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

Game Master Camris

Part 3: CRADLED IN STONE
The refugees need a place to call home, however temporarily, and it needs to be somewhere secure.
A set of caves in the area offers multiple opportunities, including concealment, food, and water, in addition to some wealth.
Aubrin vaguely remembers a troglodyte tribe called the Children of Stone that often harassed—and feasted upon—Chernasardo Rangers in the area during her time. Aubrin recalls the creatures—and their secure home—and asks the party to investigate the location as a possible long-term home.
ROLL20 TACTICAL MAP
Google Play Tactical Map
Southern Fangwood regional map


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Interesting Character wrote:
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. :)

I’m down.


I'm down with that as well.


9 people marked this as a favorite.

It just so happens this was on my list to run, and I came in here to see how it was proceeding. Wow, plenty of interest is an understatement.

I’ll have a thread up later tonight.


As would I!


1 person marked this as a favorite.

Additional volunteer judges are ALWAYS appreciated.


2 people marked this as a favorite.

Hey, Camris said you were looking for a replacement? If that’s the case, I’m available and interested!


RE-RECRUITMENT OPEN

This Adventure Path begins in the Wilderness of the Fangwood Forest. You may be longtime residents, injured veterans recuperating fromt he war, or trappers and farmers who arrive to sell their wares, catch up with friends or stock up for the season, only to find themselves set upon by a merciless enemy and scattered into the forest!
We are recruiting to replace some players who have dropped out along the way.
Currently we have:

Arlen Ducote; Male, Human Cavalier (Luring Cavalier/Beast Rider) L2
Darry Swiftfoot; Male, Halfling Cavalier (Order of the Paw) L2
Faerieth; Fem, Druid (Green Faith Initiate) L2
Yaron Oravar; Male, Half-Orc Bard (Arrowsong Minstrel) L2

We are recruiting for one Arcane Caster.

Character Creation:

- 20 point buy, 2nd level.
- Core Races are MUCH preferred in this AP, but almost any other race (except Hobgoblins) can be considered. Just make sure you have a VERY good backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed. Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign from the Ironfang Invasion Player's Guide. You can take another trait if you take a drawback as well.
- Max HP at first level, Average+1 on subsequent levels.
- Starting Character Wealth=Average.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be in Phaendar for the Market Festival.
- Half of the AP will be very outdoorsy.
- No Evil alignments.
- No firearms.
- The Core and APG are a must, Ultimate Wilderness is VERY handy.

- Background Skills rule is from Unchained is available if you can access it.

Table Rules:
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters/basic combat attacks.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.

To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.

I aim to select in a week/10 days; so December 6 is my target.
Good luck!

F.A.Q. section:

Bristor wrote:
Are you only running the first book? Or a "wait and see how it goes"? Or the whole thing?

I read ahead a bit, and the whole AP looks like an Action/Adventure movie. So I think we'll go the distance on this one.

Barhador wrote:
I need to know if you are allowing people to start with self-crafted items, whether any possible, only those they can succeed at on a Take 10, or none at all.

I would say no to starting with self-crafted items.

After start you are free to craft whatever. I can't guarantee there's a lot of down time or the use of a forge; at least the first module or two.

Barhador wrote:
add the Feat Tax rules to the question list

No, I'm not changing the Feat system in this game.

Klymene wrote:
Brawlers are proficient with short swords and handaxes, yet their brawler’s flurry feature doesn’t let them flurry with them for some reason. Would you be willing to houserule it that they can?

Yes, that is alright with me.

Johnthesavage wrote:
Is it a hard or soft no to hobgoblin PCs?

Hard no to hobgoblin pc's.

pauljathome wrote:
I am currently playing this Adventure Path in a Home Campaign... Is that sufficient to preclude me participating?

You’re OK to try out with everyone else.

theasl wrote:
how by-the-book do you usually play animal companions with regards to things like player/DM control, handle animal checks, etc.?

Generally by the book. Players run their companions, unless they get bespelled or their morale breaks.

pauljathom wrote:
Do you have any guidelines on how tweaked out/powerful characters you are hoping to see?

It's not a problem at low levels. Just play the build you want to have fun with.

If it becomes a problem (often it happens at high levels) I reserve the right to retroactively correct the problem.

pauljathom wrote:
For example, are options like Desna's shooting star and the Orc Hornbow acceptable.

Yes, you can do those. You risk becoming a glass cannon but go ahead.

icestormshadow wrote:
I'm making a Sylvan Sorcerer, may i use the Draconic Companion Archetype for my Giant Vulture Companion?

Yes. Bring on your vulture/dragon.

Quote:
What about an awakened animal/ex-familiar (or perhaps a smart slime:)

No.

Quote:
How about Words of Power?

Also no.

Quote:
How many PCs are you looking to run with?

4-5 is ideal, maybe one more.

Silver Crusade

I have a gnome caster. Would you be open to the psychic?

Otherwise he will likely be an arcanist or psychic sorcerer.

Trait would be blight burned.

Radiant Oath

I'm interested. Is the magus enough of an arcane caster, or the witch? Or are you really looking for a sorcerer/wizard?


Interest is there, I’d love to play this. I have a half elf bonded witch I wouldn’t mind adjusting to the game. Shouldn’t be overly complicated adjusting the idea, would take the unbreakable survivor trait.


Interested! I have an idea for a wizard that I think would be fun for this campaign.

Silver Crusade

Actually, the character may be better if I stick with human for a few reasons.


I’ve got a cool idea for a tattooed sorcerer, but i am gm’ing this on the forums for some friends. Is that an issue? We’re just about into book 2.


Oooh! I think a Silksworn Occultist can play that role well, if you're open to it. They'll be INT-based, and able to cover knowledge skills in addition to casting (battlefield control, buffing, divination, etc).

If so, the Occultist doesn't list a FCB for Aasimar. How do you feel about them getting the FCB of their parent race (e.g. human-aasimar gets human FCB, halfling-aasimar gets halfling FCB)?

----EDIT----

Also, can you say more about how you'd expect us to join the party? Are fellow survivors from Phaendar? Should we pick a campaign trait as one of our traits (and if so, do some of them need to be modified at this stage in the story)?

Thanks!


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Rough character idea: Pig farmer/Wizard

Didn't have the means to study magic when he was a young man, but did manage to scrape enough over the years to send one of his kids to be apprenticed. Now the kid has been teaching their old man the basics by correspondence.

More recently he's lost his farm to the invasion, so he's set to go forth and defend his homeland. Is concerned about the fate of his other kids (who stayed closer to home and are also farmers and the like)

Personality-wise, he's a bit gruff and grumpy, but he'll step up to do what needs to be done.

Silver Crusade

actually in a similar vein to the 6th level casters, would a mesmerist be acceptable? If not its fine, but I've not had the chance to really try one out. Figured I'd ask.


Was super easy to adjust, here’s my application. Khik an unassuming half elf witch with a fancy ring. I am more than willing to adjust ideas to fit the story if need be.

Khik Ardrahand statblock:

CG Male Half-Elf (Humanoid) Witch (Bonded Witch) 1
Init +1; Senses (2*)Perception +13 lowlight vision
-------------------- 
Defense 
--------------------
AC 11, Touch 11, Flat-Footed 10 (+1 Dex)
HP 16 (2d6+4(fc)+2(con))
Fort +1; Ref +1; Will +5, immune to magic sleep effects and get a +2 racial bonus, against enchantment spells and effects.
-------------------- 
Offense 
--------------------
Speed 30 ft
Ranged - crossbow +2/1d8
-------------------- 
Statistics 
--------------------
Str 10, Dex 12, Con 13, Int 18, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 11
Feats: Skill Focus (perception), Extra Hex
Racial traits: Lowlight Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multitalented (Witch & Rogue), Languages

Background Skills: (2)*appraisal+9, (2)*Craft Ring+9
Adventuring skills: (2)*Know arcana+9, (2)*Know Nature+9, (1)*Know Local+8, (1) *Know Planes+8 (2)*Spellcraft+9, (1)*Heal+6, (1) UMD +4
(*=class skills)
Languages: Common, Elven
Traits: unbreakable Survivor, Hedge Mage
SQ: Bonded Item: Ring, Shadow Patron, Hexes (evil Eye, Fortune, Cackle)
Favored Class +1hp

Spells: (extra spells per INT 1-4 +1)
Cantrips 3 prepped/-Detect Magic, Stabilize, Read Magic, Message
1st lvl 2 prepped: (Bonded Item) Shield, Mage Armor, Charm Person, Burning Hands
2nd NA
3rd NA
4th NA

Known Spells:
All cantrips
1st: Burning Hands, Charm Person, Comprehend Languages, Shadow Trap, True Appraisal, Mage Armor, Ear Piercing Scream, Silent Image, ray of Enfeeblement, Cure light wounds

Combat Gear: crossbow, Bonded signet Ring
Other Gear: a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
Signet ring
Masterwork Craftsman’s tools

180-21-50-55-5= 50 gold

Backstory + character information:

Khik was born and raised in Kassen, a young half elf who made a living trading. He found himself capable in it and over the years he got very good and finding the best deals. His memory and ability to think ahead made things easy for him. It was especially helpful when he knew which way to throw money at problems. A greased palm here, a tribute there and he was able to navigate the rivers of Nirthmas with ease. Selling his wares on he small boat with his brother Adric they were able to make a good living. Any by the time he was 20 he had learned and picked up all sorts of skills and knowledge that made knowing what he add and where to sell it all the more profitable.

However one day 5 years ago while sailing his boat was waylaid by bandits, those that wanted in on the source of coin and wanted to make a name for themselves. The boat capsized and him his brother and the sailors aboard they had hired all went in the water. Barely managing to survive he woke up downstream without a thing. He wandered towards the nearest town hoping to make it alive. But on his journey he came upon a dead man a sword plunged in him sticking him to a tree. Curious and desperate he searched the man and found a ring, simple but engraved with the faintest of runes he toke what little he had in rations and water along with the ring and moved along.

As he slept that night he had fitful dreams, but nothing more. The next day he arrived in Phaendar. It was here he’s been working his craft seemingly as a merchant and jewel red the last few years trying to earn enough money to make find a way to go back and see if he can find his brother. The small town quickly becoming a second home for him. However as the last five years have gone on he’s heard whispers in the back of his head promising the power to help him, if only he can forge the ring into something greater.

Personality: Quiet, cautious, but fun loving Khik is very much a fun loving individual. Though the attack dampened his optimism and his outlook on life he stands resolute. He tries to see the best in people and thinks most people have a story to tell. However since what happened he has developed a bit of a grudge against people who might be considered sadistic, after the way the bandits attacked his boat.

Goals: He wishes to find his brother hopefully one day, go back to Kassel and let his parents know he is ok, and if possible gain enough money to investigate the murmurs that tell him to enchant the ring.

Build Idea: my idea is to be a debuffer and buffer for the party, with some spells for possible situations that may come up. I also want to invest in item crafting a little bit. My interpretation of the bonded with means that they gain the item creation feat as well as the bonded item. If not it’s fine as I’ll still invest in craft ring along with a couple others possibly.


Still working on the crunch, but here’s my character submission for Hallidan the arcanist. Concept is a farmboy who learned magic through family tradition, which explains why his methods are so different from a typical wizard. And while he himself is good-aligned, perhaps the dark rumors in Phaendar about his family’s magical tradition are not entirely unjustified.


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This is Rabscuttle's submission:
Iosef Vulcar: NG Human Wizard 2

Background:

Iosef was born to poor pig farmers and a had a hard childhood. Although he loved hearing about tales of wizards and longed to be one himself, there was not enough money and always more work to do, so his dream had to remain just that. As he grew he scrounged what education he could, borrowing books and pestering visitors who stopped in the local town.

As the years went on, he married a local girl, Florina, and took over running his parents farm after they passed away. Together they had four children - Jaela, Petro Eduard, and Sanda. As the children grew up, Iosef could see that Petro had the same yearnings that he had, and as Iosef was better off than his own parents had been, scraped together enough to be able to send Petro to apprentice to a wizard in Tamran.

More years passed and the children all grew up. Jaela , Eduard and Sanda left home too, although remained in the area (Jaela married a cattle farmer, Eduard works with crops and Sanda is a barmaid at the tavern) Petro, now a proper wizard, went further afield, but he knew of his father's childhood dream and decided to try to teach Iosef magic remotely. This was not without difficulties, as communication was done via an unreliable post and on occasion a more reliable but less wordy Sending spells. But Iosef worked hard and eventually learned basic magic.

A few winters ago, Florina took ill and died. Since then Iosef has become a little less outgoing and a little more irritable at the world, although he won't hesitate to do what he thinks needs to be done. He still loves his children, and keeps a collection of their gifts and momentos with him at all times.

Since the hobgoblin attack at the festival, he is concerned with finding out what happened to his children, and wanting to make the land safe again.

Crunch is in profile, but basically a Conjuration wizard.

question: do you want to do age effects on stats? Iosef would count as middle-aged, I've built him ignoring age effects, but I'd make some minor adjustments if you want to include them.

Radiant Oath

Diane Ghema

Backstory:
Diane was born to elven parents in Nirmathas. Her parents had been exiled from Kyonin for some unknown crime, the details of which they never had a chance to tell her. They tended a little farmland, and raised Diane until they were slaughtered by Ironfang legionaries ten years ago. Her parents died ensuring that Diane escaped into the woods. Diane survived on her own in the woods as a child for nearly a month, knowing which berries to eat and so on.

Hungry and desperate, Diane stumbled onto the home of a human witch, Grandmother Teresa. Teresa took one look at the poor girl and took her in as though her own daughter, raising Diane for the last decade of elven childhood and teaching her witch magic. Teresa was a peaceful, in-tune-with-nature witch, but the fires of hate burned within Diane. Diane pledged her powers to the patron of summer wildfires that swept through the woods. She took a rabbit that Teresa had intended to eat as her familiar. Disappointed with Diane’s oath of violence and stealing her meal, Tereasa cast out Diane from her home.

Without a home, Diane made for Phaendar, the nearest city of any size. She idly plots revenge of burning hobgoblins, but is smart enough to know she’d have no chance at success alone. She hopes to trade her skill in potion making to earn a living here in Phaendar.

stats:

Neutral Medium Elf Witch 2;

Init 6; Senses Perception: +2

DEFENSE

AC 12, touch 12, flat-footed 10

hp 14

Fort 2, Ref 2, Will 3

OFFENSE

Speed 30 ft.

Melee Dagger +0 (1d4-1 19-20),

Ranged Shortbow +3 (1d6-1 /x3),

Witch spells prepared (CL 2; concentration +7)

1st (4/day)- Burning Hands (DC 17); Burning Hands (DC 17); Cure Light Wounds (DC 16); Mage Armor (DC 16);

0th (at will)- Daze (DC 15); Detect Magic (DC 15); Light (DC 15); Read Magic (DC 15);
STATISTICS

Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 8

Base Atk +1; CMB +0; CMD 12

Feats Brew Potion; Extra Hex;

Traits: Forlorn, Ironfang Survivor:

SQ Season of the Witch; Witch's Familiar; Witch Hexes: Cackle; Cauldron; Misfortune; Witch Patron: Summer; Familiar: Rabbit: Initiative checks +4 bonus;
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Elemental Resistance
Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to fire. This racial trait replaces elven immunities.

Skills Craft (alchemy) +14; Knowledge (arcana) +10; Knowledge (dungeoneering) +6; Knowledge (history) +9; Knowledge (local) +6; Knowledge (nature) +10; Knowledge (planes) +10; Knowledge (religion) +6; Spellcraft +10;

Equipment
Shortbow (30)
20 Arrows (2)
Dagger (2)
Witch Kit (21) (This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)
50 GP


rorek55 wrote:
Would you be open to the psychic?

I'm OK with Occult classes.

AceofMoxen wrote:
Is the magus enough of an arcane caster, or the witch?

Yes.


Torilgrey wrote:
I’ve got a cool idea for a tattooed sorcerer, but i am gm’ing this on the forums for some friends. Is that an issue?

Not an issue.

gyrfalcon wrote:
How do you feel about them getting the FCB of their parent race (e.g. human-aasimar gets human FCB, halfling-aasimar gets halfling FCB)?

That's fine.

gyrfalcon wrote:
Also, can you say more about how you'd expect us to join the party? Are fellow survivors from Phaendar?

Yes you will be.

gyrfalcon wrote:
Should we pick a campaign trait as one of our traits (and if so, do some of them need to be modified at this stage in the story)?

Yes you do, and they don't need to be modified at this stage.


rorek55 wrote:
would a mesmerist be acceptable?

Occult classes are ok.

Iosef Vulkar wrote:
question: do you want to do age effects on stats?

It's ok if you want to.


I'm thinking of an Elven Hedge Witch who has been living on the outskirts of Phaendar for many years, a well know (if considered somewhat odd sight), and who occasionally travels into town to trade her herbal remedies and potions for the supplies she needs. She just happens to be in town when the hammer falls (or near enough that the sight of smoke would draw her to investigate).

Tamarantha Callandriil:

Tamarantha Callandriil
Female elf witch (hedge witch) 2 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (2d6+2)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4+1/19-20) or
. . quarterstaff +2 (1d6+1) or
. . silver sickle +2 (1d6)
Ranged composite longbow +4 (1d8+1/×3)
Special Attacks hexes (cauldron[APG], healing[APG], ward[APG])
Witch (Hedge Witch) Spells Prepared (CL 2nd; concentration +5)
. . 1st—enlarge person (DC 14), mage armor, summon monster I
. . 0 (at will)—detect magic, guidance, read magic, stabilize
. . Patron Healing
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 17, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Alertness, Brew Potion, Extra Hex[APG]
Traits frontier healer, pragmatic activator
Skills Craft (alchemy) +12, Heal +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +9, Knowledge (planes) +8, Perception +4, Sense Motive +2, Spellcraft +8 (+10 to identify magic item properties), Use Magic Device +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Sylvan
SQ elven magic, witch's familiar (mongoose named Tavi)
Other Gear arrows (20), cold iron dagger, composite longbow (+1 Str), quarterstaff, silver sickle, backpack, bedroll, belt pouch, familiar satchel[UE], flint and steel, mess kit[UE], spell component pouch, trail rations (5), waterskin, 723 gp, 12 sp, 1 cp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Tavi CR –
Mongoose (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +4, Will +4; +4 vs. poison from snakes
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Climb +10, Escape Artist +3, Heal +3, Spellcraft +0, Stealth +14, Use Magic Device -1; Racial Modifiers +8 Acrobatics, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Climb (20 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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Silver Crusade

I didn't see a close out on this so I thought I would throw out my option.

Here's the background using this profile but I will have the full profile updated this evening.

Background:

Cuthalian was raised and trained in Kyonin. A member of the Red Arrow clan, he was introduced to the sword and magic early in life. A delegation from Nirmathas from across the lake requested help with the ironfang incursion. Cuthalian had recently been selected to join a Red Arrow team and was eager to engage the enemies of his people. Initially, the Red Arrows sent out a small party to assess the situation.

The Red Arrow elves set out with a reinforced squad and three canoes. They skirted the southern shore of the Lake Encarthan to the Deepcut River. Here they took it inland with the intent of traveling nearly all the way to the mountains and setting up a patrol base. As soon as the elves touched the shore of the river they were attacked by Ironfang forces. The battle was intense and brutal. At some point, a large bugbear with a heavy war club caught Cuthalian square in the chest sending him flying to the water’s edge.

When Cuthalian awoke, he was in a house and his ribs ached. Rising he walked out to meet several men and a few half-orcs. He had been rescued from the water where the Ironfangs had left him for dead. The men’s report of what they found included two destroyed canoes and one missing with seven dead. With a missing canoe and two missing elves, Cuthalian hopes two of his comrades made it away and will be carrying the news of the onslaught to the rest of the clan. In the meantime, he intends to get even.

Silver Crusade

Xolen Xottenthorpe

Background:
A gnome trickster and illusionist who (relatively) recently has become afraid of succumbing to the bleaching due to his rather comfy and carefree life. It started when he awoke one day, with a lock of hair turned pure grey. Several weeks later, the Gnome merchant known as Xolen disappeared from Kelesh. Once a successful merchant, he gave it all up, save a handful of coins to travel the world, living day to day, never knowing what was coming next. After a decade of travels, going from city to city, culture to culture, trying the foods, drinks and entertainment of numerous peoples, it seemed he was only minorly successful in combating the bleaching. So he began to seek dangerous adventures, one such adventure brought him to Nirmathas, specifically to the Fangwood. Where he would encounter the dark blight.

A stone of Purple darkness that seemed to pulse with magical life. Xolen was a rather accomplished sorcerer, having mastered many forms of magic and yet, nothing he knew could help him uncover what this stone was. Finally, giving in to his curiosity he grabbed the stone with both hands. What followed next can be described as the most painful experience in the gnomes life. He awoke, after an untold amount of time laying there unconscious in the cave. In a fright, he attempted to use his magic to escape to safety, yet found that no matter what he did, he could no longer cast the arcane spells he had been so proud of. He was nigh defenseless in an extremely dangerous area. After staring at the purple scar covering the entirety of his hands for several minutes he began to laugh. He finally felt that thrill he had been missing for so long. The fatigue and drain of the bleaching were gone. He sprinted outside, finding a water source to look into. There, he saw a frightful, yet strangely beautiful sight. Purple hued scars of blight had raced up his arms and hands, forming tendrils that reached nearly to his shoulders, his eyes turned a vibrant almost neon purple and his lock of grey hair turned a purple color similar in hue to his eyes. He discovered he had knew powers, similar yet so different from the ones he had before. Powers he had to rediscover and strengthen once again. He looked younger, full of life.

That was it, the thrill of life and death situations. The adrenaline of fear. Mixed with whatever this strange power or magic was had seemed to work. But for how long? When Xolen thought of his past, he knew he still yearned for those comforts, yet, there in his mind, a new desire had taken root. A love for danger, fear, the desire to live in a way only one in a life or death situation can. A tenuous balance to keep, for sure. One, many would call the gnome insane for seeking. Perhaps he was, but he knew one thing for sure. He felt more alive now than he had in a century.

I'd say, Xolen stumbles upon the group not terribly long after his blight incident. And what better way to experience the thrill he was seeking than fighting such a hopeless feeling battle? Besides, any reason to harm a goblin was a good reason. He certainly would be detached from most of the people, but would likely understand them in strange ways. The fear of death being one. Yet, for many that fear drove them to seek safety, for him it drove him to danger. He also knows that companions can bring good times, and is friendly enough to most. Though his penchant for running headlong into danger may wear on some until he better balances himself.

I'm still debating between a psychic and a psychic bloodline sorcerer. Either way, his primary focus will be illusions and enchantments.

Silver Crusade

UPDATED

Silver Crusade

I decided to go with Psychic, and pick up the Abomination discipline. It just fits so well with his story.

Here is the sheet for Xolen.

Its still a WIP, but most of the big things are there. (just need to finalize purchases really)

My archetype also allows me to draw 1 spell for each spell level from the druid spell list. So I have some variance, and I can affect plants with my mind effecting spells, and eventually animals.


I made an alias for Tamarantha and am working on a bio now.


Well, I didn't see this close and I finally got work done on the sorcerer concept I was kicking around:

Crunch Antoni D'Asterii:
Antoni D'Asterii
Human (Varisian) sorcerer (tattooed sorcerer, wildblooded) 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
NG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (2d6+3)
Fort +1, Ref +2, Will +3 (+1 vs. enchantment effects); +2 trait bonus vs. Disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . longspear +1 (1d8/×3)
Ranged light crossbow +3 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 3/day—ghost sound (DC 14)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—color spray (DC 15), grease
. . 0 (at will)—detect magic, light, message, prestidigitation, ray of frost, read magic
. . Bloodline Sylvan
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Eschew Materials, Harrowed[ISWG], Varisian Tattoo[ISWG]
Traits blight-burned, harrow chosen
Skills Bluff +8, Craft (tattoo) +5, Handle Animal +5, Intimidate +8, Knowledge (arcana) +5, Knowledge (nature) +5, Linguistics +2, Perception +2, Profession (fortune-teller) +4, Profession (merchant) +4, Sense Motive +2, Spellcraft +6, Use Magic Device +8
Languages Common, Kelish, Shoanti, Varisian
SQ bloodline tattoos, familiar tattoo
Combat Gear cold iron crossbow bolts (50), potion of cure light wounds (2), potion of shield of faith +2 (2), scroll of alarm; Other Gear dagger, light crossbow, longspear, ioun torch ioun stone[APG], bandolier[UE], belt pouch, candle (10), chalk (10), flint and steel, harrow deck[UE], ink, inkpen, masterwork backpack[APG], mirror, mwk manacles, scroll case, sewing needle, signal whistle, soap, tattoo[UE], tattooing tools, thread (50 ft.), tindertwig (2), waterskin, donkey, bedroll, blanket, Box of fishing tackle (2 lb), feed (per day), Fishing pole, simple (1 lb), hemp rope (50 ft.), mess kit, pack saddle, pot, saddlebags, small tent, torch, trail rations, donkey, feed (per day), pack saddle, saddlebags, 342 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Varisian Tattoo (Illusion) Spells from chosen school gain +1 caster level.

--------------------

Caleb CR –
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 natural, +1 size)
hp 17 (2d8+4)
Fort +5, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +3 (1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Light Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Fighting, Heel, Stay, Track
Skills Acrobatics +1 (+9 to jump), Perception +5, Stealth +9, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, fetch, fighting, heel, track
Other Gear lamellar (leather) armor[UC]
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Track [Trick] The animal will track a scent.

--------------------

Oscar the Donkey CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear bedroll, blanket[APG], box of fishing tackle (2 lb), feed (per day) (2), fishing pole, simple (1 lb), hemp rope (50 ft.), mess kit[UE], pack saddle, pot, saddlebags, small tent, torch (2), trail rations (10)
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

--------------------

Sam the Donkey CR –
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics -2 (+2 to jump with a running start), Perception +5
Other Gear feed (per day) (8), pack saddle, saddlebags
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


Short background:

The idea is that Antoni (Toni) is a Varisian fortuneteller and merchant, and travelled with his family and loyal hound Caleb. Some few years ago his family was attacked by the blighted fey in the Fangwood, which awakened the power of the Fey in him and exposing him to the Blight which lurks deep within the Fangwood. This also bonded Caleb to him as part of his power. Over the past few years he's re-established himself as a young Varisian trader coming to Phaendar twice a year to sell goods and share stories of the road with the locals.

Mechanically, he's a sorcerer with Wildblooded:Sylvan bloodline, which appealed to me for the connections to the fey, and to do something a little different with a typical sorcerer. He's also got the Harrowed feat, which is fun for Varisian characters and flavorful.


Hmmmm, this feels like it would be the perfect home for an outcast Wizard/Rogue wannabe Arcane Trickster. Perhaps one living on the outskirts of Phaendar with his adoptive parents, or a Chernasardo Ranger trainee... Would there be room for a tiefling in the game (half-orc is also a good fit probably though)? And is there still time for submissions?


I know the GM said something about closing it on the 6th, but that hasn't happened.


Thanks for the update Vanulf - I guess I will leave it at that then.

Good luck with the game!


Apologies for the delay, 'tis the season...


I'd like to thank all the applicants for their time and effort in creating their very interesting characters. Choosing among them is always painful.

That said, I would like to invite
Vanulf Wulfson's character
Tamarantha Callandriil Female elf witch (hedge witch) 2
to join our game.
Please report to Discussion to meet the other players.

Thank you all for your interest in our game.

Recruitment is now CLOSED.


Congrats, have fun.


RE-RE-RECRUITMENT OPEN
This Adventure Path begins in the Wilderness of the Fangwood Forest. You may be longtime residents, injured veterans recuperating from the war, or trappers and farmers who arrive to sell their wares, catch up with friends or stock up for the season, only to find themselves set upon by a merciless enemy and scattered into the forest!

We are recruiting to replace some players who have dropped out along the way.

Currently we have:
Darry Swiftfoot; Male, Halfling Cavalier (Order of the Paw) L3
Faerieth; Fem, Druid (Green Faith Initiate) L3
Yaron Oravar; Male, Half-Orc Bard (Arrowsong Minstrel) L3
We are recruiting for TWO more characters of any class.

Character Creation:

- 20 point buy, 3rd level.
- Core Races are MUCH preferred in this AP, but almost any other race (except Hobgoblins) can be considered. Just make sure you have a VERY good backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed. Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign from the Ironfang Invasion Player's Guide. You can take another trait if you take a drawback as well.
- Max HP at first level, Average+1 on subsequent levels.
- Starting Character Wealth=Average.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be in Phaendar for the Market Festival.
- Half of the AP will be very outdoorsy.
- No Evil alignments.
- No firearms.
- The Core and APG are a must, Ultimate Wilderness is VERY handy.
- Background Skills rule is from Unchained is available if you can access it.

Table Rules:

If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters/basic combat attacks.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.

To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
I aim to select in a week/10 days; so May 29 is my target.
Good luck!

F.A.Q. section:

Bristor wrote:
Are you only running the first book? Or a "wait and see how it goes"? Or the whole thing?

I read ahead a bit, and the whole AP looks like an Action/Adventure movie. So I think we'll go the distance on this one.

Barhador wrote:
I need to know if you are allowing people to start with self-crafted items, whether any possible, only those they can succeed at on a Take 10, or none at all.

I would say no to starting with self-crafted items.

After start you are free to craft whatever. I can't guarantee there's a lot of down time or the use of a forge; at least the first module or two.
Barhador wrote:
add the Feat Tax rules to the question list

No, I'm not changing the Feat system in this game.

Klymene wrote:
Brawlers are proficient with short swords and handaxes, yet their brawler’s flurry feature doesn’t let them flurry with them for some reason. Would you be willing to houserule it that they can?

Yes, that is alright with me.

Johnthesavage wrote:
Is it a hard or soft no to hobgoblin PCs?

Hard no to hobgoblin pc's.

pauljathome wrote:
I am currently playing this Adventure Path in a Home Campaign... Is that sufficient to preclude me participating?

You’re OK to try out with everyone else.

theasl wrote:
how by-the-book do you usually play animal companions with regards to things like player/DM control, handle animal checks, etc.?

Generally by the book. Players run their companions, unless they get bespelled or their morale breaks.

pauljathom wrote:
Do you have any guidelines on how tweaked out/powerful characters you are hoping to see?

It's not a problem at low levels. Just play the build you want to have fun with.

If it becomes a problem (often it happens at high levels) I reserve the right to retroactively correct the problem.
pauljathom wrote:
For example, are options like Desna's shooting star and the Orc Hornbow acceptable.

Yes, you can do those. You risk becoming a glass cannon but go ahead.

icestormshadow wrote:
I'm making a Sylvan Sorcerer, may i use the Draconic Companion Archetype for my Giant Vulture Companion?

Yes. Bring on your vulture/dragon.

Quote:
What about an awakened animal/ex-familiar (or perhaps a smart slime:)

No.

Quote:
How about Words of Power?

Also no.


Would like to toss my hat with a Dwarf front liner! I have more concept in mind than mechanics, but will build something more solid by tomorrow. :)

Dark Archive

I've been working on a concept for Ironfang for some time. He's the son of a former diplomat to Taldor from Kyonin who fought in the Goblinblood wars. He retired to the forest around Phaendar afterwards, disgusted with his homeland for failing to aid people in rebellion against Cheliax. His nostalgia for old Taldor is manifest in having some training as a Swordbinder, though his former military training takes the form of him being a Guerilla archetype rogue.

Liberty's Edge

Oh, I remember applying for the original recruitment.
Could you give us a quick summary of where exactly the party is at the moment and what conditions will be bringing the new players in? Have they been part of the group all along or are they joining up in a settlement or...?

Edit: And what are you doing for gold? WBL (3k)?


Hi,

I'll resubmit my sorcerer concept I sketched out earlier - levelled to level 3.

Antoni D'Asterii:
Antoni D'Asterii
Human (Varisian) sorcerer (tattooed sorcerer, wildblooded) 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
NG Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (3d6+4)
Fort +2, Ref +3, Will +3 (+1 vs. enchantment effects); +2 trait bonus vs. Disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . longspear +1 (1d8/×3)
Ranged light crossbow +3 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 3rd; concentration +7)
. . 3/day—ghost sound (DC 15)
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—color spray (DC 16), entangle (DC 15), grease, shield
. . 0 (at will)—daze (DC 14), detect magic, light, message, prestidigitation, ray of frost, read magic
. . Bloodline Sylvan
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 13
Feats Alertness, Eschew Materials, Harrowed[ISWG], Spell Focus (illusion), Varisian Tattoo[ISWG]
Traits blight-burned, harrow chosen
Skills Bluff +9, Craft (tattoo) +5, Handle Animal +5, Intimidate +9, Knowledge (arcana) +6, Knowledge (nature) +5, Linguistics +3, Perception +2, Profession (fortune-teller) +5, Profession (merchant) +4, Sense Motive +2, Spellcraft +6, Use Magic Device +9
Languages Common, Kelish, Shoanti, Sylvan, Varisian
SQ bloodline tattoos, familiar tattoo, woodland stride
Combat Gear cold iron crossbow bolts (50), potion of cure light wounds (2), potion of shield of faith +2 (2), scroll of alarm; Other Gear dagger, light crossbow, longspear, ioun torch ioun stone[APG], bandolier[UE], belt pouch, candle (10), chalk (10), flint and steel, harrow deck[UE], ink, inkpen, masterwork backpack[APG], mirror, mwk manacles, scroll case, sewing needle, signal whistle, soap, tattoo[UE], tattooing tools, thread (50 ft.), tindertwig (2), waterskin, donkey, bedroll, blanket, Box of fishing tackle (2 lb), feed (per day), Fishing pole, simple (1 lb), hemp rope (50 ft.), mess kit, pack saddle, pot, saddlebags, small tent, torch, trail rations, donkey, feed (per day), pack saddle, saddlebags, 342 gp, 9 sp, 7 cp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Varisian Tattoo (Illusion) Spells from chosen school gain +1 caster level.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Background and personality:

The idea is that Antoni (Toni) is a Varisian fortuneteller and merchant, and travelled with his family and loyal hound Caleb. Some few years ago his family was attacked by the blighted fey in the Fangwood, which awakened the power of the Fey in him and exposing him to the Blight which lurks deep within the Fangwood. This also bonded Caleb to him as part of his power. Over the past few years he's re-established himself as a young Varisian trader coming to Phaendar twice a year to sell goods and share stories of the road with the locals.

He's a fairly outgoing and positive young man, one whom doesn't fully understand his connection with the Fey; but mostly shrugs it off as just being something he cannot control. He's curious about magical things, and making a good life, or a better life, for the people around him. Lacking family in the area, and travelling alone, he enjoys the role of pleasant peddler come to town with a variety of things for sale and tales from the road - bound to delight and fascinate the young at heart. Telling fortunes is a hobby for him, and one which his ancestors taught him at a young age. So he carries on the family traditions. His family has moved eastward, but he still sees them from time to time - their eyes worry when they see his scars, but no one speaks of what happened to young Toni then.

Mechanically, he's a sorcerer with Wildblooded: Sylvan bloodline, which appealed to me for the connections to the fey, and to do something a little different with a typical sorcerer. He's also got the Harrowed feat, which is fun for Varisian characters and flavorful.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Tegrhen:
Tegrhen doesn't remember his early years. His first memories are of serving a war wizard, master Wrenil, in Ramgate. Master Wrenil told him that he had some innate magic, probably in his blood. Wrenil taught Tegrhen basic magic with a focus on abjuration, Wrenil's school of choice. While Tegrhen wasn't an exceptional student, he managed.

The manual labor he did for his master, seemed to suit his physiology much better. As he reached his late teenage years, when he became a full-fledged apprentice to Wrenil, his teacher shifted his focus to make use of his larger build. With a mixture of abjuration for defense and a muscley club wielding offense, Tegrhen had potential to become quite a force to be reckoned with.

And then came that day...

Wenil was starting a new lesson in transmutation, which he was beginning to say would "synergize well with the base of your style" when the alarms blared. All hell broke loose. Ramgate was under attack. His teacher rushed out at the alarms. Tegrhen waited for, he couldn't remember how long. Then, just as suddenly, Wrenil came back in and thrust and magically locked Tegrhen in a broom closet. Tegrhen heard his teacher say some incantations and then nothing. Profound silence from the other side of the door. Tegrhen tried to open the door several times afterwards but clearly it was magically sealed.

When the magic on the door finally ran out he opened the door to horror. Destruction, gore and death were everywhere...

Now Tegrhen just wanders. He tries to teach himself the magic that his teacher was about to teach him...transmutation.

((Mechanically, Tegrhen is an exploiter wizard that has 1 level in Sorcerer[shapechanger bloodline]. His future build will be polymorph focused))


Hi GM,

Here's Lapyd with my Dwarf - his profile should have most details already, but please feel free to let me know if you have any questions, or if you or one of the players need me to change anything.

Thanks!


Here be Crisischild's sumission.

Ok, so, look. I know you guys already have a druid, but this game seems perfect for a Wildshape focused build, which I've always wanted to do. Try as I might, Paizo completely dropped the ball with the Shifter class so I'm going with the ole druid. Coming in at level three also means Wildshape is right around the corner. The Feral Shifter Druid archetype gets the Hunter class' Animal Focus thing which helps with the MAD nature of Wildshape druids in exchange for the animal companion. The plan is to go into the Chernasardo warden PrC at level 6. The Warden has 5/10 Aligned Class progression, so with the Shaping Focus feat adding four effective druid levels for Wildshape Moragul will only lose a single level of Wildshape progression, assuming all ten levels of the PrC are taken. Aligned Class also progresses spells 5/10, so you can think of Moragul as a 6th level divine caster. Took the Chernasardo Hopeful trait, naturally.

Moragul Bearskin:

======Description======
Pic for Inspiration.

Age: 22 | Height: 6'10" | Weight: 318 lbs. | Hair: Medium length shaggy brown hair and beard | Eyes: Brown

Moragul stands taller than most half-orcs. Broad-shouldered with barrel chest and impressive biceps, one might say he is built like a bear. He has many tribal scars and tattoos; maybe some instinct from his orcish blood made him feel like he needed them. He wears a fine dragonskin breastplate and carries an elegant great ax, the weapon of his people. His clothing is of a drab color pallet - mostly greens and browns to blend in to the dense undergrowth of the forest.

======Personality======
Moragul is quiet, a half-orc of few words. He relates more to animals than with most people. Territorial, he enjoys protecting the borders of the Fangwood and hunting poachers and trespassers. He is dependable, if you can find him to make a request of him. He could be called a guardian of Crystalhurst, but he believes prevention is the best cure and wanders far from his childhood hometown to keep it safe.

======History======
Infant Moragul was found by wandering Varisians at the mouth of a cave near the Lost Mines of the Mindspin Mountains on the western edge of Nirmathas. The boy was unharmed and alone, packed neatly into a basket. Perhaps there was an unknown entrance into the darklands through those caves and his mother thought he would have a better life on the surface. Taking the infant with them, the varisian's, traveling east through Chernasardo on the southern edge of the Fangwood, accidentally stumbled upon the hidden druid village of Crystalhurst. The Varisians did not particularly want the abandoned half-orc infant and the isolated village did not have many children of its own, and so it was deemed that the child would be taken in by a half-elf couple who had recently lost their baby, Dandridan and Elyenbwynn Erfaren.

Like many young boys, Moragul was not content to sit in class or help with canning fruit. Day after day, he wandered further and further into the Fangwood, exploring and getting into trouble. What use was mathematics and history when the forest provided all of ones needs? The lad had an innate skill with druidic magic, even showing an affinity for transmutation magics and shapeshifting, much to the delight of the druidic council that led Crystalhurst. At fourteen he joined the Crystalhurst Irregulars - a group of rangers that used druidic magic to keep Crystalhurst hidden and deal with threats of magical beasts and fey. Moragul's natural command of nature magic helped, as did his imposing physicality. He was strong and had great endurance and keen eyes.

When Moragul was twenty, whilst hunting a mad owlbear, Moragul's fellow ranger, a kitsune by the name of Emiko, broke her back in a fall. As Moragul was making up a litter for Emiko, the owlbear, known as Barbathrax, attacked. It was a harrowing battle, Moragul with his greataxe and dragonhide armor and Emiko doing her best from her state of near paralysis to hamper the owlbear with summoned roots and whipping vines, but the pair of young rangers were eventually able to fell the corrupted beast. As the owlbear fell, a human woman appeared from the underbrush as if by magic (mist likely by magic). She introduced herself as Allure, a Chernasardo WArden. She had been impressed by the pairs performance against the owlbear and invited Moragul and Emiko to Phaendar to apply to their elite Warden school.

Two years have passed since the owlbear was slain. Moragul and Emiko are neophyte Chernasardo Wardens. The training process is long and arduous, but the rewards will be worth the effort. The Chernasardo Wardens are the first and last line of defense for the villages and towns within the Fangwood. Moragul was on a simple solo mission to deliver medicine from Tamran to Phaendar, but he has been distracted from his task by a seemingly unending tide of goblinoids encroaching on his homelands. Where are they all coming from?


Stats:

Half-orc (mystic) druid (feral shifter) 3
NG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (3d8+6)
Fort +7, Ref +5, Will +7
Defensive Abilities sacred tattoo
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk greataxe +6 (1d12+4/×3)
Druid (Feral Shifter) Spells Prepared (CL 3rd; concentration +5)
. . 2nd—barkskin (2)
. . 1st—endure elements, longstrider (2)
. . 0 (at will)—create water, detect poison, guidance, purify food and drink (DC 12)
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Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Endurance, Improved Initiative, Power Attack
Traits chernasando hopeful, magical knack (druid)
Skills Acrobatics -1 (-5 to jump), Climb +8, Handle Animal +5, Knowledge (geography) +5, Knowledge (nature) +7, Linguistics +2, Perception +8, Stealth +1, Survival +9, Swim +4; Racial Modifiers highlander (hills or mountains)
Languages Common, Druidic, Goblin, Orc, Sylvan
SQ animal focus (3 minutes/day), animal focus (bull), half-orc druid, nature sense, orc blood, trackless step, wild empathy +3, woodland stride
Other Gear dragonhide agile breastplate, mwk greataxe, cloak of resistance +1, bedroll, belt pouch, belt pouch, blanket, flint and steel, holly and mistletoe, masterwork backpack, spell component pouch, waterskin, 520 gp, 4 sp
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Special Abilities
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+1 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Animal Focus (3 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.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


I'm interested. Not quite sure what I want to play yet.


Dotting with interest, I'm thinking of a caster, probably a gnome either alchemist, summoner or wizard, I should have something together later tonight or tomorrow!


If ever there was an AP in need of an eccentric witch (wizard!), priest (cleric!), dilettante crafter (blacksmith!), this is it. Good thing I know just the lass, and I might even be inclined to convince her to bring her handsome, charming, brilliant, and insightful familiar along. (Stop signing me up to be a hero!)

Dwarven wizard intending to delve too deep (I just want to go home) and set fire to the forge (it was one time, you jerk.)

I’ll sort out crunch in the morning, but we’ll be a dwarven wizard who the village thought was a witch on account of her familiar.


SITUATION...

The refugees the party is helping are fleeing the town takeover by the Ironfang Legion. Hiding in the woods, food and shelter are scant. Increasing patrols by the Legion and worsening weather require a more secure shelter. A series of caves occupied by a Troglodyte tribe could be just the ticket...


WEALTH...
And yes, the character wealth should be 3000gp.

Dark Archive

I was away from home most of yesterday, but now that I'm back at my laptop, I was able to grab a statblock:

Kian Liës:

Male middle-aged elf unchained rogue (guerrilla) 2/wizard (sword binder) 1 (Pathfinder Campaign Setting: Inner Sea Intrigue 41, Pathfinder Player Companion: Arcane Anthology 11, Pathfinder Unchained 20)
NG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +7
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 18 (3 HD; 1d6+2d8+1)
Fort +0, Ref +7, Will +1; +2 vs. enchantments, -1 penalty vs. fear spells and effects
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4/19-20) or
. . kian's arcane bonded sword +7 (1d10/18-20) or
. . unarmed strike +5 (1d3 nonlethal)
Special Attacks hand of the apprentice (7/day), sneak attack (unchained) +1d6
Wizard (Sword Binder) Spells Prepared (CL 1st; concentration +7)
. . 1st—mage armor, shield
. . 0 (at will)—acid splash, detect magic, light
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 10, Int 18, Wis 8, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse, Weapon Focus (elven curve blade)
Traits focused mind, foxclaw scout, sovyrian pantheist
Skills Bluff +6 (+7 to deceive someone), Climb +4, Diplomacy +4, Disable Device +12, Disguise +4 (+9 in dim light or darkness), Escape Artist +10, Intimidate +4, Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +9 (+10 to recognize or evaluate art), Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +9, Perception +7, Sense Motive +3, Sleight of Hand +8 (+13 in dim light or darkness), Spellcraft +9 (+11 to identify magic item properties, +10 to checks involving crystals or gems), Stealth +10 (+15 in dim light or darkness), Survival -1 (+1 to avoid becoming lost, +0 to hunt game), Swim +4, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Infernal, Sylvan
SQ arcane bond (kian's arcane bonded sword), cover of night, elven magic, rogue talent (weapon training), secret shame, skilled liar +1
Combat Gear potion of cure light wounds, scroll of burning hands, acid, antitoxin (3), smokestick (2); Other Gear dagger, kian's arcane bonded sword, handy haversack, wayfinder[ISWG], bag, bear[ARG], bedroll, belt pouch, belt pouch, camouflage blanket, chalk, elven trail rations[UE] (7), flint and steel, folding shovel[UE], hip flask[UE], kian's spellbook, masterwork thieves' tools, parchment (2), powder[APG], sack, scroll case, scroll case, silk rope (50 ft.), silver holy symbol of Yuelral, small tent, speed sheath[UW], spell component pouch, waterskin, whetstone, winter blanket, 14 gp, 8 sp, 6 cp
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Tracked Resources
--------------------
Acid - 0/1
Antitoxin - 0/3
Arcane Bond (Kian's Arcane bonded sword) (1/day) (Sp) - 0/1
Dagger - 0/1
Elven trail rations - 0/7
Hand of the Apprentice (Bonded sword only, 7/day) (Su) - 0/7
Harrow Points - 0
Light (At will) - 0/0
Potion of cure light wounds - 0/1
Smokestick - 0/2
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Special Abilities
--------------------
Arcane Bond (Kian's Arcane bonded sword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Cover of Night (Ex) +5 to Disguise/Sleight of Hand/Stealth in dim light or darkness, craft quick disguise, gain full concealment.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Hand of the Apprentice (Bonded sword only, 7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Secret Shame -1 to save vs. fear effects and to DC to demoralize you. If immune to fear, lose imm but no penalties.
Skilled Liar +1 (Ex) Bonus to Bluff checks to deceive someone and can disarm magic traps.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Background:
The son of a Kyonin diplomat to Taldor, Kian was trained by some of the nation's few remaining sword binders. He is old enough to recall the Chelish Civil War, and she still nurses a hatred for those who brought a formerly great kingdom to ruin. His greatest ire however is reserved for his enemies in the Goblinblood Wars. Dispatched by the elven queen as part of a team to ensure the conflict remained in the Chitterwood, his small force fought a guerrilla campaign against the creatures. When the confict was over, the queen's refusal to help liberate Isger from ithe diabolic power of Cheliax sat uneasily with Usiel, and he retired to the Fangwood.

While Kian has long kept to himself in the woods, he has maintained some of his skills by aiding the Foxclaws in keeping beasts of the Fangwood at bay. Kian is a stern and aloof companion, nostalgic for the time before Age of Lost Omens. He still remains unwaveringly committed to people's right to self-determination, and is more ready to return to the fight than he's willing to admit to himself.

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