Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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I'm looking for six players who would like to play the Ironfang Invasion Adventure Path. I'm not allowing core races, instead I want all players to be a 'monster' race from the Advanced Race Guide. They are expected to be 'redeemed' in some way, and have good alignment of some variety.

Stats will be rolled by roll 4d6 throw out the lowest, but you may roll 3 sets of stats and keep the set you want. Rolls are to happen in this thread.

All Paizo books are allowed except Occult Adventures, Horror Adventures, or Ultimate Intrigue. Dreamscarred Press material may be allowed, if requested. All rogues are unchained.

Background skills allowed, 2 traits, one a campaign trait. Starting wealth is average for your class. Rich parents and leadership not allowed.

Build a fun character. If your race is underpowered, we will come up with something to make it fair. (If your race is overpowered, please don't complain if I nerf it very slightly.) Please make your character's back story about how they were redeemed significant.

Players need to be able to commit to post daily. I understand occasionally stuff comes up, but all my current games are slow paced which is why I want this game.

I have a house rule about gear at level up, but I will explain that when we come to it.

About me:
I've been GMing for about two and a half years now. I mostly play with my small children, so I tend to be a bit of a 'softie' even in online games. I'm more worried about telling a good story and everyone having fun than I am about the exact nuances of rules or the comparative power levels of characters.


Pathfinder Roleplaying Game Superscriber

dice rolls:

set 1:

stats: 4d6 ⇒ (2, 5, 6, 3) = 16 14
stats: 4d6 ⇒ (1, 5, 6, 6) = 18 16
stats: 4d6 ⇒ (2, 5, 2, 3) = 12 10
stats: 4d6 ⇒ (3, 2, 1, 3) = 9 8
stats: 4d6 ⇒ (5, 4, 3, 3) = 15 12
stats: 4d6 ⇒ (3, 3, 3, 3) = 12 9

set 2:

stats: 4d6 ⇒ (5, 6, 4, 4) = 19 15
stats: 4d6 ⇒ (6, 3, 2, 3) = 14 12
stats: 4d6 ⇒ (1, 1, 6, 5) = 13 12
stats: 4d6 ⇒ (6, 4, 4, 1) = 15 12
stats: 4d6 ⇒ (4, 3, 5, 6) = 18 16
stats: 4d6 ⇒ (3, 5, 4, 6) = 18 16

set 3:

stats: 4d6 ⇒ (3, 4, 4, 1) = 12 11
stats: 4d6 ⇒ (6, 5, 4, 5) = 20 16
stats: 4d6 ⇒ (4, 3, 6, 6) = 19 16
stats: 4d6 ⇒ (2, 5, 1, 6) = 14 13
stats: 4d6 ⇒ (2, 1, 3, 4) = 10 9
stats: 4d6 ⇒ (6, 4, 1, 3) = 14 13

I guess set 2 is it... How do you feel about goblins as pc's?


4d6 ⇒ (1, 5, 4, 4) = 14 = 13
4d6 ⇒ (6, 2, 1, 6) = 15 = 14
4d6 ⇒ (3, 4, 6, 1) = 14 = 13
4d6 ⇒ (4, 3, 3, 2) = 12 = 10
4d6 ⇒ (1, 2, 6, 5) = 14 = 13
4d6 ⇒ (4, 1, 2, 2) = 9 = 8

4d6 ⇒ (6, 5, 4, 1) = 16 = 15
4d6 ⇒ (5, 3, 5, 3) = 16 = 13
4d6 ⇒ (1, 3, 1, 6) = 11 = 10
4d6 ⇒ (4, 2, 5, 5) = 16 = 14
4d6 ⇒ (5, 6, 4, 3) = 18 = 15
4d6 ⇒ (6, 6, 6, 5) = 23 = 18

4d6 ⇒ (4, 1, 5, 3) = 13 = 12
4d6 ⇒ (4, 1, 3, 2) = 10 = 9
4d6 ⇒ (5, 2, 6, 1) = 14 = 13
4d6 ⇒ (5, 4, 2, 6) = 17 = 15
4d6 ⇒ (1, 1, 5, 2) = 9 = 8
4d6 ⇒ (2, 1, 1, 5) = 9 = 8

Ooh, such a hard choice between stats?

Do you have an guideline for race points?

GM Redelia wrote:
All Paizo books are allowed except Occult Adventures, Horror Adventures, or Ultimate Intrigue. Dreamscarred Press material may be allowed, if requested. All rogues are unchained.

I request psionics, please.

Sczarni

4d6 ⇒ (3, 4, 4, 2) = 13 11
4d6 ⇒ (4, 3, 5, 2) = 14 12
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (4, 1, 2, 3) = 10 9
4d6 ⇒ (2, 5, 2, 5) = 14 12
4d6 ⇒ (5, 6, 2, 5) = 18 16

4d6 ⇒ (6, 5, 2, 2) = 15 13
4d6 ⇒ (6, 5, 4, 2) = 17 15
4d6 ⇒ (1, 4, 5, 1) = 11 10
4d6 ⇒ (1, 3, 3, 4) = 11 10
4d6 ⇒ (1, 3, 2, 4) = 10 9
4d6 ⇒ (2, 4, 4, 3) = 13 11

4d6 ⇒ (4, 1, 3, 4) = 12 11
4d6 ⇒ (4, 5, 6, 6) = 21 17
4d6 ⇒ (5, 6, 1, 6) = 18 17
4d6 ⇒ (5, 1, 3, 2) = 11 10
4d6 ⇒ (3, 6, 4, 3) = 16 13
4d6 ⇒ (5, 2, 5, 6) = 18 16

Seems like a solid choice on #3 - Perhaps a tiefling or orc rogue?


JAF0 wrote:


How do you feel about goblins as pc's?

Short answer: check my aliases.

Long answer: Goblins would be perfect. Garri Leaflock is probably my favorite character I have ever played, and he's a goblin cleric of Sarenrae.


I'm already in an II game, but this sounds like a lot of fun. As long as you don't mind a player who's already playing the AP?

4d6 ⇒ (1, 5, 4, 2) = 12=11
4d6 ⇒ (4, 6, 4, 4) = 18=14
4d6 ⇒ (2, 2, 4, 5) = 13=11
4d6 ⇒ (2, 5, 1, 4) = 12=11
4d6 ⇒ (4, 1, 3, 4) = 12=11
4d6 ⇒ (6, 5, 4, 6) = 21=17
Geez, that's a lot of 11s.

4d6 ⇒ (4, 5, 1, 5) = 15=14
4d6 ⇒ (6, 1, 1, 1) = 9=8
4d6 ⇒ (1, 5, 5, 4) = 15=14
4d6 ⇒ (4, 6, 1, 2) = 13=12
4d6 ⇒ (4, 5, 1, 2) = 12=11
4d6 ⇒ (3, 2, 2, 5) = 12=10

4d6 ⇒ (2, 6, 3, 3) = 14=12
4d6 ⇒ (3, 6, 5, 6) = 20=17
4d6 ⇒ (2, 2, 3, 1) = 8=7
4d6 ⇒ (2, 2, 2, 4) = 10=8
4d6 ⇒ (1, 5, 6, 2) = 14=13
4d6 ⇒ (1, 3, 4, 5) = 13=12

A soulknife would be fun, maybe Dreamscarred's Half-Giant race? Then again, this seems like a great AP for a nature-themed class. I do have a dino-riding Kobold Hunter gathering dust...


Philo Pharynx wrote:


Do you have an guideline for race points?

GM Redelia wrote:
All Paizo books are allowed except Occult Adventures, Horror Adventures, or Ultimate Intrigue. Dreamscarred Press material may be allowed, if requested. All rogues are unchained.
I request psionics, please.

No, I don't have any particular requirements for race points. I'll use those as a guideline for which characters could use a little boost or little nerf.

Give me your basic character idea that includes psionics, and we'll talk about it.


Dotting,
And requesting Monster Classes
As it fits the theme of the game better.


Oooh... looks fun.

First set:
4d6: 4d6 ⇒ (4, 6, 3, 1) = 14
4d6: 4d6 ⇒ (4, 4, 4, 5) = 17
4d6: 4d6 ⇒ (6, 1, 1, 1) = 9
4d6: 4d6 ⇒ (1, 5, 6, 1) = 13
4d6: 4d6 ⇒ (6, 1, 3, 5) = 15
4d6: 4d6 ⇒ (3, 2, 4, 2) = 11

Second set:
4d6: 4d6 ⇒ (1, 1, 1, 5) = 8
4d6: 4d6 ⇒ (4, 3, 5, 3) = 15
4d6: 4d6 ⇒ (4, 5, 3, 3) = 15
4d6: 4d6 ⇒ (3, 5, 2, 1) = 11
4d6: 4d6 ⇒ (1, 1, 5, 1) = 8
4d6: 4d6 ⇒ (6, 3, 1, 4) = 14

Third set:
4d6: 4d6 ⇒ (6, 4, 2, 3) = 15
4d6: 4d6 ⇒ (3, 5, 4, 6) = 18
4d6: 4d6 ⇒ (4, 5, 4, 3) = 16
4d6: 4d6 ⇒ (6, 2, 6, 1) = 15
4d6: 4d6 ⇒ (3, 5, 5, 3) = 16
4d6: 4d6 ⇒ (5, 6, 1, 4) = 16

Looks like the first or third set. Possibly a goblin bard who enjoys the stories of humanity, particularly on non-goblin values such as love or romance, or an orc brawler, but think I might go for the former.


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RHMG Animator wrote:

Dotting,

And requesting Monster Classes
As it fits the theme of the game better.

I think I'm going to stick with the rule of races needing to come from Paizo's ARG.


You my friend are speaking my language. Love the chance to play non core races whenever possible. Would have played Starfinders new insectoid race but they haven't released those stats yet. I was thinking of doing a Trox(have never had the pleasure yet). I'm perfectly ok if you feel I need a nerf of some kind as I admit +8 Strength is a bit much, but that's perfectly ok cause I'd love to play an escaped slave of Hobgoblins that had captured him from Duergar they had raided as well. I'm gonna aim to be a Paladin, the demigod Ragathiel called out to him to seek righteous vengeance.

Set 1
Stats: 4d6 ⇒ (4, 1, 5, 4) = 14
Stats: 4d6 ⇒ (6, 5, 6, 1) = 18
Stats: 4d6 ⇒ (2, 4, 2, 3) = 11
Stats: 4d6 ⇒ (2, 2, 3, 4) = 11
Stats: 4d6 ⇒ (6, 6, 3, 3) = 18
Stats: 4d6 ⇒ (4, 6, 3, 2) = 15

Set 2
Stats: 4d6 ⇒ (6, 5, 1, 6) = 18
Stats: 4d6 ⇒ (2, 2, 5, 2) = 11
Stats: 4d6 ⇒ (5, 6, 1, 4) = 16
Stats: 4d6 ⇒ (6, 6, 6, 6) = 24
Stats: 4d6 ⇒ (5, 3, 2, 4) = 14
Stats: 4d6 ⇒ (4, 1, 6, 4) = 15

Set 3
Stats: 4d6 ⇒ (5, 2, 4, 1) = 12
Stats: 4d6 ⇒ (3, 6, 5, 4) = 18
Stats: 4d6 ⇒ (1, 5, 1, 1) = 8
Stats: 4d6 ⇒ (5, 3, 4, 4) = 16
Stats: 4d6 ⇒ (1, 4, 3, 2) = 10
Stats: 4d6 ⇒ (5, 5, 3, 1) = 14

Looks like set 2. Let me know if Trox sounds good or if it's back to the drawing board xD


Ouachitonian wrote:

A soulknife would be fun, maybe Dreamscarred's Half-Giant race? Then again, this seems like a great AP for a nature-themed class. I do have a dino-riding Kobold Hunter gathering dust...

For races at least, we will be sticking with Paizo races. I could _maybe_ be convinced to go with something else that has a box about a player character in a Paizo bestiary, but no third party races.

That kobold hunter would probably be perfect in this adventure, if you can put together a good redemption back story.


4d6 ⇒ (2, 2, 5, 6) = 15 13
4d6 ⇒ (1, 4, 5, 6) = 16 15
4d6 ⇒ (5, 3, 1, 4) = 13 12
4d6 ⇒ (6, 6, 6, 6) = 24 wow, couldn't do that again
4d6 ⇒ (4, 4, 1, 3) = 12 11
4d6 ⇒ (6, 2, 6, 3) = 17 15

4d6 ⇒ (1, 6, 2, 2) = 11
4d6 ⇒ (3, 3, 2, 6) = 14
4d6 ⇒ (2, 1, 1, 6) = 10
4d6 ⇒ (1, 3, 4, 2) = 10
4d6 ⇒ (3, 6, 4, 6) = 19
4d6 ⇒ (5, 5, 2, 2) = 14

4d6 ⇒ (2, 1, 4, 4) = 11 10
4d6 ⇒ (1, 2, 4, 2) = 9 8
4d6 ⇒ (6, 6, 6, 6) = 24 damn, then I did it
4d6 ⇒ (6, 6, 4, 3) = 19 16
4d6 ⇒ (6, 5, 2, 5) = 18 16
4d6 ⇒ (3, 2, 4, 4) = 13 11

Hmm, with rolls like that I better make something. Will use the third set.

Will have to look at the race options.

Do you have a particular selection of races in mind?


4d6 ⇒ (3, 6, 4, 2) = 15 - 13
4d6 ⇒ (2, 5, 1, 4) = 12 - 11
4d6 ⇒ (4, 2, 1, 5) = 12 - 11
4d6 ⇒ (6, 4, 5, 5) = 20 - 16
4d6 ⇒ (4, 3, 6, 4) = 17 - 14
4d6 ⇒ (5, 5, 6, 6) = 22 - 17

4d6 ⇒ (1, 3, 3, 5) = 12 - 11
4d6 ⇒ (5, 3, 1, 4) = 13 - 12
4d6 ⇒ (1, 5, 3, 1) = 10 - 9
4d6 ⇒ (5, 4, 2, 4) = 15 - 13
4d6 ⇒ (4, 1, 1, 4) = 10 - 9
4d6 ⇒ (6, 1, 2, 1) = 10 - 9

4d6 ⇒ (6, 4, 5, 5) = 20 - 16
4d6 ⇒ (6, 2, 3, 3) = 14 - 12
4d6 ⇒ (3, 5, 5, 3) = 16 - 13
4d6 ⇒ (1, 1, 6, 6) = 14 - 13
4d6 ⇒ (4, 4, 4, 1) = 13 - 12
4d6 ⇒ (6, 5, 4, 2) = 17 - 15

Option A it is.


baja1000 wrote:

You my friend are speaking my language. Love the chance to play non core races whenever possible. Would have played Starfinders new insectoid race but they haven't released those stats yet. I was thinking of doing a Trox(have never had the pleasure yet). I'm perfectly ok if you feel I need a nerf of some kind as I admit +8 Strength is a bit much, but that's perfectly ok cause I'd love to play an escaped slave of Hobgoblins that had captured him from Duergar they had raided as well. I'm gonna aim to be a Paladin, the demigod Ragathiel called out to him to seek righteous vengeance.

Looks like set 2. Let me know if Trox sounds good or if it's back to the drawing board xD

I love the idea, so let's work together to find a way to make this work. How about a 'small trox' race? Size medium, remove the advanced strength and monstrous humanoid bits, and you're left with a 16 RP race, which is more reasonable. It's still insect-like, but fits in better with a party.


Rolls:

4d6 - 1 ⇒ (6, 1, 3, 1) - 1 = 10
4d6 - 1 ⇒ (1, 4, 6, 4) - 1 = 14
4d6 - 4 ⇒ (4, 5, 6, 6) - 4 = 17
4d6 - 1 ⇒ (1, 1, 6, 4) - 1 = 11
4d6 - 1 ⇒ (1, 1, 5, 5) - 1 = 11
4d6 - 2 ⇒ (3, 6, 2, 5) - 2 = 14

4d6 - 2 ⇒ (2, 2, 6, 5) - 2 = 13
4d6 - 1 ⇒ (6, 1, 3, 5) - 1 = 14
4d6 - 1 ⇒ (1, 3, 5, 1) - 1 = 9
4d6 - 2 ⇒ (6, 5, 2, 4) - 2 = 15
4d6 - 1 ⇒ (1, 3, 2, 6) - 1 = 11
4d6 - 2 ⇒ (5, 3, 2, 3) - 2 = 11

4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14
4d6 - 3 ⇒ (3, 6, 4, 3) - 3 = 13
4d6 - 1 ⇒ (1, 5, 3, 6) - 1 = 14
4d6 - 1 ⇒ (5, 1, 6, 1) - 1 = 12
4d6 - 2 ⇒ (5, 6, 6, 2) - 2 = 17
4d6 - 1 ⇒ (4, 6, 1, 1) - 1 = 11


GM Star Drake wrote:

Oooh... looks fun.

Looks like the first or third set. Possibly a goblin bard who enjoys the stories of humanity, particularly on non-goblin values such as love or romance, or an orc brawler, but think I might go for the former.

I love the idea of a goblin bard who is caught up in human values! If the -2 to charisma gets in your way too much, let me know.


Looks fun :) I will have to take a look at the monstrous races and see what comes to mind. Also, you are allowing Psionics, would you allow SoP? You could make some really interesting monsters with that, if for no other reason then the Transformation feat giving you the Shapeshifter subtype and the ability to transform into another form :)
I remember one character idea I had was that of a floating head! ^_^

rolls:
4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
4d6 - 1 ⇒ (5, 2, 1, 6) - 1 = 13
4d6 - 2 ⇒ (2, 5, 6, 3) - 2 = 14
4d6 - 2 ⇒ (2, 6, 5, 4) - 2 = 15
4d6 - 1 ⇒ (3, 1, 6, 1) - 1 = 10
4d6 - 2 ⇒ (3, 3, 4, 2) - 2 = 10
20 pb

4d6 - 2 ⇒ (2, 6, 2, 3) - 2 = 11
4d6 - 4 ⇒ (6, 4, 4, 5) - 4 = 15
4d6 - 2 ⇒ (2, 4, 4, 4) - 2 = 12
4d6 - 1 ⇒ (1, 4, 1, 4) - 1 = 9
4d6 - 1 ⇒ (3, 1, 3, 1) - 1 = 7
4d6 - 1 ⇒ (1, 2, 4, 6) - 1 = 12
7 pb

4d6 - 1 ⇒ (1, 5, 2, 2) - 1 = 9
4d6 - 1 ⇒ (5, 1, 6, 5) - 1 = 16
4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13
4d6 - 2 ⇒ (2, 6, 5, 4) - 2 = 15
4d6 - 2 ⇒ (2, 2, 3, 4) - 2 = 9
4d6 - 2 ⇒ (2, 3, 4, 5) - 2 = 12
20 pb


Heh. Even with 3 rolls I still fail to get above a 20 pb :/
At least with the 3rd set I get a 16 to play with.

Liberty's Edge

What about a Catfolk Sorcerer or Rogue (depending on party composition?)
SET 1
4d6 ⇒ (5, 2, 4, 5) = 16 - 14
4d6 ⇒ (2, 1, 4, 2) = 9 - 8
4d6 ⇒ (1, 5, 4, 3) = 13 - 12
4d6 ⇒ (4, 6, 1, 6) = 17 - 16
4d6 ⇒ (2, 3, 1, 2) = 8 - 7
4d6 ⇒ (5, 6, 4, 3) = 18 - 15
SET 2
4d6 ⇒ (2, 1, 5, 6) = 14 - 13
4d6 ⇒ (6, 5, 6, 1) = 18 - 17
4d6 ⇒ (6, 4, 2, 4) = 16 - 14
4d6 ⇒ (2, 5, 6, 2) = 15 - 13
4d6 ⇒ (3, 4, 1, 6) = 14 - 13
4d6 ⇒ (1, 6, 3, 3) = 13 - 12
SET 3
4d6 ⇒ (1, 2, 3, 1) = 7 - 6
4d6 ⇒ (4, 4, 2, 1) = 11 - 10
4d6 ⇒ (2, 2, 3, 2) = 9 - 7
4d6 ⇒ (2, 4, 2, 1) = 9 - 8
4d6 ⇒ (3, 4, 6, 2) = 15 - 13
4d6 ⇒ (1, 5, 4, 5) = 15 - 14
---
Easy, Set #2


Gobo Horde wrote:

Looks fun :) I will have to take a look at the monstrous races and see what comes to mind. Also, you are allowing Psionics, would you allow SoP? You could make some really interesting monsters with that, if for no other reason then the Transformation feat giving you the Shapeshifter subtype and the ability to transform into another form :)

I remember one character idea I had was that of a floating head! ^_^

I have to say no to Spheres of Power because I don't have the book and it's not something I'm familiar with.


I'm thinking of a Strix marksman. Any issues there?


GM Redelia wrote:
baja1000 wrote:

You my friend are speaking my language. Love the chance to play non core races whenever possible. Would have played Starfinders new insectoid race but they haven't released those stats yet. I was thinking of doing a Trox(have never had the pleasure yet). I'm perfectly ok if you feel I need a nerf of some kind as I admit +8 Strength is a bit much, but that's perfectly ok cause I'd love to play an escaped slave of Hobgoblins that had captured him from Duergar they had raided as well. I'm gonna aim to be a Paladin, the demigod Ragathiel called out to him to seek righteous vengeance.

Looks like set 2. Let me know if Trox sounds good or if it's back to the drawing board xD

I love the idea, so let's work together to find a way to make this work. How about a 'small trox' race? Size medium, remove the advanced strength and monstrous humanoid bits, and you're left with a 16 RP race, which is more reasonable. It's still insect-like, but fits in better with a party.

I'm glad this concept works xD I'm good with losing the extra 4 Strength(from Advanced and from Size Large) I was kinda hoping to stay large and be the Groot of the group but that's cool. Those two loses drop me from 28 to 17rp. If I lost Monsterous humanoid I'd be at 14. I didn't get reach being large(a separate ability in the race book). Did you want me to go that low or could some things be kept. I would mind keeping the size (even without the reach or stat changes)

Sczarni

I absolutely love the idea, GM!

Rolls:

4d6 ⇒ (4, 4, 1, 3) = 12 11
4d6 ⇒ (3, 3, 6, 5) = 17 14
4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (4, 3, 4, 4) = 15 12
4d6 ⇒ (3, 5, 2, 2) = 12 10

4d6 ⇒ (5, 3, 3, 4) = 15 12
4d6 ⇒ (6, 4, 6, 5) = 21 17
4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6 ⇒ (2, 3, 4, 6) = 15 13
4d6 ⇒ (2, 3, 3, 6) = 14 12
4d6 ⇒ (2, 4, 6, 4) = 16 14

4d6 ⇒ (2, 6, 6, 5) = 19 17
4d6 ⇒ (3, 6, 4, 1) = 14 13
4d6 ⇒ (5, 4, 3, 4) = 16 13
4d6 ⇒ (5, 2, 3, 5) = 15 13
4d6 ⇒ (2, 3, 6, 6) = 17 15
4d6 ⇒ (5, 1, 4, 6) = 16 15

I'm thinking about an orc hunter or Mad Dog barbarian, a staunch defender of nature and beasts, and I'll probably go with #3.


Philo Pharynx wrote:
I'm thinking of a Strix marksman. Any issues there?

Sounds fine after a quick glance at both options. I do reserve the right if your character ends up unbalanced to adjust things a little.


baja1000 wrote:


I'm glad this concept works xD I'm good with losing the extra 4 Strength(from Advanced and from Size Large) I was kinda hoping to stay large and be the Groot of the group but that's cool. Those two loses drop me from 28 to 17rp. If I lost Monsterous humanoid I'd be at 14. I didn't get reach being large(a separate ability in the race book). Did you want me to go that low or could some things be kept. I would mind keeping the size (even without the reach or stat changes)

If the size large makes a big difference to the fun, we can make it work. Why don't you see what adjustments you can come up with that's at or below 15RP?

Sczarni

Here is Falko, my tiefling rogue submission:

Spoiler:
Falko
Male Tielfing Unchained Rogue 1
CN Medium outsider (Native)
Init: +8; Senses: Perception +5; Darkvision 60’
Speed: 30, Languages: Common, Infernal, Abyssal, Draconic, Goblin, Orc, Undercommon

Defense
AC 16 (+2 Armor, +4 Dex) Touch 14 FF 12
HP 11 (1d8+3)
Fort +3 Ref +6 Will +1
Resist: Cold, Electricity, Fire 5

Offense
Melee: 2 claws +4 (1d4) or rapier +4 (1d6 18-20/x2)
Ranged: Dagger +4 (1d4 19-20/x2) or Sling +4 (1d4)
BAB 0 CMB 0 CMD 14

Statistics
Abilities: Str 11 Dex 19 Con 17 Int 18 Wis 13 Cha 8
SQ: Claws, Prehensile Tail, Favored Class (Rogue), Trapfinding (+1), Finesse Training
SA: Sneak Attack +1d6
Feats: Weapon FinesseB, Improved Initiative
Traits: World-Weary, Crowd Dodger
Skills: Acrobatics +8 (1+3+4), Appraise +8 (1+3+4), Bluff +5 (1+3-1+2), Climb +4 (1+3+0), Diplomacy +3 (1+3-1), Disable Device +8 (1+3+4), Disguise +3 (1+3-1), Escape Artist +8 (1+3+4), Knowledge (Local) +8 (1+3+4), Linguistics +8 (1+3+4), Perception +5 (1+3+1), Sleight of Hand +8 (1+3+4), Stealth +10 (1+3+4+2), Survival +5 (1+3+1)
Combat Gear: alchemist fire, oil (3)
Equipment: leather armor, rapier, dagger (6), sling, sling bullets, backpack, belt pouch, bedroll, 50’ silk rope, rations (7 days), waterskin, torch (2), sunrod (2), thieves’ tools, hammer, pitons (10), grappling hook, crowbar, iron spikes (6)
Coin 22gp, 24 sp, 30 cp

Background Falko was born on the streets of Westcrown nearly 70 years ago. An obviously infernal blooded tiefling, he learned quickly just how hated, feared, and ostracized he would be in Cheliax. He ran with more than a few gangs and groups, learning how to act fast, remain stealthy, and pick his targets well. Avoiding the more lethal means some other street kids favored, he quickly earned a name amongst the street level thieves.

That name is what got him captured, branded, and pressed into slavery. Caught for petty theft when a jealous rival ratted him out, he spent over 10 years in prison and on chain-gangs. His experience in prison hardened his heart towards the Infernal House of Thrune, and against Cheliax in general. At his first opportunity, when a riot at the jailhouse broke out while a group of adventurers freed one of their own, Falko made a run for it.

Through guile, stealth, and careful plotting, the tiefling managed to get across the mountains to the North, through Molthune, and eventually working his way into the Nirmathi wilds. Here he thought he might find and easier life, perhaps as a farmer or other non-violent profession. He even considered continuing North, heading to the River Kingdoms or Riddleport. He never expected to find a land caught up in a war, though, or himself using his skills to help out. That’s just what seems to have occurred, though, as unlikely as it seems.


GM Redelia wrote:
baja1000 wrote:


I'm glad this concept works xD I'm good with losing the extra 4 Strength(from Advanced and from Size Large) I was kinda hoping to stay large and be the Groot of the group but that's cool. Those two loses drop me from 28 to 17rp. If I lost Monsterous humanoid I'd be at 14. I didn't get reach being large(a separate ability in the race book). Did you want me to go that low or could some things be kept. I would mind keeping the size (even without the reach or stat changes)
If the size large makes a big difference to the fun, we can make it work. Why don't you see what adjustments you can come up with that's at or below 15RP?

It doesn't affect my fun too much. Was just something I was looking to try. I don't want to be too OP. I can lose those 3 things and be at 14 all fine. If 16 was still ok as it was earlier, I can take Nat Armor to replace some of my lost bulk(2 RP for +1 Nat Armor) but that's up to you. I will be replacing burrowing though for Tremorsense that the SRD says I can exchange. I'll build the character when I'm out of work and have my computer


4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6 ⇒ (6, 5, 5, 5) = 21 16
4d6 ⇒ (1, 1, 3, 5) = 10 9
4d6 ⇒ (5, 1, 3, 2) = 11 10
4d6 ⇒ (1, 4, 4, 6) = 15 14
4d6 ⇒ (4, 2, 5, 3) = 14 12

4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6 ⇒ (2, 1, 2, 6) = 11 10
4d6 ⇒ (5, 3, 4, 6) = 18 15
4d6 ⇒ (5, 4, 6, 6) = 21 17
4d6 ⇒ (5, 5, 6, 4) = 20 16
4d6 ⇒ (1, 6, 3, 4) = 14 13

4d6 ⇒ (1, 2, 5, 1) = 9 8
4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (3, 6, 4, 2) = 15 13
4d6 ⇒ (3, 4, 3, 1) = 11 10
4d6 ⇒ (6, 2, 6, 3) = 17 14
4d6 ⇒ (5, 5, 6, 3) = 19 16

Hmm, set 2 looks very promising. I'm considering a Wyvaran Slayer or Ranger investing in the Natural Weapon combat style and eventually picking up Powerful Wings and other sundry flying related feats.


Rolls:

string: 4d6 ⇒ (4, 3, 6, 5) = 18
string: 4d6 ⇒ (5, 1, 5, 6) = 17
string: 4d6 ⇒ (5, 1, 2, 4) = 12
string: 4d6 ⇒ (3, 5, 2, 6) = 16
string: 4d6 ⇒ (4, 1, 1, 2) = 8
string: 4d6 ⇒ (6, 5, 1, 3) = 15

string: 4d6 ⇒ (5, 3, 6, 5) = 19
string: 4d6 ⇒ (3, 5, 5, 2) = 15
string: 4d6 ⇒ (2, 3, 5, 3) = 13
string: 4d6 ⇒ (2, 6, 1, 1) = 10
string: 4d6 ⇒ (3, 6, 6, 2) = 17
string: 4d6 ⇒ (3, 6, 6, 5) = 20

string: 4d6 ⇒ (6, 5, 6, 4) = 21
string: 4d6 ⇒ (5, 3, 1, 2) = 11
string: 4d6 ⇒ (5, 6, 1, 1) = 13
string: 4d6 ⇒ (6, 2, 1, 3) = 12
string: 4d6 ⇒ (4, 4, 5, 5) = 18
string: 4d6 ⇒ (2, 2, 5, 3) = 12

Ha! A different forum showed me that dice=string instead of just dice in the first bracket shows you each die rolled! The more you know.... =P

Edit: Maybe not. Now instead they just each say "String". Sigh.


Master Han Del of the Web wrote:

Hmm, set 2 looks very promising. I'm considering a Wyvaran Slayer or Ranger investing in the Natural Weapon combat style and eventually picking up Powerful Wings and other sundry flying related feats.

Looks interesting, and wyvaran is the kind of race I was intending. It's perhaps a little overpowered, but we can adjust that a little after you build a character.


psionichamster wrote:

Here is Falko, my tiefling rogue submission:

** spoiler omitted **...

Looks interesting, but please look at the alignment requirements. Also, the 'redemption' angle could use a little bit of an increase.


baja1000 wrote:


It doesn't affect my fun too much. Was just something I was looking to try. I don't want to be too OP. I can lose those 3 things and be at 14 all fine. If 16 was still ok as it was earlier, I can take Nat Armor to replace some of my lost bulk(2 RP for +1 Nat Armor) but that's up to you. I will be replacing burrowing though for Tremorsense that the SRD says I can exchange. I'll build the character when I'm out of work and have my computer

Go ahead and take the natural armor. If your character is chosen and so is one significantly lower in RP, I will do a bit of adjusting, but it's not so OP as to make that hard to do.

Grand Lodge

Try 1

4d6 ⇒ (4, 4, 5, 1) = 14 13
4d6 ⇒ (2, 2, 4, 4) = 12 10
4d6 ⇒ (2, 3, 3, 4) = 12 10
4d6 ⇒ (2, 6, 5, 5) = 18 16
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (3, 3, 1, 3) = 10 9

Try 2

4d6 ⇒ (6, 1, 3, 3) = 13 12
4d6 ⇒ (4, 3, 2, 2) = 11 9
4d6 ⇒ (4, 3, 5, 1) = 13 12
4d6 ⇒ (2, 1, 3, 4) = 10 9
4d6 ⇒ (1, 5, 5, 5) = 16 15
4d6 ⇒ (4, 5, 1, 5) = 15 14

Try 3

4d6 ⇒ (4, 5, 4, 5) = 18 14
4d6 ⇒ (6, 4, 4, 3) = 17 14
4d6 ⇒ (2, 3, 1, 3) = 9 8
4d6 ⇒ (2, 5, 2, 5) = 14 12
4d6 ⇒ (6, 2, 2, 2) = 12 10
4d6 ⇒ (6, 6, 3, 5) = 20 17


GM Redelia wrote:
Philo Pharynx wrote:
I'm thinking of a Strix marksman. Any issues there?
Sounds fine after a quick glance at both options. I do reserve the right if your character ends up unbalanced to adjust things a little.

They are a bit of a high point value. How about I give up hatred, nocturnal, and low-light vision?


How do I access the races in the ARG, I do not own that particular book.

Stats:

Stat: 4d6 ⇒ (2, 3, 6, 1) = 1211
Stat: 4d6 ⇒ (3, 6, 5, 3) = 1714
Stat: 4d6 ⇒ (6, 1, 3, 4) = 1413
Stat: 4d6 ⇒ (4, 6, 2, 4) = 1614
Stat: 4d6 ⇒ (5, 5, 4, 2) = 1614
Stat: 4d6 ⇒ (3, 6, 5, 6) = 2017

Stat: 4d6 ⇒ (4, 3, 1, 4) = 1211
Stat: 4d6 ⇒ (3, 3, 3, 3) = 129
Stat: 4d6 ⇒ (6, 6, 5, 3) = 2017
Stat: 4d6 ⇒ (4, 1, 3, 2) = 108
Stat: 4d6 ⇒ (2, 4, 2, 3) = 119
Stat: 4d6 ⇒ (6, 5, 5, 2) = 1816

Stat: 4d6 ⇒ (4, 3, 5, 1) = 1312
Stat: 4d6 ⇒ (1, 1, 2, 6) = 109
Stat: 4d6 ⇒ (5, 3, 2, 1) = 1110
Stat: 4d6 ⇒ (2, 1, 6, 6) = 1514
Stat: 4d6 ⇒ (6, 2, 2, 5) = 1513
Stat: 4d6 ⇒ (4, 2, 2, 4) = 1210

Grand Lodge

Rolls:

common on baby: 4d6 ⇒ (5, 2, 3, 3) = 1311
common on baby: 4d6 ⇒ (6, 1, 6, 2) = 1514
common on baby: 4d6 ⇒ (3, 2, 3, 3) = 119
common on baby: 4d6 ⇒ (3, 1, 6, 2) = 1211
common on baby: 4d6 ⇒ (1, 6, 3, 5) = 1514
common on baby: 4d6 ⇒ (4, 4, 4, 3) = 1512

common on baby: 4d6 ⇒ (4, 1, 2, 5) = 1211
common on baby: 4d6 ⇒ (3, 4, 2, 2) = 119
common on baby: 4d6 ⇒ (4, 4, 5, 5) = 1814
common on baby: 4d6 ⇒ (1, 5, 5, 3) = 1413
common on baby: 4d6 ⇒ (6, 3, 1, 5) = 1514
common on baby: 4d6 ⇒ (2, 2, 5, 5) = 1412

common on baby: 4d6 ⇒ (2, 3, 6, 1) = 1211
common on baby: 4d6 ⇒ (2, 3, 6, 5) = 1614
common on baby: 4d6 ⇒ (6, 6, 3, 4) = 1916
common on baby: 4d6 ⇒ (1, 2, 1, 2) = 65
common on baby: 4d6 ⇒ (3, 2, 5, 5) = 1513
common on baby: 4d6 ⇒ (6, 6, 4, 6) = 2218


GM Redelia wrote:
baja1000 wrote:


It doesn't affect my fun too much. Was just something I was looking to try. I don't want to be too OP. I can lose those 3 things and be at 14 all fine. If 16 was still ok as it was earlier, I can take Nat Armor to replace some of my lost bulk(2 RP for +1 Nat Armor) but that's up to you. I will be replacing burrowing though for Tremorsense that the SRD says I can exchange. I'll build the character when I'm out of work and have my computer

Go ahead and take the natural armor. If your character is chosen and so is one significantly lower in RP, I will do a bit of adjusting, but it's not so OP as to make that hard to do.

I'll build with that in mind then. It should be balanced. If I end up needing readjustment to high RP I will likely attempt to return as much as possible towards a traditional Trox. If I end up getting the higher Str (+6 or +8) I'll purposely place it on one of my lower stats. Likely that 9 I have to put somewhere lol


JAF0 here - this character is my submission, but still needs background... I'll be working on that tonight for sure!


@All Seeing Eye - try one of d20pfsrd.com, archivesofnethys.com or the prd here or here.

My rolls:

4d6 ⇒ (1, 4, 2, 2) = 9
4d6 ⇒ (6, 3, 3, 4) = 16
4d6 ⇒ (1, 2, 4, 2) = 9
4d6 ⇒ (6, 4, 4, 2) = 16
4d6 ⇒ (4, 1, 5, 4) = 14
4d6 ⇒ (6, 3, 2, 5) = 16

4d6 ⇒ (3, 6, 4, 2) = 15
4d6 ⇒ (5, 4, 5, 1) = 15
4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (2, 4, 1, 2) = 9
4d6 ⇒ (2, 6, 4, 6) = 18
4d6 ⇒ (4, 2, 6, 5) = 17

4d6 ⇒ (4, 3, 3, 4) = 14
4d6 ⇒ (2, 2, 4, 3) = 11
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (3, 3, 6, 4) = 16
4d6 ⇒ (2, 2, 6, 2) = 12


The middle set it is. One gold dragon-worshipping kobold seeker sorcerer coming up.


You're allowing goblins? Oh man, I'd love to play Ironfang Invasion as a gobbo, they're my favorite race. I'm in two campaigns of multi-goblin characters, they're always so much fun to play. Let's see what we've got here for rolls:

4d6 ⇒ (6, 3, 4, 1) = 14 13
4d6 ⇒ (2, 4, 1, 5) = 12 11
4d6 ⇒ (2, 4, 5, 3) = 14 12
4d6 ⇒ (1, 3, 2, 2) = 8 7
4d6 ⇒ (3, 2, 1, 6) = 12 11
4d6 ⇒ (3, 2, 2, 6) = 13 11

4d6 ⇒ (1, 1, 2, 6) = 10 9
4d6 ⇒ (1, 2, 4, 5) = 12 11
4d6 ⇒ (3, 3, 3, 5) = 14 11
4d6 ⇒ (1, 4, 6, 4) = 15 14
4d6 ⇒ (4, 5, 1, 6) = 16 15
4d6 ⇒ (3, 5, 4, 5) = 17 14

4d6 ⇒ (2, 4, 3, 5) = 14 12
4d6 ⇒ (2, 1, 5, 5) = 13 12
4d6 ⇒ (4, 5, 6, 1) = 16 15
4d6 ⇒ (1, 1, 1, 1) = 4 3
4d6 ⇒ (1, 3, 4, 6) = 14 13
4d6 ⇒ (4, 4, 1, 4) = 13 12

Okay, holy crap-not great rolls across the board, but 4 ones in a row??? Dang, the dice roller on this forum has always hated me but it's been on a real mean streak lately.

EDIT: If you look at the rolls directly before and after, it's actually 6 ones in a row. I should get a medal or something for that.


Would you allow the wyrwood race to be played.

Grand Lodge

background skills?


All Seeing Eye wrote:
Would you allow the wyrwood race to be played.

Yes, that could be interesting. We will need to discuss how to deal with the fact you would have no constitution score. I think what I would allow is for you to 'drop' your lowest score that is at least a 10.

(Note that a Wyrwood's race points are lower than the ARG calculates, because size small construct costs 10 not 20 race points)

Also, we will need to discuss how you can be healed.


alexgndl wrote:

You're allowing goblins? Oh man, I'd love to play Ironfang Invasion as a gobbo, they're my favorite race. I'm in two campaigns of multi-goblin characters, they're always so much fun to play. Let's see what we've got here for rolls:

Okay, holy crap-not great rolls across the board, but 4 ones in a row??? Dang, the dice roller on this forum has always hated me but it's been on a real mean streak lately.

Go ahead and roll one more set. Sometimes, the dice just don't like you.


dot for tomorrow.


Corsario wrote:
What about a Catfolk Sorcerer or Rogue (depending on party composition?)

I'm not sure. A catfolk really doesn't seem monstrous enough for this campaign. I can't say that I would refuse one, but they would definately be at a disadvantage when I select players.


Raltus wrote:
background skills?

Yep, check fourth paragraph of the character build rules.

Grand Lodge

I thought I saw it earlier in the day but just looked over it again.

I have a Kobold Trapping Warden in process.


Drawbacks?


I am thinking of building a wyrwood rouge, will get to work on it and probably have it up by tomorrow. How will the construct traits work in union with class abilities such as skills per level, or saving throw bonus.

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