DM Brainiac's Ironfang Invasion: Table 2 (Inactive)

Game Master Brainiac

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@ DM Braniac:

Hi! It are I, Xunal, again.

I've done the number crunchy bits for Caðog here, if you want to have a look through and let me know if there's anything that needs changing.

I'll keep the Tiefling Spell Like Ability (Darkness), instead of adding a special ability.

I've just got to flesh out a passable bio and backstory for him.
Otherwise I think he's good to go for a submission.


@Keante, you can have a variant multiclass if you'd like.


@DM Brainiac, this is the character submission from Licitus. Haad is primarily a dwarven cleric (Ecclesitheurge). He has one monk level (Master of Many Styles) and is likely to take one more.

I calculated his gear using 6000 gp, but I wanted run a couple things by you. He has a bonded holy symbol that allows crafting additions, so I added a +1 natural armor enhancement bonus to it for 1000 gp. Also, I am hoping that retraining HP is ok. If not, I can make changes. Assuming it is ok, I spent 810 gp on HP retraining for levels 2-4. I took average hit points and retrained to max.

Part of his theme is his dwarvishness, so I used a lot of alternate racial traits.

His multiclassing is with a 3/4 BAB monk. He is fourth level, so I have him at BAB +3, but I have seen some say that say he should only be BAB +2. How do you play this?

Last, I went with World-Weary for his campaign trait. I have also selected the Helpful trait which gives a +3 for Aid Another. Would that boost the World-Weary bonus to +5 instead of +4?

Thanks for your consideration. If you spot any issues or have any questions, please let me know.


@Haad, you can retrain your HP. You can calculate your BAB as +3, since both classes are 3/4 BAB. Your bonus from World-Weary would still be +4--I don't think the two traits would stack.

SUBMISSIONS SO FAR:

Krila, female halfling aasimar shaman (witch doctor)
Sezelrian Tharandah, male elf investigator (relentless inspector)
Michael Tataru, male human brawler (shield champion)
Vernel Oathtalker male half-orc inquisitor of Gorum
Kane Madigan, male human ranger (trapper/falconer)
Lucian the Bloodhound, male half-orc inquisitor of Abadar (INCOMPLETE)
Shessik, male lizardfolk ranger
Caðog, male tiefling magus (myrmidarch)
Haad, male cleric (ecclesitheurge)/monk (master of many styles)

I'll leave submissions open until Sunday at midnight, then I will begin deliberations.


Okay, last update post, I swear. Inventory should be all hammered out, and I added the Cowardly drawback and took the Green-blooded trait so I can cast Create Water and water my equipment everyday... plus, you, drinkable water.

Also, I'm really kicking myself because I just realized the party could use some arcane support, and I've had a wood elementalist wizard/Archer fighter that prestiges into Arcane Archer on the back burner that would have been perfect for this! Bah!


Kane, you still have time to change your submission if you'd rather play that other character.

Dark Archive

Here's my submission for Aelbourne, an Elven Herb Witch.

Aelbourne:

Aelbourne
Elf herb witch 4 (Pathfinder RPG Advanced Player's Guide 65, Ultimate Wilderness 89)
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (4d6+10)
Fort +2, Ref +3, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 0 ft.
Special Attacks hexes (cauldron[APG], evil eye[APG], healing[APG])
Herb Witch Spells Prepared (CL 4th; concentration +8)
. . 2nd—blindness/deafness (DC 16), hold person (DC 16), summon monster II
. . 1st—bless, mage armor, shadow trap (DC 15), summon monster I
. . 0 (at will)—dancing lights, detect magic, guidance, read magic
. . Patron Ancestors
--------------------
Statistics
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Str 10, Dex 14, Con 12, Int 19, Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 14
Feats Brew Potion, Extra Hex[APG], Toughness
Skills Heal +5, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (planes) +11, Perception +4, Profession (herbalist) +9, Spellcraft +11 (+13 to identify magic item properties), Use Magic Device +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ elven magic, herb lore, witch's familiar (mongoose named Arcane Familiar)
Other Gear 6,000 gp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+4) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Herb Lore (Ex) As std act, admin remedy to self or creat to attempt to cure disease or poison.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Regarding the Herb Witch: The archetype forces you to take the Cauldron hex at level 2, which gives you a +4 insight bonus to Craft (alchemy) checks, but it also allows the Witch to use Profession (herbalist) in place of Craft (alchemy). Would you allow the insight bonus to be used with herbalist instead of alchemy?


...I just might do that, DMB.

I'll leave the profile as it is now, but I'll try to get it finished by Sunday. Just in case.


Kane Madigann wrote:
Okay, last update post, I swear.

Yeah, turns out I was lying. Changed my build to a Wizard/Fighter (Archer) to try and help cover the arcane side of things. Not quite as good in a knock-down, drag out brawl, but now I can back folks up with magic! Yay!

Scarab Sages

I'm still putting the finishing touches on Henric ("Venomfist") Anticulus. He'll have ranks in craft (alchemy) and craft (armor). How do you feel about him having crafted a mithral shirt and mithral heavy shield (raw material cost is 1/3)? His modifier right now is at +8, so he'd need someone doing aid another for him to hit the DC 20 when taking 10.

If that doesn't fly he won't have quite enough gold (I'm assuming the standard 6000gp for level 4) to buy those at full price plus a +1 amulet of mighty fists.


I'd like to submit Dolvit the Dubious as my entry. I've been meaning to play a support-type character for a while, and I think going with Alchemist (Chirurgeon) brings a lot of versatility to the party while keeping up buffs and healing. The build should be finished on that profile, but please let me know if there's anything I should fix. Thanks for your consideration!


@ DM Braniac:

Hi! It's Caðog (a.k.a. Xunal) again.

Just finished updating the avatar profile to include the back story, if you want to give it a read.

It's a bit long-winded. But should provide plausible reasons for why a tiefling like him got to be in Nirmathas.

Thanks!


Thanks for your clarification. World-Weary specifically says +4 (instead of an additional +2), but it also specifically says +2 (which would be +3 with the trait), so I wasn't sure.


@Marik Whiterose, yes, you can apply the bonus to herbalism.

@Keante, you can start with both crafted armor and shield. I'll give you some extra time to finish your submission before I make a decision.

Otherwise, submissions are closed!

FINAL SUBMISSIONS:

Krila, female halfling aasimar shaman (witch doctor)
Sezelrian Tharandah, male elf investigator (relentless inspector)
Michael Tataru, male human brawler (shield champion)
Vernel Oathtalker male half-orc inquisitor of Gorum
Kane Madigan, male human wizard/fighter
Lucian the Bloodhound, male half-orc inquisitor of Abadar
Shessik, male lizardfolk ranger
Caðog, male tiefling magus (myrmidarch)
Haad, male cleric (ecclesitheurge)/monk (master of many styles)
Aelbourne, elf witch (herb witch)
Dolvit the Dubious, male elf alchemist (chirurgeon)

Henric "Venomfist" Anticulus (INCOMPLETE)


And now we wait... on pins and needles! Good luck, folks!


Luck All

Scarab Sages

Presenting Henric ("Venomfist") Anticulus, a half-orc brawler.

Description and Background:

Henric Anticulus, or Venomfist, as the kids around Phaendar like to call him, stands at an imposing 5'4", at least when his head is shaved. And it has been shaved for a good long time--it makes it easy to see the scar that runs from just above his right eye (leaving a gap in the middle of that dark brown eyebrow where no hair grows) back across half the length of his head. That scar was given by a bandit, back when Henric had a wife and child some 15 years ago; before Henric had any reputation in Phaendar as an armorer, a chemist, and the first man you wanted on your side in a brawl.

Stats:

Henric ("Venomfist") Anticulus
Male Half-orc Brawler (Mutagenic Mauler / Venomfist) 4; VMC Barbarian
Neutral Medium Humanoid
Init +2; Senses Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 [base 10, DEX 2, chain shirt 4, heavy shield 2]
hp _ (4 HD; 4d10+8)
Fort +6, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee unarmed strike +10 (1d6+5, 20/x2)
Ranged sling +6 (1d4+4, 20/x2)
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Statistics
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Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 20 [+1 CMB/CMD for grapples]
Feats Weapon Focus: Unarmed Strike [1st level], Pummeling Style [2nd level bonus]
Traits
Unbreakable Survivor: Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.
Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on Craft (armor).
Languages Common, Orc, Goblin
SQ
Equipment mithral shirt (crafted, 367gp in raw material costs), mithral heavy shield (crafted, 340gp in raw material costs), +1 amulet of mighty fists (4000gp purchased)
Trained Skills Acrobatics +9, Climb +8, Craft (alchemy) +8, Craft (armor) +10, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +8, Ride +6, Stealth +6, Survival +2, Swim +8, Use Magic Device +3
Untrained Skills Appraise +1, Bluff -1, Diplomacy -1 (+0 in Phaendar), Disguise -1, Escape Artist +2, Fly +2, Heal +1, Intimidate +1 (+2 in Phaendar), Sense Motive +1
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Special Abilities
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Mutagen (Su) At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.
Beastmorph (Su) Starting at 4th level, a mutagenic mauler gains additional abilities when using her mutagen. At 4th level, she gains low-light vision and a +10 enhancement bonus to her base speed.
Venomous Strike (Ex) A venomfist’s unarmed strikes deal damage as a creature one size category smaller (1d4 at first level for Medium venomfists). If she hits with her first unarmed strike in a round, the target must succeed at a Fortitude saving throw (DC = 10 + half the venomfist’s brawler level + her Constitution modifier) or take an additional amount of damage equal to the venomfist’s Constitution modifier. The venomfist is immune to this toxin.
At 4th level, a target that fails this save must succeed at a second saving throw 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum number of rounds equal to 1 plus 1 additional round for every 4 brawler levels the venomfist has. Unlike other poisons, multiple doses of a venomfist’s poison never stack; the more recent poison effect replaces the older one.
This is a poison effect. The venomfist can’t suppress it, but she affects only those she damages with her unarmed strikes (not those she merely touches).
Brawler’s Flurry (Ex) Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s f lurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
Maneuver Training (Ex) Grapple +1
Rage At 3rd level, he gains the rage class feature for a number of rounds per day equal to his Constitution modifier + his character level.

Notes: For half-orc racial traits, I took Human-Raised (from Inner Sea Races, gain the human's Skilled racial trait) in place of Orc Ferocity and Weapon Familiarity, and I took Skilled (from Advanced Race Guide, gain +1 skill rank per level) in place of Darkvision.


Who needs luck?!! LOL

Actually, like they say, "It's better to be lucky than good."


Licitus wrote:

Who needs luck?!! LOL

Actually, like they say, "It's better to be lucky than good."

100% agree with you on that one. Really crossing my fingers for this. I've read through the campaign so far, and it has been tense!


Alright, after consulting with some of the players I've made my decision. Congratulations to Kane Madigann! Please report to the discussion thread at your convenience.

Thank you to all who applied. I will keep you in mind should another spot open up in the future.


Kane Madigann wrote:
100% agree with you on that one. Really crossing my fingers for this. I've read through the campaign so far, and it has been tense!

Arrgggh. I'm very disappointed (the story has been good so far), but alas... Congratulations, Kane. I'm going to try crossing my fingers for the next one. Apparently, it works! Enjoy the campaign!


Congrats, Kane!


Woot! You go!

Grand Lodge

Dot


Hello, all! This game has been running rather slowly for the past several months for various reasons. Unfortunately, we seem to have lost our replacement player we previously recruited. So now we're looking for a replacement for the replacement! The players are just about to start book 2 of the AP. We need a 5th-level character to join the existing lineup:

Eilyne, female human phytokineticist (overwhelming soul)
Surma Nemhain, female skinwalker barbarian (sword devil)
Griffo the Druid, male halfling druid (and his wolf Minto!)

You can find the gameplay thread linked to this post. New characters should follow these guidelines:

Character should be built with the 20-point buy method.
All Paizo sources are welcome. No third-party books, please.
No evil characters, please.
Your character should have two total traits, or three with a drawback. One trait should be a campaign trait from the Player's Guide.
We are using background skills.

I'll keep recruitment open for a week or so. Hoping to select a new player soon and integrate them into the ongoing campaign.


Would like to present Asura for consideration. Crunch minus equipment is in the profile. Looked like you all needed a bit of a healer plus Asura will add another front-line to the mix.

Very general strokes of a background: Asura lives out in the wilds, a devout follower of Erastil. She is a travelling healer in the area. She's a bit of an outcast because of her 'deformity' where her nose and mouth is almost canine. Otherwise she is very pretty and has entrancing eyes. She commonly wears a vale to cover her face.

Wanted to leave things vague so that I could work with the group/GM to have the background make sense with the current spot in the story.

To note I am in another Ironfang game that is in part 2 of book 1. Otherwise I have no knowledge of the AP. However, if you get interest from people that haven't played in the AP, feel free to give them preference.


Hi there! What sort of character are you looking for? A skill-monkey? A god-fearing individual who can assist with spells and healing?

I'm looking to add one more campaign to my ongoing list of games to round out the set and I'm currently not playing any sort of rogue'ish or cleric-y characters, so that would be a good fit :)

There's a character concept I've been wanting to flesh out for a while and, going by what little I know of the Ironfang AP, she just might fit in. An insecure yet outgoing dwarven lass who acts on the divine dreams her father had and now, since her father's passing, they try to guide her. Her insecurity makes it hard for to boldly act on that which she dreams of, but maybe once she's thrown in between a rock and a hard place that insecurity will be ground into dust.


Right now we have a front-liner, a healer, and a blaster, so somebody focused on skills and/or spell support would round out the group.


Thank you for the fast reply. I'll put my flu-addled brain right on it. Got to do something while I'm stuck in bed, right.

Silver Crusade

Dotting in, I've really been itching to play this AP since I read over the players guide when it came out, haven't had the chance sadly. I'm thinking of something with a mount, but also with some skills, at least in the social aspect.

Possibly a cavalier, particularly if you are open to potential flying mounts? (Via required feats or archetypes of course)

Or, actually I could try out the hunter class, I haven't had the chance and it seems a good balance of nature feel, skills, casting, and martial ability. I'll have something up in the next couple days.

Any thought on either of the above would be most welcome as far as which you would likely prefer.

Scarab Sages

I applied previously with Henric "Venomfist" Anticulus in this post a little farther up on this page. I'm still interested in that character if you want to consider him again.

If you'd be interested in seeing him re-done as an investigator instead of a brawler (for more skills plus support via extracts with the infusion discovery; mostly same story/description but I'd probably have to drop the nickname), I'd be willing to give that a shot, too.


I'll apply with Augur and Haganiel.

History: When the Worldwound opened and the demons of the Rasping Rifts poured out into Sarkoris, Haganeil, the god of the Iron Snake clan, and his summoner held off the hoards while the rest of the clan fled. The whole clan felt their god die, sacrificing it's life for theirs. The clan fled south, prayers and fear the only thing sustaining them, as they slowly died off until eventually less than a dozen were left. They eventually settled in what would become Nirmathas, keeping to themselves and trying to contact their slain god. Over the next century, they kept their knowledge and traditions alive, desperately hopeful that one day their god would return to them.

The Iron Snake clan had always had a tradition of martially inclined members, and they integrated well into Nirmathas's guerrilla warfare culture, serving with distinction for years. Unfortunately this also served to slowly whittle their already low numbers. Augur, optimistically but sadly inappropriately named, initially showed only minor promise as either a warrior or a shaman, and so was rarely sent out with the militas. This, however, saved his life, as it meant he was not there at the Ramgate massacre, where his brothers and father, and most of the rest of the clan, were slain.

Heartsick and with only a few elderly or very young members of his clan left, he became much more devoted to improving himself, and with drastic results. For the first time in over 100 years, Haganeil was successfully summoned, and the Iron Snake clan heard the voice of their god. Though weakened to a shadow of its former self, Haganeil is glad to be amongst his followers once again, and pleased with the dedication of his new summoner.

Personality: An ISTJ personality stuck in a soul of only average intelligence and discernment, Augur is largely a quiet, withdrawn young man. Though tough and physically imposing, he does not possess the warrior's heart that drives most Kellids, fighting out of duty rather than passion, a trait that extends to most of his life. His one area of pride and passion however is his ability to summon his god, Haganeil. He is truly devoted to his god, and will do everything in his power to support and carry out its will.

Haganeil: Since the Kellids first began calling gods to worship, Haganeil has been summoned to give guidance and protection. At full power it is an imposing sight, well over 30 feet long and weighing several tons, the serpentine elemental is covered in metalic scales and possesses incredible strength and durability. A patient god, it teaches endurance and stoicism, knowing that most problems can be solved if worked at for long enough. While protective and caring of its own clan, Haganeil usually practices a certain level of detachment from outsiders, until they have spent the requisite time required for the god to observe and approve of them.

Development: Augur will mostly play a support role, using a reach weapon and combat reflexes to provoke AoOs while spending his turns casting spells or using Aid Another. Haganeil can act as a tank, grabbing and constricting foes, and soaking up damage. The plan is to increase his size as much as possible (huge sized eventually). This will be offset by his ability to burrow/earth glide, so smaller spaces shouldn't be a huge (lol) issue.

Augur crunch:
Augur
Male Human (Kellid) Summoner (God Caller) 1
N Medium humanoid (human)
Init +4, Senses Perception +0
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DEFENSE
=================================================
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 ((1d8)+2)
Fort +2, Ref +2, Will +2
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OFFENSE
=================================================
Speed 30 ft.
Melee longspear +2 (1d8+3/x3), reach 10ft
Spell-Like Abilities Summon Monster I (6/day)

Summoner Spells Known (CL 1st; concentration +4)
1st(2/day)-Magic Fang(DC 14), Lesser Rejuvenate Eidolon
0th(at will)-Acid Splash, Detect Magic, Light, Mage Hand

=================================================
STATISTICS
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Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +0; CMB +2; CMD 14
Feats Extra Evolution, False Focus
Skills Diplomacy +7, Knowledge (Geography)* +1, Knowledge (Religion) +4, Linguistics* +4, Spellcraft +4, Survival +4
Traits Wary of Danger, World Weary (Campaign, Survival) You’ve seen the horrors of war, and had hoped you’d seen the end of it. You’ve retreated from the fighting—likely from the front line with Molthune, but maybe from the crusade of Lastwall or the political infighting of Ustalav—and now just want to protect and provide for those you care about. You gain one of the following as a permanent class skill: Appraise, Heal, Knowledge (history), Sense Motive, or Survival. When you perform an aid another action to improve a creature’s Armor Class, you increase its AC by +4 rather than +2.
Languages Common, Hallit, Terran
SQcCantrips, Eidolon, Life Link, Summon Monster I
Other GearTattoo Holy Symbol, Studded Leather Armor, 5 gp, 5 sp

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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Tribalistic - Source Inner Sea Races pg. 214 - Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.

Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Guidance (Sp): A god caller’s eidolon has a tiny spark of divinity. It can use guidance as a spell-like ability at will. However, the eidolon and the god caller must remain within 50 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 50 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by half.

This ability alters life link.

Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Wary of Danger (Kellid) Your people are beset on all sides by threats, and you have developed a keen sense for danger. You gain a +2 trait bonus on initiative checks.

Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.

Haganeil:
Haganeil
Male Eidolon eidolon 1
N Medium outsider
Init +3, Senses darkvision (60 ft.); Perception +4
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 11 ((1d10)+1)
Fort +1, Ref +5, Will +2
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OFFENSE
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Speed 20 ft.
Melee bite +2 (1d8+2) reach 10ft
Melee tail slap -3 (1d6+1)

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STATISTICS
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Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11,
Base Atk +1; CMB +2; CMD 15
Feats Improved Unarmed Strike
Skills Intimidate +4, Knowledge (Dungeoneering) +2, Perception +4, Sense Motive +4,

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SPECIAL ABILITIES
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Bite (Ex) The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Bite Str 1-1/2 (Ex) This evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eidolon Progession Lv.1 At 1st level, all elemental eidolons gain immunity to paralysis and sleep. In addition, Earth elemental eidolons gain the immunity (acid) evolution.

Elemental (Eidolon Elemental ~ Earth) Pulled in from one of the four elemental planes, these eidolons are linked to one of the four elements: air, earth, fire, or water. Generally, an elemental eidolon appears as a creature made entirely of one element, but there is some variation. Elemental eidolons are decidedly moderate in their views and actions. They tend to avoid the conflicts of others when they can and seek to maintain balance. The only exception is when facing off against emissaries of their opposing elements, which they hate utterly.

Elemental Base Form ~ Serpentine

Improved Damage (Bite) (Ex) One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Reach (Bite) (Ex) One of the eidolon's attacks is capable of striking foes at a distance. Select one attack. The eidolon's reach with that attack increases by 5 feet.

Serpentine

Share Spells (Ex) The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Skills (Appraise, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering))

Tail (Ex) The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks to balance on a surface. This evolution can be selected more than once.

Tail Slap (Ex) The eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). This evolution can be selected more than once, up to the number of tail evolutions the eidolon possesses.


Greetings! I thought this character might fit in well for a few reasons, so I advanced her to 5th level. The details are in her profile, but here's a summary:

Duskashae is a shadow creature refugee from the lands of Nidal, west of Moldani. She has been on the run for most of her adult life, having hidden in Braganza for a time and then getting conscripted into the army after she was caught stealing from the temple of Abadar. Stationed at Fort Ramsgate, she fled into Nirmathi territory during the attack, and from there made her way to Phaendar with the hope of joining the Chernasardo rangers. To prove herself, she was on a reconnaissance mission in the Fangwood forest when the town was attacked, and she has been trying to rejoin the survivors ever since.

I've built her as a Gloomblade fighter with Rogue variant multiclass levels. She is an extremely versatile reach fighter, striking with a magical shadow bardiche, and she has access to several utility spells through Item Mastery feats. She can also treat deadly wounds with extraordinary skill, though her enthusiasm for examining injuries is slightly disturbing. She is an excellent scout, very athletic, and she excels at guerrilla tactics.


@rorek55: A hunter would probably too similar to the druid we already have. A cavalier or other mounted character would be a good fit though.

@Keante: An investigator would likely fill the gaps in the party more than a brawler.


Here's Felix Gatanera, a young Nirmathian witch with Chelish roots. As I'm not entirely sure where the party is right now I kept his current whereabouts open. Has he partaken in the fighting? Has he been chased away and is only now (re)joining the fight? These details can be filled in *if* I get picked :)

His role would be that of a support caster who can buff, debuff and keep allies in the fight. Admittedly, I've never played a witch before, so I doubt he's very optimized. Not that I overly care for highly optimized characters, but I do think he's mechanically sound.

I don't know what gold/wealth to use, so I simply didn't bother with anything past a spear and dagger for now.

Felix Gatanera:

Felix Gatanera
Male Human 4 Witch (Ancestors)
NG M Humanoid
Init +1; [ b]Senses [/b] low-lightvision; Perception +10

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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (4d6)
Fort +2, Ref +2, Will +2
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Offense
--------------------
Base Atk +2; [ b]CMB [/b]+3; [ b]CMD [/b]14
Speed 30 ft.
Melee
Longspear +3 (1d8+3/x3)(P)(Brace and Reach)
Dagger +3 (1d4+1/19-20 x2)(P or S)(10ft throwing range)
Ranged
Sling +3 (1d4+1/x2)(B)(50ft range)

Abilities
Str 12
Dex 12
Con 14
Int 18
Wis 12
Cha 12

Spells
Spells Prepared
0 (4): Dancing Lights, Guidance, Detect Magic, Daze
1 (4): Mage Armor, Cure Light Wounds, Bless, Enlarge Person
2 (3): Scare, Pox Pustules, Blindness/Deafness
Spells Known
0: ALL
1: Mage Armor, Cause Fear, Enlarge Person, Cure Light Wounds, Detect Secret Doors, Hidden Spring, Ray of Enfeeblement, Ray of Sickening, Bless
2 : Blindness/Deafness, Cure Moderate Wounds, Pox Pustules, Scare, Aid

Feats
1 Spell Focus Necromancy
3 Split Hex
H Greater Spell Focus Necromancy

Traits
Trait 1 Silent Hunter (+1 to Stealth and Stealth is always a class skill)
Trait 2 Frontier Healer (+1 to Heal and Knowledge Nature checks, +3 (+1 and +1 per 2 levels) any time you restore hitpoints using the Heal skill or using a Cure spell or hex)

Skills
Total skillpoints - 36 (2+4+1+2 * 4) | * = class skill
1 Knowledge Nature* (4) +12
2 Heal* (4) +9
3 Knowledge Arcana* (4) +11
4 Profession Herbalist* [bg] (4) +8
5 Knowledge History* [bg] (4) +11
6 Stealth* (4) +12
7 Spellcraft* (4) +11
8 Perception* (4) +10

Languages
Language 1 Common 2 Sylvan 3 Goblinoid 4 Aklo 5 Halfling

Witch Features
Weapon and Armor Proficiency: all simple weapons, no armor.
Patron: Ancestors 2 Bless 4 Aid
Hexes
1 - Healing: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
2 - Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
4 - Cackle:Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Human Features
Heart of the Fey: gain low-light vision, +1 racial bonus to Reflex and Will saves, and treat Knowledge Nature and Perception as class skills.
Bonus Feat

Familiar
Black Cat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Natural Armor)
hp 15 (half master)
Fort +1, Ref +4, Will +5
OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2–4), bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +10, Stealth +17; Racial Modifiers +4 Climb, +4 Stealth
Special Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells

Equipment
Combat Gear
Equipment 1
Longspear, dagger, spell component pouch
Other Gear
Equipment 2
x
Total weight: x lbs - medium load
Coin
x GP, x SP x CP

Strength x - Light Load x lbs or less - Medium Load x-x lbs - Heavy Load x-x lbs

Background
Felix hails from the forgettable backwater Catsgrove. Here, where those who commune with the intangible aren’t stigmatised, the Gatanera family has lived for over seven generations and counting. Known for their skills with herbs and plants, the sons and daughters of the Gatanera family tend to live peaceful lives and make a living by growing sustenance and providing aid and comfort through brews, potions and foods.

Named after the remarkable amount of cats that inhabit the area, Catsgrove is also home to a remarkable amount of witches. The truth of the matter is that, oh so long ago, a coven of witches fled Cheliax to escape persecution, but only thin threads and bits and pieces of the actual story are known by the current generation of Catsgrovians. Every so many years a son or daughter is born with a remarkable connection to the village’s ancestors. Unfortunately for Felix, however, he was born with a strong bond to a female witch who did not make it out of Cheliax. As a result, bad luck and ill omens seem to accompany Felix wherever he goes and, being born in a year where many crops had failed to grow, he’s been seen as a black cat since birth by his fellow Cats. The irony of that doesn’t fail to escape him.

Blessed with a keen mind, Felix was guided by some of the village elders throughout his childhood with the hopes that they could help the youth project his knack for bad luck in a controlled manner. Not on himself, not on those around him, but on those deserving of it. Still, when he turned sixteen, the village was hit by another year of bad harvests and Felix felt like no matter what he did or say, everyone secretly knew who had caused the failed harvests.

He fled the refuge for persecuted witches with only a couple of silvers to his name and his since survived on his own since.

Personality
An optimist by nature who is constantly being chased by an avalanche of pessimism called life. Felix burns with the desire to do good and, for the sake of his own soul and heart, show himself and the world he isn’t a magnet for negativity and failure. This, however, does tend to make him a bit gullible when presented a situation where he can make a change. The odds? Pfah! The costs? If the person says he can’t afford it, well, who am I to say no? Surely the person isn’t lying.

Felix can have mood swings, where he flips from being a joyful optimist to a sour purrson who needs a hug or some alone time. Whether the spirits of the ancestors are to blame, his life so far, or just his personality, who knows.

Appearance
Sporting chopped up raven black hair that desperately needs the love of a barber, Felix tends to escape the eye of those looking for beauty but is immediately noticed by those looking for trouble. He is of medium height and not particularly broad or muscular, but the hardships of his life have toned his body and he doesn’t carry a gram of fat with him. He has calloused hands from years of tending to gardens and picking herbs in the wilds, with various dark discolorations around his fingertips.

Felix tends to wear plain baggy clothes in shades of grey. The pants are stuffed into his boots and secured to his lower shins by straps of cloth embroidered with Desnian prayers. His shirt is decorated with embroidery of symbols of luck from all sorts of cultures and faiths. A waist-long jacket hides many of the delicate symbols. It is trimmed with black fur and, when it rains, Felix hides his face hair underneath the hood.


@SOLDIER-1st and @Solicitor: Your characters should be 5th-level. Starting wealth is 10,500 gp.

Silver Crusade

Alright, I'll work on a cavalier, thought about a paladin, but those seem to have a negative stigma on the boards, and I suppose a paladin player could worry a group that doesn't know the player.

Are you ok with the monstrous mount feats? So I can get a griffon or similiar type of mount?


@rorek55, the Monstrous Mount feats are fine.


Check. Felix picked Howling Agony and Accursed Glare as his lvl 3 spells. Other than that, he only gets some HP and skills. I updated all of his stats in my word document, but I won't spam the thread with his entire stat block again :)

Gear: Longspear, Dagger, Spell Component Pouch, Headband of Intellect +2, Cloak of Resistance +1, wand of CLW, Pearl of Power level 1 (x1), Rod of Lesser Extend. This leaves him with 750 gp to spare. He'll most likely pick up some basic survival gear with that and perhaps a couple of scrolls and potions.

I hope that answers all of your questions!


let me introduce you to Kain! He was part of a fledgling town on the border of the hold of Belkzen, near to both lastwall and the area of Trunau. Some terrible events befell him. Now, he has come down to Nirmathis looking for work and discovered the plight of the area. Having had his own home taken from him, he earnestly wants to help defend this one.

(Assuming that he would have enountered some ironfang, otherwise, he likely heard about it from refugees?

I will de-level him for the game.


Oh, another question I had, are you ok with the leadership feat? Or is it a no go?


Leadership is okay when you get there, but remember you are only level 5 now. You can't take Leadership until level 7.


I am aware, and thanks for the quick responses. I was asking so I could plan for later if selected.

I do have one question for the group however, are they particularly stealthy in their approach? Or do they do light scouting and go more "kick down the door"?

I ask because If it is the former, I'll try and keep Arden capable in stealth scenarios.


Am I allowed to apply to another of your games? I thought I should check before spending too much time on a submission! :D


The group hasn't been too stealthy so far. Most combats they meet head on.

@Nikolaus, you are welcome to apply if you are that masochistic. ;) I will consider your submission equally alongside the others.


DM Brainiac wrote:
@Nikolaus, you are welcome to apply if you are that masochistic. ;) I will consider your submission equally alongside the others.

It's true love and you know it! :P

Time to prepare something weird! Speaking of which... an awakened animal is too weird right? ;)


Just a bit. :)


oh, also, any thoughts on Kain are most welcome! As well as any questions. (please do note that I am still working on de-leveling him to 5, so some things may seem a bit off in his crunch, but the gist should be there)

Are we doing hp the normal half+1 way after level 1? Also, I've assumed no, but forgot to ask if feat tax rules are being used.

Scarab Sages

I have changed my mind about applying, but it looks like you'll have plenty of good characters to pick from without me!


@Kain, You can either do half + 1 for HP after level 1 or roll for it. We are not using feat tax rules.

@Keante, no problem! Thanks for considering applying. :)

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