
GM Mahuffma |
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I am recruiting 3-5 characters for the Ironfang Invasion AP for Pathfinder 1E. This will be my first attempt at gming a pbp campaign, so there may be some technical hiccups. Please see below to learn more about me as well as character creation requirements.
The maps will be provided on Google Drive. Please make sure you can access to Google Maps whatever device you’re posting on.
20pt buy
Races: Core and featured
Classes: Core, base, hybrid
No 3pp
2 traits, or 3 traits and a drawback
background skills
Max hp at 1st lvl and roll or half every lvl after
Max gold at 1st lvl
Please read through the player's guide, pick out a campaign trait if yo you like, and figure out how your character fits in. Pepper me with whatever questions you have. I plan on leaving recruitment open for a couple of weeks.
I'm aware of life continuing to happen in RL and player drop off will occur. To combat this, I am open to re-recruiting, granting characters mythic powers, using NPC's to fill rolls. I am open to what the players want. I do plan on having an NPC join you from the beginning. I've played in other pbp games that have utilized an NPC or two and have seen that this can help keep the game moving. It is also an easy way to direct events in a more natural way. It is also a crutch for me. ;)
You should expect to meet a cute vine leshy druid in town.

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And let me point out the GM has an irrational hatred of good, decent, and honest paladins and besmirches their good name and reputation and casts aspersion at them!
(Note: This post is completely humorous and intended to tease the GM.)
:)
I am interested in playing. I'm thinking a martial character of some type.

GM Mahuffma |

Violant |

I have multiple in mind, but nothing that draws features from any banned classes, for the record. Can't decide on a single concept right now. But a few of them include the Mindchemist archetype in one way or another.
But unless a particular concept strikes me well, I'm not likely to submit, if I'm being honest.

Violant |

Tell me what you're thinking.
I have three concepts with any amount of plan behind them:
- Gunchemist Mindchemist Alchemist (adopted) Hobgoblin merchant with a lingering distrust of the arcane, hence the gun. Would very likely require your permission, per the Player Guide, and the fact that this one involves guns, which I know is a touchy subject for DMs.
- Human Mindchemist. Not much to say about this concept, would likely be some relatively-bland human (in comparison to Hobgoblin with a gun and a rogue-but-not Ratfolk) from the starting town.
- Adapted version of the Kitsune Concept: Ratfolk Empiricist / Vivisectionist Mindchemist skill monkey. The original Kitsune concept had a level of Kitsune Trickster to convert yet more skills to depend on INT. Least combat-focused of the three, but would be essentially a mini rogue with a cognatogen.
Would likely go for the first one of them if it's approved. Would pick one of the other two at random if not. So, the archetypes I'm asking about are - Mindchemist, Gunchemist, Vivisectionist, and Empiricist.

Wyshart |

Dot for interest! Initially thinking of the Bright-Burn campaign trait coupled with Sorcerer (Sylvan, maybe?) but I'll see.
Also, will the militia subsystem be using? Just as a curiosity since I was reading the Player's Guide.
One last thing that might be important, this would be my first PbP. (or maybe second if I'm accepted in another one before).

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2 people marked this as a favorite. |

GM Mahuffma wrote:Tell me what you're thinking.I have three concepts with any amount of plan behind them:
- Gunchemist Mindchemist Alchemist (adopted) Hobgoblin merchant with a lingering distrust of the arcane, hence the gun. Would very likely require your permission, per the Player Guide, and the fact that this one involves guns, which I know is a touchy subject for DMs.
- Human Mindchemist. Not much to say about this concept, would likely be some relatively-bland human (in comparison to Hobgoblin with a gun and a rogue-but-not Ratfolk) from the starting town.
- Adapted version of the Kitsune Concept: Ratfolk Empiricist / Vivisectionist Mindchemist skill monkey. The original Kitsune concept had a level of Kitsune Trickster to convert yet more skills to depend on INT. Least combat-focused of the three, but would be essentially a mini rogue with a cognatogen.
Would likely go for the first one of them if it's approved. Would pick one of the other two at random if not. So, the archetypes I'm asking about are - Mindchemist, Gunchemist, Vivisectionist, and Empiricist.
You sure about trying a hobgoblin in this AP that is all about killing goblins and hobgoblins?

GM Mahuffma |

GM Mahuffma wrote:Tell me what you're thinking.I have three concepts with any amount of plan behind them:
- Gunchemist Mindchemist Alchemist (adopted) Hobgoblin merchant with a lingering distrust of the arcane, hence the gun. Would very likely require your permission, per the Player Guide, and the fact that this one involves guns, which I know is a touchy subject for DMs.
- Human Mindchemist. Not much to say about this concept, would likely be some relatively-bland human (in comparison to Hobgoblin with a gun and a rogue-but-not Ratfolk) from the starting town.
- Adapted version of the Kitsune Concept: Ratfolk Empiricist / Vivisectionist Mindchemist skill monkey. The original Kitsune concept had a level of Kitsune Trickster to convert yet more skills to depend on INT. Least combat-focused of the three, but would be essentially a mini rogue with a cognatogen.
Would likely go for the first one of them if it's approved. Would pick one of the other two at random if not. So, the archetypes I'm asking about are - Mindchemist, Gunchemist, Vivisectionist, and Empiricist.
Alot of things to sort through here.
1. I'm fine with guns. Crafting bullets may or may not become an issue in this campaign.2. As Sir Longears mentioned, playing a hobgoblin in a campaign where an army of hobgoblins may have murdered everyone's mother might be suicide. It would take some strong roleplay to make this work.
3. I'm fine with all of the archetypes, but gun chemist would be a stretch. Originating from the Mana Wastes, the flooded fields of the Sodden Lands, the blighted depths of the Fangwood, or the demonic wilds of the Worldwound would take an interesting story line to get you in place.
4. Ratfolk is fine.

Violant |

Violant wrote:You sure about trying a hobgoblin in this AP that is all about killing goblins and hobgoblins?GM Mahuffma wrote:Tell me what you're thinking.I have three concepts with any amount of plan behind them:
- Gunchemist Mindchemist Alchemist (adopted) Hobgoblin merchant with a lingering distrust of the arcane, hence the gun. Would very likely require your permission, per the Player Guide, and the fact that this one involves guns, which I know is a touchy subject for DMs.
- Human Mindchemist. Not much to say about this concept, would likely be some relatively-bland human (in comparison to Hobgoblin with a gun and a rogue-but-not Ratfolk) from the starting town.
- Adapted version of the Kitsune Concept: Ratfolk Empiricist / Vivisectionist Mindchemist skill monkey. The original Kitsune concept had a level of Kitsune Trickster to convert yet more skills to depend on INT. Least combat-focused of the three, but would be essentially a mini rogue with a cognatogen.
Would likely go for the first one of them if it's approved. Would pick one of the other two at random if not. So, the archetypes I'm asking about are - Mindchemist, Gunchemist, Vivisectionist, and Empiricist.
There is a reason I'm asking for approval for the concept, after all. The idea of someone with an extreme axe to grind against his own kind for one reason or another is a fun one, even if I'm bound to be labeled a spy everywhere I go throughout the entire campaign. He'd try his utmost to distance himself from the party at every conceivable opportunity, unsure about whether it's out of compassion for them to not be viewed as harboring a potential spy, or some deep-seeded opinion of other races rearing its ugly head. That, and oh boy if there's ever a Hobgoblin Spellcaster for some reason (as extremely rare as they are), that poor soul will likely be blown to bits with Ordnance on sight. He'd have no problems murdering his own kind to prove his allegiance, and likely would be among the first to do so.
That, and there's a feat, Hobgoblin Discipline, that never says the Hobgoblins you're near have to be allies. Least of the reasons, but that'd be admittedly hilarious gaining a +1 to all saving throws out of pure hatred for your own kind. I also want a chance to be more trigger-happy than any of my current characters, without resorting to the common "hating goblins" trope or falling back to the war that's the backdrop for the whole thing.

GM Mahuffma |

Dot for interest! Initially thinking of the Bright-Burn campaign trait coupled with Sorcerer (Sylvan, maybe?) but I'll see.
Also, will the militia subsystem be using? Just as a curiosity since I was reading the Player's Guide.
One last thing that might be important, this would be my first PbP. (or maybe second if I'm accepted in another one before).
This character sounds strong.
Militia subsystem: I plan on using the system, but to what extent is still to be decided. It depends on player interest once it is revealed. If nobody likes it, I'll run it in the background. If everyone digs it, we can make it more chunky. Kind of like the options in the Kingmaker and WOTR video games.

Keroro04 |

Ok here’s my full concept for a character.
Vienna Porke is a Halfling Bard from the Fangwood Forest with the Blight-Burned Campaign Trait. They were part of a traveling bardic group that was planning to head to the town to play, but were plagued by the Darkblight and were infected by the Darkblight infection. She survived alongside the group’s drummer, but has a huge scar across her stomach from the infection and gets noticeably sick in regards to getting close to other sources of Darkblight. She still performs, but it’s now a solo act and because of that she’s stuck beating herself up that she couldn’t save more.
As a bard, it’s the base Bard with the spells Charm Person and Dazzling Blade as the Level 1 Spells and Detect/Read Magic, Message and Spark for Cantrips.

Ollie-Twist |

Dotting for interest!
Right now, I'm thinking of a rogue-type skill focused character, what's your thoughts on using unchained version of rogue? I really like the signature skill/rogue's edge skill unlocks and would love to play with them, but I totally understand if that's a no.
Otherwise, I'm probably looking at a rogue, slayer, or investigator as a class, and the Chernasado Hopeful campaign trait.

Skalla Kel Tath |
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I was in two II campaigns before with this character, but they petered out before we got very far.
Skalla is a half-orc skald and a worshipper of Shelyn who lives in Phaendar as a teacher. Her background is in her character profile, and I can easily rework the stat block for level 1 instead of level 3.

GM Mahuffma |

Dotting for interest!
Right now, I'm thinking of a rogue-type skill focused character, what's your thoughts on using unchained version of rogue? I really like the signature skill/rogue's edge skill unlocks and would love to play with them, but I totally understand if that's a no.
Otherwise, I'm probably looking at a rogue, slayer, or investigator as a class, and the Chernasado Hopeful campaign trait.
I don't have a problem with unchained rogue, I'm just not as familiar with it and so I may miss or forget some of good features.

Wyshart |

So, here goes my submission.
I'm making a Sylvan Sorcerer with some possibilities for tweaks. I took Bright-Burned, as mentioned, from the Player's Guide but also a regional trait from Nirmathas that grants Diplomacy, in case the party needs a face. The Player's Guide mentions crafting, so even with a low intelligence, I can take one crafting feat if no one else shows up for that, probably Craft Wondrous Item?
Also, Sylvan adds an Animal Companion and I chose it mostly for the flavor of the AP, but I understand if it makes it reach animal companion critical mass, as Rangers, Druids and Hunters will certainly be part of the group. The character works perfectly fine as a Fey bloodline as well.
Isabelle Stolojan
Sorcerer 1 (Wildblooded – Sylvan)
NG Medium humanoid (human)
Init 2 Perception 0
Favored Class Bonus: Human FCB for Sorcerers (+1 spell per level as long as it is not the highest level you can cast)
--------------------
Defense
--------------------
AC 12 touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+2+3 [Toughness])
Fort +2, Ref +2, Will +2 [+2 on Fortitude against diseases and poisons due to the ‘Blight-Burned’ trait.]
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20)
Ranged Crossbow, Light +2 (1d8)
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Statistics
--------------------
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18 (Human’s racial bonus went on Charisma)
Base Atk +0; CMB -1; CMD 11
Feats
Eschew Materials [Sorcerer]
Toughness [lvl 1 feat]
Spell Focus (Enchantment) [Human Bonus Feat]
Total Skill Points: 6 [2 + Int Mod (2) + 1 (Skilled Human Racial Feature) + 2 (Background Skill ruleset)]
Adventuring Skills: 4/level (Rank/Class/Stat/Bonus)
Diplomacy +9 (1/3/4/1) [Diplomacy is a class skill and gains a +1 trait bonus from the Fangwood Diplomat trait]
Knowledge (Arcana) +5 (1/3/1/0)
Spellcraft +5 (1/1/3/0)
Use Magic Device +8 (1/3/4/0)
Background Skills: 2/level (Rank/Class/Stat/Bonus)
Handle Animal +5 (1/0/4/0)
Profession [Tailor] +4 (1/3/0/0)
Languages Common, Sylvan
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Racial Traits:
Bonus Feat: Took Spell Focus [Enchantment]
Skilled: +1 skill point per level
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Traits
Blight-Burned (Campaign trait)
Fangwood Diplomat (Region Trait)
--------------------
Class Features:
Weapon Proficiency
Spells
Bloodline [Wildblooded Archetype: Sylvan Sorcerer]
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Gear [Total Weight 19.3 – Light Load]
Dagger
Rope, silk
Crossbow, Light (+ 30 bolts)
Waterskin
Kit, Gear Maintenance [Mostly for the Sewing Needle]
14 gp
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Spells [This can be changed depending on the party composition]
0th level – Daze, Detect Magic, Light, Read Magic, Resistance [Sorcerer level 1 has 4 known 0th level spells, Human FCB for Sorcerer allows to know one more to this total of 5. DC is 14 except for Daze which is 15, due to Spell Focus (Enchantment)]
1st level – Enlarge Person, Mage Armor [2 spells known as Sorcerer, 4 slots. 3 due to being level 1, an extra one due to Charisma equal to 18 for a total of 4]
Stripes [Animal Companion; Big Cat]
N Medium animal
Init 3 Perception 6
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Defense
--------------------
AC 15 touch 13, flat-footed 12 (+3 Dex, +2 natural armor) [+1 natural armor from being an animal companion, +1 natural order from the Big Cat template]
hp 9 (2d8)
Fort +4, Ref +6, Will +2
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Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+1), 2 claws +4 (1d4+1 slashing)
Special Attacks rake (2 claws, +4 1d4+1)
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Statistics
--------------------
Str 13 (1), Dex 17 (3), Con 13 (1), Int 12 (1), Wis 15 (2), Cha 10 (0)
Base Atk 1; CMB 2; CMD 15
Feats:
Weapon Finesse
Total Skill Points: 2 [Animal Companion] (Rank/Class/Stat/Bonus)
Acrobatics +8 (1/3/3/0)
Perception +6 (1/3/2/0)
--------------------
Special Abilities
Link (Ex)
Share Spells (Ex)
Tricks [1, Attack (DC 20)]
This simple way of life was torn from Isabelle suddenly, 16 years ago. The dense canopy of the Fangwood, which makes it seem like an eternal twight, hid from them the approach of blighted Fey. They slaughtered everyone, Isabelle being forgotten or left for dead in the forest.
She does not remember much by that point, only the silhouette of a small furry tiger, licking her wounds. She would find out later the tiger cub found her and alerted his mother, a tiger from a Chernasardo Ranger, who rescued the child and brought to a nearby militia group.
The next few weeks were a blur as she fought the blight, eventually winning but not without the disease leaving its mark. On the right side of her forehead, a deep dark green scar starts, in a spot where hair would usually grow but does not anymore, passes through the right eye (which miraculously survived), the right cheek, neck and ends around the right shoulder.
The local militia took care of Isabelle that helped as she could, usually as an apprentice tailor for the fighters’ damaged clothes. Not long after her powers first manifested, probably a consequence of the blight. She grew close to the tiger cub who saved her, which she named Stripes. Typical name that a 12-year old would give but still persists to this day.
Eventually she could actually help, serving as a makeshift diplomat for the militias. Her period of wandering with her family gave her the talent of talking and most Nirmathas were reasonable anyway, in her view. She would hone her powers a little bit however to this point never actively participated in combat, even though she was trained by the milita for eventual skirmishes against Molthuni invaders.
After a decade, Isabelle and Stripes decided to settle down, staying on Phaendar. She has lived there for 6 years, mostly as a tailor, even though she is still not particularly good at it. Her rescue by Stripes and reconnection with Nirmathas’ populace made her recently become more devoted to Erastil.

Dorian 'Grey' |

@ GM Mahuffma the thought trail to a Grippli Magus is developing....should I continue to follow it?
EDIT
Now I want to make Kermit!?

Mokshai |

Well, here is a thought:
Gotrex (Skreebeard) Rockbreaker
Will make an Alias if Accepted
STR 16 DEX 10 CON 14 INT 13 WIS 16 CHA 8
Dwarf Warpriest
LN medium humanoid
Init 0
Senses Darkvision (60)
Perception +4
Speed 20 ft
Space 5 Reach 5
Without / With Shield
AC 15 / 16, touch 10, flat-footed 15 / 16
hp 10
F 4, R 0, W 5, CMD 13
BAB 0 CMB 3
Melee 1 Handed
Waraxe, dwarven +4(1d10+3, 20x3) S
Shield, light +3 (1d3+3, 20x2) B
Boarding Axe +3(1d6+3, 20x3) S or P
Dwarven Maulaxe +3(1d6+3, 20x3) S or B
Melee 2 Handed
Waraxe, dwarven +4(1d10+4, 20x3) S
Ranged
Light Crossbow +0(1d8, 19-20/x2)
Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Kraggodan Castaway (APII 8): Choose Common, Hallit, Varisian or Undercommon as a bonus language. (Varisian was chosen)
Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Feats
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.
Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N)
Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)
Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.
Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute.
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.* (Dwarven Waraxe Chosen)
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*
Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
Without / With Shield
Acrobatics -4, -6
Appraise 1, 1
Bluff -1, -1
Climb -1, -3
Craft (Boyer/Fletcher) 5, 5
Diplomacy -1, -1
Disguise -1, -1
Escape Artist -4, -6
Fly -4, -6
Handle Animal -1, -1
Heal 3, 3
Intimidate -1, -1
Knowledge (Engineering) 5, 5
Knowledge (Religion) 5, 5
Perception 4, 4
Ride -4, -6
Sense Motive 3, 3
Spellcraft 5, 5
Stealth -4, -6
Survival 7, 7
Swim -1, -3
Languages Dwarven, Common, Undercommon, Varisian
Armour and Shields
Scale Mail
Light Steel Quickdraw Shield
Weapons
Light Steel Quickdraw Shield
Light Crossbow with 20 Bolts
Sling with 10 Bullets
Dwarven Waraxe
Dwarven Maulaxe
Boarding Axe
Adventuring Gear
Backpack With
Bedroll, 2 Blankets, 2 Canteens, Fishing Kit, Gear Maintenance Kit, Grooming Kit, Scriveners Kit, Poncho, Mess Kit,
Adventurers Sash With
Candles (10), Chalk (10), Charcoal (2), Flint and Steel,
Spell Component Pouch,
Belt Pouch With
Holy Book, Iron Holy Symbol, Whetstone
Sack (Inside Backpack) With
Iron Pot With 7 Trail Rations, String (50’), Tent Small (For Medium Characters), Winter Blanket, Cold Weather Cloths, Cooking Kit (AA), Common Lamp, Bar Soap,
Sack (Inside Backpack) With
Grappling Hook, Hammer, Iron Spikes (6), Pitons (4), 100’ Hemp Rope,
Waterskin With 4 Vials of Oil in it,

GM Mahuffma |

@ GM Mahuffma the thought trail to a Grippli Magus is developing....should I continue to follow it?
EDIT
Now I want to make Kermit!?
Lol, Kermie the magus. Draw him up.

Keroro04 |

Vienna Porke
Bard (No Archetype)
CG Small humanoid (Halfling)
Init 3 Perception 5
Favored Class Bonus: +1 HP for Bard
--------------------
Defense
--------------------
AC 17 touch 14, flat-footed 13 (+2 Dex)
hp 8 (8-1 from 8 Con, +1 from FCB)
Fort -1, Ref +5, Will +5[+2 on Fortitude against diseases and poisons due to the ‘Blight-Burned’ trait.]
--------------------
Offense
--------------------
Speed 20 ft.
Melee Rapier -1 (1d4-1/19-20)
Ranged Longbow, +3 (1d6)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 8, Int 14, Wis 12, Cha 18 (Halfling +2 to Dex and Cha, -2 on Str)
Base Atk +0; CMB -1; CMD 11
Feats
Dodge [lvl 1 feat]
Total Skill Points: 10 [6 + Int Mod (2) + 2 (Background Skill ruleset)]
Adventuring Skills: 4/level (Rank/Class/Stat/Bonus)
Diplomacy +8(1/3/4/0)
Knowledge (Arcana, Nature, Planes) +6 (1/3/2/0)
Spellcraft +5 (1/3/1/0)
Stealth +6 (1/3/3/0)
Sleight of Hand +6 (1/3/3/0)
Linguistics +6 (1/3/2/0)
Background Skills: 2/level (Rank/Class/Stat/Bonus)
Handle Animal +5 (1/0/4/0)
Perform [Wind Instruments] +8 (1/3/4/0)
Languages Common, Halfling, Elven, Dwarven, Sylvan
--------------------
Racial Traits:
Fearless: +2 to saves against Fear
Underfoot: +1 AC to Larger foes, +1 to Trample Saves
Sure-Footed: +2 to Climb and Acrobatics
Halfling Weapon Familiarity
Keen Senses: +2 to Perception
--------------------
Traits
Blight-Burned (Campaign trait)
Internal Compass (Magic Trait)
--------------------
Class Features:
Bardic Knowledge
Spells
Bardic Performance (Countersong, Fascinate, Distraction, Inspire Courage +1)
--------------------
Gear (Carried by Donkey, Light Load from merely 3 lb Bow, 2 lb Rapier, 3 lb Trumpet and 2 Scroll of Abundant Ammunition)
Bedroll + Blanket
Folding Ladder
50 ft Hemp Rope
Quiver with 40 Arrows
Donkey with Packing Saddle
Musical Instrument (Trumpet)
16 GP, 4 SP
--------------------
Spells [This can be changed depending on the party composition]
0th level – Detect Magic, Read Magic, Spark, Mending
1st level – Charm Person, Dazzling Blade (2 Slots at Level 1)
Vienna Porke is a travelling bardic performer from the city of Longshadow, who has travelled her home nation of Nirmathas in order to try finding a place where her music can be enjoyed by all. While she occasionally visits back to her place of birth when she can, she more or less simply travels on her own with a donkey to carry her stuff and a trumpet to make the travel a bit lighter on her heavy stomach.
For a while, she used to travel with other bards of many different races as well, in a group known as the Brass Mugs. This included a Human violinist by the name of Marvin, a dwarf drummer from Highhelm named Copperbeard, a Sylph singer named Kiera and a elven dancer named Cerci. Among them, she held a particular attraction towards Copperbeard, and actually managed to get an engagement from him, to which she said yes.
However, it was not meant to be. While travelling on their way to Phaendar they tried making it through the Fangwood... only to come across a nightmarish plague of blighted fey that massacred them. Only her and Kiera survived, and even then they were on death's door when they actually made it to their planned town. And since Kiera's scars have left her completely unable to speak due to ruined vocal cords... only Vienna was still able to perform among her original group.
Due to the incident, and also not wanting to forget what she had been through Vienna made a new home in Phaendar while still travelling around the country. She tends to stay away from the Fangwood but otherwise she's still trying to put on a happy face. However, her ultimate goal is to eventually build up enough money to find someone who can cure the Blightburn, so that those who were affected by the Blight are no longer threatened by it.

Anansi the Spider |

Dorian 'Grey' wrote:Lol, Kermie the magus. Draw him up.@ GM Mahuffma the thought trail to a Grippli Magus is developing....should I continue to follow it?
EDIT
Now I want to make Kermit!?
This is Dorian Grey's work in progress....

Keroro04 |

GM Mahuffma wrote:This is Dorian Grey's work in progress....Dorian 'Grey' wrote:Lol, Kermie the magus. Draw him up.@ GM Mahuffma the thought trail to a Grippli Magus is developing....should I continue to follow it?
EDIT
Now I want to make Kermit!?
Dorian Grey indeed. A Halfling and a Grippli working together just sounds like so much fun tbh.

Anansi the Spider |