Ironfang Invasion

Game Master Rostam

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


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DM Rostam wrote:
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?

Survivor

Survivalist
Neither are from the prd though


I'll think about a character when I read the players guide. As I can't download things till the second, I will not be able to make a character till then. (As I can't link them)


First things first, the required foreword: I'm completely new to PbPs and, though I've been lurking the forums for quite some time, this is my very first post. Though intrigued by its narrative depth, I've been reluctant to embrace such a medium due to what is traditionally perceived as its slow, clunky pacing. Yet reading your introductory post, I was finally persuaded this might indeed be my cup of tea, after all – so why not give it a try?

The crunch stuff in my profile (the background is still missing: I have it nearly nailed down, there are still some ideas which I'm going to further develop in the following days); just a couple of things / issues I stumbled upon during character creation which might be worth elaborating on:

  • I got Exotic Weapon Proficiency courtesy of the ancestral arms half-elf alternate race trait, replacing Skill Focus. My understanding is that getting a Feat via a class ability or a race trait rather than through normal levelling allows one to ignore any pre-requisite (in this case, having at least BAB +1), unless explicitly stated otherwise. Is that correct?

  • The adopted trait is listed under "social", but it immediately gives access to a racial trait of a chosen race. Which category does it count for for the "1 trait per type" limit?

  • The Wild Stride trait is from the "Heroes of the Wild" softcover, and thus, not on the prd. The reason I picked it nonetheless is that I love the way it fitted thematically, especially considering my vision of her as a Nature Oracle who spent most of her life among the Crystalhurst druids. Still, should you veto it, no biggie ;)

  • Lastly, would it be possible to indicate (in addition to the standard 5) a single NPC with levels in a PC class living in Phaendar as part of her background, obviously with the implicit agreement that as soon as balancing and / or the plot requires it, he should develop a very bad case of "ye good olde GM-mandated significant NPC's death"™ for fun&drama?

    Thanks for the time spent reading and answering this – I'll be back with a background shortly!


  • Hey there, an intrigued dot here. It's been awhile since I've gotten into one of the newer APs and I've heard really great things about the Ironfang Invasion.

    I am a PBP veteran with over 10,000 posts and 6 years of gameplay. I also have several years of F2F campaigns under my belt, and four completed APs.

    What jumps out at me first is an exceptionally young character - like, a 14-year old. With the violence and uncertainty that happens at the beginning of the AP, it really gives me an opportunity to show the impact that would have on an impressionable person, and the development that you would get from having that person forced into action, taking charge, and quite a bit of violence in order to survive.

    I also think that such a lost character fits in with the gritty storytelling that you're looking for.

    I think my concept will likely result in a spellcaster, especially since getting a kid embroiled in melee combat with a bunch of hobgoblins seems like an unrealistic idea.

    Of course, if the idea of a young kid putting himself in danger makes any of you uncomfortable, you can let me know. I don't want to pull any triggers.


    Here is my completed submission, with updated stat block, backstory, and NPCs.

    In answer to the questions in the original post:

    I don't know if this qualifies me as new, but I have been active in PbP for a few months and have made around 200 posts.

    I will always be able to post around 5:00 PM Pacific time, and can often post at other times of day.

    I would prefer you just leveling up the party at important moments, as I dislike the standard Pathfinder XP system. However, I would be open to a revised system in which we gain XP only for accomplishing significant goals in the story, rather than simply killing things.

    Sczarni

    Oh! Sorry - I missed the part regarding the Feats and archetypes being the only thing outside of core being applicable. That being said, notes taken on the re-working (and sorry about plopping in a random stat-block, I don't generally do that.)

    The dodge bonus is from Combat Expertise, which I applied (as with Threatening Defender one would take no penalty on melee attacks.) I realise that's not part of the stat block by default, but it would generally be on often.

    I like the Not-So-Irregular idea for the Sense Motive and Diplomacy, since the other version would be less detrimental, and I like Drawbacks having drawbacks!

    I've had some ideas today regarding the character, that I quite enjoyed, but unfortunately the next couple of days I'd have to travel quite a lot for family reasons - I'll post both the backstory and the revised, rule-abiding stat block by Sunday, I believe.

    Thanks for the quick feedback!

    Grand Lodge

    Arnel:

    Male human ranger (skirmisher) 1 ( Pathfinder RPG Advanced Player's Guide 128)
    NG Medium humanoid (human)
    Init +3; Senses Perception +6
    —————
    Defense
    —————

    AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
    Vig 10 (1d10) Wnd 28 (Threshold 14)
    Fort +4, Ref +5, Will +2
    —————
    Offense
    —————

    Speed 30 ft. (20 ft. in armor)
    Melee battleaxe +2 (1d8+1/×3)
    Ranged longbow +4 (1d8/×3)
    Special Attacks favored enemy (aberrations +2)
    —————
    Statistics
    —————

    Str 13, Dex 16, Con 14, Int 12, Wis 14, Cha 10

    Base Atk +1; CMB +2; CMD 15

    Feats Combat Expertise, Deadly Aim, Point-Blank Shot, Power Attack, Precise Shot

    Traits deadeye bowman, foxclaw scout

    Skills Acrobatics +0 (-4 to jump), Climb +1, Craft (alchemy) +5, Craft (bows) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +2, Knowledge (nature) +5, Perception
    +6, Stealth +3, Survival +6

    Languages Common, Goblin

    SQ track +1, wild empathy

    Other Gear scale mail, arrows (20), battleaxe, longbow, backpack, bedroll, belt pouch, bowyer tools, flint
    and steel, hemp rope (50 ft.), mess kit UE, pot, torch (5), trail rations (5), waterskin, 60 gp, 1 sp
    —————
    Special Abilities
    —————

    Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.

    Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

    Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. aberrations foes.

    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

    Precise Shot You don't get -4 to hit when shooting or throwing into melee.

    Track +1 Add the listed bonus to survival checks made to track.
    Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


    Fluff:

    Arnel's family was from Phaendar, his parents were killed while off patrolling the boarder leaving Arnel's
    eldest sister to raise him and his twin brother. The village did help with raising of the children, taking
    them in and helping them to be able to provide for themselvs once they grew.
    Arnel's sister became a cook for the local magistrate and his brother a gaurd. Arnel never wanted to say
    with in the confines of the village and like to range out like his parents used too. Once he came of age
    Arnel signed up for the military, he was at home with scouting and living in the woods, the military saw
    this and assigned him to the Foxclaw scout group. Arnel spend a few years away from the village,
    returning only a few times to celebrate the days of birthing for his Sister and Twin brother.

    Avaliene - NG - Human - Expert (Cook) - Sister
    Nedanthal - NG - Human - Warrior - Twin Brother
    Simon - CG - Human - Warrior - Town Militia man
    Nalcine - CG - Elven - Expert - Town Bow Smith
    Burtrand - CE - Dwarf - Warrior - Local tough


    Completed backstory and NPC relations now attached.

    Stats have undergone a revision per your guidance. Will continue to chip away at them to go final before the deadline - helping me re-learn character creation....


    So I'm back with another level of complication for my character concept. I'll continue to flesh this out and turn it into a full character backstory, personality section, and statblock as soon as I have the opportunity to.

    My character Ian will be a Phaendar native. I'm thinking that his father is the sheriff or some other respected community figure - but ideally the sheriff.

    When Ian's mother was little, she had an affair. Little did she know, the creature that she had an affair with was an errant shape-shifting fire spirit attempting to experience the Material Plane. As a result, the pregnancy killed her as her womb was burned from the inside during birth. Ian survived, but his father hardened and neglected her, and he was raised essentially by a nurse. He grew up, turning into a willful and mischievous young child, basically being a little shit constantly to get back at his dad for the stick that's up his butt. Ian is not aware of the circumstances of his birth, so he just thinks that his dad is terrible (which isn't very wrong).

    Anyway, Ian has some inherent magical powers from his chaotic and fiery blood father, which will slowly awaken over time. He is a pretty classic irresponsible teen, but his whole world will totally shatter when the Ironfang Legion attacks, revealing him to be competent and intelligent.

    I am going to be using the Unbreakable Survivor campaign trait, the idea being that most of the adults in the town know about Ian's upbringing and the many rough encounters he's had while idly exploring out by himself, as curious unsupervised children are wont to do. Perhaps he lost the woman who raised him when some cruel bullies attacked them and got a bit too deadly following a prank that Ian had pulled.

    He will be a sorcerer (eldritch scrapper) 1, focusing on shape-shifting, fire evocation, light spells, and wind magic. Imagine his father as a gust of summer wind with intelligence, like the ifrits of mythology. They had the ability to shape-shift into anything, as they had no true form, but their core was of fire. Powerful enough ifrits could enter your dreams, and so spells like possession may be on my list eventually. I will be choosing the Elemental (Primal) bloodline.

    Ian will be a Neutral-aligned young human, between 13 and 15 years old.


    Partial Crunch:
    Ian
    Male human sorcerer (eldritch scrapper) 1
    N Medium humanoid (human)
    Init +3; Senses Perception -1
    --------------------
    DEFENSE
    --------------------

    AC 13, touch 13, flat-footed 10 (+3 Dex)
    hp 8 (1d6+2) ; wounds 25
    Fort +1, Ref +3, Will +1 (+2 vs. spells which affect the subconscious)
    --------------------
    OFFENSE
    --------------------
    Spd 30ft.
    Sorcerer Spells Known (CL 1st, concentration +4)
    1st (4/day) - windy escape, color spray
    0 (at will) - touch of fatigue, spark, prestidigitation, dancing lights
    --------------------
    STATISTICS
    --------------------
    Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 17
    Base Atk +0; CMB -1; CMD 12
    Feats Eschew Materials, Racial Heritage (ifrit), Firesight
    Traits Unbreakable Survivor, Lucid Dreamer
    Skills Appraise +6, Bluff +7, Diplomacy +4, Knowledge (geography) +3, Knowledge (planes) +7, Sleight of Hand +4, Spellcraft +6, Stealth +4, Use Magic Device +7
    Languages Common, Hallit, Dwarven
    SQ martial flexibility 3/day, primal arcana

    I still need to buy gear (It's a bit weird to think about what a little kid would own in terms of adventuring gear, so I might just need to take a gander through my copy of Ultimate Equipment). I'm also still a little uncertain on the feats - Firesight is cool, but I'm not totally in love with it.

    The Lucid Dreamer trait is the beginnings of his facility with dreams. It starts with power over his own dreams, obviously. Windy escape is both a shape-shifting ability and a wind spell. Color spray is a bright flash of disorienting light.


    Looks interesting :) The Wounds and Vigor section makes me want to do something focused around that. I do have an Orc fighter named Mugwort that I could convert to these rules, make him half-orc and I should be good :)
    His general idea is to have a ton of hit points and be able to continue fighting WAYYYYY into the negative hitpoint range. It is an idea that looks like fun to combine with Vigor :)
    However, I built him off of the SRD so I will have to check for his compatibility and such.

    Question:
    The Orc Fighter FCB grants him +2 Con to determine his negative hps before he dies.
    Technically a Half-Orc counts as Human, Half-Orc and Orc, which also means he can choose Orc only things. Including FCB.
    Ie an Half-Orc can choose an Orc FCB.
    It does kinda feel like I am gaming the system a bit with it tho, and I would understand if GMs would not allow it anyways, but what are your thoughts? Would you allow it? I basically want to create the unkillable green guy.


    Lyrathiél Evensong wrote:
  • I got Exotic Weapon Proficiency courtesy of the ancestral arms half-elf alternate race trait, replacing Skill Focus. My understanding is that getting a Feat via a class ability or a race trait rather than through normal levelling allows one to ignore any pre-requisite (in this case, having at least BAB +1), unless explicitly stated otherwise. Is that correct?
  • From what I can find and what I have always played by is that since it is a Racial thing you get the feat reagardless of pre-requisistes. So yes you can take Exotic Weapon Proficiency and use it.

    Lyrathiél Evensong wrote:
  • The adopted trait is listed under "social", but it immediately gives access to a racial trait of a chosen race. Which category does it count for for the "1 trait per type" limit?
  • From what I’ve seen it allows you to take the Racial trait and, being adopted, precludes taking any other Racial Trait. I would count it as a Racial trait so you could take another Social trait if you wanted.

    Lyrathiél Evensong wrote:
  • The Wild Stride trait is from the "Heroes of the Wild" softcover, and thus, not on the prd. The reason I picked it nonetheless is that I love the way it fitted thematically, especially considering my vision of her as a Nature Oracle who spent most of her life among the Crystalhurst druids. Still, should you veto it, no biggie ;)
  • Consider it vetoed, please choose a trait from the PRD. Thank you for asking though.

    Lyrathiél Evensong wrote:
  • Lastly, would it be possible to indicate (in addition to the standard 5) a single NPC with levels in a PC class living in Phaendar as part of her background, obviously with the implicit agreement that as soon as balancing and / or the plot requires it, he should develop a very bad case of "ye good olde GM-mandated significant NPC's death"™ for fun&drama?
  • Yep you can do that. The character creation rules specify at least 5 NPCs so that I can stat out a good chunk of the town for interaction, if you want to do more go ahead. I may change the levels a bit but I probably won’t subject them death for no reason.


    I took the liberty of scanning the recruitment thread and putting together a list of applications. Please copy and fix anything amiss if I missed you. "Completed" means that DM Rostam has responded to it and signed off on it looking finished, barring last minute tweaks and edits.

    Dots
    spacefurry
    zanbabe
    slayde77
    MrGompers
    fatmanspencer
    jereru
    critzible
    Gilthanis
    Austin Smith 147
    SnowHeart
    Wilken
    Solace
    The Pale King
    Ancient Dragon Master
    Gobo Horde

    Partial
    Sander Yarro (human cleric of Saranrae)
    The Lion Cleric’s character (human fighter)
    Lyrathiel Evensong (half-elf nature oracle)
    Arnel (human ranger)
    Ian (human sorcerer)

    Completed
    Claustipher Whetwhistle (human wizard)
    Falcon Gray (human monk)
    Arran mac Aeda (human fighter – martial master)
    Theodric Greenvine (human rogue)
    Kiran Rowan (human witch)
    Alezandu Pavlenco (human ranger – Nirmathi Irregular)
    Mathuin Ebson (human fighter – martial master)


    leinathan wrote:
    Of course, if the idea of a young kid putting himself in danger makes any of you uncomfortable, you can let me know. I don't want to pull any triggers.

    I am fine with it. If you are selected others will have to okay it.

    I will consider him an adult for selection of classes but he should still conform with the rest of the rules here Young Characters.

    Ability Score adjustments: +2 Dex, -2 Str, Con, Wis

    Traits: Can only take 1, with the option of taking another with a draw back.

    You will get an additional trait, or lose the drawback at the age of adulthood (15) or upon completing a significant task where you are in charge or alone. When you become an adult you will also lose the ability score adjustments.

    I’ll review your submission in a bit, just getting to questions currently.


    Gobo Horde wrote:

    The Orc Fighter FCB grants him +2 Con to determine his negative hps before he dies.

    Technically a Half-Orc counts as Human, Half-Orc and Orc, which also means he can choose Orc only things. Including FCB.
    Ie an Half-Orc can choose an Orc FCB.
    It does kinda feel like I am gaming the system a bit with it tho, and I would understand if GMs would not allow it anyways, but what are your thoughts? Would you allow it? I basically want to create the unkillable green guy.

    I am okay with that. It is fully rules compliant and intended by the Dev’s of the game so you’ve got both RAW and RAI on your side. Personally, I am an optimizer as a player and so appreciate what you’re doing.

    Since there are no negative hit point totals in this system, anything that would give you extra negative hit points will instead increase your wound points and wound threshold by the appropriate amount. I think this gets the same effect.

    Looking forward to seeing your character.


    Lyrathiél Evensong wrote:
    Lyrathiél Evensong

    The stat block looks good other than the aforementioned trait you need to change. Can't wait to see the backstory.

    Also, you may want to create an alias for your character instead if using your main account. Up to you though.


    Alezandu Pavlenco wrote:
    Here is my completed submission, with updated stat block, backstory, and NPCs.

    Looks good, thanks for the info.

    ****

    The Lion Cleric wrote:
    Oh! Sorry - I missed the part regarding the Feats and archetypes being the only thing outside of core being applicable. That being said, notes taken on the re-working (and sorry about plopping in a random stat-block, I don't generally do that.)

    No worries, better to drop a random stat block for to look at than to give me nothing.

    The Lion Cleric wrote:
    The dodge bonus is from Combat Expertise, which I applied (as with Threatening Defender one would take no penalty on melee attacks.) I realise that's not part of the stat block by default, but it would generally be on often.

    Okay thanks. That makes sense.

    The Lion Cleric wrote:
    I've had some ideas today regarding the character, that I quite enjoyed, but unfortunately the next couple of days I'd have to travel quite a lot for family reasons - I'll post both the backstory and the revised, rule-abiding stat block by Sunday, I believe.

    No worries on timing. You’ve got until the 16th. I too will be away for most of the weekend since its a long weekend here.


    Raltus wrote:
    Arnel

    Stat block first this time:

    Wound points: Should be 30 not 28, its 2 x con score + con mod.

    Traits: Deadeye Bowman is not allowed. Traits need to come from the PRD.

    Backstory is sound.

    I will consider this complete since you only need to change two small items. Thanks for the submission.


    Sander Yarro wrote:
    Sander Yarro

    Backstory – Looks good and I like the tone of it. Can you tell me Sander’s age though? Given the length of time covered by the journal entries the age you feel he should be may put him in a differing age category that is normal.

    Stat Block :

    Wound points – Should be 27 now. Its double con score + con mod.

    Skills – Can you explain the Heal skill of 10, I can only get to 8 (1 rank, 3 class skill, 3 wisdom, 1 trait). Also you should look at the background skills in Pathfinder Unchained as you would get two more Background Skill points.

    Other than that it looks good. I will consider this finished since there’s just those two small items to fix.


    leinathan wrote:
    Ian

    Backstory – It sounds like it will work, make sure to work the Unbreakable Survivor trait in well though given that it is going to be a bit of a refluff.

    Stat Block :

    Wound Threshold – Please list it by your wound points

    Traits – Lucid Dreamer is not allowed. Please use traits from the PRD only. Also, even if it was allowed you do not meet the faction requirements for it.

    Everything else looks good, can’t wait to see your completed submission.


    DM Rostam wrote:
    leinathan wrote:
    Ian

    Backstory – It sounds like it will work, make sure to work the Unbreakable Survivor trait in well though given that it is going to be a bit of a refluff.

    Stat Block :

    Wound Threshold – Please list it by your wound points

    Traits – Lucid Dreamer is not allowed. Please use traits from the PRD only. Also, even if it was allowed you do not meet the faction requirements for it.

    Everything else looks good, can’t wait to see your completed submission.

    Ok - just at a quick glance, I need to change a couple of things:

    Ability scores are getting adjusted (because of the Young age category changes) to Str 8, Dex 15, Con 12, Int 14, Wis 8, Cha 17

    I am adding the Headstrong drawback (and being Neutral I will add a list somewhere of the things that Ian feels he must correct). I am changing Lucid Dreamer to the Trustworthy trait - people tend to give kids the benefit of the doubt. This makes my Diplomacy +7 and my Bluff +8. Loss of the Lucid Dreamer trait makes Know(planes) +6.

    I'll get to earnestly writing soon and coming up with NPCs soon. I already have a couple - his father, the sheriff. The nurse who raised him, the midwife who was there for his mother's death, the young girl who he's been holding hands with, etc.


    1 person marked this as a favorite.

    ATTENTION EVERYONE this is going to be a busy post, but you have to read it.

    First things first, Character Round Up

    Thank you to Nazard for compiling a list of submissions. It thankfully mirrored my own list in names and numbers, which means I probably got to everyone. Yay! Here is my list:

    Dots (With character ruminations)

    spacefurry
    Zanbabe
    Slayde77 – Ranger or Cavalier
    MrGompers – Inquisitor
    fatmanspencer – Elf Hunter – New to PbP
    jereru – removed interest
    Critzible – Hunter or Ranger
    Gilthanis
    Austin Smith147 – Human Sorcerer
    Snowheart – Half-elf Usummoner
    Wilken
    Ancient Dragon Master
    Solace – Half-orc Paladin
    The Pale King – Urban Druid
    Gobo Horde – Half-orc Fighter

    Martial

    Alias ad Tempus - Arran Mac Aeda, Human Martial Master Fighter – New to PbP
    The Sesquipedalian Thaumaturge – Alezandu Pavlenco, Human Nirmathi Irregular Ranger– Kinda new to PbP
    Mainer – Mathuin “Mat” Ebson, Martial Master Fighter
    Nazard – Falcon Gray, Human Umonk
    The Lion Cleric – Human Fighter – Fixed stat block and backstory required
    Raltus – Arnel, Human Skirmisher Ranger – Needs NPCs

    Skilled

    Vayelan – Theodric Greenvine, Human Urogue – New to PbP
    Rangers potentially go here as well

    Arcane

    Twistlol – Claustipher Whetwistle, Human Wizard(Evocation)
    Redac – Kiran Rowan, Human Witch – New to PbP
    leinathan – Ian, Human Eldritch Scrapper Sorcerer – needs finished stat block and completed backstory

    Divine

    the_infidel – Sander Yarro, Human Cleric(Sarenrae) – New to PbP
    Lyrathiel Evensong - Lyrathiel Evensong, Half-elf Nature Oracle – New to PbP – Needs finished stat block and backstory

    Hopefully all of that is correct. If its not let me know so I can change it.

    A bit on how I plan to make selections. In the first post I mentioned that I am selecting six players, two of which will be new to PbP. My steps for selection are going to be:

    1 – Pick 2 new players, short list up to 4 more (party of 6 possibly)
    2 – Shortlist 6 non-new player submissions
    3 – Try my damedest to get over my grief of all the good submissions I’ve passed up
    4 – Sort out a somewhat balanced party from the shortlisted entries
    5 – Tell all of you

    Step 3 will be repeated as necessary. Just wanted to let you guys know how its going to work for transparency reasons.

    .

    Onto item 2, NPC validation.

    Some of you may have noticed, there is a link at the top left of the page above the campaign tab area title ‘Ironfang Invasion – People’. I would like you all to please check that link out and tell me of any corrections you would like made to the information concerning you various NPCs. I have put a column with the related character to hopefully make it easy to find them.

    For the column ‘Prominent Location’ that is the place they are most likely to be found during the Market Festival. Here are descriptions of each:

    Market Green:
    The Market Green is the “town square” of Phaendar, though it is most definitely not square. Most of the trading during the Market Festival happens here, along with entertainment games and some space left to sit idle and enjoy the going on.

    Oreld’s Fine Shop:
    Oreld’s Fine shop is the home of the local alchemist and doctor. Many people visit him to get ailments treated, have potions made, and to learn or research in the shop.

    Phaendar Trading Company:
    The nominal heart of Phaendar, the Phaendar Trading Company has the only forge in town, as well as pens for live stock, raw goods contracts for sale, an odds and ends shop, and host the live stock auction.

    Riverwood Shrine:
    A decorative wooden building used for worship by all, the Riverwood Shrine stands as a place of healing, spiritual solace, and worship. Inside there is a statue of Erastil and Desna, Phaendar’s two most prominent deities. Out front of the shrine by the road stands a stone shrine and alter to the Green Faith. Many locals, especially the heads of families that farm or reap the bounties of the land, come to pay their respects to their deity and the Green Faith for another bountiful season to come.

    Taproot Inn:
    The only two story building in town, the Taproot Inn has more space for people than any other building in Phaendar, except the Riverwood Shrine. Many people come here through out the week for food, drink, boisterous tales, and the camaraderie of friends.

    Like I said before, let me know if anything needs changing or if you care how blanks are filled in. If I don’t hear anything by the 16th I’ll assume I can fill in as I want and everything is good.

    The last item, my time and your time.

    This weekend is a long weekend where I live, so I will be out doing stuff and things for most of it. That being said I probably won’t get to many posts until Tuesday, and will then be playing catch up. Do not despair if I don’t answer you quickly!

    On another note, some of you are probably wondering how I am able to post so much. For the last week I have not had to work, that also changes on Tuesday when I start my new job. For this reason I will also be much slower to respond to posts. Once again, do not despair I will get to you!

    This bring me to my final point,

    If you want me to review your character before the September 16th submission deadline, submit it before 23:59 September 10th! I will almost certainly be able to get to you by the 16th if you do. If you submit after the 10th I will most likely not review your character until picking a party.

    With all that said, thank you for all your submissions thus far, I have enjoyed them. Have a good weekend also!


    leinathan wrote:

    Ok - just at a quick glance, I need to change a couple of things:

    Ability scores are getting adjusted (because of the Young age category changes) to Str 8, Dex 15, Con 12, Int 14, Wis 8, Cha 17

    I am adding the Headstrong drawback (and being Neutral I will add a list somewhere of the things that Ian feels he must correct). I am changing Lucid Dreamer to the Trustworthy trait - people tend to give kids the benefit of the doubt. This makes my Diplomacy +7 and my Bluff +8.

    All that sounds good. Can you include both the point buy and racial ability scores as well as the adjusted for age ones.

    EX. Str 18/16 Dex 12/14 Con 14/12 Int 10/10 Wis 14/12 Cha 12/12

    Will make it easier for me and for when you lose them. Also please include your age specific to your date of birth.

    leinathan wrote:
    I'll get to earnestly writing soon and coming up with NPCs soon. I already have a couple - his father, the sheriff. The nurse who raised him, the midwife who was there for his mother's death, the young girl who he's been holding hands with, etc.

    Just gonna jump in here and stop you before you get too far. Your father is not the Sheriff of Phaendar. Phaendar has no Sheriff or law enforcement outside of an impromptu posse here and there. Other than that go for it.


    Okay, I will come up with some other respected role in town.

    Grand Lodge

    * NEW TO PBP *
    Full Name Quinneon "Quinn" Darastrix-saurivic
    Classes/Levels Naturalist Summoner 1| VP 8/8 W26/26 T13| AC 16/14/13| CMB -1| CMD 12| F +4| R +4| W +3| Init +3 Per +2
    Size Small
    Age 25
    Alignment CG

    About Quinn
    World View
    Quinn is dedicated to helping others - often without regard to the means of getting it done.
    Short Term Goals - he take each day as it comes and sees where it takes him. He often doesn't not know the goal until it shows itself.
    Medium Term Goals - Gather together a group of other like-minded individuals and to have a base of operations to assist others against raiders.
    Long Term GoalsSounds - Aid in the downfall of the Ironfang Incursion into Nirmathas.
    ...

    QUINN STAT BLOCK:
    Quinneon "Quinn" Darastrix-saurivic
    Male halfling unchained summoner 1
    Age: 25; Height: 3'2"; Weight: 36 lbs.
    CG Small humanoid (halfling)
    Init +3; Senses low-light vision; Perception +2
    —————
    Defense
    —————
    AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
    Vig 8 (1d8) Wnd 26 (Threshold 13)
    Fort +4, Ref +4, Will +3; +2 vs. fear
    —————
    Offense
    —————
    Speed 20 ft. (15 ft. in armor)
    Melee boar spear +1 (1d6)
    Ranged sling +4 (1d3)
    Summoner (Unchained, Naturalist) Spells Known (CL 1st; concentration +4)
    1st (2/day)—grease, lesser rejuvenate eidolonAPG
    0 (at will)—acid splash, arcane mark, detect magic, guidance
    —————
    Statistics
    —————
    Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 16
    Base Atk +0; CMB -1; CMD 12
    Feats Great Fortitude
    Traits blood of dragons, child of nature, ironfang survivor
    Skills Acrobatics +2 (-6 to jump), Climb -1, Handle Animal +7, Knowledge (nature) +7, Linguistics +6,
    Perception +2, Ride +4, Spellcraft +6, Stealth +5, Survival +4 (+6 to find food and water, +6 to avoid becoming
    lost); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
    Languages Common, Draconic, Dwarven, Elven, Halfling
    SQ attached, eidolon (unchained), life link
    Other Gear lamellar cuirassUC, boar spearAPG, sling, sling bullets (20), animal callACG, animal callACG, animal
    callACG, backpack, bandolierUE, bell, belt pouch, blanketAPG, chalk, compassAPG, earplugsAPG, fishhook, flint and
    steel, hammockUE, mess kitUE, piton, sewing needle, soap, torch (10), trail rations (5), waterskin, 19 gp, 5 sp, 6
    cp (Looking for some DM insight on what 3 animals would be considered common/local game - that is what i will make the (3) animal calls into)

    Light Load 24.75 Medium Load 49.5 Heavy Load 75
    Total Carried 29.975 lbs
    —————
    Special Abilities
    —————
    Attached (Eidolon) If your attachment is threatened, -1 Will & -2 save vs. fear
    Eidolon (Unchained) Can summon a powerful aspect of an outsider.
    Fearless +2 bonus to save vs. fear (stacks with halfling luck).
    Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


    .
    EIDOLON:
    Isthasy "Isthy" (EIDOLON)
    Male quadruped
    CG Medium outsider (agathion)
    Init +2; Senses darkvision 60 ft.; Perception +4
    —————
    Defense
    —————
    AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
    Vig 6 (1d10) Wnd 26 (Threshold 13)
    Fort +3, Ref +4, Will +0; +4 bonus vs. poison, +4 bonus vs. petrification
    Resist electricity 5
    —————
    Offense
    —————
    Speed 40 ft.
    Melee bite +3 (1d6+2), 2 claws +3 (1d4+2)
    —————
    Statistics
    —————
    Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB +3; CMD 15
    Feats Power Attack
    [b]Skills
    Acrobatics +2 (+6 to jump), Climb +6, Perception +4, Stealth +6, Survival +4
    Languages Common
    SQ agathion save bonus

    Light Load 87 Medium Load 174 Heavy Load 262.5
    Total Carried 0 lbs (+29.975 lbs when Quinn rides him)
    —————
    Special Abilities
    —————
    Agathion Save Bonus +4 to save vs. poison and petrification.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    —————
    Quinn's Eidolon is complicated... being of an odd and questionable birth - his Eidolon is actually something
    of a 1/2 brother from another plane - and is the reason behind his strong link to this summon.
    Isthasy is draconic for Brother.


    ___________________________________________________________________________ ______________________________
    BACKSTORY:
    BACKSTORY
    His Birth
    "... We shall name him Dragon Eyes!" Quinneons' father looked deeply into the child's eyes, with a nervous quiver in his voice, and spoke. "Quinneon Darastrix-Saurivic (Draconic for Dragon Eyes)... Quinn with the Dragon Eyes. he is our first and he shall be our last."
    His Childhood
    Through Gozrah - Quinn has an unmistakable link to nature and to dragons. The marking at his birth was only identifiable by his draconic eyes, but as he grew other features came to play, but far more subtle. However, these feature become more distinguished as he gets older.
    His family lived outside of cities and towns, frequently staying in Phaendar provided skins and furs for trade, as well as being utilized as scouts for military companies fighting the good fight against the Ironfang Incursion. He raised along the Southwest area of the Fangwood. His parents were both killing in a military expedition, as guides to a group fighting against the Ironfang. He was injured badly during the attack, but a creature pulled him from danger and hid him from the storm of battle. That creature was Isthasy.
    His Journey's Start
    Still a young lad, Quinn was familiar with the forest and nature, with the aid of his new companion - was able to survive quite well of the land. It was when he came upon the scene of battle that memories of his parents passing, and the carnage left behind - that he took to the scene to locate survivors and see about getting them aid.
    This became something of a job for the youngster - he would find these battlegrounds and lend what aid he could or locate the nearest community that he could guild to the scene. As he grew older he looked to increase in the efforts he could provide. Isthasy, his once little whelpling of a companion has grown in size to become viable as a mount, well - a mount for a halfling anyways. He has also grown, not a great deal in size, but in experience and power. The two combined set out to see about doing a greater good.
    His Last Escapade
    Quinn and Isthy set out to Phaendar, to see about forming into a group with which to aid others or to join the fight against the Ironfang. He has found that the Taproot Inn is as good a place as any to come across travelers and like minded people, and the Autumn Market Festival is likely not better a time. He settles himself into a chair by the hearth of "The Root," with Isthasy coiled up near his feet like a big cat, and he sips on mead while keeping an ear open to conversations.
    His Nemesis
    TBD

    NOTE: I will be on vacation form Sept. 13th to the 24th - we will be spending most of the days riding through Tennessee - and not be on-line. After that I am a work from home guy easily capable of posting daily.


    Alrighty. I'm going to toss Talis into the hat here. Please let me know if you have any feedback or see things I need to fix. (I've included a few notes on spots where I think HeroLab isn't quite matching up with your house rules along with possible adjustments.)

    Gear and spells aren't finalized. I'm going to go with average wealth.

    Stat Block for Talis Halfmoon, Half-Elven Summoner (Unchained):

    Talis Halfmoon Concept Art
    Female half-elf unchained summoner 1 (Pathfinder Unchained 25)
    CN Medium humanoid (elf, human)
    Init +1; Senses low-light vision; Perception +2
    --------------------
    Defense
    --------------------
    AC 11, touch 11, flat-footed 10 (+1 Dex)
    Vig 8 (1d8) Wnd 24 (Threshold 12) I think Wounds might be 25 if we get a bonus from our Con modifier
    Fort +1, Ref +1, Will +2; +2 vs. enchantments, +2 trait bonus vs. Disease
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Spell-Like Abilities (CL 1st; concentration +5)
    . . 1/day—alter self alter self (specific human, drow, or elf form) From Flexible Half-Breed Alternate Racial Trait
    Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +5)
    . . 7/day—summon monster I
    Summoner (Unchained) Spells Known (CL 1st; concentration +5)
    . . 1st (2/day)—enlarge person (DC 15), mage armor
    . . 0 (at will)—acid splash, detect magic, light, mage hand
    --------------------
    Statistics
    --------------------
    Str 11, Dex 12, Con 12, Int 14, Wis 10, Cha 18
    Base Atk +0; CMB +0; CMD 11
    Feats Extra Evolution[UM], Skill Focus (Use Magic Device)
    Traits blight-burned, twinned presence
    Skills Handle Animal +8, Intimidate +9, Knowledge (geography) +6, Knowledge (planes) +6, Perception +2, Spellcraft +6, Use Magic Device +11; Racial Modifiers +2 Perception
    Languages Common, Elven, Goblin, Hallit
    SQ eidolon (unchained), elf blood, life link
    --------------------
    Special Abilities
    --------------------
    Eidolon (Unchained) Can summon a powerful aspect of an outsider.
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

    Other Notes
    - Put Favored Class bonus into a +1/4 evolution point

    Eidolon's Stat Block:

    Vetis
    Male serpentine
    CG Medium outsider (azata)
    Init +3; Senses darkvision 60 ft.; Perception +4
    --------------------
    Defense
    --------------------
    AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
    Vig 11 (1d10) Wnd 26 (Threshold 13) I think Wounds might be 27 if we get a bonus from our Con modifier
    Fort +1, Ref +5, Will +2
    Resist electricity 5
    --------------------
    Offense
    --------------------
    Speed 20 ft., climb 20 ft.
    Melee slam +2 (1d8+1), tail slap -3 (1d6)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB +2; CMD 15 (can't be tripped)
    Feats Point-Blank Shot
    Skills Acrobatics +3 (+5 to balance, -1 to jump), Climb +9, Escape Artist +7, Perception +4, Stealth +7, Survival +4
    Languages Common
    --------------------
    Special Abilities
    --------------------
    Climb (20 feet) You have a Climb speed.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Tail (Ex) Tail grants +2 Acrobatics checks for balance.

    Background:
    Talis was born to her elven mother within the Fangwood nearly three decades ago. Little is spoken of her father, though her shortened ears and softer features are a clear indication of her "half-breed" heritage. Whenever the topic of her parentage would arise, the elves would turn dark and quickly change the topic. Whoever he was and whatever happened, Talis learned to neither ask nor speak of it.

    Unfortunately, even her tactful avoidance of the topic failed to lift the cloud of "otherness" from her. Though always treated kindly by the pure-blooded elves, the treatment was cool and formal, never warm or loving. Rather than resentment, Talis always felt a sense of guilt, apologizing for her presence at family and community gatherings, always trying to please the others and lift the sense of shame that hung about her mother.

    Her childhood was essentially one of bordem, and she spent much of her free time using her imagination to create friends and impose personalities on the friendlier of the creatures that inhabited Fangwood.

    When the Darkblight came, many in her community were felled by the disease, including her mother. While the fungus ravaged her body, it seemed to unlock something within the girl. It likely had been there all along, unnoticed and neglected by the elves. A connection to another force, another personality... one of the personalities she had been conversing with all these years. One she thought she had imagined, but had in fact willed into a quasi-existence. The trauma of the blight brought down the last of the barriers and allowed Talis to fully summon her eidolon into existence.

    With the aid and support of her eidolon, Talis was able to survive the ravages of the Darkblight though she was left badly scarred. Once considered to be a flawless beauty (except to those holding views of "racial purity"), the scar now presents a paradox: it at once humanizes her beauty, as if the flaw makes her more approachable, while also emphasizing the physical perfection in everything else about her. The scar itself is a swath of pale skin running from beneath her left eye down to her jaw, then around the back of her neck and her right shoulder. As a consequence, she has taken to wearing her hair in such a way as to cover the worst of it while accentuating her more favorable features.

    Unfortunately, the strange creature now at Talis's side only accentuated her alienation from the community and, with her mother dead, there was no reason for her to stay. Her depature was an exile in all but name.

    Several years ago, she arrived in Phaendar and established herself as a hunter and animal trainer. Though she has always tried to act with kindness towards her new neighbors, she has lived mostly on the outskirts of town, prefering the company of her eidolon over the humanoids who have generally viewed her with a mix of suspicion and pity.

    Of her eidolon, she has taken to calling it Vetis. Related to the azata, Vetis is somewhat mischiveous and mercurial but wholly loving and dedicated to his mistress.

    NPCs:

    Cyne Nemma - NG - Male Half-elf - Commoner - Friend - A local hunter who has a platonic "crush" on Talis; the two have bonded through their shared ancestery and feelings of otherness.
    Ashur Fargrip - N - Male Human - Expert - business competitor - Another animal/horse trainer, Ashur has an inexplicible dislike for Talis and constantly badmouths her behind her back
    Ro Lai - NG - female human - Adept - apothecary and healer, Ro is a friendly acquaintance as Talis and Vetis have occasionally helped Ro find ingredients she has needed
    Wirenth Olarie - CG - male elf - Expert - An elven merchant who moves between Phaendar and the elves of Fangwood, Talis deeply resents the handsome elf as a painful reminder of her childhood and how she was treated; Wirenth's feelings about the matter are unknown to her as she refuses to speak with him
    Riff Ogden - NE - human - Warrior - A local thug and thief, he may (or may not) have managed to avoid notice from the local authorities but when he tried to steal from Talis, Vetis broke one of his arms, cracked three ribs and knocked out several teeth.

    Grand Lodge

    Claustipher Whetwhistle wrote:

    Looks pretty much like herolab which leads me to a question with changes for the different HP system. Leads me to a question along with one I already had.

    1. Is there a herolab option for that style HP configuration?

    HERO LABS has a WOUNDS/VIGOR option that will change the HP system over.


    DM Rostam wrote:


    Backstory – Looks good and I like the tone of it. Can you tell me Sander’s age though? Given the length of time covered by the journal entries the age you feel he should be may put him in a differing age category that is normal.

    I have him at age 42, which I see now puts him into the Middle Age Aging Effects class...so, I'll re-buy and then apply the adjustments.

    Also, given the (heretofore unknown to me) existence of Oreld’s Fine Shop and of Oreld himself, do you suggest I adjust story and concept to account for an existing doctor? A village of 400 or so on the edge of civilization probably doesn't need two healers.

    Quote:


    Stat Block :

    Wound points – Should be 27 now. Its double con score + con mod.

    Blast, thought I fixed this. I need to do it by hand, as HeroLab doesn't count the Con mod. Thanks.

    Quote:


    Skills – Can you explain the Heal skill of 10, I can only get to 8 (1 rank, 3 class skill, 3 wisdom, 1 trait). Also you should look at the background skills in Pathfinder Unchained as you would get two more Background Skill points.

    This includes the apparent +2 benefit from the equipped Healer's Kit.

    Regarding skills, I'm seeing Linguistic and Know(History) as the 2 Background Skills you're granting us, and then (2 + Int + FCB) that cover Diplomacy, Heal, Sense Motive, and Spellcraft.

    Quote:


    Other than that it looks good. I will consider this finished since there’s just those two small items to fix.

    Thanks - I will continue to tweak (including adjusting for the Middle Age effect) and alert you to any significant changes (unlikely, unless a background revision is advised due to Mr Oreld)


    Sander Yarro wrote:

    Also, given the (heretofore unknown to me) existence of Oreld’s Fine Shop and of Oreld himself, do you suggest I adjust story and concept to account for an existing doctor? A village of 400 or so on the edge of civilization probably doesn't need two healers.

    You can keep that as is. He is not only a doctor but make stuff to rid the area of rats, bugs, other pests, remedies for things to minor for magical healing. He does do larger surgeries and the like but given that the town of 400 + hinterlands of at least a few hundred if not few thousand people, theres more than enough room for you both.

    Sander Yarro wrote:
    Regarding skills, I'm seeing Linguistic and Know(History) as the 2 Background Skills you're granting us, and then (2 + Int + FCB) that cover Diplomacy, Heal, Sense Motive, and Spellcraft.

    All 2+int skill classes get 4+int skill ranks, as per character creation rules. That's where the discrepancy is. And thanks for the heads up about the healing kit.

    ****

    @Raltus - I messed up my character round up above, you have submitted your NPCs. Thats my mistake.


    You can take the NPCs I created for Leeka off the spreadsheet, although I see you connected some from her NPCs and some from Falcon. I just copied the surname because I suck at making names.


    Quinneon "Quinn" wrote:
    Quinneon "Quinn"

    Stat block first:

    Wound points – should be 27, its double con score + con mod

    Drawback – Attached specifies that the GM chooses the attachment. I’ll choose it when you give me your list of NPCs.

    Backstory:

    Mimicking the backstory layout from Prasutagus’ page is interesting, but you should rework it to include the five living NPCs you’re supposed to create into it.

    Also, you don’t need a nemesis, that’s there due to Prasutagus’ Nemsis feat. And in the ‘Last Escapade’ section I should note that there is no “fight against the Ironfang” currently ongoing. They disappeared from the face of the war a few years prior after the Ramgate Massacre and haven’t been seen from since. If you wish your character to believe there’s a fight against them specifically go for it, but others will think of you as misinformed or sadly out for revenge.


    Oracle.


    I'm going to dot for this.

    Looks to be more beneficial to be a melee character, which should work well for my idea for a half-orc carpenter who also sources their own wood.
    Am reading through the Player's Guide now.

    I don't know if I count as new... probably. I've only played 2 campaigns and none finished the first book of the AP :/

    Expert on making characters though XD


    SnowHeart wrote:
    Talis

    Stat block:

    Wound points – you are correct, it should be 25

    Spell-like abilities – Flexible half breed is not allowed. If you want an alternate trait please use one from the PRD. Thank you for the link though.

    Skills – You should have 4 class +2 int +2 background. I think you shorted yourself one.

    Eidolan Wound points – You are correct it should be 27

    Eidolan Skills – please note which four skills you have selected to be class skills for your eidolan.

    Backstory: I would try to work the NPCs you created into your back story more, and give yourself a tighter bond to Phaendar. I would also make sure it doesn’t get too much longer. Good story overall though.

    Thanks for the submission. I am going to wait to see the back story changes to mark you as complete though.


    possibly count as new, have only been playing PBP for a couple of months.


    The lion cleric wrote:
    Oh! Sorry - I missed the part regarding the Feats and archetypes being the only thing outside of core being applicable

    ^is this accurate?


    Ancient Dragon Master wrote:
    The lion cleric wrote:
    Oh! Sorry - I missed the part regarding the Feats and archetypes being the only thing outside of core being applicable
    ^is this accurate?

    It is about 80% accurate. Feats can come from the Archives of Nethys and I have allowed the Nirmathi Irregular archetype for the ranger from there as well. That's the only non-PRD archetype I have allowed though.


    DM Rostam wrote:
    Ancient Dragon Master wrote:
    The lion cleric wrote:
    Oh! Sorry - I missed the part regarding the Feats and archetypes being the only thing outside of core being applicable
    ^is this accurate?
    It is about 80% accurate. Feats can come from the Archives of Nethys and I have allowed the Nirmathi Irregular archetype for the ranger from there as well. That's the only non-PRD archetype I have allowed though.

    Thank you.


    Mathuin Ebson wrote:
    Outside of walking around equipment, everything is finalized.

    Sorry you slipped through for so long.

    Backstory: good as before

    Stat Block:

    Wound Points – List your wound/vigor points instead of hp.

    Skills – Since you listed skills you don’t have ranks in, please notate where you put your skill ranks.

    Other than that looks good. As listed in the character round up I am considering this complete.


    I believe I should be complete. Let me know if you have any questions or concerns.

    I changed his feats - Psychic Sensitivity to represent a bit of facility with the non-physical and the unconscious mind, and Antagonize to show his little-kid-shitbag side.

    I changed his skills a bit to take advantage of more skill unlocks. Favored class bonus is in spells.


    Grazie! Responses (where needed) below with a revised/updated Stat Block and Background.

    DM Rostam wrote:
    Spell-like abilities – Flexible half breed is not allowed. If you want an alternate trait please use one from the PRD.

    No problem and my apologies. For some reason I had thought if it was on AoN, it was good to go. I'm not seeing any options I like to swap-out for Multitalented, so I'll just leave it as the default.

    Quote:
    Skills – You should have 4 class +2 int +2 background. I think you shorted yourself one.

    Summoner unchained only offers 2 points per class level. So, with +2 from Int, I spent points as follows:

    Adventuring
    1. Intimidate
    2. Know (Planes)
    3. Spellcraft
    4. Use Magic Device
    Background
    1. Handle Animal
    2. Know (Geog)

    Quote:
    Eidolan Skills – please note which four skills you have selected to be class skills for your eidolan.

    Sure thing. I went with:

    - Climb
    - Escape Artist
    - Fly
    - Survival

    Quote:

    Backstory: I would try to work the NPCs you created into your back story more, and give yourself a tighter bond to Phaendar. I would also make sure it doesn’t get too much longer. Good story overall though.

    Thanks for the submission. I am going to wait to see the back story changes to mark you as complete though.

    Will do. Hopefully the below suffices!

    Stat Block for Talis Halfmoon, Half-Elf Unchained Summoner:

    Talis Halfmoon
    Female half-elf unchained summoner 1 (Pathfinder Unchained 25)
    CN Medium humanoid (elf, human)
    Init +1; Senses low-light vision; Perception +2
    --------------------
    Defense
    --------------------
    AC 11, touch 11, flat-footed 10 (+1 Dex)
    Vig 8 (1d8) Wnd 25 (Threshold 12)
    Fort +1, Ref +1, Will +2; +2 vs. enchantments, +2 trait bonus vs. Disease
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Summoner (Unchained) Spell-Like Abilities (CL 1st; concentration +5)
    . . 7/day—summon monster I
    Summoner (Unchained) Spells Known (CL 1st; concentration +5)
    . . 1st (2/day)—enlarge person (DC 15), mage armor
    . . 0 (at will)—acid splash, detect magic, light, mage hand
    --------------------
    Statistics
    --------------------
    Str 11, Dex 12, Con 12, Int 14, Wis 10, Cha 18
    Base Atk +0; CMB +0; CMD 11
    Feats Extra Evolution[UM], Skill Focus (Use Magic Device)
    Traits blight-burned, twinned presence
    Skills Handle Animal +8, Intimidate +9, Knowledge (geography) +6, Knowledge (planes) +6, Perception +2, Spellcraft +6, Use Magic Device +11; Racial Modifiers +2 Perception
    Languages Common, Elven, Goblin, Hallit
    SQ eidolon (unchained), elf blood, life link
    --------------------
    Special Abilities
    --------------------
    Eidolon (Unchained) Can summon a powerful aspect of an outsider.
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
    --------------------
    Leveling Notes
    --------------------
    Adventuring Skills
    1. Intimidate
    2. Know (Planes)
    3. Spellcraft
    4. Use Magic Device
    Background Skills
    1. Handle Animal
    2. Know (Geog)

    Eidolon "Class" Skills
    - Climb
    - Escape Artist
    - Fly
    - Survival

    Other Notes
    - Put Favored Class bonus into a +1/4 evolution point

    Eidolon's Stat Block -- Serpentine Azata Eidolon:

    Vetis
    Male serpentine
    CG Medium outsider (azata)
    Init +3; Senses darkvision 60 ft.; Perception +4
    --------------------
    Defense
    --------------------
    AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
    Vig 11 (1d10) Wnd 27 (Threshold 13)
    Fort +1, Ref +5, Will +2
    Resist electricity 5
    --------------------
    Offense
    --------------------
    Speed 20 ft., climb 20 ft.
    Melee slam +2 (1d8+1), tail slap -3 (1d6)
    --------------------
    Statistics
    --------------------
    Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
    Base Atk +1; CMB +2; CMD 15 (can't be tripped)
    Feats Point-Blank Shot
    Skills Acrobatics +3 (+5 to balance, -1 to jump), Climb +9, Escape Artist +7, Perception +4, Stealth +7, Survival +4
    Languages Common
    --------------------
    Special Abilities
    --------------------
    Climb (20 feet) You have a Climb speed.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Tail (Ex) Tail grants +2 Acrobatics checks for balance.

    Background:

    Original (and pruned) Content Here; New Content Called out Below
    Talis was born to her elven mother within the Fangwood nearly three decades ago. Little is spoken of her father, and whenever the topic of her parentage would arise, the elves would turn dark and quickly change the topic. Talis learned to neither ask nor speak of it.

    Unfortunately, a sense of "otherness" always hung over her. The elves were always kind but their attitude was cool and formal, never warm or loving. Rather than resentment, Talis always felt a sense of guilt, apologizing for her presence at family and community gatherings and trying to please the others. As a consequence, her childhood was essentially one of bordem, and she spent her free time creating imaginary friends and imposing personalities on the friendlier of the creatures of Fangwood.

    When the Darkblight came, many in her community were felled by the disease, including her mother. While the fungus ravaged her body, it seemed to unlock something within the girl. It likely had been there all along, unnoticed and neglected by the elves. A connection to another force, another personality... one of the personalities she had been conversing with all these years. One she thought she had imagined, but had in fact willed into a quasi-existence. The trauma of the blight brought down the last of the barriers and allowed Talis to fully summon her eidolon, Vetis.

    With Vetis's aid and support, Talis was able to survive the Darkblight though not without scars. Once considered to be a flawless beauty (except to those holding views of "racial purity"), the scar now presents a paradox: it at once humanizes her beauty, as if the flaw makes her more approachable, while also emphasizing the physical perfection in everything else about her. She has taken to wearing her hair in such a way as to cover the worst of it while accentuating her more favorable features.

    In the wake of the blight, the strange creature at Talis's side only exacerbated her alienation from the community and, with her mother dead, there was no reason for her to stay. Her depature was an exile in all but name.

    Beginning to make tweaks here.

    Several years ago, she arrived in Phaendar and established herself as a hunter and animal trainer. She has always tried to act with kindness towards her new neighbors and, in truth, cares quite deeply for a number of them. Though she sometimes seems aloof and even intimidating to those she isn't familiar with, it is because she deeply fears a rejection like the one she suffered after her mother died.

    Additional Details Begin Here
    Of the neighbors she has met and established a relationship with are Cyne Nemma, another half-elf who has managed to integrate more fully into the community. Talis has a touch of jealousy when it comes to Cyne's ease with the human-folk, but the two have formed a close, if platonic, bond. Cyne has helped her meet her other neighbors over the years and the two regularly go hunting together with Vetis. Ro Lai is another friend; a local apothecary and healer, Ro has asked Talis for help gather various herbs and fauna that are necessary reagents for her concoctions. Talis is quite fond of Ro as the older woman shares her interest in the strange and unusual ways of nature. Cyne and Ro also not only accept Vetis but treat him as the intelligent and caring creature that he is, for which Talis is deeply grateful (even if she never says as much).

    Reminding Talis of her home is a traveling elven merchant, Wirenth Olarie. Though Wirenth has never been anything but polite and even warm to Talis, she has resented the elf's presence as a painful reminder of her first home in Fangwood. In a perverse way, seeing Wirenth reminds her that Fangwood will never be home and she needs to make a new home in Phaendar with her new friends and neighbors.

    Unfortunately, not all of Talis's experiences have been positive. Her beauty, magical skill, and the strangeness of her companion can lead to jealousy and suspicion. In this, one of her neighbors, Ashur Fargrip, is a more established animal and horse trainer who resents what he calls her "elven wiles" and trickery with beasts. He constantly badmouths Talis behind her back, but she is unaware of it and believes them to be friendly competitors.

    Her one real problem in Phaendar has been a thug and thief named Riff Ogden. Though not particularly well liked, Riff has managed to avoid any serious trouble with the local authorities. However, he did not avoid trouble when he tried to steal a cache of furs from Talis' cabin. He was caught by her eidolon and, when Riff tried to fight, Vetis broke the man's arm, cracked his ribs and knocked out several teeth before the man gave up and fled. Riff never explained the source of his injuries but has been nursing a grudge ever since.

    NPCs:

    Cyne Nemma - NG - Male Half-elf - Commoner - Friend - A local hunter who has a platonic "crush" on Talis; the two have bonded through their shared ancestery and feelings of otherness.
    Ashur Fargrip - N - Male Human - Expert - business competitor - Another animal/horse trainer, Ashur has an inexplicible dislike for Talis and constantly badmouths her behind her back
    Ro Lai - NG - female human - Adept - apothecary and healer, Ro is a friendly acquaintance as Talis and Vetis have occasionally helped Ro find ingredients she has needed
    Wirenth Olarie - CG - male elf - Expert - An elven merchant who moves between Phaendar and the elves of Fangwood, Talis deeply resents the handsome elf as a painful reminder of her childhood and how she was treated; Wirenth's feelings about the matter are unknown to her as she refuses to speak with him
    Riff Ogden - NE - human - Warrior - A local thug and thief, he may (or may not) have managed to avoid notice from the local authorities but when he tried to steal from Talis, Vetis broke one of his arms, cracked three ribs and knocked out several teeth.


    Presuming that regular rogue archetypes work with the URogue, gonna work on a human scout/survivalist build.

    More to come later.


    DM Rostam wrote:

    Level - 1st

    Races – Core Only
    Classes – No gunslingers, must use unchained Rogue, must use unchained Summoner.
    Ability Scores – 20 point buy
    Skills – All 2 + int classes get 4 + int, we will be using background skills
    Hit Point – Using the Wounds and Vigor system with tweaks, details in the Wounds and Vigor spoiler below.
    Alignment – Any
    Archetypes – Go nuts, but make sure its legal
    Traits – 1 campaign, 1 non-campaign, you can take a third with a meaningful drawback. I will also allow you to propose your own drawback.
    Gold – Average or Roll, if you roll you must take the roll even if it is lower than average

    From the first post in the thread.


    Bare (Archivist)


    Ian Ros wrote:

    I believe I should be complete. Let me know if you have any questions or concerns.

    I changed his feats - Psychic Sensitivity to represent a bit of facility with the non-physical and the unconscious mind, and Antagonize to show his little-kid-s~&#bag side.

    I changed his skills a bit to take advantage of more skill unlocks. Favored class bonus is in spells.

    I think Ian's father makes the third doctor in town.,-)


    Yeah, I know - I checked your submission and the normal town gazetteer... I just wasn't sure what other job would spawn a well-respected older man with a stick up his butt.

    Especially in a 400-person rural fantasy town with no leadership or town guard. His profession certainly doesn't matter that much, though I would have chosen something like "the town wizard" if we were allowed to make NPCs with moderate levels in a PC class.

    Maybe the blacksmith? That would result in a greasy strong man. Yeah, I'm gonna change it to the blacksmith.


    And I hope you didn't take that as a passive aggressive swipe at the construct of your background. I just thought on the off chance both our profiles are selected, it might be a tad incongruous....


    Oh no, no offense taken. I had just idly written doctor when writing the backstory but then looked through the backlog to find that there already was somebody who was doing that and that it was addressed.


    Gilthanis wrote:

    Presuming that regular rogue archetypes work with the URogue, gonna work on a human scout/survivalist build.

    More to come later.

    They do. Treat danger sense as trap sense for archetype purposes. It is specifically Called out in the book.


    Not to new to PbP.

    I'd like to move from the dotted section to the partially completed section please. I'm settled on my female half-orc paladin of Erastil and would like to take the Holy Guide Archetype for her.

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