DM-Camris' IRONFANG INVASION Chapter 1: Trail of the Hunted

Game Master Camris

Part 2: BENEATH THE HEMLOCK BANNER
Fleeing the Hobgoblin invaders, the heroes battle not just hobgoblins, but the elements as they struggle to keep themselves and their ragtag band of refugees supplied with food, water, and shelter..
ROLL20 TACTICAL MAP
Google Play Tactical Map
Southern Fangwood regional map


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Sorry to see you go man! Hope to see you sometime down the line...


Pirate Rob, it sounds like you have experience with PF2nd, can you tell us your impressions of the new system?


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Do we get full hp every level? We seem to take a lot of damage.

--

I participated in the playtest, played PF2 live at GenCon, have played several PFS2 scenarios online (via Paizo and Discord), am playing through The Fall of Plaguestone on Discord and have also been running it live for my F2F group.

I highly recommend it and can share more thoughts or answer questions if anyone is curious for my thoughts.


Male Halfling HP 20/20 AC21/14/14 Fort:+6 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+7, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

HP: +8
BAB +1
Fort +1
Skills - +1 to perception, ride, Survival, Heal, handle animal

Order ablities -

Danger Ward (Ex) Order Ability

At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.

Sebastion
HP total 15
BAB +1
Will +1
Survival +1
Feat - Improved natural armor


Male Halfling HP 20/20 AC21/14/14 Fort:+6 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+7, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

Its half hp +1+con bonus


- HP CONVENTION
Max HP at first level, Average (round up) +1 on subsequent levels (plus con bonus plus Toughness...).

Also moved Character creation rules to Campaign tab.


I am interested in the new edition PF; I have the book and am slowly working my way through it. I really like the new Grapple rule; definite improvement.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Bit of a meta question: how soon could I expect to get some barding made for Russet? He has a feat at 2nd level and I'm trying to figure out how much of a waste it would be to take armor proficiency


Arlen: Anyone with any ranks in Craft:Armor can tell you that if you sacrifice four regular sized sets of armor of any type, an armor craftsman can turn them into one set of large sized barding.
And anyone with any ranks in Knowledge:Local will know that you all have a really annoying master smith in Kining Blondebeard.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Well we're swimming in spare armor, so... I think that's a yes.

--

PF2 Thoughts

Action economy: really awesome. Leads to much more dynamic combats with more interesting choices. It's really cool that not everyone has attacks of opportunity; PCs and monsters both feel a lot more free to move around the battlefield

Class feats: such a cool system for character customization. There are already a lot of cool archetypes out there. The multiclass ones in the CRB are all cool and useful, and the ones in the other books are useful and very thematic.

Skill feats, ancestry feats, etc: pretty cool way to distinguish between characters that otherwise might be similar (both dwarves or both good at Athletics, etc.)

Animal companions and minions: a lot of people complained about how much weaker these rules feel than in PF1... but the rules were kind of broken in PF1, and my players (who never played PF1) are always marveling at how useful/powerful their ACs, etc. feel to them. "I can spend 1 action to get 2 actions! So cool!"

Shields: Shields are seriously really cool in PF2. They seem so boring in PF1 by comparison, while in PF2 they are a legitimately good option that is interesting and feels very different from not having a shield.

Spellcasting: I personally have less experience with this, but I've liked what I've seen. Lots of options, but less broken than PF1. Most of my players are spellcasters and they always have something interesting to do. I particularly love how the action economy and spellcasting interact.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

As I level up I have a couple questions. Having second thoughts about a couple of my level 1 decisions:
* Can I swap my 10Con, 12Cha for 12Con, 10Cha?
* Can I swap my favored class bonus from level 1 from +1 skill point to +1 hp

I can deal with "no"s for either or both of these, but Arlen is feeling squishier than I realized he would.


Arlen: Yes, that's fine.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Arlen is leveled up.

Shifted his level 1 hp total to 12, which means at level 2 he is at 20 hp (see above)
Picked up favored terrain (Forest) via Order of the Green ability
Got more ranks in the same skills (Survival and knowledge, nature stay at 1 rank each, see above)

That's about it other than the boring stuff (BAB, Fort, etc.)


Male N Megafauna (Megaloceros) Cavalier Mount 2 for Arlen Ducote | HP 28 | AC 16 T 13 FF 13 | CMB +3, CMD 16 | F: +5, R: +6, W: +3 | Perc: +6, SM: +2, low-light vision, scent | Speed 50ft | Active conditions: None.

Russet is also leveled up.

I updated my own sheet but forgot to put it in this profile when his level 1hp changed to 20. His new total is 27hp

He gained another rank in stealth, as well as the armor proficiency feat. And I noticed that he gets Endurance from Arlen's Beast Rider archetype so I put that in. Nothing else but boring stuff.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

GM, you said average, rounded up, +1 +other stuff. Do I understand correctly that is 1 more HP per level than PFS rules?

PFS is just average rounded up + other stuff, so d10 hit die would be 5.5 => 6 per level (Before other stuff)

D10+1 would be 5.5 + 1 => 7 per level.

Just making sure I understand


Arlen: Yes you are right. Just the PFS AVG seemed a little low for my taste.


M Elf Rogue (Guerilla) 2

So, I know we're heavy on ranged as it is, and I don't want to step on any toes. Sor's archetype is more sniping focused than I realized. I can try to aim him more towards melee if the party needs that. Otherwise the rogue talent would be point blank shot as a combat training, and precise next level.


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Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Arlen is kind of a switch hitter. I think it's fine for you to stay ranged focused, personally


M Elf Rogue (Guerilla) 2

Also, could Sor pick up one of the longbows? Almost forgot about elven proficiency.


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Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Sor, I think your character is great and I can’t wait to learn more about him. I would say play him as you envision him :)!


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Big John Umber
Human (Ulfen) barbarian 2
CG Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 26 (2d12+6)
Fort +5, Ref +1, Will +2
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee broad bladed longsword +5 (1d8+3/19-20) or
cestus +5 (1d4+3/19-20) or
cold iron heavy flail +5 (1d10+4/19-20) or
dagger +5 (1d4+3/19-20) or
handaxe +5 (1d6+3/×3)
Ranged composite longbow +3 (1d8/×3) or
heavy crossbow +3 (1d10/19-20) or
mwk light crossbow +4 (1d8/19-20)
Special Attacks rage (8 rounds/day), rage power (lesser spirit totem[APG])
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Power Attack, Quick Draw
Traits armor expert, unbreakable survivor
Skills Acrobatics +3, Climb +7, Craft (armor) +5, Handle Animal +5, Intimidate +5, Knowledge (nature) +4, Perception +7, Ride +3, Survival +6, Swim +5
Languages Common, Skald
SQ fast movement
Other Gear hide shirt, mwk breastplate from the bridge[APG], spiked paueliel quickdraw shield, 9 mwk cossbow bolts, arrows (24), broad bladed longsword, cestus[APG], cold iron heavy flail, composite longbow, crossbow bolts (20), dagger, handaxe, heavy crossbow, mwk light crossbow, armorsmithing tools, basic maps (major landmarks only), bedroll, belt pouch, box of fishing tackle (2 lb), buttons (0.1 lb), candle (10), conditioning oil for leather (0.4 lb), file, small (0.1 lb), fishing pole, simple (1 lb), flint and steel, knife, utility (0.2 lb), leather paring knife (0.2 lb), leather straps (0.2 lb), masterwork backpack[APG], mess kit[UE], metal polish (0.2 lb), sewing needle, silk rope (50 ft.), soap, torch (5), trail rations (5), two clean towels (0.1 lb) (2), waterskin, 3 gp, 5 sp, 5 cp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Spirit Totem, Lesser (+3, 1d4+1) (Su) Spirits attack 1/round at +3 to hit, dealing 1d4+1 negative energy damage.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

I added the Mwk light crossbow to my sheet in case John is using it. If someone else has It I can take it off. He has a comp longbow with no str bonus and the heavy crossbow with 9mwk bolts left from the opening of the hostilities. He likes having the Heavy Crossbow ready to go. If people need the bow or Sor can add a str bonus to the weapon he would give it up wanting an elven archer backing him up.


Skills:
(Climb: +4; Diplo: +7; Escape Artist +6; Know(Local/Nature) +4; Perform (Comedy, Dance) +7; Sense Motive: +5; Stealth +7; UMD +7)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 2
Vitals:
(HP: 18/18 AC: 16/13/13 [+2 v. goblinoids]; Percep: +5 [+7 v. hidden]; Init: +3; Fort +3, Ref: +8, Will: +5; CMD: 15; CMB +2; Speed: 30)

Sorry - was away for impromptu wife's birthday celebration. Will level up and catch up today


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

Sorry, everyone, it's been a bit hectic for the last few days, taking care of some doctor's appointments for my wife.


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

Wait John are you saying you have a heavy crossbow, a composite longbow and you want to add the masterwork light crossbow as well?


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Sending well wishes for your wife’s health.


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

I have them on my sheet in case I use them. Big John had the heavy crossbow because you can carry someone and shoot it, even one handed if needed, but he has had the Longbow because he can QuickDraw and fire it.
If Sor can add a str bonus to the longbow or if someone can use it better he would give it up.

He can leave things in the cart, but if we were to do an ambush or something where he were to use a missile weapon the Light Crossbow would be the best option available to him at the moment, +1 to hit and threat range of 19-20.

Ultimately it would be best if he could someday get a Str bonus on his bow, but he will lend his bow to someone else if it makes the unit better as a whole.

If someone else claims it for their sheet that fine too, like if it is better for Yaron who is supporting from the rear, or your character. John can just keep the bow. He likes the Hvy Crossbow for a first shot point weapon that he can fire and drop on the sling.

Crossbow, Heavy

Cost 50 gp Weight 8 lbs.
Damage 1d8 (small), 1d10 (medium) Critical 19-20/x2 Type piercing
Range Increment 120 ft. (projectile)
Category ranged Proficiency simple
Weapon Group crossbows

Load: Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.

You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

HP: 5+1+2=8
+1 BAB
+1 Fort/ +1 Will
Woodland Stride
+1 0-level spell
+1 1st level spell
+4+1favored skill points (Craft (alchemy), Heal, Knowledge (Nature), Survival, Sense Motive
Background: Profession (Herbalist), Handle Animal


M Elf Rogue (Guerilla) 2

+1 to BAB etc
+1 Reflex
+5 hp
+1 to all skills
Rogue Talent: Combat Training (Point Blank Shot)
Archetype feature: Cover of Night (Ex)
At 2nd level, a guerrilla learns to use darkness to her advantage. She gains a +5 bonus on Disguise, Sleight of Hand, and Stealth checks while she is in areas of dim light or darkness, and can create mundane disguises in dim light or darkness with a full-round action (instead of the normal 1d3 × 10 minutes). Additionally, while in dim light or darkness, if a guerrilla would have concealment, she instead has total concealment.

This ability replaces evasion.


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Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

I love Sor’s internal commentary.

“ Sor starts to say that at least they're not stuck babysitting a bunch of babies before the implications dawn on him and he says nothing.”

Lol


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Faerieth, would you like the LT Crossbow? Can Druids use them?


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

Just doublechecked, and I actually can't. Though if any of the others need a ranged weapon as well, the more the merrier.


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Skills:
(Climb: +4; Diplo: +7; Escape Artist +6; Know(Local/Nature) +4; Perform (Comedy, Dance) +7; Sense Motive: +5; Stealth +7; UMD +7)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 2
Vitals:
(HP: 18/18 AC: 16/13/13 [+2 v. goblinoids]; Percep: +5 [+7 v. hidden]; Init: +3; Fort +3, Ref: +8, Will: +5; CMD: 15; CMB +2; Speed: 30)

Yaron's archery abilities (which start to kick in this level) are built for actual bows - hence the longbow he already yoinked from the pile (throwing in his shortbow for someone else).

I do think we'll probably want to be handing out bows to the survivors.


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

I'll have a post up in a couple of hours.


Male Halfling HP 20/20 AC21/14/14 Fort:+6 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+7, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

As noted earlier, most of the found loot will no doubt be less than useful to me. Im little :)


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

Yaron, looks like you're the group's only arcane caster (which is just plain weird). You should take both wands of Magic Missile (you also appear to be the only person with UMD)


Skills:
(Climb: +4; Diplo: +7; Escape Artist +6; Know(Local/Nature) +4; Perform (Comedy, Dance) +7; Sense Motive: +5; Stealth +7; UMD +7)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 2
Vitals:
(HP: 18/18 AC: 16/13/13 [+2 v. goblinoids]; Percep: +5 [+7 v. hidden]; Init: +3; Fort +3, Ref: +8, Will: +5; CMD: 15; CMB +2; Speed: 30)

Ack, I'm a partial caster with diminished spellcasting as a feature. Not really the best arcane support.

I'll grab them - wand activation isn't too rough via UMD (Magic Missile isn't on the 'expanded' list I can learn despite not being bard spells).


I know Elandra (piraterob) is bowing out, but has anyone seen Ghosteye lately?


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Looking through a few of his posts it looks like he had work and car troubles then drops off of a few loooong running games in July 2019.

Maybe Ghosteye can go with Elandra to lay down a false trail and can rejoin us if he reappears? Or turn into an NPC?


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Just some out of game ideas.

If someone has a good Sense Motive skill it would be nice to see about the character of the noble and squire and of the two with the carpet.

Big John has a basic map of the area that the group can use. We could add places we find it Sor could add what he knows. John lived outside the south of town, but he would know areas he campaigned in during the war.

I think we should keep the carpet in once piece because it works like a shelter and can be draped over the wagon or maybe even prevent being spotted from the air? Or we could use it to cover a giant pit trap. Or drag a trail to cover our tracks.

Can the cavaliers tell about the quality of the horses held by the squire and noble?

Jet ran an Inn so maybe she can help maximize our supplies?

We have the two scouts with us. Maybe they can sweep behind us looking for pursuit and forage for food? Meanwhile we have Sor, and the two mounted characters, maybe they can pathfind and trail blaze ahead of us?

John has handle animal and ride, but John is not very stealthy. He could defend the main Column and stay with Aubrin, and the Druid or if he needs to move fast he could switch out to light armor or use a horse. He does have Perception. He can also work with the new recruits using his influence over the towns persons and acolyte.

Big Johnn trusts, Aubrin, Jet, Rhyna and the PCs and that’s about it. If we had a meeting he would want to only include those people and would probably want to exclude Rhyna if we were talking about dire circumstances.


Male Halfling HP 20/20 AC21/14/14 Fort:+6 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+7, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

My sense motive is alright, not good not bad, but hey its a +4 I can chat up the noble soon enough, sides, Darry likes nobles and knights.

I Have a great handle animal, not sure if that helps judge how good the horses are, can help train them if need be though.

Im fine with however we use the carpet, i just know a carpet of that size would be good for anywhere from like 4 to 6 cloaks, If we find the right sort of trees we could make shelter and overhead cover easier than finding clothing in the wilds but again, Not Darry's knowledge or skillset so he wouldnt be amendible to whatever. :)

To be honest Darry isnt very stealthy either, He gets by with that halfling small size bonus, but he would be glad to scout the path ahead of the trail behind whenever it needs be.

AS for trust, well he 'trusts' everybody here, after all we are in the same boat that is leaking badly, folk are going to want to get that plugged up right fast and arent liable to try and make it worse for themselves.

However and its a big however,

Like John said, The PC's get an extended bout of weight in their words with Darry, after all they all put themselves into the fire to get the other folk out. Any other notable veterans of battles in the area he would give higher creedance too. That whole soldiers bond and what have you.


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

My Sense motive is +7 so I should definitely be able to get a read on them once having the time to pay attention to them. Right now, Faereith’s top priority is everyone’s survival. She knows how bad the elements can wear down people who aren’t prepared for it. She’s got a high enough survival that with good rolls and a few aid rolls I can probably keep most of the group warm, dry and fed as best as possible.
Other skills like stealth (+2), Handle Animal (+5) and Perception (+6) aren’t terrible and can be boosted when needed with spells or concoctions (like blend).

This is Faereith’s community, this was her home, so unless someone gives her a particular reason to mistrust them, she trusts them all and feels a responsibility to the survivors. Granted there are those like the smith that she understands can mostly be trusted to do what’s in her own best interest, but in general, she’s about as non-militaristic in outlook as possible.


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

I should have elaborated, I mean more like whom John felt comfortable holding a council with mentioned above. He doesn’t distrust the citizens he knows from town, teenagers, people from church, etc. John is cautious of the two with the rug and the nobleman and Squire because they are unknowns and could be linked to the south or even spies. He’s not a big fan of the dwarf. John wouldn’t want to freak the teenagers out with the frank talk and uncertainty of the first meeting.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Arlen has +6 sense notive as well.

I'm not sure Russet is actually big enough for Arlen to ride (still pretty young) but the two of them can still do scouting and\or Exploration.

Arlen definitely believes we should try to rendezvous with the Chernasardo


Human barbarian 2, CG, HP 26/26 Init +1; AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield), Fort +5, Ref +1, Will +2, Senses +7, Speed (30)40 ft Uncanny Dodge

Faerieth,

Since you are from the town, what would Big John know about you as a member of the community?

What other Characters are from town?


Male Halfling HP 20/20 AC21/14/14 Fort:+6 Ref: +4 Will: +1Acrobatics +3, Bluff+2,Diplomacy+6,handle animal+7, Intimidate+2,Ride+5,Stealth +3,Sense Motive +4

Tentively I would say Darry is from the town, or at least stays here in the early spring, late fall and through winter.


Female NG Half-elf Druid (Green Faith Initiate) 2 | HP 18/18 | AC 14 T 12 FF 12 | CMB +2, CMD 14 | F: +5, R: +2, W: +6(+8 ench) | Init: +2 | Perc: +6, SM: +7 | Speed 30ft | Active conditions: None.

She’s a mainstay of the community, she took over the role of providing herbs and healing after her mother passed, being considered a respected healer in her community despite her age. She has a talent for whipping up herbal concoctions that can have some incredible results (essentially potion-making).

Half-elven, no one knows who her father was, an initiate of an obscure ancient faith venerating nature. Generally liked by most people in town.


Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2 | HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Arlen is not from town.

Edit: I forgot...

Arlen wrote:
Arlen smiles to himself as he approaches Phaendar. He had always been sure to make it out to the Market Festival when he had lived outside of town. Before those bandits burned his house down.

If I recall correctly it had been a while since his last visit before Recent Events


Skills:
(Climb: +4; Diplo: +7; Escape Artist +6; Know(Local/Nature) +4; Perform (Comedy, Dance) +7; Sense Motive: +5; Stealth +7; UMD +7)
Male Half-Orc (Chelish) Bard (Arrowsong Minstrel) 2
Vitals:
(HP: 18/18 AC: 16/13/13 [+2 v. goblinoids]; Percep: +5 [+7 v. hidden]; Init: +3; Fort +3, Ref: +8, Will: +5; CMD: 15; CMB +2; Speed: 30)

Yaron's from the northern part of Nirmathas - he's here because his father (and some other half-orcs and cast offs from Belkzen/Lastwall) has recently settled in the area -- less than a year -- and set up an apiary.


M Elf Rogue (Guerilla) 2

Been tooling around with Heroforge at the bar after work. Here's my Sor:

https://scontent-lga3-1.xx.fbcdn.net/v/t1.0-9/p960x960/83148805_10163079622 250494_1405080984470159360_o.jpg?_nc_cat=111&_nc_ohc=u3THPOh8j_MAX9bbuL I&_nc_ht=scontent-lga3-1.xx&_nc_tp=6&oh=64022e8cd6bfbf2f63753ba 22663a57a&oe=5E92570A

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