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This Adventure Path begins in the sleepy Nirmathi town of Phaendar, on the cusp of Civilization and Wilderness, nestled alongside the only major crossing of the Marideth River within 50 miles upstream or down.
At this moment people from across the region gather for the seasonal Market Festival, trading goods that make surviving the next season easier.
You may be longtime residents, injured veterans recuperating fromt he war, or trappers and farmers who arrive to sell their wares, catch up with friends or stock up for the season, only to find themselves set upon by a merciless enemy!
If you think the scenario above is for you, phase two are the campaign standards
- 20 point buy, 1st level.
- Core Races are MUCH preferred in this AP, but almost any other race (except Hobgoblins) can be considered. Just make sure you have a VERY good backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed. Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign from the Ironfang Invasion Player's Guide. You can take another trait if you take a drawback as well.
- Max HP at first level, Average+1 on subsequent levels.
- Starting Character Wealth=Average.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be in Phaendar for the Market Festival.
- Half of the AP will be outdoorsy.
- No Evil alignments.
- No firearms.
- The Core and APG are a must, Ultimate Wilderness is VERY handy.
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters/basic combat attacks.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.
To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
I aim to start in a week/10 days.
"When the PCs witness their hometown of Phaendar destroyed in the first steps of an all-out war of conquest, they begin a quest that leads them from desperate survival to heroes of legend as they push back against the monstrous Ironfang Legion. This ruthless army—helmed by the hobgoblin General Azaersi and empowered by an ancient artifact known as the Onyx Key—intends to claim both Nirmathas and Molthune while the isolated nations bicker with one another. The heroes' quest will take them deep into the fey-haunted Fangwood Forest, to the craggy bluffs of western Nirmathas, and delve deep into the earth to explore the Darklands. Can a small band of refugees grow into champions and push back against Azaersi's horde, or will the Ironfang Invasion give way to an Ironfang nation?
The Ironfang Invasion Adventure Path calls back to classic adventures, focusing on exploring the unknown and confronting the fantastic, all to stop a monstrous enemy from wiping out the good people of Nirmathas and Molthune. The PCs will delve into dungeons, siege well-guarded keeps, explore the wilderness, and battle some of the most iconic creatures from the 40-year history of fantasy RPGs"
|J Scot Shady|
|The Emerald Duke|
|Mark Thomas 66 RPG Superstar 2009 Top 16|
Male Dwarf Ranger 1
LG Medium humanoid (dwarf)
Init: +2; Senses: Perception +6; Darkvision 60’
Speed: 20, Languages: Dwarven, Common, Goblin, Undercommon
AC 19 (+5 Armor, +2 Dex, +2 Shield) Touch 12 FF 17
HP 14 (1d10+4)
Fort +5 Ref +5 Will +2 +2 vs Spells/SLA, +2 vs Poison
Melee: dwarven waraxe +3 (1d10+2 20/x3)
Ranged: chakram +3 (1d8+2 19-20/x2) Range 30, Ammo: 5 or Sling +3 (1d4+2)
BAB 1 CMB +3 CMD 15 (17 vs Trip/Bull Rush)
Abilities: Str 14 Dex 14 Con 16 Int 14 Wis 14 Cha 6
SQ: Favored Class (Ranger),Track, Wild Empathy, Defensive Training (+4 dodge AC vs giants), Stability (+4 to CMD vs. bull rush or trip), Greed (+2 Appraise to determine value of precious metals/gemstones), Stonecunning (+2 Perception to notice unusual stonework, free check when within 10’ of such), Hatred (+1 attack vs. goblinoids)
SA: Favored Enemy (Goblinoid) +2
Traits: Grounded (+2 to balance based acrobatics, +1 reflex), Ironfang Training (+2 dodge vs goblinoids, 1/day roll twice for Intimidate, Sense Motive, or Stealth vs goblinoids)
Feats: Power Attack
Skills: ACP -4/-6 with shieldHandle Animal +2, Intimidate +2, Knowledge (Geography) +6, Knowledge (Nature) +6, Perception +6, Spellcraft +6, Stealth +6, Survival +6 (+7 to follow tracks)
Equipment: dwarven waraxe, morningstar, dagger, chakram (5), sling, sling bullets (10), scale mail, heavy wooden shield, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, silk rope (100’), torches (12), trail rations (5), waterskin, candles (2), chalk, hammer, pitons (4), hooded lantern, oil (5), sacks (2), tindertwig (2), compass, mirror, dwarven stout (6), keg of ale (1 gal)
Coin 8 gp, 20 sp
Description Orimmath is a 74 year old mountain dwarf. He is tall for a dwarf, standing at 4’7” and massing just over 205 lbs. He wears his dark brown hair drawn back and tied at the nape of his neck, and his wiry beard closely brushed and oiled. He wears dark grey and black travel leathers, with a heavy woolen cloak that was once green over his shoulders. When adventuring, he dons scale mail of finely polished steel over thick leather, with a round helm on his head. He carries a wide bladed beared waraxe on his right hip, next to a steel morningstar, and several sharpened rings of steel known as throwing chakrams. Opposite, he wears a well-worn straight-bladed dagger while holding his dented and scarred round wooden shield, painted blue and bearing the hammer and anvil icon of Torag.
Backstory: Orimmath has always tried to serve his community, working as a scout and woodsman for his dwarven clan before they moved a group into the local Nirmathi communities. As his clan expanded and grew out into the human-run lands, working as smiths, merchants, and other craftspeople, Orimmath still felt the urge to wander farther afield. He uses his skills in woodscraft and what he learned fighting in the Winter War to make his way now, hunting when he needs to, and working as a guard, guide, and woodsman as the community requires.
I need to de-level her but I was running this character in one that died out and would love the chance to play her again. only made it through book 1 and a little of 2 previously.
I actually had a copy of the first level character sheet done already so I slid it into the alias for your perusal.
I have started book 1 with this character, but fell off the boards for weeks due to a sudden expression of a medical problem in my wife. When I returned, the group had already replaced me. <shrug> Family first, though, so no stress on that from my end.
I need to pull Barhador back to Level 1, and I need to know if you are allowing people to start with self-crafted items, whether any possible, only those they can succeed at on a Take 10, or none at all. The answer is only important in ensuring I rebuild the character to meet your requirements.
I am curious about both of the other questions, too. Guess we could add the Feat Tax rules to the question list, but that's just because I know the question will be coming along sooner or later. I don't think it effects my plans/build worth note.
This is Hrothdane with my submission! Everything except her full build is done so far, though I may tweak it over time. I have two questions:
1.What are your feelings on background skills?
2. Brawlers are proficient with short swords and handaxes, yet their brawler’s flurry feature doesn’t let them flurry with them for some reason. Would you be willing to houserule it that they can?
Note, I am currently playing this Adventure Path in a Home Campaign (currently on book 5 I think). The GM made a fair number of modifications so I do NOT know the details but I do know the general story.
Is that sufficient to preclude me participating? I think of myself as being fairly good at separating player and character knowledge
Oh, and I third the plea to include Background Skills. Best optional rule Paizo ever published :-)
Edit: I even have my character concept :-). Human (somebody has to be one :-)) Archer cleric of Erastil heading for the Hinterlander Prestige class (hey, even in a PBP game one should plan ahead :-)). Very, very likely planning on a 1 level dip into Zen Archer at level 2
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Are you only running the first book? Or a "wait and see how it goes"? Or the whole thing?
I read ahead a bit, and the whole AP looks like an Action/Adventure movie. So I think we'll go the distance on this one.
Oh, are you using background skills?
That's a good idea.By all means use the Background Skills rule from Unchained if you can access it.
I need to know if you are allowing people to start with self-crafted items, whether any possible, only those they can succeed at on a Take 10, or none at all.
I would say no to starting with self-crafted items.After start you are free to craft whatever. I can't guarantee there's a lot of down time or the use of a forge; at least the first module or two.
add the Feat Tax rules to the question list
No, I'm not changing the Feat system in this game.
Brawlers are proficient with short swords and handaxes, yet their brawler’s flurry feature doesn’t let them flurry with them for some reason. Would you be willing to houserule it that they can?
Yes, that is alright with me.
Is it a hard or soft no to hobgoblin PCs?
Hard no to hobgoblin pc's.
I am currently playing this Adventure Path in a Home Campaign... Is that sufficient to preclude me participating?
No, you can try out with everyone else.
|Jak of Fangwood|
I would like to submit a human ranger.
Jak of Fangwood, AKA Nimble Jak.
In the same year that Gyrad Tolgrith established Fort Thorn in the Bloodsworn Vale, a raiding troop of the nascent Ironfang Legion massacred a small homestead on the edge of the Fangwood and Nesmian plain. The only survivor a young boy named Jak fled into the depths of the forest. For days the child wondered aimlessly, until a he came to the attention of The Green Lady.
Although she only she only appeared to him once, it was made known among the forest fey that the Glaistig considered Jak to belong to her. For two years Jak lived a wild and almost feral life in the forest. He rarely interacted with the fey directly, but their subtle protection and guidance helped the young boy survive.
Then on his sixteenth birth day, it was decided that Jak was losing his innocence and must return to the world on man. He went to sleep under and old oak deep in the Fangwood and woke the next morning outside of a Foxclaws militia camp in the Chernasardo.
At first the rangers shunned the boy as fey changeling, but when the Fangwood it’s self seemed to grow angry at their rejection they learned to accepted him. This was how Jak became a member of the Nirmathi insurgency. He’s served formally and informally in various Fangwood militias including the infamous Foxclaws and the recently reformed Irgal’s Axe. As Ranger he’s garnered a plenty of experience conducting raids and sabotaging supply lines, and then disappearing afterward without a trace.
When not fighting, trapping and hunting he makes a living on the Tourondel and Marideth Rivers in as fisher, trader and ferryman.
Over the last several years he’s become frustrated with his nation’s inability to organize and modernize in the face of the Molthune threat. He feels that convoy raids and small scale ambushes have very little affect on the bigger picture.
Jak is a young man of only twenty five. He’s a little taller than average and handsome in a rugged way but could easily blend into a crowd. He has dark brown hair, a thick beard and an athletic build.
Initiative +4 (+4 Dexterity)
Perception +7 (+9 against Favored Enemy: Goblinoids)
CMB: + 2[+1 BAB+1 Str]
CMD: 16 [10+ 1 BAB+1 Str+ 4Dex]
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Hide Armor)
hp 12 (1d0 +1con+1FC)
Fort +2, Ref +2, Will +0
Speed: 20 (Hide armor Reduces Base Speed from 30 ft)
Longsword : 1d8, 19-20/x2, S
Composite Long Bow 1d8, x3, P 110ft
Dexterity 18 (16+2 Human)
Skill Ranks per Level: 7 (6Ranger+0Int+1HumanTrait)
Climb: +2 (1Rank+1Str+3InClass-3ArmorCheck)
Knowledge (Nature): 4 (1Rank+3inClass)
Perception 7 (1Rank+3inClass+2Wis+1Pioneer)
Ride: 5 (1Rank+4Dex+3inClass-3ArmorCheck)
Stealth 5 (1Rank+4Dex+3inClass-3ArmorCheck)
Survival 6 (1Rank+2Wis+3InClass)
List of Class Skills
Handle Animal (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Trait Ironfang Survivor: In his youth Jak barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. He can’t scrub the memories of their brutality from your waking or sleeping mind, and he keenly recalls their distinctive fighting styles. He gain a +2 dodge bonus to AC against goblinoids, and once per day when he attempts an Intimidate, Sense Motive, or Stealth check against a goblinoid, he can roll two dice and use the better result.
Trait Magical Knack: For a time Nimble Jak was raised by a community of Fey. This constant exposure to magic has made its mysteries easy for him to understand, even as he turned his mind to other devotions and tasks.
Benefit: Jak’s caster level in ranger gains a +2 trait bonus as long as this bonus doesn’t raise his caster level above his current Hit Dice.
Point-Blank Shot (Combat)You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (Combat) You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
Favored Enemy (Ex) - Goblinoid
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Carried by Jak of Fangwood
flint and steel
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Hmm, I've got a completed character that I made previously for Ironfang Invasion but haven't had a chance to play yet. But first, a question which determines whether or not I'll submit her: how by-the-book do you usually play animal companions with regards to things like player/DM control, handle animal checks, etc.?
Do you have any guidelines on how tweaked out/powerful characters you are hoping to see? I don't want to create a character that is too weak or too strong for you. I know, its a difficult question :-(
For example, are options like Desna's shooting star and the Orc Hornbow acceptable (I certainly wouldn't blame you if your answer is No, They're certainly a whole LOT more powerful than most options).
how by-the-book do you usually play animal companions with regards to things like player/DM control, handle animal checks, etc.?
Generally by the book. Players run their companions, unless they get bespelled or their morale breaks.Did you have some specific scenario?
Do you have any guidelines on how tweaked out/powerful characters you are hoping to see?
It's not a problem at low levels. Just play the build you want to have fun with.If it becomes a problem (often it happens at high levels) I reserve the right to retroactively correct the problem.
For example, are options like Desna's shooting star and the Orc Hornbow acceptable.
Yes, you can do those. You risk becoming a glass cannon but go ahead.
I'm making a Sylvan Sorcerer, may i use the Draconic Companion Archetype for my Giant Vulture Companion?
Yes. Bring on your vulture/dragon.
theasl wrote:how by-the-book do you usually play animal companions with regards to things like player/DM control, handle animal checks, etc.?
Generally by the book. Players run their companions, unless they get bespelled or their morale breaks.Did you have some specific scenario?
That's not actually by the book, which is why I was asking. :)
Technically, non-sentient companions (i.e. those with INT under 3) are supposed to be controlled by the DM, with the player providing guidance in the form of a move-action Handle Animal check. But, of course, in practice almost nobody wants to go through that hassle.
Anyways, here's Isaura Prives - a human sorcerer, sylvan bloodline, with an aberrant horse companion who serves as a mount. (sorry Icestormshadow :P) Everything should be updated to your build rules.
The girl, Isaura, and horse, Vasis, had been ordinary citizens of a small logging village deep in the Fangwood, living uneventful lives. Over the previous few months, there had been strange happenings in the forest around the village, and several people had gone missing. The Prives family - Isaura's family - had planned to move back out of the woods to Tamran, bringing Vasis with them, but the night before they left, mysterous creatures swept out of the woods, cruelly torturing and slaughtering the inhabitants of the village and destroying everything else that stood. Vasis and Isaura were the only ones to escape, though not without suffering severe injuries. The two, having fled in different directions on the initial attack, met by chance as they wandered the forest, travelling for a week before making it out to the plains. There, they were found by a patrol, who brought them to Phaendar.
It was clear to everyone what had happened - the Darkblight had come to the village. They were lucky to escape alive, though they had both been visibly touched by the fey. Even while hurt and nearly delirious, Isaura manifested magical powers that she later fervently denied she had had before. Much of her spare time since has been spent coming to terms with and refining her control of this magic.
After recovering, the pair were inseparable, becoming a fixture around town. Though nobody officially adopted the girl, she was given a place to stay and was welcome wherever she went. With the townspeople glad to help out anyone in need, Isaura and Vasis readily settled into their new home, and in keeping with the hospitality shown by the people of Phaendar, she pledged to help should anyone else need anything from her.
Vasis's version of events: neeeeeigh (what were you expecting? he's a horse.)
Isaura is tall and slender, with faded, sickly-looking dark green hair; a light covering of fur on some parts of her skin, especially her legs; and eyes permanently and unintentionally glowing with a sense of mischief. She doesn't attempt to hide any of these strange features, dressing as any ordinary Nirmathan woman would. She does, however, try her best to hide the dark scar she has across her chest, which inexplicably throbs painfully at times.
Because of her connection to the fey, Isaura's mind is rather unorthodox, and she has trouble controlling her emotions and actions. She is no longer the playful, carefree child she had been before the attack, but she puts on the act sometimes anyways, though it rarely fools anyone. However, when it comes to Vasis, she and her steed share a deep bond, and she puts his safety above almost everything else.
|Mark Thomas 66 RPG Superstar 2009 Top 16|
OK, here is the crunch for my submission: Bevka Giantkin, Kellid Goliath Druid and her mount and best friend, Anok the giant elk.
Female human (Kellid) druid (goliath druid) 1 (Pathfinder Player Companion: Giant Hunter's Handbook 20)
N Medium humanoid (human)
Init +1; Senses Perception +9
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +5
Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
Spell-Like Abilities (CL 1st; concentration +2)
. . Constant—know direction
Druid (Goliath Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—goodberry, shillelagh (DC 14)
. . 0 (at will)—detect magic, light, mending
Str 14, Dex 12, Con 14, Int 11, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Nature Magic[ACG], Tribal Scars
Traits animal whisperer, suspicious
Skills Handle Animal +6 (+11 to push vs. indifferent or better animals), Knowledge (geography) +4, Knowledge (nature) +4, Perception +9, Sense Motive +8, Spellcraft +4, Survival +9
Languages Common, Druidic, Hallit
SQ nature bond (megaloceros named Anok), primal bond, primal empathy, primal size, primal summons, wild empathy +2
Other Gear hide shirt, quarterstaff, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, 66 gp, 10 sp, 5 cp
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Nature Magic (Purify Food and Drink, 1/day) (Sp) You are able to use simple spells by drawing on nature's raw majesty.
Prerequisite: Knowledge (nature) 1 rank.
Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison y
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal as if using Diplomacy.
Anok CR –
Megaloceros (Pathfinder RPG Bestiary 2 187)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 17 (2d8+4)
Fort +5, Ref +6, Will +2
Speed 50 ft.
Melee gore +3 (1d8+1)
Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Weapon Focus (gore)
Tricks Attack, Attack Any Target, Come, Down, Guard, Heel, Riding, Stay
Skills Acrobatics +3 (+11 to jump), Perception +6, Swim +5
SQ attack any target, down, guard, riding
Attack Any Target [Trick] The animal will attack any creature on command.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
|Mark Thomas 66 RPG Superstar 2009 Top 16|
Here is the character, the backstory (or personality) is not finished yet. I have the Alias on standby
Female Human Wildblooded Sorcerer 1
NG Medium humanoid (Human)
Init: +3 ; Senses:
Speed: 30, Languages: Common, Sylvan
Fort 0 Ref 1 Will 4
Melee: Lantern Staff (1d6+1 fire damage while lit)
Ranged: See spells
BAB +0 CMB 0 CMD 11
Abilities: Str 11 Dex 12 Con 10 Int 12 Wis 14 Cha 18
Sorcerer Spells Known
1st: Mage Armor, Burning Hands
0th: Mage Hand, Detect Magic, Spark, Acid Splash
Traits: Blight-Burned, Reactionary
Feats: Boon Companion, Fast Learner
Skills: Handle Animal (1 Rank) +5, Knowledge (nature) (1 rank, class skill) +5, Spellcraft (1 rank, class skill) +5, Survival (1 rank) +3, Knowledge (Arcane) (1 Rank, Class Skill) +5
Equipment: Studded Leather Barding , Backpack
Treasure: 0 GP
SA: Animal Companion (Ex): At 1st level, you gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st)
And here is my Animal Companion
Male Giant Vulture (Racer) Animal Companion 1
NG Medium Animal
Init: +2 ; Senses: lowlight vision
Speed: 20 (10 when in (light) armor), fly 60 (50 when in (light) armor) (average), Languages:
AC 17 (15 Flat-Footed, Touch 12)
Fort +6 Ref +5 Will +2
Melee: bite (1d8+2)
BAB 1 CMB 2 CMD 13
Abilities: Str 12 Dex 15 Con 14 Int 2 Wis 15 Cha 7
SA: +4 vs. Diseases
Tricks: Attack. Stay, Down, Heel, Come
Traits: Voice of Monsters, Resilient
Feats: Armor Proficiency (Light)
Skills: Perception (1 Rank, Class Skill) +6, Survival (1 Rank) +3
Combat Gear: Studded Leather Barding
Here is the rest of my character, mainly Backstory
I've wanted to play this one since it came out. I will work on a submission over the next week.
Will you be giving PFS credit via the campaign mode rules?
Campaign mode is intended to allow a group to experience adventure content in the manner most enjoyable to the player, even if it is not within the normal bounds of Pathfinder Society Roleplaying Guild rules. Campaign mode is available for all sanctioned Adventure Paths and for Pathfinder Modules that specifically include this option in their sanctioning documents.
In Campaign mode, GMs can use their own rules for character creation and running the presented content (the entire book or series). They are not even required to use the Pathfinder RPG rules, but they must run the adventure using a tabletop roleplaying game and use the Adventure Path or Pathfinder Module as the primary source for adventure content.
After running a game in Campaign Mode, the GM should report sessions on paizo.com as usual and distribute Chronicle sheets to her players. A player may apply the earned Chronicle sheets to an appropriate Roleplaying Guild character in-tier for the Chronicle Sheet. Alternatively, they may use the sheet to create a new character. This is similar to applying credit to a pregenerated character (see Applying Credit on page 7), except that players can apply Campaign mode credit to characters of the same level or lower and they do not need to expend resources on their earned Chronicle sheets to resolve conditions. GMs receive full credit for the adventure as normal (see page 17).
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Wow..ok with all the sudden interest in druids I will withdraw my submission and reapply with a new idea. This one will be a wizard. This poor fellow is not at all ready for the wilderness and is much more comfortable in a nice warm study with a glass of mulled wine and a good book, but events being as they are, he has (grudgingly) set aside his soft and pampered life to help out. He will whine, complain and generally be a pain in the butt, however, he is also loyal, resourceful and a pretty good magic-user (when he want to be). He also generally cares about the people he is trying to save. One quirk that he does have (and there are many) is his dislike for sorcerers. According to him they never had to "work" for their powers and it was simply a "chance of birth" that they can even control magical forces. On the other hand, he has the utmost respect for priests, knowing that they have spent years in meditation and prayer to their god to gain the holy powers they wield.
Hope this small glimpse into my submission will help. I will try and get the crunch up ASAP.
I really want to do something shapeshifter-themed. Not any specific form of lycanthrope or anything, but more generally focused on taking on bestial qualities for combat. A Shifter or natural attack Ranger seems like the obvious answer, but I’m thinking a Beastmorph Alchemist might be an even better choice. I’ll probably theme his alchemy to be similar to Druidic herbalism, just with less divine overtones and no ability to speak Druidic. lol