Since a few of our players have had to bow out, we are looking for a couple new recruits for our Falcon's Hollow campaign.
A dark stain blights the Birthplace of Freedom!
In the north of Andoran, within the beast and fey-haunted Darkmoon Vale, the town of Falcon's Hollow languishes beneath the heel of the Lumber Consortium.
The Consortium's gavels bleed the town's residents for every copper just as surely as their loggers harvest the forest's darkwood trees.
Along the streets of Almas, the docks of Augustana, the halls of the Eagle Knights, and the sawdust-strewn streets of Falcon's Hollow itself, many souls cry out for an end to this mercantile tyranny and oppression.
Who will answer this call, and how can they liberate Falcon's Hollow?
Wulf, Human Fighter (Quarterstaff Master)
Boggel Samm, Grippli Warpriest (Sacred Fist)
Helgrim Ironstar, Dwarf Barbarian
Starting Level: Level 2
Ability Scores: 20-point buy
HP: Max at first level. Take average or roll at each future level.
Traits: Two Traits. May take a drawback for a third. Beware! The Consortium may exploit your vulnerabilities.
Starting Wealth: 750gp. A bit lower than normal for 2nd level, but this is an economic struggle, after all.
Material Allowed: Paizo material only.
Miscellaneous: Background Skills will be used.
Deadline: Wednesday, January 23 at 7:00pm (EST)
We will be recruiting at least 2 characters, and perhaps 3 if the submissions are suitably impressive.
Please feel free to ask questions about potential character concepts, the campaign events so far, or other details you are curious about.
Thank you kindly!
Here is a Sorcerer that I think will fit into the group. As usual, if picked I'll name it and create an alias.
He/she is a tattoo artist with a chicken for a pet familiar.
Peri-blooded aasimar (emberkin) sorcerer (tattooed sorcerer) 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Bestiary 7)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +1
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d6+4)
Fort +1, Ref +1, Will +2
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee cold iron dagger +1 (1d4/19-20)
Ranged sling +2 (1d4)
Spell-Like Abilities (CL 2nd; concentration +7)
. . 3/day—dancing lights
. . 1/day—pyrotechnics (DC 17)
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +7)
. . 1st (6/day)—mage armor, snowball[UW]
. . 0 (at will)—acid splash, detect magic, prestidigitation, ray of frost, read magic
. . Bloodline Efreeti
Str 10, Dex 12, Con 12, Int 13, Wis 8, Cha 20
Base Atk +1; CMB +1; CMD 12
Feats Alertness, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits beast bond, voices of solid things (witchmarket)
Skills Craft (tattoo) +12, Handle Animal +11, Knowledge (arcana) +6, Perception +1, Ride +2, Sense Motive +1, Spellcraft +8, Use Magic Device +10; Racial Modifiers +2 Spellcraft
Languages Celestial, Common, Sylvan
SQ bloodline tattoos, familiar tattoo
Combat Gear potion of cure light wounds, potion of cure light wounds, scroll of color spray, scroll of comprehend languages, scroll of detect secret doors, scroll of endure elements, scroll of enlarge person, scroll of identify, scroll of infernal healing, scroll of keep watch, scroll of magic missile (CL 3rd), scroll of monkey fish, scroll of obscuring mist, scroll of touch of the sea, scroll of transfer tattoo, acid, alchemist's fire (2), alkali flask[APG], holy water; Other Gear cold iron dagger, sling, sling bullets (10), bedroll, belt pouch, cold weather outfit, flint and steel, hot weather outfit[APG], masterwork backpack[APG], masterwork tattooing tools, mess kit[UE], pot, scroll box[UE], scroll case, soap, spell component pouch, torch (10), trail rations (5), waterskin, 67 gp, 9 sp
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descri
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 hit points You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Arcane Familiar CR –
Chicken (Ultimate Wilderness 193)
N Tiny magical beast (animal)
Init +4; Senses low-light vision; Perception +5
AC 13, touch 12, flat-footed 13 (+1 natural, +2 size)
hp 8 (1d8+1)
Fort +3, Ref +2, Will +4
Defensive Abilities improved evasion
Speed 30 ft., fly 20 ft. (clumsy); drift
Melee bite -1 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Str 3, Dex 11, Con 12, Int 6, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 5
Feats Improved Initiative
Skills Fly -4, Handle Animal +3, Perception +5, Spellcraft +0, Use Magic Device +3
SQ empathic link
Drift (Ex) Cannot hover, and must end flight by landing or perching on solid surface.
Empathic Link (Su) You have an empathic link with your master.
Fly (20 feet, Clumsy) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Here's Qitaba "Kit" al-Guralti. He probably needs a crossbow and a few other things :)
Qitaba "Kit" Al-Guralti
Male human (Keleshite) arcanist (occultist) 2 (Pathfinder RPG Advanced Class Guide 8, 78)
NG Medium humanoid (human)
Init +4; Senses Perception +0
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 12 (2d6+2)
Fort +0, Ref +3, Will +3
Speed 30 ft.
Melee cestus +1 (1d4/19-20) or
. . dagger +1 (1d4/19-20)
Special Attacks arcane reservoir (1/5), consume spells
Arcanist (Occultist) Spells Prepared (CL 2nd; concentration +7)
. . 1st (4/day)—grease, obscuring mist
. . 0 (at will)—disrupt undead, light, open/close (DC 14), prestidigitation, ray of frost
Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Orator[ACG], Skill Focus (Linguistics)
Traits arcane temper, genie-caller
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +12, Spellcraft +9
Languages Aquan, Auran, Celestial, Common, Ignan, Kelish, Sylvan, Terran
SQ conjurer's focus (Summon Monster I, 2 minutes)
Combat Gear feather token (anchor), potion of cure light wounds (3), alchemist's fire (2), antiplague[APG], antitoxin, liquid ice[APG], vermin repellent[UE]; Other Gear haramaki[UC], cestus[APG], dagger, arcanist starting spellbook, bedroll, canteen[UE], chalk, ink, inkpen, masterwork backpack[APG], silk rope (50 ft.), 284 gp, 7 sp, 9 cp
Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Conjurer's Focus (Summon Monster I, 2 minutes) (Sp) Cast summon monster spells with points from arcane reservoir.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Personality and Description:
Qitaba, or Kit, as he cheerfully calls himself among “you northern barbarians”, is a graceful and witty fellow, wearing brightly woven fabrics from his village of Guralt. He is adept with both the spoken and written word, and is patient with both, though woe betide anyone who attempts to distract him while casting a spell—it’s then, or when he discerns injustice, that true anger illumines his face. He is a slender, dark skinned Keleshite of Qadira, with wide green eyes that sometimes appear a little owlish, as if he has spent too much time reading.
Kit had served on several caravans as arcane caster for hire, protecting jewels and precious items out of Qadira and into Taldor and Andoran, and then began to work on some foreign caravans, bringing items to and from Almas and Riverford, punctuated with a few barrow raids. When he made a deliver to Oregent, however, he grew concerned—shanties and hollow eyed urchins surrounded by toughs carrying clubs and saps and worse. A few quiet words at the inn and he found out they were the Toothknockers, led by something called the Lumber Consortium. The situation was far worse, said the barkeep, in Falcon’s Hollow. Kit’s scowl deepened as the barkeep explained how brutally repressed the region was.
Kit left some silver at the table and looked for passage upriver. He had had enough of barrow raids and caravaning—these barbarians were up to something no good and he intended to investigate.
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@Skorn: I will allow "of the Society" traits and being a member of the Pathfinder Society.
You may also want to establish what brings your character to Falcon's Hollow, and we can discuss potential expedition sites if you would like.
I'm also allowing being part of the Pathfinder Society because I like the potential for tension with the lodge, since such a character would be arriving to investigate some site or item of interest to the Society but would instead get wrapped up in local politics, something that your venture-captain may not be happy about.
Here is the entry from Skorn.
Thanks for the reply. I always wanted to try an Arcane Duelist. Seems a good balance - more skills based than a magus, and much more of a social character, but with less striking power. Check out how many skills she has at second level.
I like the idea of Almas Lodge in the former Cathedral of Aroden. Freyja has a reason separate from the Pathfinders to be in town but perhaps she volunteered with the society to come here because of that reason. And as a good character I could see her sense of fair play coming into conflict with her Pathfinder mission as well.
Let me know what you like and don't like. My basic concept is pretty much locked in but I am quite flexible about the details.
I've got a halfling unchaned rogue, Laro Farfeet. He is currently in a Falcon's Hallow game that has been on hiatus. I've just been informed that if one of the players doesn't show back up, which I don't think she will based on how long she's been gone, the game will fold. He's currently 6th level but I can roll him back to 2nd if need be. The background will be the same.
Background: Teasel was adopted by dryads when her family died during a mass plague in the forest. As time went on she came to become a diplomat between the fey and humans of the forest. Due to the increase in aggression from the Aspis and the Lumber Consortium Teasel has decided to try and directly intervene in the conflict.
Appearance: Teasel tends to wear natural clothing and fibers made from the forest. Her skin and body consists of leaves and bark from her bond with her tree. This combined with her resulting demeanor often means she is mistaken for a dryad rather a human.
Personality: Her mindset is very much fey and foreign. Concepts like money are still relatively new her netting her trouble.
Female Human oracle 2
NG medium humanoid (human)
Init +0; Senses Perception +0,
Languages Common, Gnome, Sylvan
AC 18, touch 10, flat-footed 18
hp 19 (2HD)
Fort +2, Ref +0, Will +3, +2 vs. death
Speed 20 ft. (4 squares)
scythe (two handed) +4 ((two handed) 2d4+4/x4)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +1; CMB +4; CMD 14
Known Oracle Spells (CL 2nd):
1st (5/day) - liberating command (DC 13) , shield of faith (DC 13) , cure light wounds (DC 13) , warp wood (DC 13)
0th (at will) - detect magic , detect poison , guidance (DC 12) , light , stabilize (DC 12) Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Special Qualities Battle Mysteries, Bonus Feat, Orisons, Skill at Arms, Skilled, Transform Wood, Tree Bound Curse, Weapon and Armor Proficiency,
Feats Extra Revelation, Fey Foundling
Skills Acrobatics -7, Acrobatics (Jump) -11, Appraise +2, Bluff +2, Climb -4, Craft (Untrained) +2, Diplomacy +8, Disguise +2, Escape Artist -7, Fly -7, Handle Animal +8, Intimidate +2, Knowledge (Nature) +7, Knowledge (Religion) +7, Perform (Untrained) +2, Ride -6, Spellcraft +7, Stealth -7, Survival +5, Swim -4, Use Magic Device +8,
Possessions scythe; lamellar (stone);
Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.
Bonus Feat Humans select one extra feat at 1st level.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Fey-Taken As a child, you were whisked away to the First World by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions. You take a -2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Friend to Animals (Handle Animal) You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skill at Arms (Ex) You gain proficiency in all martial weapons and heavy armor.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Transform Wood (Su) As a standard action you can temporarily transform 3 5-foot cubes of wood each day. The wood takes on the quality of darkwood for 2 minutes. The range of a treesoul's transform wood ability is touch.
Tree Bound Curse (Su) You bind your power to a specific tree. Any damage to the tree deals the same amount of damage to you, overcoming DR, energy resistance, and immunities. Damage you take in this way cannot be healed by normal or magical means until your bonded tree is healed or destroyed. The damage can reduce you to 0 hit points but not below. If the tree is destroyed, you are considered to be staggered and are unable to cast oracle spells or use supernatural or spell-like class abilities until you bond with a new tree in a ceremony that takes 12 hours to complete. Once per month, you can create a new bond with a different tree in a ceremony at that tree that takes 12 hours to complete. You lose your bond with your previous tree in the process.
Weapon and Armor Proficiency Tree souls are proficient with light and medium armor but are prohibited from wearing metal armor. A tree soul can also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Tree souls are proficient with shields (except tower shields) but can use only those crafted from wood. A tree soul who wears prohibited armor or uses a prohibited shield is unable to cast oracle spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
And yes I know I gave three different disadvantages to this character. I like the flavor of these options and the only context I usually get to play tends to ignore the disadvantages (PFS). If you have any questions feel free to ask as stuff like the location of her curse tree is probably important.
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I just found this recruitment...and I never heard of Falcon's Hollow until this.
I don't know if I have a lot time to do it, but I would love to submit a new version of a character I originally built for a Kingmaker game that died out.
A Female Half-Elf Magus (Kensai). Do you allow for Varient Multi-Classing(VMC)? Although that is not required for he build.
She would probably use either a Katana or some other exotic melee weapon.
Here's the druid I promised. This is just the outline of the character choices (such as spells, skills and nature's bond), except equipment. The full sheet still needs to be filled with everything the vanilla druid automatically gets and are not choices, such as wild empathy.
If I get chosen, I'll create the character and fill out the sheet.
Murilar was son to a very strict elven mother and a human father who lied often about his exploits. Although his mother insisted that he studied magic, he went against her wishes and joined a druid circle, even relinquishing his origin's vegetarianism. Against the circle's wishes, he decided he would use the druidism teachings to help the simple folk. That is when he heard of Falcon's Hollow from a traveller and made his way there hoping to be able to do something to give freedom to the town's folk.
Male Half Elf Druid lvl 2
Devotee of the green (+1 Know geography +1 Know nature)
Suspicious (+1 Sense Motive + SM class skill)
Spell Focus (conjuration)
Skill Focus (Perception)
Skills (5+2 skill points per level)
Heal +8 (1 Rank, 3 Class skill, 4 Wis)
Knowledge nature +9 (2 Rank, 3 Class skill, 1 Int, 1 Trait, 2 Nature sense)
Perception +14 (2 Rank, 3 Class skill, 4 Wis, 3 Skill Focus, 2 Racial)
Sense Motive +10 (2 Rank, 3 Class skill, 4 Wis, 1 Trait)
Spellcraft +5 (1 Rank, 3 Class skill, 1 Int)
Survival +11 (2 Rank, 3 Class skill, 4 Wis, 2 Nature sense)
Handle Animal +5 (2 Rank, 3 Class skill)
Knowledge geography +7 (2 Rank, 3 Class skill, 1 Int, 1 Trait)
Nature's bond: Weather Domain
0: Create Water, Detect Magic, Guidance, Purify Food & Drink
1: Charm Animal, Cure Light Wounds, Entangle, Obscuring Mist (Domain)
Thank you all for your submissions. Here is a list of our candidates. Please let me know if I missed anyone.
1) @scottg0 - unnamed - Aasimar (Emberkin) Tattooed Sorcerer
2) Ironperenti - Cuthalian Strongbow - Elf Fighter (Inquisitor of Muir)
3) Axolotl - Qitaba "Kit" al-Guralti - Human (Keleshite) Arcanist (Occultist)
4) Skorn - Freyja Brinasdotter - Aasimar (Angelkin) Bard (Arcane Duelist)
5) trawets71 - Laro Farfeet - Halfling Rogue
6) MadScientistWorking - Teasel - Human Oracle
7) He'sDeadJim - Alekdara - Half-Elf Magus (Kensai)
8) Anthorg - Murilar - Half-Elf Druid
Also, to answer He'sDeadJim's question, Variant Multi-Classing will be allowed.
I am going to take some time to consult the current players for their perspectives. I hope to make our selections in the next day or two.
Once again, thank you all for your contributions.
The time has arrived.
After discussing it with the other players, I have decided to select 3 new players to join the game.
The new adventurers who will join the struggle to free Falcon's Hollow are:
- Freyja Brinasdotter, played by Skorn
- Teasel, played by MadScientistWorking
- Qitaba "Kit" al-Guralti, played by Axolotl
Thank you to everyone who submitted a character. I hope you will find good fortune in other campaigns.
To our new players, please introduce yourselves in the Discussion thread so we can bring you up to speed on the campaign events and begin to incorporate your characters into play.