DM Jwert02' Ironfang Invasion

Game Master DM jwert02

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber


I'm looking to run the Ironfang Invasion AP and we'll get started with AP# 115 Trail of the Hunted. I know there were a lot of folks that didnt get in the last call and I'm happy to take a table and run on this as it's been on my list to play. I'll have room for five (5) folks, as I've got one slot reserved.

I'll keep the recruitment open until Monday 9:00AM EST and then I'll randomize amongst folks that want in for the spots. If folks start off slowly or linger, etc., then we'll look to get them out and new folks in as we want a good group to go the distance as far as practical.

The official blurb:

The Ironfang Invasion Adventure Path launches with "Trail of the Hunted," a tale of desperate survival set against the invasion of a ruthless hobgoblin army—the Ironfang Legion! As the Ironfang Legion begins carving out an empire of monsters, the heroes must flee their hometown of Phaendar as it burns, saving any lives they can. The heroes guard their band of survivors in the wilderness, challenge a troglodyte tribe for safe haven, and face the brutal bounty hunters dispatched to end their flight to freedom!

Expectations and Posting:

I generally try to post morning and evening, but work sometimes interferes and I'll have a little gap of a day or so. I'm slow and steady and understand that this will be a long time endeavor and will look forward to your creativity and enthusiasm. My expectation would be once a day and then once on a weekend for posting, understanding that everyone has challenges and gaps. We're in it for fun and I'm generally pretty low key.

I'm relatively new to pbp GMing, but have been behind the screen a long long time. Entering my 30+ year in RPG. Also run a weekly VTT and we're just finishing the Hell's Rebels AP. I'm located in US, EST.

Character Details:

Starting Level: PCs will start at 1st level.
Alignment: Any Non-Evil.
Ability Scores: 20 point buy.
HP: Max HP rolls at 1st and 2nd level, rolling after that.
Traits: 2 traits.
Base Starting Money: 150 gp
Races: All races from Paizo products.
Classes: All classes from Paizo products.

Thank you and looking forward to the Adventures!

Posting to be included for consideration, might change archetypes and a few other things.

I’m also hoping to get in! Thank you for taking this on

... for interest.


Interested, probably with my Dwarf fighter.

Question: Background Skills in play? Other alternate rulesets or options you'd like to use?

I’m interested. Will have a character up soon.

Silver Crusade

Dotting. Always wanted go play this AP. I think now would be the perfect time to play that ranger I've been thinking about.

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I generally do not use the optional systems, so no on the background skills.

I heartily encourage from the Ironfang Invasion Player's Guide and the traits contained within.

Submitting this guy. For the record, he’s built as an archer but I’m not married to the style. I can do switch hitter or sword and shield, whatever the party needs. Would just need to change my feats and move ability points around.

I try to post twice a day but I travel for work so the times I post are all over the place.

Silver Crusade

Would you be ok with a gunslinger? I also had a thought about one of those.

Well, I would like to have this Feral Hunter considered.

A couple of changes will be required to adapt to your build rules, but I think I can accommodate those.

Was checking the boards before I force myself to go run some errands, though, so the adaptation won't start for a few hours.


Quick scan says the adaptation won't take very long, though. Basically, drop the 2 background skills and adjust the equipment list. A little more money to spend and won't need the artisan tools . . ..

Updated my background to the following, and switched around some things (archetypes, removing background skills, etc).

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 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 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 stonemasons 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 aspires to join their ranks, but is a novice in their ways and knows that gnomes are atypical wardens. He has trained with Aubrin in town to this end.
Grenwold is a gnome of medium height, with extremely pale skin, dark green/black hair, black eyes, and delicate features. He carries on his face a few scars from his escape and practices 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 stonemasons and stoneworkers, and were devoted to the Empyreal lord Soralyon 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 and protection of others, he can eventually investigate and clean out the corruption (though he would admit that he does not even know where to start).
Grenwold is slightly dour, after all the difficulties he’s had, though he is helpful and kind, though he seems cold – he is as friendly as much as he can be. He seems to have tapped into some of the innate magic of the bleachlings, and after having so many difficult experiences, it appears that he has succumbed to the effects – strengthening his bond with nature while cutting him off from most emotions. He appreciates the company of dwarves and halflings, as well as any outcasts from their homes, and believes in protecting those weaker than him.

The plan would be to become a Chernasando Warden after about level 8, or so, though that isn't set in stone.

Scarab Sages

Pathfinder Starfinder Society Subscriber

GM, would you be okay with a Ghoran PC? I've always wanted to play one and, with this AP being very forest related, this seems like a great opportunity.

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
rorek55 wrote:
Would you be ok with a gunslinger? I also had a thought about one of those.

Yes, I’ve GM’d with players as them and enjoy it. Just a reminder about resources in this AP and scarcity.


Orimmath Greyrock
Male Dwarf Ranger 1
LG Medium humanoid (dwarf)
Init: +2; Senses: Perception +7; Darkvision 60’
Speed: 20, Languages: Dwarven, Common, Goblin

AC 19 (+5 Armor, +2 Dex, +2 Shield) Touch 12 FF 17
HP 14 (1d10+4)
Fort +5 Ref +5 Will +3+2 vs Spells/SLA, +2 vs Poison

Melee: dwarven waraxe +3 (1d10+2 20/x3)
Ranged: chakram +3 (1d8+2 19-20/x2) Range 30, Ammo: 5 or Sling +3 (1d4+2)
BAB 1 CMB +3 CMD 15 (17 vs Trip/Bull Rush)

Abilities: Str 14 Dex 14 Con 16 Int 12 Wis 16 Cha 6
SQ: Favored Class (Ranger; HP),Track, Wild Empathy, Defensive Training (+4 dodge AC vs giants), Stability (+4 to CMD vs. bull rush or trip), Greed (+2 Appraise to determine value of precious metals/gemstones), Stonecunning (+2 Perception to notice unusual stonework, free check when within 10’ of such), Hatred (+1 attack vs. orcs/goblinoids)
SA: Favored Enemy (Goblinoid) +2
Traits: Grounded (+2 to balance based acrobatics, +1 reflex), Ironfang Training (+2 dodge vs goblinoids, 1/day roll twice for Intimidate, Sense Motive, or Stealth vs goblinoids)
Feats: Power Attack
Skills: ACP -4/-6 with shieldHandle Animal +2, Intimidate +2, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +7, Stealth +6, Survival +7 (+8 to follow tracks)
Combat Gear:
Equipment: dwarven waraxe, morningstar, dagger, chakram (5), sling, sling bullets (10), scale mail, heavy wooden shield, backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, silk rope (100’), torches (12), trail rations (5), waterskin, candles (2), chalk, hammer, pitons (4), hooded lantern, oil (5), sacks (2), tindertwig (2), compass, mirror, dwarven stout (6), keg of ale (1 gal)
Coin 8 gp, 20 sp
Description Orimmath is a 74 year old mountain dwarf. He is tall for a dwarf, standing at 4’7” and massing just over 205 lbs. He wears his dark brown hair drawn back and tied at the nape of his neck, and his wiry beard closely brushed and oiled. He wears dark grey and black travel leathers, with a heavy woolen cloak that was once green over his shoulders. When adventuring, he dons scale mail of finely polished steel over thick leather, with a round helm on his head. He carries a wide bladed beared waraxe on his right hip, next to a steel morningstar, and several sharpened rings of steel known as throwing chakrams. Opposite, he wears a well-worn straight-bladed dagger while holding his dented and scarred round wooden shield, painted blue and bearing the hammer and anvil icon of Torag.
Backstory: Orimmath has always tried to serve his community, working as a scout and woodsman for his dwarven clan before they moved a group into the local Nirmathi communities. As his clan expanded and grew out into the human-run lands, working as smiths, merchants, and other craftspeople, Orimmath still felt the urge to wander farther afield. He uses his skills in woodscraft and what he learned fighting in the Winter War to make his way now, hunting when he needs to, and working as a guard, guide, and woodsman as the community requires.

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Saashaa wrote:
GM, would you be okay with a Ghoran PC? I've always wanted to play one and, with this AP being very forest related, this seems like a great opportunity.

I took a read through it, interesting. Yes I can support.

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

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

Eschew Materials, Lightning Reflexes

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

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

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

Languages Common, Goblin, Hallit

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

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

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

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


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

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


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



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

I will throw my hat in the ring. I have a black blade Magus I would like to play. I can have crunch later today.

Grand Lodge

Please consider Aemin Whitespark to join this AP.

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

Party role: Primarily looking to fill the role of healing and support with a heavy focus on crafting (Craft Wondrous Items & Craft Magic Arms and Armor @ 3rd lvl). Given limited resources, I think this could be very beneficial. Depending on the other party members selected, I would love to see this character blossom into a Mystic Theurge to provide even more vesatility. However, I'm willing to adapt as needed if chosen.


Silver Crusade

Would you be open to any 3pp classes? Particularly, the

dragon rider class

If not, would you be open to a minor tweaking of the drake companion? I really enjoy the idea behind drake companions, but they are exceptionally weak, especially considering the monstrous mount feat is in the game.

Changes made. Barhador's a little easier to hit now, actually, but his arrows are all durable, so he can recover any that he can find, they don't inherently break in a target.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Ghoran Kineticist 1
NG Medium Plant
Init +2; Perception +2

AC 14; Touch 12; Flat-Footed 12
CMD 13
HP 13
Fort +6 ; Ref +4 ; Will +2

Speed 30ft;
Kinetic Blast +2 (1d6+4)

Spell-Like Abilities
1/day - Detect Poison, Goodberry, Purify Food and Drink

Str 12, Dex 14, Con 18, Int 6, Wis 14, Cha 12
Base Atk +0; CMB +1

Feats Weapon Finesse

Knowledge Nature +3,
Stealth +6

Languages Common, Sylvan

Delicious, Seed, Light Dependent, Past-Life Knowledge
Kinetic Blade, basic phytokinesis

Devotee of the Green, Ironfang Survivor

Money 150 gp

Thicket no longer remembers its long past. From its creation by Ghorus, through its travel to Fangwood forest, up until the attack by the Ironfang Legion. It just remembers waking up in the Fangwood and living there. It tends to the trees and stays a little away from town.

Submitting a human cavalier on a horse.
Hoping that high damage output helps move combats along quickly so we can sustain momentum in the early days of the campaign.

I should note that I am currently playing this AP at another table, but it is such an unusual experiment (all fighters) that I think it would also be enjoyable to play with a more mixed group, and I would keep player knowledge separate.

Saashaa wrote:

** spoiler omitted **

Thicket no longer remembers its long past. From its creation by Ghorus, through its travel to Fangwood forest, up until the attack by the Ironfang Legion. It just remembers waking up in the Fangwood and living there. It tends to the trees and stays a little away from town.

Is Thicket just a smaller Forest, or is Forest just a larger Thicket?

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The same character I submitted for the last recruitment.

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


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

HP: 14
Initiative: +2

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

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

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

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

All Simple and Martial
Light, & Medium Armor

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

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


Heal: +7 (1 Rank)
Knowledge (Planes): +4 (1 Rank)
Knowledge (Religion): +4 (1 Rank)
Perception: +11 (1 Rank)
Sense Motive: +11 (1 Rank)

Languages: Common, Dwarven

Reactionary (Combat): +2 Init
Frontier Healer (Campaign): +1 Heal/Knowledge Nature, Restoring HP via Heal skill or cure spell restores an extra 1+1 per 2 lvls

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

Gear: 70g
Ale x10
50ft Hemp Rope
Flint & Steel
95g 9s

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

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


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

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

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
rorek55 wrote:

Would you be open to any 3pp classes? Particularly, the

dragon rider class

If not, would you be open to a minor tweaking of the drake companion? I really enjoy the idea behind drake companions, but they are exceptionally weak, especially considering the monstrous mount feat is in the game.

I'm going to stick with the Paizo races and classes I think for this one.

Silver Crusade

Shame, but I think I'll be submitting a drake companion archetype.

Scarab Sages

Pathfinder Starfinder Society Subscriber
Forest_Hunter wrote:
Saashaa wrote:

** spoiler omitted **

Thicket no longer remembers its long past. From its creation by Ghorus, through its travel to Fangwood forest, up until the attack by the Ironfang Legion. It just remembers waking up in the Fangwood and living there. It tends to the trees and stays a little away from town.

Is Thicket just a smaller Forest, or is Forest just a larger Thicket?

I had a hard time trying to decide between a (with permission) tree singer druid, plant master hunter, or wood kineticist. The previous two would have a sapling treant companion.

Here is my submission, I just couldn't get a character together with the drake companion that wasn't severely gimped and more than a bit weak.

Arrack here, is a quiet, brooding man. He can be vocal after drinks, or when roused, but normally is content to let his blade talk for him. That said, the reason for his cold exterior is the fact he has always been... less than welcome. He has never felt like he belonged anywhere and has put up with a lot of b!*~~~## from the world so far which has lead to him having little patience for self pitying folk. ATM he is a mercenary, and a rather gruff, and angry one at that. But I hope to see him grow into a decent leader and to slowly grow more attached/caring of the refugees as time goes along. This may not come to pass considering how things play out, but that's the intention. He would still be a fairly hard ass bloke that seems to not care/show little empathy. He would certainly have a soft spot for any kids, particularly orphans. Though the kids might not see it that way haha. He is a bit.. handsy with women as well, that too will probably be changed as he progresses. Hopefully. To tell the truth, One of his desires is to find a place where he feels like he belongs, a family, or, in his terms, though its doubtful he would ever say it himself, a "tribe" of his own.

will likely be a barbarian, either invulnerable rager going for stalwart/imp. stalwart or maybe armored hulk or urban barbarian. Also highly considering chernasado warden as well.

Whichever one, he is designed as a frontline warrior and tank. Deadly, and hard to kill. (will likely have endurance/diehard at some point, even if I go for AC focused build with armored hulk)

I will throw a full caster druid into the ring. Mechanically, designed to act as a controller and provide skill support to the group. I hope I will have time to flush out a backstory If not I would encourage a look at my posting history to demonstrate that the character will come in the game with the back story, rp and mechanics to support the group.

(Re)submitting this character. Thanks for picking this up.

I'm going to float two questions from the last Ironfang recruitment: how do you feel about Shifters taking and benefiting from the Shaping Focus feat? Alternatively, would you allow a Shifter / Druid multiclass character to advance the Shifter wild shape ability with Shaping Focus?

I'm interested in this. Thinking of going with a Green Faith Marshal [Inquisitor Archetype] with the Eagle Domain. Will try to get something up by end of today.

Oread Monk for your consideration

Theran Jackmead, Dwarven Scholar (bard archetype) throws his hat in the ring.

Background, personality, and group role:

A former sergeant in Kraggodan’s City Watch, Theran’s interest in dwarven lore, inside and out of the Sky Citadel, lead him to the Dwarven Scholar path. He was outside Kraggodan when the Molthuni siege began, so he has been investigating ruins of dwarven settlements from early after the end of the Quest for Sky, as well as visiting various dwarven communities throughout the Hollow Hills, trading stories for a roof and a meal. He’s come to Phaendar for more of the same, figuring market festivals are a good place for a bard to earn his keep and learn something of the world at the same time.

Theran has the personality of a good-hearted drill sergeant. Despite his bardic ways now, he can’t entirely shake his military background.

Theran’s archetype lets him share combat feats with allies – seemed like a nice flavor fit for a military style campaign. Would need to see what the group looks like before figuring out how to make those feat choices good for as many as possible. As a bard, he brings some decent knowledges and spell utility as well. Should be good “5th man” in a 6 person party.

Character Sheet:

Theran Jackmead
Dwarf bard (Dwarven Scholar) 1
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee dwarven longhammer +3 (2d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer)
Special Attacks bardic performance 3 rounds/day (countersong, distraction, fascinate, war chant), hatred
Bard Spells Known (CL 1st; concentration +0)
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 9
Base Atk +0; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats: Combat Reflexes
Traits: armor expert, kraggodan castaway
Skills: Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Heal +4, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +1, Knowledge (religion) +1, Perception +7 (+9 to notice unusual stonework), Perform (oratory) +3, Sense Motive +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Undercommon

SQ bardic knowledge +1

Gear: studded leather, dwarven longhammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], mess kit[UE], mirror, pot, soap, torch (10), trail rations (5), waterskin, 14 gp
Special Abilities
- Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
- Bardic Performance (standard action, 3 rounds/day) Your performances can create magical effects.
- Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
- Darkvision (60 feet) You can see in the dark (black and white only).
- Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). (Replaces defensive training).
- Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. (Replaces Greed)
- Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
- Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. (Replaces Stability)
- Stonecunning +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Dwarven Scholar Archetype Details:

A dwarven scholar researches the lineage of the kings of the old dwarven empires and learns their ancient tactics. She keeps these ancient traditions alive by sharing them with her allies.

Weapon and Armor Proficiency: A dwarven scholar is proficient with one weapon of her choosing with the word “dwarven” in its name, in addition to her normal weapon proficiencies. She is not proficient with shields. This alters the bard’s weapon and armor proficiency.

Studied Insight (Ex): A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells.

Dwarven Training (Ex): At 2nd level, a dwarven scholar masters one aspect of dwarven combat and gains a bonus combat feat. She must meet the prerequisites for this feat, but she treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and racial Hit Dice) for the purpose of qualifying for this feat. At 6th level and every 4 levels thereafter, she gains another bonus combat feat. This replaces versatile performance.

Bardic Performance: A dwarven scholar gains the following type of bardic performance.
War Chant (Su): At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit. At 6th level, the dwarven scholar may grant the benefit of two combat feats at the same time. She may use one of these feats to meet a prerequisite of the second feat. Maintaining two feats in this way requires spending 2 rounds of bardic performance every round. This replaces inspire courage and suggestion.

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

To make sure I'm keeping up with folks:

Character's Submitted
Grenwold Houtvester
Klymene Adrastreia
Aemin Whitespark
Brigham Tilernos
Saleem Halabi
Arrack the Wolf of Thule
Ryar Inwin
Ranton Edsar
Korvak Sunsoul
Theran Jackmead

Interested but not Submitted

I glanced at your list, and saw something that looked wrong (Rorek55 and his character both listed as submissions), so I took the time to put together a list as I did in the most recent recruitment for this AP. I see 15 submissions to date with 3 dots.

Character submissions that I saw:
Grenwold Houtvester (Litejedi) NG gnome hunter (divine hunter, feykiller)
Klymene Adrastreia (Hrothdane) CG human brawler (wild child)
Forest Hunter (Crisischild) NG human ranger (Nimrathi irregular)
Barahador (hustonj) NG elven hunter (feral)
Orimmath Greyrock (psionichamster) LG dwarven ranger
Paul Okapi (Patrickthekid) CN human magus
Aemin Whitespark (Trisane_Imphawke) LG dwarven cleric (forgemaster)
Thicket (Saashaa) NG ghoran kineicist
Brigham Tilernos (Aldizog) LG human cavalier (honor guard)
Brandeys Skycleaver (Saleem Halabi) ?? dwarven spiritualist (phantom blade)
Arrack the Wolf of Thule (Rorek55) CN human barbarian (invulnerable rager)
Ryar Inwin (Grandlounge) N gnomish druid
Ranton Edsar (Pennate) NG human shifter
Korvak Sunsoul (Tharasiph) LG oread monk (master of many styles)
Theran Jackmead (Bristor) NG dwarven bard (dwarven scholar)

Dotted with no submission provided, yet:

Class breakout:

hunter 2
ranger 2

I should also note that I noticed one of the submissions appears to have a calculation error in the attributes provided. After making your party selection, you might want to double check to see if the characters need to be corrected. I wouldn't waste the effort on characters you don't select.

Updated Klymene for your PC creation guidelines! She should be ready to go

jwert, how by-the-book do you usually run animal companions/mounts with regards to player control, Handle Animal checks, etc.?

I'm planning on re-submitting my sylvan sorcerer from the other recruitment Isaura Prives (mount), but I'd like to have an answer on that first.

Liberty's Edge

I would like to submit Rae Tikkase, Varisian Ice Alchemist and barmaid for consideration. For the most part she fills a support role with combat focusing on bombs and other splash weapons. She can use potions to buff others (via vaporous potion) and can serve as a decent secondary healer. The plan is to eventually take levels in the Brewkeeper Prestige Class.

As for posting, I try to post once a day though occasionally work does make that more difficult. I try to at least let people know if I will be out of communication when it happens.

Thank you.

This is Ouachitonian's submission. Liam is an alchemist who travels the local area purveying various remedies and other alchemical goods, and quietly using that revenue to fund his experiments on the nature of biology, specifically shapeshifting. As a skinwalker, he has some native shapeshifting ability, but is trying to use alchemy to enhance it (like, say, the Feral Mutagen I'll take next level, or maybe the tail or wings discoveries later on).

He'll be essentially a jack-of-all-trades, maybe not the best at anything, but able to fill in wherever a party needs. He'll be primarily natural attack focused in combat, which will make up for his low BAB. He has Sneak Attack and Disable Device trained, and can therefore fill in for a Rogue. With the proper Discovery, he'll be able to pass out Cure infusions, and can also craft Cure potions, so he can act as a secondary healer. He has a fair number of well-distributed skill points. If you need it, he can do it. Given a level or two to steer him that direction, anyway. I definitely do plan to take feats and discoveries that further the shapeshifting theme, as referenced above. At high level, he'll be a bit of a chimera, with wings, a tail, claws, hooves...what the heck was this creature to begin with? I might also go into the Master Chymist prestige class, but that's a long time coming. Plenty of time to decide.

It's me CoreBrute with my character Bollum Flax:


[SIZE=+1]Bollum Flax[/SIZE]
Male True Neutral Half-Orc Inquisitor [GFM/Sacred Huntsmaster], Level 1, Init 4, HP 9/9, Speed
AC 16, Touch 14, Flat-footed 12, CMD 16, Fort 3, Ref 4, Will 4, CMB +2, Base Attack Bonus 0
Longbow +4/+5 (1d8/+1, x3)
Greataxe +2 (1d12+2, x3)
Leather Armor (+2 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Condition None

So he's a Half-Orc Inquisitor Green Faith Sacred Huntsmaster. He was a bandit in the nearby area, getting in with bad crowds, working for bad people, it was a living. One time he was actually doing some robbery work for a group of Hobgoblins, just a clan he thought, but it turned out to be part of the IronFang Legion. They killed the rest of his bandit group and nearly killed him.

He was found by an old Orc Druid who saw potential in Bollum, and nursed his wounds. He taught him about the Green Faith which he followed, and tried to get him to leave his Bandit ways behind to become a Druid of peace.

However the old Orc died, killed by an Iron Fang scouting patrol who were destroying trees for their war effort. Bollum now swears revenge on these Goblins, and only has his old bandit bow, a poor understanding of the Green Faith that now empowers him, and the Druid's two animal companions a Falcon named Crytex and a Wolf named Romulon.

This build is very much an archer build, high perception, built to try and understand the enemy goblins so they can kill them better. He's slowly learning what is actually possible with his magic, but it's not his go to.

The Exchange

here's my submission

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber


Ok that's the cutoff. I'll go through these after work and post up tonight the successful five characters and then look to get started

Thank you all for great submissions.

This is MrStr4ng3's magus, Hoping that I can still get into the lottery

I know you just cut off submissions, but if you would allow one late one as I just saw your post. This was my submission from the other post and I would like to resubmit it here.

Just and FYI. I did add a backstory to the character sheet for the gnome druid who goes about trying to make the fang wood a little better each day.


I hope those selected enjoy themselves!

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber


Thank you for the tremendously interesting characters. Looking forward to the run. The following folks should report to discussion and dot in gameplay.

Orimmath Greyrock
Bollum Flax
Ryar Inwin
Arrack the Wolf of Thule

If we run short or I have other things open up, I’ll drop a line. Thanks again and recruitment’s closed.

Thanks gm. See you over in the other thread.

Thank you for the opportunity. I have been looking to get to play this AP since it came out. I'll finish up and finalize my build over the next day.

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