Trail of the Hunted

Game Master Two-Hands

A tale of desperate survival set against the invasion of a ruthless hobgoblin army; the Ironfang Legion!


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pinvendor wrote:
@GM Two-Hands: Summoner can be non-Unchained?

Summoner, you mean that broken class that most GMs ban and only allow the Unchained version of?

Just glad archetypes banned if it is allowed, as that one archetype is OP AF.


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I'm a very non-min/max player as I try to build characters for concept rather than role, per se.

The number of games which ban Summoner outright, Unchained or not, is high. The chance to try out a regular Summoner is too hard to pass up if allowed!

Silver Crusade RPG Superstar 2014 Top 16

Gold: 4d6 ⇒ (4, 1, 4, 2) = 11


Given the preponderance of healer submissions, I've decided to pivot and go with a Hunter and her cat companion.
Starting gold: 4d6 ⇒ (2, 6, 5, 6) = 19

RPG Superstar 2009 Top 16

GM Two-Hands wrote:

@ Mark Thomas 66, I've had a brief read and I'm struggling to find a reference for the free combat stamina outside of the legacy archives of nethys page here. Can you point me in the direction of a better reference?

It might be a loose interpretation but it's listed as an option here: Combat Stamina

Starting Gold: 5d6 ⇒ (4, 4, 6, 1, 2) = 17 170gp


The road to Phaendar was dust and silence.

Each step stirred the dry earth, clinging to his boots, mixing with the filth and dried blood already caking his skin. The weight on his back was familiar now—his pack, heavier with the last remnants of his past life. The sword slung between his shoulders jostled against him with every movement, a presence both comforting and accusatory. His long white hair, unwashed and tangled, hung in strands over his sunken face. His shirt, once a deep brown, was now a tattered ruin of soot, sweat, and blood.

Ahead, Phaendar sprawled before him, untouched.

He stopped at the edge of the market, where the smell of fresh bread and roasting meats twisted something deep in his gut. The sight of children laughing as they ran between the stalls, the hum of merchants calling out their wares, the casual conversations between neighbors—it was as if the world had not burned.

How?

His cracked lips parted, but no sound came. His body swayed where he stood, the exhaustion of days on the road warring with the quiet fury simmering in his veins. Phaendar had not suffered. The war had not yet touched it. There were no ashes in the streets, no screams in the air, no bodies left unburied.

My home burned.

He took a step forward, his fingers brushing against the hilt of his father’s sword. His stomach clenched at the scent of roasting meat. His throat was dry, but the thought of drink barely registered. These people—these farmers and traders—walked through their day as if nothing had happened.

My family is gone.

A cart rumbled past him, stirring the dust in his face. He did not flinch. His limbs ached with the memory of swinging that blade, too slow, too weak. His ribs still bore the deep bruises of that fight, and the ghosts of his children’s cries clung to him more tightly than the grime on his skin.

A woman bustled past, glancing at him with barely concealed concern. Her nose wrinkled at the scent. She said nothing, moving on.

His fingers curled into a fist.

How do you go on?

The weight of his blade pressed against his back. The familiar hollow feeling of hunger clawed at his insides. He did not know why he had come here. Maybe to find something to cling to. Maybe because there was nowhere else left to go.

Iskender stepped forward into Phaendar, the war still clinging to his skin.

Silver Crusade RPG Superstar 2014 Top 16

Iskender is my offering for this game.

Iskender us an elven refugee, who until recently had a moderately prosperous farm, a wife, and children.

He is an Unchained Rogue, which is just a bag of mechanics. He is NOT a thief. He is a dispossessed farmer, former father, widower, and refugee.


@GM Two-hands: What is your stance on feat choices? I think this remote survival setting would be the perfect place for the feat Healer's Hands. It even pairs well with one of the campaign traits.

Didn't want to get ahead of myself.

4d6 drop lowest: 4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 drop lowest: 4d6 ⇒ (5, 2, 5, 6) = 18 16
4d6 drop lowest: 4d6 ⇒ (1, 3, 3, 6) = 13 12
4d6 drop lowest: 4d6 ⇒ (4, 5, 5, 2) = 16 14
4d6 drop lowest: 4d6 ⇒ (2, 3, 2, 6) = 13 11
4d6 drop lowest: 4d6 ⇒ (2, 4, 1, 3) = 10 9

I really love this spread!

Looking at campaign traits I really liked the person who survived death and the healer traits. The idea of someone who came back from the brink by briefly touching something else. Starting out it would be very difficult to really benefit from the additional healing even with modifiers, having to hit a dc25 to make a noticeable difference from another sawbones. So it would be great to roleplay as someone who didn't understand what they were doing.

Not a cleric or someone divine touched. Just someone who learned to tap into positive energy and does what they can for others.

Silver Crusade

pinvendor wrote:

I'm a very non-min/max player as I try to build characters for concept rather than role, per se.

The number of games which ban Summoner outright, Unchained or not, is high. The chance to try out a regular Summoner is too hard to pass up if allowed!

I thought that until I played one - very underwhelming.


Honestly, one of my favorite characters I have played with in a PBP was a summoner. They always contributed something and their character had amazing roleplaying muscle. To the point everyone else designated them the leader, even if it was more of a figurehead position. I've never felt compelled to play the class, but would welcome anyone wanting to.

I typically find there is no such thing as an underpowered class in the game. I've played in games where very powerful classes were a drag on the party because they were played poorly. I've played in games where lower power classes were MVPs in fights. There are poorly built characters and poorly played characters that can be a burden on the party, but no class is a drag if played well.

If your time playing one was underwhelming keep in mind that doesn't mean it will be the same for someone else.

@DM Two-Hands: Regarding barbarian rage

While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Would you consider healing as a full round action as falling under that?


Hello folks! Dragoncat here, with his submission.

Macharius Fallstar is a half-elf bloodrager with the Fey bloodline, courtesy of surviving the Darkblight disease when he was a child.

Grand Lodge

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Ehoa this exploded.

Silver Crusade

Critzible wrote:
Ehoa this exploded.

Indeed and the stats I rolled stink so I'm not even sure I have a path forward.


Zahir ibn Mahmoud ibn Jothan wrote:
Delightful wrote:


12, 15, 13, 16, 18, 15

15, 15, 14, 13, 12, 10

Lol. Total brain fart on my part. Thanks for the correction.

Silver Crusade RPG Superstar 2014 Top 16

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Delightful wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Delightful wrote:


12, 15, 13, 16, 18, 15

15, 15, 14, 13, 12, 10
Lol. Total brain fart on my part. Thanks for the correction.

My pleasure!


@RHMG Animator, (regarding feats) just the listed books please.

@pinvendor, I've done a bit of reading around about the summoner class in PbP, seems to be pretty unpopular for a number of reasons. I'm happy to have a look at a tentative normal summoner build, but if it looks like there will be issues we may have to make an adjustment. I'm going to try for a theatre-of-the-mind game, and I fear that the summoner could make things super clunky. But, I'm an open minded guy; have a go if you want to, and we can take it from there.

@SqueezeMeNow, as above, just the listed books for feat choices please :)

@ShadowDragon, don't be discouraged about your rolls. I promise that when the game starts, everyone will be balanced across the board so just take the time to focus on the type of character you like to play. I'm honestly more interested in the fluff than crunch at this stage; just show me an interesting appropriate character and I'll make sure they have the opportunity to thrive if chosen.

RPG Superstar 2009 Top 16

So verdict on Combat Stamina, do Fighters get it for free or have to take a feat for it?


@Mark Thomas 66, Apologies for missing you in the last update. Yeah go for it, it seems to sit well with what the unchained rules are trying to achieve.

RPG Superstar 2009 Top 16

Thanks!


Stll a work in progress, should have background up later today or tonight.


Stats: 4d6 ⇒ (1, 3, 6, 5) = 15 = 14
Stats: 4d6 ⇒ (2, 2, 6, 4) = 14 = 12
Stats: 4d6 ⇒ (3, 3, 1, 6) = 13 = 12
Stats: 4d6 ⇒ (2, 3, 4, 4) = 13 = 11
Stats: 4d6 ⇒ (3, 5, 6, 4) = 18 = 15
Stats: 4d6 ⇒ (3, 5, 2, 4) = 14 = 12

Seems close to 20 point. But I will work with that.
Might take a day or 2 to get something up, but it will be done.

Silver Crusade

GM Two-Hands wrote:


@ShadowDragon, don't be discouraged about your rolls. I promise that when the game starts, everyone will be balanced across the board so just take the time to focus on the type of character you like to play. I'm honestly more interested in the fluff than crunch at this stage; just show me an interesting appropriate character and I'll make sure they have the opportunity to thrive if chosen.

For GM:
Unfortunately I had my heart set on a Hunter and the rolls really go against it. Probably since my in-person game features stat draining creatures every session but I absolutely hate having a 7. And with a Hunter there's nowhere to 'hide' it since putting the 7 in Cha would negatively effect its ability to train its animal companion - a rather significant part of the class. Additionally (and this is my POV) but not having at least one 16 (which would become an 18 with racial adjustment) is also problematic. I'll think it over but it's just a tough puzzle.

OK, let me see what the dice roller has in store for me....

Ability Score #1: 4d6 ⇒ (6, 4, 1, 6) = 17 (16)
Ability Score #2: 4d6 ⇒ (3, 2, 1, 4) = 10 (9)
Ability Score #3: 4d6 ⇒ (1, 2, 3, 4) = 10 (9)
Ability Score #4: 4d6 ⇒ (4, 6, 2, 5) = 17 (15)
Ability Score #5: 4d6 ⇒ (5, 6, 5, 6) = 22 (17)
Ability Score #6: 4d6 ⇒ (6, 1, 1, 3) = 11 (10)

Looks like: 9, 9, 10, 15, 16, 17. I'll take a look at the Ironfang Invasion Player's Guide and go from there.


This is John Woodford's alchemist. I still have to update the profile and equip him (which reminds me: Starting gold: 3d6 ⇒ (1, 1, 2) = 4 x 10 = 40 gp. Wow, that's really awful.)

Retsiji Background:
The Hold of Belkzen has a generally well-deserved reputation as a land unforgiving of weakness and not always hospitable to the clever. Born in the human slave pens of the Twisted Nail orcs, Retsiji was not strong enough and far too clever. He would have surely perished but for his talent for alchemy—using the crudest of tools, he could distill poisons from the vermin that infested the orc camp, and he had a knack for being unobserved. More than one full orc found themselves sickened or weakened by Retsiji's concoctions. And there was one who saw and recognized in him a kindred spirit (or at least possessed of similar talents): Skreed Gorewillow, an older half-orc. Gorewillow, already an accomplished alchemist himself, undertook to train the young Retsiji in the art, and when the orcs were going to finally wipe out the arrogant little town of Trunau, Retsiji went with his teacher to Freedom Town to recruit mercenaries.

Freedom Town was a shock to the Hold-raised half-orc, and something about the place appealed to him—the reality of a community of humans, half-orcs, and others living in something like peace opened a door inside him to a need he’d never known he had. And Trunau was even more so. Retsiji couldn’t bring himself to destroy that vibrant little settlement, and when Skreed left for a time to get more reinforcements Retsiji warned one of the militia leaders of the plot and fled south. (Unfortunately, Skreed killed the militia leader before he could spread the word…but that’s another story.)

Retsiji was able to join a caravan that eventually arrived at the city of Skelt. His Hold-raised manners made it hard for him to make friends there at first, but his hard work and crafting skill eventually won him a place working in the mines as a toolmaker. The next two years were the best of the young half-orc’s life. The work was hard, but Molthune’s forces never pushed that far into Nirmathas, so although there were rumors of war to the south it didn’t intrude on his joy. Nothing lasts forever, though, and one day he was asked to travel to the dwarven citadel of Kraggodan…there was some issue with the shipments of tools and other supplies that could only be handled in person. Because the mountains were treacherous that time of year, he and his party went via the plains and entered the edge of the Chernasardo.

That was where the Ironfang Legion found them.

Half of the group was slain in the first moments of the ambush. With each death, Retsiji felt a little piece of himself die with them, and he marked their names in memory even though he was sure he’d follow them soon enough. In the heat of battle, he drank the mutagen he still carried with him (“for luck,” he always thought) and used every bomb he could make, each wounding or killing more than one hobgoblin. When the bombs were gone, he snatched up a dagger and went after the attackers. He would surely have died there but for the arrival of the Chernasado rangers, who drove off the attackers and saw to his wounds.

After the hobgoblins had retreated, Retsiji walked the battlefield, finding the bodies of each of his companions, the molten core of rage that was his orcish heritage seething within him. Shalla. You’re remembered. Tayzin. You’re remembered. Actier. You’re remembered…. He found every one of them…all the while mourning not just his friends, but his time of peace. They took them away from me. They took this away from me.

They.
Will.
Pay.

Once he saw his friends’ bodies and belongings home to their families, he returned to the Fangwood. It took the rest of his money to equip himself to fight, and he was about to volunteer with a local mercenary group when the Ironfang Legion to all intents and purposes disappeared. Unable to face returning to Skelt, he settled in Phaendar, one of the larger villages in the area, and supported himself doing the odd bit of crafting while he patiently waited for the Legion to reappear. This time he would be ready.

GM 2H:
I checked PathfinderWiki and the Inner Sea World Guide before I wrote his background so I wouldn't contradict anything, and found that the Ironfang Legion disappeared some time before the AP starts. So I wrote that into his history as the reason why he settled in Phaendar. (I also dropped a reference to the Giantslayer AP, because the main villain of Part 1 is also a half-orc alchemist. It seemed to fit.)


So I'm thinking that Valtyra is local (having moved to Phaendar a few years ago) and sort of an apprentice/assistant to the town's blacksmith


@GM
Would you allow playing a *Changling, if I gambled for it?
As I'm thinking of throwing the dice to decide on my race and class combo.
Just need a 1d4 roll
Elf, Half-elf, Human, Changeling
then I'll roll the classes
Ass/Skill: Brawler, Fighter, Rogue, Ranger
Div/Arc: Cleric,Warpriest,Sorcerer,Alchemist

* Changelings are 6 RP, 4 RP less then a human (10 RP)


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I though GM2H had already said it was PHB races only? Has that changed (sorry if I missed an update :/)?


you didn't read what I said

RHMG Animator wrote:

@GM

Would you allow playing a *Changling, if I gambled for it?

this means even if the gamble is allowed, I only have a 25% chance for it and have to stick with one of the core 3 races that is randomly selected.

Silver Crusade

Stats: 4d6 ⇒ (3, 1, 5, 4) = 13
Stats: 4d6 ⇒ (3, 3, 4, 5) = 15
Stats: 4d6 ⇒ (5, 1, 5, 3) = 14
Stats: 4d6 ⇒ (1, 2, 3, 3) = 9
Stats: 4d6 ⇒ (4, 4, 2, 6) = 16
Stats: 4d6 ⇒ (6, 2, 3, 6) = 17

Not too bad, lets see if it fits with my idea.


I'm leaning toward a dwarf ranger or fighter, so I'll roll my starting gold now. If I change my mind and go with a class that has less gold, I'll just ignore the appropriate number of later dice in the roll and figure the correct amount that way.

Starting Gold: 5d6 ⇒ (4, 3, 3, 1, 4) = 15


RHMG Animator wrote:

you didn't read what I said

RHMG Animator wrote:

@GM

Would you allow playing a *Changling, if I gambled for it?
this means even if the gamble is allowed, I only have a 25% chance for it and have to stick with one of the core 3 races that is randomly selected.

But what is this 'gamble'?

Was it an option in the original Recruitment post?


not in the original post, Read My WHOLE post with the question,
if approved the GM just needs to roll a 1d4, and that one roll selects my character's race.
I'm also gambling which class I have, so little chance for a optimal race+Class combo, and this system leads to interesting results

The reason for both to be gambled for a chance at once race is to make the how gamble more RISK then REWARD.
Also Changelings have a LOWER RP value then most core race, unlike aasimar and tieflign which are a higher RP value then core races.


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Ah understood, it is something you came up with.
Thanks for clarifying.

If I may ask, why gamble including changeling, instead of simply the racial options provided by the DM guidelines?

Silver Crusade RPG Superstar 2014 Top 16

Tharasiph wrote:

Stats: 4d6 ⇒ (3, 1, 5, 4) = 13

Stats: 4d6 ⇒ (3, 3, 4, 5) = 15
Stats: 4d6 ⇒ (5, 1, 5, 3) = 14
Stats: 4d6 ⇒ (1, 2, 3, 3) = 9
Stats: 4d6 ⇒ (4, 4, 2, 6) = 16
Stats: 4d6 ⇒ (6, 2, 3, 6) = 17

Not too bad, lets see if it fits with my idea.

That's 15, 14, 13, 12, 12, 8


@GM Two-Hands: It looks like I'm going with Breadth of Experience (APG) for my PC's one-and-only feat; it goes well with my character concept of a jack-of-all trades, worldly traveler who's picked up a bit of knowledge here, the basics of various professions there. Since the BoE feat allows him to treat all profession skills as 'trained,' I went through the list in the CRB and jotted down the following as ones my dwarf might've tried out briefly as he traveled from place to place: architect/engineer, butcher, fisherman, herbalist, merchant, miner, porter, soldier, tanner, trapper, and woodcutter.

Since my dwarf is 114 years old, there's a lot of flexibility that could go into his background: he could be an eternal wanderer who's passed through Phaendar, multiple times in the past half-century, or maybe he could be something of a local, having remained in Phaendar for the past few years to work in some profession that's caught his fancy for the moment. If any of the professions listed above have a corresponding location and/or NPC in the village, I'd appreciate hearing about them to flesh out my dwarf's backstory.

Thanks in advance.


Looking at the plentiful number of melee and healers I think I will try and come up with an arcane caster. Most likely a sorcerer, and knowing my preferences a draconic one.


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@RHMG, I'd prefer if you stick with the races outlined in the initial recruitment post.

@Profession Smith, Gotcha. I'll get back to you once I finish work and have time to write up in detail.

@Everyone else, I'm seeing some great characters so far. I plan to scrub through the post after work and start compiling a list, so we can see in one place who has completed their application and what classes are in the ring. I figure this might make it easier for new arrivals (or anyone who has stalled) to come up with ideas.


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Stats: 4d6 ⇒ (2, 6, 2, 3) = 13=11
Stats: 4d6 ⇒ (4, 2, 1, 1) = 8=7
Stats: 4d6 ⇒ (5, 5, 3, 1) = 14=13
Stats: 4d6 ⇒ (6, 5, 1, 1) = 13=12
Stats: 4d6 ⇒ (1, 3, 2, 3) = 9=8
Stats: 4d6 ⇒ (6, 4, 3, 4) = 17=14
=65
Reroll
Stats: 4d6 ⇒ (4, 3, 3, 2) = 12=10
Stats: 4d6 ⇒ (2, 6, 1, 6) = 15=14
Stats: 4d6 ⇒ (1, 5, 3, 5) = 14=13
Stats: 4d6 ⇒ (3, 2, 5, 6) = 16=14
Stats: 4d6 ⇒ (1, 1, 1, 3) = 6=5
Stats: 4d6 ⇒ (4, 6, 6, 1) = 17=16

Damn that 5 is killing me.


OK, I'll still to core races.

Race: 1d4 ⇒ 1 *Elf, Half-elf, Human, Re-roll

Gender: 2d4 ⇒ (4, 4) = 8 Female

AssSkill: 4d100 ⇒ (26, 99, 63, 13) = 201 Brawler, *Fighter, *Ranger, Rogue

DivArc: 4d100 ⇒ (76, 25, 86, 53) = 240 *Warpriest, Cleric, *Sorcerer, Alchemist,

SF: 4d100 ⇒ (40, 47, 83, 52) = 222 Fighter, Ranger, *Sorcerer, *Warpriest

F: 2d100 ⇒ (18, 73) = 91 Sorcerer, *Warpriest

So I'll whip up a female Elven Warpriest, this will be interesting.....

I assume the GM has no problem with racial weapons?,
since no one ever seems to look at them or take an exotic weapon prof


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RHMG Animator wrote:

I assume the GM has no problem with racial weapons?,

since no one ever seems to look at them or take an exotic weapon proficiency.

I spent a Feat on the Elven Curve Blade.


If your an Elf you have no need for the exotic weapon prof feat for any Elven weapon, but other exotics yes you'll need it.

Elf Racial Traits from Archive of Nethys wrote:


Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows),
and treat any weapon with the word “elven” in its name as a martial weapon.

also your the first player I've run into that took an exotic weapon feat other then me with another character using a Fullblade.


RHMG Animator wrote:

If your an Elf you have no need for the exotic weapon prof feat for any Elven weapon, but other exotics yes you'll need it.

Elf Racial Traits from Archive of Nethys wrote:


Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows),
and treat any weapon with the word “elven” in its name as a martial weapon.
also your the first player I've run into that took an exotic weapon feat other then me with another character using a Fullblade.

I’m a Rogue. I don’t have Martial Weapon proficiency, so I needed to spend a Feat for it.


Yeah, seems I missed that part.....

Though a quick one level dip into a class that does, solves the issue....

Liberty's Edge

Dos Manos
How do you want to go about handling Form/Summoning spells? There aren't actually creature statblocks in the allowed books for use with spells like Animal Form, Giant Form, or summoning spells.

RPG Superstar 2009 Top 16

I've taken exotic weapon proficiency a number of times


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@Crisischild, happy for players to drag the stats from the monster manual or whatever respective source book they require.

@all, the list is coming! I've just finished work for the day, I'm about to smack in a quick workout then head home. Should be sorted in the next 2ish hours

Silver Crusade

I'm leaning towards Hunter because I like the class but balancing out the casting side makes Slayer look like a possibility.


Whew! Here's the list guys and girls, in alphabetical order for ease of reference! I've I've forgotten or overlooked your submission please just let me know and I'll throw an update in!

COMPLETE
AJM4885 - Elf witch (herb witch) or Hunter
Ridge - Human Cleric or Inquisitor
Zahir ibn Mahmoud ibn Jothan - Elf Unchained Rogue

IN PROGRESS
Albion, The Eye - Half-orc Strength based, melee focused Bard
Crisischild - Half-orc druid
Dragoncat - Half-elf fey bloodrager
John Woodford - Half-orc Alchemist.
Liliyashanina - Skald
Mark Thomas 66 - Fighter
Pinvendor - Bookish and pale otaku wizard


GM: I thought Macharius was done. What am I missing?


I think I'm complete (added background). If you see something missing let me know. (This is Mark Thomas 66's human fighter)

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