Linear Fighters, Quadratic Hobgoblins - an all-fighter Ironfang Invasion PbP


Recruitment

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FangDragon wrote:
Gloomblade looks neat, not seen that archetype before.

I second that emotion.


Ranged eh? Can't go wrong with an archer, but everyone's been there and and done that. I wonder if I can make a star-knife build work...


I love Desna-worshipping starknife-wielding Ricochet Toss fighter builds! Go for it! :D


I can say that pretty much whoever we get, we can design party tactics to make the best advantage of what we have.
Archer? Tank? Mounted? Polearm? Seasoned Commander? Child of Acavna and Amaznen? Iron Caster? Dirty Tricks? Crossbowman?
Sure. All of these can be useful.

There's no one thing we need.


Benedict the Clever wrote:

I can say that pretty much whoever we get, we can design party tactics to make the best advantage of what we have.

Archer? Tank? Mounted? Polearm? Seasoned Commander? Child of Acavna and Amaznen? Iron Caster? Dirty Tricks? Crossbowman?
Sure. All of these can be useful.

There's no one thing we need.

But what about the rarely seen 'Sensate'?


Sensate has a lot of strengths. Great saves and Perception. Sensate, Unbreakable, Brawler Archetype, Cad, Eldritch Guardian, Foehammer, Lore Warden, Steelbound, lots more. Sure. Even if a given archetype is seen as fairly sub-optimal, we can probably find a way to work almost any fighter into our tactics.

Except maybe the Aquanaut.


Benedict the Clever wrote:

Except maybe the Aquanaut.

So, you want to be *totally* unprepared for the Ironfang Legion's underwater naval attack?

No one ever sees it coming.


There's so many fun Fighter archetypes, though a lot of them miss out on cool new stuff because they give up weapon training. I used to adore the Mobile Fighter until the Weapon Master's Handbook came out.


How elaborate of a backstory do you want? I was thinking of doing it in the format of his 'termination' letter from Medenvian Crusader Training camp.


I know you are wanting all fighter builds. But what about eldritch heritage, vmc, familiar, and/or animal companions for some wierd magical abilities without actually having caster levels?


Interested and will adjust soon


Eldritch heritage, vmc's, familiars and animal companions are all fair game. Go wild.

I don't require novella-length backstories, but I'll check out whatever you provide. Anything that helps me get a feel for the character, showcase your writing style and creativity, and generally want to see this character in action. If you can do that in a few paragraphs, great! If it takes longer than that, no worries.


I will create an alias if selected. I present Kemel Mentys, oread siegebreaker.

Kemel Mentys Crunch:

Male Oread Fighter (Siegebreaker)
N Medium outsider (native)
Init +2; Senses Perception +2; Darkvision 60ft.
Aura 10ft. Stoic Dignity.

DEFENSE
AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 natural, +1 magic)
hp 31 (3d10+9)
Fort +7, Ref +2, Will +3 (+1 vs mind affecting effects)

OFFENSE
Speed 20 ft.
Melee Earth breaker +7 (2d6+6/x3)
Great Axe +7 (1d12+6/x3)
Dagger +7 (1d4+6/x2)
STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +7 (+9 bull rush); CMD 18 (20 vs bullrush)
Feats: Power Attack, Improved Bull Rush
Traits: Stoic Dignity, Inspiring Rush
Skills Climb +3(+9), Perception +4, Survival +7
Languages: Common, Terran

Gear:
Weapons- Earth Breaker,Great Axe, dagger
Armor-Full Plate
Magical Items: Bracers of Armor, Traveler's Any Tool, Potion of Cure Moderate Wounds
Other: Soldier’s Uniform, Fight’s Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.) Tanglefoot Bag
Cash- 326 gold

RACIAL
Treacherous Earth (standard action, 1/day, 3 minutes):
10-foot-radius patch of earth, unworked stone, or sand is turned into an area of difficult terrain, centered on an area the oread touches.

Stone in the Blood (6hp/day maximum):
Fast healing 2 for 1 round anytime they are subject to acid damage

CLASS/ARCHETYPE:
Breaker Rush (Ex)
Can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity.
When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic).

Armored Vigor (Ex) (swift action, 5/day, 1 minute):
At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level.

This ability replaces bravery.

Breaker Momentum (Ex)
At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action.
This ability replaces the feat gained at 2nd level.

Letter of Rejection:
Wealday, 26 Erastus 4717 Can change date to fit game timeline, of course
Kemel Mentys,
This letter is to inform you that your training with the Mendevian Crusade and associated organizations will end as of today.
You have been rejected for the following reason(s):
Failure to maintain proper decorum in camp/barracks
Drunk and disorderly
Attempts to dodge onerous work details
Various pranks and mischief, not excluding the use of magical objects, faked work orders, absconded farm animals and elaborate illusions
Roughhousing and horseplay
Convincing others to join in these undesirable activities
Theft of extra rations, liquor and other luxuries from officer’s mess
Breaking and entering to officer’s quarters, storeroom, quartermaster's office, enterainters housing, theater and other barracks.

This decision is not reversible.

You will receive: Final pay, mustering out sum, any personal items that can be accounted for, and a notice of rejection.

You are requested to return: All arms and gear provided by the Crusade, items borrowed from other recruits, books,charts, maps and other written documents loaned by the Crusade, and your uniform.

Sincerely,
High Captain Irsatil
23nd Company of Iomedan Guards
Medevian Crusade

Writing Excerpt:
Kemel Mentys stopped on the road, peering ahead. The oread was tall and powerfully built, the sun glinting here and there off his armor. His skin was a cool gray, and looked tough and hard, with crack like wrinkles from a life outdoors. Bright sapparhine eyes glinted below heavy over-hanging brows. A thick fingered hand raised to shade against the sun.

Phaendar was close, so close. After so many days on the road, the place had become like a lodestone, dragging him onward. Behind him lay rejection, failure and piles of his own foolish mistakes. As he had walked, he had left that all behind. Firmly behind he told himself.

”A new start.” he said out loud, as he often did on the empty road. His voice was deep but soft, quite at odds with his rocky-like appearance.

Between the sky and the winding road, he wouldn’t reach Phaendar today, even if he pushed himself. No, it would be at that small tiny village they mentioned a few towns back. What was it...Smelt. Right. They told him not to expect much, just a few farming families and a tiny inn. Kemel grins at that. A night under a roof, warm food, talk with the locals, maybe a dance or two?

”No, no.” he says firmly to himself. That was exactly the behavior that had led him into trouble last time. Besides, who knows, there may be Chernasardo Rangers here, he was getting close now. They were why he was here, to impress them, maybe gain a space in their ranks. And they would not be men impressed by drunken louts or dancing fools. No, he would not make that mistake again. A quiet night in the inn, that would be best.

Nodding to himself, the oread starts down the road. His full plate was stowed in a canvas bag at his back, clanging loudly as he walked but Kemel ignored the noise as easily as he ignored the heavy burden.He had always been strong. Equally ignored was the huge war hammer at his back, the earth breaker. The training captain’s had said it was the perfect weapon for him, and he had to admit, the weighty hammer felt good in his hands. A heavy axe was at his belt, razor edge shimmering in the sun. It was a massive weapon, much larger than any woodsmen’s tool but the oread wore it as easily as his clothes. Under all is a battered green uniform, travel stained with a few half-hearted patches.

He kept his eyes to the road, looking for signs of the upcoming hamlet. It didn’t take long and as he rounded a small hill he could see the wide spot alongside the dirt road ahead. In a flash it reminded me of the small villages near his home, in distant Andoran. They had lived in the deep forests, his father a woodcutter. It had been a decent living, safe and secure until a rotten tree trunk spelled an end to his father’s right arm and his career. Young Kemel had been forced to get work quick, and he became a guard for the lumber yards, keeping an eye on their goods for money. He had always been strong so the work had come easily to him and he had kept the family together nicely. But he had always yearned for something more, something greater. Protecting piles of wood was well and good, but protecting people, earning a reputation as a good man, doing great deeds, that was what life was about. So he had left home and headed north to the Crusade, having heard they would take just about anyone.

Except him He thought and shook his head, banishing the thoughts of his mistakes and wasted chances. His eyes narrowed as he got closer to the town. Something was wrong. There was no smoke curling from the houses, no dust rising from feet at work. Even in the most industrious town, not everyone went out into the fields. Was something wrong? An illness perhaps? He hadn’t heard anything on the road by travelers were few between lately.

Moving more quickly Kemel hurried down the slope, and by some instinct pulled his earth breaker free of its sheath. He had not lifted the massive weapon in anger since his misbegotten training but he did it now without thinking. At the edge of town he paused and saw more signs of trouble. Doors hanging open, roofs burned, porches slashed and hacked. Then he saw the bodies. Both animals and people alike, strewn in the streets, bloated and disgusting. It had been some time since the attack. Days? Weeks?

Then he heard a sound and whirled toward, bringing up his weapon. Out of the tiny tavern, two goblins emerged, along with an imposing and hungry looking dog. They seem as surprised to see him as Kemel was to see them. Then Kemel began to move. Hammer rasied high he wordlessly roared, voice no longer soft, but instead sounding like a rocky landslide. Dust flies as Kemel hurdles over the ground, swift as the wind, relentless as the tide, recklessly rushing his foes. The imposing oread comes up to the startled goblins, hacking at one while running the other down, using his heavy weight and momentum itself as a weapon. The goblin was thrown to the ground weapon spinning, while the other choked on its own blood. A quick blow dispatched it. The dog jumped with a growl and Kemel grabbed it out of the air, wrestling with it. A few times the jaws snapped on his forearms, drawing forth dark, iron scented blood. With a cry he hurled the canine to the ground then smashed its head in with his fist. He had always been strong and the skull crumpled like thin tin under his blow.

Then it was over. Three more bodies lay in the street and a puddle of his own blood. He shook his head. There was more going on here then he had thought and perhaps the Rangers would need all the help he could get. But Phaendar, and whatever it held, would have to wait. There was work to be done here, shovel work. It would take time, he would probably still be burying bodies when the sun set. But he had always been strong.

Kemel’s Personality:
Due to his failure at being accepted by the Mendevian Crusaders, Kemel has grown serious. Where before he was a mischievous and prankster minded individual, he has tied this part of his personality to his failure. So now he tries to be stern and serious, at least when dealing with combat and such things. For example he no longer drinks intoxicating liquors at all, despite having quite the taste for them. Only when he truly gets to know someone do they see the flashes of his old temperment. He has a new (thin) shell of sterness covering up a well spring of mirth and happiness that he thinks is detrimental to him being a good warrior.

Kemel has long had trouble with authority. While certainly not a rebel, he has so far mis-understood the value of obeying honorable leadership and is currently trying to learn this lesson. The oread is not a leader by any stretch of the imagination but he has always enjoyed working in groups and is often the first to gather people together to achieve a larger goal.

Religiously he has been a lukewarm follower of Gorum, as he lacks the true lust for battle that a true worshiper of the Lord in Iron has. Kemel’s views success in battle as a way to prove to himself that is valuable and can help people, therefore a means to an end, not an end to itself. He would be quite open to a new faith if one caught his eye and was proposed by someone he respected.

Lastly, Kemel’s father lost his arm in a tree fall and it scarred the young lad. Since then he has been deathly afraid of being maimed and is extremely reluctant to do that to others, almost prefering to kill someone then cripple someone.

Party Role:
As a siegebreaker I imagine Kemel’s role to be a front liner who rushes and breaks up enemy formations, pushing through to the enemy caster or leader. Next level he can get Step Up, so we can plant him near a foe and leave him there. Ideally he will be knocking foes prone, getting AoOs when they stand up and basically hacking them while they lie defenseless. He also isn’t a bad scout (for a fighter) and mobile. If he gets cut off, he (should) be able to break through a ring of foes and get back to the party. Or stay as a distraction and buy time for the party to form up.

Me:
I am a librarian in EST. I have been GMing a number of Solo games here for several years now and am in one party game. Looking to expand my opportunities as a player. GMing is fun but it is fun to be the PC now and then. I have played the a tiny bit of the start of this AP, (like, we just got to the forest basically after the town attack) before the game died. An all fighter party is very interesting to me as I love the tactical part of the game. Due to me having my own games, I check/post daily.

Any questions please ask.


OK I've got a concept just need to write it up if I get a moment tomorrow.


Howdy! I've had a build planned out for a few years now for a fighter who's highest stat is Int - Lore Warden / Learned Duelist. Before I submit it, I have one question: How are we handling Combat Stamina? Is it still purchased?


If you're referring to the Combat Stamina optional rules, we're not using them.


Ah. Alrighty, well that's that build dead. I have some other thoughts - I'd love to try something like a Kobold Dragonheir Scion, but it's kinda nonsensically written and I don't know that you want to mess with fixing it. Gloomblade looked interesting, and I have some ideas for a Crossbowman... lemme think a little more.


OK here's my Desnan star knife wielder.

Background:
The son of Silas and Rebecca a pair of plane hopping Desnans, Rictavio had an elective upbringing. Originally from Varisia, his formative years where spent stuck in Sigil when the family had taken the wrong portal and found themselves indebted to the Harmonium and had little option but to work out their indenture. Forced to rely on their own devices, Rictavio's parents taught him to be self reliant and how to treat wounds when cut off from other resources. Exposure to may strange planar energies had a strange effect on Rictavio and he found he was able to summon figments of pure shadow. Over time his control grew until the forms became stable and solid enough to hold an edge! Eventually the family made their way back to Golorion where Rictavio's wanderlust brought him to Phaendar and the rest was history!

Description:
Six foot tall, dark haired and brown eyed, Rictavio ruggedly handsome with a generous smile. Rictavio is never seen without his midnight blue cloak emblazoned with a tasteful butterfly motif. He wears a battered breastplate, which is polished to a mirror shine but bears no obvious arms.

Crunch:
Rictavio
Male human fighter 3 (gloomblade)
CG Medium humanoid (human)
Init +2; Senses Perception +9 (+7 when further than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 26 (3d10+6)
Fort +6, Ref +4, Will +3 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 starknife +8 (1d4+4/×3)
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 14, Int 12, Wis 12, Cha 17
Base Atk +3; CMB +2; CMD 14
Feats Divine Fighting Technique (desna's Shooting Star), Point-Blank Shot, Precise Shot, Startoss Style, Weapon Focus (starknife)
Traits frontier healer, starchild, trustworthy
Skills Acrobatics -1 (-3 when further than than 10 feet from a fallen ally, -5 to jump), Appraise +1 (-1 when further than 10 feet from a fallen ally), Bluff +3 (+4 to fool others, +1 when further than 10 feet from a fallen ally), Climb -4 (-6 when further than 10 feet from a fallen ally), Diplomacy +10 (+8 when further than 10 feet from a fallen ally), Disguise +3 (+1 when further than 10 feet from a fallen ally), Escape Artist -1 (-3 when further than 10 feet from a fallen ally), Fly -1 (-3 when further than 10 feet from a fallen ally), Heal +10 (+11 circumstance to treat wounds or deadly wounds, +8 when further than 10 feet from a fallen ally), Intimidate +3 (+1 when further further 10 feet from a fallen ally), Knowledge (planes) +9 (+7 when further than 10 feet from a fallen ally), Perception +9 (+7 when further than 10 feet from a fallen ally), Ride -1 (-3 when further than 10 feet from a fallen ally), Sense Motive +1 (-1 when further than 10 feet from a fallen ally), Stealth -1 (-3 when further than 10 feet from a fallen ally), Survival +9 (+7 when further than 10 feet from a fallen ally, +13 to avoid getting lost), Swim -4 (-6 when further than 10 feet from a fallen ally); Racial Modifiers starchild
Languages Common, Elven
SQ armor training 1, overprotective
Combat Gear healer's kit; Other Gear mwk breastplate, +1 starknife, cloak of resistance +1, deadeye’s spotter ring, masterwork tool, surgeon's tools[UE]
--------------------
Special Abilities
--------------------
Summon gloomblade A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish.
Shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
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.
Startoss Style +2 (Starknife) Gain bonus dmg to thrown weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Party Role:
In combat Rictavio's specialty is summoning and throwing shadowy starknives. Out of combat he's a competent healer and survivalist and his naturally gregarious nature has helped him talk his way out of many a tricky situation.


Seems HeroLab didn't show the ranged damage. With Startoss style and point blank shot it's doing +9 (1d4+7/x3). Over the next few levels that'll ramp up a fair bit.


I think the character is mostly done. Need to do some last minute adjustments but pretty much good to go.


DM, I've finished developing this character's background and description, and I also added some build notes and a writing sample. Thanks for your consideration!


I've got a fighter, Child of Acavna and Amaznen, William Grove who I submitted to the game originally. He fills the arcane roll. I'll get him up to third level.

He played in a game that got through getting out of town and the campaign died in the woods.


After some more thought I'd like to submit Hama Steelblood

She's a Dwarven merchant who was on her way to Phaendar at the time of the attack and arrived to find it overrun. She and one pack ox are all that remains of the caravan she was on, the rest has been taken by the hobgoblins.

She herself was born and raised in Kraggodan, though her family is well travelled. She recently returned from a trip to Katheer to visit her grandmother who is one of the Paraheen, a group highly valued dwarven weapon smiths. When she came back her home was Besieged and she couldn't get back to her kin. She's just happy her direct family are all merchants travelling the Inner Sea region and aren't stuck in the Sky Citadel.

I haven't done HP on her yet as I'm not sure how that was handled.
Beyond that she's quite flexible mechanically, the only thing set in stone is her focus on using Dwarven weaponry. The idea is to make her either a thrower or a switch hitter, for which thrown weapons are quite suitable, but she could easily be retooled for usage of other weapons and as such other tactics. This is in part because as a thrower she'd be stuck craving an eventual Belt of Mighty Hurling.

I still have some funds left. My idea was that to pack the ox with some food supplies but I'm not sure how you, the GM, feels about that as it would help with group and refugee survival in a manner that might be beyond what you'd want.


Thanks, everyone for your interest! I'm going to close the recruitment now, and start reviewing all the submissions. If you've dotted for interest, you can still put the finishing touches/tweaks to your idea for the next few hours. I'm not guaranteeing I'll have made my decision in that time, but I plan to confer with the current players which may take longer than I expect.

Thanks again! There's some great submissions! This won't be easy...


Sorry for the delay, folks. I've had a busy day, and it hasn't given me much time to really deliberate on the selections until just now. Thank you all so much for your interest, and I was sorely tempted to add a third, just because there were so many good submissions. But I'm sticking with two, and here they are:

Hama Steelblood
William Grove

I feel that these two will both be a good addition to the group, but also fit the best with the AP.

Thank you again, everyone who submitted someone.

Hama and William, please join us in the discussion page to introduce yourselves and put the finishing touches on your characters. I'm going to have limited time to post tomorrow as well, so it'll be a good chance for you to chat with the other players.


Ah shoot, but congrats to Hama and William! Have fun, gents. Looks like a nice table. And, GM, thanks for he consideration and for running a game!

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