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I'm looking for four players who would like to play through the Ironfang Invasion adventure path. I would prefer if you are able to post at least once per day. Characters should be built using the 20-point buy method and follow the guidelines in the Ironfang Invasion Player's Guide. Most concepts should be fine, just run them by me first. I look forward to playing with you all soon! :)
An orc druid would be okay, though you might have to deal with some trust issues with NPCs.
We can use the background skill system if all the players want to. I haven't really looked at the combat training rules extensively, but I'm willing to give it a second look if all the players want to use it as well.
|Profession Smith 6 ranks|
|Daedalus the Dungeon Builder|
I'm guessing since Bestiary 6 just came out then the Rougarou would be a no?
Hmm, might make use of that spear wielding Cavalier archetype from Monster Hunter's Handbook...
|Profession Smith 6 ranks|
|Profession Smith 6 ranks|
I'd love to play.
I envision a halfling rogue (preferably Unchained) from Andoran. A former Bellflower Network operative who has come into Nirmathas to help the small folk escape from the oncoming horde.
He sticks around since he thinks he can achieve more good here than going back and forth to Andoran.
psionichamster and Aramant:
Nobody has heard of the Ironfang Legion before the campaign begins, so you would have to adjust your backstories accordingly.
I was using the campaign trait... Should I use something different? I'm a little confused.
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.
Okay, here is my submission, a half-elven alchemist with the Bramble Brewer and Chirurgeon archetypes. Carthas Brambleroad is a wandering hedge doctor in the Nesmian Plains region.
Male half-elf alchemist (bramble brawler, chirurgeon) 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision, Perception +7
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
Hp 9 (1d8+1 Con)
Fort +3, Ref +4, Will +3; +2 vs enchantment spells and effects
Special defenses dual-minded; Immune sleep
Speed 30 ft
Melee light mace +1 (1d6+1, x2)
Melee sickle +1 (1d6+1, x2)
Melee dagger +1 (1d4+1, 19-20/x2)
Ranged light crossbow +3 (1d8, 19-20/x2, 80 ft)
Ranged dagger +3 (1d4+1, 19-20/x2, 10 ft)
Extracts Prepared (CL 1st)
1st (2/day) - cure light wounds, shield
Special attacks bombs (+3, 1d6+3, DC 13 Reflex, 4/day)
Str 12, Dex 16, Con 13, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14
Traits Clever Wordplay (Diplomacy), Frontier Healer (Knowledge (nature))
Feats Armor Proficiency (light), Brew Potion, Point Blank Shot, Throw Anything, Weapon Proficiency (simple, bombs)
Skills (ACP -0) Craft (alchemy) +7 (+8 to craft alchemical items), Diplomacy +7, Heal +5, Knowledge (nature) +8, Perception +7, Spellcraft +7, Stealth +7, Survival +5
Languages Common, Elven, Gnome, Sylvan, Varisian
SQ Alchemy, dendrite mutagen (+2 Dex, -2 Wis, +4 natural armor, fast healing 1 in bright light) 10 minutes, Elf blood, Elven immunities, Fey thoughts (Diplomacy, Stealth), keen senses, throw anything
Gear light crossbow with 20 bolts, dagger, light mace, sickle, leather armor, alchemist's kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), 6 days additional trail rations, explorer’s outfit, 7 gp
1st - bomber’s eye, cure light wounds, keen senses, longshot, shield
Clever Wordplay - Your cunning and logic are more than a match for another’s confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Frontier Healer - You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Elven Immunities - Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses - Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood - Half-elves count as both elves and humans for any effect related to race.
Dual Minded - The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Fey Thoughts (1 RP) - Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
Alchemy (Su) - Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su) - In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex) - At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Dendrite Mutagen (Su) - At 1st level, a bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature;. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).
This ability otherwise works like the standard mutagen class feature and replaces that ability.
A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light.
This ability otherwise works like the greater mutagen discovery and replaces that ability.
A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as he is within an area of bright light.
This ability otherwise works like the grand mutagen discovery and replaces that ability.
Throw Anything (Ex) - All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Carthas Brambleroad, formerly Carthas Algaresla, never knew who his father was. His mother was an Elven sacred prostitute of Calistria in Molthune who had the anti-contraception brew fail on her. Though she kept him and gave birth to him, she never truly cared for him, viewing him more as an annoyance than a child. Though he initially lived in the temple to Calistria, he was sent away at age 10, as they had no desire to keep such a homely looking boy around. He was taken in by a hedge doctor named Hork Small who treated soldier’s ills and wounds, and used him as mostly a gopher and beating stick when he drank enough. Carthas quickly learned to walk small and avoid notice, and shut himself away from others, no matter how friendly.
The one benefit of living with Hork was that his keen mind was able to learn some of what he did by watching the doctor at work, and by sneaking into the doctor’s workshop when he was either sleeping or passed out. Hork did directly teach him some things, but only when he was feeling generous or in a good mood. Eventually, he began secretly experimenting with some of what he found until he felt confident he could do so on his own, then, one night when the doctor was passed out drunk at 18, he ran away, stealing what supplies he could carry to practice the hedge doctor’s trade.
He traveled towards the border with Nirmathas with various caravans and other groups, bartering his skill as a hedge doctor for transport and food. He wound his way towards the border, hoping the doctor hadn’t reported him to the authorities, and that if the man had, he won’t be found out. During these travels, a merchant’s guard named Volex took some pity on him, and taught him a bit out how to use some basic weapons to defend himself if he was attacked. Carthas also discovered certain combinations of reagents could become highly volatile and explosive when combined, and he nearly blew his hand off in that incident. He also discovered he could replicate certain magical effects - a product of his Elven heritage, he supposed. Eventually, the caravan reached the front, and Carthas was able to sneak across the border, and into freedom.
Carthas initially thought about traversing the Bloodworn Vale and heading to Varisia, but he found Nirmathas pleasant, and chose to stay. He has spent the past 10 years in Nirmathas, honing his craft, going from village to village, treating the ills of the common folk in exchange for lodging, food, and sometimes coin. He’s grown used to living off the land and sleeping under the stars when need be, and though he has no true friends, there are many who recognize him and will take the time to talk to him. Now calling himself Carthas Brambleroad, he has spent the past 2 years in the Nesmian Plains. He finds the setting beautiful, and the region has enough population that he can easily keep to a specific, circuitous route. He is able to pass through Phaendar at the time when most people gather and the merchants from other parts of Nirmathas come, for this is the best time for him to acquire actual coin for his services, as well as to find supplies he may not be able to acquire in the wild or during the rest of the year. He finds his new life to be a good one, and perhaps he will even settle down in the area and stop wandering someday. He isn’t worried. He has plenty of time to figure it out.
|Daedalus the Dungeon Builder|
|Daedalus the Dungeon Builder|
|Araj the Raven|
I still remember my childhood. It seems so alien and familiar. I remember the day that I changed your life and you changed mine. Knowing what I know now, I can never repay. Your beloved's life taken with a knife in my hand. I had only saw her as a slave, to be kept out of an enemy's hands.
I accepted my fate, that of a heroic goblin. Well as much as a six year old can. You showed me mercy instead. I remember waking in a cage in your alchemy lab. There were so many interesting smells. I was scared, but I would never show it. Do you remember what you said to me?
“You're either someone who will save the innocent, or you're a rabid animal to be destroyed.”
You were right. The first life that I saved, was with skills you taught me. Happy birthday
Mechanically, the character would be an aasimar with the changeling aspects coming out in the fluff. I was thinking of playing someone that has just come of age and is beginning to hear her mother's call. I don't know if there's a hag in this AP, but I thought this would be a cool hook for you to use for something.
I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.
Also, +1 to background skills, a rare AP where it benefits all classes.