Ironfang Invasion

Game Master GM Red

Phaendar Map

Who's who

Loot Sheet and Provisions

Combat Map!

Initiative:

[dice=Gronilda] 1d20 + 2[/dice]
[dice=Grymwold] 1d20 + 2[/dice]
[dice=Lizzie] 1d20 + 4[/dice]
[dice=Saelihn] 1d20 + 3[/dice]
[dice=Zarena] 1d20 + 2[/dice]


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HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Thanks for dropping a post to update us about it GM Mahuffma. Yes, GMing a campaign takes a lot of time, it is better to take the decision early rather than dragging things a long time.

Good luck with your personal projects! :)

As for looking for a new GM. Let's try out, sometimes one gets lucky with that.

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

Hi!

I'm a long time friend of Chyrone (Lizzie), and I just returned to the boards. I once lead a 4-5 year campaign for him and a group of other players, and also ran Hell's Rebels through to Book 3 before life finally hit me and I had to step away. Life got busy, I had a baby, etc etc.

That was 4 years ago. I've just returned a few weeks ago, and I DMed Chyrone about picking this up, and I'd be happy to, but there's one caveat. I do not think I can commit to an entire AP. I can commit to the first book for sure, but beyond that, you might have to find another GM.

If that's too disruptive, and you'd rather wait until a GM steps in who is sure they can fully handle the whole AP, by all means, just chalk this up to me saying hi and go ahead with that GM. If you'd like me to pick us up from now until the end of Book 1, I can do that for you.

Let me know what you think. I do promise to do my best in making it an enjoyable, fun adventure for you.

Thanks,
Red


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Personally, I don't have a problem of a relatively sure thing for the rest of the first book, then reassessing or finding someone else if needed. I'd be happy to have you take over if you're willing to.


Female CG Half-Orc Skald (fated champion) 2 | HP: 16/16 | AC: 17 (16 when raging) (11 Tch, 16 Ff) | CMB: +4, CMD: 15 | F: +6, R: +3, W: +4 | Init: +1 | Perc: +4; darkvision 60 ft. | Raging song 3/5

I'm happy with GM Red adopting this game for the first book. Few APs on the boards make it past that point, anyway. :)


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Well, it seems the crew's behind you, captain Red.

Thank you for doing this. Grazie.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Perfect. In that case, I will start reading through the first book, as well as the Gameplay so far.

Is there anything I should know that was specific to our campaign here that, to your knowledge, deviates from the actual Ironfang Invasion campaign?

Any house rules that were made about leveling or XP? Encounters? Has the party decided how to handle loot? In some campaigns I have run, we had a party loot sheet, and players claim items as they come up.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Nothing out of the ordinary.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

There was a loot sheet created by the original GM. I've made a copy of it and I'm okay with keeping track of it.

You can find it here


Devout Warrior of Torag | LG Male Dwarf HP 50/50 |AC 22 (24vs Crit Conf) | T 13 | FF 20| CMD 15 SPD 20ft| Init +2 | Perc +6, Stonecunning +2| Darkvision | Hardy+2, | F +8 | R +3 | W +3 | |

@Red....Thanks for adopting this orphaned campaign

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Ironfang Invasion | Loot/Provisions | Combat Map

Thank you for that, Saélihn.

I've emailed Customer Service to transfer the thread over to me so I'm able to edit the header with the new docs we'll make copies of, and so that we don't have to start a new thread and have Gameplay split up. Might take a few days for them to process that.

We can start before that happens. I'll get a Gameplay post up later tonight.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

GM, our previous management asked for any family i had in town.

Relevant post mentioning my family in town


Female CG Half-Orc Skald (fated champion) 2 | HP: 16/16 | AC: 17 (16 when raging) (11 Tch, 16 Ff) | CMB: +4, CMD: 15 | F: +6, R: +3, W: +4 | Init: +1 | Perc: +4; darkvision 60 ft. | Raging song 3/5

Skalla is also Very Interested in saving any children she can, as she is/was a teacher in Phaendar before the raid.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Thanks for that background!
Lizzie, had you found any of your family yet since the invasion began? I read Gameplay, and I couldn't find a mention of them.

Gronilda, are you still around? I hadn't seen you chime in when I offered to adopt the game, so just wanted to make sure


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
GM Red wrote:

Thanks for that background!

Lizzie, had you found any of your family yet since the invasion began? I read Gameplay, and I couldn't find a mention of them.

Gronilda, are you still around? I hadn't seen you chime in when I offered to adopt the game, so just wanted to make sure

We haven't found any of them yet.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Same here. Saélihn's mom is an herbalist, and still unaccounted for. Part of our current goal is a sweep through town to gather our families and anyone we can save before getting out of town and blowing the bridge,


HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Hi there! I am still a bit dispirited for losing GM Mahuffma, nothing bad against you GM Red, but he seemed a very nice person.

Also, I am downcast about the idea of only playing the first book. Gronilda was stated sacrificing early play to have a mid and high level able caster.

If we are only aiming at hitting level 4, then I wonder if I could re-stat her to have some Strength instead of high Wisdom. When I built her I also did not know she will end in a party of all ranged characters, and Grymwold can probably enjoy some help in the frontline.

I am thinking about just statistics changes, and maybe the level 1 feat, her background, Erastil theme, etc, all that I would like to preserve.

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

I hear you Gronilda, and I get it completely.

Mentally, it's challenging to commit to a six book Adventure Path which, in this format, is likely to take 3+ years to complete. Life creeps up all the time.

My son is just turning 1. He's just starting to walk. I'm afforded a few hours to my own in the evening, thanks to my wife being such a great mother. I'm truly blessed. Will I still have that a year from now, when he's 2 and has frequent nights where he doesn't want to sleep at all with all that toddler energy?

No idea - he's our first, and likely only. It's why the best I can do is commit to one book at a time. I am already enjoying taking on this game, and I appreciate your openness to me doing so. Keep in mind even if I felt I had to stop after the first book, I'm certain another GM would pick it up.

As for your request: We're early on enough that it's totally acceptable for you to restat Gronilda. Go for it. I want you as a player to be happy with the character you are playing, not dragging your character along just because your GM didn't give you a choice (or worse, dropping!)


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HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

I am with you GM Red. Mine just turned 5 months :)

Committed to maintain my number of campaigns stable, maybe will have to slightly reduce, but at current I am at a fine level.

Will think about restating, thanks for the understanding!

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

The campaign looks like it was transferred, so I updated the header with a link to the right loot sheet.


HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Can we walk in the apparent wooden porch to face the wolf GM Red?

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Yes, definitely

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

I couldn’t access the boards over the past couple days. Looks like they’re back now though! I’ll have a post up tonight


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HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Yep, they were doing some maintenance. Hopefully nothing else was broken in the process and we are back! :)

Good weekend/holidays everyone!


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Anyone with Spellcraft should probably try to identify the last couple potions and any unidentified wands we have. They might come in handy depending on what they are.


HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Regretfully, cleric skill points do not leave much space for Spellcraft extras here :D

Moved in map


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Oddly enough, ond can ID with perception/sip tasting. Which in some situations is pretty bonkers. How does an uneducated barbarian know a level potion, for example.

15 + spell level, but can be higher if the spell is considered rare in use.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Looks like you rolled two 17s, Lizzie, so both potions taste like potion of cure light wounds to you.

I'll have Gameplay updated today. I somehow managed to catch a cold a few days ago, so I've been pretty low on energy, but I feel the worst of it is over.

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Is everyone's HP up to date in their tag line (everyone at max HP)? If so, seems like the dice gods have been favorable, and that your strategy has been sound since the start of all of this.


HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Gronilda is 2 HP down. If anyone else is also hurt, I would have channeled once before leaving the shrine.

I usually put current stats in combat posts, but do not update the tagline because it is too much of a hassle open and edit profile.


Devout Warrior of Torag | LG Male Dwarf HP 50/50 |AC 22 (24vs Crit Conf) | T 13 | FF 20| CMD 15 SPD 20ft| Init +2 | Perc +6, Stonecunning +2| Darkvision | Hardy+2, | F +8 | R +3 | W +3 | |

Grym has not been hit, still at full. Although posting this feels like asking for a wave of critical hits


Male animal companion | 24/24 HP | AC 2017 (18) T 12 (13) FF 12 | Fort +8 Ref +9 (+10) Will +3 | Tricks: Defend, attack, down, fetch, heel, seek, track, aiding attack, watch| Perception +10 Current effects: Animal Focus: Bull | Magic Fang

Ghost is pretty hurt still


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Weird, my initial post included text targeting the Hobgoblin and describing ghosts movement but it crashed when it posted and just posted the preview of the dice rolls.

C'est la vie

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Ah, I was wondering about that. It happens. For what it's worth, the attack would have missed the hobgoblin as well.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Okay, thanks!

Sovereign Court

Ironfang Invasion | Loot/Provisions | Combat Map

Admittedly, as Lizzie probably knows, I've always kind of struggled with killing PCs. I suppose some experiences from games I have run a long time ago where players would become angry if their PC died have made me feel bad for the time they've invested.

However, if there's no real threat to the party, then the thrill of combat becomes minimized, almost meaningless in some ways, so I feel it's necessary. The dice call the shots.

It's not that I expect you guys won't win this encounter. When the threat is real, the victory is that much sweeter. If you run games, how do you normally deal with it? I know Gronilda runs a lot of games.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

I mean, a crit's a crit, and these hobgoblins are hard to kill and hit pretty hard. It's why I've been keeping Ghost out of melee since he got hurt. Next round he'll join melee again.

As you said, the dice call the shots.


Female CG Half-Orc Skald (fated champion) 2 | HP: 16/16 | AC: 17 (16 when raging) (11 Tch, 16 Ff) | CMB: +4, CMD: 15 | F: +6, R: +3, W: +4 | Init: +1 | Perc: +4; darkvision 60 ft. | Raging song 3/5

As a GM, I straight-up do not kill PCs (although people are welcome to swap out a character they no longer enjoy playing).

In terms of dealing with PC death or near-death, using hero points can be useful at lower levels when the party doesn't have access to Raise Dead/Breath of Life/Resurrect etc. I saved one of my PCs from death this way, as I would have been very upset to lose that character.

Another method I've seen employed is to weave the character's death and subsequent return into the narrative. I'm in a Tyrant's Grasp game where one of the PCs died to a series of crits and we didn't have the magic to save them. The player worked with the GM and their character returned to the game after making a bargain with a mysterious higher power (hinted at to be Arazni). It was an emotional arc for everyone involved and beautifully executed, and also fit the theme of the AP.

Ultimately, it's something to discuss before the game starts (not something available to you in this situation, GM - I realize that), as different players and GMs have varying degrees of comfort with PC death.


HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Oh wow! That really makes this battle even more epic! :D

Admittedly, I would not be feeling good if that was an axe instead of a scimitar and the crit would have dealt three times.

Basic problem with a character dying is the narrative of the AP can be very affected or dragged. Specially if a lot of the initial PCs are lost through the years.

When I GM long campaigns I use hero points for that as Skalla comments. I have seen a couple APs finishing with the original crew thanks to that, despite having a couple technical deaths going through.

Also, in Legacy of Fire my character was killed at the end fight of book 2, it was a great set down. But the group was nice to sacrifice the funds for a raise dead, and he is playing book 6 now and it has been a quite fun run.

So good thing in D&D death is not the end :D

I do not like though playing with those GMs for where if there is no near death in a session they think the challenge was not fun. Definitely, not linking coup-de-grace on paralyzed player, or losing NPCs turns to make sure a PC is killed.

Also, as a GM, I sometimes distribute the attacks around if I feel things are turning very dark.

It is hard to find the balance, I do not like it either if everything is easy peasy and does not matter what you are doing enemies just fall around with a hiss.

The balance requires some level of trust between GM and players, and that only builds overtime as you get to know each other and recognize there is no animosity and just some desire to have some shared fun.

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

Thanks for all of your inputs. It helps a lot to hear how other GMs handle death.

I will continue to aim for fair play that's dictated by the dice, with my north star being "combat that is fun while still being challenging." However, I won't ever go out of my way to kill a PC for any given reason or cheese mob attack bonuses along the lines of "hey look there's a table to hop on, turns out my wolf is a master tactician and has high ground advantage," nor will I single out PCs.

You'll notice I've rolled a random die to determine who a mob will target when they have multiple opponents in melee, and I'll continue to do that unless there's a good reason - like the mob has a certain hatred for you specifically, or for something about you.

I'll consider the idea of hero points once we're further along with the campaign. I like the idea when I've used them in PF2.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )
Lizzie "beads" Tamar wrote:


I'm so starved for my intended build, but i need both PBS and precise shot somewhere, evidently.

Same. I'm just glad I get Precise shot as a class feature next level so I don't hamper myself every time I have Ghost attack the person I'm targeting.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
Saélihn wrote:
Lizzie "beads" Tamar wrote:


I'm so starved for my intended build, but i need both PBS and precise shot somewhere, evidently.

Same. I'm just glad I get Precise shot as a class feature next level so I don't hamper myself every time I have Ghost attack the person I'm targeting.

I intend to build towards something i've only read about and seen no stats for, other than mentions of rogue tricks and a few feats. Oddly enough the poster has no link to send them a PM to ask about it.

But it seems to have to be working by level 10. And even spending all rogue talents into the build, i'm short 2 feats. Unless i ignore PBS and precise shot, but those are mandatory for any ranged build to work.

Edit: I may have to drop skillfocus in favor for another feat, it may still work then.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

GM, might you have an idea if it would be long before we could retrain feats? Giving up skill focus can get the build exactly at lvl 10.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Hunter level 2
HP: 1d8 + 2 ⇒ (8) + 2 = 10
+1 BAB
+1 Fort
+1 Ref
Precise companion (Precise shot)
track
+1 0 level spell per day
+1 1st level spell per day
+6 adventuring skill points:Climb, Heal, Knowledge Nature, Perception, Stealth, Survival
+2 background skill points:Handle Animal, Knowledge Geography
+1 to Wild Empathy
+1 min/day Animal focus

Ghost:
+1 HD 1d8 + 2 ⇒ (5) + 2 = 7
+1 BAB
+1 Will
+1 Skill (Perception* (Wis))
+1 Feat (Toughness)

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map
Lizzie "beads" Tamar wrote:
GM, might you have an idea if it would be long before we could retrain feats? Giving up skill focus can get the build exactly at lvl 10.

Well, we're just finishing up part 1 of this book. Part 2 largely focuses on survival and it's going to be hard for your PC to find 5 days to train.

But... similar to how I told Gronilda she could rebuild early on, I am willing to hand wave this and you can retrain your feat before you hit Level 2. Basically, do it now. After that, we will go with retraining rules without exceptions.


Devout Warrior of Torag | LG Male Dwarf HP 50/50 |AC 22 (24vs Crit Conf) | T 13 | FF 20| CMD 15 SPD 20ft| Init +2 | Perc +6, Stonecunning +2| Darkvision | Hardy+2, | F +8 | R +3 | W +3 | |

Fighter Lvl 2

hp: 1d10 + 3 ⇒ (10) + 3 = 13
bab+1
fort+1

Skills +3
+1 Swim
+1 Perception
+1 Ride

+2 Background Skills
+1 Craft
+1 Know Engineering

Siegebreaker lvl 2
Armored Vigor (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.


HP 35 AC 21 TAC 12 FF 19 | CMD 16 | F +6 R +3 W +7 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/5 L2 3/4 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +10 |
Skills:
Diplomacy +9, Handle Animal +4, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. arcana/religion/planes +7, Ling +5, Sense Motive +9, Spellcraft +5
Female Dwarf Cleric of Erastil 4 | -

Level 2

HP +7
Skills
Diplomacy
Heal
Perception
Handle Animal*
K. engineering*


Female CG Half-Orc Skald (fated champion) 2 | HP: 16/16 | AC: 17 (16 when raging) (11 Tch, 16 Ff) | CMB: +4, CMD: 15 | F: +6, R: +3, W: +4 | Init: +1 | Perc: +4; darkvision 60 ft. | Raging song 3/5

Level 2 Skald:
- Versatile performance (oratory) - Diplomacy and Sense Motive
- More spells!
- Skills: ALL the knowledges! Acrobatics, Spellcraft, UMD

Profile updated.


Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.

Swap skill focus stealth for PBS

Lvl 2 unchained bandit
HP +7 (average +1 con +1 FCB)

BaB +1
Rogue talent: Surprise attack

Acrobatics +1
Bluff +1
Climb +1
Disable Device +1
Kn. Local +1
Perception +1
Sense Motive +1
Stealth +1
Use Magic Device +1

Background
Linguistics +1 (learn orc from Skalla)
Sleight of hand +1

Sovereign Court

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Ironfang Invasion | Loot/Provisions | Combat Map

I'll move us forward later today, but here's what's coming. It's a bit lengthy, but overall it's not super complicated. If you've played Hell's Rebels, the system is similar.

While leaving Phaendar, you collected a number of supplies (food, liquids) that have been abstracted as "Provision Points". The idea is that you can hunker down and build up your shelter and gather resources, or explore the vast Fangwood each day.

1 Provision Point (PP) sustains 1 person for 1 day. In game this is represented as 3-5 lbs of food and a half gallon of fluid.
1/2 PP can sustain a character, but will leave them irritable and distracted. They'll take -2 on many of their rolls.
If they consume nothing, they take the above penalties, and take non-lethal damage after going for water without 1 day, or food for 3.

Each day, you choose a task for an NPC to perform:
Assist NPCs can assist PCs or even NPCs with any skill they are trained in, for a +2 bonus
Build shelter Creating a shelter requires a DC 12 Craft or Survival check. For every 2 points over 12, the shelter can accommodate one additional Medium-sized creature.
Craft With the right tools, NPCs can crafted finished goods for the PCs using the Craft skill rules
Forage/Hunt Characters who spend a full day hunting/gathering and succeed at a DC 10 Survival check gain 1 Provision point (PP). 1 additional PP for every 2 by which the result exceeds 10.
Herd NPCs can recover a single goat/sheep with a DC 16 Handle Animal check. A captive animal can be maintained with a single successful Handle Animal check (DC 10 + number of animals in the herd). If the herd is neglected or failing this check means 1 or more animals wander off.
A captive animal generates 1 Provision point/3 days in the form of milk, or you can butcher the animal immediately for 2 PP.
Scout NPCs trained in Survival or Stealth can scout for important locations, or keep an eye on Phaendar and the surroundings with a successful Survival check.
Stand Watch An NPC can stand watch with Perception checks while the PCs rest uninterrupted.
Support One or more NPCs can follow the PCs to assist them, carrying equipment or standing watch at temporary camps, or providing skills that the PCs might lack. NPCs can hold back from combat.
Use Skill NPCs can use any of their listed skills on the PCs behalf, such as Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer any questions for the PCs.

Named NPC bonuses
Jet Keeps resources maintained, making sure NPCs use perishable foods first. So long as Jet oversees the cooking, the camp generates 1 additional Provision per day.

Kining Keeps the weapons sharp and true, and even with her bad attitude, trains the refugees to fight. All refugees have +1 Initiative as long as she remains with the group.

Oreld Gathers materials from the woods to make potions. Every day, he can make 1 dose of bloodroot poison, one tanglefoot bag, or one vial of antitoxin, but doing so prevents him from working on any other tasks that day.

I've added two new sheets to the Loot Tracker sheet. One that has the Cast List and their associated stats, and where we'll keep track of their tasks, and another with PP usage over time.


Female Human Hunter 4 |36/40 HP | AC 18 T 13 FF 15 | Fort +6 Ref +7 Will +3 | Initiative +3 | Perception +9| Animal Focus: 4 mins /day ; Used: 1 current (Bull )

Been out of town until last night. Will get caught up in a few.

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