
Yizzik Uhari |

Every good party needs a kobold, and I don't see any rogues posted yet.
Drakroo here is an Unchained Rogue, and was playing a level 1 module that didn't make it far out of the gates. He could definitely be leveled up to 5 though, and would certainly have good reason to be underground. That dang sun is so BRIGHT!
Reptiles represent! xD haha

Pathfinder Zoey |

@Zoey 1. I'm on the fence about it. I believe official ruling from Paizo was that it does not apply to extracts, but I am sure some GMs would allow it at their tables. I would allow it only if you did not have any kind of item that let you draw potions as a free action. That is, you'd still have to draw the extract as your move action before using it the following turn. You'd have to convince me that it won't make you overpowered, that's all. ;)
Your right I found the FAQ and it specifically says it doesn't count so I'll just drop it but there is one rule I'd like to break if you'll allow: Kitsune can't learn Dwarven by raw but that could be kind of problematic in this game so would you allow me to either trade the sylvan language they get for free or allow me to take it as a learned language since it fits the story and character better?

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@Zoey Yeah, that's fine with me. That is, take it as a learned language. Keep in mind it's pretty much guaranteed that we'll have at least one dwarf in the party who will be able to translate for everyone... but hey, if everyone ends up knowing Dwarven, there will be less for me to spoiler. :)
@Nathaniel He could fit, but I see you applied to another campaign already (one that I actually have a character in, coincidentally) ... You would have to change your character (level up/down, backstory) to fit either of them. Let's see what Tide says and go from there. I just wouldn't want you to have to change your character for this campaign only to have to change it back should Tide select you before I potentially do.

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Updated list
Complete or mostly complete submissions so far, in no particular order
Glorgrim Farlond (Xelaaredn) - Kineticist 5
Vingold Spiritheart (CampinCarl9127) - Bard 5
Yizzik Uhari (baja1000) - Fighter 5
Aithaloessa Cyana (Qunnessaa) - Gunslinger 1 / Wizard 4
Gathazig (mishima) - Cleric 5
Penny Hallways (Jaime Sommers) - Oracle 5
Gigt (Hotaru of the Society) - Hunter 3 / Unchained Barbarian 2
Hitana (Pathfinder Zoey) - Alchemist 5
Drakroo (DeviousDevious) - Unchained Rogue 5
Nathaniel the Bull (Dorian 'Grey') - Brawler 5?
That's ten! Since I said whichever deadline comes first (10-15 submissions or April 9), I think I'll give it one more day for everyone to put their finishing touches on their characters, and for any last minute submissions to come in. If you haven't yet put together a backstory, or at least a reason as to why your character has ventured to Davarn (or perhaps lives there), please do so.
This is going to be a tough choice!

Nathaniel the Bull |

Thank you. I will finish those changes by tomorrow after work.
His past not-with-standing, Nathaniel the Bull, is a jovial, confident, polite young man. He appreciates his life; every moment.
I figure that he arrived with a caravan (as a guard) bound for the festival. I need to read about Davarn. I would change Galt to...researching...lol.

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Here's a bit o' crunch fer ya.
Male dwarven kineticist 5
LN Medium humanoid (dwarf)
Init +9; Senses darkvision 90ft; Perception +10/+12 (checks to notice unusual stonework)
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Defense
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AC 19, touch 15, flat-footed 16 (+4 mithral chain shirt, +3 Dex, +1 deflection, +1 natural)
hp 48 (5d8+20)
Fort +8, Ref +8, Will +4
Weakness light sensitivity
SR 10
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Offense
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Speed 20 ft
Melee Heavy pick +5 (1d6+2)
Special Attacks kinetic blast, elemental overflow +1, metakinesis (empower)
Kineticist Wild Talents Known
Defense - flesh of stone (DR 2/adamantine)
Infusions - kinetic blade +6 (3d6+6), pushing infusion, entangling infusion (DC 15)
Kinetic Blasts - earth blast +7 (3d6+6)
Utility - basic geokinesis, kinetic cover, earth climb
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Statistics
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Str 14, Dex 16, Con 17, Int 10, Wis 14, Cha 6
Base Atk +3; CMB +5; CMD 18
Feats Weapon Finesse, Improved Initiative, Weapon Focus (kinetic blast)
Skills Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +10, Profession (miner) +10
Languages Common, Dwarven
SQ basic geokinesis, burn (1 point/round, maximum 6), gather power, infusion specialization
Combat Gear heavy pick
Clothing explorer's outfit
Defensive Items mithral chain shirt, amulet of natural armor +1, ring of protection +1, cloak of resistance +1
Gear on Hand belt of incredible dexterity +2, backpack, belt pouch (338gp, 3sp, 6cp, flint and steel), blanket, canteen, chalk (10), compass, hip flask (dwarven stout), mess kit, dwarven trail rations (5)
Stored Gear
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Special Abilities
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Reactionary You gain a +2 trait bonus on initiative checks.
Defensive Stratigist You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Relentless Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Minesight Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a -2 penalty on saving throws against effects with the light descriptor.
Deep Warrior Grew up facing the abominations that live deep beneath the surface. Receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple)
Magic Resistant Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones
Burn For each point of burn you accept, you take 5 points of nonlethal damage. This damage can be healed only by a full night’s rest, and it can’t be reduced or redirected
Flesh of Stone Your skin hardens like stone, dampening the impact of most attacks. You gain DR 2/adamantine. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/- for 1 round
Elemental Overflow When Glorgrim accepts burn, earthen scales form on his arms and legs. He receives a bonus on attack rolls equal to the amount of burn he has accepted (maximum +1). He also receives double that bonus on his earth blast’s damage rolls.
Gather Power If he has both hands free, Glorgrim can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on him, and it allows him to reduce the burn cost of his infusion wild talents by 1 point (as long as he uses the talent in the same round). If he gathers power for a full round, he can reduce the cost by 2 points (minimum 0). If he does this, he can also gather power as a move action during his next turn to reduce the cost by 3. If Glorgrim takes damage during or after gathering power but before he releases his infused earth blasts, he must succeed at a concentration check (1d20+8) or lose the gathered energy. The DC is equal to 12 + the amount of damage he took. If he fails this check, he must accept points of burn equal to the amount he would have reduced
Infusion Specialization Whenever Glorgrim uses one or more infusions with his earth blast, he reduces their combined burn cost by 1
Infusions
Kinetic Blade (form 1) As part of an attack action, a charge action, or a full-attack action, Glorgrim can accept 1 point of burn to form a non-reach, light or one-handed weapon of pure fire. The blade deals the same amount of damage as his earth blast. Holding a kinetic blade does not prevent Glorgrim from gathering power. The blade disappears at the end of his turn. He does not add his elemental overflow to damage rolls with his kinetic blade.
Pushing Infusion (substance 1) The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Entangling Infusion (substance 2) Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (DC 15) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.
Kinetic Blast As a ranged attack, Glorgrim can unleash an earth blast at a single target up to a range of 30 feet. He must have one
hand free to aim the blast. The blast is considered magical for the
purposes of overcoming damage reduction.
Metakinesis By accepting 1 point of burn, Glorgrim can increase the damage his earth blast deals by half (as per the Empower Spell metamagic feat)
Utility
Basic Geokinesis You can move up to 25 pounds of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
Earth Climb You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed of 20ft when climbing such surfaces.
Kinetic CoverYou call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 10 hit points. You can have 5 kinetic covers in existence.
Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Improved Initiative You get a +4 bonus on initiative checks.
Weapon Focus (kinetic blast) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Hotaru of the Society |

Gigt Axebringer is primarily completed. I didn't quite finish transferring everything (Primarily, equipment), as that's a tedious thing I'd rather avoid doing if I don't have to. :)
Hopefully, she's up to snuff. :)
Don't forget that Hitana and I are together! :)

Qunnessaa |

Red, it's been a busy day with work and other things for me, so I didn't get a chance to post this earlier, but after having had a chance to see what's likely to be on my agenda in the next little while, I'm afraid I'll have to withdraw my submission.
Hope it makes your selection a bit easier at least, and good luck to you and the others. I hope you all have fun! :)

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Well, ladies and gentlemen, I've selected five lucky characters. This was a very tough choice to make, and I kept going back and forth with some of my choices. In the end, it looks like we'll have three dwarves, a lizard, and a fox lady:
Brave souls who will be heading to the Spring Festival
- Vingold Spiritheart (CampinCarl9127) - Bard 5
- Hinata Kyomi (Pathfinder Zoey) - Alchemist 5
- Gigt Axebringer(Hotaru of the Society) - Hunter 3 / Unchained Barbarian 2
- Yizzik Uhari (baja1000) - Fighter 5
- Glorgrim Farlond (Xelaaredn) - Kineticist 5
Congratulations to those chosen! Please report to the Discussion thread.
For those not chosen - If you'd like to be on a waiting list in the event that a character needs to drop out, let me know and I'll be sure to send you a PM should the need arise.
Thank you everyone for your interest. I will keep you in mind the next time I run a scenario.

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This may be a bit of a long shot, but I'm looking to recruit one additional player to join our campaign as we trek through Firebrand's Redoubt. I'll explain the story so far to you if you're chosen. We're about half way through Chapter 1 at this point.
I started the game when this wasn't PFS-sanctioned, but it now is, so we'll use the stipulations that are in the rules for this module. They state that you can play a non-PFS character as if you played a pregen and you'll still be awarded a chronicle sheet against one of your other PFS characters for the parts you complete. You cannot play a PFS character in this campaign as we already have 4 others that aren't PFS, and the rules state the two types can't play in the same game.
We have a bard, an alchemist, an oracle, and a fighter thus far.
If you read my introductory post (first post in the Recruitment thread), you'll find all of the requirements, point buy, starting gold, etc, and you can get an idea of some background and lore, as well as some possible relationships you may have.
I'm not going to be too picky, but I will say I'd like to choose someone who posts more frequently than once per day (let's say 2-3) and would like to sort of take a lead role in moving the campaign forward. Let me know if you're interested!

rungok |

Here's my submission.
A dwarven gunslinger Bolt Ace. No guns, just crossbow.
Backstory would be that his family owes the axebringers a debt, and he arrived only recently to help.
If you need the hero lab file, I'll share it.
Poe Quickhammer
Male dwarf gunslinger (bolt ace) 5 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
LN Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 16, flat-footed 14 (+3 armor, +1 deflection, +4 Dex, +1 dodge)
hp 52 (5d10+18)
Fort +7, Ref +9, Will +3
Defensive Abilities defensive training, nimble +1
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Offense
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Speed 20 ft.
Melee fire-forged steel dwarven maulaxe +6 (1d6/×3) or
. . unarmed strike +5 (1d3 nonlethal)
Ranged +1 darkwood repeating heavy crossbow +8 (1d10+9/19-20/×3)
Special Attacks deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, sharp shoot, shooter's resolve, vigilant loading), grit (4), hatred
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Statistics
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Str 11, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Deadly Aim, Extra Grit[UC], Point-Blank Shot, Precise Shot, Toughness
Traits grounded, mountain guide (five kings mountains), reactionary
Skills Acrobatics +9 (+5 to jump, +11 on balance-related checks), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Craft (bows) +11, Knowledge (engineering) +9, Knowledge (local) +6, Perception +10 (+12 to notice unusual stonework), Sleight of Hand +8, Survival +10, Swim +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ crossbow maven, oppressive expectations
Other Gear darkleaf cloth studded leather, +1 darkwood repeating heavy crossbow with 5 bolts and 1 silver nocking point, fire-forged steel dwarven maulaxe, repeating crossbow bolts (45), ring of protection +1, silver nocking point, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork artisan's tools, masterwork backpack[APG], mess kit[UE], pot, trail rations (5), waterskin, 160 gp, 1 sp
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Special Abilities
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Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Nimble +1 +1 (Ex) +1 AC while wearing light or no armor.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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Poe Quickhammer's family owed a debt to the Axebringers, and in their time of need word was sent to them. Poe, coming from the far end of the 5 kings mountains, has only recently arrived on the scene. With his trusty crossbow 'Olivia', he will help ferret out the source of their trouble and save the family who helped his so long ago.

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Looks great, rungok! There's actually only one other dwarf, so another one is welcome and encouraged. We had three dwarves when we first started, but I took a break from the boards for a while and lost a player, and now we recently lost another. It's why I reopened recruitment. Other than the dwarf, you'll be joining a party with a human, a kitsune, and a lizardfolk.
I don't need the Hero Lab file after all. I'll PM you to give you a quick rundown of the story so far. We can also discuss how you show up at the Redoubt.