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


Recruitment

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Liberty's Edge

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With the release of the Ironfang Invasion Player's Guide, the time has come to begin recruitment for this PbP! As the title indicates: all characters for this PbP must be fighters. The character creation guidelines are as follows:

* Races: any race from the Core and Featured Races in the Advanced Race Guide except hobgoblins, plus androids, changelings, gillmen, gripplis, kitsune, nagaji, samsarans, vanaras, vishkanyas, and wayangs.
* Classes: fighters only. Any Paizo-printed archetype is legal, and Variant Multiclassing, from Pathfinder Unchained, will be available. Any prestige class that you might qualify for, you can take, but doing so excludes using VMC and vice versa.
* Abilities: 20 point buy. Be aware that I regard scores of 7 or lower after racial modifications with some skepticism.
* Traits: One Campaign Trait from the Ironfang Invasion Player's Guide, plus any one Paizo-printed trait that is legal for your character.

If there is sufficient interest, I will run two tables of five players each. Given the challenge of this idea, players may wish to collaborate on partial or entire parties, to be submitted as a group, and I am more than willing to accept such submissions. I would take or pass over such groups together.

Recruitment will be open through midnight (CDT) on March 26. Who's interested? Who's got questions?


I've got a question. What's starting gold like? And can we buy partially charged wands?


Are we using Background Skills? What about Stamina since everyone is Fighters?

Dark Archive

Dot, possibly making a Drow Cavern sniper in a stealthy ranged type of build.


Any chance you'd use the Feat Tax rules? That way we can diversify even more, getting to the interesting feats.


Crunch for Dragonheir Scion Character:

http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fight er-archetypes/dragonheir-scion-fighter-archetype/

Name Grum Bakison
Race Half Orc (red dragon bloodline)
* Darkvision (60ft)
* Sacred Tattoos (+1 luck bonus to all saves)
* Intimidating (+2 to intimidate)
* Weapon Familiarity
Traits
* Fate's Favored (+1 all luck bonuses)
* (to come later, can't open the pdf atm)
Stats
Str (18) Dex (12) Con (14) Int (10) Wis (10) Cha (13) Fort (+6) Ref (+3) Will (+2)

Skills
* Intimidate: 1 skill point (+7)
* Use Magic Device: 1 skill point (+5)

Feats
* Arcane Strike (class feat, swift action for +1 magic damage)
* Power Attack (lvl 1 feat, -1 hit, +3 damage)

Equipment
* Scale Shirt (-10ft movement, +5 AC, -4 ACP)
* Falchion (2d4 damage, 18-20 crit, x2)
* Fighter's Kit
* 41 gold

Character Concept:

"Dragonheir scions are the martially inclined humanoid descendants of those influenced by draconic power. Unlike their sorcerous brethren, dragonheir scions manifest their heritage in ways more suited to strength of arms and skill with steel than arcane energies. Those who follow this path are often the children of mighty dragon-blooded sorcerers and others who drew energy from their dragon blood, though they themselves might not exhibit spellcasting ability."

Grum is the bastard child of a human sorceress and her half-orc adventuring companion. As an adult, he follows in his parents' footsteps, seeking adventure and glory. The magic within his bloodline is slowly manifesting, but he has neither the talent nor inclination to fully master it. Rather, leaning much more towards his orcish heritage, he sees a sharp blade and a strong arm as being the first and best answer to any problem.

Party Role:

Use Magic Device. That means wand use. Which means healing. He also hits things hard, using his sorcerous bloodline to enhance his damage.

Admitted Limitations:

Trades armor training, so he'll be moving slower than some other party members.


Looks interesting, I like how there are 2 Iron Fang recruitments starting up within 5 minutes of eachother ^_^
Anyways, heres a dot. Maybe some kind of shielded fighter.

Grand Lodge

Interest overwhelming. I'm gonna break some heads in a way only a fighter can.
Thinking something two-weapony.


I have an idea for a dwarven fighter who will eventually be able to take care of dispelling magic. That should be handy at the high end (11+).


Dotting obviously! Finishing some last details this weekend :)


Obvious dot

I'm torn between two builds.

One is a Ratfolk Opportunist using natural weapons and alchemical weapons.

The other one is slightly crazier. I'm looking at a possible Weapon Master and an intimidate build. It would be either a Half-Orc or a Halfling using the Creepy Doll alternate racial trait.
Oh, and it's fully investing in Charisma because it'd use Starknives and Divine Fighting Technique: Desna's Shooting Star.

Both are switch hitters, though for the Ratfolk that doesn't come in until at least 5th level.

EDIT: I also still have the urge to create a massive armored guy/gall with a tower shield. Slow, steady and unstoppable.


Anyone interested in some coordinated builds (possibly with teamwork feats)? Could be related, the survivors of a squad, or pair with Rocket Raccoon and Groot like personalities.

GM Shisumo, a few questions.
1) Going to allow hero points?
2) Going to use background skills?
3) Are you looking for 'fairly typical' fighter builds to prove that basic fighters can hang with the big boys and still be fun OR are you trying to see how wierd of a builds we can come up with using fighter as the base?
4) What about firearms?


With all fighters, I think we won't really have to worry about being able to inflict sufficient damage. I think the secondary roles will become more important.

So I think I will make a guy that can be a scout with a familiar to help him even more with scouting.


So, the eternal question, strength fighter or dexterity fighter? Decisions, decisions.

Liberty's Edge

Iteb Ral-gri, an Orc woman and mother that fleed her tribe in favor of starting a new life with her child. Not the most pretty individual, but more wise and intelligent than most of her kind.

Willing to take in any human consort or half-orc child that wants to join backstories, if they do.

Background:

Iteb Ral-gri belonged to the hardscrabble orc tribes of Belkzen for the most of her young life, and proving herself in a way only an Orc can. In raids and combat she presented herself a worthy fighter among her brothers, not the strongest but never underestimated. However, one day while lone, coming upon a human man who seemed to be an easy picking for a fight she found herself dumbfounded, bested by the individual. Demanding the chance to prove herself again, (and surprisingly, the chance given to her) she soon found that it wasn't a mock defeat but rather his skill was true. Soon, it became a weekly occurrence where she would look forward to test herself towards this human. Her vengeful nature over defeat gave way to the joy she found in the fights.

One thing led to another and... well... Iteb decided to flee her tribe and the the constant war they enacted. While many Orc tribes did see the value held in a half-orc, she wasn't confident they'd spare the child growing within her, let alone let her meet the man who'd created it. Instead, she left in the night for the nearby region where she'd heard of the town called Phaendar that might accept her kind.

Iteb has since lived in this town for many years, working as a simple arms smith. Her child has since grown up to the point to being able to look after oneself. It's not the life she would have ever seen herself in prior, but would not trade it away for anything, and would protect not only her family but the town that accepted her odd situation, despite her being such a creature, with her life.

Build:

Name Iteb Ral-gri
Race Orc
Class Fighter (Two-Weapon Warrior)
* Darkvision (60ft)
* Ferocity
* Dayrunner
* Weapon Familiarity
* Languages: Common, Orc
* Favored Class = Death at Con + 2x Level

Stats
Str (17) Dex (15) Con (14) Int (11) Wis (10) Cha (8)
HP (12) Fort (+6) Ref (+3) Will (+2)

Traits
* Vengeful (+1 Dmg to who hits her last)
* World Weary (+2 Survival)

Skills
* Craft (Weapons) +4 (3/0 1rank)
* Survival +6 (3/0, +2 WW, 1rank)

Feats
* 1: Two-Weapon Fighting
* F1: Disposable Weapon

Equipment
* Chain Shirt
* Fighter's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), waterskin)
* 6x Bronze Light Pick (1d4 P, x4)
* 4x Stone Warhammer (1d8 B, x3)
* 6x Obsidian Kukri (1d4 S, 18-20)
* GP: 6 (assuming 175 gp start)

Dark Archive

Very interested. I have ideas for a lore-warden fighter and titan fighter. May look into VMC some as I'm not super familiar with it. Will update when I decide.


Not yet posted in my profile but here is Trevor Culexis, Mutation Warrior.

Crunch and stuff:

Full Name : Trevor Culexis

Race: Half-Orc

Classes/Levels: Fighter (Mutation Warrior) 1

Gender : M

Size : M

Age : 18

Special Abilities :

Alignment: NG

Deity : Gorum

Location : In Trouble

Languages :Common,Orc

Occupation : Foot Soldier

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height:6'4" Weight: Hair: Black Eyes: Black
Favored Class: Fighter (HP)
EXP: 0
Hit Points: 13
Spd: 30
Init: +6
AC: 17 (+5armor shield +2 Dex)/Touch 12/FF 15)
BAB: +1
CMB: +4
CMD: 16
Saves: Fort +4 (+6 vs. poison) Ref +2 Will +2

Weapons:
Earthbreaker +5 2d6+4 x3
Dagger +4 1d4+3 19-20/x2

Skills: 2/level
Perception (1+2) 3
Climb (1+3+3) 5

Equipment
Earthbreaker (40)
Dagger (2)
Scale Mail (50) +5 AC +3 Dex -4 ACP
Fighter's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin.

Feats:Improved Initiative(+4 Init),Weapon Focus-Earthbreaker,
Traits:,Hard to Kill (hen you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.)
Blight-Burned(+2 Saves vs. poison,aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat
Special Abilities: +2 Intimidate,Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weaponDarkvision Half-orcs can see in the dark up to 60 feet.

Description: Trevor is a very large half-orc that seems somewhat twisted and has a chemical smell to him. His lank hair is tied in a rough braid and his greyish skin is stretched over his muscles
that seem to bulge in odd places. Perhaps his features don't seem to line up right or his hands are too large and legs to knobby at the knees but he certainly doesn't look
appealing.

Background: Born near the Fangwood forest, Trevor never knew who his father was, it was something neither his mother or anyone else ever talked about and he was treated like a dirty little
secret and suffered through the various little indignities with little to no way of changing his life. Things got even worse when an outbreak of Darkblight almost took his life and left him with a scar that never healed and mottled skin. A local alchemist managed to save his life and Trevor gained an interest in alchemy but never really learned much beyond some formulas that would strengthen his body once he figured out the numbers. Once Trevor had grown to adulthood, he decided that he would look for opportunities elsewhere and signed onto a caravan heading to Phaendar.


Some kind of healer or trapfinder fighter. Not sure just yet.


.

Liberty's Edge

This is the Drow cavern sniper I'm applying. Also, I will be taking alot of the drow nobility Feats, to help make my Imbuded shots much more effective.


I would like to use the Warlord archetype from the Pathfinder Worldscape comics. I can post the particulars if you would like (the big things are that they can trade their bonus feats on a 1 for 1 basis with a +1 dodge bonus to AC and at 4th level they get to add their charisma to AC when not wearing armor or using a shield).

Let me know and I'll get a character created either way.


Chess here with my character! Still a lot to be added to the profile, but Gareth is a Dwarven Foehammer with VMC as a Rogue (so, in some levels I should be able to do the Trapfinding thing, and later on sneak attack and others). He's from Kraggodan (using the Dwarven trait, obviously!). Cheers

Sovereign Court

Dot. Will post when I get home.

Liberty's Edge

Answers!

Ierox wrote:
I've got a question. What's starting gold like? And can we buy partially charged wands?

175 gp; and no, except for a wand of shatter with 25 charges remaining (the only partially charged wand currently available for purchase in Phaendar).

YoricksRequiem wrote:
Are we using Background Skills? What about Stamina since everyone is Fighters?

No background skills; Combat Stamina can be purchased but will not be free.

Ierox wrote:
Any chance you'd use the Feat Tax rules? That way we can diversify even more, getting to the interesting feats.

No chance at all, I’m afraid.

ElterAgo wrote:

GM Shisumo, a few questions.

1) Going to allow hero points?
2) Going to use background skills?
3) Are you looking for 'fairly typical' fighter builds to prove that basic fighters can hang with the big boys and still be fun OR are you trying to see how wierd of a builds we can come up with using fighter as the base?
4) What about firearms?

1) No.

2) As stated above, also no.
3) I’m looking for cool characters and hopefully successful parties. Fighters built along either path could succeed.
4) Fighters with guns are a bit tricky, but if you’re into that sort of thing, knock yourself out. I recommend the trench fighter archetype.

Vrog Skyreaver wrote:

I would like to use the Warlord archetype from the Pathfinder Worldscape comics. I can post the particulars if you would like (the big things are that they can trade their bonus feats on a 1 for 1 basis with a +1 dodge bonus to AC and at 4th level they get to add their charisma to AC when not wearing armor or using a shield).

Let me know and I'll get a character created either way.

Warlord is fine with me. I have the comic, so you don’t need to post the specifics.

Me, because no one has asked yet wrote:
Should I post an outline or specifics of an intended progression as the character goes along?

Sure, if you think it is something I ought to know! Please note that I won’t hold you to it afterward – but your party might suffer if you change your mind without telling anyone.


A quick question in regards to my third idea. Would you allow a Skinwalker? I know you didn't list them but I'm asking because the player's guide specifically mentions them (and they are often overlooked).


@elterago I think that would be awesome. Im working on a catfolk nautral weapon fighter right now. What were you thinking of making?

Sczarni

I actually joked about fighters...well, I joke about them all the time. But I made the specific joke of an android fighter in the beginning of this week and now this pops up.

So you better believe that's what I'm going to go for.


I'd like to submit a roughrider mail delivery rider.

Background:

Chang Jie is the eldest daughter of a Chernasado ranger and a fey sorceress. Although her two younger sisters take after their mom, Jie definitely favors her father. The only fey ability she seems to have inherited is the ability to speak with and occasionally heal birds. She wanted to become a neophyte ranger, but her father has intervened, convincing her that she should use her horsemanship to deliver the mail to the villages of the Nesmian plains. She is a cheerful mailman and people tend to look forward to seeing her ride to their door.
Trait - Animal Whisperer

Stat Block:

Chang Jie
Male human (Tian-Shu) fighter (roughrider) 1 (Pathfinder RPG Advanced Player's Guide 106)
LN Medium humanoid (human)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Ranged lasso +0 () or
shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—know direction, speak with animals, stabilize, stabilize
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Endurance, Mounted Combat, Skill Focus (Knowledge [nature])
Traits seeker, Animal Whisperer
Skills Handle Animal +6(10), Knowledge (local) +3, Knowledge (nature) +9, Perception +1, Ride +7, Survival +4
Languages Auran, Common, Sylvan, Tien
SQ fey magic
Other Gear padded armor, arrows (20), dagger, lasso[APG], shortbow, belt pouch, flint and steel, soap, torch (10), trail rations (5), waterskin, light horse (combat trained), backpack, bedroll, bit and bridle, feed (per day), hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, 3 gp, 9 sp
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fey Magic (Favored Terrain [Mountain]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
--------------------
Father Chang Shuren (Ranger)
Mother Fiona Sidheblessed
Sister Chang Wai (Sorcerer - Seprpentine/Verdant)
Sister Chang Ming (Bard)

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


Plans and Fey Magic:

She has taken the Fey Magic racial trait that triggers while in mountain terrain. If possible I'd just like the spells to work on birds instead of it just working in the mountains. Ie she can talk to birds 1/day, Stabilize birds 2/day and ask a bird for direction 1/day. She plans to take the Eldritch Heritage Feat of Sylvan to gain a Roc Animal Companion at 3rd and eventually take Boon Companion to make it large enough to ride at later levels.

Sczarni

Oho, I better think of something fast then.

Background:

Mr. Whistler, as he is commonly known as, is a bon-a-fide war hero. So says the locals whenever they talk about him, saying he took bundles of arrows to the chest and the back and still was able to ride home with the flag! My, what a heroic man he must be! That's not to say anything about his scarless body and fearless attitude, the other militia members are so impressed.

In reality, he is an android who relied on his nanites to restore himself after battles, bandits, and other baddies. That he just rode off after battles and came back once his nanites were done. But how could he tell the locals that it truly wasn't a big deal that he had returned to battles so often...they would give him pies and clap him on the back every now and then, that he eventually just let them call him a war hero. It made them feel better.


Mr. Whistler's Stats:

Agent 2507709 (Mr. Whistler)
Male Android fighter (dragoon) 1
TN Medium humanoid (human and construct)7
Init +3; Senses Dark Vision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 13 (1d10+3)
Fort +5, Ref +3, Will -1
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Long Spear +4 (1d8+3,20 x3)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 16, Int 9, Wis 9, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Combat Reflexes, Mounted Combat, Skill Focus (Ride)
Traits: Unbreakable Survivor, Militia Veteran (Phaendar)
Skills: Ride +11 (1+3 trained + 3 dex + 3 feat + 1 trait)
Languages: Common
Other Gear: long spear, scale mail, light combat horse, rations.
--------------------
Special Abilities
--------------------
Dark Vision: Black in white in 60ft.

Low Light Vision: See twice as far as a human in dim light, distinguishing color and detail.

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Alert: Androids gain a +2 racial bonus on Perception checks.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)

Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.
--------------------
Father: Dr. Jarod
Mother: Subject 18, Care-Taker Edition.

I love fighters. With that tiny bit of below average int, they get 1 skill. But boy, will it be the best skill, maybe. Woah, someone suggested a healing fighter. What is that, like...a fighter with the heal skill? Healing kit? Also, I'm proud to say that my main skills include fighting and my secondary role is riding. Now I'm looking for weird fighter builds..

Liberty's Edge

Cuàn wrote:
A quick question in regards to my third idea. Would you allow a Skinwalker? I know you didn't list them but I'm asking because the player's guide specifically mentions them (and they are often overlooked).

Good point. Yes, skinwalkers are allowed.


Brentol Snow wrote:
@elterago I think that would be awesome. Im working on a catfolk nautral weapon fighter right now. What were you thinking of making?

I will send you a PM so we don't fill up this thread with the discussion. Anyone else want in on a team?

Sczarni

I like teams. I'll gladly join one.


I'm thinking I'm going to go STR fighter, a phalanx soldier going into Stalwart Defender. Probably Dwarf, but Oread or Ragebred make some mechanical sense as well.

Liberty's Edge

Iteb is built to be a crit-fisher, but ultimately just a glorified two-weapon fighter (strength).
Not sure about teams, but if there's one that needs a pretty straightforward type fighter I don't mind coordinating.


I submit Gripple Spotback. Background is in the works, but concept is field medic dabbling in very minor arcane magic.

Crunch:

Gripple Spotback
Grippli fighter (child of acavna and amaznen) 1 (Pathfinder Player Companion: Arcane Anthology 10, Pathfinder RPG Bestiary 2 149)
NG Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee rapier +3 (1d4+1/18-20)
Ranged light crossbow +5 (1d6/19-20)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Additional Traits
Traits devoted healer, frontier healer, reckless, scholar of the analects
Skills Acrobatics +7, Climb +8, Diplomacy +3, Heal +9, Intimidate +3, Knowledge (arcana) +5, Linguistics +5, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Azlanti, Boggard, Common, Grippli
SQ eldritch lore, jumper[ARG]
Combat Gear healer's kit; Other Gear wooden armor[APG], crossbow bolts (20), light crossbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 34 gp
--------------------
Special Abilities
--------------------
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Eldritch Lore Increase skill points to 4/level, and gain additional class skills.
Jumper You always are considered to have a running start when jumping.


Here's my character submission, Estaban Morales

Character Info:

Chaotic Good Human Fighter (Warlord) 1

str 10
dex 16
con 14
int 8
wis 12
cha 14

hp 12
ac 15 (10 base +3 dex +2 dodge) Touch 15 FF 10 (+2 vs. Goblinoids)
bab 1 CMB +1/4; CMD: 15
init +3

fort +4
ref +3
will +2

speed 30'

Rapier: +4 to hit; 1d6 damage; 18-20/x2 crit

Skills: Acrobatics r1 +7, Perception r1 +2, Sense Motive r1 +2

Feats: Dodge, Weapon Finesse

Traits: Ironfang Survivor, Indomitable Faith (Cayden Cailen)

Class Features: Evasive Dueling +1

Equipment: Rapier, Potion of Mage Armor x2, Club x3, Traveller's Clothes.

Background:

Estaban's family comes from Brevoy, where the masters of the Aldori Dueling Blade claim superiority over the dueling circuit. Estaban's father, a duelist named Inigo, Was a master of the rapier and professional duelist. He tried to open a school of rapier fighting several times during Estaban's childhood, but each such school was forced to close it's doors due to lack of money.

After the 3rd such attempt, Inigo decided to pour all of his training in the rapier into his son; and so the training began. Days turned into weeks, and weeks, years. Finally, Inigo decided that he was ready to fight in a duel.

The duel was a disaster. His opponent was the spoiled son if a Brevoy noble (specifically a Duke). It wasn't the fact that he beat him in under a minute, it was the fact that his strike was too good. Estaban's blade slid down the Dueling blade as they locked swords, and right into the chest of the noble's son. He was dead before he hit the ground. Estaban did not even have time to react before his father grabbed him and hustled him out into the street. They hailed down a carriage and were gone before the uproar started.

"You'll need to leave the country son." said his father. "They'll kill you for this. The damned idiot didn't even know how to wash water off a log. What the hell was he doing dueling you?"

"Go, take your skill and head to Nirmathas. I hear they are looking for mercenaries there, and you should be out of the grasp of the Duke. Take this money and board a ship." His father handed him a bag of coins and as the carriage pulled to a stop, he shoved him roughly out of the cab.

Following his father's instructions, he found the first ship leaving port. He paid for passage and climbed aboard. As the ship was leaving the harbor, he saw something that continues to haunt his dreams: his father, fighting several men in a bid to buy him time to escape. and at the edge of his vision, he watches his father fall, stabbed in the back.

Lacking other options and still grieving his father's death, he continued to follow his father's instructions. His first day after arriving in Nirmathas almost proved to be his last. He was walking along the road when a group of Hobgoblins wearing tabards with the same sigil on them stopped him and demanded a "Toll" to use the road. Estaban's answer was to draw his blade.

He had never faced non-humans before, but as he fought them he noticed several flaws in their fighting styles, which appeared to be due to the natural tendancies of their race.

After a prolonged battle, the 4 goblinoids that had accosted him were dead. The problem was that they were a scouting force for a much larger unit. He took the money they had and fled, running down the road and not stopping until he reached the nearest settlement, the town of Phaendar.

And here our story truly begins...


Are we allowed to take a drawback for an additional trait?


crunch:
Axious Fiduciam
Male human Two-Handed Fighter.1 (VMC Barbarian)
LG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex)
hp 15 (1d10+5)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (30 ft. in armor)
Melee MW Great sword +7/+6(2d6+6/9,19-20/X2)
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Toughness, Weapon focus, power attack
Traits Signature Moves, Blight-Burned(Disease)
Skills Climb +8, intimidate​ +4, Swim +8
Languages Common, Orc
Other Gear MW Great Sword, Chainshirt, Fighter's kit, 46gp
--------------------
Special Abilities
--------------------


It has been a few years since I've played Pathfinder online and I admit that I"m not familiar with some of the newer rules. Researching the Eldritch Heritage Feat it seems to be the consensus on the boards that it does NOT work with the Sylvan Bloodline. So casting about for an alternative way to get an animal companion it appears that Jie will need to be VMC (Druid). She will probably use the animal companion class feature on her horse Feng and will just keep an eye out on mundanely acquiring a flying mount as she adventures. Here is her current

Stat Block:

Chang Jie
Male human (Tian-Shu) fighter (roughrider) 1 / VMC (Druid) (Pathfinder RPG Advanced Player's Guide 106)
LN Medium humanoid (human)
Init +3; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Ranged lasso +0 () or
shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +2)
1/day—know direction, speak with animals, stabilize, stabilize
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Endurance, Mounted Combat, Skill Focus (Ride)
Traits seeker, Animal Whisperer
Skills Handle Animal +6 (10 if pushing), Knowledge (local) +3, Knowledge (nature) +6, Perception +1, Ride +10, Survival +4
Languages Auran, Common, Sylvan, Tien
SQ fey magic
Other Gear padded armor, arrows (20), dagger, lasso[APG], shortbow, backpack, bag of candy (worth 2 gp, 1 lb), belt pouch, flint and steel, soap, torch (10), trail rations (5), waterskin, light horse (combat trained), bedroll, bit and bridle, feed (per day), hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, 2 gp, 9 sp
--------------------
Special Abilities
Druidic Vows
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fey Magic (Favored Terrain [Mountain]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
--------------------
Father Chang Shuren (Ranger)
Mother Fiona Sidheblessed
Sister Chang Wai (Sorcerer - Seprpentine/Verdant)
Sister Chang Ming (Bard)

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and here is her horse
Feng:

Feng
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bedroll, bit and bridle, feed (per day) (5), hemp rope (50 ft.), mess kit[UE], pot, riding 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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Background:

Chang Jie is the eldest daughter of a Chernasado ranger and a fey sorceress. Although her two younger sisters take after their mom, Jie definitely favors her father. The only fey ability she seems to have inherited is the ability to speak with and occasionally heal birds. She wanted to become a neophyte ranger, but her father has intervened, convincing her that she should use her horsemanship to deliver the mail to the villages of the Nesmian plains. She is a cheerful mailman and people tend to look forward to seeing her ride to their door.
Trait - Animal Whisperer

Fey Magid:

She has taken the Fey Magic alternate racial trait that triggers while in mountain terrain. If possible I'd just like the spells to work on birds instead of it just working in the mountains. Ie she can talk to birds 1/day, Stabilize birds 2/day and ask a bird for direction 1/day. Because she is now a VMC(Druid) she will lose these spell like ability if she wears metal armor.


Realized I messed up fixed now

New Crunch:

Axious Fiduciam
Male human Two-Handed Fighter.1 (VMC Barbarian)
LG Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d10+5)
Fort +3, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (30 ft. in armor)
Melee MW Great sword +7/+6(2d6+6/9,19-20/X2)
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Toughness, Weapon focus, power attack
Traits Signature Moves, Blight-Burned(Disease)
Skills Climb +6, intimidate​ +4, Swim +6
Languages Common, Orc
Other Gear MW Great Sword, Chainshirt, Fighter's kit, 46gp
--------------------
Special Abilities
--------------------

Grand Lodge

My idea is a one armed weapon master of the dueling sword


This is Ouachitonian, submitting Lysander the Swordsman. A Kyonin-raised elf, Lysander learned a little bit of alchemy and a lot of swordplay at the University of Lepidstadt, and has since moved down to Nirmathas, whose forests remind him of home.

Crunch-wise, he's a Mutation Warrior/Ustalavic Duelist. He's currently built with three traits and a drawback, I think I may have mixed up submission requirements. Are you allowing a third trait for drawback? If not, I'll remove it.


Submitting Amkarang the Unsinkable, amateur fisherman, ex-river bandit, and meteor hammer warrior!

Stats:

Amkarang the Unsinkable
Human (Tian-Sing) fighter (two-weapon fighter) 1 (Pathfinder RPG Advanced Player's Guide 109)
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) or
. . meteor hammer +5 (1d8+4) or
. . meteor hammer +3 (1d8+3), meteor hammer +3 (1d8+1)
Ranged sling +3 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with meteor hammer)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Exotic Weapon Proficiency (meteor hammer), Two-weapon Fighting, Weapon Focus (meteor hammer)
Traits river rat (marsh or river), unbreakable survivor
Skills Climb +5, Intimidate +4, Perception +1, Swim +7
Languages Common, Goblin, Minatan, Tien
Combat Gear sharpstone bullet (10); Other Gear lamellar (leather) armor[UC], dagger, meteor hammer[UC], sling, sling bullets (20), backpack, bedroll, belt pouch, box of fishing tackle (1 lb), fishing net, fishing pole, simple (1 lb), flint and steel, mess kit[UE], soap, trail rations (5), waterskin, 65 gp, 2 sp
--------------------
Special Abilities
--------------------

Background:

Amkarang was born in the River Kingdoms to a group of Tian-Sing river pirates. He became a river rat for the pirates, swimming through dark waters to cut the moorings of boats at dock. He was frequently used as a pack animal, carrying the loot for the pirates while they made their getaway. He found solace in fishing, with some of his happiest moments spent sitting by the river with a rod in the current. As he got older, he trained in the use of a meteor hammer, enjoying the feeling of the iron spheres swinging through the air at his enemies. But one day he decided to take a bit more of his share than normal, and the other pirates caught on. He fled across Lake Encarthan, ending up in Nirmathas. His troubles weren't over when he arrived there. The pirates beat him senseless, tossed him in a river and sailed, expecting him to drown like all their other victims. Amkarang refused to do that. He woke up as he hit the water, realizing the situation he was in. He dragged himself out of the water, meteor hammer in hand. His survival was witnessed by a boat captain who saved him, and became somewhat well-known in Nirmathas, becoming known as Amkarang the Unsinkable.

Appearance and Personality:

Amkarang is a tall and burly Tian-Sing man, with several scars and a broken nose from his years as a bandit. He wears a backpack with a fishing rod, bait and tackle box, and a fishing net hanging from it. A meteor hammer hangs on a hook from his belt, along with a sling and dagger on his other hip. He wears a set of leather lamellar armor.

Amkarang is a rather gruff man, a holdover from his days as a bandit. However, he truly hates bandits and those who would exploit the weak, and has made a vow to rid the world of them. In battle, he is fearless, striking foes with the force of an comet. Out of combat, he is a very different person, calm and collected with an easy demeanor. He loves fishing, and finds it can soothe him down after the hardest of experiences. He can often be found sitting by any of body of water he can find, with his net or fishing pole in the water.


Submitting Sergeant Bralm Norbov. Phalanx Soldier focused on defense and providing cover. Planning on going into Stalwart Defender.


Eventually planning on going into the Duelist PrC with Lysander, btw.

Liberty's Edge

Drawbacks will be permitted.


Estaban is planning on staying straight fighter. He will eventually have a rather ridiculous AC, as I plan on taking most of his bonus feats as +1 dodge bonus to AC.

Lantern Lodge

You do know you can only take dodge once?


I decided to go with my third concept but in a slightly different form. I'm not yet sure about the tower shield but I know he'll be heavily invested in the overrun manoeuvre and will be a something of a human, or actually Ragebred, battering ram.

He won't start as such though, in fact he won't start out as a real fighter (though obviously he is a Fighter). Instead he'll be a butcher working in Phaendar and his military training would be limited to being part of the local militia.
He'd be a bit of a local legend for being the only survivor of an attack on the farm where he was born, several miles south from Phaendar. He was a teen when bandits attacked the farm he and his family lived in. When they attacked he was feeding the pigs and returned in time to find several bandits standing over the corpses of his parents and siblings. This triggered his first transformation and he gored one of the bandits to death while the others fled in fear of the "pig-monster". As such the people in Phaendar know he is a Skinwalker but they also know he's a friendly sorts and comes from a good family so they are happy to have him around, even if they are a bit cautious.

While I don't know exactly how the first bit of the AP pans out, all I know is the description of the first chapter. I'd like to have my character be a freshly married man. That would however impact his priorities when it comes to escaping Phaendar and saving people. Preferably I'd not have him lose his family again in all this, once is enough and he deserves a bit of happiness, but that would require cooperation from the GM and maybe also some (passive) cooperation from the fellow PCs.
I'm not looking to hog the spotlight and am perfectly fine with altering this, if need be. It's more about how I see my character than about anything else.


Adventure Path Charter Subscriber

Brogan Rainmacher
Halfling Fighter 1 (Archer archetype)

Crunchy bits:

STR 12, DEX 19, CON 12, INT 8, WIS 10, CHA 14
HP 11
Speed 15
INIT +4

AC 20, Touch 15, FF 16

FORT 4, REF 5, WILL 2

BAB 1
CMB 1
CMD 15

Skills with ranks
Bluff (1 rank) 3
Stealth (1) 5

Rapier (small) +3 (1d4+1) 18-20x2
Halfling Sling staff (small) +6 (1d6+1) x2
Longbow (small) +6 (1d6) x3

Languages: Halfling, common

Hide armor (small)
Buckler (small)

Halfling traits:
Alternate Racial Trait: Swift as Shadows (reduce penalty for Stealth while moving by 5, and reduce stealth check penalty for sniping by 10)
Fearless
Halfling luck
Keen senses

Favorite class option: +1 to CMD vs grapple or trip

Traits:
Indomitable faith
Foxclaw scout: +2 to confirm crits against animal, magical beast, and vermin. While wearing a trophy from one whose CR is higher than my level gain +1 WILL save

Feats:
Point blank shot: +1 within 30 feet
Precise shot: No -4 penalty into melee

Conditional modifiers
-4 racial bonus to jump checks
+2 racial vs fear

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