Ironfang Invasion

Game Master Rostam

Ironfang Invasion - Calendar, Provisions, Organization, Loot
Ironfang Invasion - Chernasardo Map
Fort Ristin
Caveholm


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This is Nazard's submission, tweeted to your creation rules. It includes a spoiler with the five NPCs connected to her.

If I understand the house rule about combat feats, as a rogue, she gets them all when she meets the pre-requisites, but as a rogue, the only one she currently meets is Comvat Expertise, and will gain Deadly Aim and Piranha Strike when her BAB hits +1. I don't suppose I could convince you to throw Agile Maneuvers on that pile, too? Leeka is going Dirty Trick focus, as well as minor magic acid splashes for touch AC sneak attacks.


gold?: 4d6 ⇒ (4, 2, 6, 1) = 13 x 10 = 130 gold

So I am making a Kaepenia Dancer Magus who is origannly from Kirvosa, visiting for the festival by her cousin who says it's a "must see". My question is about the fear slashing grace.

Slashing Grace is only usable with 1-hand slash weapons, but I treat the scarf as a 1-h weapon. Am I able to use said feat. Below is a case for it, but you have final say since it's your game :)

http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9rb5

"An unusual case of the handedness rule is an ability that allows you to treat a two-handed weapon as a one-handed weapon. For example, the titan mauler's jotungrip (which allows you to wield a two-handed weapon with one hand) allows you to wield a bastard sword in one hand even without the Exotic Weapon Proficiency, and (as the ability states) treats it as a one-handed weapon, therefore it is treated as a one-handed weapon for other effects."

--------

Also:

For easy reference.

Campaign Clarifications wrote:

Page 10—Replace the last sentence of the kapenia dancer's weapon and armor proficiency with the following. "A kapenia dancer is not proficent with armor or shields. He does not have the magus's ability to ignore arcane spell failure from armor; however, if he becomes proficient in light armor, he automatically gains the magus's ability to ignore the arcane spell failure chance from light armor. If he becomes proficient in medium armor, at 7th level he ignores medium armor's chance of arcane spell failure. If he becomes proficient in heavy armor, at 13th level he ignores heavy armor's chance of arcane spell failure. This replaces the magus's normal armor proficiencies, including those gained at 7th and 13th level."

------

Another question; can I take out intimidate as a class skill and replace it with perform dance since I am a Kapenia Dancer?


Leeka Fullbottle wrote:
If I understand the house rule about combat feats, as a rogue, she gets them all when she meets the pre-requisites, but as a rogue, the only one she currently meets is Comvat Expertise, and will gain Deadly Aim and Piranha Strike when her BAB hits +1.

Thats correct.

Leeka Fullbottle wrote:
I don't suppose I could convince you to throw Agile Maneuvers on that pile, too?

Thats a no to Agile Maneuvers, the constant trend between all of the feats is they are all trade X for Y. Agile Maneuvers does not follow that trend.

****

Gilthanis wrote:
So I am making a Kaepenia Dancer Magus...

Hopefully you catch this before getting too far, but Kapenia Dancer Magus is not on the PRD and so I am not going to allow it as an archetype. Sorry for the inconvenience, but I generally only allow items from the PRD, excepting feats which can be taken fom the Archives of Nethys.

Gilthanis wrote:
...Slashing Grace is only usable with 1-hand slash weapons, but I treat the scarf as a 1-h weapon....

I do agree with this reading of the rule, so if you can manage to get a 1-handed scarf build (small sized scarf for medium creature, or the lace that lightens a weapon) I would let you use slashing grace with it. I would suggest the small sized scarf in one hand, less expensive and not much of a damage loss. Normally this would be a -2 penalty, but I will waive it for this weapon as there is no good analog that has a lower handedness requirement.

Gilthanis wrote:
Another question; can I take out intimidate as a class skill and replace it with perform dance since I am a Kapenia Dancer?

No to switching any class skills.


Updated with starting age which I had conceived as 78 but I am open to discussion.

I have created four of the NPC's you have asked for but have a question on the last. Should they all be original characters or could I ask for a name form the AP?

My initial impulse would be that he has either advised local law enforcement on arcane matters and I would imagine the town has a sheriff or some such set and I don't want to contradict info in the published work.

@Mainer - Claustipher is certainly not one that would press for information from a friend. If something is to be told he would figure it would be told in the persons time.


Alias ad Tempus wrote:
A wild character appears! Arran mac Aeda

The backstory is sound. I will note that Ram Gate is a Molthuni held fort, and that the Ram Gate Massacre occurred when the Nirmanthi attacked the fort in force and were repelled and then slaughtered by the Ironfang Legion, just to make sure you know that since I don’t think its in the Players Guide.

The subject of your attachment is:
Wife is 1, Unborn Child is 2: 1d2 ⇒ 1

You can look in the below spoiler if you want, but I am rolling it now so that its a set in stone apart of the back story.

Days till wife gives birth:
Days till birth: 3d12 ⇒ (3, 11, 1) = 15

Onto the stat block.

You need to add sections for Wound Points, Wound Threshold, Vigor points, CMD, CMB. You also need to add to hit bonuses and a damage/crit range/range increment bracket beside each weapon. You should also add some small amounts of gear to your person (like what type of clothes you are wearing, maybe a waterskin for walking around all day), and you should take a dagger.

I think that covers everything.


Presuming you mean the d20PFSRD website, I found it by a different name.

Bladed Scarf Dancer


Here is Mathuin "Mat" Ebson, Mainer's character.

Important NPCs:
-His sister, Sari
-Brother-in-law, Taerus
-Niece, Fiona
-Nephew, Breen

I know I'm missing some stuff from the stat block (Wound Points, Wound Threshold, Vigor points, and the little things that Mat would have). If there is anything else that needs to change, let me know.

Overall, he's not the hardest hitter, but he should be able to hold his own in battle and handle/prevent damage. Even tried to get him to be able to make a decent Charisma check.

@Claustipher - I've written Claustipher into Mat's backstory as a grandfatherly figure. He would find out, at some point, as Mat would need to talk to someone sooner or later. By the time the events of this game have occurred, Mat would have told him.


Thanks for the notes, DM Rostam. I'll review the backstory and add the missing information to the stat block...


Leeka Fullbottle wrote:
Leeka Fullbottle

Backstory is sound.

My only problem with it is the difference between trustworthy servant of a diabolist, the casual murder of her former master, not helping in the caravan attack, and the LG alignment. I was honestly expecting a NE or N alignment out of the back story, both of which are fine with me. Just give Leeka a bit more of a redeeming arc and less of a sordid past or change the alignment. Or give me a justification as to how LG makes sense.

Onto the stat block.

Everything is good until we hit the traits section.

Problem 1 – Anxious, Arcane Dabbler and Wild Shadow are not on the PRD, please choose from there. They can be found in Ultimate Campaign or the Advanced Players Guide.

Problem 2 – Arcane Dabbler requires you to be an Elf. Please be mindful of trait requirements in the future.

Problem 3 – Both Arcane Dabbler and Wild Shadow are Race traits. You may only have one trait per trait category so make sure to pick traits that are in different categories.

And the racial traits – Human Shadow is also not from the PRD

Also in the Special Qualities section you have a trait Magical Talent that is not listed in the traits section and would bring you to 4 traits 1 drawback. Are you getting this from another source I am unaware of? If not get rid of a trait.

In the equipment section, all of your load capacities are wrong. With a 10 strength your light load should be 24.75 lbs (33*0.75), your medium and heavy loads are like wise to high. Correct this please.

Everything else looks good. Please make some updates to your character and let me know when its done.


Mainer wrote:
That could be interesting though, especially if both characters had a relationship before these events.

Perhaps we were both present at the Ramgate Massacre?


Gilthanis wrote:

Presuming you mean the d20PFSRD website, I found it by a different name.

Bladed Scarf Dancer

No, that is the D20 Pathfinfer System Reference Document (generally abbreviated as SRD). I mean the Pathfinder Reference Document (generally abbreviated as PRD) published by Paizo.

Here is a link: Pathfinder Reference Document

TO EVERYONE I apparently have made a mistake in saying ‘generally I only use the PRD, with the exception of feats which can be taken from the Archives of Nethys’ in my original post. Apparently the Pathfinder Reference Document (PRD) is not as well known as I thought.

I am going to correct this phrasing now: You may only use options from the PRD, excepting feats which may come from the Archives of Nethys. If you wish to use items from other sources ask me first, but I will most likely disallow them.

This is not due to any malice on my part, but a desire to keep everyone on an even footing character generation wise. Not everyone has a vast knowledge of all the splat books and feats, many people do not even have a good grasp of all that is in the setting neutral RPG line. This restriction on allowable items makes the load of sifting through bloat lower for those who have less time or inclination. Please respect it.

EDIT: I am sorry if the above comes across as anything other than informative. I am not trying to be curt, annoyed or anything, I just wish to clarify this and move on as jumping between multiple websites to find out what something is takes too much time on my part.


No worries, I got the two documents confused is all :)


DM Rostam wrote:
Leeka Fullbottle wrote:
Leeka Fullbottle

Backstory is sound.

My only problem with it is the difference between trustworthy servant of a diabolist, the casual murder of her former master, not helping in the caravan attack, and the LG alignment. I was honestly expecting a NE or N alignment out of the back story, both of which are fine with me. Just give Leeka a bit more of a redeeming arc and less of a sordid past or change the alignment. Or give me a justification as to how LG makes sense.

Onto the stat block.

Everything is good until we hit the traits section.

Problem 1 – Anxious, Arcane Dabbler and Wild Shadow are not on the PRD, please choose from there. They can be found in Ultimate Campaign or the Advanced Players Guide.

Problem 2 – Arcane Dabbler requires you to be an Elf. Please be mindful of trait requirements in the future.

Problem 3 – Both Arcane Dabbler and Wild Shadow are Race traits. You may only have one trait per trait category so make sure to pick traits that are in different categories.

And the racial traits – Human Shadow is also not from the PRD

Also in the Special Qualities section you have a trait Magical Talent that is not listed in the traits section and would bring you to 4 traits 1 drawback. Are you getting this from another source I am unaware of? If not get rid of a trait.

In the equipment section, all of your load capacities are wrong. With a 10 strength your light load should be 24.75 lbs (33*0.75), your medium and heavy loads are like wise to high. Correct this please.

Everything else looks good. Please make some updates to your character and let me know when its done.

Leeka was not a trustworthy servant, she was an unwilling slave to the diabolist, who lacked the courage and opportunity to do anything about it, and was too afraid of her mistress to ever act against her. When the opportunity finally presented itself for her freedom, she took an entire night to wrestle with the dilemma as to whether or not she was allowed to be free. Yes, she did murder the helpless woman, but I don't believe that killing an evil diabolist should be considered an evil act. As it is, she still feels guilt over it. As for the caravan, it's not that she didn't help, but being a tiny rogue with no weapons as of yet, she was completely ineffective, and small enough for the hobgoblins to ignore.

As for the traits, the ones you mention are from the Archives of Nethys. I thought since you allowed feats from there, traits were okay too. Let me know if that's not okay. The Arcane Dabbler was meant to be replaced by Wild Shadow, and I missed completing the edit, so I'll fix that. It leaves her with Magical Talent, which represents what she figured out from her mistress.

The carrying capacities are left over from a previous version of the character who had a higher strength. Easily fixed.


Claustipher Whetwhistle wrote:

I have created four of the NPC's you have asked for but have a question on the last. Should they all be original characters or could I ask for a name form the AP?

My initial impulse would be that he has either advised local law enforcement on arcane matters and I would imagine the town has a sheriff or some such set and I don't want to contradict info in the published work.

In most cases you would be correct. In this case, Phaendar has no mayor, sheriff or law enforcement. There is a loose ‘town council’ which organizes to collect money for repairs and organize festivals but there is no real authority in the town. I suggest you make up someone who might wish peruse arcane matters that consults with you.

Backstory is sound.

Onto the stat block.

The root of most of your issues is the confusion about how age penalties work. As they are cumulative, at Venerable you have a -6 Str, Dex, Con penalty and a +3 Int, Wis, Cha bonus. Your adjusted stats should be Str 5, Dex 8 Con 5, Int 21, Wis 13, Cha 16. Please adjust your saves, wound points, CMB, CMD and other stats based off of them accordingly.

I would also maybe rebalance your stats.

Also, you may look in the spoiler below, but the max age is now set in stone.

Max Age:
Max Age: 70 + 2d20 ⇒ 70 + (17, 12) = 99

Also you need a spellbook with your spells known listed.

Other than that everything looks good.


Leeka Fullbottle wrote:
Leeka was not a trustworthy servant, she was an unwilling slave to the diabolist, who lacked the courage and opportunity to do anything about it, and was too afraid of her mistress to ever act against her.

Sorry, its just that these sentences:

Leeka Fullbottle's Profile wrote:
Leeka was bought by Hildara Crax when she was just a slip of a slip and trained as a maid in her service—it’s the only life she’s ever known, and she grew up under the harsh and cruel control of her Chelish diabolist mistress. Proving to be trustworthy, bright, able to keep her eyes on the ground when required, and too timid to act on any sensitive information, Leeka quickly worked her way up to the position of lady's maid, travelling all over the world with her mistress

Lead me to believe the was trustworthy. Emphasis mine.

I can't see a Diabolist thinking you of being trustworthy without doing some things to earn her trust, which are probably questionable in nature. I do concede that the end of the sentence shows her meekness, but moving up through the ranks to be a personal servant shows trustworthiness.

Maybe keep the theme but give that paragraph a rewrite to show more of the unwillingness involved in Leeka's situation. This is probably just a written communication misunderstanding.

Leeka Fullbottle wrote:
When the opportunity finally presented itself for her freedom, she took an entire night to wrestle with the dilemma as to whether or not she was allowed to be free. Yes, she did murder the helpless woman, but I don't believe that killing an evil diabolist should be considered an evil act. As it is, she still feels guilt over it. As for the caravan, it's not that she didn't help, but being a tiny rogue with no weapons as of yet, she was completely ineffective, and small enough for the hobgoblins to ignore.

Fair enough, I accept your reasoning.

Leeka Fullbottle wrote:

As for the traits, the ones you mention are from the Archives of Nethys. I thought since you allowed feats from there, traits were okay too. Let me know if that's not okay. The Arcane Dabbler was meant to be replaced by Wild Shadow, and I missed completing the edit, so I'll fix that. It leaves her with Magical Talent, which represents what she figured out from her mistress.

The carrying capacities are left over from a previous version of the character who had a higher strength. Easily fixed.

Please use only the PRD for traits. And thanks for making the stat block fixes it looks like a good fun character.


Mathuin Ebson wrote:
Mathuin "Mat" Ebson

Backstory is sound.

Onto the stat block.

Stat Block Review:
I am assuming you used your FCB for a skill point so get 6 skill points. You also get two more background skill points so you should use them.

Your ACP should be -4 not -0. -3 from Hide armor, -1 from buckler.

Other than that its just some formatting tweaks that would help a lot. Instead of doing this:

Longsword 
Attack: +4 
Damage: 1d6+3 
Critical: 19-20/x2 
Type: Slashing

Which takes up a lot of space, try this:

Longsword +4 (1d6+3/ 19-20)S

Showcases all the info without having to move your eyes up and down. Also, try stacking melee and ranged stuff together like:

Melee Longsword +4 (1d6+3/ 19-20)S or Dagger +4 (1d4+3/19-20)P
Ranged Longbow +3 (1d8/x3)P, 100 ft or Dagger +3 (1d4+3/19-20)P, 10 ft

Makes it even easier to read.

And also, please shorten up the descriptions of your feats they only need to be 3-5 words and the wall of text will get harder and harder to look at as the game goes on. Ex. Power Attack (-1 to hit, +2 dmg). If you prefer it like this then please spoiler your feats.

Overall looks pretty good though.

Time to start fighting the walls of text I'm making. Sorry about all those.


Here are the revised backstory and stat block!

Arran mac Áeda

BACKSTORY

Spoiler:

Arran mac Áeda was born and raised in the rugged Hollow Hills. His home was far from the mining towns, in a remote valley that allowed his family some protection from bandits and the monstrous predators of the region. His father was a soldier, and was away for long periods, so he was raised by his mother who taught him courage, honour, and perseverance. They were poor, but happy.

And then his father died in battle. People found out and, figuring that mother and son were easy prey, bandits came. They took what little there was to take, and then they killed Arran’s mother. Arran himself barely escaped, running and hiding in the hills as he had done since he was a child. Now an adolescent and without a family, he joined the ranks of the army, like his father before him.

He trained hard and learned quickly. He was posted on the Southern border, where he proved himself a good and loyal son of Nirmathas. Soon enough, he was promoted, and given increasing responsibilities.

Now a young man, he often accompanied supply wagons to Phaendar, and this is where he met Senga. They fell in love, and were soon married. She became pregnant. Everything seemed right.

Then, he participated in the attack against Molthuni that would later be called the Ramgate Massacre. He barely survived, and the battle left a nasty scar across his face, and another far more insidious scar on his soul.

Now still posted on the Molthuni front to the South, Arran is in Phaendar on another resupply mission, and to see his wife who will soon give birth.

NPCs:

Senna - LG - Human - Commoner - Wife of Arran, daughter of Malcolm and Kristin, sister of Iain and Gavin - Farmer
Malcolm - LN - Human - Warrior - Arran’s commanding officer - Soldier
Sweeney - LE - Human - Expert - Merchant who supplies the Nirmathas army - Merchant
Tam - CG - Halfling - Expert - Arran’s friend who keeps him informed on events in Phaendar - Barkeep
Una - CG - Halfling - Adept - Tam’s wife, and Senna’s friend - Midwife

STAT BLOCK

Spoiler:

Human Martial Master Fighter Level 1

str 18
dex 14
con 15
int 10
wis 10
cha 8

Initiative: +3
Base attack: +1
CMB: +5 (+2 trip, disarm)
Fortitude: +4
Reflex: +2
Will: +0
Armor Class: 16 / ff 14 (+2 with shield, +2 vs goblinoids)
CMD: 17 (+2 vs trip, disarm)

Wound Points: 32
Wound Threshold: 15
Vigor points: 10

ATTACKS

Light Flail: +5 (CMB +2 disarm) * 1d6+4/1d8+4 (x2)
Heavy Flail: +5 (CMB +2 disarm) * 1d8+4/1d10+4 (19-20/x2)
Dagger: +5 * 1d3+4/1d4+4 (19-20/x2) / thrown: +3 * 1d3+4/1d4+4 (19-20/x2) * range: 10 ft

SKILLS

Stealth: 7 (+1 in hills & mountains)
Survival: 8
Climb: 8
Swim: 8
Ride: 6
Knowledge (Dungeoneering): 4
Background Profession (Soldier): 4
Background Knowledge (Geography): 4

FEATS

Level 1 human feat: Focused Study (Human trait): Survival
level 1 fighter: improved trip
level 1: improved disarm
free: Combat Expertise
free: Deadly Aim
free: Power Attack
free: Risky Striker

EQUIPMENT

Weapons: Light Flail, Heavy Flail, Dagger x2
Armor: Lamellar (leather), Heavy Wooden Shield
Gear: soldier’s uniform, fighter’s kit,
Gold: 71 gp

TRAITS & DRAWBACKS

Heart of the Wilderness (Human): Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Highlander (Hollow Hills): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Ironfang Survivor: You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Attached: You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a —1 penalty on Will saves and a —2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Martial Master (Archetype):

There are those who learn the fighting arts though countless hours of repetition and training, while others seem to pick up new stances and forms as if they were born to them.

Martial Flexibility (Ex): At 5th level, the martial master can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The martial master must meet the chosen feat's prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his fighter level.
The martial master can use this ability again before the duration expires in order to replace his previously chosen combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At higher levels, when he gains multiple feats through this ability, the martial master can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
At 9th level, a martial master can use this ability to gain the benefit of two combat feats at the same time. He can select one feat as a swift action or two feats as a move action.
At 14th level, a martial master can use this ability to gain the benefit of three combat feats at the same time. He can select one feat as a free action, two feats as a swift action, or three feats as a move action.
At 17th level, a martial master can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.
At 20th level, a martial master can use this ability to gain the benefit of any number of combat feats as a swift action.

This ability replaces weapon training and weapon mastery.



Are you willing to allow the Nirmathi irregular ranger archetype? It's not on the PRD, but it's here on the Archives of Nethys, and it seems like a perfect fit for this AP.


Sorry. As I've noticed that on the PRD there's no Weapon Master's Handbook, I have no option but to retreat my interest. Good luck and have fun, guys.


DM Rostam wrote:
Mathuin Ebson wrote:
Mathuin "Mat" Ebson

Backstory is sound.

Onto the stat block.

** spoiler omitted **

Time to start fighting the walls of text I'm making. Sorry about all those.

I'll make those changes over the next couple of days.


Alias ad Tempus wrote:
Arran mac Aeda, V2

Looks good now. Just adjust the formatting if you are selected.

The Sesquipedalian Thaumaturge wrote:
Are you willing to allow the Nirmathi irregular ranger archetype? It's not on the PRD, but it's here on the Archives of Nethys, and it seems like a perfect fit for this AP.

I will allow that one as it is pretty on point for this AP. But you have to go with the suggested FE of Human and FT of forest.

TO EVERYONE Please note the above archetype is allowed for this campaign due to its tight relationship with the area.

Jereru wrote:
Sorry. As I've noticed that on the PRD there's no Weapon Master's Handbook, I have no option but to retreat my interest. Good luck and have fun, guys.

Sorry to see you go. I was looking forward towhat you came up with after seeing Father Laszlo and Tomas Ducek for GM TWO's Kingmaker game.

Mainer wrote:
I'll make those changes over the next couple of days.

Sounds good to me.


Those traits are kind of central to making Leeka work, so I think I'll pull her, but since I'm keen on the dirty trick build, I have had an idea for a monk focused on dirty trick and trip which I could never make work because not enough feats available, but with the house rules you have, could actually work. I'll finalize tonight or tomorrow and submit.


Flanking, Higher ground and Charging… 2 dice choose the highest… which equals roughly +5… I will now play a mounted class considering that they almost always have the higher ground.


DM Rostam wrote:


The root of most of your issues is the confusion about how age penalties work. As they are cumulative, at Venerable you have a -6 Str, Dex, Con penalty and a +3 Int, Wis, Cha bonus.

Your adjusted stats should be Str 5, Dex 8 Con 5, Int 21, Wis 13, Cha 16. Please adjust your saves, wound points, CMB, CMD and other stats based off of them accordingly.

I would also maybe rebalance your stats.

Going to do a little re-balancing so I don't just die immediately, should be done in an hour or so.


Is the campaign trait specific to the ironfang path or is it any campaign trait regluffed if needed?


Darn. I was also working off the PFSRD rather than the PRD. My mistake.

Seems harder to find things in the PRD... no central list of Witch Patrons, but definitely not the one I was going for (plant) or the Herb archetype (I chose the campaign trait Frontier Healer, so was going with that).

I'm going to withdraw my dot for now, but was really liking the character (Grizella) and the personality she was developing, so if I find time to rebuild and find something that fits before the deadline, I'll post her. If not, I'll rework for another game. Thanks for the interesting idea either way. :)


This is Falcon, Leeka's replacement. I tried to stick with the PRD for ideas.


Gilthanis wrote:
Is the campaign trait specific to the ironfang path or is it any campaign trait regluffed if needed?

It should be an Ironfang Invasion AP trait.

Zanbabe wrote:

Darn. I was also working off the PFSRD rather than the PRD. My mistake.

Seems harder to find things in the PRD... no central list of Witch Patrons, but definitely not the one I was going for (plant) or the Herb archetype (I chose the campaign trait Frontier Healer, so was going with that).

I'm going to withdraw my dot for now, but was really liking the character (Grizella) and the personality she was developing, so if I find time to rebuild and find something that fits before the deadline, I'll post her. If not, I'll rework for another game. Thanks for the interesting idea either way. :)

You can still use D20, just check the copy right at the bottom of the page to see if its in one of the 10 books on the PRD (Basically Core, Ultimate X, Advanced Y, Unchained, etc.). You get all the lists and just need to make one check before you peruse it or not.

Either way I am sorry to see you go over this. I hope you find time to remake the character.


Falcon Gray wrote:
This is Falcon, Leeka's replacement. I tried to stick with the PRD for ideas.

Backstory: Its interesting, emotional, and concise. Good job

Stat block: Dirty Fighting needs to be replaced, but remember you don't need Int 13 as a prerequisite for combat feats, in case you missed that. I would just take Improved Dirty Trick instead.

Since you would have +7 to to Trip or to Dirty Trick you probably won't need the additional +2 Dirty Fighting would've given you so don't sweat it.

With only such a minor change needed I'll consider this complete, unless you object. Thanks for the submission.


Claustipher Whetwhistle wrote:
Going to do a little re-balancing so I don't just die immediately, should be done in an hour or so.

Looks good now. Thanks for the submission.

Grand Lodge

Might try to change my concept and do an unchained Halfling rogue or something similar like a Hunter(patient ambusher)


DM Rostam wrote:
Falcon Gray wrote:
This is Falcon, Leeka's replacement. I tried to stick with the PRD for ideas.

Backstory: Its interesting, emotional, and concise. Good job

Stat block: Dirty Fighting needs to be replaced, but remember you don't need Int 13 as a prerequisite for combat feats, in case you missed that. I would just take Improved Dirty Trick instead.

Since you would have +7 to to Trip or to Dirty Trick you probably won't need the additional +2 Dirty Fighting would've given you so don't sweat it.

With only such a minor change needed I'll consider this complete, unless you object. Thanks for the submission.

I put a list of future feats in a spoiler at the end, to make sure they were okay, too, as that's how I'd like to build him. I took Dirty Fighting off the Archives of Nethys site, which you said was allowed , and a few others on that list are also from there, so I'd rather ask now.


Falcon Gray wrote:
I put a list of future feats in a spoiler at the end, to make sure they were okay, too, as that's how I'd like to build him. I took Dirty Fighting off the Archives of Nethys site, which you said was allowed , and a few others on that list are also from there, so I'd rather ask now.

Blergh... Yep that's correct, sorry about that. You're all good. Thanks for calling me on it, always need to keep the DM honest.

Probably shouldn't review characters when my mind feels like mush... Off to bed!

Critzible wrote:
Might try to change my concept and do an unchained Halfling rogue or something similar like a Hunter(patient ambusher)

Whatever you choose I can't wait to see the backstory and stat block.

So far there's two fighters, a monk, and a wizard submitted so either idea would compliment them.

As a note, I will do a proper character round up on Friday to show everyone whats been submitted and make sure I haven't missed any one thus far.


Here's my submission.

Theodric Greenvine - Human Rogue (Unchained) - Local fletcher who hides that he was once a Molthuni spy.

Backstory:
Theodric freely tells his neighbors in Phaendar that he deserted from Molthune, but that is not the whole story. He came to the small town more than six years ago, claiming that he had come from Tamran, swimming ashore after jumping off a ship serving as part of the blockade on Lake Encarthan. According to Theodric, his ship had captured a smuggler who, under torture, spoke of the starvation and terrible conditions the blockade had caused for Nirmathas. This moved Theodric to abandon his post and join the Nirmathi, travelling westward along the Marideth River, eventually leading him to Phaendar.

He settled into life in the small settlement, taking a spare room above the bakery. Theodric began apprenticing to the bowyer, especially excelling at fletching. He struck up a friendship with Kaleb, a local trapper and fellow deserter from Molthune. Theodric even set upon a budding romance with Soria, daughter of the local apple orchard keeper. However, he’s been keeping a terrible secret from them all.

When he first came to Phaendar, Theodric was a Molthuni spy. His story was a cover to ingratiate himself with the locals so he could periodically feed information to the Molthune Imperial Army about the movements and readiness of the Nirmathi irregulars and guerillas. However, over the years, the town and people of Phaendar endeared themselves to Theodric. A couple years back, he stopped sending messages to his contacts, hoping they would write him off as discovered and killed.

His loyalty to Molthune had never been on a solid foundation. Early in his service with the army, he ran afoul of a band of Ironfang Legionnaires looking for trouble. They thrashed the young man to an inch of his life, leaving him for dead on the streets of Korholm. This planted the seeds of dissent in Theodric’s heart, although his silver tongue and charming demeanor kept his superiors from ever suspecting weakness. The stark contrast between the free lifestyle of the Nirmathi and the cruelty of Molthuni’s monstrous Ironfang Legion now ensures that Theodric’s loyalty stands firmly with his new friends and neighbors in Phaendar, but he dreads the day when they may discover his origins and cast him out.

NPCs:
Soria Turancross- NG - Human - Commoner - Theodric’s crush - Orchard Tender
Henric Turancross - LG - Human - Commoner - Soria’s father, beginning to warm to Theodric - Orchard Keeper
Narsius Delkonsen - N - Human - Expert - Theodric’s employer and craft mentor - Bowyer
Drulia Wintrish - CG - Human - Expert - rents a room to Theodric, likes to meddle in his life - Baker
Kaleb Bellarue - CN - Halfling - Warrior - Theodric’s friend - Molthuni deserter turned trapper

Stats:

Male Human (Taldan) Rogue – Theodric Greenvine
Age 28; Height 5' 7"; Weight 170 lbs
CG Medium humanoid (human)
Init +4; Senses Perception +4

DEFENSE
AC 17, touch 15, flat-footed 12
Wound Points 20
Wound Threshold 10
Vigor Points 8 (1d8)
Fort +0, Ref +6, Will +0

OFFENSE
Speed 30 ft.
Melee Shortsword +4 (1d6, 19-20/x2), Dagger +4 (1d4, 19-20/x2)
Ranged Shortbow +4 (1d6, x3) 60 ft, Dagger +4 (1d4, 19-20/x2) 10 ft

STATISTICS
Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats – Combat Expertise, Weapon Finesse, Dodge, Deceitful
Traits – Iron Fang Survivor (+2 dodge AC vs goblinoids, 1/day can roll twice and take higher result when using Intimidate, Sense Motive, or Stealth), Trustworthy (+1 on Diplomacy checks, +1 on Bluff checks to fool someone)
Skills – Stealth +8, Bluff +8, Diplomacy +7, Disable Device +8, Perception +4, Sense Motive +4, Knowledge (Local) +6, Disguise +8, Survival +1, Acrobatics +8, Climb +4
Background Skills - Craft (Bows) +6, Linguistics +6
Languages Common, Hallit, Goblin, Undercommon
SQ Finesse training, sneak attack +1d6, trapfinding

Combat Gear – Leather Armor(15 lbs, 10 gp), Shortbow (2 lbs, 30 gp), 20 arrows (3 lbs, 1 gp), Shortsword (2 lbs, 10gp), Dagger (1 lbs, 2 gp)
Other Gear 9 gp, 1 sp; Blanket (3 lbs, 5 sp), and a Basket (4 sp) containing a Bottle of Apple Wine (5 gp), meal of cheese, fruit, bread, and jam (1 gp), some linens (1 gp), a silver bracelet carved with sylphs (20 gp), and a vial of Antitoxin labeled as a love potion (50gp) (6 lbs total)

Light Load 0-33 lbs Medium Load 34-66 lbs Heavy Load 67-100 lbs
Total Carried 32 lbs

Note about Gear:
In keeping with the theme of only including things they would have at the festival, Theodric has packed a basket to have a picnic with Soria after he has helped his master sell their wares. The silver bracelet is a gift he commissioned for her, brought by one of the merchants visiting town. As for the antitoxin, Theodric's acquaintances Drulia and Kaleb, fed up with how slowly he has progressed his relationship with Soria, acquired the "love potion" from a snake oil salesman visiting the town and slipped it into the basket. I thought this would be a story-appropriate way to include some interesting bits of gear.

Please let me know what you think. Thank you kindly!


Here's the crunch on my submission. Human Cleric of Sarenrae, for ten years now, village healer in Phaendar.

Background and relations forthcoming, with some tweaks to the profile to match your template, but wanted to get the stats in front of you, as I'm still a neophyte with Pathfinder and am probably missing something.

My only prior experience with PbP is two aborted campaigns about five years or so ago...so, looking for something to grab on to and ride to a mutual conclusion. Your campaign and style looks to fit the bill! Cheers.


Putting together a witch of my own. Hopefully it'll be done in the next day or so.


Outside of walking around equipment, everything is finalized.


Fighter ranger wizard rogue (2) magus, cleric?
How good a backstory are you expecting?


Ancient Dragon Master wrote:

Fighter ranger wizard rogue (2) magus, cleric?

How good a backstory are you expecting?

For backstory quality, I want a good attempt at one that will make you well integrated into Phaendar in some way.

So far everyone has come in at basically the length that I consider the sweet spot (around 3-5 paragraphs, each 2-4 sentences long). They have also generally highlighted all of their traits, included most or all of their NPCs and shown off their writing a bit.

As long as you can make a backstory you are comfortable submitting beside the others submitted thus far it is probably of sufficient quality.

Maybe not the most helpful of definitions for what I'm expecting but I hope it helps a bit.

Sczarni

Hmm... I was quite interested in the AP as it came out, and I had a concept built for an ex-military individual who left the Irregulars had another bout of general insubordination-turned-incompetence. As they do. In general, I had him/her planned as a defensive/party defender sort of fighter, and I wouldn't usually pitch him in PbP (as he's quite interrupt heavy), but the GM rolling for people made me reconsider that.

Stat Block:

NG Medium humanoid (human)
Init +3; Perception +2
Favored Class Bonus +1 to HP
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 18 (+5 armor, +2 Dex, +3 Shield, +2 Dodge)
Wound Points 30
Vigor Points 10
Fort +4, Ref +2, Will +1 (+3 vs fear);
--------------------
Offense
--------------------
Speed 20 ft.
Melee Shield +4 (1d4+3)
Melee Trident +4/3 (1d8+3/5) or
Melee Lucerne Hammer +4/3 (1d12+4/7)
Sap +4/3 (1d4+3/5)
Ranged Trident +3/2 (1d8+3/5)
Ranged Shortbow +3/2 (1d6/+2)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Shield Focus, Combat Reflexes, Bodyguard, Combat Expertise, Deadly Aim, Power Attack, Risky Striker
Skills Climb +7, Sense Motive +6, Survival +5, Ride +6, Heal +5, Swim +7, Knowledge(engineering) +6, Lore (Mountain Tactics) +6
Languages Common, Varisian, Goblin
--------------------
Special Abilities
Heart of the Wilderness
--------------------
Traits
Threatening Defender
Survivor (Not that set on it)
World-Weary (Campaign)
Drawback Proposal: Not-So-Irregular - penalty to Diplomacy checks regarding Irregulars by party with character.
--------------------
Gear
Trident 15gp
Scale Mail 50gp
Lucerne Hammer 15gp
10 Shortspears 10gp
Sling
Heavy Wooden Shield 7gp
Fighter's Kit (In camp) 9gp
Cold Weather Clothing
Sap 1gp
Healer's kit 50gp
11gp remaining

I'll write the story soon - I imagine the character being someone who arrived in town a year or so back, after deserting a rather famous Irregular band, who decided to charge to their doom. As is common with Nirmathans, he's a rather self sufficient individual, fishing or hunting, occasionally aiding someone injured or aiding the sheriff in warding off bandits or drunks, or training deputies.


Alezandu Pavlenco wrote:
Alezandu Pavlenco

Sorry I missed this. The stat block looks good. I just need you to change one thing: Your favored enemy should be Human as suggested by the archetype (per my note above where I allowed the archetype saying you need to take the suggested FE and FT). I know you made the stat block before I said that so no worries. The main reason being that you would have already been involved in some minor training and skirmishes as the Nirmathi Irregular archetype is more of an "earned" or story archetype (via backstory obviously) than other archetypes.

Can't wait to see your back story.


vayelan wrote:
Theodric Greenvine

Backstory: Looks good

Stat Block: Also looks good.

I didn't find anything wrong and I like the submission. The picnic basket was a good idea.

I have a question though, is Soria intended to have no mother? I have added in a Tonia Turancross but if her mother is not around I will remove her.


DM Rostam wrote:
vayelan wrote:
Theodric Greenvine

Backstory: Looks good

Stat Block: Also looks good.

I didn't find anything wrong and I like the submission. The picnic basket was a good idea.

I have a question though, is Soria intended to have no mother? I have added in a Tonia Turancross but if her mother is not around I will remove her.

For some reason I thought we were restricted to just 5 NPCs. I went back and saw that you wrote "at least" 5 NPCs. Oops.

Tonia sounds like a good addition. Thank you.


NPCs added to Falcon's profile.


Sander Yarro wrote:
Sander Yarro

Stat block:

Wound points - should have 25 (double con score + con mod)

Spell Selection - this is just a helpful hint, but clerics can spontaneously cast cure spells by using up a prepared spell or unprepared spell slot. I would suggest preparing something other than two cure light wound spells as you can change any spell you prepare into one.

Feats - As a cleric you get to pick one of the free feats mentioned in Combat Changes Point 2. If you don't qualify for the one you want just put it in italics and make a note or something until you meet the requirements. EX. Power Attack(free, requirements not met)

Skills - you have 4 for class, +2 int, +1 fcb, +1 human. You should also have two background skill points. You can find background skills here.

Also please make a note of your armor check penalty by item beside your skills. Ex. Skills (ACP -X shield, -Y armor).

Other than those small tweaks it looks good. Looking forward to seeing the backstory.


The Lion Cleric wrote:
A wild stat block appears!

Vigor Points - Your FCB to Hp should add a vigor point, giving you 11.

Traits - Threatening Defender is not from the PRD, please change it. Also, I can not find the Survivor trait anywhere, please provide a link.

Drawbacks - Proposal basically accepted. You can choose between two options.

1- Not-So-Irregular - Due to misunderstandings with a group of Irregulars, and the grapevine information travels through, you are known as a trouble maker. You take a -2 penalty on Diplomacy and Sense Motive checks made against any person who is apart of a group of Irregulars.

or

2- Not-So-Irregular - Due to misunderstandings with a group of Irregulars, and the grapevine information travels through, you are known as a trouble maker. You take a -4 penalty on Diplomacy checks made against any person who is apart of a group of Irregulars.

Other than that looks good. Can't wait to see the backstory.

EDIT - Actually there is one thing, where are you getting the +2 dodge bonus from?


I think I will be submitting a half-orc paladin.


All right, here's my witch submission. Kiran Rowan, son of an herbalist/healer/wisewoman/eccentric. Not as exciting a concept or build as some I've seen, but hey.

As I stated in my first post, I'm basically brand new to PbP, and perhaps 2 years total 3.PF playing experience, most of it 3.5. Hopefully I got most of the statblock correct, but I'm willing to bet I got something wrong, particularly the skills.

Anyway, yeah, please let me know what should or needs to be fixed or adjusted. I'm pretty flexible.

Background:

Kiran was born in Phaendar, but his mother was not. Jaena Rowan arrived alone in the small town roughly twenty years ago, a few months pregnant and with just barely enough money to establish herself in a small, thrown-together hut at the very edge of Phaendar. Jaena gave birth to a baby boy. Jaena makes her living as an herbalist, healer, and wisewoman, and Kiran grew up learning from her and assisting her. Be it gathering herbs, helping craft simple tinctures, or learning to set broken bones, he has been taking part in some fashion as long as he can remember.

Unfortunately for the Rowans, however, this did not immediately lend itself to earning a great deal of wealth. Kiran and his mother have never been outcasts in Phaendar, and both have made efforts to integrate themselves into the community, but for a long while people were a bit wary of the pair living on the fringes of the town. This meant that much of Kiran’s childhood wasn’t spent making every last copper count, and often had to go foraging when those coppers disappeared. Kiran’s comparatively odd upbringing also made fitting in a bit more difficult than it may otherwise have been. He made a few friends, but also had some difficulty with bullying.

One small group in particular, led by a boy named Anton, made his early teenage years difficult. Kiran was never seriously attacked, if only to avoid incurring the wrath of the weird herb lady, but plenty of tricks were played. Not being inclined to respond directly, he would do his best to avoid them while he went about his business.

One day while out gathering herbs, he was approached by a black cat. Kiran hadn’t seen this cat before, but it was friendly enough, and he let it follow him home. He named the cat Shadow because it followed him around everywhere he went. He thought himself quite creative for choosing that name. One evening a few months later, after another incident with Anton, Kiran was sitting in a field with Shadow when he made eye contact with the cat. When this happened, he could see far more intelligence in its eyes than a normal cat, and he could feel something trying to communicate with him, trying to offer him something. He didn’t know what to make of it, but he trusted Shadow, so he accepted.

Since then, Kiran has split his time between his usual duties and learning more from Shadow. He has only explained the exact origin his new magical ability to his mother and perhaps one or two other people; with everyone else, he has been deliberately vague about where it comes from. Kiran suspects most people have some idea, given that he’s almost never seen without his cat. Still, he’s tried to position himself much as his mother has over the last two decades: kind of odd, but friendly enough, and quite helpful when needed. It seems to be working well enough so far.

NPCs:

Jaena Rowan – CG – Human – Expert – Kiran’s mother and mentor – Herbalist and healer
Anton Casca – CN – Human – Commoner – Former bully, now at least cordial with Kiran -Butcher
Sam Brightwing – N – Halfling – Expert – Friendly traveling merchant who brings news and goods – Merchant
Braedon Pravost – LG – Human – Commoner – Friend, knows about Kiran’s magic – Farmer
Amaliel – NG – Half-elf – Expert – Friendly half-elf girl only slightly older than Kiran, Kiran’s crush – Tailor/seamstress

Statistics:

Kiran Rowan
Age 20; Height 6' 2"; Weight 170 lbs
NG Medium humanoid (human)
Init +6; Senses Perception +1 (+3 w/ Alertness)

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 dex)
Wound Points 30
Wound Threshold 14
Vigor Points 7 (1d6 + 1 FCB)
Fort +2, Ref +2, Will +2

OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Spells Prepared (CL 1st; concentration +5)
1st (2/day) — Cure Light Wounds, ear-piercing scream (DC 15)
0 (3/day) — Daze (DC 14), Detect Magic, Guidance

STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness (from familiar), Extra Hex (cackle), Improved Initiative
Traits frontier healer, poverty-stricken
Skills *Craft (alchemy) +8, Heal +5, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +9, Knowledge (Planes) +8, Perception +1 (+3 w/ alertness), *Profession (Herbalist) +4, Spellcraft +8, Survival +5, Use Magic Device +4
(* indicates background skills)
Languages Common, Dwarven, Elven, Goblin, Sylvan
SQ hexes (cackle, evil eye), witch's patron (trickery), witch's familiar (cat)

Gear acid flask (2), bottle of wine, dagger, belt pouch, familiar satchel, spell component pouch, waterskin, traveler's outfit

Light Load 33 Medium Load 66 Heavy Load 100
Total Carried 18 lbs


I am kind of liking the idea of making an 'Urban' Druid with a connection to Phaendar that goes back in his family line to long before it was a town. The destruction of the town would therefore affect him greatly.


Redac wrote:
Kiran Rowan

Backstory: Looks good, and he's even from Phaendar!

Stat block: Everything looks good here too. I would maybe suggest adding your familiar's stat block to the page as well, they sometimes end up being in harms way.

Thanks for the submission.

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