The Ironfang Invasion: Fangs of War

Game Master vayelan

A tale of desperate survival set against the invasion of a ruthless hobgoblin army — the Ironfang Legion! As the Ironfang Legion begins carving out an empire of monsters, the heroes must flee their hometown of Phaendar as it burns, saving any lives they can.

Resources:
Upper Caves Map
Lower Caves Map
Regional Map

Longshadow
Encounter Map: Morlock Warrens

Party Treasury (Old)
Party Treasury (New)
Militia Worksheet


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Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Undari explains the situation with the prisoners as well, stressing the opportunity for rescue and perhaps good intel from the spurned hobgoblin prisoner (feel free to read the spoilers now). He offers to take the group by air to assault the fortification and/or rescue the prisoners (Giant Eagle/Roc form + Tailwind + Bill’s Strength + Ant Haul should get us all there in half an hour or less if we like).


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

Gaius turns to Thorek for a decision.
________
Fine either way, I think there is substantial benefit to either progressing to our next target or taking on the Hobs nearby. I'm horribly curious, GM, does the AP account for us bringing the fight to the Hobs?!


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

"We're outnumbered six to one," Esperanza observes. "Might actually be a fair fight." The white-knuckled grip she has on her weapon belies her true feelings on the matter.


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

Brushing the dirt from his hands and whispering a benediction over the buried fallen of Redburrow, Thorek turns at Undari's return and listens to the druid's report gravely. He is quiet for a time, thinking carefully.

"How bad did they look, Undari? If we could overcome the camp do you think they would be able to keep pace? Slag it all, I suppose it doesn't matter--Angradd would cast me from His sight if I were to abandon any in need of protection to their tormenters, and I'd deserve no less. We'll take down their camp." Thorek rolls his shoulders, already sore from gravedigging and gives the group a steady look and encouraging nod. "And as if it weren't the right thing to do, a mine is a valuable resource to slap out of the Ironfang's hands. And if the survivors were taken there someone might know the whereabouts of Esperanza's mentor."

How much do we know about harpies?

Crouching down in the dirt, the dwarf asks Undari to draw a rough sketch of the camp, cliff, and surrounding area. "The harpies can fly, so kill them first if you can. If we have to break off or flee we don't need them harrying us or scouting us out for any pursuit. We'll march over afoot and attack with the setting sun in the foe's eyes. We'll take out the harpies first, and use whatever magic we can to set up a corridor between the hobgoblins and the prisoners. Esperanza and I will hold the line against their grunts--Lily, can you get the locks open? Your disguise magic might get you in close to the cages before the fighting starts. Gaius and Undari should pit their magic against the harpies, the snipers, and the wolf. Once the prisoners are free we'll mop up or fall back as necessary."

Sitting back on his heels, Thorek offers his companions a fierce grin. "Counter-suggestions welcome, of course."


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Undari responds, "I can get us there by air much sooner if you like and drop you wherever you desire--perhaps at one of the watchtowers. When I was hoping to break the prisoners loose myself, I prepared a spell to warp the metal of their cages, which should spring them all at once if we have a way to get them down safely."

"With the right spells and potions and in my giant eagle form, I can get us there in half an hour and we can come in fast. I will be able to take the fight to the harpies and potentially pick off any snipers not under cover. I also have some entangling thorn magic, lightning calling, and fire sphere magic remaining. Perhaps entangling the ground troops with magic will allow us to focus our efforts on the archers and harpies first," he offers.

(In Giant Eagle form he can carry 1200 lbs as a light load and still fly, or 3600 lbs if he uses a potion to give him Ant Haul).


Harpies are an occasional threat in the Fangwood, yet they are all too common along the length of the Mindspin Mountains that shape the western borders of Nirmathas and Moltune. As a result, most of you have at least a passing familiarity with the monstrous bird women - especially the threat posed by their captivating songs.

@Gaius - I like your enthusiasm, but the AP does actually account for the party attacking this camp. The Ironfang soldiers at this particular camp represent one hobgoblin troop unit of the many that account for the army massing to eventually besiege Longshadow.


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

Thanks GM :)

"Let's bring the fight to them!" Gaius cheers with a fist raised. "Magic to bolster fighting arms and fire to singe theirs, they won't know what hit them!"
________
Gaius will have buffs to cast once it comes to that!


Thanks to Undari's arsenal of spells, the party crosses the eight miles between Redburrow and the ridgeline camp in due time. In his giant avian form, the druid lands a ways south of the camp, though, to avoid encountering the harpies before the party is ready to engage.

Drawing closer, you find two tall towers - one to the north, one to the south - flanking a collection of drab tents along the uppermost ridge of this steep hill. Red banners flutter in the prairie winds, and the smell of animals and rotting meat tinges the air. A pair of hobgoblin sharpshooters stand at the ready atop the nearest watchtower.

On the eastern verge of the camp, overhanging the cliff side, you can see the suspended gibbets that Undari spoke of. You can also see the troop of Ironfang soldiers occupying the camp, drilling and tending to their gear.


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Once everyone is ready and Undari has gotten someone to feed him his Bull's Strength and Ironskin potions (and anyone who wants one could have a potion of either if they want) and he has cast his spells, Undari lifts everyone up high in the air, circling up into the clouds.

Gliding down soundlessly through the cloud layer, his wings locked without a feather rippling. Breaking through the clouds as the other preparatory spells go off, Undari/Eagle maintains a gentle glide until the others jump off. He then peels off and locks in on the two snipers in the closest tower, preparing to cast his opening spell of the combat !

Initiative: 1d20 - 2 ⇒ (5) - 2 = 3

Eagle, Huge
N Huge animal
Init -2; Senses low-light vision; Perception +25
DEFENSE
AC 25, touch 9, flat-footed 25 (-2 Dex, +11 natural -2 Size, +1 Deflection, +7 Armor)
hp 59
Fort +9, Ref +1, Will +11
OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +11/+11 (4d6+13), bite +11 (2d6+13)
STATISTICS
Str 26, Dex 6, Con 14, Int 12, Wis 18, Cha 8
Base Atk +6; CMB +17; CMD 25
Racial Modifiers +8 Perception


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

Before taking flight, Esperanza quaffs one of Undari's ironskin potions, (literally) steeling herself for the battle ahead. Once it's time, she leaps from his back, glaive held in both hands as she falls to earth with a mighty war cry.

Initiative: 1d20 + 8 ⇒ (16) + 8 = 24

GM: With haste and ironskin active, my AC is currently 31.


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

I marked off the potion. Please let me know who else takes a potion and I can mark it off too. Also, yay haste--not included in the eagle's stats above, so AC 26, a +1 to hit, and an extra attack!


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

Initiative!: 1d20 + 2 ⇒ (2) + 2 = 4


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

Following Esperanza's example, Thorek drinks his own Ironskin potion and commends his soul to Angradd before tipping over off the eagle's back!

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4


Dice Rolls:

Dargg Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Gruzak Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Ironfang Sharpshooters Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Ironfang Troop Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Harpies Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Lily Initiative: 1d20 + 5 ⇒ (11) + 5 = 16

Troop Prep Time: 1d4 ⇒ 2 rounds

The party descends from the sky, launching its surprise assault on the Ironfang company, attacking from within the heart of their own camp. The soldiers scramble with loud military discipline, grabbing their weapons and forming ranks to respond to the threat.

Their commander calls forth a large wolf with a saddle slung upon its back. Near the gibbets, the harpies pause their torment of the prisoners to take notice of the arrival of new playthings.

Esperanza and Lily get to act first.
I've updated the encounter map.


F Human Mesmerist 8 Swashbuckler 2 HP 72/80 Fort: +4 Ref: +13 Will: +8/+10 AC:21 Init: Staring At: Spells 1st 5/5 2nd 4/4 3rd 1/1 Tricks 5/5 Used Status:

Lily just stares at the large number of creatures that she can't use her magic on. Sighing deeply she fires an arrow at the troop hoping to damage the large formation before they act. "Esperanza your better at taking that large group out. Ill help you with the others after we take care of that mob," Lily exclaims.

attack 1: 1d20 + 11 ⇒ (1) + 11 = 12 PBS added in
attack 2: 1d20 + 6 ⇒ (6) + 6 = 12 PBS added in
Miss miss
Arggg..... Give me single target sentient creatures.


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

Lily, you're hasted, so you ought to have another attack at your full bonus.

Esperanza initially moves to duel with the commander, but nods her head in acknowledgement of Lily's instruction and reverses direction. She sprints to the front of the party, sweeping the field clear with a swing of her glaive.

Glaive: 1d20 + 16 + 2 + 1 ⇒ (4) + 16 + 2 + 1 = 23
Glaive damage: 1d10 + 16 ⇒ (6) + 16 = 22

Parry and Riposte:
Obviously this doesn't help me against the troop, but if anybody else comes to swing at me, here you go. -2 to any of the parry attempts if it's something Large sized like the wolf.

Parry #1: 1d20 + 16 + 2 + 1 ⇒ (5) + 16 + 2 + 1 = 24
Parry #2: 1d20 + 16 + 2 + 1 ⇒ (12) + 16 + 2 + 1 = 31
Parry #3: 1d20 + 16 + 2 + 1 ⇒ (2) + 16 + 2 + 1 = 21

Riposte: 1d20 + 16 + 2 + 1 ⇒ (18) + 16 + 2 + 1 = 37
Glaive damage: 1d10 + 16 ⇒ (7) + 16 = 23


F Human Mesmerist 8 Swashbuckler 2 HP 72/80 Fort: +4 Ref: +13 Will: +8/+10 AC:21 Init: Staring At: Spells 1st 5/5 2nd 4/4 3rd 1/1 Tricks 5/5 Used Status:


attack hasted: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d8 + 2 ⇒ (3) + 2 = 5
Thanks. I remember reading that part and also forgot.


Dice Rolls:

Reduced Auto Troop Damage vs Esperanza: 1d8 + 4 ⇒ (8) + 4 = 12

Harpy 1 Shortbow vs Undari: 1d20 + 9 ⇒ (6) + 9 = 15
Harpy 1 Shortbow vs Undari: 1d20 + 4 ⇒ (17) + 4 = 21
Harpy 2 Shortbow vs Undari: 1d20 + 9 ⇒ (2) + 9 = 11
Harpy 2 Shortbow vs Undari: 1d20 + 4 ⇒ (17) + 4 = 21
Harpy 3 Shortbow vs Lily: 1d20 + 9 ⇒ (10) + 9 = 19
Harpy 3 Shortbow vs Lily: 1d20 + 4 ⇒ (14) + 4 = 18

North Sharpshooter 1 vs Undari: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
North Sharpshooter 1 vs Undari: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
North Sharpshooter 1 vs Undari: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
North Sharpshooter 2 vs Undari: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
North Sharpshooter 2 vs Undari: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
North Sharpshooter 2 vs Undari: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9

South Sharpshooter 1 vs Thorek w/ Lion's Call and Favored Enemy: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
South Sharpshooter 1 vs Thorek w/ Lion's Call and Favored Enemy: 1d20 + 7 + 1 + 2 ⇒ (6) + 7 + 1 + 2 = 16
South Sharpshooter 2 vs Thorek w/ Lion's Call and Favored Enemy: 1d20 + 12 + 1 + 2 ⇒ (15) + 12 + 1 + 2 = 30
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
South Sharpshooter 2 vs Thorek w/ Lion's Call and Favored Enemy: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Lily launches a hail of arrows into the assembling swarm of hobgoblin troops, wounding one of them so badly that he drops his weapon and flees from the incomplete formation. Esperanza then steps forward and cuts down a few more, leaving the packed earth of the camp stained with blood and littered with limbs.

The handful of Ironfang soldiers that have formed ranks begin their counterattack against Esperanza. Her skill at arms is superior, but the enemy's numbers make it impossible to parry or dodge every attack.

The troop's automatic damage is downgraded from 2d8 to 1d8 as they're still mobilizing, but they still deal 12 automatic damage to Esperanza.

The company commander swings himself atop the saddle buckled onto the large wolf at his side. As he plants his boots into the stirrups, he bellows commands to the sharpshooters behind him - exhorting them to bring down the infamous "Phaendar fugitives."

Dargg uses a move action to mount Gruzak, and he uses a standard action to use his Lion's Call cavalier ability to grant the southern sharpshooters a +1 bonus to attack rolls for 8 rounds.

The harpies eschew their captivating songs for now, lest they lure their hobgoblin allies off the cliffs. Thus, whilst releasing shrill cries that pierce the skies, they draw their shortbows and unleash a hail of arrows upon the party. Undari's thick feathers blunt the impact of the arrows, whilst Lily nimbly evades the few that strike the ground around her.

Impressively, despite some good rolls, all six shots fail to hit Undari and Lily.

The Ironfang sharpshooters quickly send their own arrows whistling into the air. The ones in the northern tower draw upon their training to rapidly fire as many arrows as possible at the giant eagle supporting the Phaendar fugitives, although his ironskinned feathers endure every last arrow.

The sharpshooters in the southern watchtower focus upon Thorek, fueled by their particular hatred for dwarves. They seem to have particular experience in finding the vulnerabilities in thick armor, for several of their arrows manage to best Thorek's defenses.

With Ironskin, I have Thorek's AC calculated at 26. If this is correct, he takes 25 damage from the arrows. If it is 27 or 28, he takes 21 damage instead. If it is 29 or 30, he only takes 10 damage.

Thorek, Gaius, and Undari can take their first round actions; Esperanza and Lily can also take their second round actions.


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

"I'll keep those Harpies busy!" Gaius promises as he launches a red hot bead from the tip of a wand. Hurtling towards the winged menaces, it strikes the middle one with a soft *thmp* before erupting into a huge ball of flame.

He ducks between some tents before the bead's even struck.
________
Fireball, DC 15: 5d6 ⇒ (2, 5, 3, 6, 3) = 19
Fireball from that wand! Assuming CL 5. Targeting Harpies per Thorek's orders from earlier, but give a shout if you'd think it'd do some good elsewhere :)


"Whoever smelt it, dealt it!" Flopsy squeals as she point a wand of her own at the Northeastern tower. A noxious, green gas oozes into being around the Hobgoblin archers within.

"Why are you hiding, Gaius? All the fun's out here!" she points out, following him between the tents.
________
UMD, DC 20: 1d20 + 12 ⇒ (18) + 12 = 30
Stinking Cloud, DC 15 via a wand!


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Having dropped off his passengers, Undari/Eagle squawks words of power at the snipers who shot at him, and a bright light of pure goodness envelops them, injuring them and threatening to blind them as well.

Burst of Radiance:
Blind for: 1d4 ⇒ 1 rounds and
Damage: 5d4 ⇒ (4, 2, 2, 2, 1) = 11 if evil, DC 17 Reflex Save to convert blindness to dazzled instead.

He then flies over to the other sniper nest and circles them very quickly (normal movement rate 80, also hasted), trying to spoil their aim and close enough to lash out at them should they attempt to continue firing.


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

Thanks to his trait, Thorek's AC is 28 against hobgoblins

Thorek grits his teeth against the pain as several arrows strike home. Invoking the blessings of Angradd to safeguard him as he advances. (Swift cast Shield of Faith; AC30 vs hobgoblins or aberrations & AC28 vs others)

"Angrad, Lord of Iron and Flame! Give aid to these brave souls, and strike terror in the vile foe!" The dwarf roars, as a pulse divine energy rolls from his armored form.

Casting Prayer; all allies, the southern sharpshooters, and the troop are affected.


@Gaius: Rather than be cruel, I thought it only fair to remind you that the harpies are perched upon the gibbets that contain some still-living prisoners. You would be able to aim the fireball for a point in the air above them to avoid catching the prisoners in the blast, but you would only catch two of the three harpies due to the geometry of the blast radius.


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

Oh, right. My AC is 33 vs hobgoblins.

Esperanza effortlessly falls into the rhythm of battle, transforming herself into a whirling storm of steel and color that tears into the disorganized troop of hobgoblins.

Glaive Attack #1: 1d20 + 16 + 2 + 1 + 1 ⇒ (15) + 16 + 2 + 1 + 1 = 35
Slashing: 1d10 + 24 ⇒ (7) + 24 = 31 Spending a panache point and a swift action to double my Precise Strike damage, adding an extra 7 to this attack.

Glaive Attack #2: 1d20 + 11 + 2 + 1 + 1 ⇒ (13) + 11 + 2 + 1 + 1 = 28
Slashing: 1d10 + 17 ⇒ (5) + 17 = 22

Glaive Attack #3: 1d20 + 16 + 2 + 1 + 1 ⇒ (7) + 16 + 2 + 1 + 1 = 27
Slashing: 1d10 + 17 ⇒ (3) + 17 = 20

Parry and Riposte:

Parry #1: 1d20 + 16 + 2 + 1 + 1 ⇒ (8) + 16 + 2 + 1 + 1 = 28

Parry #2: 1d20 + 16 + 2 + 1 + 1 ⇒ (15) + 16 + 2 + 1 + 1 = 35

Riposte: 1d20 + 16 + 2 + 1 + 1 ⇒ (13) + 16 + 2 + 1 + 1 = 33
Slashing: 1d10 + 17 ⇒ (10) + 17 = 27


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

*Checks alignment* Huh. Not Evil! Thanks GM, I choose the top two!


Dice Rolls:

Harpy Reflex vs Fireball DC 15: 1d20 + 7 ⇒ (3) + 7 = 10
Harpy Reflex vs Fireball DC 15: 1d20 + 7 ⇒ (9) + 7 = 16

North Sharpshooter Fort vs Stinking Cloud DC 15: 1d20 + 7 ⇒ (12) + 7 = 19
North Sharpshooter Fort vs Stinking Cloud DC 15: 1d20 + 7 ⇒ (6) + 7 = 13

North Sharpshooter Reflex vs Burst of Radiance DC 17: 1d20 + 9 ⇒ (20) + 9 = 29
North Sharpshooter Reflex vs Burst of Radiance DC 17: 1d20 + 9 ⇒ (11) + 9 = 20

Thorek's prayer falls upon the battlefield from heaven, and the tide of battle soon turns.

Gaius' fireball erupts over the gibbets. One of the harpies is badly scorched. The other shields herself with her wings, suffering lesser burns upon them to protect the rest of her. The prisoners within the gibbets cry out in fright as they feel, though unharmed by it, the heat of the spell unleashed above them.

Flopsy's own wand consumes the northern watchtower in a foul cloud. One of the sharpshooters begins retching, and the other is barely keeping herself together.

A magical orb flies from Undari's talons and lands amidst the sharphooters, erupting into a burst of light. They are both dazzled by its brilliance as it burns them for their wickedness.

Esperanza transforms from mere warrior into a veritable whirlwind of steel. Every swing of her glaive hews limbs from bodies, cutting through Ironfangs as though their armor and bones were naught but paper. Watching too many of their fellows fall to Esperanza's graceful blade, the rank-and-file soldiers lose their nerve and break formation even before it is finalized. They scatter, fleeing for their lives.

Esperanza defeats the troop, which disperses. Lily can still post her action.


F Human Mesmerist 8 Swashbuckler 2 HP 72/80 Fort: +4 Ref: +13 Will: +8/+10 AC:21 Init: Staring At: Spells 1st 5/5 2nd 4/4 3rd 1/1 Tricks 5/5 Used Status:

Lily moves to Esperanza and pats her on the shoulder saying,"We're doing great. Keep on the good job. I'm worried about the harpies."

Move-Move
Standard-Gift of Will on Esperanza.
Trigger-If Esperanaza needs to make a will save against the harpies use my save of +9


"You foul blade-wench!" the Ironfang commander bellows at Esperanza in a rasping Common. "I will deliver your flayed hide to Kosseruk!"

Issuing his challenge, the commander digs his heels into his mount to drive the wolf into a charge. The Ironfang commander whirls his flaming flail above his head, building momentum as he closes with his foe.

@Esperanza, based on initiative order, your first parry roll would apply to the wolf, and the second would apply to the commander. Against which one did you want to apply your potential riposte?


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

"You'll be flaying no one, cur. Today you answer to Thorek Ironspark of Kraggodan!" With the magical speed of Gaius' spell carrying him, Thorek rushes the Ironfang commander and swings his dorn-dergar in devastating arcs of golden fire.

Move, Fervor point to Swift cast Divine Favor +3, then Power Attack vs the captain.
1d20 + 12 + 3 + 1 + 1 ⇒ (7) + 12 + 3 + 1 + 1 = 24 Damage: 1d10 + 9 + 6 + 3 ⇒ (7) + 9 + 6 + 3 = 25


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

If Thorek can Full Attack:

Haste Attack: 1d20 + 17 ⇒ (15) + 17 = 32 Damage: 1d10 + 18 ⇒ (7) + 18 = 25

Secondary Attack: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d10 + 18 ⇒ (2) + 18 = 20


Dice Rolls:

Gruzak Charging Bite vs Esperanza: 1d20 + 12 + 2 - 1 ⇒ (3) + 12 + 2 - 1 = 16 = Parried
Dargg Charging Flail w/ Challenge vs Esperanza: 1d20 + 12 + 4 - 1 ⇒ (1) + 12 + 4 - 1 = 16 = Parried and Riposted

North Sharpshooter Nauseated Duration: 1d4 + 1 ⇒ (2) + 1 = 3 rounds

South Sharpshooter Point Blank Shot vs Undari: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
South Sharpshooter Point Blank Shot vs Undari: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

South Sharpshooter Point Blank Shot vs Undari: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
South Sharpshooter Point Blank Shot vs Undari: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

South Owl Companion Bite vs Undari: 1d20 + 6 ⇒ (11) + 6 = 17
South Owl Companion Talon vs Undari: 1d20 + 6 ⇒ (17) + 6 = 23
South Owl Companion Talon vs Undari: 1d20 + 6 ⇒ (12) + 6 = 18

South Owl Companion Bite vs Undari: 1d20 + 6 ⇒ (13) + 6 = 19
South Owl Companion Talon vs Undari: 1d20 + 6 ⇒ (11) + 6 = 17
South Owl Companion Talon vs Undari: 1d20 + 6 ⇒ (2) + 6 = 8

Harpy Shortbow vs Gaius: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
Confirm Crit?: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage: 3d6 ⇒ (4, 3, 3) = 10
Harpy Shortbow vs Gaius: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Confirm Crit?: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Damage: 1d6 ⇒ 1

Harpy Shortbow vs Lily: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Harpy Shortbow vs Lily: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17

Sharpshooter Will Save vs Harpy Song: 1d20 + 5 ⇒ (16) + 5 = 21
Sharpshooter Will Save vs Harpy Song: 1d20 + 5 ⇒ (17) + 5 = 22
Sharpshooter Will Save vs Harpy Song: 1d20 + 5 ⇒ (13) + 5 = 18
Sharpshooter Will Save vs Harpy Song: 1d20 + 5 ⇒ (16) + 5 = 21

Gruzak Will Save vs Harpy Song: 1d20 + 5 ⇒ (6) + 5 = 11

Esperanza counters the Ironfang commander's onslaught in dramatic fashion. She plants the butt of her glaive upon the ground and uses it as leverage to turn aside the large wolf's snapping jaws with a kick. She uses the momentum to also turn aside the wildly swinging flail aimed at her and repay the gesture with a deep slash along his weapon arm.

This opens him up to Thorek's own storm of steel. Wreathed in divine fire, the head of his dorn-dergar strikes the commander like the impacts of three golden comet. Each blow shatters bones, until the third and final attack knocks the hobgoblin from his saddle and leave him a broken heap upon the dusty ground.

At the northern watchtower, the sharpshooters struggle to flee from the stinking cloud. The one who is dazzled nearly stumbles off the platform, while the nauseated one slides down the ladder and shambles away, clutching his mouth and stomach.

At the southern watchtower, the sharpshooters command their owl companions to intercept the avian Undari. The smaller birds harry Undari with their beaks and talons, but to no affect. The sharpshooters themselves hazard point blank shots at the encircling giant eagle, managing to land a couple shots.

Undari takes 14 damage from two successful shots from the sharpshooters. He can attempt an attack of opportunity against one of them.

The harpies realize that their hobgoblin allies are already doomed. One of them lowers her bow and loosen her vocal chords, unleashing her captivating song after her sisters release their next volley of arrows.

Gaius takes a total of 11 damage from one confirmed shortbow crit and one non-confirmed shortbow crit.

The party needs to make DC 16 Will saves to resist the first harpy's captivating song. The remaining hobgoblins made their saves, but the wolf failed his, strangely enough. The party, except for Thorek, can also post their next actions along with those saving throws.


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

Will save: 1d20 + 9 ⇒ (7) + 9 = 16 Thanks, Lily!

Esperanza shakes her head to clear her mind of the harpy's song, also taking a step back from the now riderless wolf. Trusting her companions to handle the flying monsters, she turns to finish off the enormous creature off.

Glaive #1: 1d20 + 16 + 2 + 1 + 1 ⇒ (12) + 16 + 2 + 1 + 1 = 32
Slashing: 1d10 + 17 ⇒ (4) + 17 = 21

Glaive #2: 1d20 + 11 + 2 + 1 + 1 ⇒ (4) + 11 + 2 + 1 + 1 = 19
Slashing: 1d10 + 17 ⇒ (10) + 17 = 27

Glaive #3: 1d20 + 16 + 2 + 1 + 1 ⇒ (5) + 16 + 2 + 1 + 1 = 25
Slashing: 1d10 + 17 ⇒ (10) + 17 = 27

Parry and Riposte:
Parry: 1d20 + 16 + 2 + 1 + 1 ⇒ (19) + 16 + 2 + 1 + 1 = 39

Riposte: 1d20 + 16 + 2 + 1 + 1 ⇒ (6) + 16 + 2 + 1 + 1 = 26
Slashing: 1d10 + 17 ⇒ (2) + 17 = 19


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Undari/Eagle's AOO:

Talon Attack with Haste and Prayer: 1d20 + 11 + 1 + 1 ⇒ (14) + 11 + 1 + 1 = 27
Talon Damage, Augmented: 4d6 + 13 ⇒ (3, 5, 2, 6) + 13 = 29

Undari Will Save versus Harpy Song:

Will Save: 1d20 + 12 ⇒ (14) + 12 = 26

Undari unleashes a flurry of claw attacks against those foolish enough to shoot at him! Hasted Attacks versus Hobgoblin Snipers:

Talon Attack with Haste and Prayer: 1d20 + 11 + 1 + 1 ⇒ (4) + 11 + 1 + 1 = 17
Talon Damage, Augmented: 4d6 + 13 ⇒ (4, 3, 6, 6) + 13 = 32

Talon Attack with Haste and Prayer: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25
Talon Damage, Augmented: 4d6 + 13 ⇒ (4, 6, 1, 3) + 13 = 27

Talon Attack Bonus Haste Attack with Haste and Prayer: 1d20 + 11 + 1 + 1 ⇒ (13) + 11 + 1 + 1 = 26
Talon Damage, Augmented: 4d6 + 13 ⇒ (1, 3, 5, 5) + 13 = 27

Beak Attack with Haste and Prayer: 1d20 + 11 + 1 + 1 ⇒ (12) + 11 + 1 + 1 = 25
Beak Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12
Undari the Healer wrote:
I marked off the potion. Please let me know who else takes a potion and I can mark it off too. Also, yay haste--not included in the eagle's stats above, so AC 26, a +1 to hit, and an extra attack!

Undari's AC is 26 from haste in case that made a difference in any of the attacks. I will go ahead and subtract of the 14 points damage, though.


@Undari: Thank you for the reminder. That means one of the shots would have missed, so you only take 7 damage instead of 14.

Esperanza leaves deep, bleeding gashes along the large wolf's flank. Despite the serious wounds, it remains captivated by the first harpy's song.

To the south, Undari eviscerates one of the sharpshooters with his talons. He nearly pecks out the liver of the other with his massive beak.

Between his AoO and talon attacks, Undari kills one of the southern sharpshooters. His beak attack severely wounds the other.

Lily, Gaius, and Flopsy can still act.


F Human Mesmerist 8 Swashbuckler 2 HP 72/80 Fort: +4 Ref: +13 Will: +8/+10 AC:21 Init: Staring At: Spells 1st 5/5 2nd 4/4 3rd 1/1 Tricks 5/5 Used Status:

will: 1d20 + 9 ⇒ (16) + 9 = 25
Yay.
Ooooo.... This is ideal. Gift of Will helped.
Swift stare at dog.
attack 1: 1d20 + 11 ⇒ (3) + 11 = 14
attack 2: 1d20 + 11 ⇒ (2) + 11 = 13
attack 3: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
damage: 1d8 + 2 + 2d6 + 3 ⇒ (5) + 2 + (6, 4) + 3 = 20

Lily fires a set of rapid fire shots at the dog hoping to bring it down. "Well this is going smoothly," she says landing a shot right into the wolf's hide.


Lily's third, well-placed arrow buries deeply in the wolf's neck. The beast collapses, beside its slain master.


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

Gaius' eyes glaze over a little and he cocks his head to better capture the most luxuriant sound waves that have graced his ears. "Good Heavens! Do you hear that? I must discover what marvelous creature is conducting this symphony! Perhaps it is an unique Fey variant!" he muses as he approaches the sound.
________
Will, DC 16: 1d20 + 10 ⇒ (2) + 10 = 12 Lol, for the record, I think he has succumbed to ever monster ability sent his way! XD
GM, do you interpret the "moves toward the harpy using the most direct means available" portion of the Harpy's Captivating Song ability to include special movement abilities? With a single arcane point, he could be adjacent to the singing Harpy. I've moved him to where he would be without it for now!


Flopsy giggles as the Hobgoblin flees while clutching his mouth and stomach. "Look! Quick! He's trying not to poop himself!" The force of her laughter sends her spinning in a couple of lazy reverse somersaults.

"Ok, Gaius, which ones... next?" she asks, noticing that her favorite nerd has wandered off. How can he LIKE the noise that bird is making!?

"HEY! SHUT UP! SOME OF US ARE WORKING HERE!" she shouts at the singing Harpy. Leveling her wand at the creature, another bank of noxious fog enters existence.
________
Will, DC 16: 1d20 + 7 ⇒ (19) + 7 = 26
UMD, DC 20: 1d20 + 12 ⇒ (20) + 12 = 32
Stinking Cloud, DC 15 via a wand!


@Gaius: The way I would interpret Captivating Song, I would say that you must use any "natural" types of movement that would appear on your stat block: walk/run, fly, swim, climb, burrow, etc. I would reason that the singular focus on the harpy precludes the ability to concentrate upon a spell or spell-like ability.

Dice Rolls:

Harpy Fort Save: 1d20 + 4 ⇒ (5) + 4 = 9
Harpy Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21
Harpy Fort Save: 1d20 + 4 ⇒ (5) + 4 = 9
Nausea Duration: 1d4 + 1 ⇒ (1) + 1 = 2
Nausea Duration: 1d4 + 1 ⇒ (1) + 1 = 2

Non-Sick Harpy Charging Talons vs Gaius: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

South Sharpshooter Rapid Shot vs Undari: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31
Confirm Crit?: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
South Sharpshooter Rapid Shot vs Undari: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
South Sharpshooter Rapid Shot vs Undari: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10

North Sharpshooter Rapid Shot vs Esperanza: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
North Sharpshooter Rapid Shot vs Esperanza: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
North Sharpshooter Rapid Shot vs Esperanza: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14

The incensed pooka, watching her addle-minded partner shuffling towards the singing harpy, conveys her displeasure through her wand. The stinking cloud spreads out from the singing harpy, engulfing her, her sisters, and the prisoners within the gibbets. The northernmost and southernmost harpies look about ready to fall right off their perches, the smell strong enough to knock a buzzard off a corpse cart. The hapless prisoners, too, begin to retch and leave miniature waterfalls of foulness falling down the cliffside.

The harpies fly out from the cloud to escape the smell. Two of them struggle to stay aloft, eventually landing on either side of Gaius. The other flies at full speed to charge at Gaius with her talons. Fortunately, the captivated arcanist stumbles over a stone, so the birdwoman's talons only graze his back.

2 damage to Gaius from the non-nauseated harpy's talons.

The sharpshooter to the south assumes a defensive posture and snaps off another volley of point blank shots at Undari. One of them lands where his wing meets his avian body.

The sharpshooter uses his defensive bow stance to avoid AoO while using his bow. With an unconfirmed crit, he deals 6 damage to Undari.

Of the sharpshooters to the north, one of them stumbles away from the battle, too sick to fight effectively at all. The other one takes a step away from the tower and fires a trio of arrows at Esperanza, all of which she deflects with twirls of her glaive.

The party is up again.


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

"Go save Gaius," Esperanza growls to Thorek, swatting another arrow from the air. "I'll clean up the snipers." She locks her gaze onto the one that's still in fighting shape and charges, bringing her glaive down in a killing stroke.

Glaive with charge: 1d20 + 22 ⇒ (15) + 22 = 37 AC is 29, 31 vs goblinoids
Damage: 1d10 + 17 ⇒ (7) + 17 = 24

Demoralize: 1d20 + 16 ⇒ (6) + 16 = 22


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Taking a shot from the sniper's bow, Undari rends into him with his claws and beak in response, moving towards the harpies with whatever time he has remaining.

Prayer and Haste buffs in addition to Strong Jaw, Bull's Strength, and Ironskin

Talon Attack: 1d20 + 11 + 1 + 1 ⇒ (5) + 11 + 1 + 1 = 18
Talon Damage: 4d6 + 13 ⇒ (2, 3, 1, 6) + 13 = 25

Talon Attack: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 31
Talon Damage: 4d6 + 13 ⇒ (1, 4, 3, 3) + 13 = 24

Talon Attack Hasted: 1d20 + 11 + 1 + 1 ⇒ (5) + 11 + 1 + 1 = 18
Talon Damage: 4d6 + 13 ⇒ (3, 5, 4, 5) + 13 = 30

Beak Attack Hasted: 1d20 + 11 + 1 + 1 ⇒ (2) + 11 + 1 + 1 = 15
Beak Damage: 2d6 + 13 ⇒ (3, 6) + 13 = 22


Male Human Arcanist 8| HP: 50/50 | AC: 12 [16] T: 12 FF: 10 CMD: 15 | F+7 R+7 W+10 +2 poison | Init +2 | Perception +11 |
Tracked Resources:
Spells 1st 0/5, 2nd 4/5, 3rd 1/5, 4th 2/3 ; Extend 2/3; Reservoir 2/11

Gaius stares up at the singing Harpy. "Wooooow..."


"AH! They're so much uglier up close, HEEELP!" Flopsy shouts at Esperanza and Thorek.

"Birdy Lady, maybe you could just shut up for once? Please?" she suggests.
________
DC 13 Suggestion to stop singing! :)


F Human Mesmerist 8 Swashbuckler 2 HP 72/80 Fort: +4 Ref: +13 Will: +8/+10 AC:21 Init: Staring At: Spells 1st 5/5 2nd 4/4 3rd 1/1 Tricks 5/5 Used Status:


Move towards the harpies
Swift stare at closest harpy
Attack:
attack: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d8 + 2 + 2d6 + 3 ⇒ (3) + 2 + (2, 3) + 3 = 13

"Gauis..... Snap out of it.....," Lily yells out.


Harpy Will Save vs Suggestion: 1d20 + 6 ⇒ (11) + 6 = 17

Flopsy's magical suggestion falls on deaf ears. Fortunately, nauseated by her stinking cloud, the harpy is unable to continue her song anyhow.

While Gaius remains captivated this round, he will be free of the effect next round.

Undari finds the last sharpshooter in the watchtower particularly nimble, as he is fueled by adrenaline. Only one of his talons finds the mark, but it leaves the hobgoblin with a wound that clearly brings him close to the brink.

Esperanza leaves her foe with a similar wound. Though this particular Ironfang is not as close to falling, the flair with which the swashbuckler deals the injury leaves him quite shaken.

Lily's arrow penetrates the harpy's back, perhaps even puncturing one of her lungs. If she hadn't stopped singing before, she has stopped now. In fact, the badly injured and nauseated bird woman has trouble even staying aloft.

Thorek can still act this round.


LG Dwarf Warpriest11 l hp 97/97 l AC24 (T16, FF23) l F +12, R +7, W +12, Ini +3 l CMB +12 CMD26 l Minor Blessings 3/3 l Fervor 8/8 l Dorn-Dergar: Reach l Perc +24, SM +16 l Active Buffs/Conditions: (none) Dorn-Dergar

"Gaius, you slag-brained galoot! Get back here!" Thorek bawls at the wizard as he moves as fast as his short (but ensorcelled!) feet can carry him. Realizing he isn't going to reach the mage before the harpies can get to him, the dwarf invokes a battle-prayer and an axe formed of golden fire appears in midair!

Move, cast Spiritual Weapon next to whichever harpy is closest to Gaius.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10 Dmg: 1d8 + 2 ⇒ (7) + 2 = 9
Attack #2: 1d20 + 3 ⇒ (11) + 3 = 14 Dmg: 1d8 + 2 ⇒ (4) + 2 = 6


Dice Rolls:

Harpy Morningstar vs Gaius: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Harpy Morningstar vs Gaius: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Harpy Morningstar vs Gaius: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

South Sharpshooter Rapid Point Blank Shot vs Undari: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21
South Sharpshooter Rapid Point Blank Shot vs Undari: 1d20 + 12 + 1 - 2 ⇒ (5) + 12 + 1 - 2 = 16
South Sharpshooter Rapid Point Blank Shot vs Undari: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12

North Sharpshooter Stealth: 1d20 + 15 ⇒ (3) + 15 = 18

North Sharpshooter Rapid Point Blank Shot vs Esperanza: 1d20 + 12 + 1 - 2 - 2 ⇒ (8) + 12 + 1 - 2 - 2 = 17
North Sharpshooter Rapid Point Blank Shot vs Esperanza: 1d20 + 12 + 1 - 2 - 2 ⇒ (4) + 12 + 1 - 2 - 2 = 13
North Sharpshooter Rapid Point Blank Shot vs Esperanza: 1d20 + 7 + 1 - 2 - 2 ⇒ (4) + 7 + 1 - 2 - 2 = 8

Gaius shakes off the song's effects just in time to find himself surrounded by dirt-encrusted bird women, drawing their maces to bludgeon the hapless arcanist. Whilst two of them wallop him painfully, he manages to evade the swing of the one whose song captivated him, perhaps ironically.

I believe Gaius' AC is currently 16, so he would take 12 damage. If his AC is currently higher, he only takes 6 damage.

Thorek's summoned weapon, in its first battery of swings, only catches the edge of harpy feathers without drawing blood.

Ironfang discipline is on full display as the two sharpshooters still in the fight refuse to surrender. They make use of their combat archery training to send arrow after arrow at Esperanza and Undari, but every last shot comes to nothing.

The errant sharpshooter to the north, still nauseated from Flopsy's wand, attempts to hide until the sickness passes.

The Ironfangs continue to learn the folly of weapon attacks against PCs with sky-high AC as their three shots each all fail to hit.
The party is up again.


Male Varisian Human Druid (Restorer) 9 | Combat Forms | AC 21 (Touch 11, Flat-Footed 21) | Hp 0/66 | Fort +9, Reflex +4, Will +12

Only because Undari makes lots of Ironskin potions and blew all his coin on making his armor "wild"... :o)

Undari continues his attack, flying over to engage the airborne harpies if the first strike takes down the sniper.

Talon Attack: 1d20 + 11 + 1 + 1 ⇒ (16) + 11 + 1 + 1 = 29
Talon Damage: 4d6 + 13 ⇒ (2, 1, 3, 6) + 13 = 25

Continuing as a full attack if the sharpshooter is still up

Talon Attack: 1d20 + 11 + 1 + 1 ⇒ (2) + 11 + 1 + 1 = 15
Talon Damage: 4d6 + 13 ⇒ (3, 1, 1, 6) + 13 = 24

Hasted Talon Attack: 1d20 + 11 + 1 + 1 ⇒ (9) + 11 + 1 + 1 = 22
Talon Damage: 4d6 + 13 ⇒ (3, 2, 5, 1) + 13 = 24

Beak Attack: 1d20 + 11 + 1 + 1 ⇒ (6) + 11 + 1 + 1 = 19
Beak Damage: 2d6 + 13 ⇒ (6, 4) + 13 = 23


NG Female Tiefling Swashbuckler 6 / Devoted Muse 4 | 74/74 HP | AC28 T22 FF18 | CMD32 | F +6 R +14 W +6 | Spd 30 | Init +8 | Perc +6 | Bluff +24, Diplomacy +15, Disguise +9, Intimidate +16, History +5, Nature +3, Perception +6, Perform (Dance) +15, Stealth +15, Survival +5 | Panache: 3/5 | Charmed Life 4/4 | Conditions: Greater Longstrider

Swatting another arrow out of the air, Esperanza glowers at the stubborn Ironfang soldier and advances on him.

Glaive #1: 1d20 + 20 ⇒ (11) + 20 = 31
Slashing: 1d10 + 17 ⇒ (8) + 17 = 25

Glaive #2: 1d20 + 20 - 5 ⇒ (11) + 20 - 5 = 26
Slashing: 1d10 + 17 ⇒ (9) + 17 = 26

Glaive #3: 1d20 + 20 ⇒ (18) + 20 = 38
Slashing: 1d10 + 17 ⇒ (4) + 17 = 21

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The Ironfang Invasion Adventure Path launches with Trail of the Hunted, a tale of desperate survival set against the invasion of a ruthless hobgoblin army—the Ironfang Legion! As the Ironfang Legion begins carving out an empire of monsters, the heroes must flee their hometown of Phaendar as it burns, saving any lives they can.

Recruitment open until March 25th at noon.

House rule death by damage doesn't occur until the beginning of the damaged PC's turn. This allows healing to occur to prevent insta-death.

Starting Level: PCs will start at 1st level.

Alignment: No evil.

Ability Scores: 15 Point Buy. No score lower than 8 before racial modifier.

HP: Max at 1st level; average rounded up thereafter.

Traits: Two traits. One from player's guide. No drawbacks.

Starting Wealth: You may roll for it, but you get what you roll. If you don't roll for it, you may take the average for your class

Races: Core. Please note that half-orcs may have certain social problems because of the orcish invasion.

Classes: Core, Base and Hybrid classes permitted. Summoners must use the Unchained version.

General Build Stuff: No third-party products

General play stuff:I expect roughly around one post per day. I understand if real life gets in the way. I would appreciate it if you can give us a heads-up if you are going to be unable for post for more than a day or so. That said, if you don't post within 24 hours, and the rest of the party is waiting on you, I will post for you. This is generally only relevant for combat and certain checks.

Dark Archive

Dotting.


Dot


Huge, huge dot. Yes!


Dotting. I think Eustoma would fit as a character concept for this AP. I need to update her to the build rules.


dot


Dotting here.

Thinking elf hunter. Archer


Dot!
I've been waiting for this!


Dot.


Dotting


Question- Could I choose both traits out of the players guide, I like the synergy in RP of both Unbreakable Survivor, and Ironfang Survivor. because you could use reason for Ironfang Survivor is the Unbreakable survivor. and that's how you gained renown.


chubbs wrote:
Question- Could I choose both traits out of the players guide, I like the synergy in RP of both Unbreakable Survivor, and Ironfang Survivor. because you could use reason for Ironfang Survivor is the Unbreakable survivor. and that's how you gained renown.

No, please. Only one campaign trait.

Dark Archive

heck yeah!

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Dotting, will put up a dwarven Warpriest of Angradd.


Oooh, the challenge of a 15pt buy calls to me. I've been curious about this one, too. So I'd like to present Cedric Thistlewyne, Cleric of Erastil, for consideration. Any thoughts or suggestions are welcome. I didn't want to step on the toes of the way the town was built in the AP, so I left out the name of the cleric that took him in. If there's a particular preexisting character in the AP that fits, I'd be happy to more specifically tie Cedric's backstory to that person.

Background:
As a child, Cedric was always getting into trouble of some sort. Like his parents before him, and most of the Nirmathi around him, there was a fiercely independent spirit within him that refused to accept rules as something that could be applied to him. Despite his frustrating escapades, his family was always kind in their correction. They preferred to explain how his actions hurt others rather than simply punish the boy without instruction to back it up. As a generally good-natured boy, it went a long way toward establishing a moral foundation based on empathy rather than fear.

But then, as so often happened during the summer in the Nesmian Plains, a raiding party of Molthuni monster-soldiers attacked their tiny farming community. Unlike most years, however, this time the little villiage didn't have as much forewarning as they needed. Both of Cedric's parents fell to the enemy while they were still in the process of setting fire to their home and their crops. This was devastating enough on its own, but it also meant that young Cedric was put into the care of his father's sister.

Where Cedric's parents used kindness and understanding to guide his behavior, his aunt preferred to use a switch. Every infraction, regardless of severity, always earned the same punishment. It began to nurture a seed of resentment in his soul, and he ran away as soon as he thought he had a chance of never coming back. He never expected to get very far, but his fircely independent nature saw him through until he reached the town of Phaendar. He'd never seen a town so big!

With no money, he resorted to stealing from others to get by. He wasn't very good at it, though, and was caught the first time he tried swiping a piece of fruit from a passing cart. The farmer grabbed him by the wrist to drag him along to the town sheriff, but was stopped by Phaendar's senior cleric of Erastil who happened to be coming the opposite direction and saw the whole thing.

The cleric paid for the fruit and took Cedric back to Erastil's lodge. Unlike his Cedric's aunt, the cleric wasn't interested in restribution, but rehabilitation. He took Cedric in, treated him like a son, and, with his help over time, the sprouting seed of bitterness was uprooted and replaced with a structure of community and respect built upon the foundation of empathy laid by his parents long ago.

Now Cedric is a full-fledged member of the church that saved him from a dark path. He enjoys doing what he can to help the community of Phaendar grow in spirit, population, and prosperity. When the troubles of frontier life cause injuries, he's usually there to heal the wounds. When his community is threatened, he picks up his spear and does his best to defend it as though everyone in town is his close family. He likes to fish in the river whenever he gets some time to himself, but his fiercely independent streak has never truly gone away. He does his best to hew closely to Erastil's teachings in all ways, but still struggles with order and law. He hopes that will change eventually, but has come to accept that personal growth, like any plant, requires constant attention and an eye for the future.

Stat Block:
Cedric Thistlewyne
Male Human Cleric of Erastil 1
NG Med Humanoid (Human)
Init +1; Senses Perception +3
------------------------------
Defense
------------------------------
AC
16, touch 11, flat 15 (+5 armor +1 dex)
HP 12 (1d8+4)
Fort +3, Ref +1, Will +4
------------------------------
Offense
------------------------------
Speed
30' (20' in armor)
Melee longspear +2 (1d8+3/x3) or dagger +2 (1d4+2/19-20)
Ranged javelin +1 (1d6+2)
Special Attacks - enlarge 5/day, channel positive energy 4/day (1d6, DC 11)
Domain Spell-Like Abilities (CL 1, concentration +3)
__5/day - calming touch
Spells Prepared (CL 1, concentration +3)
__1st - bless, enlarge person (D), shield of faith
__0 - create water, read magic, spark
Domains Community, Growth
------------------------------
Statistics
------------------------------
Str
14, Dex 13, Con 13, Int 10, Wis 14, Cha 12
BAB +0; CMB +2; CMD 13
Feats Combat Reflexes, Toughness
Languages Common
Skills Diplomacy +5, Heal +7, Knowledge (Religion) +4, Sense Motive +6
SQ Aura of Good/Law
Combat Gear javelins (3) Other Gear longspear, dagger, scale mail, backpack (winter blanket, trail rations (5), 50' silk rope, torches (5), chalk (5), fishing kit, mess kit, soap (2), healer's kit (10/10), earplugs), spell component pouch, belt pouch, canteen, iron holy symbol of Erastil, 2gp, 1sp, 5cp
------------------------------
Traits
------------------------------
Frontier Healer:
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature)* checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.


I'd be interested in playing an aerokineticist glider pilot.

Background:
Dante's father and mother were Varisian merchants who made Phaendar their home base for purchasing agricultural supplies. Three years ago, tragedy struck as the family was rushing into town on a wagon, trying to beat out a thunderstorm that was bearing down on them. His father, usually a wary man, did not notice the bandits until it was too late. One of the robber's crossbows was accidentally discharged and Dante saw his mother die in front of his eyes, followed shortly afterwards by his father as he attacked his mother's killer. Dante doesn't remember what happened afterwards. The townsfolk describe that there was a massive stroke of lightning and thunder which grabbed there attention. As they went to investigate they found dead bandits, horses and a shattered wagon. Dante was barely alive but seemed to survived the lightning unscathed. Something changed in Dante that day. He has a terrible drive to try to fly. He has spent most of his inheritance on the purchase of a glider from the Technic League and spends his days patrolling the area for 'bandits'. He is assisted in his endeavors by one of his father's old caravan drivers named Bertram. They load the glider up on a wagon and launch it from a high vantage point. Bertram follows and tried to keep up as Dante flies his patrol. The locals just smile and shake their heads at the crazy rich kid, but they admire the way he pursues his dream.
CAMPAIGN TRAIT - Unbreakable Survivor

STATBLOCK:

Dante Black
Male human (Varisian) aerokineticist 1 (Pathfinder RPG Occult Adventures 10)
CG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
longspear +0 (1d8/×3)
Ranged heavy crossbow +2 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—enveloping winds
Infusions—extended range
Blasts—electric blast (1d6+1 electricity)
Utility—basic aerokinesis
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 17, Int 12, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Fly), Skilled Driver[UC]
Traits rich parents, unbreakable survivor
Skills Acrobatics +6, Craft (gliders) +5, Fly +9, Intimidate +4, Knowledge (local) +2, Perception +4
Languages Auran, Common, Varisian
SQ burn (1 point/round, max 6), gather power
Combat Gear potion of cure light wounds; Other Gear leather armor, crossbow bolts (10), dagger, heavy crossbow, longspear, backpack, bedroll (4), belt pouch, blanket[APG], blanket[APG] (4), cutting board, wooden (2 lb), firewood (per day), flint and steel, glider[UC], knife, cutting (0.5 lb), ladle (0.5 lb), masterwork shipwright tools, medium tent[APG], medium wagon[UC], mess kit[UE] (4), pot, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tindertwig, torch (10), trail rations (5), trail rations (8), tripod, iron (3 lb), waterskin, hireling, dagger, masterwork carpentry tools, training whip, pony, pony, 17 gp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Electric Blast (Sp) Level 0; Burn 0
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Skilled Driver (Air) Gain +4 bonus on driving checks with made with one vehicle
--------------------
Family:
Fahter -Algiero Black
Mother - Bella Black nee Abati

Hireling Driver - Bertram
His ponies names are Sinister and Dexter

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Wealth: 5d6 ⇒ (1, 3, 6, 3, 5) = 18 Essentially average, I can work with that.


Presenting Thorek Ironspark, professional bodyguard for merchants out of Kraggodan. Stats are complete, still working on the fluff but I have a question:

In the "Kraggodan Castaway" campaign trait description, it references a siege of the Sky Citadel by Molthune. Is there any additional information on that? I didn't find anything on the wiki and it'd be germane to Thorek's motivations.


are there any good maps of the area? also would there be any privileged info to the individual players depending on the campaign trait or their back story?

I can assume that this might be provided if selected though but it would be cool to give information in pieces privately to each player based on their back story and allow the role-play among the party to bring it out.


I'll be submitting a starknife slinging human warpriest of Desna. It seems like there are quite a few ranged characters coming out of the woodwork for this, but luckily this character is just as effective in melee as it is at range due to Desna's divine fighting technique.

I'm planning on taking a dip of flying blade swashbuckler (pending GM approval) to add a bit more versatility. While I'll be short on skills, I should have the AC of a frontliner, social skills covered, and warpriest spells to boot.

I really want to play in this AP, so I'm going to take my time selecting my campaign trait and coming up with a decent background.


also the trait Ironfang survivor, a little info in the ironfang legion would be useful. I would hate to take this trait and make a backstory that contradicts what the AP says cause I don't have any info on the legion.

where are they coming from (this will be useful in placing the origins of my character)? what would it consist of? would I recognize anything concerning them?

from reading a little into the trait it mentions some things, it seems to reference something called the Ramgate Massacre, what is this?

Dark Archive

any problem with the archaeologist bard archetype? wanted to make sure before I submit


This is sixteenbiticon's alias for this campaign. I will be taking the Blight-Burned trait with a large scar over her left shoulder. Anca hails from Acorn's Rest (she was rescued by the druid Androssana when the Darkblight overran Anca's village), but happened to be staying in Phaendar when the Ironfang Legion attacks.


Eustoma's profile has been updated with the 15 point buy, and the Her Blight Burned trait. Her reason for being in Phaendar is to sell the season's pelts at the festival. She's looking forward to a new batch of tea, and some new clothes.


Dotting, very interested. I have a dwarven ranger originally made for Kingmaker that I can retool a bit, or maybe something else that strikes me.


Not quite done with the archaeologist (RobL383), but here's the skeleton


Leedwashere wrote:
Oooh, the challenge of a 15pt buy calls to me. I've been curious about this one, too. So I'd like to present Cedric Thistlewyne, Cleric of Erastil, for consideration. Any thoughts or suggestions are welcome. I didn't want to step on the toes of the way the town was built in the AP, so I left out the name of the cleric that took him in. If there's a particular preexisting character in the AP that fits, I'd be happy to more specifically tie Cedric's backstory to that person.

After thinking about it overnight, I've made a slight change to the distribution of the point buy to make it work better in the long term. There's no actual change to the way the numbers work in the rest of the stat block, but I'm reposting here to keep everything together.

Book-keeping of change:
12(+2 race), 13, 13, 10, 14, 12 becomes 12(+2 race), 12, 12, 10, 15, 12

Background:
As a child, Cedric was always getting into trouble of some sort. Like his parents before him, and most of the Nirmathi around him, there was a fiercely independent spirit within him that refused to accept rules as something that could be applied to him. Despite his frustrating escapades, his family was always kind in their correction. They preferred to explain how his actions hurt others rather than simply punish the boy without instruction to back it up. As a generally good-natured boy, it went a long way toward establishing a moral foundation based on empathy rather than fear.

But then, as so often happened during the summer in the Nesmian Plains, a raiding party of Molthuni monster-soldiers attacked their tiny farming community. Unlike most years, however, this time the little villiage didn't have as much forewarning as they needed. Both of Cedric's parents fell to the enemy while they were still in the process of setting fire to their home and their crops. This was devastating enough on its own, but it also meant that young Cedric was put into the care of his father's sister.

Where Cedric's parents used kindness and understanding to guide his behavior, his aunt preferred to use a switch. Every infraction, regardless of severity, always earned the same punishment. It began to nurture a seed of resentment in his soul, and he ran away as soon as he thought he had a chance of never coming back. He never expected to get very far, but his fircely independent nature saw him through until he reached the town of Phaendar. He'd never seen a town so big!

With no money, he resorted to stealing from others to get by. He wasn't very good at it, though, and was caught the first time he tried swiping a piece of fruit from a passing cart. The farmer grabbed him by the wrist to drag him along to the town sheriff, but was stopped by Phaendar's senior cleric of Erastil who happened to be coming the opposite direction and saw the whole thing.

The cleric paid for the fruit and took Cedric back to Erastil's lodge. Unlike his Cedric's aunt, the cleric wasn't interested in restribution, but rehabilitation. He took Cedric in, treated him like a son, and, with his help over time, the sprouting seed of bitterness was uprooted and replaced with a structure of community and respect built upon the foundation of empathy laid by his parents long ago.

Now Cedric is a full-fledged member of the church that saved him from a dark path. He enjoys doing what he can to help the community of Phaendar grow in spirit, population, and prosperity. When the troubles of frontier life cause injuries, he's usually there to heal the wounds. When his community is threatened, he picks up his spear and does his best to defend it as though everyone in town is his close family. He likes to fish in the river whenever he gets some time to himself, but his fiercely independent streak has never truly gone away. He does his best to hew closely to Erastil's teachings in all ways, but still struggles with order and law. He hopes that will change eventually, but has come to accept that personal growth, like any plant, requires constant attention and an eye for the future.

Updated Stat Block:
Cedric Thistlewyne
Male Human Cleric of Erastil 1
NG Med Humanoid (Human)
Init +1; Senses Perception +3
------------------------------
Defense
------------------------------
AC
16, touch 11, flat 15 (+5 armor +1 dex)
HP 12 (1d8+4)
Fort +3, Ref +1, Will +4
------------------------------
Offense
------------------------------
Speed
30' (20' in armor)
Melee longspear +2 (1d8+3/x3) or dagger +2 (1d4+2/19-20)
Ranged javelin +1 (1d6+2)
Special Attacks - enlarge 5/day, channel positive energy 4/day (1d6, DC 11)
Domain Spell-Like Abilities (CL 1, concentration +3)
__5/day - calming touch
Spells Prepared (CL 1, concentration +3)
__1st - bless, enlarge person (D), shield of faith
__0 - create water, read magic, spark
Domains Community, Growth
------------------------------
Statistics
------------------------------
Str
14, Dex 12, Con 12, Int 10, Wis 15, Cha 12
BAB +0; CMB +2; CMD 13
Feats Combat Reflexes, Toughness
Languages Common
Skills Diplomacy +5, Heal +7, Knowledge (Religion) +4, Sense Motive +6
SQ Aura of Good/Law
Combat Gear javelins (3) Other Gear longspear, dagger, scale mail, backpack (winter blanket, trail rations (5), 50' silk rope, torches (5), chalk (5), fishing kit, mess kit, soap (2), healer's kit (10/10), earplugs), spell component pouch, belt pouch, canteen, iron holy symbol of Erastil, 2gp, 1sp, 5cp
------------------------------
Traits
------------------------------
Frontier Healer:
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature)* checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Dark Archive

5d6 ⇒ (3, 6, 2, 3, 1) = 15

1d100 ⇒ 17


Interested in this. After reading through the player's guide, I'd like to play a Herb Witch with the Frontier Background trait.

Background:

Alysha the Pale is a old wise woman residing on the edge of Fangwood Forest who's spent her time harvesting herbs and helping villagers commune with their ancestors. Women often come to her to consult about their health, and she provides tonics for a small fee. She's consulted with them and the spirits have asked her to do what she can to challenge the invaders.

Once married, she's raised two children who have left the village and left to find their fortunes. She lights a candle in the window for them every night. Now, she spends her time talking to her pet Owl/familiar Wing.

Her trade has not always looked at favourably. There was an inquisitor who tried to get her hung, but Alysha exposed him as a charlatan who loved to mobilise mobs for his own purposes. Since that incident she has decided to be more careful in her dealings with villagers.

Not much of a combatant, she hopes to provide her skill with nature and her healing abilities to aid the battle against the Invaders.

She treats anyone looking younger than her like a child, and can be naggy at times. She's fond of a little drink and pipeweed from time to time, though careful not to get drunk.

Will be stating her out this weekend.


I'm efforting to get a fey caller summoner statted up and posted tomorrow.


I have a wizard that I'd love to play for this adventure. Here's the infos for him. (I'm quite proud of the backstory, but if you don't want to read one page of backstory I have bullet points at the bottom.)

Crunch:

Mavis
Human Wizard 1
LG Medium humanoid

Init:+6; Senses:Perception +1

-----------------
Defense
----------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 7 (1d6+1)
Fort +2, Ref +2, Will +2


-----------------
Offense
----------------

Speed 30 ft.
Melee Quarterstaff -1 (1d6-1/x2)
Ranged Light Crossbow +2 (1d8/19-20)

Special Attacks

Wizard Spells Prepared
1st-- Silent Image, Color Spray, Summon Monster I [D]
Lvl.0 (at will)-- Light, Detect Magic, Create Water

Wizard Spellbook
1st--True Strike, Silent Image, Color Spray, Enlarge Person, Grease, Obscuring Mist, Summon Monster I
Lvl.0-- Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Create Water


-----------------
Statistics
----------------

Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 10
BAB +0; CMB -2; CMD 10

Feats Dimensional Agility(Lvl.1 feat), Improved Initiative (Dancer Feat), Scribe Scroll (Wizard Feat)

Traits Two-World Magic (Create Water), Resilient (+1 fort)

Skills Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Knowledge (Religion) +7, Linguistics +7, Perception +1, Spellcraft +7

Languages Common, Celestial, Goblin, Draconic, Elven, Halfling

SQ

Gear:[b]

[b]
-----------------
Special Abilities
----------------

Arcane Bond: Amulet (given to him by Edna, it also is inscribed with the holy symbol of)

Wizard Specialized School & Abilities
Conjuration:
[D] indicates the conjuration bonus spell slot
Summoner's Charm (Su): +1 round of summoning spell
Shift (Su): 7/day teleport as dimension door for 5ft.


Description:
Short and thick black hair is continusly messy atop the frame of a lanky young man. Freckled and fairly pale, yet a slight grin is nearly always pasted across his face.

What's going on, bucko? The Backstory of Mavis:
Mavis came into this world in a way quite different than most other people. it was in a stable out in the backwoods behind a farmhouse Mavis’ opened his eyes for the first time and saw the welcoming face of a
man. Mavis looked down to see what was steadying him. Hands. Mavis liked hands. His parents were both horses, so he didn’t have any himself.

Being a horse didn’t come easily to Mavis. While others of his kind would submit to their base instincts and were more predictable as they were trained, but Mavis wanted to know why he had to pull a plow… and a cart… and carry people. Mavis eventually did come around, submitting to the whims of whoever was riding him, but he found it incredibly boring. He wanted someone to talk to, and so he turned to the other horses on the farm, but found that they were but simple beasts, and didn’t understand his whinnied pleas for conversation. After some time of this, Mavis found himself looking for ways to escape his fate as a simple beast of burden, and so, the next day as he plodded down the lane with the farmer and his wife weighing down upon his back, he began listening to their conversation and trying to imitate the words they spoke. After only five minutes of riding, the farmer deduced that some evil spirit had taken ahold of his good horse, and they turned their course to go to the closest temple.

Luckily for Mavis, Edna, the local priest was wise as she was old. She was able to see that Mavis was simply an exceptionally intelligent horse. Edna also knew just how Mavis felt, as she herself hadn’t been understood when people had first heard that she, a woman, wanted to become a priest. An instant connection was formed between the two of them, and luckily for them, the farmer wanted to be rid of Mavis once it was explained to him that his horse’s condition could not be cured. The farmer simply dropped the reins, and ran the whole way home.

In Edna’s free time, she would read to the horse out of the holy scripture, as Mavis seemed very interested. Days turned into weeks, and weeks turned into months as eventually, Mavis learned the language. For over a month, Edna never ceased to praise her god for blessing this horse. On one of these days, Edna went to the market for food and bumped into a man of the forest, who was in town for much the same reasons. She quickly explained the situation to him, and even offered him gold in exchange for the man using his forest magics to change Mavis into a form whereby he would better be able to grasp his own fate. The man met with Mavis and after seeing his profound thirst for knowledge, yet inability to turn pages, he promptly agreed help him. Re-incarnate was cast after Mavis was briefly killed, and his spirit took shape in the body of a human. The man left shortly thereafter without asking for any payment, or leaving a name.

Since Edna had never had a child of her own, she adopted Mavis. As Mavis’ new guardian, she figured it was her solemn duty to teach Mavis about what was right and wrong, and about the joys that came with loving and serving others. Mavis adapted to his new form rapidly, and eagerly took to her lessons as a fish to water. He still did thirst for something more though: Magic. After completing his chores each day, he would spend the rest of his time reading through some of the books on theories of magic that Edna had collected over the years. After abundant trial and error, Mavis was able to cast his first spell.

Overview in bulletpoints:
- Born an exceptionally smart horse, Mavis became self-aware, and wanted more for his life
- The farmer thought Mavis was possessed, and gave him away to a priest named Edna
- Edna saw Mavis’ potential and taught him how to read, and speak
- A druid used magic at Edna’s urging in order to change Mavis into a human
- Mavis was adopted and taught by Edna. In his spare time he taught himself magic

Grand Lodge

Background Skills?
Combat Stamina for Fighters?

I am thinking a Shielded fighter.

Grand Lodge

common lots of money: 5d6 ⇒ (6, 4, 5, 6, 4) = 25 so 250 gold.


Thorek Ironspark wrote:

Presenting Thorek Ironspark, professional bodyguard for merchants out of Kraggodan. Stats are complete, still working on the fluff but I have a question:

In the "Kraggodan Castaway" campaign trait description, it references a siege of the Sky Citadel by Molthune. Is there any additional information on that? I didn't find anything on the wiki and it'd be germane to Thorek's motivations.

http://pathfinderwiki.com/wiki/Kraggodan

Dark Archive

Looking to make a cavalier with Daring General Archetype. Is there restrictions on leadership feat? I mainly go for flavor over min/mixing that feat to my benefit.


Edward Sobel wrote:

are there any good maps of the area? also would there be any privileged info to the individual players depending on the campaign trait or their back story?

I can assume that this might be provided if selected though but it would be cool to give information in pieces privately to each player based on their back story and allow the role-play among the party to bring it out.

I've just put a link in the "Campaign Info" tab to an overall map.

Early on there will be no privileged information. But, there may be later.

Grand Lodge

Background Skills?
Combat Stamina for Fighters?

I am thinking a Shielded fighter


Edward Sobel wrote:

also the trait Ironfang survivor, a little info in the ironfang legion would be useful. I would hate to take this trait and make a backstory that contradicts what the AP says cause I don't have any info on the legion.

where are they coming from (this will be useful in placing the origins of my character)? what would it consist of? would I recognize anything concerning them?

from reading a little into the trait it mentions some things, it seems to reference something called the Ramgate Massacre, what is this?

The Ironfang Legion served Molthune loyally as one of its infamous “monster regiments,” mercenary units of nonhuman creatures, hired without official sanction to pillage during the coflict between Molthune and Nirmathas. The force served with distinction and earned a reputation for innovative tactics and fearless soldiers, culminating in a devastating rout of Nirmathi guerrillas assaulting Fort Ramgate (now referred to as the Ramgate Massacre by its few Nirmathi survivors). Without a word, the Ironfangs vanished shortly thereafter, soon followed by several other monster regiments, quickly depleting Molthune’s mercenary forces


RobL383 wrote:
any problem with the archaeologist bard archetype? wanted to make sure before I submit

As long as it is official Paizo material and not third-party, I will certainly consider it. I, as the DM, may not know how it works, and I may ask you to clarify effects, etc., during play, but I will certainly consider it for the party.


Alastair_Cadwallader wrote:
Looking to make a cavalier with Daring General Archetype. Is there restrictions on leadership feat? I mainly go for flavor over min/mixing that feat to my benefit.

I will not place undue restrictions on the leadership feat. But, beware, if you use your cohort during combat, then the cohort is a legitimate target. Also, if I don't have prior instructions for the cohort, I will have the cohort do things.


Raltus wrote:


Background Skills?
Combat Stamina for Fighters?

I am thinking a Shielded fighter

I am not using background skills. I'm a little too old-school for that.


1 person marked this as a favorite.

I think it only fair to let everyone know that on the roll-playing/role-playing spectrum, I am definitely more on the roll-playing end. As a player, I prefer hack-n-slash to problem solving.

That said, it is only a personal preference, and I will, to the best of my extent, accommodate role-playing.

Here is current breakdown of submissions:

Melee:
Thorek Ironspark (Warpriest) crunch in.
Alastair Cadwallader (Cavalier)

Ranged:
Anca Covenu (Warpriest)
Eustama Handlefoot (Hunter) crunch in
Edward Sobel
Dante Black (aerokineticist) crunch in

Magic:
Mavis (Wizard) some crunch in
Bree Fairchild (Archaologist Bard)

Healing:
Cedric Thistlewyne (Cleric) crunch in
Alysha the Pale (Witch)

Other:
The Chess
Chubbs
Simeon
Gerald
Raltus
Eminem80
Inxpitter
Timeskeeper
Valera De stinzite


On behalf of the player who submitted an aerokineticist above, and myself thinking of a geokineticist - are occult classes allowed? They were not mentioned in the first post, so double-checking.


CyberMephit wrote:
On behalf of the player who submitted an aerokineticist above, and myself thinking of a geokineticist - are occult classes allowed? They were not mentioned in the first post, so double-checking.

Occult classes are allowed. Though they may have some difficulties in the wild.


Do we need to make an alias? or just post here?

right now my crunch is done but I am stuck on a name.

as far as background: how detailed is needed? I can make a quick background that just highlights most important stuff or I can try and go more story like background.

Grand Lodge

I am deciding on a campign trait, I think I have the one I want but they aren't up on Hero Lab Yet.

Edit: Going to take World Weary Trait.

World Weary:

World-Weary: You’ve seen the horrors of war, and had
hoped you’d seen the end of it. You’ve retreated from
the fighting—likely from the front line with Molthune,
but maybe from the crusade of Lastwall or the political
infighting of Ustalav—and now just want to protect
and provide for those you care about. You gain one of
the following as a permanent class skill: Appraise, Heal,
Knowledge (history), Sense Motive, or Survival. When you
perform an aid another action to improve a creature’s
Armor Class, you increase its AC by +4 rather than +2.

Going to take Heal since it makes sense to what Churlost would be like. Hard but caring and wanting to bring everyone home.

Churlost:

Churlost Binder
Male human fighter (shielded fighter) 1 ( Pathfinder RPG Advanced Player's Guide 108)
LN Medium humanoid (human)
Init +4; Senses Perception +3
—————
Defense
—————
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee light flail +4 (1d8+3)
Ranged shortbow +1 (1d6/×3)
—————
Statistics
—————
Str 16, Dex 10, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Combat Expertise, Improved Initiative, Shield Focus
Traits frontier-forged (any frontier area)
Skills Acrobatics -6 (-10 to jump), Climb +1, Knowledge (dungeoneering) +5, Perception +3, Profession
(soldier) +5, Survival +5 (+6 to get along in the wild)
Languages Common, Orc
Other Gear scale mail, shield spikes heavy steel shield, arrows (20), light flail, shortbow, bedroll, belt
pouch, crowbar, flint and steel, folding shovel UE, masterwork backpack APG, mess kit UE, pot, silk rope (50
ft.), soap, sunrod (5), trail rations (5), waterskin, 41 gp, 1 sp
—————
Special Abilities
—————
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.

fluff:
Having fought in the last couple years of the existence of the World Wound, Churlost never saw front line action. He was there when the Storm King destroyed Kenabres, he was there when the Heroes emerged from the assault on the fort changed. He helped with Rebuilding of Kenabres as well.
After 2 years and the closing, Churlost headed home. He had a wife that was he was missing something dearly, upon returning home he was put to work with the beast legion. Training them and helping them find their place in Nirmathas, after another year of training Churlost retired.
Finding solace in his wife's home town of Phaendar, Churlost took to working for the guard as needed. When he heard about the Iron Fang Legion on a rampage to make a country of beasts, Churlost began
to store supplies and prepare to weather the influx of refugee's that would be coming to Phaendar.

Little did he know about the true danger.


Anca's crunch has been posted. Everything is done except for non-combat gear, which I'll do if/when I am selected. ;)

I'm still working on her background, but I like what I've got so far.


Just out of are the shadowbound curse and succor mystery for the Oracle allowed? Shadowbound fits in with the backstory given the fluff of the curse and the succor mystery is a pretty cool support mystery.


MadScientistWorking wrote:
Just out of are the shadowbound curse and succor mystery for the Oracle allowed? Shadowbound fits in with the backstory given the fluff of the curse and the succor mystery is a pretty cool support mystery.

I don't have Horror Realms. But, since it is Paizo material, if you add to your submission the text from the book about the shadowbound curse and the succor mystery, I will consider it.

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