Ironfang's way

Game Master rorek55

Maps for campaign.


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Anderlorn wrote:
Quote:
Unchained Monk does, in fact, have many official Paizo archetypes!
Thank you but not the archetypes I am looking for. Why didn't they implement some of the original? Granted 3rd Party did but we can't use 3rd party.

The official reasoning is power levels - unchained monk is a big boost up on monk, as are some of the vanilla monk archetypes, so combining them may be too powerful.

Either way, since rorek is already allowing awakened animals and all that crazy stuff, why don't you ask if you can convert the archetype you want? They're usually pretty simple changes. I've done that for another game I'm playing (water dancer).


4 people marked this as a favorite.

I got curious.

Each group is alphabetical by player handle, so, no, the order is not random and not the order posted.

Gauranteed spots:
Mestin Lupine - N Awakened Wolf Druid (Feral Shifter) / Ranger - Almonihah
Lasaral Athsylsae - ?? Fey-Touched Human Hunter / Fighter (Eldritch Guardian) - Monkeygod - ?? May or may not be his actual submission alias

Submissions I recognized as such:
Ayre Fenmaris - LN Elf Monk (Zen Archer) / Rogue (Scout / Sniper) - Anderlorn
Breach Shattershield - (N or C?)G Dwarf Fighter (Tower Shield Specialist) / Unchained Rogue (Trapsmith) - Javell DeLeon
Astril of Desna - CG Varisian Fighter (Weapon Master) / Warpriest of Desna - Djack
Kurgan Kegstalker - ?? Dwarf Fighter (Mutation Warrior) / Inquisitor (Urban Infiltrator / Relic Hunter) - Grumbaki
Ysias III - CN Human Planar Oracle / Fighter - Gyrwynt
Saffiro Atrabo - CG Human Shifter / Unchained Rogue (Scout) - hustonj
Trunkin - NG Dwarf Fighter / Druid (Goliath) - Jagael
Nox Copperscale - NG Tiefling Alchemist (Beastmorph / Vivisectionist) / Fighter (Dragonheir Scion) - Ouachitonian
Hrad - N Drow Unchained Rogue (Knife Master) / Swashbuckler - Rattlebones
Hakon - N Kellid Brawler (Living Avalanche) / Fighter (Siegebreaker) - Sir Longears
Osgrin Granitehide - LN Dwarf Shifter (Adaptive) / Fighter (Molthuni Defender / Savage Warrior) - snapzilla22
Korvak Sunsoul - LG Oread Monk (Master of Many Styles) / Ranger - Tharasiph
Oriphiel Vasiliss - CG Elf Cavalier (Luring) / Magus (Eldritch Archer) - theasl

Submissions I recognized as incomplete:
Eilyne - CN Human Phytokineticist (Overwhelming Soul) / ?? - Drogeney
Cheyrth Strongwind - CG Elf Fighter / ?? - Qstor

Class Distribution:
Required: (Note: 1 submission uses 2 required classes)
Cavalier 1
Fighter 10
Ranger 2
Rogue 4
+1

Primary:
Alchemist 1
Brawler 1
Druid 2
Hunter 1
Inquisitor 1
Kineticist 1
Magus 1
Monk 2
Oracle 1
Shifter 2
Swashbuckler 1
Warpriest 1
+1

Alignment Distribution:

LG 1
NG 2.5
CG 4.5
LN 2
N 3
CN 2
Unspecified 2

Race Distribution:

Awakend Animal 1
Drow 1
Dwarf 4
Elf 3
Human 6
Oread 1
Tiefling 1


I would like to apply with this character. To answer the questions that you laid out in the initial recruitment post:

Background:

One to two paragraphs describing where your character comes from and their personalty.
Zegenva is a street urchin from Almas, who was forced to flee there after accidentally stealing from the wrong thieves guild. She has been slowly working her way northward towards Varisia since then. She is a little gruff, and can seem uncaring at times. However, she is as caring as she can be towards children, especially those who lack parents.

There is a longer and more detailed backstory in my profile. I can post it here if you want me to.

1-2 goals your character has, short or long term.
*Zegenva is currently trying to find a safe place to hide from any of the enemies of her past. She has currently decided on Varisia as a good place to head, but hasn't gotten there yet. Anyplace along the way will do if it feels right to her. (More of a long term goal)
*Additionally, she is looking to get a replacement chain for the pendant around her neck. The current leather strap is wearing down, and she wants to keep the pendant. (Shorter term goal)

1-2 fears your character has.
*Zegenva is quite afraid of being completely alone, without anyone nearby at all.
*She is also afraid of rats, and tries her best to avoid them if possible.

If your character has any family/loved ones they are close to.
Zegenva was disowned by her blood-family in her young teens, and she has stopped caring about them since then. The only other person she had considered family is now deceased, and is connected to why she is traveling. (Explained in backstory.)

How you managed to end up in, or passing through, Pheandar.
Explained more in the longer backstory in my profile, but Zegenva is literally just passing through, taking a break on her journey towards Varisia.

A quirk or mannersim your character has ween stressed or frustrated.
When frustrated or stressed, Zegenva tends to start hitting things or growling low in her throat.


Ok, I found something that would work for an Awaken Animal.

3d6 ⇒ (1, 3, 6) = 10
1d3 ⇒ 2


PC is mostly done. Just need some last minute finishing touches.


Hmmmm... looking at that class distribution I'm very tempted to make my wolf a sorcerer instead of a druid...


Are you really going to transform the wolf into a Sorcerer? I am almost done with a Sorcerer build myself because I finally found a way to make an Awaken Animal character. If you are, please tell me and I will keep my current submission.


Oh, really? XD I'll hold off then.


As Almonihah (Mestin) was stating about the lack of full blown Spell Caster submissions, I finally found an animal I can use for an Awakened Animal.

Velox

I will instead go with this submission unless something changes. There are some characters that Velox can build a rapport with when those are chosen.

I have some really cool things in store for this build.


Just a heads up, Almonihah got special permission and worked privately with the GM to play his awakened animal.

There is zero guarantee that the GM will allow another, so if you're submission is based around being an awakened animal, chances are at least decent you may not get picked.


I have been working with the GM.

Silver Crusade

1 person marked this as a favorite.

due to dorian and some other things, I will be pushing back recruitment cutoff and selection to friday of this week.


Here is my character Paulier Ovicus

Stats

Spoiler:

Paulier Ovicus
Male human magus/rogue 1
CN Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +7, Will +2;
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +2 (1d8+2 19-20/×2)
Ranged shortbow +3 (1d8+3 x3)
--------------------
Spells
--------------------
Lvl 0 (DC 13): Acid Splash, Light, Flare
Lvl 1 (DC 14): Burning Hands, Bull's Strength

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

FEATS
Eschew Materials, Lightning Reflexes

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

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

Skills: Acrobatics +8 , Bluff +6, Climb +6, Diplomacy +6, Disable Device +8 Intimidate +4, Knowledge (arcana/local) +6, Perception +4 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.

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Background

Spoiler:
Paul was born in raised in Phaendar along with a younger brother who has recently moved off to a location in Numeria. He has a rather estranged relationship with his parents who think of him as a slacker. While shown to be just as intelligent as his wizard brother, he was more interested in fulfilling his more martial needs.

He got his wish when he entered the Forest Marshalls along with a number of other people. It was there that he made a lot of friends. Unfortunately, one particular battle with Molthune's Ironfang Legion caused him to quit. While he remains his happy-go-lucky self, there were signs that the battle left him scarred emotionally.

Paul has no really goals other than to live the life the way he wants, matching the free spirit of the nation of Nirmathas. Any effort he dishes out is out of necessity. What he fears the most is being forced on the spot to lead when no one else would as he had to do with the Forest Marshalls. While he has little ill-will towards hobgoblins, he does hold a slight fear of them.

When stressed, his time and true strategy is laugh at the face of danger while spouting jokes. Yet this is a ruse in order to get in his opponents' head as he devises a plan to gain an advantage.


OK, I believe I have finally finished Hakon.

The background was a bit longer than you requested (3 paragraphs), but since Hakon is from the Realm of the Mammoth Lords, I felt a little bit of more explaining was needed, otherwise it would make no sense for him to be in Phaendar.

Background:
Hakon never knew his parents, for he was found by the Greathorn tribe during one of their raids, still an infant, living among a tribe of frost giants. It was speculated that Hakon had some portion of giant blood in his veins, for he grew fast and beyond those of his age. Embracing his new tribe, Hakon was raised by the Greathorn tribe in the Realm of the Mammoth Lords, and under the Greattusk Following, learning their ways, enduring their dangerous come-of-age rites and becoming a hunter himself. As many in his tribe, the adopted the wooly rhinoceros as his guardian spirit.

When Hakon was 25, while roving after the great beasts of his land, his group was ambushed by a group of orcs from the Hold of Belkzen, looking to capture the same beasts to use as war beasts. Many were killed and others were put in chains to be used as slaves or entertainment. Hakon was brought to Urgir, marching the whole Flood Road, and there he was sold as a slave to the Bearslayer tribe. To his luck, however, Hakon never reached their hold, for a patrol of knights from Lastwall attacked them. During the chaos of combat, Hakon and a couple other slaves escaped, reaching the Northern Fangwood and then the Southern Fangwood, for one of them was from Nirmathas, which was much closer than his own home.

Once Hakon and his companions thought themselves safe from the orcs, they were attacked by a patrol of the Ironfang Legion. Hakon isn't sure if he was the only survivor, but wounded, he escaped once more. He eventually collapsed from his wounds and was rescued by travelers heading for Phaendar. There he recovered slowly and regained his strength, and is now only waiting for a known merchant to finish his business in town before he follows him back to the north...

Description:
Hakon is a towering kellid man with 6 ft. 9 in. of height and weighting over 230 lbs. His hair is dark-brown and is kept long and wild, while his skin is light brown, deeply tanned. His eyes are blue, which is not common among Kellids. Lean but muscular, Hakon bears many scars, the most prominent being one in his chest from when he was trespassed by the horn of a wooly rhino (an accident during his come-of-age rite). Having spent his whole life in the north among "savages", Hakon doesn't know how to behave in more civilized lands.

His goals, fears and quirks are all pretty much vanilla, but I figured you should not ALWAYS play a deeply complex character lol. Sometimes simple is good. They are also pretty open-ended in a way that even if Hakon is from far in the north, he'll easily bond with those around him when s#%~ hits the fan.

Goals, Fears and Quirks:
Goals
As any young kellid from the Realm of the Mammoth Lords, Hakon wants a name for himself. According to their ways, one should earn their names according to their deeds.

Being an orphan, Hakon wants a family for himself. He wants to find a good and brave wife to eventually have children.

Fears
Hakon is a proud man and one of his worst fears is to die before earning his name, for he would be just another 'Hakon', not to be remembered by anyone.

As many others from his home, Hakon also fears to die by the forces of nature (cold, starvation), something quite less risky now in the south.

Quirks
When stressed, Hakon constantly cracks his knuckles, shoulders and neck.

I've also added my intended bonus feats for you to take a look and say if they are in line with your intention or not:

Bonus Feats Plan:

2: Nature Soul
4: Animal Ally (Despite an Animal Companion have potential for boosting combat, my intention is to pick either an animal for scouting or a mount to be used out of combat.)
6: Collector's Boon (Going for the beastmaster set, which gives a lot of nice secondary nature themed abilities)
8: Boon Companion
10: Improved Collector's Boon
12: Iron Will
14: Heroic Will
16: Improved Iron Will
18: Toughness
20: Endurance


I think I will be bowing out of this one, my plate is a bit full and there are a couple of specific campaigns I very much want to play if they come up. Good luck all!


I think I will bow out as well. I'm having some trouble getting the character to come together in a way that I am happy with.


I also am going to respectfully step away from this one. Thanks!


Advancement thoughts for Saffiro Atrabo:

Skills points reinforce themselves.

Feats & Traits: Wid Vigor?
** Feats **
H Skill Focus (Perception)
R Weapon Focus (Claws)
1 Dodge

R Talent Trap Spotter
2N Alertness?

R Finesse (Claws)
3 Piranha Strike?

Dex 19
R Talent Canny Observer
4N Skill Focus (Disable Device) ?

S Second Aspect - Flyer?
R Edge Perception
R Signature Skill Escape Artist?
5 - Shifter's Rush

R Talent Bleeding Atack
6N - Wild Speech

7 Weapon Focus (Talons)?

Dex 20
R Talent Follow Clues?
8N - Deft Hands?

9 - Multiattack?

R A Talent Opportunist?
R Edge Disable Device?
S Third Aspect - Swimmer?
10N

R Finesse (Talons?)
11

Dex 21
R A Talent Improved Evasion?
12N

13

R A Talent Crippling Strike?
14N

R Edge Acrobatics?
S Fourth Aspect
15

Dex 22
R A Talent Petrifying Strike
16N

17

R A Talent Double Debilitation
18N

R Finesse (Bite?)
19

Dex 23?
R A Talent ???
R Edge
S Final Aspect
20N


I am still interested and rather glad for the deadline delay.

My character became a Ratfolk, a merchant from Druma who is the only survivor of an Ironfang Legion attack on his caravan.

Classwise I'm looking at a Wizard, just not sure whether using the Exploiter archetype or the Aether school, and an Un-Rogue using the Phantom Thief archetype.

Which also leads me to a question for the GM: How does your house rule on wizards work with elemental schools, if it does?


Hi! Is there still time to present a new application? Never got to play this AP.


I see holes in the party composition. It really needs a full caster of significant versatility. I see 2 possibles. In this post, possible #1.

George

Statistical Stuff:

“George” , G’rrtazk of the Broken Spine
N Male ½ Orc (Sacred Tatoo, Shaman Enhancement))
Shaman 1 (Unsworn) / Ranger 1
Init +6
Speed 30 ft
Darkvision ( 60 ft )

Defense

AC 17 (+ 1 if buckler in use) Touch 12 Flatfooted 15 (+1 if bucker in use)
HP 13 (1d10+2 Con+1 FCB)
Fort +6 Ref +6 Will +7
CMD : 13

Offense

Melee : Lance +2 1d8+2 Cestus +2 1d4+2
Ranged: Shortbow +3 1d6
BAB : +1
CMB : +2

Spells Prepared

L0 (DC 13, 3) : Guidance, Daze, Detect Magic
L1 (DC 14, 2): Cure Light WoundsX2

Stats
Str 13 Dex14 Con14 Int 14 Wis 15+2 (racial) = 17 Cha 14

Feats : Combat Reflexes (1st)

Traits : Fates Favored, Frontier Healer, Birthmark (+2 to save vs charms and compulsions), *** (Drawback, for the GM to choose)

Skills (6+2(int) /lvl) (Ranks, skill roll)
Heal (1, + 7), Ride (1, + 6), Diplomacy (1, + 6), Spellcraft (1, + 8), Perception (1, + 7), Stealth (1, + 6), Survival (1, + 7), K(Nature) (1, + 6)

Background Skills (2/lvl) (Ranks, skill roll)
Handle Animal (1, + 6), Profession (Soldier) (1, +7)

Languages : Common, Orc, Goblin, Draconic

Special Abilities :
Favored Enemies (Humanoid : Goblinoid, Magical Beast), Track, Wild Empathy. Minor Spirit (Healing Hex), Spirit Animal (see below)

Equipment:
Armor and Clothes: Explorer’s Outfit, Scale Mail (50gp), Buckler (5 gp)
Weapons : Lance (10 gp), Cestus (5 gp), Cold Iron Kunai (4 gp), Dagger (2 gp), Shortbow (30 gp), 20 arrows (1 gp).
Animals: Yak (Assuming I can get a combat trained for 36 gp? Otherwise 24 gp. “Hump”), 3 Guard Dogs (3 X25 gp – these are wolf pups he is raising and training. One will graduate to be his animal companion at 4th level. “Missing Toe, Notch-ear and Dock-Tail”),
On the Yak and the dogs:
Training Whip (5 gp), Saddlebags (4 gp), Bit and Bridle (2 gp), Yak Harness (2gp), Riding Saddle (10 gp), Yak food 10 days (50 cp), dog food 10 days (50 cp). Dog Harness X3 (3X2=6 gp), 20 arrows (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), Bear trap (X2, 4 gp), 100 ft hemp rope (2gp), trail rations 9 days (4.5 gp), waterskin (1 gp), mess kit (2 sp), Reinforced Tunic Barding (Yak, DogX3, 10 gp), Backup spell component poucn (5 gp)

Personal Gear
Backpack (2 gp), String 50 ft (1 sp), trail rations 1 days (5 sp), Wooden holy symbol (1 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (5 gp), 5 gp, 30 sp

Future Progression :
Feats: Extra Hex (2nd), Boon Companion (4th),
Bonus Feats : Extra Hex if it qualifies – probably dependent on the hex, but Healing, Fetish, Shapeshift are all possibilities, Spirit Talker (again if it qualifies)

Spirit Animal
Admirai
Rabbit (Valet Archetype)

Speed 50 ft

Defense

AC 16 Touch 15 Flatfooted 13
HP 7
Fort +1 Ref +5 Will +3
CMD : 7

Offense

Melee : 1d3-4
BAB : +0
CMB : +???

Stats
Str 1 Dex 16 Con 9 Int 6 Wis 12 Cha 5

Feats : Run

Skills (Effective Ranks, skill roll)
Perception (1, + 5), Stealth (1, +15), Heal (1,+2), Ride (1,+4), Diplomacy (1,-2), Spellcraft(1,-1), Survival (1,+2), K(Nature) (1, -1), Handle Animal (1,-3), Profession (Soldier) (1, +2)

Languages : Orc

Special Abilities
Empathic Link, Able Assistant, Magical Manipulation, Teammate

Background Info:

A bastard born whelp from a Shoanti (human) slave in Belkzen, G’rrtzak (“Runny s~$! color” – he much prefers the easier to pronounce “George” that Nirmathan’s hung on him) did not have it good. Being smaller, a different, paler green and having less tusk, he was low on the scrotem pole of the tribe’s youth. He was mostly a shepherd and a drover, working with the tribes herds (K Nature, Handle Animal, Ride, Survival). In the process, he did, pick up significant spirit lore, acting as the Shaman’s 3ed hand (Spellcraft) while caring for the animals (Heal). He was conscripted into the tribes raiding band at 14 (Profession: Soldier), as a useful animal handler, healer, and general dogsbody.

Two years later, the raiding band suffered the misfortune of being mousetrapped by Lastwall troops. George fled the defeat, and was forced south into Nirmathas in the wrack and flotsam of the pursuit. He has been drifting in Nirmathas, trying to find a place to settle for 2 years now. Apparently, he’s drifted into Phaendar (with fresh venison to trade to the inn keeper) on the wrong night…

George has no interest in returning to Belkzen (and has a general dislike of orcs). Here in anarchic Nirmathas, he is free from the constraints of Belkzen’s social/racial hierarchy. He likes the land, fresh and green, and the land-wights (spirits) that whisper to him here. He generally likes animals more than people, but is not sentimental about them. He sees opportunity for his animal skills to be of value.

George is Neutral in outlook. He pretty much wants to be left alone by the powers that be. His upbringing among orcs has left him with a somewhat stunted moral compass : a willingness to use violence, and little respect for the dead (and especially their property). Still, he doesn’t kill for fun and he has a hate of slavery. Orc social relations have made him a sneak (Stealth) and a suck up to those more powerful than him (Diplomacy) and a bully to those weaker (Not that he has had much opportunity to practice, but he will be taking intimidate ranks in the future).

Appearance : 5’7”, 174 lbs, pale yellow-green skin, black hair, small tusks (1 broken and capped with steel – dentistry is another Nirmathi marvel!)

Goals: To settle in Nirmathas and establish himself. He doesn’t know/realize it, but he’s actually quite lonely and would welcome some real friends.

Fears: Enslavement. Heavy Cavalry (the Lastwall knights that broke his raiding party made a lasting impression).

Mannerism: He likes to play with his dogs. He will put extra effort into animal care when stressed.

PS. Note that there are a couple of GM questions hidden in the stats stuff.


And Behind door #2,

Calathel

Statistical Stuff:

Calathel Iodarath
N Male Elf
Wizard 1 (Transmuter(enhancement sub-school)) / Ranger (Divine Marksman) 1
Init +6
Speed 30 ft

Defense

AC 16 (including buckler), Touch 14 Flat Footed 12 (including buckler)
HP 13 (1d10+2 Con+1 FCB)
Fort +4 Ref +6 Will +3
CMD : 14

Offense

Melee : Elven Branched Spear +5 d8+2 Cestus +5 d4+2
Ranged: Composite Long Bow +5 d8
BAB : +1
CMB : +3

Spells Prepared
Opposition Schools : Universalist(house rule), Necromancy, Evocation
L0 (DC 13, 4): Daze, Mage Hand, Detect Magic, Message
L1 (DC 14, 4): Color Spray, Mage Armor, True Strike, Gravity Bow

Spellbook
L0 : All except Universal, Necromancy, Evocation
L1 (6) : True Strike, Color Spray, Mage Armor, Gravity Bow, Grease, Crafter’s Fortune

Stats
Str 14 Dex15+2(r) +1(en)=18 Con16 -2 (r) = 14 Int 14 +2 (r) = 16 Wis 13 Cha 10

Feats : Precise Shot (1st) , Scribe Scroll (Wiz 1), Bullseye Shot (Divine Marksman 1)

Traits : Transmuter of Korada, Warrior of Old, World Weary (Sense Motive), *** (Drawback, for the GM to choose)

Skills (6+3(int) /lvl) (Ranks, skill roll)
Perception (1, +5), Stealth (1, +8), Spellcraft (1, +7), K(arcane) (1, +7), Ride (1, +8), Sense Motive (1, +5), K(Nature) (1, +7), K(Dungeoneering) (1, +7), Survival (1, +5)

Background Skills (2/lvl) (Ranks, skill roll)
Handle Animal (1, +4), Linguistics (1, +7)

Languages : Common, Elven, Goblin, Draconic, Sylvan, Kellid

Special Abilities :
Elven Immunities, Keen Senses, Elven Magic, Low Light Vision, Weapon Familiarity
FE (Goblinoid), FE (Magical Beast)
Bonded Object (Ring),
Arcane School: Transmutation (Enhancement); Physical Enhancement (Dex), Augment

Equipment:
Armor and Clothes: Explorer’s Outfit, Buckler (5 gp), Haramaki (3 gp), Bonded Ring
Weapons: Composite Longbow (100 gp), Elven Branch Spear (20 gp) , Cestus (5 gp), Cold Iron Kunai (4 gp), Dagger (2 gp), 20 arrows (1 gp).

Animals: Guard Dog (25 gp,“Wild Runner”), Light Horse (75 gp, “Black Socks”)

On the Mount and the dog:
Saddlebags (4 gp), Bit and Bridle (2 gp), Harness (2gp), Riding Saddle (10 gp), Fodder 10 days (50 cp), dog food 10 days (50 cp). Dog Harness (2 gp), 60 arrows (3 gp), bedroll (1sp), blanket (5sp), hammock (1sp), Bear trap (X2, 4 gp), 100 ft hemp rope (2gp), trail rations 9 days (4.5 gp), waterskin (1 gp), mess kit (2 sp), Reinforced Tunic Barding (Mount, Dog, 6 gp), Backup spell component pouch (5 gp)

Personal Gear
Backpack (2 gp), String 50 ft (1 sp), trail rations 1 days (5 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (5 gp), 20 Sp

Background Info:

Calathel is a folorn elf, living in human society. He was born in Isger in 4665. He survived the chaos of the goblinblood wars, but his father did not. It was in this conflict that he acquired his hatred of goblinoids. Afterwards, the despair of ruined Isger drove his family to migrate north, first to tyrannical Molthune, then to free Nirmathas. He still writes a letter to his mother once a month.

He has recently completed his apprenticeship as a wizard, and is now considering how to make his way in the world. Having already seen a generation of human friends from his childhood pass, he is considering moving to Kyonin. He’d also like to meet a nice elf lady…

Archery is a hobby that has become an obsession. He worships the Empyreal Lords as a pantheon.

Appearance : 6’3”, 133 lbs, blonde hair

Fears: Burning alive (fire was used extensively by both sides in the Goblinglood wars, his dad died this way)

Mannerism: playing with the string of his bow.


I came up with some background:

Gabriel / Griseo:

Backstory
Okay, here’s the bomb: Gabriel is a Molthuni.

From a tender age he showed some special gifts and, though it wasn’t evident at first sight, it became clear that some special blood was running through his veins. When he grew up, he joined the Iomedae cult and quickly stood out thanks to his knack with ranged weapons, something not usual among the Lady’s priesthood.

Gabriel was not the one to accept what he was told without thinking over it, though, and soon after being ordained he started noticing that life in Molthune was not as cheerful and happy as he had thought it was. He discovered that the aims of the high command were not selfless stand against evil, but rather conquest and influence at the expense of their close neighbours. He had faith in the Lady, though, and truly tried to believe that the situation was going to be amended.

His mind changed about that as well during a raid in Nirmathas. Gabriel was only a sergeant, and the raid involved several units trying to gather supplies beyond the enemy lines. They were supposed to get what they needed and go, but when leaving the village one of the high rank officers issued orders to unleash the Ironfang Legion squad. What he witnessed there that day deeply wounded his mind and soul. He confronted some of the legionnaires himself, trying to stop them from raping and cutthroating, and was nearly killed by his own forces.

Left for dead by the Molthuni raiding army, he later tried to reach friendly ground, leaving the devastated place behind, but passed out somewhere in the wilds. He was found there by some passers-by, taken to the village of Pheandar and healed. His wounds needed extra time, though, since they got infected and he suffered through a flu, and while recovering he learned to admire the beauty of the villagers’ everyday life, not bound to the constraining laws of an army and free from thoughts of invasions and dominance.

Almost recovered, now he has decided he might live a happy life here, and changed his name to Griseo, meaning Grey in his native Taldane language. He knows he’s in debt with the village, and has decided to use his scouting and hunting abilities to make some profit for its inhabitants. Gathering his bow, he’s bagged more than a pair of kills to be sold at the market, thinking the money would do well to buy medicines or whatever the leaders of the village might think is needed. It’s not much, but it’s a start.

Personality and Appearance
Griseo is thin, though not weak. He’s a bit taller than the average, and has recently taken little care for his hair and beard. He still has a special thing that speaks military of him, but is slowly getting used to the relaxed and easy living of the countryside. When it comes to talking, Gabriel is usually scarce. Life in Molthune hasn’t really honed his social skills. He’s kind, though, and usually tries to wear himself the other person’s skin. He’s always had the habit of cracking his thumbs knuckles when the situation requires extra focus or is somewhat stressful.

Goals
Gabriel wants to leave his life in Molthune behind and pursue a community life here in Nirmathas, of which he has completely fallen in love. He knows it’ll take time, but he hopes he can use his skills for the benefit of the people.

Fears
He fears the people’s reaction if, or when, they find out he is a soldier of the enemy army. Back when he was rescued, he was lucky all Molthuni symbols were wiped out from his clothes or lost, but he knows someone is going to ask him questions or maybe the Molthuni are going to come back, and he won’t be able to hide it. All he can do for now is try to prove his good will, so when the time comes at least a few might be willing to believe him.

Relatives and friends
His family was left behind in Molthune, and Griseo really wants to keep it that way. His parents were constantly pressing him, and only wanted the young child to excel at everything to produce fame and glory for the family. Griseo never experienced true affection during his youth.
Here in Nirmathas, he considers the people from Pheandar his friends. Not in the sense of true friends, but as friendly people who don’t expect things from him, people who’s just there and wish him well as they would wish anyone.

I'll do the crunch later today, he's to be a Warpriest/Ranger, ranged dps.


Here is my submission. Pushing the spoilers down because I hate the avatar text wrap.
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Background:
Note: To the best of my knowledge, Ironfang Invasion starts in 4717 AR. The dates herein are based on that. If I am incorrect in this assumption, the dates can be corrected as necessary. I've also including notes, stuff that Wilhelm doesn't know, in OoC text like this.

Wilhelm was born in 4689 AR in Esin to two Human parents. Esin was a small mining thorpe, roughly between the Dwarven citadel Kraggodan and the Nirmathi town of Phaendar, south of the Deepcut River. The thorpe sported a population of perhaps 60 adults, roughly an even split between Humans and Dwarves. The people of Esin predominately mined bituminous coal, and traded it with the Dwarves for metal crafts, and with the Nirmathi for wood crafts. Wilhelm was married to a Human woman named Floretta in 4707 AR, and had two children by her, a son named Lambert born in 4708 AR, and a daughter named Thekla born in 4712 AR. The family lived in a single-room, wattle-and-daub roundhouse with a thatch roof. Wilhelm worked as a miner, and the family also grew potatoes for sustenance. Wilhelm had a touch of Shaitan ancestry and could see well in the dark, so he often worked at night among the Dwarves.

In late 4715 AR, hobgoblins (the Ironfang Legion, following their dismissal as mercenaries by Molthune after the somewhat controversial Ramgate Massacre) crossed into Nirmathas from Molthune at the Inkwater River and made their way into the southern Mindspin Mountains (on their way to Kraggodan). An organized warband, the hobgoblins raided Esin in the dead of night, setting the small village afire. Wilhelm was in the mines when the attack started. Wilhelm panicked when the alarm was raised and rushed to his home rather than joining the dozen or so Dwarves in a coordinated defense. There he encountered a detachment of hobgoblins. Rather than kill him, they made sport of him; they surrounded him, and one was pushed into the ring to fight Wilhelm alone. When he managed to defeat this "challenger" (likely a disliked hobgoblin among the group), the leader (some minor leader, perhaps a sergeant by our modern reckoning) barked something and the hobgoblins parted to allow Wilhelm access to his home, but once inside, the hobgoblins pushed a cart in front of the door from the outside and set the house on fire. Lambert was able to crawl out through a narrow window, and Floretta passed Thekla through to him. Floretta and Wilhelm, neither of whom could fit through the window, resigned themselves to death, and lost consciousness as the hut collapsed around them.

Wilhelm awoke under a strange roof. He had vague, fragmented recollections of a moving sky above, and of someone caring for him. He came to learn that a merchant caravan traveling from Kraggodan had come across the ruins of Esin perhaps a day or so after the attack. A cleric of Iomedae had been traveling with them, and had insisted upon collecting any survivors they could, taking them along to Phaendar. The cleric, a Human named Bruno, had kept Wilhelm and three others alive. Wilhelm, for his part, had been severely burned over his entire body, and the burns had already been infected when he was found. He had been in-and-out of consciousness for perhaps a week in Phaendar, but with Bruno's aid, had survived the infection.

After he had recovered, Wilhelm returned to Esin for closure. None of his family had been among the survivors brought to Phaendar. He found Floretta's remains among the ruins of his home, and Lambert had apparently been cut down not too far away, but he could not find Thekla's body, and assumed that some wild animal had dragged it off (whether this, her being taken captive by the hobgoblins for some reason, or something else entirely, I leave up to the GM). He buried his wife and son, and collected what possessions had survived the fire, to be sold. With nothing left for him in Esin, Wilhelm dedicated himself to Iomedae (note: pending disapproval of my archetype in its absence, this may change to Ragathiel, and an additional contrivance will be added to justify this), and particularly to the protection of the weak and powerless. He resides now in Phaendar, but is somewhat reclusive and known to be something of a grump. He turned down magical treatment to remove the horrific burn scars, and so rarely goes out in public. When he does, he often wears a helmet that obscures view of his face, and clothing that covers all of his skin.

Personality:
Wilhelm is humorless and dour, believing that allowing himself to be happy before he's avenged his family is disrespectful to them. Never a particularly proud man before, Wilhelm is consumed by his failure; he refused to have his burn scars healed, that they might serve as a reminder of his failure, and has come to be deeply ashamed of his appearance. While Wilhelm is pledged to protect the innocent, he is perhaps more concerned with rooting out and destroying evil. He has a very black-and-white view of morality, and can be overzealous in his condemnation and pursuit of what he believes is justice. He also HATES goblinoids and orcs, even those living apart from the more hostile tribes or that have integrated with more conventionally civilized society; he won't necessarily kill such a creature on sight, but he will be much quicker to condemn such a creature to justify his own prejudice. That isn't to say that he absolutely cannot work with an orc or half-orc (or even goblinoid) PC, just that there will probably be friction initially between him and such characters.

I generally find that going through beliefs and facets used in Dwarf Fortress helps me better understand and define a character, so in Dwarf Fortress terms...

Has a great deal of respect for the law. Greatly prizes loyalty. Sees family as one of the most important things in life. Thinks friendship is important. Respects power. Believes that honesty is a high ideal. Is utterly disgusted by guile and cunning. Finds himself somewhat disgusted with eloquent speakers. Has a great respect for fairness. Values decorum, dignity, and proper behavior. Is a firm believer in the value of tradition. Doesn't care about art one way or another. Values cooperation. Values independence. Views any show of emotion as offensive. Finds introspection to be a waste of time. Believes that self-mastery and the denial of impulses are of the highest ideals. Values tranquility and a peaceful day. Values a harmonious existence. Sees merrymaking as a waste. Values good craftsmanship. Values martial prowess. Respects the development of skill. Deeply respects those that work hard at their labors. Believes that those who sacrifice for others should be deeply respected. Doesn't have strong views on competition. Greatly respects individuals that persevere through their trials and labors. Finds leisure time wasteful. Doesn't particularly respect commerce. Values romance. Doesn't care about nature one way or another. Sees war as a useful means to an end. Values knowledge.

Is not the type to fall in love or even develop positive feelings, and is conflicted by this, as he values romance. Is quick to form negative views about things. Often feels envious of others. Is dour as a rule. Is very quick to anger. Has a calm demeanor. Never feels lustful passions. Is confident under pressure. Desires little for himself in the way of possessions. Only rarely feels strong cravings or urges. Is stubborn. Is unfriendly and disagreeable, and is conflicted by this, as he values a harmonious existence, and thinks friendship is important. Could be considered rude. Has a tendency to go it alone, without considering the advice of others. Is incredibly brave in the face of looming danger, perhaps a bit foolhardy. Is generally quite confident of his abilities when undertaking specific ventures. Takes no pleasure in his talents and appearance. Presents himself modestly and frowns on any flashy accoutrements. Does not find most jokes humorous. Is vengeful and never forgets or forgives past grievances. Has a low sense of self-esteem. Is sometimes cruel. Can be very single-minded. Tends to assume the worst of two outcomes will be the one that comes to pass. Is rarely moved by curiosity. Has a strong tendency towards privacy. Tends to be a bit stubborn in changing his mind about things. Tends to form only tenuous emotional bonds with others. Does not generally respond to emotional appeals. Finds helping others emotionally rewarding. Has a strong sense of duty. Tries to keep his things orderly. Does not trust others. Prefers to be alone. Is assertive. Is grounded in reality. Likes to keep things practical, without delving too deeply into the abstract. Does not have a great aesthetic sensitivity.

Goals and Fears:
Wilhelm has two specific goals. He wants to find Thekla's remains, that she might be buried alongside her brother and mother, and he wants to find the hobgoblins responsible and kill them. He's been saving up money, and hopes to hire a wizard to help him locate Thekla's remains, which he believes to be in the wilderness near Esin. After that, he might consult a diviner to learn the identity and location of the hobgoblins responsible, but he's not sure how he will go about defeating them, even with that knowledge (luckily for him, they'll be coming to him, after a fashion). Beyond that, he generally wants to protect the innocent and exterminate those who might threaten the innocent, particularly those of the "savage" races, the orcs and goblinoids.

As for fears, Wilhelm is notably uncomfortable around fire. It takes his mind to very unpleasant places, and so he has taken to avoiding it. Not much else to say on that front.

Family and Friends:
As noted in the backstory, Wilhelm had a family, but they're all either dead or presumed dead. He had friends among the residents of Esin, particularly among the Dwarves, but they are likewise dead or presumed dead.

Wilhelm considers himself friends with Bruno, a traveling cleric of Iomedae who travels between Tamran and Kraggodan and so regularly passes through Phaendar, but the two do not often see one another. I imagine Bruno passes through Phaendar with trade caravans four times a year, each time stopping for one or two days. He and Wilhelm touch base, and perhaps grab drinks, but not much else.

Wilhelm is also friends with Vend, a Dwarf with whom he was passingly acquainted before and who survived the destruction of Esin and now likewise resides in Phaendar; the other two survivors left, citing how painful it was to live so close to the ruins of Esin. I imagine Wilhelm and Vend occasionally drink together, mostly in silence. They don't have much in common, beyond their shared trauma, and the subject is more or less verboten.

Physical Description:
Wilhelm is a male humanoid standing at about fifteen hands (60in | 152cm) and weighing roughly fifteen-and-a-half stone (217lbs | 98.5kg). While his skin might once have been a mute gray color, his body is completely covered in wavey scar tissue, and his skin is thus a soft purplish-gray (#BFAFB2). His eyes are a dull emerald (#50C878), and he appears entirely hairless. His face is difficult to read, between the scars and absence of eyebrows, but a best guess would put it somewhere vaguely between apathy and contempt. His physique is built and his hands are heavily calloused, pointing towards a life of manual labor.

He wears a breastplate over his chest and helmet atop his head, complete with a visor that entirely obscures his face. Beneath his armor, he wears soft almond (#EFDECD) pants of some manner of cloth, a simple almond tunic of the same material, and a simple leather belt. Solid tanned leather boots of black adorn his feet, supple black leather gloves cover his hands, and a thick almond cloth cloak with a simple cowl rest on his shoulders bearing the image of a longsword in silver over a sun in gold, with a plain copper clasp. He carries a wooden shield near the size of a door on his left arm, and a leather pack rests on his back. From a chain about his neck, a symbol of wrought silver hangs, mirroring the emblem on his cloak. His right hip prominently features a short-handled warhammer dangling from a simple leather loop. A leather pouch, which looks to contain maybe two score coins, and a small dagger in a worn leather sheath, rest on his belt at his left hip.

Mechanics:
Race: Wilhelm is an Oread, and will be utilizing the Mostly Human, Granite Skin, Stone in the Blood, and Ferrous Growth alternate racial traits. His favored class will be Fighter, and I'll be choosing the racial option every level.

Ability: Before modifiers, Wilhelm with have 17 Strength (13 points), 16 Constitution (10 points), 14 Dexterity (5 points), 11 Intelligence (1 point), 7 Charisma (-4 points), and 14 Wisdom (5 points). This should equal a 30-point buy. His racial mods are +STR/WIS and -CHA.

Traits: I'll be taking the Disillusioned combat trait, the Life of Toil social trait, and the Ironfang Survivor campaign trait. I typically would build Wilhelm with the Burned drawback, but this is just a suggestion.

Class: Wilhelm's primary class will be Warpriest using the Sixth Wing Bulwark archetype, and he will eventually multiclass into the Stalwart Defender prestige class, going for an even split between the two. His gestalt class will be Fighter with the Tower Shield Specialist archetype. I'll be selecting the Glory and War blessings. I expect to take the Renewed Defense, Immobile, Fearless Defense, Bulwark, and Halting Blow defensive powers.

Feats: Wilhelm is a defense build. As such, Wilhelm's core feats are Shield Focus/Improved Shield Focus/Greater Shield Focus, Armor Focus (Full Plate)/Improved Armor Focus (Full Plate), Mobile Bulwark Style/Mobile Fortress/Mobile Stronghold, and Tower Shield Specialist. These variously improve his AC, mitigate his ACP, and make the tower shield a bit less awful by reducing its penalty to attack and giving the Total Cover option a bit more utility. I'll be grabbing Dodge, Endurance, and Toughness to qualify for a prestige class. I'll also grab Exotic Weapon Proficiency (Orc Skull Ram), Shield Brace, and Combat Reflexes once his shield's ACP is somewhat mitigated to start wielding a reach weapon and focusing more on area denial, to make up for his lack of mobility. From there, I'll generally be grabbing from a pot of armor- and shield-oriented feats such as Kraggodan's Stance, Covering Shield, Missile Shield, Saving Shield, Cushioning Shield, Shielded Stand, Covering Defense, Feint Defender, and Shield Specialization (Tower)/Greater Shield Specialization (Tower).

Skills: I intend to max Knowledge (Engineering), Perception, Profession (Miner), and Sense Motive. Beyond that, I'll put a few ranks into Heal and Intimidate, and drop a rank into Acrobatics, Climb, Diplomacy, Handle Animal, Knowledge (Dungeoneering, Religion), Ride, Spellcraft, Survival, and Swim.

Equipment: I'll be grabbing the following to start: Breastplate, Tower Shield, Warhammer, Dagger, Traveler's Outfit (free), Silver Holy Symbol of Iomedae, Common Backpack, Small Tent, Blanket, Holy Text of Iomedae, Mess Kit, Gear Maintenance Kit, Whetstone, and Belt Pouch. This leaves me with 10 gold pieces, 11 silver pieces, and 18 copper pieces.

Role:
Wilhelm is a tank. He's designed to have huge AC, CMD, and saves, and a pretty moderate amount of health and eventually some DR and ER. However, he's not terribly mobile, and that's only going to get worse as we progress. To mitigate his lack of mobility, he will eventually pick up a reach weapon; I have to get his ACP down a bit before that's really viable though. I honestly don't know how combat-viable this build is. The lack of mobility is very exploitable. I think he probably synergizes best with archers and/or ranged casters; he can pretty effectively protect them, and they can prevent enemies from just standing back and sniping at him. However, early on, I'll probably play him more in-the-thick-of-things, because he won't have all of the utility that lets him protect nearby friends yet.

Crunch:
Wilhelm
Male Oread Warpriest (Sixth Wing Bulwark) 1
LG Medium Humanoid (Human) Outsider (Native
Init +2; Senses Darkvision 60ft; Perception +7
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Defense
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AC 26, T 13, FF 25, CMD 18 (+2 DEX, +6 armor, +6 shield, +1 natural, +1 dodge)
HP 13 (1d10)
Fort +6, Ref +4, Will +5
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Offense
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Speed 15ft Land
Melee Warhammer +3 (1d8+4 20/x3); Dagger +3 (1d4+4 19/x2)
Warpriest Spells Prepared (CL 1):
0th (3/day) create water, detect magic, stabilize
1st (2/day) shield of faith, sun metal
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Statistics
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STR 19 (+4), CON 16 (+3), DEX 14 (+2), INT 11 (+0), CHA 5 (-3), WIS 14 (+2)
BAB +1; CMB +5
Feats Dodge, Mobile Bulwark Style, Shield Focus
Traits Disillusioned, Ironfang Survivor, Life of Toil
Skills Knowledge (Engineering) +7, Perception +7, Profession (Miner) +7, Sense Motive +7
Languages Taldane
SQ Granite Skin
Currency 10gp 11sp 18cp
Arms and Armor Breastplate, Tower Shield, Warhammer, Dagger
Other Gear Peasant's Outfit, Silver Holy Symbol (Iomedae), Common Backpack, Small Tent, Blanket, Holy Text (Iomedae), Mess Kit, Gear Maintenance Kit, Whetstone, Belt Pouch
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Special Abilities
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Tower Shield (Ex) as Standard Action, gain Total Cover against physical attacks on one side
Stone in the Blood (Ex) 1/day as Free Action, Fast Healing 2 for 1 round upon taking Acid damage
Ferrous Growth (Su) 1/day as Free Action, transform touched metal object for 10min
Ironfang Survivor (Ex) 1/day as Free Action, roll Intimidate, Sense Motive, or Stealth twice vs Goblinoid and keep higher
Blessing (Su) 4/day as Standard Action, see Glorious Presence and War Mind
Glorious Presence (Su) minor Blessing of Glory, touched willing creature gains sanctuary for 1 minute
War Mind (Su) minor Blessing of War, touched willing creature gains +10 Speed, +1 dodge, +1 insight to attack, or +1 luck to save for 1 minute; can change which at the start of each turn
Mobile Bulwark Style (Ex) Swift Action, can use Tower Shield ability as Move Action until combat ends


Okay, here's Griseo's alias with all the background and mechanics. Some things might need a review, I've done it in all haste.

That is saying that you allow the Divine Marksman as an archetype. If you don't, that could easily be changed.


Jereru wrote:

Okay, here's Griseo's alias with all the background and mechanics. Some things might need a review, I've done it in all haste.

That is saying that you allow the Divine Marksman as an archetype. If you don't, that could easily be changed.

Divine Marksman is actually Ilsurian Archer, FYI.


I'll be submitting Sakhtar Whitetail, my Ratfolk Aether Elementalist Wizard / Phantom Thief Unchained Rogue.

Mechanically he's very versatile and his main game will be utility and control.

Not sure on the full bonus feat plan yet but at 2nd level it will be Magic Trick (Mage Hand) and I'll grab Deft Hands at either 4 or 6.

Background:
Sakhtar was born in Kerse, Druma's capital. He is the son of a merchant, grandson of a merchant, great-grandson of a merchant and so on forth. The first ancestor to settle in Druma came from Qadira more than a century ago and stayed for the welcoming political climate. The Kalistocrats enjoyed working with the Whitetails and the fact the entire family has pure white fur only elevates them beyond their kin. Being trained as a merchant from a very tender age Sakhtar has learned everything there is to know about the job, though he is far from mastering those skills. To him haggling has become a sport and he thoroughly enjoys it when a prospective customers tries to lower the price. It's a game of wits that Sakhtar feels he needs to win every time.

Recently his family decided he was skilled enough and old enough to join the caravan's moving out of Druma. This would give him a chance to learn more about the world and practice his skills. He wouldn't be leading though, that job still laid with his cousins, both a few years older than Sakhtar. It was on his first trip into Nirmathas that disaster struck as the caravan was attacked by Hobgoblins. While the three Blackjackets that accompanied the caravan fought bravely and killed dozens of hobgoblins they were overwhelmed in the end. Once the guards were out of the way the hobs proceeded to slaughter all the people and go through all the merchandise. When they found Sakhtar, hiding behind crates in one of the wagons they moved in to kill but were called back by an officer. There was a brief exchange in goblin which they didn't thing he'd understand. They were to escort him away, making sure to pass by the corpses of the other ratfolk, and then scare him off so he'd tell stories. When one protested and said they had orders to kill all the officer laughed. What could a little ratling do?

After several days of fleeing, getting only the barest amount of sleep, Sakhtar ended up stumbling into the town of Phaendar. That was 2 months ago now. In those 2 months he recovered from his wounds and, to some extent, the scare and he has come to work as a carpenter in the town. While he used to only apply that skill to repair wagons, market stalls and similar things he now ended up making all kinds of items. In his spare time he has also been practising combat skills in the hopes of being more capable of defending himself in the future.

Goals and Fears:
Sakhtar's primary goal at the moment is vengeance, though it's more something he dreams of than something he thinks he'll accomplish. He mainly hopes he'll get a chance at payback towards the hobgoblin officer that lead the attack and that mocked him and his dead kin.
Another motive is that he simply wants to become better. Better at everything he does, which does lead to having to divide his time and brainpower, meaning things often don't turn out quite as well as planned.

While not strictly a fear, Sakhtar does still wake up panting in the middle of the night as he still has nightmares of the attack. The thing he fears is that he won't be enough and he can't get payback for what happened to his cousins and the other people on their caravan. This is an extension of a general fear of not being good enough which in turn is something he seeks to conquer.

When stressed Sakhtar tends to scrunch his nose, pluck at things and nervously tidy his clothes.

Family:
Sakhtar has a very large family, though most live in Druma. There also are quite a few family members that travel Avistan and beyond as part of merchant caravans but he has no idea where those are at the moment.

The family members that play the biggest role in his life right now are the two cousins that got killed in the attack and who still haunt Sakhtar's dreams.


theasl wrote:
Jereru wrote:

Okay, here's Griseo's alias with all the background and mechanics. Some things might need a review, I've done it in all haste.

That is saying that you allow the Divine Marksman as an archetype. If you don't, that could easily be changed.

Divine Marksman is actually Ilsurian Archer, FYI.

That's why I'm asking for permission :)


I don't think that is necessary since it is Paizo original content.


Yeah, well, I'm really asking permission for the non-fluff version, the one not related with Ilsurian and all that jazz. Only a Divine Marksman, a ranger which does the bow thing very well instead of casting spells. Since it's only a minor change to get another (or none) archetype if not approved, I figured I could post the character as ready to go.


Speaking of non-fluff versions, I've put together a character using the new Omdura class, which is hopefully okay to use.


A very interesting class. What's its original fluff?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Dotting for interest. I'm working on a half-elf sylvan rogue//witch, which is likely what I'll be submitting.


Hey folks, good luck to all! Happy Gaming!

Astrill of Desna, bowing out of this one.


Jereru wrote:
A very interesting class. What's its original fluff?

See this - basically it's a comic book tie-in like the Vampire Hunter D stuff.


I see. Thanks!


Today is the day that the decision is made!


One more application for the pile! Ausra is a Half-Elven Cavalier (Daring Champion) / Bard (Studious Librarian). Answers to the recruitment questions are below. The full information on Ausra is in this alias's profile.

Aside from doing the typical bard kinds of things, Ausra will be better at healing due to the Frontier Healer trait. Studious Librarian allows her to cast Wizard/Sorcerer/Witch spells from scrolls and spellbooks without consuming them a limited number of times per day.

1-2 goals your character has, short or long term.:

In the shorter term Ausra is wants to find some people or a place where she fits, some sort of community where she will find friendship and emotional support. In a sense her roving around Nirmathis is a form of matchmaking. Where will she find a spark that hints she’s found a place for herself? Given her past it seems safer to go about things this way rather than committing to a place and hoping her investment in it will be reciprocated.

Longer term Ausra would like to found a great library. One thing she misses about Kyonin is how highly esteemed knowledge and the arts are there. She wants to foster the same kind of “civilization” in Nirmathis.

1-2 fears your character has.:

While it’s not exactly a fear, Ausra worries that she will in time be forgotten. Partly this is a result of her experiences with elven perceptions of time. She is aware that the entire span of her presence in Kyonin barely registers as a blip to its residents. Most everyone is forgotten over the span of a few generations, but Ausra could be entirely forgotten by the very people who knew her in a few hundred years. Perhaps even by her mother. She often perseverates on these thoughts.

Although she doesn’t know why, Ausra fears and hates spiders.

If your character has any family/loved ones they are close to.:

The only long-term connection Ausra has is to her mother in Kyonin. Against Ausra’s wishes, their relationship isn’t a close one. Pelingilneth, her mother, didn’t neglect Ausra, but she never seemed to bond closely with her daughter either. Over the course of her childhood, it became clear to Ausra that Pelingilneth did not think much of her father. She suspects Pelingilnith never did have an emotional connection to him, although Ausra knows nothing of the specifics about what transpired between them.

How you managed to end up in, or passing through, Pheandar.:

Ausra is passing through Pheandar as she does many of the towns, hamlets, and villages in Nirmathis. She doesn’t exactly have a set, repeating route, but she’s visited Pheandar briefly more than once in the past.

A quirk or mannerism your character has when stressed or frustrated.:

Ausra is a bit on the nervous side and has several soothing rituals. Her hair is quite long and she combs, braids, and unbraids it repeatedly if it’s a sitting and waiting for something to happen situation. She is an avid reader of course and does it to take mind off troublesome things. If very agitated Ausra paces. Sometimes she reads while she paces.


At this time, I see:

Each group is alphabetical by player handle, so, no, the order is not random and not the order posted.

Gauranteed spots:
Mestin Lupine - N Awakened Wolf Druid (Feral Shifter) / Ranger (Skirmisher) - Almonihah
Lasaral Athsylsae - NG Fey-Touched Human Hunter / Fighter (Eldritch Guardian) - Monkeygod - ?? May or may not be his actual submission alias

Submissions I recognized as such:
Velox - CG Awakened Velociraptor Ranger (Beastmaster) / Sorcerer - Anderlorn
Zegenva Delen - CN Tiefling Barbarian (Urban) / Rogue - Art Burd
Sakhtar Whitetail - LN Ratfolk Unchained Rogue (Phantom Thief) / Aether Elementalist - Cuàn
Kurgan Kegstalker - ?? Dwarf Fighter (Mutation Warrior) / Inquisitor (Urban Infiltrator / Relic Hunter) - Grumbaki
Ysias III - CN Human Planar Oracle / Fighter - Gyrwynt
Saffiro Atrabo - CG Human Shifter / Unchained Rogue (Scout) - hustonj
Trunkin - NG Dwarf Fighter / Druid (Goliath) - Jagael
Griseo - NG Aasimar (Garuda-blooded) Warpriest (Molthuni Arsenal Chaplain) / Ranger (Divine Marksman) - jereru
Nox Copperscale - NG Tiefling Alchemist (Beastmorph / Vivisectionist) / Fighter (Dragonheir Scion) - Ouachitonian
Calathel - ?? Elf Wizard (Transmuter [Enhancement]) / Ranger (Divine Marksman) - pad300
George - ?? Half-Orc Shaman (Unsworn) / Ranger - pad300
Paulier Ovicus - CN Human Magus / Rogue - Patrickthekid
Hrad - N Drow Unchained Rogue (Knife Master) / Swashbuckler - Rattlebones
Ausra Itarildë - CG Half-Elf Cavalier (Daring Champion) / Bard (Studious Librarian) - rdknight
Wilhelm - LG Oread Warpriest (Sixth Wing Bulwark) / Fighter (Tower Shield Specialist) - Rotaretilbo
Hakon - N Kellid Brawler (Living Avalanche) / Fighter (Siegebreaker) - Sir Longears
Osgrin Granitehide - LN Dwarf Shifter (Adaptive) / Fighter (Molthuni Defender / Savage Warrior) - snapzilla22
Korvak Sunsoul - LG Oread Monk (Master of Many Styles) / Ranger - Tharasiph
Oriphiel Vasiliss - CG Elf Cavalier (Luring) / Magus (Eldritch Archer) - theasl
Rasheeda Malik - CG Human Cavalier (Courtly Knight / Sister-In-Arms) / Omdura - YoricksRequiem

Submissions I recognized as incomplete:
Cheyrth Strongwind - CG Elf Fighter / ?? - Qstor

So, looks like a 1 in 5 for being selected, with 20 completish submissions and 4 slots.

Good luck, everyone!

Silver Crusade

sorry all, will have to postpone selection until either sunday or monday night due to some things that came up.


No worries, take as much time as you need. We'll all still be here :)


Fingers crossed

Silver Crusade

Okay, it took longer than I had anticipated, but I have a full list of players selected, the list includes the two already slotted in.

You people don't make this easy, that is for sure, as such, I broke convention and stretched for a 7th player. I wish I could take everyone, sadly, I just don't think that is feasible, even in the PbP format.

Mestin Lupine
Lasaral Athsylsae
-
Rasheeda Malik
Griseo/Gabriel
Ausra Itarildë
Kurgan Kegstalker
Oriphiel Vasiliss

Those selected, please make your way to the discussion thread.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Congrats on those selected! Best of luck adventuring.


Have fun!


Have fun, kick some hobgoblin butt!

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