ring of sustenance, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), soap, trail rations (5), waterskin, 186 gp, 1 sp
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Perfect Strike (2d20, 4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.


Those point-buy spreads, do they include a 4th level advancement?
Also I'll be bringing in some sort of Harpoon Grapple expert; just working out kinks now.


Hubaris wrote:

Those point-buy spreads, do they include a 4th level advancement?

Also I'll be bringing in some sort of Harpoon Grapple expert; just working out kinks now.

No, they don't include the level 4 bonus. Nor racial modifiers, obviously.

I've never actually seen a grapple expert played, Harpoon or otherwise - my groups have always gone all in on damage, with the occasional tripper.

Looking forward to seeing what you do with it.

Sovereign Court

@Daniel: Eh, fair enough. I'll leave you too it, then.


Are unchained classes allowed, in particular the unchained rogue?


Sean Weasley wrote:

Are unchained classes allowed, in particular the unchained rogue?

Yes, they are.


Very interested, probably a mounted character. Deadline for submissions?


I am dotting as well! I'm thinking a cleric of Cayden Cailean to help fight the terrible tyrants of the Red Hand!

One question though; are background skills being used for this game?


Sorry for the delay, finally got my entry up!

Didn't know how people did it with all the cool bolds in spots (unless they did that manually, oh boy!) so I just wrote it out.

Please let me know if there are any issues, and good luck and good writing to all of you :)

After I saw the Constable Cavalier and the Darechaser Prestige Class, I fell in love with this idea and dropped the Harpoons for a more standard approach, hope I didn't burst your bubble too much!

Background and Fluff

Spoiler:

Here is my entry, Bran O'Rim! An escaped slave from a Days of Wrath in Cheliax, he has since dedicated his life to perfecting his craft; traveling to Andoran to find kindred spirits and one day hoping to break the bloody sports corrupting the world. Until that impossible day though, he needs coin to free those trapped where he once was and is acting as a bouncer and caravan guard until something bigger comes up, keeping himself in shape in the process.

Bran is a Grappling Expert who takes no guff from anyone, and knows that once he has you in his grasp, he won't let go until the threat is dealt with. A kind, if boisterous man, Bran's heart is in the right place, even if it doesn't show in his exterior. He doesn't take too kindly to those who blaspheme Kurgess, and has a distinct hatred for those who corrupt the beauty of honest sport; getting easily worked up over it. Growing up in Cheliax has given him an edge over many of the others in his field, as he is used to fighting supernatural and physical threats, something he uses to pump himself up.

Belief: Strength isn't to be squandered, nor should it be used to oppress, at that point it loses all of its magic.
Goal: To one day stop as many of the Days of Wrath as possible, or more realistically, free as many slaves from them.
Instinct: Restrain first, ask questions after.
Virtue: Dedicated
Vice: Overzealous
Quote: "If I am to fight a foe, lets make it bigger and badder then the last!"

Crunch

Spoiler:

Bran O’Rim

Male human Cavalier (Constable) 1 / Brawler (Strangler) 2 / Barbarian (Invulnerable) 1
NG Medium humanoid (human)
Init +3; Senses Perception +9
Favored Class: Brawler (+2 to Grapple and Trip CMD)
Human Racial Traits: Shadowhunter, Skilled

--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+3 Dex, +2 Shield, +6 Medium Armor)
hp 54 (1d12 + 3d10 + 12)
Fort +11, Ref +7, Will +5
ACP -2

--------------------
Offense
--------------------
Speed 30 ft.
Melee Mithral or Mwk Cold Iron cestus +9 (1d4+4/19-20/×2)
Rage +11 (1d4+6/19-20/x2)
Ranged Masterwork composite longbow (4) +8 (1d8+4/×3)

Special Attacks
Grapple Damage 2d6 + 1d4 + 4
When Challenging a foe, may perform a free Grapple attempt on that foe after a full round attack.

--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 13, Wis 14, Cha 8

Base Atk +4; CMB +8 (+3 Grapple, +4 extra to maintain a Grapple); CMD 17 (+5 v. Grapple, +2 v. Trip)

Feats Iron Will (Human), Dirty Fighting (HD1), Improved Grapple (Brw2), Extra Rage (HD3), Escape Route (Tactician)

Traits Armor Expert, Secret Knowledge (K: Religion)

Skills (24 Total) Acrobatics 4 (+8; +4 to Jump), Climb 4 (+9), Perception 4 (+9), Sense Motive 1 (+6), K: Dungeoneering 1 (+5), K: Local 1 (+5), K: Nature 1 (+5), K: Religion 1 (+7), Ride 1 (+5), Stealth 1 (+5), Survival 1 (+6), Swim 4 (+9)

Languages Common, Infernal

SQ fast movement, rage (13 rounds/day), challenge 1/day, tactician 1/day, martial flexibility 4/day

Weapons Mwk Composite Longbow (4), Mwk Cold Iron Cestus, Mithral Cestus
Combat Gear potion of cure light wounds (1), potion of cure moderate wounds (2);
Magic Gear armbands of the brawler, cloak of resistance +1, ioun torch
Armor +1 buckler, masterwork agile breastplate
Other Gear traveler’s any tool, fighter’s kit , 46 gp, 1 sp

--------------------
Special Abilities
--------------------

Barbarian (Invulnerable Rager)
Rage: The barbarian can gain a +4 morale bonus to Str and Con, a +2 bonus to Will saves and a -2 to AC
Fast Movement: The barbarian gains 10 feet of untyped movement

Brawler (Strangler)
Martial Flexibility: As a move action can gain a combat feat you qualify for 1 minute or until used again
Strangle +2d6: When dealing damage with a grapple, the brawler may add 2d6 precision damage
Practiced Strangler: The brawler doesn’t take penalties to Dexterity or lose her Dex bonus when grappled or grappling

Cavalier (Constable)
Challenge: The cavalier can challenge a target as a swift action, gaining +1 damage against them and allowing her a free grapple attempt during a full-round attack. She takes -2 AC to targets other than her challenge
Apprehend: The cavalier may make a grapple attempt at the end of a charge instead of her normal attack.
Tactician: May share Escape Route as a Teamwork feat to those within 30 feet for 3 rounds
Order (Hammer): The cavalier may add her Strength modifier in addition to her Dexterity modifier when Jumping. The cavalier may perform a free grapple attempt on the target of her challenge after a full-round attack.

Human
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.


Definitely dotting, I've really wanted to take a look at E6, and now I'm thinking a Ranger would be excellent for the frontier setting; bird companion could be fun, and I'm debating whether to go with goblinoids or humans for favored enemy...


Part of me wants to dot. Part of me wants to dot very much.

What posting rate and game style are you looking at?


TheSilverDreamer wrote:
Definitely dotting, I've really wanted to take a look at E6, and now I'm thinking a Ranger would be excellent for the frontier setting; bird companion could be fun, and I'm debating whether to go with goblinoids or humans for favored enemy...

Favored Enemies:
Humanoid(Human) is a really poor choice.
Inlaa wrote:

Part of me wants to dot. Part of me wants to dot very much.

What posting rate and game style are you looking at?

Posting rate is fairly relaxed 1/d-ish (but it's more of a guideline than an actual rule), except when in combat. If you don't post your actions within 24h of your turn starting, I'll bot you.

What do you mean "what style am I looking at."? Elaborate on your question please.

WarforgedMan wrote:

I am dotting as well! I'm thinking a cleric of Cayden Cailean to help fight the terrible tyrants of the Red Hand!

One question though; are background skills being used for this game?

Background skills are not in use, no.

Hubaris wrote:

Sorry for the delay, finally got my entry up!

Didn't know how people did it with all the cool bolds in spots (unless they did that manually, oh boy!) so I just wrote it out.

...

I think there's a filled out document you can write into with the code already written in floating around somewhere.

A lot of people (not me, but a lot of people) use Herolab to create their stuff, and that one does the bold code automatically.

Aldizog wrote:
Very interested, probably a mounted character. Deadline for submissions?

No deadline at present. I'll close it when I feel like I have enough good characters to pick from.


Quote:
What do you mean "what style am I looking at."? Elaborate on your question please.

Style of roleplay, pacing, anything you feel is relevant to your GMing style, etc.


Inlaa wrote:
Quote:
What do you mean "what style am I looking at."? Elaborate on your question please.
Style of roleplay, pacing, anything you feel is relevant to your GMing style, etc.

That's still extremely broad. Oh well, you'll get an answer, I suppose.

RHoD is a very classic adventure. You kill people and take their stuff, and RP in the meantime. The game is heroic in nature. The good guys are good, the bad guys are bad, and you're saving the good guys from the bad guys.

There's some social challenges there, but they're hardly the point of the adventure. Unless you make a point of making it so.

It's fairly railroady, but I prefer to work with pcs who make their own plans rather than dumbly go along with everything, and the scenario is set up to accomodate that, even though it'll screw with the level scaling and supposed pacing a little bit.


Ierox wrote:


Hubaris wrote:

Sorry for the delay, finally got my entry up!

Didn't know how people did it with all the cool bolds in spots (unless they did that manually, oh boy!) so I just wrote it out.

...

I think there's a filled out document you can write into with the code already written in floating around somewhere.

A lot of people (not me, but a lot of people) use Herolab to create their stuff, and that one does the bold code automatically.

Thanks for the info. I thought I may have been missing some sort of forum option thats been buried somewhere.

Also if we have minor changes here or there, are submissions set in stone? I saw a mistake or two in terms of calculating stuff as well (ie: 1 to many potions for example). Minor as in a skill rank here or there, swap a feat, etc? I know some people are real sensitive about that once submissions are in so I'd figure to ask. Also I ask a lot of questions, so free bump for you I guess :P


Hubaris wrote:
Ierox wrote:


Hubaris wrote:

Sorry for the delay, finally got my entry up!

Didn't know how people did it with all the cool bolds in spots (unless they did that manually, oh boy!) so I just wrote it out.

...

I think there's a filled out document you can write into with the code already written in floating around somewhere.

A lot of people (not me, but a lot of people) use Herolab to create their stuff, and that one does the bold code automatically.

Thanks for the info. I thought I may have been missing some sort of forum option thats been buried somewhere.

Also if we have minor changes here or there, are submissions set in stone? I saw a mistake or two in terms of calculating stuff as well (ie: 1 to many potions for example). Minor as in a skill rank here or there, swap a feat, etc? I know some people are real sensitive about that once submissions are in so I'd figure to ask. Also I ask a lot of questions, so free bump for you I guess :P

You can make tweaks to stuff right up until the point we start the first combat, no worries. I'd rather not see a character I picked become something else entirely after he joins up, but relatively small changes are entirely fine.


So E6 sounds just so appealing for a martial... but the party might need a cleric. He's also a bit like a wizard (Nethys) and a bit like a bard (VMC). Is it a hard-and-fast rule that no more than X% can be on any one item? He'd like to put nearly all his wealth into his Quarterstaff of Entwined Serpents so he can have something to do round-to-round. Can switch that around if it is a problem.


Zelligar the Mystic wrote:
So E6 sounds just so appealing for a martial... but the party might need a cleric. He's also a bit like a wizard (Nethys) and a bit like a bard (VMC). Is it a hard-and-fast rule that no more than X% can be on any one item? He'd like to put nearly all his wealth into his Quarterstaff of Entwined Serpents so he can have something to do round-to-round. Can switch that around if it is a problem.

Oooh, that's so cool! You're entirely free to do whatever you want with your available wealth, and that item happens to be a favorite of mine.

I had a high-magic city once who issued them to their police force.


My character Yulai Sakura, a kitsune paladin of Shelyn, is finished.

Warning Lots Of Crunch:
Yulai Sakura
Female kitsune paladin (chosen one) 4/oracle* (Pathfinder Player Companion: Familiar Folio 6, 10, Pathfinder RPG Bestiary 4 175)
LG Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception -1
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 48 (4d10+8)
Fort +9, Ref +10, Will +6; +2 vs. death
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron kunai +6 (1d4+2) or
dagger +6 (1d4+2/19-20) or
bite +1 (1d4+1)
Ranged paueliel composite longbow +9 (1d8+2/×3)
Special Attacks channel positive energy 2/day (DC 15, 2d6), smite evil 2/day (+3 attack and AC, +4 damage)
Spell-Like Abilities (CL 4th; concentration +7)
3/day—dancing lights
2/day—charm person (DC 14), disguise self
Paladin Spell-Like Abilities (CL 4th; concentration +7)
At will—detect evil
Paladin (Chosen One) Spells Prepared (CL 1st; concentration +4)
1st—lesser restoration
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 15, Int 14, Wis 8, Cha 16
Base Atk +4; CMB +6; CMD 20
Feats Fey Foundling[ISWG], Fox Shape, Magical Tail[ARG], Magical Tail[ARG]
Traits deadeye bowman, fate's favored
Skills Acrobatics +1 (-3 to jump), Craft (bows) +4, Diplomacy +10, Handle Animal +9, Linguistics +3, Ride +8 (+10 to stay in the saddle), Spellcraft +9, Use Magic Device +7
Languages Celestial, Common, Elven, Senzar, Sylvan, Undercommon, Varisian
SQ change shape, divine guidance, domain influence, lay on hands 5/day (2d6), lay on paws, mercy (decieved), mystery (life), oracle's curse (wrecking mysticism), revelation (life link), share will
Combat Gear adamantine durable arrow (20), cold iron durable arrow (50), silver blunt arrows[APG] (50), wand of cure light wounds; Other Gear kikko armor[UC], heavy wooden shield, cold iron kunai (4), dagger, paueliel composite longbow (+2 Str), efficient quiver, fruitful sash, traveler's any-tool[UE], bedroll, belt pouch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, musk ox, bit and bridle, blanket, feed (per day), hide barding, military saddle, quarterstaff, saddlebags, sling, 2 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Change Shape (Human) (Su) Assume a single human form.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Domain Influence (Sp) When your or familiar fails a save, the other can roll in their place.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Fox Shape You can take the form of a specific fox, as beast shape II.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Life Link (1 max bonds, 110 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Decieved) (Su) Retry disbelief save vs. illusion that failed in last min.
Paladin Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Wrecking Mysticism A divine entity has blessed you with a source of eldritch power that erodes your fortitude, increasing by 50% the duration of any poison, sickened condition, or nauseated condition affecting you. Gain Magical Tails

--------------------

Os Uushi
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (+4 armor, +4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee (M) quarterstaff +1 (1d6+9) or
gore +7 (1d8+9)
Ranged (M) sling -5 (1d4+6)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Light Armor Proficiency, Medium Armor Proficiency
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ combat riding
Other Gear hide armor, quarterstaff (2), sling, bit and bridle, blanket[APG], feed (per day) (2), military saddle, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.

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Yuki
Female arctic fox
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 24 (1d8+1)
Fort +5, Ref +4, Will +5
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Offense
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Speed 40 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +2 (+14 to jump), Diplomacy +2, Handle Animal +1, Linguistics -1, Perception +8, Ride +6, Spellcraft +2, Stealth +10 (+14 while in snow), Survival +1 (+5 to to track by scent), Use Magic Device +2; Racial Modifiers +4 Stealth while in snow, +4 Survival to to track by scent
SQ domain influence, hunting, improved evasion, share will
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Special Abilities
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Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Domain Influence (Imagination, 1/day) (Sp, Su) When your or familiar fails a save, the other can roll in their place.
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

That was an interesting build.

We're an ox riding paladin. We aren't firing our bow from ox back anymore (that would be silly) now we dismount and talk and then well probably shoot things. (To Yuki's despair, but at least we remember to get back on our ox.) Our ox can be trusted with protecting our familiar Yuki, who is much more capable of telling the ox what to do than we are, and also with beating up any kobolds that try to steal our backpack or irritate Yuki.

I tried to keep the optimization to a minimum and just leave open feat chains for future progression. I took the VMC Oracle for Life Link at the expense of feats. So we're a bad paladin archer for our level, missing point-blank, precise, rapid shot vs the straight human plan, but in return we can heal our party some. In the future I see us pretty easily filling up on archery, extra lay on hands, etc, but right now we are feat poor and running shy on gold after our last attempt at helping didn't turn out to pay in earthly riches. Did you know that grain is gold? Now we do too.

Time to hit town and find someone a bit more urbane to help. Luckily, we're especially good at helping, well our friends are anyways, and we try. Yuki says it's important to keep trying, we'll get there eventually. If you've ever seen Mulan or The Sword In The Stone, I'm trying to split the difference with Sakura between early Mulan and Wart in terms of falling over themselves to be helpful, and similarly between mushu and archimedes for Yuki as 'instructor in being a paladin'.

As an aside, I'm interested in trying out E6 because my first reaction was "cool" and then I thought about it and started to worry about various missing things that were bumped up in level from 3.x to pf, and now I'm back to "try it and see, worst case we change our minds later".

E6 vs P6 vs P8:
Having thought about E6 a bit - I think we might end up wanting to play to P8 for pathfinder. Here's my concern:

1 - Lots of classes get features at 7 and 8 that feel heroic, and in particular it feels really bad taking some of the 3/4 classes that are supposed to hit things. Turning these into feats seems worse than just giving levels.
2 - A number of level 6 feats from 3.5 were snapped to grid when they reworked feats to be every odd level instead of every 3rd and ended up at 7. Leadership is an example - in E6 you can get it at 6, in P6 you can't.
3 - The martial capstone of +6/+1 feels less relevant than the level 8 class feature, even for fighters who can get Advanced Weapon Training. Conversely, every 3/4 class that wants to hit people really misses their second iterative.
4 - Level 9 is when 5th level spells land, and generally that's when the big transportation and battlefield wide control spells show up and you start skipping the goblins for the generals. Now don't get me wrong, in pathfinder Level 4 spells are absolutely still good (black tentacles, dimension door) but they are also generally limited to a single battle in a reasonable space.
5 - Meanwhile level 4 spells are still what I would consider staples of heroic adventurer utility things like basic debuff curing - Restoration and Neutralize Poison are at 4, as are darkvision (communal) and Tongues. These seem like pretty big gains in party fun, running around with negative levels until campaign end is pretty unfortunate and not much fun. Same with being unable to talk to a relevant npc because noone knew at level up to take Aklo or w/e.

All that said, it's levels away so I'm not going to sweat it for now.


Here is Sean Weasley's submission. I will probably be editing her equipment until the last possible minute, and augmenting her description and background, but she is more or less done. She is an acrobat, infiltrator, duelist, and spy, and she knows what the fox says.


I've decided to concentrate my efforts on getting into an Ironfang Invasion game so I will be withdrawing Davn. Have fun everyone, I hope this one goes the distance.


Since everyone is making halflings, I'm gonna be a rebel and make a big, dumb brute. Actually, make that two big, dumb brutes.

At least, they WANT everyone to think they're just dumb brutes. They're actually quite clever.

I'm not done statting him up just yet (I need to buy his gear and transfer the information over to the Paizo forums), but here's a look at Bors the bastard son of nobody important.

Notes on Crunch:
Bors is a level 4 Half-Orc Cavalier (esquire archetype) VMC Barbarian. His aide-de-camp is his brother, Cam, a level 2 Half-Orc Armored Hulk Barbarian. They hail from Lastwall, but have taken to wandering since half-orcs aren't exactly given warm welcomes in most parts of the world.

Right now they simply use the Amplified Rage teamwork feat and Power Attack to smash through their enemies, but once Bors is level 5 and Cam is level 3, Cam will take the Butterfly Sting feat so he can use his falchion to provide free criticals to Bors (who wields a Pickaxe which has a x4 crit).

Bors has 7 skill points a level and 16 CHA, making him a suitable party face. He's a solid frontliner, but his 8 DEX and rage means that his AC will probably suffer a lot, so I'll be investing largely in defensive items for him. His saving throws during a rage should be good (+11 Fortitude and +6 Will during a rage with a chance to reroll will saves against certain spells and effects).

As for Cam, he'll be doing a lot of more nature-themed stuff with his skill points. He'll play the same role that Bors does in combat (smashy smash), but give up his criticals to make Bors shine. If he can't get past level 4, a keen falchion is in his future.

Also, here's a more detailed look at the pair's backstory:
Bors and Cam were not supposed to happen. Their mother, Giselle Tiller, was a beautiful young woman, a newlywed in a border village in Lastwall. Her husband, Andrich Tiller, was a proud farmer and a member of the local militia. But an orcish raid struck the village, and as bravely as the militia fought, some of the raiders circled around the battle lines and threw themselves into the village. The orcs were slain, but not before they committed several atrocities, one of which would eventually lead to the half-orc brothers' birth.

It was not a happy birth. Giselle was in great pain through the ordeal. After the children were born, she grabbed her husband's hand and made him promise not to blame the children. Then, she died.

Andrich could not bear to live in the same house - nay, the same village - where his wife had died. Her memory haunted him too much. He sold the farmhouse that had been theirs, a farmhouse that had been in the family for four generations, and left the village to go to the big city. There he became a member of the city watch, putting his experience in the militia to good use. He raised Bors and Cam as if they were his own - at least, he tried to - and named them after two of his uncles. But as a single father, he just didn't have much time to take care of them, and there weren't many women that were eager to marry the man and become the mother of half-orc children.

The two brothers were very close, much closer to each other than to their father. Unfortunately, they also fought a lot. They loved to fight, and they got good at it. As they got older, they made money doing "odd jobs" and by participating in underground fighting rings. Andrich eventually found out, and he was not happy. He found them jobs to occupy their time: Cam got apprenticed to an herbalist (a friend of Andrich's), and Bors was offered a job in the mines.

Bors hated working in the mines. Sure, he could see just fine in the dark, and he was well suited to the backbreaking labor, but he found it demeaning. It grated his nerves. It therefore came as no surprise to anyone that when a knight errant of questionable reputation noticed the brawny half-orc knocking three men senseless in a bar brawl and offered him a job as his squire Bors leapt at the opportunity.

Bors adventured with the knight, one Sir Ulric, for five years. He learned a lot under his tutelage, and the knight proved to be a noble enough man despite being known as a drunkard and a lover of battle. He taught Bors how to channel his anger, and he even started teaching him a lot about the customs of foreign lands. Bors mostly took an interest in knowing about how to reach those lands and how to kill the monsters that lurked in them. He also baffled Ulric by insisting that he use a pickaxe for fighting. As much as the half-orc hated mining, he didn't mind digging out monster brains with that tool.

In the end, though, a crossbow bolt to the chest spelled his end. In his dying moments, Ulric gave Bors a rather half-assed knighting and told him to go be his own man.

Bors went and found his brother afterwards, calling himself a knight ("of an order of one") and suggesting they could be partners and adventure together. Apparently, Cam didn't enjoy herbalism any more than Bors enjoyed mining, and he liked hitting things just as much. He agreed, and since then the two brothers have been on several adventures together, cracking skulls and earning themselves some fat coinpurses.

I don't know how you want Cam to be statted. Elite array? Something more generous? 15 point buy? Can he have traits? Whatever the case, he'll have a high STR and at least 13 INT.

Also, what happens to Cam as Borris starts getting bonus feats from going past level 6? Does Cam eventually become level 6 as well and gain bonus feats at a slower rate, or does he stay at level 4 and gain no bonus feats? I'm not sure how leadership works in E6.

EDIT: Also, one last note... I'm going to go ahead and make Bors Neutral Good. He likes to come across as this big, rude a$!#*~* who worries about number one first and foremost, but when push comes to shove he'll stick his neck out for the little guy. He's not a part of any official knight order, and he's not even sure his tutor was, either.


The cohort can use elite array (15/14/13/12/10/8).

I'm inclined to let you transfer feats to the cohort, if you want to, but baseline, he'll just keep being a 4th level character.

You don't have to set up a statblock on the alias if you don't want to - a mythweavers sheet is fine.


Hmm... I guess that just means I'll need to be careful and protect Cam well. Maybe I can eventually give him Lunge so he can stay behind Bors.

But that judgment seems very fair to me. I'll finish the character either before I go to work or after I come home.

EDIT: Oh, and Cam doesn't start with any wealth I assume? I just share Bors' wealth with him?


He starts with basic NPC wealth for his level. I think that's 390gpat level 2? You can give him some of your wealth too if you want, of course.


Are we allowed to have hirelings? If so, how many?


Sean Weasley wrote:

Are we allowed to have hirelings? If so, how many?

No hirelings. Leadership is also not allowed (not that you ever reach a level where you qualify). Inlaa has managed to find an archetype that gives a cohort as a class feature though, which is why we're discussing that stuff.

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