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

Game Master Camris

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


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Has anyone heard from the gm? He hasn't answered my question, but also hasn't posted in some time.

Scarab Sages

1 person marked this as a favorite.

He's about dont worry, he may have just missed your question.


Here's the mechanical side of my submission. I'll return to this thread in a few hours; if recruitment hasn't closed, I'll compile this sheet and an updated backstory into a new alias.

Spoiler:
Ranton Edser
Male Human Shifter 1
---------
NG M Humanoid (Human) Shifter (Feyform Shifter) 1
Initiative: +1; Senses: lowlight vision; Perception: +5

--Defenses--
AC: 15 (10 + 4 Armor + 1 Dex), Touch: 11, Flat-Footed: 14
HP: 12 (10 + 2)
Fort: +4, Ref: +3, Will: +1

--Defenses (Fey Aspect)--
DR 1/ Cold iron
Constant: Concealment

--Offenses--
Speed: 20 ft.
Melee: 2 Claws +4 (1d4 + 6) or Scimitar (2h) +4 (1d6 + 9)
Ranged: Dart +2 (1d4 + 4)
CMB: +5, CMD: 16
Space: 5 ft., Reach: 5 ft.

--Statistics--
Str: 18 / Dex: 12 / Con: 14 / Int: 13 / Wis: 13 / Cha: 7
Base Attack: +1
Feats: Power Attack, Blind-Fight
Skills: Acrobatics +1, Bluff +1, Knowledge (Nature) +4, Perception +5, Survival +5
Traits: Indomitable Faith, Foxclaw Scout

GP: 8, 70 SP / 105

Equipment: scimitar, leather lamellar, darts x5, backpack, blanket, flint and steel, iron pot, mess kit, torches x10, rations (5 days), waterskin, dagger, backpack, rope (silk, 50 ft.), fishing kit

FCB: Skill Point x1

Alternate racial traits: fey magic, fey thoughts (bluff, use magic device), low-light vision

Note that the stats and feats are subject to change upon the GM's answer to my earlier question.

Good luck, everyone!


TheNine wrote:
He's about dont worry, he may have just missed your question.

Perhaps, but I haven't seen him make any posts in the meantime.

Though just in case he is hanging around (though, why hasn't he chimed in with a "I'm here" yet?),

I asked whether words of power were acceptable, and whether an ex-familiar or awakened animal would work. (finding games for the latter is quite difficult despite being particularly weak in many ways)


Updated my profile, and I switched to a feykiller hunter. Background slightly edited as well!

Grenwold Stats:
Hunter
Gnome hunter (feykiller) 1 (Pathfinder Player Companion: Legacy of the First World 13, Pathfinder Player Companion: Plane-Hopper's Handbook 26, Pathfinder RPG Advanced Class Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4 (+4 vs. disease and poison, +2 trait bonus vs. fey, plant, and forest-related diseases and poisons), Ref +4, Will +2; +2 vs. illusions, +2 racial bonus to resist death effects
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee bardiche +2 (1d8+1/19-20) or
. . longsword +2 (1d6+1/19-20)
Ranged shortbow +3 (1d4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks hatred
Hunter (Feykiller) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—feather step[APG] (DC 13), heightened awareness[ACG], summon nature's ally I
. . 0 (at will)—detect poison, grasp, guidance, mending
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Combat Reflexes
Traits chernasando hopeful, darkblight survivior
Skills Acrobatics +1 (-3 to jump), Climb +4, Handle Animal +4, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +6, Perception +6, Ride +5, Stealth +9, Survival +6
Languages Common, Giant, Gnome, Goblin, Sylvan
SQ animal companion (megaloceros (elemental) named Animal Companion), animal focus (1 minutes/day), fey fortitude, iron talons, nature training, nosophobia, vivacious
Combat Gear durable arrow (5); Other Gear studded leather, heavy wooden shield, arrows (20), bardiche[APG], longsword, shortbow, backpack, canteen[UE], flint and steel, spell component pouch, wooden holy symbol of Tanagaar, 7 gp, 4 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (megaloceros (elemental) named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fey Fortitude +2 racial bonus to resist death effects.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Iron Talons (Ex) One of you animal companion's attack natural is treated as cold iron for purposes of overcoming DR.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Turtle +2 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Vivacious Regain 50% more HP when resting, +1/2 caster's CL from healing spells.

Background Updated:
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.

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 were one of few families in his settlement that was devoted to Erastil instead of a gnomish deity or one of the Eldest, which Grenwold has continued to worship. Grenwold especially dislikes how the Darkblight has corrupted and destroyed 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.


I have a couple of ideas running through my head. I will have a submission in by the end of the day.

Liberty's Edge

I am going to withdraw from this one...lots of really great submissions. I wish you all luck


Submitted characters
Aemin Whitespark - Trisane_Imphawke LG Dwaf Cleric (Forgemaster) of Torag
Aria Dros - Slayde77 CG Tiefling Magus (Eldritch Archer, Hexcrafter, Fiend Flayer)
Arlen Ducote - caps NG Human Cavalier (Luring Beast Rider)
Barhador - hustonj NG Elf Hunter (Feral)
Big John - Darren Ehlers CG Human Barbarian
Brandeys Skycleaver - Saleem Halabi ?? Dwarf Spiritualist (Phantom Blade)
Brigham - Aldizog LG Human Cavalier (Emissary)
Brimon - pauljathome NG Halfling Oracle (Dual-Cursed)
Carthas Brambleroad - Phntm888 CG Half-Elf Alchemist (Bramble Brewer/Chirurgeon)
Darry Swiftfoot - TheNine LG Halfling Cavalier (Order of the Paw)
Durun "Ghosteye" - Faelyn CN Human Kineticst
Eilyne - Drogeney CN Humn Phytokineticist (Overwhelming Soul)
Elandra - Pirate Rob LG Human Inquisitor (Monster Tactician) of Erastil
Faerieth - Mark Thomas 66 N half-Elf Druid (Green Faith Initiate)
Grenwold Houtvester - Litejedi NG Gnome Hunter (Feykiller)
Isaura Prives - theasl CG Human Sorcerer (Wildblooded)
Jairdan Wynne - Me'mori ?? Human Priest or Fighter (Tower Shield Specialist)
Jak of Fangwood - johnygeeksheek CG Human Ranger
Jonah Morgan - The Emerald Duke NG Human Spirtualist (Phantom Blade)
Klymene Adrastreia - Hrothdane CG Human Brawler (Wild Child)
Korvak Sunsoul - Tharasiph LG Oread Monk (Master of Many Styles)
Liam the Wanderer - Ouachitonian N Human Alchemsit (Beastmorph/Vivsectionist)
Lucius Baradayne - The KGB N Hal-Elf Fighter
Morde Chai - Heilkon LN Human Hunter
Oren Arutan - Adhanadel N Human Shaman
Orimmath - psionichamster LG Dwarf Ranger
Paul Okapi - Patrickthekid CN Human Magus
Rae Tikkase - Jeremy Packer CG Human Alchemist (Ice Alchemist)
Ranton Edser - Pennate NG Human Shifter (Feyform)
Sildn Angmon - Icestormshadow NG Human Sorcerer (Wildblooded)
Unnamed - Raltus NG Human Bard
Sor Zhehhalel - Digger Chandler N Elf Rogue (Guerilla)

35 Submitted, 3 Withdrawn, 32 remain

Those with 2 links provided mechanics and character in different locations.

Class Breakout:
Alchemist 3
Barbarian
Bard
Brawler
Cavalier 3
Cleric
Druid
Fighter 2
Hunter 3
Inquisitor
Kineticist 2
Magus 2
Monk
Oracle
Priest
Ranger 2
Rogue
Shaman
Shifter
Sorcerer 2
Spirtualist 2

Dotted, with nothing I recognize as a submission:

Bristor
Cade Ravenhill
DMoogle
The Goblin
Interesting Character
J Scot Shady
JohnTheSavage
mellowgoth
rorek55
Tilnar


I'll submit this character later today or tomorrow when I've updated his profile to comply with the recruitment. He was originally made for a Price of Immortality campaign, so he's already from Nirmathas and his current history and mechanics won't be changing much. Will probably polymorph the orc that killed his father into a goblinoid. Human ranger archer, uses the Nirmathi Irregular archetype, only gets one favored terrain/enemy, replaces Wild Empathy with bonuses to perception and survival in forests, can prepare one more spell per level he can cast and can prepare one druid spell per day. Lots of wildernessy skills.


Wow that is a long list of applicants! I am seriously hoping the GM is willing to consider running two tables for this... or some other GM following this thread is willing to pick up a table... or something. Heavy competition!

Anyway, pretty much done with my submission. Realized I forgot to include background skills, so they have been added in. Good luck all!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Ooo, realized I forgot to include my alignment and it's too late to edit. Alignment is Neutral Good


Here is my submission (I will create an alias if selected):

Declan, the Bramble Knight

Link to Image

There was no fanfare or posturing nobles as Declan knelt in the grove and took his knightly vows. Rather there was the melodious chirping of birds, a gentle breeze rustling the leaves, and warm sunlight peeking through the branches overhead. As tradition dictated Declan planted the five seeds in the shape of an arrow while Father Shamus gave Erastil's blessing and crowned Declan's head with a wreath of wild flowers.

Crunch:

Human Warpriest of Erastil – 1
Age 20; Height 6' 1"; Weight 170 lbs
NG Medium humanoid (human)
Init +3; Senses Perception +2

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
Hit Points 9
Fort +3, Ref +3, Will +4

OFFENSE
Speed 30 ft. (30 ft in armor)
Melee Composite Longbow +3 (1d8+2/x2) B or dagger +2 (1d4+2/ 19-20/x2) P
Ranged Composite Longbow +4 (1d8+2/ 19-20/x2)P 100 ft or dagger +3 (1d4+2/ 19-20/x2) P 10 ft
Spells Prepared (CL 1st; concentration +3)
1st (2/day) — Divine Favor, Divine Favor,
0 (3/day) — Create Water, Light, Mending,

STATISTICS
Str 14, Dex 17, Con 12, Int 13, Wis 14, Cha 8
Base Atk +0 CMB +2; CMD 15
Feats (1 first level, +1 Bonus Race, +1 Bonus Class) – Point Blank Shot (1st Level), Empty Quiver Style (Bonus Race), Weapon focus (Bows) (Bonus Class),
Traits (2) – Fates Favored (divine), Ironfang Survivor (campaign)
Skills(2 level, 1 race, 2 BG) – Climb +6 (1 rank), K(Geography) +2 (1 BG rank), Profession (Farmer) +6 (1 BG rank), Survival +6 (1 Rank), Swim +6 (1 rank)
ACP: -1
FCB – Level 1 – 1/6 bonus feat
Languages(1) Common
SQ Aura (G), Blessings 3/day (Communal Aid or Holy Strike), Sacred Weapon (Bows)

Combat Gear – Studded Leather Armor (20 lbs, 25 gp), Composite Longbow (3 lbs, 100 gp), Dagger (1 lbs, 2 gp), Arrows x 40 37 (6 lbs, 2 gp),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp),, Scroll Case (1/2 lbs, 1gp), Scroll [Purify Food and Drink] (-, 12 gp, 5 sp), Wooden Holy Symbol ( -, 1 gp), Potion [Cure Light Wounds] (1 lbs, 50 gp)

GP: 4; SP: 3; CP:

Light Load 58 Medium Load 116 Heavy Load 175
Total Carried 33 lbs

=========================================================================== =============================================================

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1

Ironfang Survivor Gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Empty Quiver Style (link) While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.

Point Blank Shot (link) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Weapon Focus, Bows (link) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.

Spell Casting (Divine): A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

+++ Community, Communal Aid (minor): At 1st level, you can touch an ally and grant it the blessing of community. For the next minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action.

+++ Good, Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon)

Sacred Weapon At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon

Background:

In the rolling hills of the verdant Nesmian plains Declan’s family owned a prosperous tobacco farm about a half a day’s walk from the village of Phaendar. The family felt blessed by Erastil, the soil was rich and with hard-work the family’s future abounded with many prospects. Unfortunately, the continued conflicts with Molthune prevented the farm from reaching its potential. On many occasions the hostilities forced the family to abandon their home and burn the season’s crops as they withdrew.

This pattern continued, raid, retreat, return and replant for most of Declanl’s young life. Each time the family rebuilt with steadfast determination and hope for the future. That all changed when the Ironfang Legion struck with less warning than usual and caught the family in the middle of burning their crops. Declan’s entire family was slaughtered and Declan barely escaped with his life. Declan claims that he was led to safety by following an old elk through the enemy lines. Those who believed this account saw it as a sign that Declan was favored by Erastil.

With nowhere else to go Declan made his way to his older sister, Jyllia’s, homestead in Phaendar. As a result of his experiences Declan took a greater interest in Erastil's church and Father Shamus, the head priest of Erastil in Phaendar, took Declan under his wing treating him like a son. With Father Shamus’ help, the sprouting seed of resentment over his family's slaughter was uprooted and replaced with a love of community and cooperation, building upon the foundation of hard work laid by his parents.

Hoping to do more for his community, this past summer, Declan took upon himself the mantel of a Knight of Erastil. There was no fanfare or posturing nobles as Declan knelt in the grove and took his knightly vows. Rather there was the melodious chirping of birds, a gentle breeze rustling the leaves, and warm sunlight peeking through the branches overhead. As tradition dictated Declan planted the five seeds in the shape of an arrow while Father Shamus gave Erastil's blessing and crowned Declan's head with a wreath of wild flowers. Since then he enjoys doing what he can to help the community of Phaendar grow in spirit and prosperity.


Personality:

Declan is friendly, outgoing, and gregarious by nature. He would rather make a friend then an enemy, however he his quick to defend his friends and community. He is altruistic but is stern when necessary. While Declan is polite and well-mannered he isn’t afraid to speak his mind, which has led to trouble on more than one occasion. He has a wry sense of humor and is a lover of debate, archery, as well as smoking his pipe. His deep voice often gives advice in riddles, aphorisms, and metaphors with a knowing grin.

Appearance:

Declan stands a little over six feet tall with a lean but well-muscled build, he looks older than his years and carries himself with an air of confidence. He is good looking and lightly tanned with piercing green eyes. His face is covered by a perpetual 5 o’clock shadow and is framed by shoulder length light brown hair that always looks askew. Declan favors clothing in woodland colors and is usually clad in a well-made studded leather armor. He is never far from his longbow and on a belt at his waist is a dagger and an assortment of pouches.

Link to Image

Code:
The Knights of Erastil are gruff, strict traditionalists. They seek to preserve the integrity of rural life and communities. Their tenets include the following affirmations.

* My community comes first, and I will contribute to it all that I can. If I don’t give something back, who will?

* I must offer the poor in my community assistance, but I may not do the work for them—instead, I must teach them to contribute to the settlement. It is only through cooperation that a community grows strong.

* When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

* I keep to the old ways, the true ways. I am not seduced by the lure of money or power. I remember that true honor comes from within, not from the accolades of others.

* I remember that reputation is everything. Mine is pure and upstanding, and I will repair it if it is broken or tarnished. I stand by my decisions, and live so that none shall have cause to blame me.

*I show respect to my elders, for they have done much. I show respect to the young, for they have much left to do. I show respect to my peers, for they carry the load. And I shall carry it with them.

* I am honest, trustworthy, and stable. If I must leave my lands and community, before I go, I ensure that they will be tended in my absence. Even when duty calls, my duties to my home come first—letting them lapse makes me a burden on my people.


Just a quick side note change, Lucius is human now rather than half-elf; fit better with his background story.


The holiday weekend was really busy, and I know some people wanted more time to get their characters together.
So I'm pushing back decision time to Friday, 31-May.


On to Questions!

Volundr the Wild wrote:
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?

Just a sketch of the mechanical concept (race, class, main weapon), plus the basic characterization (alignment/personality).

Volundr the Wild wrote:
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.

No, this is not needed for selection.


Pennate wrote:
would you allow a Shifter to take the Shaping Focus feat?

Yes, go ahead.


Interesting Character wrote:
1) What about an awakened animal/ex-familiar (or perhaps a smart slime:)?

That would be allowed, though if I were a player I would not want to deal with the complexity.

Interesting Character wrote:
2) How about Words of Power?

No for this game.


Thank you houstonj for listing all applicants.
My god there's a lot of you...


DM-Camris wrote:

Thank you houstonj for listing all applicants.

My god there's a lot of you...

Yep... think that list would be 37 submitted, 3 withdrawn, 34 remain if you count the two that came in after his last round up.

Additionally there are 9 other dots for interest that don't have submissions of some kind yet.

Good luck with your selection... you have enough applicants for 6 tables of five folks and a 7th table for the 4 uber-players that "don't need a fifth".


You're back!

Well, I have a couple characters I'd like to play. Both of their games ended quickly, and obviously some changes will need to be made to the mechanics. All casters, cause physical ability is not their strong suit. Well, Zira has some physical ability, but still limited compared to everyone else.

One is an elf reincarnated as a tiger (via the spell). The other is a masterless familiar. I've also watched That Time I Was Reincarnated As A Slime and and thought the idea was awesome but was disappointed at all the things a slime could dl that they never did in the show (so far anyway).

I'm fine with the complexity, heck I run games, the complexity is nothing).

I present these three in case one of them fits better with how you'd like to start, though Stew would be my first choice if it makes no difference to you. Their backstories are adjusted a bit for the ap.

--- Zizi
Zizi was the familiar to a great wizard, though she ended up far smarter than even most familiars, and as a small cat her abilities were limited, but she saw that if she coukd learn magic, she would be on par with other people in terms of capability, unlike relying on her physical abilities, so on nights while her master slept, she studied her master's library and spent years developing what she needed to be able cast spells herself.

When her master died, her anger and drive to kill the one who did it allowed her to hold on to her magical nature. She managed to kill hobgoblin that killed her master, and fled jnto the night, escaping it's fellows.

Cat familiar, rogue/arcanist, neutral alignment

---Zira Moonwater
She was an elf once, and during a battle defending her village, she guarded some families fleeing into the woods and managed to kill the enemy squad tracking them allowing them to escape. A witch of the woods there had reincarnated her, being impressed by her bravery, but the spell being fickle, brought her back as a tiger.

She now has to adjust to being a non-humanoid, and relearn magic from the beginning due her inability to use standard sounds and gestures.

Arcanist/monk, lawful neutral

---Stew
Stew was an accident, an apprentice knocked over a shelf and whole bunch of ingredients went into the cauldron where a wizard was making a slime to clean up around the place. The result was Stew, a slime of unusual mental and magical ability.

Stew was once a curious slime, but simple in desires and pleasures, often having fun and goofing around. Until the Hobgoblins came and killed everyone she liked.

Since then, she has been driven to become a capable defender to protect others against such monstrous deeds.

Arcanist, lawful good (paladinish in behaviour, just not the class)

Grand Lodge

For clarity, I dotted but won't be submitting.


I submit Aldemaar, a human enchanter that has been acting as an emissary and advisor on continuous Nirmathas struggle with Molthurne.

He has been designed to act as a face and sage for the group, and provide buffs and some arcane battlefield control during combat.

Background:

Aldemaar has had a tough life defending Nirmathas’ freedom and independence in front of their neighbours of Molthune. The son of local Tamran politicians and mixed ethnicity marriage (his father is a Kellid while his mother is a Chelaxian), he has been very much involved in local administration and diplomacy since he has been a child.

Convinced that magic had a big role on leadership and holding the country together, Aldemaar’s parents gave him arcane studies from an early age. Although the constant wars with Molthune have prevented him from assisting to a regular school, he has been never deprived of a master as their parents moved around the country depending on the chances of the wave of war. That meant sometimes though he has not only studied under the lead of wizards, but he has also received lessons from druids and divine servants as his people hide in forests and other parts of Nirmathas wilderness, giving him a deep link with nature and animals in general.

When Aldemaar became an adult, he was sent to the southern frontline to fight with Molthune troops. Serving commanders as assistant and advisor, or acting as an emissary between different factions has made him understand the fierce character of his country and the people that inhabits it. Regretfully this has also meant he has lived the horrors of war very closely.

Some months ago Aldemaar’s group was assaulted and he saw the death of a close friend to him and many other people he knew and valued. Being himself badly injured, Aldemaar has retreated to Phaendar to recover at the house of one of his old masters. His recent loss and the close perception of death has given him thought that a more peaceful way to defend Nirmathas’ independence should be possible, and he is starting to think how to put his magical and diplomatic knowledge to use in that purpose.

That said, once the attacks starts, he will try to unite the people and will not hesitate to seek the defeat of the new menace. Because surviving is the first step to a prosperous peace.

Personality:

Aldemaar is an assertive personality with a natural charm and a quick mind to move people and conversation where it is of most benefit for him.

Although he is mainly moved to preserve Nirmathas and improve its well-being, the wizard has also a softness for wealth and influence that might bring him to both political and magical power.

Despite his knack for people, the man sometime seeks peace of mind surrounding himself with animals which he seems to understand sometimes even better than people.

Stats:

ALDEMAAR
Male Human (Kellid/Chellaxian) Wizard (Enchanter) 1
N Medium humanoid (Human)
Init +1 (1 Dex); Senses Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d6+2+1)
Fort +2 (0 class, 2 Con), Ref +1 (0 class, 1 Dex), Will +3 (2 class, 1 Wis) [-2 Will vs charms/compulsions when promised wealth or power]
OFFENSE
Speed 30 ft
Melee cold iron dagger -2 (1d4-2) 19/x2 slashing piercing cold iron,
Ranged crossbow +1 (1d8) 19/x2 piercing,
ray +1 (1d3) 20/x2 acid
STATISTICS
Str 7, Dex 12, Con 14, Int 18, Wis 12, Cha 14
Ability increments +2 Int (racial)
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (enchantment), Scribe Scroll, Alertness
Traits
Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Animal Friend: You've long been a friend to animals, and feel safer when animals are nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Animal Whisperer: You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.
Power-Hungry (drawback): You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Skills (1x7=7; ACP=0) Acrobatics +1 (1 Dex, 0 ACP), Bluff +6 (2 Cha, 1 rank, 1 trait, 2 enhancement), Climb -2 (-2 Str, 0 ACP), Diplomacy +9 (2 Cha, 1 rank, 3 class, 1 trait, 2 enhancement), Fly (3 class), Heal +1 (1 Wis), Intimidate +4 (2 Cha, 2 enhancement), K. arcana +8 (4 Int, 1 rank, 3 class), K. dungeoneering (4 Int, 1 rank, 3 class), K. local +8 (4 Int, 1 rank, 3 class), K. nature +8 (4 Int, 1 rank, 3 class), K. planes (4 Int, class), K. religion (4 Int, class), Perception +3 (1 Wis, 2 feat), Sense motive +5 (1 Wis, 2 racial, 2 feat), Spellcraft +8 (4 Int, 1 rank, 3 class), Stealth +1 (1 Dex, 0 ACP), Survival +4 (1 Wis, 3 familiar), Swim -2 (-2 Str, 0 ACP)
Background skills (1x2 = 2) Appraise +4 (4 Int, class), Craft +4 (4 Int, class), Handle animal +7 (2 Cha, 1 rank, 3 class, 1 trait), K. engineering +8 (4 Int, 1 rank, 3 class), K. geography (4 Int, class), K. history (4 Int, class), K. nobility (4 Int, class), Linguistics (4 Int, class), Perform oratory (), Profession miner (1 Wis, class)
Languages Common (Chelian), Hallit, Sylvan, Draconic, Dwarven
Favored class (wizard) HPx1

SPELLS
CL 1; Concentration +5
Opposition schools: Necromancy, Evocation
Level 0
Wizard - (at will; 3 prepared)
daze
detect magic
prestidigitation

Level 1
Wizard - (3/day)
charm person (Will 16)
obscuring mist
disguise self

SPELLBOOK
Level 0 (all except opposition)
resistance
detect magic
detect poison
read magic
acid splash
daze
ghost sound
open/close
mage hand
message
arcane mark
prestidigitation

Level 1 (7 known)
charm person (Will 16)
sleep (Will 16)
mage armor
obscuring mist
disguise self
enlarge person
shield

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Int
Eye for Talent Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists.
Arcane Bond (Ex or Sp): Familiar
Arcane School Enchantment (Opposition: Necromancy and Evocation)
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.

Quinqui (wizard familiar)
N Small animal (goat)
Init +1; Senses low-light vision; Perception +0
DEFENSE
AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 4
Fort +3, Ref +3, Will +2 (improved evasion)
OFFENSE
Speed 30 ft.
Melee gore +3 (1d4+2)
STATISTICS
Str 14, Dex 13, Con 12, Int 6, Wis 11, Cha 5
Ability increases: +2 Str (Eye for talent)
Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
Feats Nimble Moves
Skills Acrobatics +1 (+5 when jumping), Climb +6, Survival +0 (+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food
Skills from master: Bluff -2 (-3 Cha, 1 rank), Diplomacy -2 (-3 Cha, 1 rank), Fly (class), K. arcana -1 (-2 Int, 1 rank), K. dungeoneering -1 (-2 Int, 1 rank), K. local -1 (-2 Int, 1 rank), K. nature -1 (-2 Int, 1 rank), K. planes (-2 Int), K. religion (-2 Int), Spellcraft -1 (-2 Int, 1 rank)
Background skills (1x2 = 2) Appraise +4 (4 Int, class), Craft +4 (4 Int, class), Handle animal -2 (-3 Cha, 1 rank), K. engineering -1 (-2 Int, 1 rank), K. geography (-2 Int), K. history (-2 Int), K. nobility (-2 Int), Linguistics (-2 Int)
Acrobatics, Climb, Fly, Perception, Stealth, and Swim are class skills.
Special abilities:
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

EQUIPMENT
Worn
leather armor, 10 gp, 15 lbs (+2 AC, 6 max Dex, 0 ACP, 10% a. failure)

Weapons
club, - gp, 4 lbs
light crossbow, 35 gp, 4 lbs
10x bolts, 1 gp, 1 lbs

Waterproof bag
spellbook

Belt
Spell component pouch, 5 gp, 2 lbs
Earplugs, 3 cp (+2 vs sonic -4 Perception listen)

Bandolier 1 (1/8)
-

Bandolier 2 (0/8)
Acid flask [x1], 10 gp

Backpack
Silk rope, 10 gp (50' break 24 DC)
Torch x1, 0.05 gp

Gold earned: 70 (initial)
Gold spent: -10-35-1-5-0.03-10-0.05 = -61.08 gp
Gold remaining: 8.92 gp


Alright, I think I've got this profile completed and ready for consideration. I'm still going back and forth on the ability point distribution, I might drop dex a bit to get 12 Int for another skill point and better knowledge rolls. I dunno yet. I can generally post once or twice a day. I travel pretty extensively for work so it's possible I'll occasionally have a day or two without internet access.

Is "Fangwood Forest" an appropriate subject for the Lore Background Skill, or is that too broad?


DM-Camris wrote:
Thank you hustonj for listing all applicants.

Completely self-serving, I assure you.

Huge group. Not really any roles without multiple characters covering the potential need.

Rogue is surprisingly poorly represented, though I suppose the traditional trapfinder might not be as important in this AP. I would have expected more Shifters too, as this seems a PERFECT module for that capability set. Meh.


Funny you should mention rogue, as I was considering taking a level or two of it. Gets me the class skills I need and it fits thematically with what I’m going for


Sorry for the delay, Camris -- as promised, one Arrowsong Mistrel. Mechanically, thinking Yaron will probably stay single-classed bard -- though there's a bit of temptation to dip a toe into Arcane Archer (but don't really want to slow the spells and bardic progression).

Yaron Oravar
NG Half-Orc (Chelish) Bard (Arrowsong Minstrel) 1
Medium Male Humanoid (Human, Orc)
Init: +3, Senses: Perception +4 [+6 for hidden items], Low-light Vision
Deity: Ketephys
Age: 21 Birthday: 17 Desnus

Description:

Yaron stands half a hand above six feet, with long, lanky limbs and a compact frame that is far more reminiscent of elven blood than orcish. Waves of whisps of black hair frame his face, spilling down to touch his shoulder blades, shining with the smallest hint of green in the light. The darkness of his hair is a marked contrast to the pale skin of his face, as does the golden hawk tattooed across his left eye, and the silver crescent moon and star that starts behind his right eye. The curve of the crescent follows an old, faded scar, and highlight the raised cheekbones of his Chelish ancestry, even as the hawk's wings and talons cover other faded marks, and accentuate his hooked nose. His pale green eyes are the colour of aged jade, and reflect the kindness of a smile that reveals only the tiniest hint of tusks.

Backstory:

Yaron was born and raised in a small homestead in the Tourondel Marches, near the interesction of the Lastwall, Belkzen and Nirmathi borders.

His mother, Vaerya was a half-elf, and a former Knight of Lastwall, trained at the War College at Vigil before being stationed at Castle Everstand. His father, Mokosh, was a half-orcish skald, and one of the founders of a small "tribe" of Belkzen rejects -- weakbloods like himself, females who sought to study war or magic without declaring themselves male, and any other strays who could carry their weight -- who banded together to push back against the stronger tribes n the area. They met when Vaerya was leading a patrol to find a warband which had been striking at Everstand's supply lines and came across the small tribe. Her men were quick to blame the band of (mostly) orcs, but Vaerya stopped them when Mokosh ordered his band to surrender... which, at least, bought him enough time to explain that they were also victims, and looking for the same warband. A truce was offered (both to make use of the strength of allies and to keep an eye on the orcs), and together, they hunted down the actual Bearslayers who were looking to gain fame, fortune and challenge their Chieftan. Vaerya led Mokosh and his group back with them to Everstand, Lastwall needing all the allies it could find... and there was certainly something about that skald, also.

However, Vaerya's position at Everstand was tenuous even in the beginning -- she was an outsider from far off Vigil, part of the elite War College crowd. Which is to say, she wasn’t a real soldier who’d spent her life dealing with orcs, one who knew how things really were... Her position was only made worse by trying to bring what was, essentially, a tribe of orcs "inside" the walls, even if they represented more swords, more magic, and better intelligence. And, it didn’t help that there was a growing sentiment at Everstand -- one that reached up to its leadership – that was far more about taking revenge and striking back against the orcs than defending Lastwall's people and sovereignty.

It was less than a year after she brought Mokosh to Everstand that he told her that he was bringing his people south into Nirmathas, where they could live freely, without being subject to near-constant scrutiny. She was surprised when he asked her to join them, as he’d seen the way she was being ostracized and pushed to the outside... and, to be honest, he’d developed real feelings for her in having seen the way she weathered those slings and arrows, and the long conversations they’d shared (in part because nobody else wanted to socialize with them). She was even more surprised when she heard herself say yes.

Yaron was born three years later. To him, his mother was a hunter, soldier, the captain of a small band of mostly-orcish irregulars who fought to protect other farmers. She showed him the old ways, the elven ones that she barely remembered from her own childhood, hunting in twilight with nothing more than a bow and skill. He knew his father was also warrior -- or, had been one, at least -- but he was mostly a scholar and teacher, a teller of tales and one who could be counted on to keep a level head in mediating conflicts between neighbours. It was a pleasant childhood, at least to his memory, with his parents shielding him from the worst of the stories and evidence of attacks and raids – whether they be orcish, goblin or bandit in origin. Each of them would spend time away from home: his mother off to lead her troops against whatever bad folk were hurting the locals or choking off trade, his father to go to the towns, earning coin by performing and selling wares, and bringing back the supplies that were harder to grow or scavenge themselves.

He was twelve when the attack came that changed his life. The Ironfang goblins had been learning from their past attacks, and this time, they feinted with a part of their force to draw the militia into position, and then striking from their rear with force. The tactic was perfectly executed, and broke the miltia, killing more than half of them. The local defenders broken, the Ironfang began looting the homesteads, splitting up into smaller groups to claim supplies, livestock, slaves and other spoils of war before the irregulars were reinforced. When they came to his home, Mokosh told Yaron to hide, to avoid being taken or killed. He obeyed – partially – hiding in the loft to see what was happening instead of finding a place of safety. He was surprised to see his father stand before the hobgoblins, chanting an orcish warsong as he stepped forward and began hewing them down with his greataxe. The boy watched mesmerized as his father’s strikes seemed to keep pace, and draw energy, from his chant, and, for a moment, the boy thought his father might win – one against a dozen – until their leader shouted orders in goblin and they began to surround and harry Mokosh. Yaron burst out of his hiding spot, rushing toward his father, but he didn’t make it before his father fell… though the goblins were kind enough to let the boy close to his father, entering the ring they’d made, before they started to attack… toying with him, making shallow, painful cuts with their weapons across his arms, torso, and even his face before it was, finally, mercifully, over…

Still, it didn’t end the way that anyone in the circle expected – with a dead child’s bloodied body falling over his father. Instead, it was the goblins who fell from a sudden rain of elven arrows as a small pack of local hunters kept the promise they’d made to a dying Vaerya. They were quick and efficient in their ambush, even managing to save Mokosh’s life, partially from his innate orcish toughness, and partially from the use of a healing poultice one of the goblins had carried.

Yaron’s nightmares started that day… they came nightly, with the boy reliving every swipe of the blade, every cut -- both witnessed on his father and himself.

They continued even as Mokosh moved himself and his son away from the site of their loss and anguish, following the elven hunters to their own camp in the woods. They continued even after both father and son were fully healed, and despite Mokosh's assurances that he was fine. They continued even as the elves (and the few moved around the Fangwood, drifting, looking for They continued as the skald tried to fill his son's head with the stories of all the times that evil had been beaten back by heroes.

They continued until Yaron, now with the height of a man, started to work with the bow, not to hunt, but to fight -- taking up the weapon that had saved him. Whether it was the exhaustion of the training that the hunters gave him, or finally the sense of no longer feeling powerless, Yaron slept through the night for the first time in more than a year... and, while the nightmares didn't end immediately, they were losing their hold on him, coming less often, and far less severe.

It was here, learning the bow from the elves, that Yaron was able to start healing. He went so far as to cover the scars of the attack with orcish tribal patterns, and the marks of an elven hunter on his face. Finally, two years after the attack, he was able to look upon his reflection and see a man, and not a victim.

And it was then, the scars covered, that he also started to find himself again -- feeling joy, releasing the fear and the mindless hate that had replaced it (even if it was an ally). And finding even more strength in that joy, realizing that it was a better armour against the terrors of the day than any other (which is to say, he finally started thinking on and hearing his father's words). He threw himself into learning from his father, not the tales of war and heroes, but the ways to make people laugh, both in story and in action.. and did so with even more passion than he took up the bow.

He was just shy of twenty winters when both he and his father left the elves -- Mokosh, no longer living in fear of losing his son, to seek the surviving members of his 'tribe', and hopefully bring them back together, and Yaron, to travel from village to village, town to town, to bring joy to those living in fear, in exchange for a meal, a roof and a bath... and raising his bow, as needed, in defense of those same people. It was a year later that he'd gotten word that his father, and his fellows, had settled in Phaendar.. and thought that it sounded a good place to visit... and there were probably some fine audiences to be found during the Market Festival.

Defense:

Initiative: +3
AC 16, Touch 13, Flat-footed 13, CMD 14
(+3 armor, +3 dex)
Special: +2 AC (dodge) v. goblinoids
HP 10 (1HD) {9+FC}
Fort: +3, Ref: +7, Will: +4

Offense:

Speed: 30 ft. (6 Squares)

Melee:
Cold Iron Shortsword +1 (1d6+1/19-20) [Piercing]
Dagger +1 (1d4+1/19-20) [Slashing, Piercing]

Ranged:
Dagger +3 (1d4+1/19-20) [Slashing, Piercing], 10' range increment
-- +4 (1d4+2/19-20) within 30' feet (Point Blank)
Shortbow +3 (d6/x3) [Piercing], 60' range increment
-- +4 (1d6+1/x3) within 30' feet (Point Blank)
Base Atk: +0, CMB: +1

Special: Dusksight (re-roll miss chance for cover in dim light)

Statistics:

Str 13, Dex 17, Con 13, Int 10, Wis 10, Cha 15
Base Atk: +0, CMB: +1, CMD: 14

Feats:

Normal Progression: Point Blank Shot

Traits:

Ironfang Survivor (Campaign)
Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Fate's Favored (Faith)
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Skills:

Trained Adventuring Skills (7 per level)
Diplomacy [+6] = 1 rank + 2 Charisma + 3 Class Skill
Escape Artist [+6] = 1 rank + 3 dex + 3 Class Skill -1 AC
Knowledge (Local) [+4] = 1 rank + 3 Class Skill
Perception [+4] = 1 rank + 3 Class Skill
-- Find Hidden Items [+6] {Scavenger Racial Trait}
Sense Motive [+4] = 1 rank + 3 Class Skill
Stealth [+6] = 1 rank + 3 dex + 3 Class Skill -1 AC
Use Magic Device [+6] = 1 rank + 2 Charisma + 3 Class Skill

Background Skills
Perform (Comedy) [+6] = 1 rank + 2 Charisma + 3 Class Skill
Perform (Dance) [+6] = 1 rank + 2 Charisma + 3 Class Skill

Languages:

Common, Orcish.

Class Abilities:

Arcane Archery
An Arrowsong minstrel's skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them. In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell's somatic components even when using a bow in both hands (though not other ranged weapons).
-- Spells added to list: gravity bow, longshot, shocking grasp.

Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance (ooooo o)
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 6 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
-- Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
-- Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Cantrips
You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Diminished Spellcasting
An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard's spellcasting.

Half-Orc Racial Traits:

+2 to one ability: Dexterity
Normal Speed: Half-orcs have a base speed of 30 feet.
Medium: Humans are medium sized creatures and have no bonuses or penalties due to their size.tacks with the bonus granted by halfling luck.
Orc Blood: Half-Orcs are treated as both orcs and humans for effects based on race.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Dusksight: Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
Sacred Tattoo:Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Spells:

Spells Known: 4 -- 2/0/0/0/0/0
Spells Per day: Cantrips + 1/0/0/0/0/0
Caster Level: 1 -- Concentration: +3

Cantrips - (DC 12) - Detect Magic, Light, Message, Prestidigitation.
1st - (DC 13) - Abundant Ammunition, Gravity Bow.

Gear:

Carried/Equipped
traveler's outfit [5 lbs]; studded leather armor [20 lbs]; arrow (x20) [20 x .15 lbs]; dagger [1 lbs]; cold iron sword, short [2 lbs]; Shortbow ; Spell Component Pouch [2 lbs]
Backpack, Common [2lbs + contents] : { Bedroll [5]; Waterskin, Filled [4]; Rations, Trail (x3) [3 x 1] ; Mess Kit [1]; ]

Coinpurse: 16gp, 11sp, 10cp

Current Load: 50 lbs (Light)

Light Load 50, Medium Load 100, Heavy Load 150


Man i see so many good entrants. Good luck on choosing Camris.


Forest_Hunter wrote:
Is "Fangwood Forest" an appropriate subject for the Lore Background Skill, or is that too broad?

Yes it is legal for the Lore background skill.


Emerald Duke wrote:
I am seriously hoping the GM is willing to consider running two tables for this... or some other GM following this thread is willing to pick up a table... or something.

I'm afraid it's going to be a single table for me. I have tried multiple tables, and I just don't have the mind for it.


2 people marked this as a favorite.
DM-Camris wrote:
I'm afraid it's going to be a single table for me. I have tried multiple tables, and I just don't have the mind for it.

I would rather miss a good table than get on a bad one.


1 person marked this as a favorite.

DM-Camris said he would be making his decision sometime tomorrow. It is about my bedtime, so, the "final" application list as I see it.

Submitted characters
Aemin Whitespark - Trisane_Imphawke LG Dwaf Cleric (Forgemaster) of Torag
Aldemaar - Balacertar N Human Wizard (Enchanter)
Aria Dros - Slayde77 CG Tiefling Magus (Eldritch Archer, Hexcrafter, Fiend Flayer)
Arlen Ducote - caps NG Human Cavalier (Luring Beast Rider)
Barhador - hustonj NG Elf Hunter (Feral)
Big John - Darren Ehlers CG Human Barbarian
Brandeys Skycleaver - Saleem Halabi NG Dwarf Spiritualist (Phantom Blade)
Brigham - Aldizog LG Human Cavalier (Emissary)
Brimon - pauljathome NG Halfling Oracle (Dual-Cursed)
Carthas Brambleroad - Phntm888 CG Half-Elf Alchemist (Bramble Brewer/Chirurgeon)
Darry Swiftfoot - TheNine LG Halfling Cavalier (Order of the Paw)
Declan, the Bramble Knight - Cade Ravenhill NG Human Warpriest of Erastil
Durun "Ghosteye" - Faelyn CN Human Kineticst
Eilyne - Drogeney CN Humn Phytokineticist (Overwhelming Soul)
Elandra - Pirate Rob LG Human Inquisitor (Monster Tactician) of Erastil
Faerieth - Mark Thomas 66 N half-Elf Druid (Green Faith Initiate)
Forest_Hunter - Crisischild NG Human Ranger (Nirmathi Irregular)
Grenwold Houtvester - Litejedi NG Gnome Hunter (Feykiller)
Isaura Prives - theasl CG Human Sorcerer (Wildblooded)
Jairdan Wynne - Me'mori ?? Human Priest or Fighter (Tower Shield Specialist)
Jak of Fangwood - johnygeeksheek CG Human Ranger
Jonah Morgan - The Emerald Duke NG Human Spirtualist (Phantom Blade)
Klymene Adrastreia - Hrothdane CG Human Brawler (Wild Child)
Korvak Sunsoul - Tharasiph LG Oread Monk (Master of Many Styles)
Liam the Wanderer - Ouachitonian N Human Alchemsit (Beastmorph/Vivsectionist)
Lucius Baradayne - The KGB N Human Fighter
Morde Chai - Heilkon LN Human Hunter
Oren Arutan - Adhanadel N Human Shaman
Orimmath - psionichamster LG Dwarf Ranger
Paul Okapi - Patrickthekid CN Human Magus
Rae Tikkase - Jeremy Packer CG Human Alchemist (Ice Alchemist)
Ranton Edser - Pennate NG Human Shifter (Feyform)
Sildn Angmon - Icestormshadow NG Human Sorcerer (Wildblooded)
Stew - Interesting Character LG Slime Arcanist (3 of 3)
Sor Zhehhalel - Digger Chandler N Elf Rogue (Guerilla)
Unnamed - Raltus NG Human Bard
Yaron Oravar - Tilnar NG Half-Orc Bard (Arrowsong Minstrel)
Zira Moonwater - Interesting Character LN Reincarnated Tiger Arcanist/Monk (2 of 3)
Zizi - Interesting Character N Cat Familiar Rogue/Arcanist (1 of 3)

That's 39 submitted PCs by name, with 40 different characters submitted by what appears to be 37 different people.

Class Breakout:

Alchemist 3
Arcanist 2
Barbarian
Bard 2
Brawler
Cavalier 3
Cleric
Druid
Fighter 2
Hunter 3
Inquisitor
Kineticist 2
Magus 2
Monk
Oracle
Priest
Ranger 3
Rogue 2
Shaman
Shifter
Sorcerer 2
Spirtualist 2
Warpriest
Wizard


Pennate here. This is my final submission.


1 person marked this as a favorite.

OK, Recruitment is now closed to new submissions.

Grand Lodge

Hey sorry I never added a Name to my Bard, I like the idea of her being a chronicle and healer.

Nadine Quickquill is what I will name her. Hope that helps, good Luck GM


DM-Camris wrote:
Emerald Duke wrote:
I am seriously hoping the GM is willing to consider running two tables for this... or some other GM following this thread is willing to pick up a table... or something.
I'm afraid it's going to be a single table for me. I have tried multiple tables, and I just don't have the mind for it.

Heh, it is no problem. Good luck making selections!


2 people marked this as a favorite.
hustonj wrote:
DM-Camris wrote:
I'm afraid it's going to be a single table for me. I have tried multiple tables, and I just don't have the mind for it.
I would rather miss a good table than get on a bad one.

Then it’s settled. DM Camris will run a singe, 40-player table.

Roll for initiative.


Who knew that fully 10% of the population of Phaendar were budding adventurers? What a coincidence, right?


Not really, every kid is a budding adventurer that will likely be stomped into the ordinary folk mold. Phaender just has lots of kids right now. :)


I would like to change my character's feat from Two Weapon Fighting to Eschew Materials.

Anyways, best of luck to all who submitted.


GM - sorry for the late notice but I’ Going to withdraw from this recruitment. Best of luck, you have a lot of good applicants!


3 people marked this as a favorite.

First I would like to thank everyone who expressed interest in our game.
I am grateful for the real effort you all made to create a character in order to join, and cutting your very interesting characters is very painful.
I was briefly tempted to take 8 tables, but I had to cut everyone down to one overmanned table of eight. I just couldn't cut any further.

====================================================
That said, I would like to invite to our game:

"Arlen Ducote" - caps NG Human Cavalier (Luring Beast Rider)

"Big John" - Darren Ehlers CG Human Barbarian

"Darry Swiftfoot" - TheNine LG Halfling Cavalier (Order of the Paw)

"Durun "Ghosteye"" - Faelyn CN Human Kineticst

"Elandra" - Pirate Rob LG Human Inquisitor (Monster Tactician) of Erastil

"Faerieth" - Mark Thomas 66 N half-Elf Druid (Green Faith Initiate)

"Sor Zhehhalel" - Digger Chandler N Elf Rogue (Guerilla)

"Yaron Oravar" - Tilnar NG Half-Orc Bard (Arrowsong Minstrel)

Congratulations to you all!

Now, recruits complete your builds and report to the Discussion board. We'll see about your game entry there.


Darn it, caps... that is what, three times now? ;)

Good natured ribbing aside, congrats all and good luck!


Have fun!


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

Sorry Emerald Duke! I'm not doing it on purpose!


Ah, well. Such is life. Happy gaming, everyone!


With at best a 1/4 chance, a lot of folks were bound to be disappointed. Have fun with it, it’s pretty brutal!

Silver Crusade

Good luck everybody.

I think maybe this AP isn't for me :-(. Last night we TPK'ed in book 4 :-(.

Whatever you do, when you're down in the <deleted> make SURE that you watch out for the <redacted>, its a doozey :-(


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So..... Someone else start up a second table using some of us that didn't make it =)


Congratulations, all! Have fun!


Saleem Halabi wrote:
So..... Someone else start up a second table using some of us that didn't make it =)

I second this. And third and fourth it too. :)

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