
Speaker for the Dead |

So here's Kevin again. This time with gear and as a NPC class. Summoner will be the direction he'll be going in.
Kevin
Male young human (Varisian) expert 1 (Pathfinder RPG Bestiary 295)
NG Small humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +2, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bayonet -1 (1d4-2) or
dagger -1 (1d3-2/19-20)
Ranged light crossbow +3 (1d6/19-20)
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Statistics
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Str 6, Dex 15, Con 10, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -3; CMD 9
Feats Augment Summoning, Spell Focus (conjuration)
Traits ambassador, focused mind
Skills Acrobatics -1 (-5 to jump), Diplomacy +10, Perception +5, Ride +3, Sense Motive +5, Spellcraft +2, Stealth +7, Swim -4, Use Magic Device +8
Languages Common, Sylvan, Varisian
Other Gear hide shirt, bayonet[APG], dagger, light crossbow, backpack, basic maps (major landmarks only), bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], sack, torch (3), twine (50')[APG], waffle iron[UE], waterskin (2), 28 gp, 7 sp, 6 cp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

spectrevk |

Sorry, I got unexpectedly busy towards the end of the week. Looking back over the thread, it looks like we currently have:
Ythiel -
Bloodpaw - Yume, a young Kitsune and aspiring Sorceress
Ant360 - Raggnor, Half-Orc kid who likes bugs?
Merddyn - Liam Hode, 12 years old, son of Ivan the Fool
Granta -
Sodium Telluride -
Nikolaus de'Shade - Issi 'Flamehair, 10 years old
Ammon Knight of Ragathiel - Kryas Azrin, Half-Elf 13 years old (Sylvan Sorcerer)
Raltus -
MrStr4ng3 - Finn Dawkins, 16 year old Halfling Rogue/Thief type? / Donovan Drake, Aasimar Warrior
Speaker for the Dead - Kevin, a young Varisian who will soon be a summoner

spectrevk |

GM spectre- you didn't answer my third question! Are the PCs special? If so, how? If not, how are you justifying a 12 year old reaching mid-levels and taking on huge terrifying monsters?
Also, you didn't really answer my first: what specifically starts the adventure?
Also, clarifying character generation: traits? HP? Starting level? Alignment restrictions? Race restrictions? Allowed material?
As I mentioned earlier, the PCs become 'special' over the course of the adventure. I would expect it to happen fairly early on, around level 2 or so. If you want to learn more about how the adventure is structured, I recommend the Reign of Winter Player's Guide, which explains a lot about the starting town, Heldren. As the adventure starts, there is unnaturally cold weather in Heldren, which is located in Southern Taldor (and is thus usually quite warm).

MrStr4ng3 |

Donovan is the son of the charcoal burner. His father, a former adventurer, tells him tails of his past when thee are alone in the woods.
Neither his mother or father are aware of his lineage. Nor have the taken note of the fact that the boys whole life at least one crow has watched him every moment.

leinathan |

leinathan wrote:As I mentioned earlier, the PCs become 'special' over the course of the adventure. I would expect it to happen fairly early on, around level 2 or so. If you want to learn more about how the adventure is structured, I recommend the Reign of Winter Player's Guide, which explains a lot about the starting town, Heldren. As the adventure starts, there is unnaturally cold weather in Heldren, which is located in Southern Taldor (and is thus usually quite warm).GM spectre- you didn't answer my third question! Are the PCs special? If so, how? If not, how are you justifying a 12 year old reaching mid-levels and taking on huge terrifying monsters?
Also, you didn't really answer my first: what specifically starts the adventure?
Also, clarifying character generation: traits? HP? Starting level? Alignment restrictions? Race restrictions? Allowed material?
So the PCs are hired as adventurers to go investigate a caravan which gets attacked? And you won't explain ahead of time what makes the children special enough to be adventurers?

spectrevk |

Looks nice. I'm going to go ahead and pre-approve Issi, Yume, Raggnor, and Donovan. All four are completed characters, and would fit in wonderfully. I'm keeping spots open for at least a couple more characters, as I think these kids would do well with a numerical advantage.
IC Thread: https://paizo.com/campaigns/v5748p75ivk7p/gameplay#1
OOC Thread: https://paizo.com/campaigns/v5748p75ivk7p/discussion#1

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Since I plan to be a Cavalier can I get a mount for "free" then once I build him as that I can select the mount there?
Henyan Bridleback
Young dwarf warrior 1 ( Pathfinder RPG Bestiary 295)
NG Small humanoid (dwarf)
Hero Points 1
Init +3; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
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Defense
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AC 21, touch 14, flat-footed 18 (+5 armor, +3 Dex, +2 shield, +1 size)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dwarven maulaxe +1 (1d4+1/×3) or
lance +3 (1d6+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks hatred
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Statistics
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Str 12, Dex 17, Con 11, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Mounted Combat
Skills Acrobatics -3 (-7 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Knowledge (local) +2, Perception +2 (+4 to notice unusual stonework), Ride +1; Racial Modifiers +2
Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Terran
SQ hero points
Other Gear scale mail, heavy wooden shield, dwarven maulaxe, lance, pony (combat trained), 58 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Apprentice to the local Beast handler in town, his parents are miners and not always around. Henyan befriended a Ram who he has been able to saddle and ride around.

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Here is Horvan, a human warrior with an awkward and developing connection to occult items. Its not his fault really. Its just that sometimes when he picks something up it speaks to him. That scare him and he usually puts the thing right back down.
Horvan is only 1d6 + 8 ⇒ (4) + 8 = 12 years old. He still has some growing to do and although pretty strong for his size he barely fits into his older brother's armor. He can lift his brother's sword though. And now that his brother had gone and become a scribe he likely will not want any if his old adventuring gear back.
Horvan is pretty smart and does well in the small school His folks were well traveled and were always going on about learning and even spoke multiple languages at home.
I built Horvan on a 20 point build but then applied a young template to it manually using -2 Str, Con and Wisdom and +2 Dex. He laos has only one trait. I'll create an alias when/if selected to join. :)
Human warrior 1
CG Medium humanoid (human child - 12 years old)
Init +2; Senses Perception +4
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield) hp 11 (1d10+1)
Fort +2, Ref +2, Will -1
Hero Points = 2
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee:
cold iron longsword +3 (1d8+2/19-20) or
morningstar +3 (1d8+2)
Ranged:
javelin +3 (1d6+2)
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Statistics
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Str 14, Dex 14, Con 10, Int 17, Wis 8, Cha 9
Base Atk +1; CMB +3; CMD 15
Feats: Weapon Focus, Power Attack
Traits: seeker
Skills Acrobatics -2 (-6 to jump), Climb +2, Handle Animal +3, Perception +4, Ride +2, Survival +0, Swim +2
Languages Common, Draconic, Elven, Sylvan
Combat Gear alchemist's fire; Other Gear lamellar (leather) armorUC, heavy wooden shield, cold iron longsword, javelin (3), morningstar, backpack, bedroll, belt pouch, flint and steel, mess kitUE, soap, torch (10), trail rations (5), waterskin, 13 gp, 3 sp
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Special Abilities
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Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

spectrevk |

Okay, it's Friday, so recruitment is officially closed. I'd love to take everyone, so...I decided to just do that. Liam, Kryas, Horvan, and Henyan, come on in! I usually find a party of 6 is fine in RL games, and I imagine 8 will be decent insurance against TPKs and such. Thanks for your interest, everybody!