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Deep within the forests of Isger, an army is preparing for a full invasion-and it's not just the hobgoblins and goblinoids that want Isger to themselves. Find the source of the increasing army, and disband it before it's too late!
(Note: rules are similar to my original campaign, "The Giant's Might")

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I'll see if I can cook up an interesting fighter. Maybe a thrower. No archtype needed. Probably just go human.
Are we looking at normal Golarion backgrounds?
Well this is somewhat into the future (about 5 years), and Cheliax is closing in its grip on Isger, causing conflicts. As if things weren't bad enough, goblins are appearing in Chitterwood forest again...in high numbers.
By Normal Golarion backgrounds, yes.

Ali ibn Sabbah |

Perhaps a LN teifling monk from one of the monasteries established to care for the orphaned children of the war...
Do you have any preference or aversion to any specific monk archetypes?
Also, will the game be crafting (magic items) friendly... By RAW?
Related would be the FAQ allowing spell-like abilities to qualify a character for magic item crafting feats. Ex: a 3rd level teifling would qualify for Craft Wondrous Item feat, due to their Darkness spell-like ability and being CL3.

drbuzzard |

OK, here's the character.
Kjel Sevsen
Kjel grow up near Halgrim in the Land of the Linnorm Kings. This bleak, rocky island is not exactly a paradise on Golarion, but at least it's not adjacent to the witch lands. People live by fishing, sheep herding, and some farming. For amusement value there's always some Viking to be done (or if you're really dumb, you can try to find a Linnorm and slay it, but Kjel wasn't that dumb). What really inspired Kjel was the tales of his elder cousin (well 4th or 5th, something like that) Karl, who lived in relative splendor on the isle. He told of how once he was part of something called the 'Ulfen Guard' in a far off empire, guarding the ruler of that empire. This led Kjel to eventually strike out and make a name for himself as a warrior so that someday he might aspire of that lofty place and position. And heck, the way Oppara was described by Karl, it sounded like Heaven on Golarion (so Kjel is a touch naive).
Eventually hearing of the turmoil in Isger, it sounded like a good place for a warrior to make a name for himself, and he travelled there.
Kjel Svensen
Human (Ulfen) Fighter 1
NG Medium Humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +1
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Throwing axe +5 (1d6+3/x2)
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Statistics
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Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Deadly Aim -1/+2, Point Blank Shot, Weapon Focus (Throwing axe)
Traits Highlander (hills or mountains), Indomitable Faith, Seeker
Skills Acrobatics -3 (-7 jump), Climb +1, Escape Artist -3, Fly -3, Perception +5, Ride -3, Stealth +2 (+4 in hilly or rocky areas), Survival +4, Swim +1; Racial Modifiers highlander (hills or mountains)
Languages Common, Giant, Skald
Other Gear Scale mail, Heavy wooden shield, Throwing axe (4), Backpack (2 @ 29 lbs), Chalk, Fighter's kit, 49 GP, 9 SP, 9 CP
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Special Abilities
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Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

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Perhaps a LN teifling monk from one of the monasteries established to care for the orphaned children of the war...
Do you have any preference or aversion to any specific monk archetypes?
Also, will the game be crafting (magic items) friendly... By RAW?
Related would be the FAQ allowing spell-like abilities to qualify a character for magic item crafting feats. Ex: a 3rd level teifling would qualify for Craft Wondrous Item feat, due to their Darkness spell-like ability and being CL3.
Well, I'm not sure what kind of monk archetype you want. Just give me what kind you want for your character, I'll look at it and decide if you can use it.
About the crafting of magical items...I have no idea what RAW is. So I believe the answer to that question is a no...at least not in early levels.

Eshur |

2d6 ⇒ (2, 4) = 6
2d10 ⇒ (9, 10) = 19
1d6 ⇒ 4 40
Here is drayen's suli monk of the four winds. Stats in the profile. I would stay away from tripping and plan to go into Janni Style at level 5. He will be a charging and jumping melee menace. If, of course, the character build is acceptable.

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Ok...here is my submission for the game...can you give us more info on game background so I can fit my character into the history of the place. Thanks
Halandil
Half-Elf Ranger 1
NG Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Longsword +3 (1d8+2/19-20/x2)
Ranged Longbow +4 (1d8/x3)
Special Attacks favored enemy (goblinoids +2)
Ranger Spells Prepared (CL 0):
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Statistics
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Str 14, Dex 16, Con 13, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Skill Focus (Perception), Weapon Finesse
Traits Armor Expert, Bounty Hunter (Isger), Elven Reflexes
Skills Bluff +1 (+3 vs. goblinoids), Handle Animal +5, Heal +5, Knowledge (dungeoneering) +5 (+7 vs. goblinoids), Knowledge (geography) +5 (+7 vs. goblinoids), Knowledge (nature) +5 (+7 vs. goblinoids), Perception +10 (+12 vs. goblinoids), Sense Motive +1 (+3 vs. goblinoids), Survival +5 (+7 vs. goblinoids, +6 to track); Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ elf blood, track, wild empathy
Other Gear Studded leather armor, Longbow, Longsword, Backpack (7 @ 20 lbs), Bedroll, Belt pouch (2 @ 0.7 lbs), Blanket, Canteen, Flint and steel, Rope, Trail rations (3), 26 GP, 9 SP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bounty Hunter (Isger) +1 trait bonus on Survival checks to find or follow tracks, and a +1 trait bonus on Perception checks to avoid being surprised.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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The backstory
the crunch
Male Aasimar Cleric 1
LG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 11, touch 11, flat-footed 11
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
Resist cold 5, electricity 5, acid 5
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Offense
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Speed 30 ft.
Melee Dagger (1d4 19-20/×2)
Ranged Bow +1 (1d8/x3)
Spell-Like Abilities
. . 1/day—daylight
Cleric Spells Prepared (CL 1):
0 (3/day)
1 (3/day)
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Statistics
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Str 10, Dex 12, Con 13, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Martial Weapon Proficiency (Longbow), Selective Channeling
Traits Birthmark, Reactionary, Hedge Magician
Skills Acrobatics +1, Bluff +3, Climb +0, Diplomacy +9, Escape Artist +1, Fly +1, Perception +11, Ride +1, Sense Motive+8, Stealth +1, Swim +0
Languages Common, Ulfen
Combat Gear Longbow, 10 arrows, dagger, harimaki
Other Gear Explorer's Outfit, cleric's kit 20 GP
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Special Abilities
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Channel Positive Energy 6 times 1d6 healing or harming undead
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Edit: sorry for the mix up.

devilfluff RPG Superstar 2014 Top 32 |

I've got the crunch mostly done for Arolex Vintrush...
I'm working on backstory, but work has been crazy the last couple days.

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Okay guys there are new deities and a new weapon in this campaign. Here they are.
Deities
Ragoren (aka, the Immortal Giant) Domains: Chaos, Destruction, Earth, Evil, and War. Alignment: Chaotic Evil. Portfolio: Black Ogre-like, with red flaming eyes; God of enslavement, giants, and devastation. In the Kodar Mountains, the orcs and ogres tell of an all-mighty ogre-like god with the strength to shatter continents. His name, Ragoren, comes from the Giant word rago, "king", and ren, "earth/world"; his name literally translates in Giant to "king of earth/king of the world". The evil giants, like ogres, trolls, and fire giants, worship him like a war hero, praying that he will return to flatten the smaller races; orcs also worship him as a symbol of power and intimidation. Good giants, however, view him as a curse, or (to frost, rune, and taiga giants) as a hoax. In a climatic battle between him and Vearnikar (see below), he was outcast to the realm of the Old Gods. His favored weapon is the great sword.
Taevina (aka, Shelyn's Advisor) Domains: Air, Community, Good, Knowledge, and Nobility. Alignment: Neutral Good. Portfolio: phoenix-like goddess, golden colored; Goddess of information, messages, and communication. To some of the churches of Shelyn, the clerics say that she has a companion, named Taevina (Celestial for "the messenger"), who flies throughout the afterlife, and to other gods, to send messages and receive information. Her favored weapon is the short bow.
Vearnikar (aka, the Holy Dragon) Domains: Animal, Fire, Good, Law, and Rune. Alignment: Lawful Good. Portfolio: snow-white dragon w/ humanoid-like posture; God of life, trust, and valor. One of the least known of all gods (besides the Peacock Deity), Vearnikar (a combination of Celestial and Draconic; translates as "the savior" and "the hero") was said to be the offspring of a gold dragon and a silver dragon; in life, he traveled across all of Golarion, smiting the evil and saving the innocent. However, he was slain when banishing the evil warlord god Ragoren; Aroden, seeing on how powerful the spirit of this dragon, made the dragon into a humanoid-like god. Thus, Vearnikar was the last creature to be turned into a god before Aroden's death. His favored weapon is the dragon's scythe (see below).
Weapon
Name: Dragon's Scythe
Description: A pick-like weapon with three spikes coming out of one side.
Cost: 55 gp
Dmg (S): 1d6
Dmg (M): 1d8
Type: One-handed Exotic Weapon
Critical: x3
Weight: 15 lbs (7 for Small characters)
Dmg Type: Slashing
What do you think?

drbuzzard |

Then the damage is too low. You might consider either making it 1d10 or x4 criticals. Right now there is no reason to blow an exotic weapon proficiency on it since it is identical to a battleaxe.
Also 15 lbs is probably too high. That's heavier than even the big polearms. It shouldn't be more than 8ish lbs.

Snith Dovic |

I would start with the fact that I am amazed there is a Peacock Deity.
I actually went and checked because I thought he was one of your creations like the other gods. Weapon looks interesting. Trying to kill a giant cleric while he pours out waves of negative energy and smashes us with a great sword sounds fun.

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I would start with the fact that I am amazed there is a Peacock Deity.
I actually went and checked because I thought he was one of your creations like the other gods. Weapon looks interesting. Trying to kill a giant cleric while he pours out waves of negative energy and smashes us with a great sword sounds fun.
Yup. This mysterious deity only appears in certain campaigns, most notably the Rise of the Runelords. What I love about it is that we don't know anything about it. Nothing.