Dragons Demand - LJM table 1

Game Master Liam Mooney

MAP

Current Map

QUESTS

The Collapsed Tower:
The Baroness of Belhaim wants you to investigate the ruins of the collapsed tower and find out why there are dead kobolds mixed in with the towers rubble

Finding Hunclay - UPDATED:
Find out whether Balthus Hunclay had anything to do with the Witch Tower’s collapse.
- You found the wizards body at the scene of the collapse with a key in his pocket and two dead kobolds nearby clutching spades. You just need to inform the baroness now.

Making Friends or Enemies*:
Make at least one of the families of Belhaim either helpful or hostile towards the party.
Hero or Villain*:
Make everyone in one of Belhaim’s factions either friendly (or better) or unfriendly (or worse) towards the party.
Best Friend or Worst Nightmare*:
Make everyone in Belhaim either friendly (or better) or unfriendly (or worse) towards the party.
Belhaim Historian*:
Learn a great deal about Belhaim’s history.

* - optional


Shadow Lodge

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I'm going to GM the Pathfinder Module Dragons Demand in campaign mode for PFS credit. You will gain chronicle sheets to apply to a different PFS legal character at levels 1-3, 3-5, 5-7 and an extra one at 2, 4 or 6 for completing the whole thing.

For the game I'm looking for a party of 4-5 1st level PCs using 15-points buy for starting stats, 2 traits and the average starting wealth for your class. I'm happy with most 1st party races/archetypes/feats etc. (as a rule of thumb check with me on anything not PFS legal).

For character backgrounds you've been hired by a man named Silas Gribb to work as caravan guards operating on a minor trade route through the Verduran Forest in North-Central Taldor between Wispil and Dunholme.

Players can expect to reach 7th level by the time they complete this epic adventure—if they manage to survive the wrath of a dragon when his demands aren’t met! (copied off the Module description).

I will be going for 1 post a day for the game. I work shifts so my posting times will vary slightly week to week.


1 person marked this as a favorite.

I'd like to join this adventure please. Probably with a bard.


15 point buy for pfs credit?


I'm also dotting and will look at a spellcaster.
Def looking for something longer that will see growth in the PC :D


Never did dragon’s demand. Sounds like fun.

Are Aasimar/Tieflings allowed?

Shadow Lodge

DM rel20 wrote:
15 point buy for pfs credit?

Runs the same as campaign mode would for an adventure path, so you take a non-PFS character through the whole Module and then get the 3 or 4 chronicle sheets once finished to use on a PFS character.

If running as normal for PFS with legal characters there's only certain bits of the module you play and at irregular levels and so you wouldn't get the whole story and would need to gain levels elsewhere too.

Shadow Lodge

Grumbaki wrote:

Never did dragon’s demand. Sounds like fun.

Are Aasimar/Tieflings allowed?

Happy for Aasimar/Tieflings


I am interested


I'd like to play. I have many builds ready to go.


Would you be OK with the Monster Tactician archetype for Inquisitor?


What are people thinking of playing? I'm thinking of playing an Oracle if they fit with the party. Assuming I get a spot that is.


I am looking at a grippli inquisitor of Erastil, riding around on a giant gecko.

Shadow Lodge

andreww wrote:
Would you be OK with the Monster Tactician archetype for Inquisitor?

Yea, happy for that - just no superior summoning please (gets a bit much with tonnes of summons about).


Aasimar time!

Alternate SLA: 1d100 ⇒ 50
You gain an additional +2 racial bonus to your Wisdom score.

Wow. Ok. Never did a full caster before...

I’ll make an Elven Aasimar Empyreal Sorcerer, VMC Cleric of Nethys


Str (8) Dex (16) Con (12) Int (12) Wis (20) Cha (8) Hp (8) Saves (1/3/7)

Race: Elven Garuda Blooded Aasimar
* Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
* Skilled: +2 Acrobatics and fly
* Darkvision: 60ft
* Alternate SLA: +2 Wis

Traits: Emphatic Diplomat (Wis for Cha), Ease of Faith (+1 Diplomacy and Class Skill), Seeker (+1 Perception and Class Skill), Naive (You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.)

Class: Empyreal Sorcerer VMC Cleric

Skills:
Diplomacy (+10)
Perception (+9)
Spellcraft (+5)

Lvl 0 Spells: Prestidigitation, Mage Hand, Detect Magic, Ghost Sound
4x Lvl 1: Sleep, Color Spray

——-

Lvl1 Sorcerer. Great Diplomacy, poor bluff and intimidate. Good for disabling foes


halquin wrote:
I'd like to join this adventure please. Probably with a bard.

This will probably be a basic Half-Elf bard. At most a Sound Striker archetype. Nothing too special.


Galessa wrote:


Class: Empyreal Sorcerer VMC Cleric

You beat me to a sorcerer...

hmm, ok. Instead of another caster I am going to submit a halfling rogue (bandit, knife master).

The small merchant, grins broadly, revealing his blackened teeth. He clasps your hand in his, shaking it readily.
"Allow m'self to introduce m'self: Halders Isgood at your service.
For all your acquisitional needs, purveyor of fine fings you need, pur-chaser of objet d'art and all 'round nice guy. But if you cross me I'll stick ya wiv a knife."

current statblock, still tinkering, happy to edit:

Halders Isgood
Male halfling rogue (bandit, knife master) 1 (Pathfinder RPG Ultimate Combat 71, 72)
N Small humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +1; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee
. . dagger +4 (1d3-1/19-20) or
. . sap +4 (1d4-1 nonlethal)
Ranged
. . dagger +4 (1d3-1/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 13, Int 14, Wis 11, Cha 12
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Traits hidden hand, inspired
Skills Acrobatics +5 (+1 to jump), Appraise +6, Climb +1, Diplomacy +5, Disable Device +5, Knowledge (local) +6, Linguistics +6, Perception +6, Profession (merchant) +4, Sense Motive +4, Sleight of Hand +7 (+7 to conceal a light blade, +8 to conceal light weapons), Stealth +11, Use Magic Device +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ hidden blade
Other Gear dagger (6), sap, 117 gp
--------------------
Special Abilities
--------------------
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

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I am thinking of bringing a kobold, for reasons. Beyond the race are there any alignment restrictions.

Dark Archive

Human archer coming online. Background to follow. I will create a proper alias if chosen.

Shondra Demarkus:

Female human (Arcadian) fighter (weapon master) 1 (Pathfinder RPG Advanced Player's Guide 109)
LG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rapier +2 (1d6+1/18-20)
Ranged longbow +6 (1d8/×3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Skills Acrobatics +2 (-2 to jump), Stealth +2, Survival +4
Languages Common
Other Gear studded leather, arrows (40), longbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 19 gp, 1 sp
--------------------
Special Abilities
--------------------
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.


How about item creation feats (Scribe Scrolls, Brew Potions, etc), Will you allow them?

Shadow Lodge

Alignment-wise Good and Neutral are fine.

For evil characters I'd be tempted to allow it as long as they're able to be mature about it - play ball with the party/not go on a murder-spree etc.

I'm happy on Item Creation feats - there's not tonnes of free time about in the module though but can add in some more at appropriate times if people do want to craft stuff.

Dark Archive

Shondra, now with background!

Shondra Demarkus:

Female human (Arcadian) fighter (weapon master) 1 (Pathfinder RPG Advanced Player's Guide 109)
LG Medium humanoid (human)
Init +4; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee rapier +2 (1d6+1/18-20)
Ranged longbow +6 (1d8/×3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Skills Acrobatics +2 (-2 to jump), Stealth +2, Survival +4
Languages Common
Other Gear studded leather, arrows (40), longbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 19 gp, 1 sp
--------------------
Special Abilities
--------------------
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.
--------------------
Shondra grew up in a perfectly ordinary life. She was not teased or bullied as a youth, did not lose her parents or siblings to some tragedy, was never jilted by a loved one, or any of the other things that seem to plague those of her ilk.

Archery came naturally to her. She picked up her first bow at the age of 4 and her skill only grew from there. If practice makes perfect, then Shondra is well on her way to perfection. She hones her skills daily with a strict regime of practice and exercise.

Her motivation for adventuring is actually pretty basic. She was tired of her boring, mundane, perfectly ordinary life. A group of people came through her village on their way to a grand adventure, and theirs was the career path she desired to follow. She kissed her folks goodbye, hugged her brother and sister, and left to seek her fortune.


I've been thinking about my halfling Rogue build. GM, would you prefer an unchained rogue or vanilla rogue?


I am going to throw Ludvic in for the running. He is a swashbuckler who will be moving into paladin as we progress.


Since it's not PFS, would you consider allowing the luckbringer?


DM rel20 wrote:
Since it's not PFS, would you consider allowing the luckbringer?

Wah!? oh wow. I was under the impression this was PFS.

Ok, back to the drawing board :D
Still looking at small creature Rogue Build

Shadow Lodge

No to third party stuff - I haven't really read any of it to know what is/isn't balanced etc.

For Rogues I'm happy chained or unchained really - the game itself doesn't have to follow PFS rules but you still gain some chronicle sheets that you can apply to a different character at the end.

The Exchange

Are you still recruiting?

I have a couple lvl 1's that would work for this.
A core Half-Orc Barbarian, a Human Sword Saint, and a Dwarven Cleric of Abadar


When is the game scheduled to start?

Shadow Lodge

Yea, still recruiting at the moment, have 3 characters posted so far plus a few people interested.

Will aim to finalise the party on Sunday night and then can start next week.


Here you go. I will set up a profile if selected.

Gribble:

Gribble
Grippli inquisitor (monster tactician) of Erastil 1
NG Small humanoid (grippli)
Init +4; Senses darkvision 60 ft.; Perception +6

--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +4

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 20 ft.

Melee dagger +2 (1d3+1/19-20) or
Melee morningstar +2 (1d6+1)
Ranged longbow +5 (1d6/×3)

Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +3)
1st (2/day)—cure light wounds, shield of faith
0 (at will)—daze (DC 12), detect magic, guidance, read magic
Domain Chivalry inquisition

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 10, Wis 14, Cha 7
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot
Traits deadeye bowman, fate's favored

Skills Acrobatics +0 (-4 to jump), Climb +5, Diplomacy +4, Handle Animal -1, Intimidate +1, Knowledge (religion) +4, Perception +6, Ride +4, Sense Motive +7, Stealth +4 (+8 in marshes and forested areas.), Survival +6; Racial Modifiers +2 Diplomacy, +2 Intimidate
Languages Common, Grippli

SQ camouflage, monster lore +2, stern gaze +1, summon monster I

Combat Gear cold iron arrows (50); Other Gear hide armor, buckler, dagger, longbow, morningstar, backpack, spell component pouch, winter blanket, wooden holy symbol of Erastil, 1 gp, 5 sp

--------------------
Special Abilities
--------------------
Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Summon Monster I (5/day) (Sp) Cast summon monster spells as a spell-like ability.

Grabble:

Animal Companion CR –
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (2d8+7)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft., climb 20 ft.
Melee bite +2 (1d6+1 plus trip)
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+10 to jump), Climb +13, Survival +1 (+5 when tracking by scent), Swim +5; Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, combat riding
Other Gear military saddle
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Climb (20 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
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.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Gribble and his people have lived in the Verduvan forest for many years. He has hired on as a caravan guard as he sees his role as a protected of the local communities along the trade route. He happily provides healing for those in the area who need it.


Can I take the halfling trait: Human Shadow?
It's in Inner Sea Races.

Shadow Lodge

Nephits wrote:

Can I take the halfling trait: Human Shadow?

It's in Inner Sea Races.

Yea, that's fine.


I'm interested, I can post my character Saturday or Sunday


Interested as well. I should be able to get a PC posted Saturday sometime. Leaning towards magus possibly, although I've always wanted to give the Occult stuff a try and haven't had a chance yet. Hmm...

The Exchange

This heavily tanned old Dwarf has traded from Absalom to Ketapesh and back. He flashes a grin at the chance to make a few extra coin as a guard on this trip, but quickly goes back to muttering under his breath to the donkey hitched to his cart.

Grumpy Old Dwarf Cleric:

Ragnar Barrowheim

Dwarf Cleric (Crusader) of Abadar 1
LN Medium Humanoid (Dwarf)
Max HP: 9 (1d8+1) Current HP:9
Init: +3; Senses: darkvision 60 ft.; Perception +6 (+1 on Surprise checks)
Speed: 30 ft. (30 ft. in armor)
Wealth: 6GP in coins 5GP in semi-precious stones/gems
Languages: Common, Dwarf
Aura: Lawful 1 (Faint)
--------------------
Defense
--------------------
AC: 18, touch 13, flat-footed 14 (+4 armor, +3 Dex, +1 shield)
CMD: 12 +4 vs. Bull Rush, Trip
Max HP: 9 (1d8+1)
Fort +3, Ref +3, Will +5
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.

--------------------
Offense
--------------------
Melee:
CMB:-1
dagger +0 (1d4 P/S 19-20/x2)
Ranged:
Light Crossbow +4 (1d8 P 19-20/×2) or +3 (1d8+2 P 19-20/×2) RI:80’ +1 to confirm critical hits
--------------------
Spells/Domain/Channel
--------------------
Channel Energy (Positive): 1d8 DC:10 3/day
Domain: Travel (Trade Subdomain)
+10‘ Base Move Speed
Silver-Tongued Haggler (Su): +1 6/day
Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—floating disk, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th— overland flight, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—gate
Spells Per Day: Orisons:2, 1st: 1+1 Domain
0: Create Water, Guidance
1: Bless
1D: Floating Disk
--------------------
Statistics
--------------------
Favored Class: Cleric (+1 Skill point, +0 HP)
Str: 8(-1), Dex: 16(+3), Con: 12(+1), Int: 10(0), Wis: 16(+3), Cha: 10(0)
Base Atk: +0; CMB: +0; CMD: 13
Feats: Deadly Aim, Weapon Focus (light crossbow)
Traits:
City Defender:
+1 To confirm critical hits with ranged weapons.
Militant Merchant:
You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Skills:
Armor Check Penalty: -4
Acrobatics (+3) ACP
Appraise (+4)* 1
Bluff (+2)
Climb (-1) ACP
Craft (0)*
Diplomacy (+2)*
Disguise (0)
Escape Artist (+3) ACP
Fly (3) ACP
Heal (3)*
Intimidate (0)
Knowledge (Arcana)* (0)
Knowledge (History)* (0)
Knowledge (nobility)* (0)
Knowledge (religion)* (0)
Knowledge (planes)* (0)
Linguistics (0)*
Perception (+7)* 1
Perform (0)
Profession (Merchant) (+9)* 1
Ride (3) ACP
Sense Motive (3)*
Spellcraft (0)*
Stealth (3) ACP
Survival (3)
Swim (-1) ACP
+2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks.
+2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
+1 Bluff, Diplomacy, or Sense Motive 6/day
Merchant’s Scale: +2 bonus on Appraise for items made of precious materials

--------------------
Equipment
--------------------
16
Light Crossbow 4
-20 Bolts 2
Dagger 1
Buckler 5
Silver Holy Symbol 1
Merchant’s Scale 1
Abacus 2
Hide Armor 25 (41)
Cleric’s kit
Donkey 8GP
Cart 15 GP
--------------------
Racial Abilities
--------------------
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Stoic Negotiator: +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.
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.


A short Halfling dressed in grubby finery, the kind a merchant might wear if he'd not changed his clothes in a few days, stands before you grinning broadly. His blackened teeth are somewhat off-putting but when he speaks he does so with confidence. He clasps your hand in his with both of his, shaking it readily.
"Allow m'self to introduce mself: Halders Isgood at your service.
For all your acquisitional needs, purveyor of fine fings, pur-chaser of objet d'art and all-round nice guy, currently a bit skint but, by Abadar, always looking f'opportunities to make coin!"
He leans in grinning; "If you cross me I'll stick ya with me knife."

Knife Master Unchained:

Halders Isgood
Halfling unchained rogue (knife master) 1 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
N Small humanoid (halfling)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d3-1/19-20 plus 1d8 sneak attack) or
. . dagger +2 (1d3-1/19-20 plus 1d8 sneak attack) or
. . sap +4 (1d4-1 nonlethal plus 1d4 sneak attack)
Ranged light crossbow +4 (1d6/19-20 plus 1d4 sneak attack)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 13, Int 14, Wis 10, Cha 14
Base Atk +0; CMB -2 (+2 dirty trick); CMD 11
Feats Two-weapon Fighting, Weapon Finesse
Traits intrepid volunteer (combat maneuver), reactionary
Skills Acrobatics +7 (+3 to jump), Appraise +2 (+4 on items valued by weight when using scales), Bluff +6, Diplomacy +6, Disable Device +7, Knowledge (local) +6, Perception +4, Sense Motive +4, Sleight of Hand +7 (+7 to conceal a light blade, +9 when within 30' of a human), Stealth +11 (+13 when within 30' of a human), Use Magic Device +6
Languages Common, Dwarven, Goblin, Halfling
SQ hidden blade, human shadow, skulker
Combat Gear potion of cure light wounds, potion of mage armor, caltrops; Other Gear leather armor, crossbow bolts (20), dagger (5), dagger, light crossbow, sap, backpack, bandolier[UE], bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), merchant's scale, mess kit[UE], mirror, soap, thieves' tools, torch (10), trail rations (5), waterskin, 29 gp, 3 sp
--------------------
Special Abilities
--------------------
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Human Shadow Hide behind creatures at least one size larger; +2 Stealth/sleight of hand when within 30' of a human.
Skulker +1 racial bonus to attack foes denied their Dex AC bonus.
Sneak Attack (Unchained) +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

Made with Hero Lab

build & play plan:

In combat, Halders plans to get close by hiding behind medium creatures including his allies, then throwing daggers or sneaking around to flank. He'll also use all the dirty tricks he knows to put the creature out of action for a round, giving his allies an edge.
He'll be taking feats and combat tricks that increases damage with daggers and his ability to annoy the hell out of the GM by hobbling the monsters.
In play, Halders is a (pretty bad) merchant and follower of Abadar. He'll be adding skill points to the merchant profession & appraise occasionally and is suited to play as a face with points in diplo and bluff. A full backstory is forthcoming & alias if chosen for the game.


Hello, I’d like to try to get a spot as well. Here is my human ranger, Nerak Allriver.

Stats:

Nerak Allriver
Female human (Kellid) ranger 1
NG medium humanoid(human)
Init +3; Senses Perception +5
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort+3, Ref +5, Will +1; +1 v. arcane spells
OFFENSE
Speed 30ft.
Melee greataxe +3 (1d12+2/x3) or kukri +3 (1d4+2/18-20)
Ranged shortbow +4 (1d6/x3)
STATISTICS
Str 15, Dex 16, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Point Blank Shot, Power Attack
Traits Follower of the Stars, Superstitious
Skills Climb +5, Heal +5, Knowledge (geography) +4, Knowledge (nature) +4, Perception +5, Stealth +6, Survival +5 (+9 under clear skies); ACP -1
Languages Taldane, Hallit
Gear 16 gp, arrows (20), chain shirt, greataxe, kukri, shortbow
Special Abilities
Favored Enemy (animal) Nerak gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the animal type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. Nerak may make Knowledge skill checks untrained when attempting to identify these creatures.
Wild Empathy Nerak may improve the inital attitude of an animal (poorly).

Background:

Nerak is a Kellid woman from Sarkoris. Scarred in both mind and body by her cultist parents, she ventured south and never looked back when she was only thirteen. While not very talkative, she is very protective of those in her care. She will share her feelings with those that she trusts, but only lit by the stars in Desna’s light. Nerak is wary of any arcane spellcasters, as her parents used it against her and the Kellid survivalists in Numeria that she trained with told her to stay suspicious. Feeling the wanderlust that followers of Desna often do, she began to travel further south and take jobs adventuring and protecting merchants caravans.
Nerak is 21 years old, 5’7” and lean. She prefers to keep her black hair short, never growing past her jawline. While traditionally she would only wear the hides of what she killed, she purchased a chain shirt after seeing the extra protection it afforded other guards she worked with.


Here is my character. Kobold bloodrager, Vultha

Stats:

Vultha
LE Male Kobold Bloodrager (Rageshaper)
Black Dragon Bloodline
Init+3; Senses Darkvision 60 ft; Light Sensitivity: Perception +0
----------
Defense
----------
AC 21, touch 14, Flat-footed 18; (Armor +5, Shield +2, Dex +3, Size +1)
HP 12 (10[Class]+1[Con])
Fort+3 Ref+3 Will+0
Bloodrage:
AC 17, touch 12, Flat-footed 14
HP 14
Fort+5 Ref+3 Will+2
----------
Offense
----------
Speed 30 ft
Melee: Bite +4 (1d4+0, x2) +1d6 acid (1/day)
Range: Splash +5 (x2)
Bloodrage: 5 rnds/day
Melee: Bite +4 (1d4+2, x2)
Claw x2 +4 (1d4+2, x2)
----------
Statistics
----------
Str 10 Dex 16 Con 12 Int 8 Wis 10 Cha 12
Base Atk+1; CMB +0; CMD 13
Feats: Weapon Finesse
Traits: Sneaky Swimmer, Open Minded Explorer
Kobold Racial Traits: Dragonmaw, Wymcrowned (Diplomacy)
Skills: Diplomacy +8, Arcana +3, Linguistics +0
(+2 stealth in swamps and under water), (+2 Diplomacy when interacting with people in
their native or racial language)
Languages: Common, Draconic
Combat gear: Heavy Steel Shield, Scale Mail
Other Gear: Bloodragers Kit, Spell Components Pouch, 2x Silk Rope
Money: 1 gp

Background:

The current allwatcher of the Aeteperax’s Fallen is reaching the end of her life and a successor must be chosen. In her last decade she has whittled the candidates down to Vultha, a charismatic and strong, black-scaled kobold with the blood of their fallen master running through his veins. She believes he will do great things for the clan, but she must be sure he is ready for the responsibility. She will send him on a pilgrimage to Aeteperax’s grave both to test his ingenuity and resourcefulness when not surrounded by his clan.

Vultha decided the best way to approach the situation and not be killed onsite as some monster is to slowly work his way to Belhaim by hiring himself on as a caravan guard and making people comfortable in his presence all while making his way west. About a month out from Belhaim of a caravan led by a man named Silas Gribb, he has a strange dream where a scaley green being digs up a black cloak in a swamp and dances a strange jig while crushing a bunch of little mice and lizards beneath its feet. When he wakes, Vultha has a strange pit in his stomach that the dream is important, but that feeling fades as the day goes on.

Vultha is a kobold that is exceptionally proud of his lineage to Aeteperax, especially since he is one of the few in his clan that can manifest a portion of his power. He often gets his way in his clan, but rather than use his bulk to throw his weight around, he uses his honeyed tongue. He has helped the allwatcher in establishing trade agreement with some of the other races in the World's Edge Mountains.

Dark Archive

The lineup so far, for the GM's convenience:

Shondra Demarkus (WhtKnt) - Female human fighter
Galessa (Grumbaki) - Female aasimar sorcerer
Halders Isgood (Nephits) - Male halfling unchained rogue
Gribble (andreww) - Male grippli inquisitor
Ragnar Barrowheim (DevonRex) - Male dwarf cleric
Nerak Allriver (Arrannai) - Male human ranger
Vultha (snapzilla22) - Male kobold bloodrager

Forgive me if I missed you; the thread is very confusing.


There is also me but I said that I'd build something to fit the party.
halquin has also said they are bringing a bard.


I’m here to. Swashbuckler going into paladin.

Sovereign Court

I just now saw this post. :-D Sounds great!!

I would very much like to play an Ifrit Paladin.

I have a PFS character that I would like to “clone” to play in this campaign mode game and in terms backstory I just imagine this to be part of his adventures outside of the Society.

He is 3rd level now in PFS but if you allow me to join then I will make him a 15 pt buy by reducing constitution from 16 to 14 (-5 pt) and by turning him back to a 1st level Paladin.

A description:

Taarik is a massive Solar Ifrit. His hair is blazing and burning so that he almost warms his surroundings.

He has a greatsword and a bardiche on his back, a longsword at his side and a heavy shield in his hand.

He wears a fullplate that looks like it has been recently oiled.

Resting on top of his chest, an amulet showing the holy symbol of Irori is visible.

Sovereign Court

Just some further information:
- I am a regular poster and love to RP!
- Here an example of his character.
- The clue is that Taarik has memorised many of the teachings of his tutors and is repeating them often but does not fully understand them. And although he has a true heart, he has a small inferiority complex, and is not willing to admit to himself that he is still far away from enlightenment. Thus he is not lawful stupid but rather sees everyone’s path as their own journey and hopes that he’ll reach the end of his path to Irori one day.


Corinthian Othello Ramirez Esquire II

Local lad of Belhaim. Lives with his mum.

Male Half-Elf Sound-Striker Bard
Chaotic Good

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 15 (+2)

Size: Medium
Height: 6'0"
Weight: 170lbs
Eyes: Purple
Hair: Blonde

Total Hit Points: 9

Speed: 30 feet

Race-alt traits:
Flexible Half-Breed

Feats:
Improved Initiative
Skill Focus : Perform Comedy

Traits:
Savant : Perform Comedy
Reactionary : +2 Initiative

Dark Archive

1 person marked this as a favorite.

Updated list of applicants:

Shondra Demarkus (WhtKnt) - Female human fighter
Galessa (Grumbaki) - Female aasimar sorcerer
Halders Isgood (Nephits) - Male halfling unchained rogue
Gribble (andreww) - Male grippli inquisitor
Ragnar Barrowheim (DevonRex) - Male dwarf cleric
Nerak Allriver (Arrannai) - Female human ranger
Vultha (snapzilla22) - Male kobold bloodrager
Corinthian Othello Ramirez Esquire II (halquin) - Male half-elf bard
Taarik (noral) - Male ifrit paladin
Ludvic Heartrend (Ioc) - Male human swashbuckler

Llama_Bill has also expressed an interest, but has not yet submitted a character (unless I missed it?).

Shadow Lodge

After ending up with more interest in this than I was expecting I've had a think over it and could run 2 separate tables with pretty well balanced parties (Llama_Bills should be able to round the second off a bit).

Will go with

Party 1:
Shondra Demarkus (WhtKnt) - Female human fighter
Galessa (Grumbaki) - Female aasimar sorcerer
Halders Isgood (Nephits) - Male halfling unchained rogue
Ragnar Barrowheim (DevonRex) - Male dwarf cleric
Ludvic Heartrend (Ioc) - Male human swashbuckler

Party 1 Discussion (sticking with this thread)

Party 2:
Gribble (andreww) - Male grippli inquisitor
Nerak Allriver (Arrannai) - Female human ranger
Vultha (snapzilla22) - Male kobold bloodrager
Corinthian Othello Ramirez Esquire II (halquin) - Male half-elf bard
Taarik (noral) - Male ifrit paladin
Llama_Bill - TBC

Party 2 Discussion (new thread made)

Please can you all add your character details into the discussion (feel free to tweak them) and I'll get the initial text up soon.

- Thanks to WhtKnt for the applicant lists, saved me a lot of digging :-)


Wonderful, thanks for taking us all onboard GM!


if u get a 3rd group advise me

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