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

Game Master Camris

Part 1.1 NIGHT OF IRON FANGS!
As hobgoblins invade the town of Phaendar, the heroes fight to protect themselves and their neighbors, but they’re forced to flee into the woods and destroy the city’s bridge in their wake to slow the encroaching army.
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Carthas is scaled back to level 1, and should be ready to go.


Fully crunched out, now. Basic backstory is he's a cranky hermit of an elf, left horribly disfigured by an early encounter with blighted fey. He has a sense of humor as pointed as his rapier and secretly has always longed for community.


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Julian Itto!
I would love to play with you again Digger!


Oh, hell yeah! Long time no see!


Working on a Shaman-Rivethun Emissary concept. I think changling might be cool if allowed, though still going back and forth with human.

One question though. How many PCs are you looking to run with?


This is my submission for this campaign! All pertinent information can be found in the profile page, save for his background which is below.

Background:
A little over ten years ago, the young man by the name of Durun Frostpool lived along the banks of Marideth River with his wife and two young children. Like his father and brothers, he was a fisherman by trade and would tarry down the river into Phaendar each day with his catch to sell in the markets there. The Frostpools were known to be exceptional fishmongers and Durun appeared to be following in the footsteps of his namesakes. He became a daily staple in the market with his loads of fresh fish or sometimes he would deliver baskets of mussels and crawfish. Until one evening, Durun was missed at the market and the little stand alongside the docks was empty. Another day went along and still no Durun.

That following morning a trapper came riding into Phaendar with his mount in a lather shouting for assistance. Strapped to the rump of his horse was the water-logged body of Durun looking dead; however, the trapper swore the man was yet alive. His naturally tanned skin was deathly pale, save for the dark purple bruising around his throat which was starting to turn the sallow yellow which seemed to indicate he still had the breath of life. When asked where he found Durun, the trapper told a tale of coming across him along the riverbed barely clinging to flotsam. He said that as he dragged Durun from the waters, he had opened his eyes for brief moment and whispered "They killed them" before fading out of consciousness once more.

The townsfolk were able to keep Durun from the Boneyard over the next several days as a party was sent to check the welfare of Durun's family. When finally the fever broke and Durun opened his eyes... the folks tending him noticed something strange. The pupil of his right eye was a strange color of old ice while his left eye was a pool of inky darkness. When Durun was finally able to speak, he told a tale of terrible violence in which a band of bandits descended upon his home. He tried to fight them off, but he was overpowered and throttled. He figured they must've left him for dead, because he came to sometime later to find his home aflame and his family swinging from the boughs of their elm tree. He could not recall much more than that.

Around the same time, the party returned from Durun's home with the bodies of his wife and two little children. They had not been able to recover anything from the home, save for a dagger that had been found hidden away nearby with a note written in the scribble of children's writing. They also spoke in hushed tones with the village leaders of finding remnants of body parts and one other body which they assumed to have been one of the bandits. The bandit showed no signs of outward injury other than both of his eyes had turned black and shriveled.

Once Durun had recovered enough to travel, he left Phaendar for a time and over the next 10 years he traveled to the Sky Citadel to the south, always sticking the rivers as his guide. He would visit Phaendar constantly, always passing through. Nearly two years ago he finally made his return to his home village and appeared to be settled in. He had finally come to terms it would seem with the loss of his family, but he had changed in ways. He now a mystical mastery over water being able to create water from thin air and redirect the flow of the currents to a point. His time away had changed him in other ways as well, the young cheerful man they had once known had turned colder. He was still good man, but he did not smile as he once did. His flesh was still that same pale as it was the day he'd been pulled from the river. And his eyes were still that eerie mismatched hue. He also no longer went by his family name, he preferred the name he'd picked up in the dwarven lands; Durun Ghosteye.

And yet, Durun was a staple of the community once more. He took fishing again and even began using a new skill he'd picked up from the dwarven lands; glassblowing. He would be known as a survivor and always came out on top no matter the circumstances.

Silver Crusade

Here is my submission. I'll create an alias if I'm selected

Brimon is a starknife wielding halfling wolf rider who is also an Oracle of Desna.

Role:

In combat, he will use his grease spell when the outcome of a fight is still in doubt and will cast cure spells as required but will generally just use his starknife

Brimon is competent when using his starknife but hardly a powerhouse.

If a combat looks like it will last awhile he'll often cast one or other of his buff spells either before the combat or in the first round of combat.

He is, of course, superb at most face skills (except intimidate) and his primary role out of combat will be to talk with others (even animals from time to time).

He nearly always rides his wolf so he has considerable mobility and, of course, the wolf isn't too shabby a combatant himself.

Appearance:

Brimon is unusual in that, at first glance, he almost appears to be a short Varisian. He is tattooed, he wears several colourful scarves, he proudly wears a Holy Symbol of Desna and he is even wielding a Starknife. And he speaks Varisian like a native :-).

At a hair over 2'9" (ALMOST 3' as he likes to say) Brimon is small even by his races diminutive standards

He has light brown hair covered primarily by a scarf.

He is also incredibly handsome. And walks as if he knows it

He almost always wears his armour and carries his starknife but he generally keeps the shield attached to the wolf unless he is expecting trouble.

His Wolf Lenor is also generally "clothed" in several scarves, nearly obscuring the armor harness that he wears

Personality:

Brimon is a happy sort who delights in seeing new places and meeting new people. Gregarious and friendly to a fault he rarely meets somebody who he doesn't like

He LOVES most animals and happily tries to make friends with all but the most hostile.

He is more than a little vain about his appearance. Some would say that he is compensating for his size but that is, of course, TOTALLY false.

He is a peaceful sort and would happily solve any and all problems nonviolently. Unfortunately, he can't stand by when evil rears its head and refuses to listen to reason and so he finds himself at the sharp end of a sword from time to time.

He is unlike most of his race in that he is flamboyant and LIKES to be noticed.

He has a, shall we say, rather cavalier attitude to the truth and is quite willing to lie for profit or for amusement. An exception to this is that he will try really, really, really hard to keep any oaths that he swears on Desna or on his parents.

He loves to talk to people and learn their stories but he is no scholar and will only crack a book under the most extreme circumstances.

He wants to make the world a better place.

He is a little aimless right now and is striving to find out WHY Desna singled him out for the powers that she gave him. His dreams have led him to think that he has a destiny, he just needs to find out what that destiny is.

Background:

As a young child of about 4, Brimon was found wandering in the Korvosan wilderness by a Varisian caravan. When the caravan was unable to find his home or, indeed, any clue as to how he had gotten to where he was they adopted him and raised him as their own.

Brimon has only the vaguest and haziest of memories of the time before the caravan. He remembers being loved and warm, then there was great danger.

Although it isn't at all clear it is possible that he had some encounter with the Fey. Certainly he picked up Sylvan incredibly easily when the opportunity presented itself and certainly he picked up a couple of skills linked to the Fey

He thinks of himself far more as a Varisian than a halfling although he has spent enough time to refresh his knowledge of the Halfling language (it was clear on his exposure that he was relearning a language he knew rather than learning a new language).

He is a devout worshipper of Desna but had no intention of becoming a priest until fate intervened. One day, as a teenager, he stumbled into an old abandoned site. Unintentionally, he managed to knock down a wall that was concealing an ancient (very, very ancient) temple to Desna. As he explored he found himself in a chamber in which he experienced very strange, very realistic, very vivid dreams. When he came out he found that he had new abilities and a new appearance. Desna had chosen him and he was now an Oracle.

After he became an adult he has started to wander the world, trying to find out WHY Desna both blessed and cursed him (or perhaps the blessing and curse come from different sources?). He has been on the road a couple of years now and still doesn't know why. There MUST be a purpose but he doesn't yet know what that purpose is. But he is sure that he will know it when he sees it. Oh, he has helped a little here and there but that is all. No Grand Purpose has revealed itself.

His near random wanderings have led him to Nirmathas and he has come to Phaendar for the market festival. Not to buy or sell but rather to meet new people.

Stats:

Brimon
Male halfling oracle (dual-cursed oracle) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
NG Small humanoid (halfling)
Init -1; Senses Perception +0
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+3 armor, +3 Dex, +2 shield, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +2; +1 trait bonus vs. charm and compulsion, +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee starknife +6 (1d3+5/×3)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—cure light wounds, grease, divine favor, shield of faith
. . 0 (at will) create water, guidance, light, stabilize
. . Mystery Nature
. . Curse Elemental Imbalance (Earth)
. . Curse Lycanthropy
--------------------
Statistics
--------------------
Str 5, Dex 16, Con 12, Int 10, Wis 10, Cha 20
Base Atk +0; CMB -4; CMD 9
Feats Divine Fighting Technique (Desna), Silent Spell
Traits adopted (by Varisians), animal whisperer, fates favoured, varisian tattoo, Naive (Drawback)
Skills Acrobatics +0 (-8 to jump), Bluff +9, Diplomacy +9, Handle Animal +12 (+17 to push vs. indifferent or better animals), Linguistics +6, Ride +3, Use Magic Device +9; Racial Modifiers +2 Linguistics
Languages Common, Goblin, Halfling, Sylvan, Varisian
SQ adaptable luck[ARG], oracle's curses (deaf, lame), revelation (bonded mount)
Other Gear hide shirt, heavy wooden shield, starknife, belt pouch, spell component pouch, wooden holy symbol of Desna, 5 gp
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) +3 to one ability check, attack, save, or skill check, +2 after the roll.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silent Spell Cast a spell with no verbal components. +1 Level.

Stats for Lenor (Wolf):

Lenor CR –
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
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Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 17 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Finesse
Tricks Aid, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Entertain, Exclusive, Fetch, Flank, Get Help, Guard, Heel, Hunt, Menace, Stay, Track, Watch, Work
Skills Acrobatics +2 (+10 to jump), Climb +5, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent
SQ aid, attack any target, combat riding, entertain, exclusive, fetch, flank, get help, hunt, menace, stay, track, watch, work
Other Gear leather armor, backpack, bedroll, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, riding saddle, saddlebags, scarf[UE], soap, trail rations (5), waterskin
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Special Abilities
--------------------
Aid [Trick] Aids specified creature on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Entertain [Trick] Performs tricks and entertains.
Exclusive [Trick] Takes orders only from its trainer.
Fetch [Trick] The animal will get a specific object.
Flank [Trick] Attempts to attack and flank indicated enemy.
Get Help [Trick] Attempts to bring back people it considers "help"
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Watch [Trick] Stands watch over designated area.
Work [Trick] The animal pulls or pushes a medium or heavy load.


It looks like many roles are taken and I was eyeing ranger so here are some new concepts.

Concept 1:
How about an older community member who has taken Unbreakable Survivor. I think he would be a woodsman as portrayed crunch wise with barbarian.

Concept 2:
A cleric with Frontier Healer inspired by the movie Hacksaw Ridge I am forming a clearer image now, but I am worried I would be trespassing into the Oracle's Territory.

Concept 3:
A fighter. I have been wanting to try a straight fighter for some time, but they are not usually welcome or needed in PbP because they are so limited, but If I am able to join as a sixth player I would be happy to run one.


Updated Klymene's profile with a bit about her planned party role(s) and information about me as a player


I have adapted Barhador to your specifications, I believe.

This feral Elven Hunter is looking for a mate to keep in the same forest, to help grow his home community, so his interest in both the local population and the safety of the area should be obvious.

He can fight if he must, but he is a dedicated outdoorsman capable of handling most environmental obstacles and serving as a Scout/Guide/Hunter/Fletcher to help the group through their difficulties.

The "big deal"about Feral Hunter is the absence of a Pet. He still gets the Summon Ally spells, but he does not have a permanent pet.

Liberty's Edge

Here is the crunch for my wizard submission.

Dantos:

Dantos Augusta Nonus
Male human (Taldan) wizard (scroll scholar) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
NG Medium humanoid (human)
Init +6; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Wizard (Scroll Scholar) Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, magic missile
. . 0 (at will)—detect magic, open/close (DC 14), prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 13
Feats Dodge, Improved Initiative, Scribe Scroll
Traits classically schooled, magic is life
Skills Knowledge (arcana) +9, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (religion) +8, Linguistics +8, Spellcraft +10
Languages Common, Draconic, Elven, Kelish, Thassilonian, Varisian
SQ arcane bond (school ring)
Other Gear dagger, light crossbow, school ring, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 52 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Bond (School Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).


I'm dotting for interest -- have a few ideas and have always wanted to play this AP.


Dotting, will be putting a PC together


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Can you elaborate on this please

Original Post wrote:
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 read this as saying that you care more about the concept of the character than you do about the mechanics of the character.

The way I would prefer to approach this would be to put a character together and then hold off on actually *building* it until I am actually accepted, including choice of class. I am 99% sure I'll be doing human, but I can't make up my mind between Hunter, Ranger, and Cavalier. I definitely want to emphasize the woodsman skills, but I see my submission taking a different direction than the Hunter-types that have already been submitted and I believe we could complement each other if both selected.

Basically what I want to know is if you will accept a submission that says "here's a fleshed out person who fits in the campaign setting, and the mechanics will be figured out one the party is known"? Or do you want me to commit one way or the other first? If you would accept it, would such a submission be at a disadvantage to one that was mechanically more put together?

Just want to know which way to direct my energy for this submission.


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I am looking for 5 characters.

If you just present a concept without crunch, you are definitely going to be at a disadvantage vs those who do get all statted out.


Booking for a cutlass and shield wielding human magus. I'll have the stats and backstory up soon.


DM-Camris wrote:

I am looking for 5 characters.

If you just present a concept without crunch, you are definitely going to be at a disadvantage vs those who do get all statted out.

By concept do you mean the goals, motivation and potential story hooks in the character back story or do you mean the role the character will take in the party.

To further clarify, do you mean the background concept or the mechanical concept. I ask because the last kingmaker I applied for had a lot of top notch back stories in the submissions. However, we all lost out to a player that picked the most recently released class and race because the DM thought the class was a neat concept.

I feel my background is pretty strong, but if you need further elaboration on how I plan to use the build in and out of combat I can do that. I can provide a couple of options for build paths all the way to level 20 if needed.


DM-Camris wrote:

I am looking for 5 characters.

If you just present a concept without crunch, you are definitely going to be at a disadvantage vs those who do get all statted out.

Thank you DM-Camris. I will look to have something submitted in the next day or two. I am reconsidering the shaman-rivethun emissary as I can't seem to get a feel for it. Going back to a concept I built before but didn't get to see much of, the Brewkeeper.


Paul Okapi
Male human magus 1
CN Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +2 (1d8+2 19-20/×2)
Ranged shortbow +3 (1d8+3 x3)
--------------------
Spells
--------------------
Lvl 0 (DC 13): Acid Splash, Light, Flare
Lvl 1 (DC 14): Burning Hands, Bull's Strength

--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15

FEATS
Two-Weapon Fighting, Lightning Reflexes

TRAITS
Ironfang Survivor: +2 AC against goblinoids Once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll twice and use the better result.

Reckless: +1 in Acrobatic checks; Acrobatics is always a class skill.

Skills: Acrobatics +8 , Bluff +1, Intimidate +4, Knowledge (arcana) +6, Perception +1 Stealth +4

Languages Common, Goblin, Hallit

cutlass, shortbow, 10 bolts, studded leather
--------------------
Special Abilities
--------------------
Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon


Added fluff details. Everything should be complete now.

-------------------------------------
BACKGROUND/PERSONALITY/APPEARANCE
-------------------------------------

Description
Build/bodytype : full figured

Standing a bit taller than the average human woman, Faerieth appears to carry little of her elven heritage at first glance, taking after her mother’s much fuller human figure. Upon closer observation, the less pronounced points of her ears, usually obscured by flowing white hair and a certain ephemeral quality, manifest her mixed blood.
Her skin is lightly tanned, a product of much time outdoors, while still being in the shade of the great forest, her ample frame draped in flowing greens and brown leathers. Quite attractive, the intricate tattoos in pale shades of purple, that adorn her face, emphasize violet eyes that speak of a deep wisdom and awareness.

Background:
The daughter of an exceptionally talented herbalist and wise woman in a village skirting the Fangwood, Faerieth spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger. Half-elves being a not-uncommon occurrence in the region, she grew up without the usual stigma that those of her heritage often encountered, allowed to roam the woods rather freely as she grew, assisting her mother in finding rare herbs and plants to use in her cures and herbal concoctions.

Upon coming of age, her mother initiated her into both the Green Faith, and the druidic circle that was the birthright of her maternal bloodline, teaching her hidden secret knowledge of the land, the power and potential within the herbs, plants, crystals and other natural resources, that went far beyond basic uses.

A mainstay of her 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.

Personality:
Faerieth can just as easily spend her time interacting with those she provides with cures and herbal concoctions, as alone in the wilderness, roaming the forest barefoot and spending hours without saying a word as she collects rare ingredients.
She possesses a caretaker nature, usually thinking in regard to helping and protecting those around her, naturally falling into the role of a guardian of the community. When relaxed, she is friendly and good-natured, though anyone who would endanger or threaten those she cares about will find an entirely different case. Those would have the misfortune of facing a woman who will stop at nothing to protect those in her care, and destroy anything that would harm them.

Grand Lodge

Dotting for interest. I'll be submitting a dwarven forgemaster cleric of Torag from Kraggodan. The build will focus on healing, support and crafting. Should have the full crunch and backstory by tomorrow.


Alright, here's Liam: a wandering purveyor of alchemical remedies who spends his spare time cutting animals open and experimenting on the nature of shapeshifting, hoping to figure out how to use alchemy to turn himself into a shapeshifter one day (he isn't quite there yet).

He's got all the versatility of an alchemist, and more combat prowess than usual, via the Vivisectionist archetype. I'll stick with this class until at least 10 (when Beastmorph can use his mutagen to gain pounce), then might divert into Master Chymist. Or maybe not. Plenty of time to decide. H should be able to effectively fill a lot of rolls, including support (once he gets the Infusion discovery, anyway), damage dealer (though he'll always be a little squishy for the frontline) and skillmonkey (including Disable Device, though he can only pseudo-rogue so well without the Trapfinding class ability).


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Submitted characters
Barhador - hustonj NG Elf Hunter (Feral)
Brimon - pauljathome NG Halfling Oracle (Dual-Cursed)
Carthas Brambleroad - Phntm888 CG Half-Elf Alchemist (Bramble Brewer/Chirurgeon)
Dantos - Daniel Stewart NG Human Wizard (Scroll Scholar)
Durun "Ghosteye" - Faelyn CN Human Kineticst
Eilyne - Drogeney CN Humn Phytokineticist (Overwhelming Soul)
Faerieth - Mark Thomas 66 N half-Elf Druid (Green Faith Initiate)
Isaura Prives - theasl CG Human Sorcerer (Wildblooded)
Jak of Fangwood - johnygeeksheek (1 of 2) CG Human Ranger
Klymene Adrastreia - Hrothdane CG Human Brawler (Wild Child)
Liam the Wanderer - Ouachitonian N Human Alchemsit (Beastmorph/Vivsectionist)
Morde Chai - Heilkon LN Human Hunter
Sildn Angmon - Icestormshadow NG Human Sorcerer (Wildblooded)
Orimmath - psionichamster LG Dwarf Ranger
Paul Okapi - Patrickthekid CN Human Magus
Sor Zhehhalel - Digger Chandler N Elf Rogue (Guerilla)
Völundr the Wild - johnygeeksheek (2 of 2) ? Human Wizard (Enchanter)

18 submitted characters, 1 withdraw, 17 remain

Class breakout:

Alchemist 2
Brawler
Druid
Hunter 2
Kineticist 2
Magus
Oracle
Ranger 2
Rogue
Sorcerer 2
Wizard 2

Dotted, with no submission I recognized:

Aemin Whitespark
Bristor
caps
DMoogle
The Emrald Duke
The Goblin
Interestig Character
J Scot Shady
JohnTheSavage
The KGB
Ouachitonian
Pennate
Raltus
rorek55
Tilnar

I don't claim the list is perfect, but I was curious about the submission break-out so far.

I also have ZERO concern if somebody else chooses to update this later.


Throwing in a dot for this. Concept to follow shortly.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Alright, my concept and crunch are coming together in my head. I'm optimistic that I'll have time to get them all on paper in the next 24 hours or so; and I think I found an idea no one else has quite submitted yet!

Lantern Lodge

Two concepts, one name:

Jairdan Wynne, Human.

The Priest

Spoiler:
Deity: Dalenydra Trait: World-Weary Drawback: Foul Brand
It was a tendency to go where the hurt was the worst, where there was the most need. That the location that had the most need was the war was a given. Optimism gave way to a grim sense of purpose, which gave way to a sense of fatalism that came to a head when their encampment was overrun. Not all of them were killed. The few that lived were being prepared for a ritual when the ambush came ahead of the counter-attack.

Now freed, they were sent away from the front to recover in Phaendar.

The Fighter
Tower Shield Specialist

Spoiler:
Trait: Unbreakable Survivor Drawback: Oppressive Expectations
Ten years was a long time... Not so long that the memory of the attack had dulled, and certainly not so long that it was able to even fade. It was a long enough time to hone skills to sharpness and learn a couple more, focusing on what mattered. What happened then would not happen again, ever. Somewhere along the way, notoriety crept in just for doing what mattered. Now a living legend, they did not know what to do but keep going.

...Ten years was a long time to live on hate.


OK, still working on the details, but thinking about submitting a human spiritualist (Phantom Blade archetype). He will have the world-weary trait from the campaign.

5000 ft view:

The idea I have for the core of this guy is that he is a survivor. He was either in the army or was part of a band of adventurers, but something bad happened that caused him to be the last one left alive. The spirits of his fallen comrades (and even some of the essences of those he was fighting) coalesced into one sentient amalgamation, manifesting as his weapon. If he was in the army, he was discharged after this fight... if an adventurer he simply retired. Either way, he has settled in (or around) Phaendar and has been working peacefully... will pick a profession or crafting skill to reflect this. He has been trying to ignore the voice of his blade as much as possible during this time, who has been accusing him of running from "his responsibilities" and demanding to know how much longer "he will be on vacation".


hustonj wrote:

Submitted characters

Barhador - hustonj NG Elf Hunter (Feral)
Brimon - pauljathome NG Halfling Oracle (Dual-Cursed)
Carthas Brambleroad - Phntm888 CG Half-Elf Alchemist (Bramble Brewer/Chirurgeon)
Dantos - Daniel Stewart NG Human Wizard (Scroll Scholar)
Durun "Ghosteye" - Faelyn CN Human Kineticst
Eilyne - Drogeney CN Humn Phytokineticist (Overwhelming Soul)
Faerieth - Mark Thomas 66 N half-Elf Druid (Green Faith Initiate)
Isaura Prives - theasl CG Human Sorcerer (Wildblooded)
Jak of Fangwood - johnygeeksheek (1 of 2) CG Human Ranger
Klymene Adrastreia - Hrothdane CG Human Brawler (Wild Child)
Liam the Wanderer - Ouachitonian N Human Alchemsit (Beastmorph/Vivsectionist)
Morde Chai - Heilkon LN Human Hunter
Sildn Angmon - Icestormshadow NG Human Sorcerer (Wildblooded)
Orimmath - psionichamster LG Dwarf Ranger
Paul Okapi - Patrickthekid CN Human Magus
Sor Zhehhalel - Digger Chandler N Elf Rogue (Guerilla)
Völundr the Wild - johnygeeksheek (2 of 2) ? Human Wizard (Enchanter)

18 submitted characters, 1 withdraw, 17 remain

[spoiler=Class...

I'm only submitting Jak.

Grand Lodge

Presenting Aemin Whitespark for consideration to join this AP.

Full mechanics, description, personality and backstory can be found in the profile tab.

Party role: Primarily looking to fill the role of healing and support with a heavy focus on crafting (Craft Wondrous Items & Craft Magic Arms & Armor @ 3rd lvl). Depending on the other party members selected, I would love to see this character blossom into a Mystic Theurge (Cleric/3;Wizard/3;Mystic Theurge/10). However, I'm willing to adapt as needed if chosen.

Thanks!

Grand Lodge

I am thinking a Straight up Bard, with the Frontier Healer Trait. She is in Phaendar for the festival, to gather stories and hear tall tales from the Veterans and others who live there. being a young lady she is impressionable with tall tales, writing them down in her journal which she plans to create her Epic Novel from.

Crunch without a name:

Unnamed Hero
Female human bard 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
—————
Defense
—————
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
—————
Offense
—————
Speed 30 ft.
Melee scorpion whip (aa) +0 (1d4) or
spear +0 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip (aa))
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 13], inspire
courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , hypnotism (DC 14)
0 (at will)— daze (DC 13), detect magic , light, mage hand
—————
Statistics
—————
Str 10, Dex 14, Con 12, Int 13, Wis 13, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Combat Advice, Extra Performance
Traits frontier healer, unintentional linguist
Skills Diplomacy +7, Heal +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (local)
+6, Knowledge (nature) +7, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Perform
(oratory) +7, Profession (scribe) +5, Sense Motive +5, Spellcraft +5, Stealth +5
Languages Common, Dwarven, Terran
SQ bardic knowledge +1
Other Gear studded leather, scorpion whip (aa), spear, backpack, bedroll, belt pouch, flint and steel,
hemp rope (50 ft.), ink, inkpen, journal UE, mess kit UE, pot, soap, torch (5), trail rations (5), waterskin, 42
gp, 5 cp
—————
Special Abilities
—————
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.


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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Here is my submission, Arlen Ducote, as it is. Please let me know if anything else is needed; I am open to feedback and suggestions.

Background, personality, etc.:
Fluff Concept Summary
Arlen is a veteran of the wars defending Nirmathas. He has seen enough to believe Nirmathas needs better organization and more leadership; eventually he would like to provide those.

Crunch Concept Summary
Trying to make an Archer woodsman out of a class not easily suited to either role; the Cavalier. I intend for him to initiate combats at great distance, but he is also capable of being a switch hitter. His teamwork feats (shared via Tactician) should benefit other archers in the party.

Background and Motivation
Arlen's father was a wandering Varisian and his mother was the daughter of Chelaxian immagrants to Molthune. They settled down in Nirmathas, where Arlen has spent his whole life.
As he grew into adulthood, Arlen was drawn to serve in the Nirmathan defenses. His experience there were invaluable, as he learned from the Nirmathi Irregulars. In his time training and serving with them he has not only become a competent woodsman, even going so far as to befriend an unusual elk, he has also shown great talent as a leader and organizer. He did not, however, pick up their nearly-supernatural connection with nature, instead focusing his energies on martial and tactical skills.
Not too long ago his troop was ambushed by an Ironfang brigade. They escaped with their lives, but with many grievous wounds and Arlen in particular was left with a horrible injury to his face. Nonetheless he continues to serve in the defenses of Nirmathas.
At the present time he is visiting Phaendar on leave, but he will be returning to his troop soon.

Description
Arlen is a dark haired, tanned man, with dark eyebrows (and sometimes a dark beard as well). A deep scar runs from his left temple, across his cheek and nose, and down to the right side of his mouth. The skin in the center of the scar is always much paler than the rest of his skin, and it pulls tight at the skin of his face. He is above average in height with a strong, athletic build. He is handsome, despite his scar, though he is rarely the best looking man around.

Personality
Arlen is charismatic and open, with an easy going and magnetic personality. He is becoming more and more comfortable with taking charge of situations, in and out of combat, serious or not. But he is also able to stand back and let others lead when appropriate.

Goals and Metagoals
A metagoal I have is for Arlen to grow as a people leader. It would be cool if he took the Leadership feat when it becomes available, but that's non essential. If we are doing the militia rules he will participate in that. If not that, I'm sure he will have a leadership role in the party itself.

As for Arlen's goals...
TL;DR Arlen wants the Nirmathi to become more organized, without necessarily going to the extreme of other nations

Arlen's experiences thus far (and his Chelaxian blood and instincts) have left him with the belief that Nirmathas must move past it's current state and band together more tightly, with more real organization, if they are to ever give the Molthune people a resounding enough defeat to send them packing for good.
At the same time, his appreciation for the Nirmathi people as they are is very strong. He believes that they must be lead gently out of their current chaos. He is beginning to believe that he may be the man to make that happen.

I have not statted out the animal companion. I plan to do so upon selection unless you require it sooner.

Crunch:
Arlen Ducote
Luring Beast Rider Cavalier 1
NG Medium humanoid (human)
Init +2; Senses Perc +6, SM +5,

--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14
HP 10/10
Fort +2, Ref +2, Will +1

--------------------
Offense
--------------------
Speed 30 ft.
Melee
bardiche, buckler: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
slashing: 1d10 + 4 ⇒ (1) + 4 = 5
19-20/x2 critical, brace, reach

cold iron longsword: 1d20 + 4 ⇒ (17) + 4 = 21
cold iron, slashing: 1d8 + 3 ⇒ (2) + 3 = 5
19-20/x2 critical

cestus: 1d20 + 4 ⇒ (19) + 4 = 23
bludgeoning/piercing: 1d4 + 3 ⇒ (1) + 3 = 4
19-20/x2 critical, always armed

Ranged
longbow, attack: 1d20 + 4 ⇒ (15) + 4 = 19
cold iron, piercing: 1d8 ⇒ 6
x3 critical, 100ft. range, 60/60 arrows
+1 atk/dmg within 30ft.

Space 5 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 17
Dex 15
Con 10
Int 12
Wis 12
Cha 12

Base Atk +1; CMB +4; CMD 16

Feats
Point Blank Shot
Weapon Focus (Longbow)
Volley Fire

Traits
Highlander (+1 stealth and it is always a class skill)
Seeker (+1 perception and it is always a class skill)
Ironfang Survivor (+2 AC vs. goblinoids; 1/day roll twice and take higher result on intimidate, sense motive, or stealth against a goblinoid)
Drawback: Scarred (An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.)

Languages Common, Varisian, Goblin

SQ
Far Challenge 1/1
Exotic Mount (Elk)*
Order of the Green
Tactician 1/1

*Note to GM: although Beast Rider spells out only horse and camel as level 1 options for a beast rider, I am interpreting the addition of elk as an option for all medium cavaliers at level 1 to mean that they should also be an option for beast riders. We can discuss it further, including alternatives, if necessary.

Skills 7 ranks (4 class + 1 Int + 1 Favored + 1 Skilled)
-1 Bluff (1 Cha - 2 Drawback)
+5 Diplomacy (1 rank + 3 class + 1 Cha)
-4 Disguise (1 Cha - 5 Drawback)
+5 Intimidate (1 rank + 3 class + 1 Cha)
+5 Knowledge, nature (1 rank + 3 class + 1 Int)
+6 Perception (1 rank + 3 class + 1 Wis + 1 Trait)
+5 Sense Motive (1 rank + 3 class + 1 Wis)
+7 Stealth (1 rank + 3 class + 2 Dex + 1 Trait)
+5 Survival (1 rank + 3 class + 1 Wis)

Background Skills
+5 Handle Animal (1 rank + 3 class + 1 Cha)
+9 Handle Animal companion (Handle Animal + 4)
+5 Knowledge, geography (1 rank + 3 class + 1 Int)

Combat Gear
025 studded leather
005 buckler
075 longbow
006 cold iron arrows (60)
030 cold iron longsword
013 bardiche
005 cestus

Other Gear
Less than 9gp backpack, bedroll, belt pouch, flint and steel, rope, 10 torches, 5 trail rations, waterskin

Wish List
Silvered warhammer
Adaptive composite longbow
Leather Lamellar
More kinds of arrows
More adventuring gear
Barding

--------------------
Special Abilities
--------------------
Bonus Feat
Skilled

Far Challenge (Ex)
Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier's ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier's level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him.
This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has. Far challenge replaces the challenge ability.
The effects of the normal cavalier challenge are as follows: The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Exotic Mount (Ex)
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).
The beast rider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.
Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces the standard cavalier's mount and expert trainer abilities.

Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Cavaliers of the order of the Green are dedicated to protecting wild places and creatures, embracing Gaea’s Children in all its glory and natural wonder.
Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.
Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberration or undead type, he receives a bonus on the check equal to half his cavalier level (minimum +1).

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.


Pathfinder Adventure Path Subscriber

Well, not yet seeing a whole lot of smashy types, I think that's what I'll go with. I'm getting back into PbP and into being a player instead of a GM for the first time in a while, so something nice and simple sounds great. :)

The road so far:
Jennaraea Temris (Jenny) is a lumberjack, and she's ok - now, at least. She still flinches, though, when a glass is dropped behind her or she sees movement just at the edge of her vision, and she still occasionally rubs at a large scar on the side of her thing when she thinks no one's looking. It's been years since she and her twin sister Ellalae crashed into Phaendar on the back of a donkey, all three covered in knife wounds and screaming about bandits and an attack on a trade caravan. Fortunately, the militia members who rushed along the donkey's trail arrived in time to save several of the caravan's members - but the scars of the experience, both physical and mental, still cripple Jenny's father Regan. Today he lives in Phaendar with Ellalae, who apprentices to the town's apothecary while seeing to her father's needs.

With Regan unable to work and Ella's attentions divided, it fell to Jenny to become provider and protector both, and she's stepped up. For months at a time, she toils in the southern reaches of the Fangwood, felling trees and hauling them to the Marideth River to float downstream to the town. Her corded arms and callused palms are a sharp contrast to her sister's soft and deft fingers. But the two embrace warmly when they see each other - after all, they both fight to protect and provide for the family they have left. Jenny just works with plants that are a bit...bigger.

Now it's time for the Market Festival again, and Jenny is floating down the river toward Phaendar once again. She looks forward to seeing what she's come to think of as her home once again. Father sitting at the window enjoying the sunlight, Ella humming to herself as she pounds away at her mortar and pestle...peace. That's what awaits her in Phaendar.

Or is it?

Jenny is a pack mule fighter, who'll be fighting with two-handed weapons both manufactured and otherwise. Pretty standard fighter-type, and hopefully fairly tanky as well.

Statblock:

Jennaraea Temris (Jenny)
Human pack mule fighter 1
N medium humanoid (human)
Init +2; Senses Perception +4
----- Defense -----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +1
Defensive Abilities
----- Offense -----
Speed 30 ft.
Melee Greataxe +5 (1d12+6/x3) or Large improvised weapon +5 (1d10+6/x2)
Ranged Javelin +3 (1d6+4)
Space 5 ft.; Reach 5 ft.
----- Statistics -----
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Power Attack, Catch Off-Guard
Skills Profession (lumberjack) +4 (1 rank), Handle Animal +4 (1 rank), Perception +1 (1 rank), Stealth +6 (1 rank), Diplomacy +4 (1 rank) (+1 in Phaendar)
Traits Muscle of the Society, Unbreakable Survivor
Languages Common
SQ zz
----- Equipment -----
Fighter’s kit 9 gp, 29 lb (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
Greataxe 20 gp, 12 lb 1d12, x3 crit
Javelin x5 5 gp, 10 lb 1d6, x2 crit, range 30 ft
Chain shirt 100gp, 25 lb +4 AC, +4 max Dex, -2 ACP
Explorer’s outfit Free, 8 lb
Cards (hand painted with images of faeries)/b] 2 gp, 1 lb
[b]Meels
10 gp, 30 lb Train for 1 hour with DC10 Strength check, gain +2 to Strength checks and treat Strength as 1 higher for carrying capacity for 24 hours
29 gp
----- Special Abilities -----
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Skill Ranks per Level (archetype) 4 + Int modifier. This alters the fighter’s skill ranks per level.

Unobtrusive (archetype) A pack mule gains Bluff (Cha), Disguise (Cha), Sleight of Hand (Dex), and Stealth (Dex) as class skills. This ability replaces the bonus feat gained at 1st level.

If there's anything else you need, just let me know!


So still very much a work in progress, but here is a the general character I will be submitting: Johan Morgan, human Phantom Blade Spiritualist.

Still have some basic things to do, as well as some choices to make, but backstory and traits are up, as well as class and racial abilities.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

My submission Brandeys Skycleaver, Dwarf Phantom Blade Spiritualist Looking to play him as a healer/support with secondary melee combat ability.

Stats:

Brandeys Skycleaver
Class:Phantom Blade Spiritualist
Race: Dwarf
Deity: Dammar the Denied, Monitor of liquor, luck and medicine

HP: 14
Initiative: +2

Abilities
Str – 16 (+3)
Dex – 10 (+0)
Con – 16 (+3)
Int – 10 (+0)
Wis – 16 (+3)
Cha – 8 (-1)

Saves
Fort: 6 = 2 (Base) + 3 (Con) +1 (Racial)
Ref: 0 = 0 (Base) + 0 (Dex)
Will: 5 = 2 (Base) + 3 (Wis)

AC: 15 = 10 + 5 (Armor) + 0 (Dex)
Hit (Greataxe): +4 = +0( Bab) +3 (Str) +1 (Enhancement)
Damage (Greataxe): 1d12+3 /x3
Hit (Unarmed): +4 = +0( Bab) +3 (Str) +1 (Enhancement)
Damage (Unarmed): 1d6+3 /x2

Race - Dwarf
+2 Constitution, +2 Wisdom, –2 Charism
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision 60 feet
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class
All Simple and Martial
Light, & Medium Armor

1 – Spell Combat: As per Magus
1 – Phantom Weapon: Ghost Weapon
1 – Spells

Feats
1 – Healer’s Hands: Treat Deadly Wounds as a Full round action. Add Ranks in knowledge planes to amount healed if exceed dc BY 10. Use lvl times a day

Skills

Heal: +7 (1 Rank)
Knowledge (Planes): +4 (1 Rank)
Knowledge (Religion): +4 (1 Rank)
Perception: +10 (1 Rank)
Sense Motive: +9 (1 Rank)

Languages: Common, Dwarven

Traits
Overprotective (Drawback): -2 to attack rolls & skill checks when further than 10 feet from a fallen ally
Reactionary (Combat): +2 Init
Seeker (Social): +1 Perception, It is a class skill
Frontier Healer (Campaign): +1 Heal/Knowledge Nature, Restoring HP via Heal skill or cure spell restores an extra 1+1 per 2 lvls

Spells
0 - Detect Magic, Stabilize, Read Magic, Telekinetic Projectile
1 (2/day)- Cure Light Wounds, Remove Fear

Gear: 70g
Scalemail
Bedroll
Ale x10
50ft Hemp Rope
Flint & Steel
Backpack
15g 9s

Phantom Weapon - Agness Skycleaver
MW Greataxe 1d12
Cha: 10
Int/Wis: 6
Ego: 5

1 – Alertness: Master gains while wielding or Harboring
1 – Phantom Touch: Ghost Touch, If destroyed harbored for 24 hours
1 – Telepathy: Brain talk while holding or Harboring
1 – Weapon of the Mind: 1 minute to summon, full round to harbor. Unarmed as Monk-2 gain weapons properties when punching

History:
Brandeys & Agness Skycleaver were young, in love, and determined to serve their Skycitadel against the Multhune army laying siege. Shortly after getting married they signed up to join the militia, Agness as soldier on the front line, and Brandeys as a medic, taking care of the wounded. For a time, everything was going well. After several successful engagements however, Brandeys was horrified to find Agness in his triage tent. Despite his best efforts he was unable to save her. Overcome with grief, Brandeys fled Kraggodan, abandoning his post as a deserter. Overcome with grief he wandered Nirmathas begging his way into whatever booze he could. Weeks, or months later, it's hard to tell how much time he lost to the bottle, he began hearing his dead wife’s voice whispering to him. Certain he was going mad, he began to drink even harder, until one day he returned to his back alley hovel only to find his wife’s favorite battle axe gleaming on the pile of rags he used as a bed. Laying hands on it he quickly realized that no, this wasn’t her axe, but her spirit come back to aid him. He’s got a long hard road ahead of him, but Brandeys, with Agness’s help is determined to do right by her memory going forward.

I see him starting as a gruff drunk in the beginning, but evolving past his trauma into a dependable and friendly healer.

Edit: That awkward feeling when you spend several days working on what you think is a unique concept to only have someone else post a character of the same class 3.5 hours before you. =/ Sorry!


I'm not sure if it is considered rude to submit to join an AP you are already playing. (I'm currently in an all-Fighter Ironfang Invasion and it's awesome, but I'd like to see how a more mixed party does.)

While I could keep the knowledge separate, I am more uncertain about the fact that I already have a chance to play this AP and should I try to take a spot away from somebody who hasn't had that chance? But I see many people playing the same AP in different groups to get different experiences so perhaps that isn't a concern.

Anyway, here is my submission. Brigham, a cavalier (human on a horse, my favorite kind of cavalier).

Background:

Brigham’s father, Sir Brigham, was a noted cavalry scout in Lastwall. Recuperating from an injury, he fell in love with a traveling minstrel, Saryann, who was visiting the wounded. After a long courtship, Sir Brigham and Saryann married and lived in Lastwall until the knight was ready to hang up his spurs. Then they moved with their three children to Phaendar, where she was originally from and still had some family. Brigham’s older sister Illarian is a traveling minstrel like her mother was, currently believed to be in Varisia. The younger brother Welleram is a hunter and woodsman. Brigham follows in his father’s footsteps, training with his father to serve as light cavalry. Sir Brigham breeds and trains horses on a ranch just outside of Phaendar. Saryann has taken an interest in bee-keeping since settling down.

Brigham has done a few missions as a trainee with Nirmathi military forces. He was riding with three Chernasardo Rangers a few months ago when they were attacked by a band of over a dozen hobgoblins. Brigham and Rusty fought valiantly, and with the Rangers were able to defeat the ambush, killing all of the enemy. Brigham was wounded but able to ride; he returned home while the Rangers sought to track down the hobgoblins. The rangers reported back a few days later that all seemed clear, but they hadn’t been able to track down the hobgoblins’ base. (The origin for his Ironfang Survivor trait.)

Brigham is at the Festival doing displays of horsemanship alongside his father. While Sir Brigham is nearing 70, he is still capable at the joust. For the Festival, they are tilting at rings more than trying to unseat each other – neither contest would really be fair given the younger Brigham’s inexperience. Saryann is selling honey at a stand nearby. Welleram might be in town, or he might be off in the woods.

Personality:

Brigham lacks his mother’s charm or his father’s tactical mind, but he is strong, brave, and kind-hearted. He worships the ground his parents walk on. He is a follower of Erastil – although his father quietly follows Iomedae, he thought the children would do better to learn the ways of the god of small rural communities. So Saryann brought up the children in the ways of Old Deadeye.

Brigham is humble and polite. He doesn’t even insult his enemies (not that he has many). A good thing, too, since he isn't particularly witty. Always the largest and strongest kid of his age, he was noted for standing up for the smaller kids and never being a bully.

Appearance:

Brigham is tall and broad, standing well over six feet. He has black hair, brown eyes, and tanned skin. He wears one of his father’s old sets of armor, well-kept and polished.

Role:

Brigham hits hard. This is useful in PbP, given how long combats can take to play out. His Spirited Charge can drop most CR-appropriate foes if it hits (he’d pair well with a Law domain cleric). Dismounted, he is still an 18-Str warrior with Challenge. Out of combat, his skills are quite good. His archetype gives up Tactician and Banner, so he doesn’t boost the party as much as a typical cavalier does, but his Order abilities help in that regard. He doesn’t have a ton of HP, so relies on being a striker. His reach (while mounted) also helps as defense, since he can use an AOO to Trip or Disarm an enemy as they approach. Future feats will depend on party composition.

Character Sheet:

Brigham
Human Cavalier 1 (Emissary)
LG Medium Human
Deity: Erastil
Init +2; Perception +5
-----------------
DEFENSE
-----------------
AC 19, touch 12, flatfooted 17 (Armor +5, Shield +2, Dex +2); +2 vs goblinoids
HP 11 (1d10+1)
Fort +3, Ref +2, Will +1
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee Longsword +5 (1d8+4/19-20) or Lance +5 (1d8+4/x3)
Ranged Javelin +3 (1d6+4/x2, 30’ range increment)
-----------------
STATISTICS
-----------------
Str 18, Dex 14, Con 12, Int 10, Wis 13, Cha 10
BAB +1; CMB +5; CMD 17
Feats Mounted Combat, Ride-by Attack, Spirited Charge
Traits Ironfang Survivor, Called
FCB Cavalier +1 Skill Point
Skills (6 per level)
Diplomacy 1 +4
Ride 1 +6
Handle Animal 1 +4 (+8 with Rusty)
Perception 1 +5
Sense Motive 1 +5
Survival 1 +5
Languages Common
Special Mount, Challenge (1/day, +1 damage, -2 AC, allies get +1 circumstance bonus to attack target while Sir Brigham is threatening), Tactician (1/day, 30’, 3 rounds)
Equipment
Riding Kit (16)
Scale Armor (50)
Heavy Wooden Shield (7)
Lance (10)
Longsword (15)
4 Javelins (4)
Pathfinder’s Kit (12)
Leather barding (40)
Remaining: 20.8 gp

Horse:

Rusty
HD 2d8+6 (15 HP)
AC 16 (+4 natural, +1 Dex, -1 size, +2 armor)
Fort +5, Ref +4, Will +1
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
BAB +1, CMB[/b] +5, CMD[/b] 16
Feats: Toughness, Light Armor Proficiency
Skills: Climb +7, Perception +5
Tricks (6): Attack all creatures (2), Down, Exclusive, Serve
Attacks: Bite +4 (1d4+3) and 2 Hooves +4 (1d6+3)
Special: Charger Archetype

Liberty's Edge

Presenting Rae Tikkase for submission.

Full build as well as story and description are presented in the profile.

The plan is to go into Brewkeeper at either 6th or 7th level (not 100% sure yet) and focusing on support with vaporous potion and some crafting with brew potion and eventually craft wondrous, in addition to bombs and other alchemical weapons. In addition she will be able to provide some healing as backup and with a few minor tweeks she could also fill other roles such as trapfinding.

Thanks for the chance to see this AP in action.


To help combat alias bloat, I will not be creating an alias unless actually selected. Info below however.

Elandra is a young Taldan woman, slightly too tall for polite society.

Being the 4th child of the Grand-Proconsul to the Executor of Zimaran River Defense, means Elandra is going to have to find her own way in life.

Tired of even the minor decadence her station allows Elandra has chosen to set off as far from civilization as possible and join the fight against the Ironfang Invasion.

Stat Block:
Elandra
Female human inquisitor (monster tactician) of Erastil 1 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +2 (1d8+2)
Ranged longbow +3 (1d8/×3)
Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—bless, ear-piercing scream[UM] (DC 13)
. . 0 (at will)—detect magic, disrupt undead, guidance, read magic
. . Domain Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits deadeye bowman, foxclaw scout
Skills Diplomacy -1 (+1 vs. people from chosen country), Handle Animal +0, Intimidate +0 (+2 vs. people from chosen country), Knowledge (nature) +5, Perception +7, Ride +6, Sense Motive +7, Spellcraft +5, Stealth +6, Survival +6; Racial Modifiers +1 Perception
Languages Common, Polyglot
SQ eyes of the hawk, monster lore +2, stern gaze +1, summon monster I
Combat Gear acid; Other Gear parade armor[UE], arrows (40), longbow, morningstar, backpack, bedroll, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, mule, bit and bridle, blanket, feed (per day), riding saddle, saddlebags, 3 gp
--------------------
Special Abilities
--------------------
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Inquisitor (Monster Tactician) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Summon Monster I (5/day) (Sp) Cast summon monster spells as a spell-like ability.

Yarrr, Pirate Rob here. I'm available to post multiple times most days. Elandra is a summoning/archer Inquisitor. I still need a good name for her mule and am open to suggestions.


I'd like to throw my hat in the ring. Everything is in my profile, but I will post it here for completeness sake.

Basics:
AC: 16
Touch: 13 Flat: 13
CMD: 15

HP: 9/9 (dead at -12)

BAB: +0
CMB: +2
Fort: +3 (+2 against enchantment)
Ref: +3 (+2 against enchantment)
Will: +2 (+2 against enchantment)

Init: +3
Speed: 30'

Racial traits:

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.
FCB: Add +1/4 point to the magus’s arcane pool.

Class Features:

Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier [4]. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.

Ranged Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability while wielding a ranged weapon in the other hand. As a full-round action, he can make all of his attacks with his ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. (Composite Longbow +2 str)

Infernal Mortification (Su): At 1st level, a fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer’s Constitution damage is equal to or greater than 1/2 his Constitution score.

Magus Arcana

Feats and Traits:
Feats
Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Traits
Foxclaw Scout: You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.

Magical Lineage (Snowball): When you apply metamagic feats to snowball that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Nature Ritualist: You venerate nature, either by paying homage to your Shoanti totem spirit or by appeasing the kami around you in accordance with Tamashigo. In return, the spirits bless your path. Once per week, you can build a small shrine of natural materials and pay your respects in a ritual that takes 15 minutes. Spellcasters can do this as part of their daily spell preparation. You gain a +2 trait bonus on Knowledge (nature) and Survival checks for 24 hours.

Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).


Basic Attacks:

MW Composite Longbow (2 str) (range 110'): +4, 1d8+2 damage, crit x3, pierce
longsword: +2, 1d8+2 damage, crit 19-20x2, slash
dagger: +2, 1d4+2 damage, crit 19-20x2, slash or pierce

Skills (*class skill):

+3 Acrobatics (-1 ACP)
+1 Bluff (skilled)
+2 Climb* (-1 ACP)
-1 Diplomacy
-1 Disguise
+3 Escape Artist (-1 ACP)
+3 Fly* (-1 ACP)
+0 Heal
-1 Intimidate*
+7 Knowledge (Arcana)* 1r
+6 Knowledge (Nature) 1r (Trait)
+4 Perception* 1r
+3 Ride* (-1 ACP)
+0 Sense Motive
+7 Spellcraft* 1r
+5 Stealth (skilled)(-1 ACP)
+3 Survival 1r (Trait)
+2 Swim* (-1 ACP)
+0 Use Magic Device

Background
+3 Appraise
+7 Craft Bows* 1r
+4 Knowledge(Geography) 1r
+0 Perform
-- Profession*

Spells:
Spells/Day: 3/0th, 2/1st
Concentration: +4
Spellbook:
0th - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidgitation, Ray of Frost, Read Magic, Spark, Brand
1st - Ray of Fatigue, Snowball, Color Spray, True Strike, Vanish, Magic Missile
Spells Prepared:
0th - DC 13 Ray of Frost, Brand, Prestidigitation
1st - DC 14 True Strike, Snowball

Equipment:

Encumbrance: 66/66 lbs
Gear:
Inventory Sheet

Money:
PP: 0
GP: 2
SP: 3
CP: 0

Background:

The Present
"Steady..." her father's voice echoes in her mind as she draws her bowstring back, sighting down the arrow. "Hold..." she continues to hear her father in her head and swears she can feel his breath on her ear as a tear rolls down her face. "Release!" The final command echoes as she holds her breath and releases the bowstring. Her arrow flies straight, but in her grieving state, missing her target and thunks into a tree. Startled by the sound, the deer she was hunting darts off into the woods. Aria falls to her knees in tears, "Why did you have to leave me?"

Previously
Aria's parents lived a simple quiet life in the outskirts of Phaendar. Her father was a huntsman and provided for their simple life. One day while her father was out, her mother was savagely attacked by something in the woods, leaving her pregnant. Throughout the pregnancy, Aria's father was terrified. This wasn't his child. What would the child of this thing look like? Those fears were compounded, when Aria's mother died giving birth. However, when he first laid his eyes on the child, all those fears and worries vanished. He instantly fell in love with the child and raised her as if she was his own flesh and blood. As Aria aged, she began to look more and more like her mother. Her father worried that at some point her true heritage would make itself known, but outside of her purple tinted eyes and an oddly cast shadow, she appeared fully human. Aria had a good life. Her father doted on her and did his best to give her everything she needed. When she was a young child, her father taught her the ways of the bow and how to hunt. Its easy he would say. "Steady yourself and aim down the bow. Hold your breath. And release." His arrows seemed to fly perfectly straight and true, while hers would wobble and fall harmlessly to the ground. Aria continually practiced, wanting to make her father proud. On the day she finally was able to shoot better than him, her father gave Aria a beaming smile and Aria's most prized possession, her father's bow.

As she aged, she remained close with her father, until tragedy struck. Aria was on her way home, excited to show her father the deer she caught. When she opened the front door ready to show off her prize, her elation immediately became fear. Her father laid collapsed on the floor. She hurriedly got him into bed. He was groggy, but alive. She went out in search of any medical assistance she could find for her father. Unfortunately, it didn't matter who she brought, no one could figure out what was wrong with him. Aria spent her time at his bedside, uncertain what to do. One day, her father awoke and his eyes showed a clarity they haven't had in awhile.

"Aria my dear," her father rasped. "I'm not long for this world..."

"Don't say such a thing!" Aria cried while taking his hand in hers.

"It is ok my child... You have grown into a talented, beautiful, strong woman... You will do well on your own... Live the life I've always known you should... I will always be with you .... here... " He reached out to touch her heart. "Remember... I... love..." Her father struggled to say before his arm went limp and he released his final breath.

Anguish tore through her heart and her tears flowed freely as she wept over his corpse. "I love you too father," Aria whispered through her tears.

The Present
Aria falls to her knees in tears, "Why did you have to leave me?"

Aria was at a loss of what to do with her life. Everything in town these days reminded her of her father. She wanted to go, to leave town and forge a new life for herself, but how could she. Her father hadn't even been buried a month and debt collectors started to show up demanding payment for the healing services rendered. What was she supposed to pay with? The deer she hunted and the occasional bow she made? She'd never have enough money to leave. These days the only time she felt free is when she was hunting. Then it was just her and the bow, but now even that was being assaulted by her grief.

As she sits there on the forest floor with tears of grief streaking down her face, a moment of clarity struck. "Pick yourself up and pull yourself together!" Aria admonished herself. "What would father say if he saw you like this?" With that thought, Aria lifter herself up and went to wipe away her tears, however, she found her tears frozen. "Odd... It's too warm for this." Aria thought to herself as she picked up her bow and continued her hunt.

Aria slowly made her way through the woods following the game track when she sighted her prey. "Steady..." Aria draws back her bow string, her mind clear she sights down the arrow. "Hold..." She holds her breath as she readies her shot and a strange energy seems to fill the bow. "Release!" Aria releases her bow string, the arrow flies straight and true with an accuracy and power she's never seen before and strikes her quarry straight through the heart, dropping it quickly and cleanly. As she cleans her kill, Aria whispers a prayer to her father, "I'll make you proud. I'll find the way to live my life."

Unsure of what to do, Aria packs here gear and wares and heads off to the Market Festival, thoughts on what to do swirling through her head. "I've previously traded stories with the Foxclaws, maybe I could get more involved with them. Or perhaps the Chernasardo Hopefuls, they are always looking for someone with my skills. Regardless, I'll make you proud." With new resoultion and purpose, she makes her way to join the festival.

Appearance and Personality:

Aria has an unnatural beauty to her. She has shoulder length blonde hair that appears to have a shimmer to it that she typically wears pulled back into a ponytail. Her skin is fair and her purple tinted iris's are piercing. Even though she never met her mother, Aria is almost a spitting image of her mother. Typically she is very outgoing and quick to make friends with anyone around her.

Note to GM:
In my mind, some creature or cult did something to her mother to cause her birth and her demonic heritage. Aria actually believes herself to be human. I purposely left what exactly happened vague.

Aria has no idea of her true heritage. Because of the pain she saw in her father's eyes whenever she mentioned her mother, Aria seldom mentioned her. As far as she knows, her father is her biological father. She also just now coming into her magical powers (the freezing tears and energy filling the bow from her background). I know Magus are supposed to be practiced casters, but I like to fluff them as more innate powers. So in her case, her powers would be coming from her demonic heritage. Finally, her bonded item is the composite bow. Fluff wise, this was her father's bow and is her most prized possession.

A couple points to link fluff and crunch. I went with Umbral Unmasking to show her demonic herritage. Other drawbacks considered and I would have no issue changing it would be Attached - Bow (This is her fathers bow and her last item to remember him by), Shadow-Scarred, and Tainted Spirit (I liked the theme of this one but I felt the drawback was too harsh and could slow down the party). I added the trait of Nature Ritualist as this was something I could see her doing before she goes off on her hunts. Something her dad may have passed to her. It also gives a fluff reason as to do her spell prep when like I said I fluff my Maguses more inate based.

Level Up Info:

Level 1: +1/4 Arcane Point FCB | Skills: Knowledge(Geography), Craft(Bows), Knowledge (Arcana), Knowledge (Nature), Perception, Spellcraft, Survival)

As for concept, I foresee Aria as as focusing on martial combat, particularly with the bow in the early levels. As she grows, I think she will lean further into her magical side.


Almost missed this, I've got a character I really like that I'd like to rework a bit, with this alias. My previous ironfang game fell apart at about level 8, but it was slightly modified from the book, so I don't really know. I'll "delevel" and rework the alias to reflect a level 1 start, so you can see the crunch.

Either a gnome hunter or inquisitor with a big ol' deer that he rides around. He was pretty effective in my last game, and I've already got a pretty solid backstory set up that worked before.

Background:

Gren was born to a happy and prosperous gnome family, deep within the Fangwood. He spent his early years meeting and befriending animals, and though he lacked the ability to speak with the animals innately like many other gnomes, the connection that he had with them was even stronger. His existence was pleasant and idyllic until his home was overtaken by the darkblight and the corrupted and evil fey, spreading from their homes. He was able to escape with much of his family from the depths of the Fangwood to the outer edges of the Fangwood, Phaendar, with the help of his animal friends, as they gave him an early warning to the approach of the corruption. Many of his gnomish friends and family were killed, or worse, but the survivors made their way to Crystalblight. Crystalblight could not support the gnomes, and they were forced to relocate again, traveling along the edge of the forest, splitting up into small groups, with some groups refusing to leave the forest. Grenwold and his family were forced to fight their way past tribes of Kobolds, goblins, and other nasty creatures that saw the gnomes as easy marks, but his family avoided significant casualties. Grenwold even befriended a small elk with enormous horns that he found, orphaned after the elk's mother was killed by goblins.
The elk had a unique coat of spots that never faded as it grew up, and Grenwold named him Ringo. Ringo is a loyal and friendly elk that carries Gren from place to place and appreciates sweets whenever he can get them.

The remains of Grenwold's immediate family made their way to Phaendar and settled in town, which was more than happy to take the crafty gnomes into their care. The gnomes ingratiated themselves and sought work as alchemists, writes, and machinists, but Grenwold was drawn to the life of a woodsman and realized his knack with animals would be invaluable in that profession. He especially admired the Chernasardo Rangers for their canny tactics and cunning. He secretly aspires to join their ranks, but is a novice in their ways and knows that gnomes are atypical wardens.

He has made friends with a raven named Sandy, which he kept as a pet but has let go.

Grenwold is a gnome of medium height, with pale skin, dark green/black hair, black eyes, and delicate features. He carries on his face a few scars from his escape, but carries himself with obsessive cleanliness, as a consequence of his experiences in the Fangwood. He typically wears durable mottled green and black clothing, with a mottled green bandana around his head. Ringo carries much of his gear, though Grenwold tries to be as self-sufficient as possible.

Grenwold's family, as devoted artisans and craftspeople, were one of few families in his settlement that was devoted to Shelyn, which Grenwold has continued to worship as an inquisitor. Grenwold especially dislikes how the Darkblight has corrupted and destroyed so much life and beauty in the Fangwood, and hopes that through his devotion, he can eventually investigate and clean out the corruption (though he would admit that he does not even know where to start).

Grenwold is cheerful and friendly, and tries to help people whenever possible, but has a dark sense of humor which people do not always appreciate. He appreciates the company of dwarves and halflings, as well as any outcasts from their homes.


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Pirate Rob wrote:
I still need a good name for her mule and am open to suggestions.

Howdy Pirate Rob! It’s Evie *waves*

For a silly name, Moskau. For a serious one, Doros. It’s based on the greek for “gift,” which a mule might very well have been. I always liked the Eastern Roman Empire/Byzantine read on Taldor, so greek is my go-to for Taldan names


Pathfinder Adventure Path Subscriber
Rennaivx wrote:

Well, not yet seeing a whole lot of smashy types, I think that's what I'll go with. I'm getting back into PbP and into being a player instead of a GM for the first time in a while, so something nice and simple sounds great. :)

** spoiler omitted **...

I've got another offer I wasn't expecting, so I'll withdraw and give some other fine folks the chance to hop in. Thanks for the chance to flex my creative muscle, and good luck to everyone!


I'm changing Two-Weapon Fighting to Eschew Materials. In the meantime, here's more information about him.

Role: Mostly a melee/ranged magic type, comfortable with attacking up close and flinging spells/arrows from afar. Magic will be focused on ranged spells and buffs to self and/or others.

Background:

Spoiler:
Born to two strict parents, they hoped that he would continue their legacy as capable arcanists. While he did comply, he started a long ling of a rebel streak by adding some physical prowess to his abilities. Alas, his parents died of disease during a plague of his coming of age, but he and his younger brother made the most of things on their own terms, his brother moved to Numeria while he himself enlisted in the sparsely organized militia. It was there that he made an abundance of friends.

That happiness was short-lived in an ambush by the Ironfang Legion. He was part of a very few list of people who survived, but none of his friends did. Some say that moment changed him forever, causing him to never truly strive for his full potential. To Paul, this was prefered; he would rather embrace hedonism to keep himself happy. He has since settled in town to make the most of his life.

Appearance

Spoiler:
Paul is of average height and build with light brown skin and short hair. His most distinct feature are the freckles on his face. He prefers comfortable and rugged clothing as would one who has lived in a sparse community.

Personality:

Spoiler:
Loves a good drink as well as crack jokes even in the heat of battle. Despite his intelligence, he prefers to feign ignorance, leaving foes in a false sense of confidence against him and a disregard against him as a slacker. He most certainly associates with Calistria, though he hardly embraces the revenge part of the religion, even considering his past. That is the one thing that can bring down his mood, so he deflects from talking about his previous service as much as possible.


Here is Big John the Barbarian. He was inspired by a song from James Dean.

Big John the lyrics:
Every mornin' at the mine you could see him arrive
He stood six-foot-six and weighed two-forty-five
Kinda broad at the shoulder and narrow at the hip
And everybody knew ya didn't give no lip to big John
(Big John, big John)
Big bad John (big John)

Nobody seemed to know where John called home
He just drifted into town and stayed all alone
He didn't say much, kinda quiet and shy
And if you spoke at all, you just said hi to Big John
Somebody said he came from New Orleans
Where he got in a fight over a Cajun Queen
And a crashin' blow from a huge right hand
Sent a Louisiana fellow to the promised land, big John
(Big John, big John)
Big bad John (big John)

Then came the day at the bottom of the mine
When a timber cracked and men started cryin'
Miners were prayin' and hearts beat fast
And everybody thought that they'd breathed their last, 'cept John
Through the dust and the smoke of this man-made hell
Walked a giant of a man that the miners knew well
Grabbed a saggin' timber, gave out with a groan
And like a giant oak tree he just stood there alone, big John
(Big John, big John)
Big bad John (big John)

And with all of his strength he gave a mighty shove
Then a miner yelled out "there's a light up above!"
And twenty men scrambled from a would-be grave
Now there's only one left down there to save, big John
With jacks and timbers they started back down
Then came that rumble way down in the ground
And then smoke and gas belched out of that mine
Everybody knew it was the end of the line for big John
(Big John, big John)
Big bad John (big John)

Now, they never reopened that worthless pit
They just placed a marble stand in front of it
These few words are written on that stand
At the bottom of this mine lies a big, big man
Big John
(Big John, big John)
Big bad John (big John)
(Big John) big bad John

The Crunch:
Big John Umber
Human (Ulfen) barbarian 1
CG Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee broad bladed longsword +4 (1d8+3/19-20) or
cestus +4 (1d4+3/19-20) or
cold iron heavy flail +4 (1d10+4/19-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Quick Draw
Traits armor expert, unbreakable survivor
Skills Acrobatics +5 (+9 to jump), Climb +7, Craft (armor) +2, Intimidate +5, Knowledge (nature) +4, Perception +6, Survival +6
Languages Common, Skald
SQ fast movement
Other Gear hide shirt, spiked paueliel quickdraw shield, broad bladed longsword, cestus[APG], cold iron heavy flail, backpack, 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), 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, 8 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 (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

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I have never played Ironfang before but I have a few ideas of how he might be integrated.

Big John is well known in town, feared, loved and respected. Feared for his large size and power. Ruffians looking for a fight often bite off more than they can chew with Big John. If something catches Big Johns attention and he decides to wade in its like a bull in a china shop.

The womenfolk of all ages in town love Big John for his big heart. Big John has a soft spot for kids and gives kids rides on his shoulders, lifts them into trees and is often entrusted to repair broken toys. Blessed with rugged good looks he is broad shouldered, strapping, nimble and healthy as an ox. To many a buxom woman’s chagrin he won’t settle down and seems to get distant when they begin throwing themselves at him.

He is respected for his ability to survive and his care for his community. People in town listen to what he has to say when he decides to speak.

They say Big John has never started a fight, but he’s never lost one either. He is known for carrying a broad bladed longsword and a nasty heavy flail with its spiked round head made of cold iron. While he at times will drop his sword belt, the ball and chain usually remain slung in a special carrier on his back. Some of the elders whisper it has something to do with fey, but also warn quickly to not discuss it.

It’s said Big John served in some militia or military and once was an armorer. He certainly has some skill with tools tools that back back up that rumor. These days he makes his money doing odd jobs like moving kegs, helping the smith, moving timber and doing farm labor to earn him some coins when he needs. After a few days or so of work he buys provisions and returns to his home located a few miles out of town. Sometimes he comes in just to have a beer and sit with the locals at the bar. Other times he comes in with a sullen mood, buys a bottle of bourbon and politely asks to be left alone with his drink. The locals give him a wide berth when he comes in that manner.

In the past when the town has been threatened he came running in with an exotic wood shield that’s been blacked over to hide its heraldic device. It is a hotly speculated matter about what hides beneath the weapon black.

I know the adventure starts out with some sort of retirement party for a former soldier. John might know this person from his life before settling in this town.

He would know any player characters from town.

I think Big John might multiclass, but I could keep him straight barbarian too. I have a concept in my head, but RPGing and the story often have a way of developing the character in ways I could not foresee.

I would love to be apart of this game!


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So still picking out gear, but everything else should be in order. And no worries, Saleem... same class and archetype but different approaches and yields. Granted it is *unlikely* that both of us would be picked, but on that off chance we are different enough characters that we would feel distinct.

Luck to you and everyone else.


Presenting Lucius Baradayne, Half-Elf pole-arm Fighter, soldier and army engineer.

Appearance:
Tall, lean and very athletic, Lucius cuts an imposing soldierly image, particularly when outfitted in full armor and fauchard. Lucius has deep blue eyes, and dirty blond hair that he keeps cropped short. His elven ears are distinct, but are often hidden under his helmet, which masks his elven heritage. By any measure, Lucius is quite an attractive individual save for a small scar that runs along his left cheek and neck.

Physical Traits
Height: 6'2
Weight: 170 lbs
Hair: Dirty Blond
Eyes: Dark Blue

Personality:
Lucius is a cold customer, ruthless in battle and possessing little in the way of mercy or care for his opponent. His cool logical approach to all problems and people can be off putting to many, though those who get to know him will have a most loyal and dedicated friend. In public, Lucius is a man of few words, and typically introverted though quite bright. While an athlete and physically strong, Lucius has a passion for all things mechanical, and study siege weaponry while serving in the army.

Keirsey Temperament Sorter - The Architect

Background Story:
Lucius is something of stateless person, without citizenship or a permanent place in Molthune society or elsewhere. Originally born in Cheliax, Lucius was raised by his mother his mother Cara in the city of Cettigne for most of his life. When Lucius was young, Cara relocated to Cettigne after hearing rumours that there was a need for skilled labour in the city. Cara was a skilled seamstress, and found ways to put food on the table and provide shelter for her and Lucius, though it was a meager existence. Due to her lack of means, Cara was never able to seek citizenship for her or her son in her lifetime.

While poor, Lucius enjoyed his life in Cettigne. When he became a teenager, he began to apprentice with an honest blacksmith name Edric Anton who had taken a liking to his mother. Things seemed to be looking up, that is until famine struck in 4707 and both Edric and his mother succumbed to the disease. Without an inheritance or even citizenship in Cettigne, Lucius was facing ruin. Fortune smiled upon Lucius though when Cettigne was forced to join Molthune, who allowed citizenship to be granted after years of military service. Given his athletic prowess, Lucius decided to enroll in the armies led by General Lord Irina Klim. Years of training and suppressing rebellion changed his view on life, and have made Lucius more hardened over time. Growing weary of fighting his own neighbours in Cettigne, Lucius sought a transfer to somewhere else in Molthune, and was eventually re-assigned to Fort Ramgate... though whether this would prove to be a good decision though is entirely up for debate.

Statblock:
Male Neutral Half-Elf Fighter, Level 1, Init 2, HP 12/12, Speed 20
AC 17, Touch 12, Flat-footed 15, CMD 17, Fort 3, Ref 2, Will 1, CMB +6, Base Attack Bonus 1
Reach, Trip Fauchard +5 (1d10+6, 18-20/x2)
Reach, Trip Fauchard, Power Attack +4 (1d10+9, 18-20/x2)
Longsword +4 (1d8+3, 19-20/2)
Scalemail (+5 Armor, +2 Dex)
Abilities Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 8
Condition None

Character Sheet

Reference Image


Dotting. This will be The Nines' entrant. Im adapting him back to this AP, going to go either straight halfling cavalier order of the paw or cavalier ranger. Background story is mostly set, just have to make some adjustments, need to buy gear and reset skill points.

Despite being a cavalier, His intended role and usage will be a mobile striker/flanker. While he will probably have a decent AC he will not be doing the traditional tank role... unless pressed of course.


Hello there! I am applying with a Shaman (Animal Spirit)

Character Sheet

Appearance:
Oren Stands just under 6 feet tall with brown hair and blue eyes. Having lived a mostly solitary life his beard is a little unkempt as he shaves it sporadically. A life spent primarily in nature has made him fit and resilient to the elements.

Personailty:
Oren always prefers being surrounded by nature and prefers the company of animals. He bears no ill will towards humans or other races, he is always friendly with people he meets. His travelling culinary business allows him to interact with the citizens of towns he travels to always aiming to please his customers.
Once his wares have been sold he tends not to stick around to be social but rather retreats to nearby woods for to rest up. He is always kind to animals he meets offering them food. Oren understands that nature is a cycle of life and death, and that humanoids are at the top of the food chain. It brings him no joy to fell an animal for food and he is usually as gentle as he can be, ensuring the animal does not suffer.

Background:
Oren was born in the woods of Southern Fangwood.
His mother was a druid and defender of Crystalhurst where they lived. Oren's mother at the height of her contractions wandered into Fangorn forest giving birth to Oren there on the forest floor, alone. That is until his mother summoned the creatures of the forest to meet her son forming an unbreakable bond between Oren and nature. When he was young Oren spent most of his time exploring the forest. He was warned by his mother to be careful about going to far, Darkblight roamed the dark depths of the forest.

One day Oren happened upon a fox that he tried to befriend, however the creature ran into the woods to hide. Not long after Oren was walking when suddenly he felt a pull at something latched onto his boot. He looked down and it was the fox. As Oren looked down curiously, the creature went rigid and low to the ground, it's nose pointing off into the distance. Oren ducked down and hid in the foliage. He followed the foxes gaze to a strange creature skulking through the woods. The creature continued on past not noticing Oren. Oren was very thankful to the fox and suddenly felt bonded to the thing. Later when h described the humanoid forrest creture to his mother he realized it had been a Darkblight, probably doing it's best to disrupt the splendor of the forest. From then on everywhere he went the fox followed him and they were there for one another.

When he turned 21, Oren decided to leave Crystalhurst and explore Nirmathas. His mother had taught him the way of both divine forest spirit magic, as well as culinary arts. He realized he had a knack for preparing delicious meals. He began to travel along the Marideth river stopping at towns long the way. At first he offered to cook unique meals at local inns until he had enough money to but a push cart along with coking supplies. He began to come into towns for weeks or months at a time and setup his cart selling food to those that came walking by.
Basically he's running a food truck :)

Oren has now ventured to the small city of Phaendar. Rumors of an upcoming market festival had brought him to town. Every day he enters the town across the bridge over the Marideth river, goes into town to sell his meals and then leaves through the front gate wanting to spend the night in the small forest there rather than spending a night in the city.

Playstyle:
I plan to play this character as a healer as well as buffer/debuffer support class. Eventually stacking some hexes along with a chant to keep them running on targets.


Should have everything in order, may tweak the backstory a scosh. Looks like a good group of entrants going to be hard to pick good luck to all!


A monk for your consideration... should be all in order.


I'm back with a concept update. I've been looking for an excuse to test out the Shifter class, and this AP looks like a prime opportunity for such a character. I'll probably skim the newer archetypes to see if I can add any extra utility to the class / party, but a human Feyform Shifter currently stands out on a thematic level.

Here's what the character's (nameless) background is looking to be:

At a Glance:

Backstory:
This character was born in Phaendar in a farmhouse built where the barrier between the Material Plane and the First World began to thin. The building was shared by house spirits, while the effects of wilder fey could be found rarely around the property. This concentration of fey activity lead to the character being touched by the subjective reality of the faerie realm.

The character initially looked for his niche in the community through labor, using some "tricks" he picked up from to earn a reputation for efficiency and reliability, but grew dissatisfied when he began to see vulnerability in his town's guard. Looking to assist in Phaendar's defense , the character managed to find his way into the Foxclaw organization; he assumed he would act against the Molthuni, but he was instead assigned to ward off dangerous animals from the town, a task he found no less agreeable.

The character has recently spent an extended period of time in the wilderness, and has returned to Phaendar to trade for supplies.

Personality:
This character is marked by determination and a strong work ethic. Community is rparamount to him, and he is ready to protect his in any way necessary. He has a high natural curiosity, and can be prone to mood swings, but he usually tries to act stoic and suppress these traits, as he knows they could lead to trouble. He also distrusts animals.

This character was born in Phaendar, to a family living in a dwelling that stood as a hotspot for fey; several house spirits occupied the building, while the work wilder fey could occasionally be found around the property. The character was fascinated by these inhabitants, and, after numerous failures, mangled to earn the capricious beings' interest.

I'll work on fleshing out the above background before submissions end.

I'm mindful of the recruitment's deadline, but I have a couple of questions for the GM before I come back with the mechanics for my submission: would you allow a Shifter to take the Shaping Focus feat? The Shifter is intended to be able to take Druid-exclusive feats, but this one was never future-proofed for another class gaining Wild Shape.

Alternatively, would dipping into the Druid class allow the character to advance Shifter Wild Shape with Shaping Focus? RAW, it looks like it should work, but that seems kind of cheesy, so I thought I'd ask.

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