Into the Haunted Forest: Non-PFS Sanctioned Module (Inactive)

Game Master DoubleGold

forest map


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Character Creation and rules:
1. Follow the same character creation rules as if you were doing PFS.
2. Exception 1: Any core race, current pfs allowed race or any race 15 race points or less, this includes 3rd party races, more races and races from race builder.
3. Exception 2: Start at level 2 with 3350 Gold to spend. (I'm trying to think approximately how much gold/value worth of stuff the average character would have if they had a character with 5 xp. ie, level 2.66 pfs. If anyone thinks 3350 is too much or too little, feel free to bring it up)
4. Purchase limit of 1500 gold per item
5. haunted forest read the introduction and create a background based upon that. Not much to go off of, so backstories don't have to be long, they can be, but somewhere in your backstory I want to know why your character is in that place.
6. Classes and archetypes allowed: If PFS allows it, you can play it. You can't be a spellslinger archetype wizard, because pfs does not allow it.
7. I'll be accepting 5 of you and recruitment ends on the 21st, good luck.

Grand Lodge

I assume PFS-allowed traits?


@grimdog73 yep.


Slayer sounds good to me!


If this game is a success, I'll be running a sequel, and by that I mean any sanctioned module that isn't PFS and was printed before Crypt of the Everflame. And keep your characters, as in I'll be doing my own pfs kind of thing. Obviously you won't be able to play every module that came before Crypt, because you will level or even treasure out of sync, but you can get quite a few in. Most likely I'll run crown of the kobold king or river into darkness next, followed by any 5th or 6th level module, and leveling up will be similar to PFS, instead of experience, you will just level up at the end of scenarios, some modules will make you level up twice depending upon which scenario I want to rune next. Try to grab all the treasure you can though, because the treasure system won't work PFS style, but instead you get treasure by seeking it out, so instead of having to buy that +3 cloak of resistance you might find it, instead of getting x amount of gold per adventure, you have to look for it. Now obviously if people are behind on treasure from this method, I will add extra gold as appropriate. This is my way of having fun and covering a bunch of modules that PFS does not cover, modules that DMs pay little attention to, that people would love to play.

The Exchange

I'd like to give a Phalanx Fighter a try. Heavy armor, Heavy Shield, shortspear (for now) and Halberd at level three.

Basically a tank that can beat people from afar sounds really cool.


Dotting! I think this is a swell idea. There are a lot of great Paizo modules that I almost never see get any action on here. Even if I don't get picked, I'll probably follow the adventure just to see the module in action.

I'm strongly considering submitting a character for this. Human Ranger or Hunter sound good? Also, will there be more of a focus on roleplaying than I usually see in PFS scenarios?


I really don't know how much roleplaying there will be yet. I have to wait and see who signs up and see all who wants what. Depending upon which modules I run can also affect it. For example, it would be hard to let people roleplay Crypt, which I'm not running anyway, even if was non-pfs, simply because it is a dungeon crawl type of game. There are a few parts in that module however that I could add roleplaying too, but the general game over all would have not much roleplay. As far as into the haunted forest goes, I only looked it over to see if I understand everything and that I know how to run it and I do. Now considering this isn't PFS, this gives me more flexibility, as in if a game had a chaotic evil vampire in it, I could say the vampire is True Neutral and treat the vampire as if it still had human like qualities instead of like an undead creature that has absolutely no control over its thoughts/actions/body. I can even make intelligent civilized zombies that don't attack people if reasoned with instead of making mindless zombies that will just eat people on sight. I do get creative with things, so I'll try to add roleplay into the game if requested to do so.


I like the sound of that.


This sounds like exactly what I'm looking for. Dotting and will try to get crunch in later today.


I've been rereading your post all night (EST) wondering how normal or how unusual a character I want to apply with, I realized that five others had posted before I did. So if your taking the first five it means I'm "waiting in the wings" so to speak.

If I understand your race qualification: we can build a race, as long as its under fifteen points, right? It would be fun to play with something so unusual that it hasn't been built yet. Let me see what I can put together :)


Your first exception says any core, PFS allowed or race below 15 RP. So, would kobold count for this?


Well, I haven't had time to build a character yet, so I guess we'll see who makes it in first, Mr. Henry!


Robert Henry wrote:

I've been rereading your post all night (EST) wondering how normal or how unusual a character I want to apply with, I realized that five others had posted before I did. So if your taking the first five it means I'm "waiting in the wings" so to speak.

If I understand your race qualification: we can build a race, as long as its under fifteen points, right? It would be fun to play with something so unusual that it hasn't been built yet. Let me see what I can put together :)

not a race, and not taking the first five. I'm not sure if I want to do things randomly or if based on a well written backstory or if I see someone I really want, person might get priority. But no need to rush, as this isn't first come first serve recruition method.

And no race building, by race builder, I meant races already provided in the race builder example. For example. Lashunta is in the race builder section serving as an example and has 11 RP, so it would be legal for my game.

At Captainford: Yep, core, pfs races and 15 rp or below. And Kobold is 5 RP so yes allowed.


Thank you for the clarification on the race builder, so still unusual options, just not unheard of...I was thinking a half gnome fairy gunslinger :), I like a well rounded party, may wait a little to see what everyone else is posting. Worst case scenario Eldlen was going wizard second level, may just toss him in. Why would he be in a bar outside of the woods? Hmmm....

Dark Archive

still needs to be cleaned up and some more fluff
tell me what you think
Gremly D


As of now I'm thinking of going ragebred barbarian. I'll post crunch tonight.


In order of appearance

grimdog73
Choant slayer
Jackson Bolas Phalanx Fighter
Budd the C.H.U.D. ranger or hunter
zomblisham rage bred barbarian
Robert Henry
CaptainFord kobold
Ruik Gremly D Scarred Witch Doctor

Hmmm... one spell caster; the slayer or ranger could be skilled with locks or combat oriented like the fighter and barbarian. What will the Kobold be I wonder...


@DoubleGold

Sounds interesting. I wouldn't mind trying a skald. If I did, would you allow the Scribe Scroll bonus first level feat? Or the standard PFS thing of replacing that with Extra Performance instead?


hi i know you said that max cost of one item could be 1,500 but would you make an exeption for a ring of sustenance if not its cool just had to ask ^_^


Riuk wrote:
hi i know you said that max cost of one item could be 1,500 but would you make an exeption for a ring of sustenance if not its cool just had to ask ^_^

NVM about his question


This sounds good. I'll check out rolling some sort of spellcaster.

Also, I don't mean to rain on parades but scarred witch doctor is not pfs legal. (just wanted to give you fair warning)


jooker wrote:

This sounds good. I'll check out rolling some sort of spellcaster.

Also, I don't mean to rain on parades but scarred witch doctor is not pfs legal. (just wanted to give you fair warning)

But i read this the other day

Half-Elf or Half-Orc: Can a character of either of these races select human racial favored class options?
Yes. Half-elves and half-orcs may select racial favored class options, archetypes, traits, and so on, as if they were a full member of both races (a half-elf can select elf and human rules elements, a half-orc can select human and orc rules elements).

Edit 9/26/13: This is a reversal of an earlier ruling. This resolves a discrepancy between this FAQ, another APG FAQ, and a Core Rulebook FAQ.


Finally got around to tweaking this little guy. He's not terribly tough, but he will have enemies running scared!

Crunch:
Alzhar the Outcast
Male Kobold Witch 2
LN Small Humanoid (Reptilian)
Deity: Nethys Homeland: Andoran

Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 13 Touch 13 Flat-footed 12
HP 13/13
Fort +2 Ref +2 Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee MWK Cold Iron Dagger +2 (1d3-1/19-20)
Ranged MWK Sling +5 (1d3-1/x2)

Spells Prepared
0th - Dancing Lights, Detect Magic, Read Magic, Spark
1st - Cause Fear, Ear-piercing Scream, Unseen Servant

Hexes
Cackle
Evil Eye
Slumber (DC 14)

--------------------
Statistics
--------------------
Str 8, Dex 15, Con 12, Int 16, Wis 12, Cha 8
Base Atk +1; CMB -1; CMD 11
Feats Extra Hex (Slumber)
Traits Resilient, Hedge Magician, Frightener (Alt), Spellcaster Sneak (Alt)
Skills Heal +5, Intimidate +3, Kn. Arcana +7, Kn. History +7, Kn. Nature +7, Kn. Planes +7, Spellcraft +8, Stealth +7, Use Magic Device +3
Languages Common, Draconic, Dwarven, Undercommon
Combat Gear MWK Cold Iron Dagger, MWK Sling, 20 Bullets
--------------------
Equipment
--------------------
Witch's Kit
-Backpack
-Bedroll
-10 candles
-Flint & steel
-Ink 1 oz
-Inkpen
-Iron pot
-Mess kit
-Rope, hempen (50 ft)
-Soap
-Spell component pouch
-Torches (10)
-Trail rations (5 days)
-Waterskin
Wand of Cure Light Wounds (50/50)
Potion of Barkskin +2 x2
Scroll of Cause Fear x10
Scroll of Mage Armor x5
Scroll of Charm Person x2
Potion of Fox's Cunning x3
49 gp 9 sp

Krinkel (Familiar):
Krinkel
Male N Greensting Scorpion, Level 1, Init +3, HP 10, Speed 30
AC 18, Touch 15, Flat-footed 15, CMD 7, Fort +2, Ref +3, Will +0, CMB +1, Base Attack Bonus 0
Sting +5 (1d2-4, x2)
Abilities Str 3, Dex 16, Con 10, Int 1, Wis 10, Cha 2
Condition None
Special Immune vs Mind-affecting effects
Familiar - Master +4 Init
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Personality/Background:
A member of the tribe of kobolds living in Darkmoon Vale near Falcon's Hollow, Alzhar never truly fit in with his tribe. Longing to be a casting kobold, but lacking the natural means to do so, Alzhar put his big brain to use and communed with spirits of both the forest and his draconic ancestors for guidance. His dedication paid off when he found himself visited by his scorpion familiar, Krinkel, who helped him to learn how to cast a variety of spells that would put his foes (and perhaps the whole tribe) on their knees before him. Pouring many hours of his time into perfecting his magic, his studies began to worry the rest of his tribe.
Finally, Alzhar was approached by Merlokrep himself, who demanded to know what he was up to. Demonstrating his newly acquired powers, the rest of the tribe were stunned, frightened, and cowed by his magical expertise. They claimed he was up to dark arts and planning to place a curse on the tribe, threatening to run him out if he didn't stop or leave. Faced with rejection in spite of his hard work, Alzhar retaliated, casting spells to put the fear of a dragon into his tribe and send them running, giving him time to pack up his materials and few personal possessions and fleeing before the effects wore off.
Now an outcast and left alone, Alzhar decided to trail after a group of softskins, hoping that perhaps they'll lead him somewhere that will be more accepting of his magical prowess. After 3 days of travel, with no sign of them approaching any set destination, Alzhar believed his new "guides" to be lost, and left them to wander as he took off in a new direction. The little kobold hopes that if he walks far enough, he find signs of the bigger races, who will perhaps be willing to tolerate his activity in exchange for his magical services.


Yea, going as half orc is fine. The archetype itself is not legal. But this is not PFS so the GM may allow it. I personally love the class. I am playing one in a homebrew. (Mine is a Bloodrager/SWD that uses the Mad magic Feat to cast while raging. Good times.)

"In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play." from PFS Legal List

It is just a blanket "all monster stuff is not allowed," and does not seem to exile it because of balance issues.

I got booted from a PFS game with a level 1 with SWD because I didn't realize it at first either.


I'll be Submitting Orgril Lamon. Half-Orc Trapbreaker Alchemist. He is focused on bombs, finding traps, and support spells/alchemical goodies.

Here is a Google Doc Link I'll make a full profile if I am selected.

background:

Orgril is an adopted half-orc that grew up in Andoran. His parents were retired Andoran freedom fighters that had amassed a small fortune from adventuring and political endeavors. They adopted many orphaned children that lost their parents in the fighting. He had 12 siblings growing up and each was sent to apprentice at whatever speciality they felt comfortable with. At the end of their schooling, they were given a small gift of gold and sent to make their own ways.

For Orgril, his calling was alchemy. He always had a knack for finding the right chemical concoctions. Unfortunately his orc blood came to be his downfall. He was bullied and disliked by his peers. He dropped out of the formal alchemy school to learn on his own.

In order to fund his alchemical research, he took to a life of adventuring. There was good money in throwing bombs. As an adventurer, and devout follower of Cayden Cailean, Orgril can nearly always be found in a tavern, when not at work. This is where he was when the brawl broke out. He is not sure who broke the artifact, but, of course, it must have been the half-orc.

I have a few questions for DoubleGold.
Should I follow PFS rules for swapping brew potion for extra bombs?
Also, I bought a wand of cure light wounds for group use. Should I pay for it in gold or is there a prestige type system?


Not sure whether you would take this. Custom race design weighing in at 12 RP. Need to massage him a little scaling back from 3rd level to first.

Dark Archive

if i cant use Gremly

ill try with Xildhal and ACPet
had him for a game i did not get into so i changed it to fit this one hope to get in.


Dotting. Dwarf Alchemist on the way


Xunal wrote:

@DoubleGold

Sounds interesting. I wouldn't mind trying a skald. If I did, would you allow the Scribe Scroll bonus first level feat? Or the standard PFS thing of replacing that with Extra Performance instead?

Has to be the standard pfs replacement thing.

At Riuk: Yeah, that ring won't help you, as I rarely keep track of in-game time and even when I do, I do it very loosely. Plus even when sleep is interrupted, I still count it as if people got full sleep. Yeah, you can't be Gremly unless he is no long a witch doctor.

At Line: Lets take a look at what you have. Okay, sure, but you will be the only custom created race for being so bold. It does not look overpowered, however I do ask you to up him to 15 RP or higher before giving yourself a negative and give him as least one thing that gives a handicap, ie. a negative RP quality. You overall RPs should be from 12-15 after applying one negative RP quality. You may use your own custom race, as long as you have at least one negative RP qulity.


DoubleGold wrote:
Xunal wrote:

@DoubleGold

Sounds interesting. I wouldn't mind trying a skald. If I did, would you allow the Scribe Scroll bonus first level feat? Or the standard PFS thing of replacing that with Extra Performance instead?

Has to be the standard pfs replacement thing.

At Riuk: Yeah, that ring won't help you, as I rarely keep track of in-game time and even when I do, I do it very loosely. Plus even when sleep is interrupted, I still count it as if people got full sleep. Yeah, you can't be Gremly unless he is no long a witch doctor.

At Line: Lets take a look at what you have.

@DoubleGold:

No Problem! I've got one mostly ready to go with all the other guidelines you gave. I just need to tweak that little bit out a bit.

I'll post it in this forum later today when I've done the typing done.

Thanks!


DoubleGold wrote:
Xunal wrote:

@DoubleGold

Sounds interesting. I wouldn't mind trying a skald. If I did, would you allow the Scribe Scroll bonus first level feat? Or the standard PFS thing of replacing that with Extra Performance instead?

Has to be the standard pfs replacement thing.

At Riuk: Yeah, that ring won't help you, as I rarely keep track of in-game time and even when I do, I do it very loosely. Plus even when sleep is interrupted, I still count it as if people got full sleep. Yeah, you can't be Gremly unless he is no long a witch doctor.

At Line: Lets take a look at what you have. Okay, sure, but you will be the only custom created race for being so bold. It does not look overpowered, however I do ask you to up him to 15 RP or higher before giving yourself a negative and give him as least one thing that gives a handicap, ie. a negative RP quality. You overall RPs should be from 12-15 after applying one negative RP quality. You may use your own custom race, as long as you have at least one negative RP qulity.

so what do you think of my Kobold??Xildhal

hes a Primal Companion Hunter and here is his ACAnimal totem guide


DoubleGold wrote:
Xunal wrote:

@DoubleGold

Sounds interesting. I wouldn't mind trying a skald. If I did, would you allow the Scribe Scroll bonus first level feat? Or the standard PFS thing of replacing that with Extra Performance instead?

Has to be the standard pfs replacement thing.

At Riuk: Yeah, that ring won't help you, as I rarely keep track of in-game time and even when I do, I do it very loosely. Plus even when sleep is interrupted, I still count it as if people got full sleep. Yeah, you can't be Gremly unless he is no long a witch doctor.

At Line: Lets take a look at what you have. Okay, sure, but you will be the only custom created race for being so bold. It does not look overpowered, however I do ask you to up him to 15 RP or higher before giving yourself a negative and give him as least one thing that gives a handicap, ie. a negative RP quality. You overall RPs should be from 12-15 after applying one negative RP quality. You may use your own custom race, as long as you have at least one negative RP qulity.

Ok, I've got a 16 point variant I can do something to.


Ok, so far we've gotten

Undecided
grimdog73

Combat
Choant slayer
Jackson Bolas Phalanx Fighter
Budd the C.H.U.D. ranger or hunter
zomblisham rage bred barbarian
Cutlas Line Golemnoid Fighter

Divine
Robert Henry Taicho Blackfeather Tengu Warpriest
Ruik Xildhal Kobold HunterPrimal Companion Hunter

Arcane
CaptainFord Alzhar the Outcast Male Kobold Witch
Xunal Skald

Skilled
jooker Ogril Lamon Half-Orc Trapbreaker Alchemist
TreasureFox Dwarf Alchemist

I was torn between Taicho a Hei Feng warpriest and Mee Poe a goblin feral nasher turned rogue. I decided on Taicho. I will finish his numbers and post him soon.


Ok, let's try:

Type: Outsider (Native)_________________________3 rp
Type: Half Construct____________________________7 rp
Size: Medium____________________________________0 rp
Base Speed: Normal______________________________0 rp
Ability Score Modifiers: (Standard)_____________0 rp
CON +2, WIS +2, CHA -2
Languages: Standard_____________________________0 rp
Starts knowing Common only

Racial Traits

Defensive

Lifebound_________________________________________2 rp
Natural Armor_____________________________________2 rp
Improved Natural armor____________________________1 rp
Total +2 Natural armor bonus to AC

Offense:

Natural Attack (slam) 1d4___________________________________1 rp

Senses;

Darkvision, 60 feet_____________________________________-
Freebie for being an Outsider

Weakness

Elemental Vulnerability - acid________________________-2 rp

Total:________________________________________________14 rp


At line: replace improved natural armor with a trait that grants a bonus to an int, or cha based skill, such as builging liar, or cave dweller or integrated, etc. And as long as that stay 12-15, your good.


DoubleGold wrote:
At line: replace improved natural armor with a trait that grants a bonus to an int, or cha based skill, such as builging liar, or cave dweller or integrated, etc. And as long as that stay 12-15, your good.

Ok. Replacing "improved natural armor" with "gifted linguist". He will still have +1 AC due to natural armor, get a +4 bonus on Linguistics skill checks and learn 2 languages each time he puts a rank in Linguistics. That should bring him to 15 rp.


@DoubleGold: 'Xunal' here again. Okay, I got it done. Half Orc Skald. I threw together a bit of quick biography by looking up Isger and Andoran in the ISWG and just winging it a bit. Hope it works for you.

Thanks much!

Klujjen Grathorin (Half-Orc Skald)

Synopsis:

Klujjen is an escaped slave from Isger who was freed and trained by a skald who had come from the Land of the Linnorm Kings. He has recently parted company with his mentor and is hoping to find glory and battle on in Northern Andoran.

Early Life:

Klujjen Grathorin was orphaned as a child and remembers nothing of his family, who are probably all dead. He was raised for a while in one of Isger's many Asmodean orphanages. As he grew, he became strong, but bullheaded, and was sold into slavery, to work one of the few mines left near Dustpawn. He escaped by strangling a guard with his chains a few weeks later.

He was soon found by a Half-Orc skald, Regnis, who was originally from Averaka. Amused by Klujjen's antics, he freed Klujjen of his fetters and taught him how to survive in the mountains. Because Klujjen craved both glory and song, Regnis also taught him how to be a skald. They shared a few profitable adventures together before parting company near Haugin's Ear in Southern Isger.

Klujjen enjoys a good fight and inspiring others to reach greater glory. He hopes to find both friends and glory in his travels.

Vital Statistics:

Klujjen Grathorin
Male Half-Orc Skald, level 2
Medium Humanoid (human and orc)
Initiative: +3
Perception +4

======
DEFENCE
======

AC 16, Touch 11, Flat-Footed 15
HP 17
FORT +7 (Half-Orc Sacred Tattoos & Fate's Favoured)
REF +3 (Half-Orc Sacred Tattoos & Fate's Favoured)
WILL +4 (Half-Orc Sacred Tattoos & Fate's Favoured)

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Bardiche, masterwork (1d10+6; 19-20/x2) — brace and reach properties
• Spiked Chain, masterwork (2d4+6; x2) — disarm and trip properties
• Cutlass (1d6+4; 18-20/x2)
• Kukri (1d4+4; 18-20/x2)
• Morningstar (1d8+4; x2)
RANGED:
• Sling (1d4+4; x2, 50 feet) — masterwork sling bullets
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 2):
• level 0 (at will): Detect Magic, Light, Mage Hand, Mending, Open/Close
• level 2 (3/day): Chord of Shards, Ear-Piercing Scream, Expeditious Retreat

======
STATISTICS
======

STR 18 (+4), DEX 12 (+1), CON 14 (+2), INT 10, WIS 8 (-1), CHA 14 (+2)
BAB +1; CMB +5; CMD 16
Feats: Extra Performance (bonus feat, level 1), Combat Reflexes
Traits: Fate's Favoured (faith), Reactionary (combat)
Skills (including armour adjustments):
• Acrobatics +6 (1 rank)
• Bluff +7 (0 ranks) — From Versatile Dance; Perform (sing)
• Climb +9 (1 rank)
• Knowledge (local) +5 (1 rank) — includes Bardic Knowledge bonus
• Knowledge (all others) +1 (0 ranks) — Bardic Knowledge
• Perception +4 (2 ranks)
• Perform (sing) +7 (2 ranks) — Versatile Dance: Bluff & Sense Motive
• Sense Motive +7 (0 ranks) — From Versatile Dance; Perform (sing)
• Swim +8 (1 rank)

Languages: Common, Orc

SQ (Class Features):
• Bardic Knowledge
• Cantrips
• Inspire Rage (+2 STR & CON, +1 WILL, -1 AC)
• Raging Song (15 rounds per day)
• Extra Performance (bonus feat)
• Versatile Performance (Sing)
• Well Versed

Current Kit (his STUFF)
• +1 Mithral Chain Shirt THE big ticket item @ 1,200 GP
• Bardiche, masterwork
• Cutlass
• Kukri
• Morningstar
• Spiked Chain, masterwork
• Sling
• Sling Bullets (x 20), masterwork
• Soldier’s Outfit
• Potions (x 3), Cure Light Wounds (CL 1)
• Potion (x 2), Enlarge Person (CL 1)
• Potion (x 3), Shield of Faith +2 (CL 1)
• Bard's Kit (backpack, bedroll, flute, rations, etc.)

Cash: 18 GP, 8 SP

Total encumbrance of 97 lbs. (light)
The +1 Mitral armour made all the difference for encumbrance!

======
SPECIAL ABILITIES
======

Class abilities, feats, and traits … in brief
• Sacred Tattoos Racial Trait: +1 luck bonus to all saving throws
• Rock Climber Racial Trait: +1 to Acrobatics and Climb checks
• Chain Fighter Weapons: Flail, Heavy Flail, Dire Flail, Spiked Chain
• Darkvision: 60 feet
• Orc Blood: counts as human and orc relating to race
• Fate's Favoured (faith trait): Increase luck bonuses by +1 (boosts Sacred Tattoos bonus)
• Reactionary (combat); add +2 trait bonus to Initiative rolls
• Half-Orc FCB: one extra Raging Song per day
• Human FCB: One bonus spell, must be 1 level below the highest level known
• Extra Performance: six extra rage songs per day (bonus feat for PFS play)
• Combat Reflexes: 2 Attacks of Opportunity per round

======
PHYSICAL DESCRIPTION
======

Age: 16 years old
Height: 5 ft 11 in (180 cm)
Weight: 240 lb (109 kg)
Skin: Green
Build: Built like a brick privy!
Hair: Black
Eyes: Blue
Special: Sacred Tattoos

Sczarni

Ill be making a character. It will be done soon. :3

Sczarni

Here is Dana, the Changeling Life Oracle.

Dana:
Dana
Female changeling oracle 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 184)
CG Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 13 (2d8)
Fort +0, Ref +2, Will +4; +1 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk morningstar +3 (1d8+1) or
. . 2 claws -3 (1d4)
Ranged sling +3 (1d4+1)
Special Attacks channel positive energy 4/day (DC 14, 1d6)
Oracle Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—burning disarm (DC 14), cure light wounds, detect undead, ray of sickening[UM] (DC 14)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, ghost sound (DC 13), light, mage hand, mending
. . Mystery Life
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 10, Int 13, Wis 12, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Selective Channeling
Traits sacred touch, shoanti tattoo
Skills Acrobatics +2 (-2 to jump), Bluff +3 (+5 vs. creatures sexually attracted to her), Diplomacy +8, Heal +6, Knowledge (planes) +6, Knowledge (religion) +5, Sense Motive +6, Survival +5; Racial Modifiers +2 Bluff vs. creatures sexually attracted to her
Languages Common, Draconic, Elven
SQ oracle's curse (haunted), revelation (channel)
Combat Gear alchemist's fire (2); Other Gear +1 hide armor, mwk morningstar, sling, bedroll, earplugs, flint and steel, masterwork backpack, torch (5), trail rations (5), waterskin, wooden holy symbol of Desna, 1,803 gp, 3 sp, 6 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Green Widow (Green Hag) (Ex) The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracle Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Shoanti Tattoo +1 trait bonus on saving throws against fear effects.

Background:
Dana grew up in a traveling family. She was always a kind child, never asking for anything she didnt need and giving everything she had. Many people wondered why she was cursed with such a horrid existance. Though she was always healing and mentoring others, her life was a cocophany of broken and hidden items. When her father died, she took for Andoran, hoping someone there could help her rid of the horrid spirits that destroyed all things around her. She made it to a small inn and decided to stay the night there. The rest is history....


@DoubleGold:

Hello again!

I'm currently in a real world "caffeine rage" (espresso with a touch of lemon juice; yum, yum!) and realized one little 'oopsies' on my Half-Orc Skald. I wanted to take more advantage of the skill monkey thing that skalds and bards are good at, but with intelligence score, that's a bit problematic. So, I swapped out Darkvision for the Skilled racial trait. Which will give him two more skill points, put into Knowledge (geography) and Knowledge (nature).

Here are the current spoilers for Klujjen, including the above changes:

Klujjen Grathorin (Half-Orc Skald)

Klujjen is an escaped slave from Isger who was freed and trained by a skald who had come from the Land of the Linnorm Kings. He has recently parted company with his mentor and is hoping to find glory and battle on in Northern Andoran.

Early Life:

Klujjen Grathorin was orphaned as a child and remembers nothing of his family, who are probably all dead. He was raised for a while in one of Isger's many Asmodean orphanages. As he grew, he became strong, but bullheaded, and was sold into slavery, to work one of the few mines left near Dustpawn. He escaped by strangling a guard with his chains a few weeks later.

He was soon found by a Half-Orc skald, Regnis, who was originally from Averaka. Amused by Klujjen's antics, he freed Klujjen of his fetters and taught him how to survive in the mountains. Because Klujjen craved both glory and song, Regnis also taught him how to be a skald. They shared a few profitable adventures together before parting company near Haugin's Ear in Southern Isger.

Klujjen enjoys a good fight and inspiring others to reach greater glory. He hopes to find both friends and glory in his travels.

Vital Statistics:

Klujjen Grathorin
Male Half-Orc Skald, level 2
Medium Humanoid (human and orc)
Initiative: +3
Perception +4

======
DEFENCE
======

AC 16, Touch 11, Flat-Footed 15
HP 17
FORT +7 (Half-Orc Sacred Tattoos & Fate's Favoured)
REF +3 (Half-Orc Sacred Tattoos & Fate's Favoured)
WILL +4 (Half-Orc Sacred Tattoos & Fate's Favoured)

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Bardiche, masterwork (1d10+6; 19-20/x2) — brace and reach properties
• Spiked Chain, masterwork (2d4+6; x2) — disarm and trip properties
• Cutlass (1d6+4; 18-20/x2)
• Kukri (1d4+4; 18-20/x2)
• Morningstar (1d8+4; x2)
RANGED:
• Sling (1d4+4; x2, 50 feet) — masterwork sling bullets
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 2):
• level 0 (at will): Detect Magic, Light, Mage Hand, Mending, Open/Close
• level 2 (3/day): Chord of Shards, Ear-Piercing Scream, Expeditious Retreat

======
STATISTICS
======

STR 18 (+4), DEX 12 (+1), CON 14 (+2), INT 10, WIS 8 (-1), CHA 14 (+2)
BAB +1; CMB +5; CMD 16
Feats: Extra Performance (bonus feat, level 1), Combat Reflexes
Traits: Fate's Favoured (faith), Reactionary (combat)
Skills (including armour adjustments):
• Acrobatics +6 (1 rank)
• Bluff +7 (0 ranks) — From Versatile Dance; Perform (sing)
• Climb +9 (1 rank)
• Knowledge (geography) +5 (1 rank) — includes Bardic Knowledge bonus
• Knowledge (local) +5 (1 rank) — includes Bardic Knowledge bonus
• Knowledge (nature) +5 (1 rank) — includes Bardic Knowledge bonus
• Knowledge (all others) +1 (0 ranks) — Bardic Knowledge
• Perception +4 (2 ranks)
• Perform (sing) +7 (2 ranks) — Versatile Dance: Bluff & Sense Motive
• Sense Motive +7 (0 ranks) — From Versatile Dance; Perform (sing)
• Swim +8 (1 rank)

Languages: Common, Orc

SQ (Class Features):
• Bardic Knowledge
• Cantrips
• Inspire Rage (+2 STR & CON, +1 WILL, -1 AC)
• Raging Song (15 rounds per day)
• Extra Performance (bonus feat)
• Versatile Performance (Sing)
• Well Versed

Current Kit (his STUFF)
• +1 Mithral Chain Shirt THE big ticket item @ 1,200 GP
• Bardiche, masterwork
• Cutlass
• Kukri
• Morningstar
• Spiked Chain, masterwork
• Sling
• Sling Bullets (x 20), masterwork
• Soldier’s Outfit
• Potions (x 3), Cure Light Wounds (CL 1)
• Potion (x 2), Enlarge Person (CL 1)
• Potion (x 3), Shield of Faith +2 (CL 1)
• Bard's Kit (backpack, bedroll, flute, rations, etc.)

Cash: 18 GP, 8 SP

Total encumbrance of 97 lbs. (light)
The +1 Mitral armour made all the difference for encumbrance!

======
SPECIAL ABILITIES
======

Class abilities, feats, and traits … in brief
• Sacred Tattoos Racial Trait: +1 luck bonus to all saving throws (replaces Ferosicy)
• Rock Climber Racial Trait: +1 to Acrobatics and Climb checks (replaces Intimidating)
• Chain Fighter Weapons: Flail, Heavy Flail, Dire Flail, Spiked Chain
• Skilled: +1 skill point per level (replaces Darkvision)
• Orc Blood: counts as human and orc relating to race
• Fate's Favoured (faith trait): Increase luck bonuses by +1 (boosts Sacred Tattoos bonus)
• Reactionary (combat); add +2 trait bonus to Initiative rolls
• Half-Orc FCB: one extra Raging Song per day
• Human FCB: One bonus spell, must be 1 level below the highest level known
• Extra Performance: six extra rage songs per day (bonus feat for PFS play)
• Combat Reflexes: 2 Attacks of Opportunity per round

======
PHYSICAL DESCRIPTION
======

Age: 16 years old
Height: 5 ft 11 in (180 cm)
Weight: 240 lb (109 kg)
Skin: Green
Build: Built like a brick privy!
Hair: Black
Eyes: Blue
Special: Sacred Tattoos


Ehh, I've kind of got a lot on my plate right now. Gonna have to back out of this one, but I'll be keeping an eye on it to see how it turns out!

Best of luck, everybody!


This "real life" rubbish gets in the way of all the fun, doesn't it? :P


It so does. Sudden family drama. Don't think I can take on another campaign on top of what I already have with this drama bomb on the table.


I'm pushing back recruitment a little further. I'll decide Friday who is in, which gives people more time. The reason is that I'm waiting is to get past certain parts in some of my other games. Especially the PFS ones, I want to wait until the one game I'm in is nearer to the end. And the Mummy's mask game I'm dming is about 2 days behind, there is a certain pain in the butt section of the book that I am almost done with, that I want to get past before I start this.


No problem. Work threw me a curve ball and I need another day or two anyway.


An updated list

Undecided
grimdog73

Combat
Choant slayer
Jackson Bolas Phalanx Fighter
zomblisham rage bred barbarian
Cutlas Line Golemnoid Fighter

Divine
Robert Henry Taicho BlackfeatherTengu Warpriest
Ruik Xildhal Kobold HunterPrimal Companion Hunter
DatsuneSage Dana Changeling Life Oracle

Arcane
CaptainFord Alzhar the Outcast Male Kobold Witch
Xunal Klujjen Half Orc Skald

Skilled
jooker Ogril Lamon Half-Orc Trapbreaker Alchemist
TreasureFox Dwarf Alchemist


@DoubleGold:

I corrected that comment typo in the stats on my half-orc, that the fancy armour cost 2,100 GP, and not 1,200. Better be some kind of fancy armour for that kind of cash! I hope I added up the armour's cost properly. Everything else I spent revolved around that one item costing a bundle.

I built him on the premise that he'll be taking part in battle way more than a bard ever would, by taking full advantage of his rage song shtick. It was kind of fun building a combative arcane character!


An interesting mix of applicants from the looks of things.

I doubt there'd be a lack of "punch" in the final selection!


I think you are right, on both counts, interesting mix and "punch"

I used: Combat, Divine, Arcane and Skilled, but with so many "hybrid" classes its really not accurate. If anyone knows a better "listing" method I will use it. Guess I could just leave them in "order of appearance"

Edit: Hhmmm a green girl, a tree, a little lizard critter, a bird, and a big ugly fella..."Guardians of Golarion" Anyone?

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