GM R0B0GEISHA |
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As the Ironfang Legion carves out an empire of monsters from the nations of Nirmathas and Molthune, our heroes must flee their hometown of Phaendar as it burns, saving any lives they can!
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Expectations
- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Ironfang Invasion Player's Guide and are at least somewhat knowledgeable about Golarion.
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Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. For example: all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.
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Level: 1
Ability Scores: 20 point buy
Alignment: Non-evil
Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table.
Classes: Anything Paizo, all archetypes available.
HP: Max at first, then 1/2+1
Traits: 2 traits, one must be a campaign trait.
Starting Gold: Average
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To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together.
Good luck and thanks for applying! :)
Pedro Coelho RPG Superstar 2013 Top 4 |
Brainiac |
With GM R0B0GEISHA's permission, I am posting here to refer applicants to my own Ironfang Invasion recruitment thread. Apply here if interested and increase your chances of getting into this campaign. :)
Phntm888 |
Okay, applying with Carthas Brambleroad, a wandering hedge doctor who treats the ills and wounds of the people of Nirmathas, most recently in the Nesmian Plains area. Mechanically, he's a half-elven alchemist with the chirurgeon and Bramble Brewer archetypes. An interesting wilderness character who's got a few skills beyond the norm for an alchemist.
Carthas Brambleroad
Male half-elf alchemist (bramble brawler, chirurgeon) 1
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision, Perception +7
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
Hp 9 (1d8+1 Con)
Fort +3, Ref +4, Will +3; +2 vs enchantment spells and effects
Special defenses dual-minded; Immune sleep
OFFENSE
Speed 30 ft
Melee light mace +1 (1d6+1, x2)
Melee sickle +1 (1d6+1, x2)
Melee dagger +1 (1d4+1, 19-20/x2)
Ranged light crossbow +3 (1d8, 19-20/x2, 80 ft)
Ranged dagger +3 (1d4+1, 19-20/x2, 10 ft)
Extracts Prepared (CL 1st)
1st (2/day) - cure light wounds, shield
Special attacks bombs (+3, 1d6+3, DC 13 Reflex, 4/day)
STATISTICS
Str 12, Dex 16, Con 13, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14
Traits Clever Wordplay (Diplomacy), Frontier Healer (Knowledge (nature))
Feats Armor Proficiency (light), Brew Potion, Point Blank Shot, Throw Anything, Weapon Proficiency (simple, bombs)
Skills (ACP -0) Craft (alchemy) +7 (+8 to craft alchemical items), Craft (carpentry) +7*, Diplomacy +7, Heal +5, Knowledge (nature) +8, Perception +7, Profession (herbalist) +5*, Spellcraft +7, Stealth +7, Survival +5
*- denotes background skill points
Languages Common, Elven, Gnome, Sylvan, Varisian
SQ Alchemy, dendrite mutagen (+2 Dex, -2 Wis, +4 natural armor, fast healing 1 in bright light) 10 minutes, Elf blood, Elven immunities, Fey thoughts (Diplomacy, Stealth), keen senses, throw anything
Gear light crossbow with 20 bolts, dagger, light mace, sickle, leather armor, alchemist's kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), explorer’s outfit, 5 gp
Formulae Book
1st - bomber’s eye, cure light wounds, keen senses, longshot, shield
Traits
Clever Wordplay - Your cunning and logic are more than a match for another’s confidence and poise. Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Frontier Healer - You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Racial Abilities
Elven Immunities - Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses - Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision - Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood - Half-elves count as both elves and humans for any effect related to race.
Dual Minded - The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Fey Thoughts (1 RP) - Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.
Class Features
Alchemy (Su) - Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su) - In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex) - At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Dendrite Mutagen (Su) - At 1st level, a bramble brewer’s mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature;. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).
This ability otherwise works like the standard mutagen class feature and replaces that ability.
A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light.
This ability otherwise works like the greater mutagen discovery and replaces that ability.
A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer’s fast healing increases to 5 as long as he is within an area of bright light.
This ability otherwise works like the grand mutagen discovery and replaces that ability.
Throw Anything (Ex) - All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Carthas Brambleroad, formerly Carthas Algaresla, never knew who his father was. His mother was an Elven sacred prostitute of Calistria in Molthune who had the anti-contraception brew fail on her. Though she kept him and gave birth to him, she never truly cared for him, viewing him more as an annoyance than a child. Though he initially lived in the temple to Calistria, he was sent away at age 10, as they had no desire to keep such a homely looking boy around. He was taken in by a hedge doctor named Hork Small who treated soldier’s ills and wounds, and used him as mostly a gopher and beating stick when he drank enough. Carthas quickly learned to walk small and avoid notice, and shut himself away from others, no matter how friendly.
The one benefit of living with Hork was that his keen mind was able to learn some of what he did by watching the doctor at work, and by sneaking into the doctor’s workshop when he was either sleeping or passed out. Hork did directly teach him some things, but only when he was feeling generous or in a good mood. Eventually, he began secretly experimenting with some of what he found until he felt confident he could do so on his own, then, one night when the doctor was passed out drunk at 18, he ran away, stealing what supplies he could carry to practice the hedge doctor’s trade.
He traveled towards the border with Nirmathas with various caravans and other groups, bartering his skill as a hedge doctor for transport and food. He wound his way towards the border, hoping the doctor hadn’t reported him to the authorities, and that if the man had, he won’t be found out. During these travels, a merchant’s guard named Volex took some pity on him, and taught him a bit out how to use some basic weapons to defend himself if he was attacked. Carthas also discovered certain combinations of reagents could become highly volatile and explosive when combined, and he nearly blew his hand off in that incident. He also discovered he could replicate certain magical effects - a product of his Elven heritage, he supposed. Eventually, the caravan reached the front, and Carthas was able to sneak across the border, and into freedom.
Carthas initially thought about traversing the Bloodworn Vale and heading to Varisia, but he found Nirmathas pleasant, and chose to stay. He has spent the past 10 years in Nirmathas, honing his craft, going from village to village, treating the ills of the common folk in exchange for lodging, food, and sometimes coin. He’s grown used to living off the land and sleeping under the stars when need be, and though he has no true friends, there are many who recognize him and will take the time to talk to him. Now calling himself Carthas Brambleroad, he has spent the past 2 years in the Nesmian Plains. He finds the setting beautiful, and the region has enough population that he can easily keep to a specific, circuitous route. He is able to pass through Phaendar at the time when most people gather and the merchants from other parts of Nirmathas come, for this is the best time for him to acquire actual coin for his services, as well as to find supplies he may not be able to acquire in the wild or during the rest of the year. He finds his new life to be a good one, and perhaps he will even settle down in the area and stop wandering someday. He isn’t worried. He has plenty of time to figure it out.
AdamWarnock |
Mechanically, the character would be an aasimar with the changeling aspects coming out in the fluff. I was thinking of playing someone that has just come of age and is beginning to hear her mother's call. I don't know if there's a hag in this AP, but I thought this would be a cool hook for you to use for something.
KM WolfMaw |
* Templates?
* Third Party stuff (Classes, Feats, etc)?
* Generic Classes (DnD 3.5 Unearthed Arcana)?
* Young Characters?
* Ability Scores adjustments by Age Categories: Core or PFS like?
I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.
Raltus |
* Templates?
* Third Party stuff (Classes, Feats, etc)?
* Generic Classes (DnD 3.5 Unearthed Arcana)?
* Young Characters?
* Ability Scores adjustments by Age Categories: Core or PFS like?I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.
Why is that?
KM WolfMaw |
KM WolfMaw wrote:I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.Why is that?
1) Know what the AP is actually about and not what one think it is about.
2) What is and isn't suitable for PC.3) Know which optional rules you will use (or not), kinda ties to 1 and 2.
Daedalus the Dungeon Builder |
My submission, Rogar Stonehammer:
LN Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60 feet, Perception +5
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Defense
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AC 15, touch 12, flat-footed 13(+2 Dex, +3 armor) (+2 dodge v. goblinoids, +4 dodge v. giants)
hp 16 (1d8+5+3)
Fort +8, Ref +4, Will +1
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Offense
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Speed 20 feet
Melee
Ranged Kinetic Blast +3 (1d6+7)
Special Attacks Kinetic Blast (0 Burn), Pushing Infusion (+7 bull rush, 1 burn)
Wild Talents
Basic Geokinesis, Pushing Infusion
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Statistics
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Str 8, Dex 14, Con 20, Int 10, Wis 12, Cha 8
Base Atk +0; CMB -1 (+2 Bull Rush, Overrun); CMD 11
Feats Point-blank Shot, Toughness
Traits Defensive Strategist, Ironfang Survivor
Skills Acrobatics +5, Craft (weapons) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +1, Perception +5, Stealth +5
Conditional Modifiers +2 for craft, profession relating to metal or stone, -1 ACP (pre-factored)
Languages Common, Dwarven
SQ Burn, Gather Power, Rock Stepper
Other Gear: 6/1 gp, studded leather armor, brawler's kit (backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin), artisan's clothing
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Special Abilities
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Racial Abilities
Relentless
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Unstoppable
Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Rock Stepper
Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Craftsman
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Rogar Stonehammer was born to a traditional dwarven family in a small, unnamed Nirmathi town, raised to worship Torag as the protector and creator. From a young age, Rogar proved adept at manipulating metal, becoming a decent weapons smith. He was otherwise unremarkable, if a bit weak for a dwarf. Most of his life he spent working with the earth and metal, growing a deep understanding of such materials. He had a comfortable existence, doing quite well for himself even at his young age of 35. On his 44th birthday, though, the fearsome Ironfang Legion attacked his ramshackle hometown, razing the village completely and leaving no survivors.
Well, there was one survivor. A young dwarven smith, resilient and hardy beyond anyone's knowledge, lay in his collapsed forge, buried in rubble. He lay, dying, in the midst of the stones and bricks that were his former livelihood, calling out to Torag to take vengeance on the ones responsible for this destruction. Much to his surprise, Torag responded. Rogar refuses to say exactly what transpired, but the dwarven deity gave the young smith two gifts; the power to exact vengeance for his family, and a deep bond with the material he so loves. Leaving town with little more than the clothes on his back, Rogar set off in pursuit of the Ironfang soldiers. Unskilled with tracking, he quickly lost the trail, instead finding himself in Phaendar. He's been in the town for about a month now, honing his new Torag-given powers and recovering from his narrow scrape with death.
Rogar is typical height for a dwarf; standing just over 4 feet tall. His hair and beard, the color of stone and clay, respectively, are braided with metal studs, and his eyes are a deep silver color. He's solidly built, yet surprisingly agile and weak. He's gruff by human standards, but no more so than the average dwarf. While occasionally difficult to understand, he lacks much of the deep dwarven accent normally associated with his race.
He's somewhat outgoing, but still reserved, preferring not to talk about his past. He's something of a "knock out first; ask questions later" kind of dwarf, especially when it comes to hobgoblins. He prefers to use solid, yet agile, motions for controlling earth, with precise and powerful blows- just like with a hammer- pushing foes back one step at a time to give his allies more room to maneuver. While unskilled at melee, he's tough enough that he stays relatively close to the frontlines, launching rocks at foes who are causing too much trouble.
One of his favorite tricks is to control the dust in the air, coalescing it in a massive whirlwind, compacting it into a solid rock through sheer force of will, launching it as an arrow, boulder, or ribbons of fluid rock.
GM R0B0GEISHA |
* Templates?
* Third Party stuff (Classes, Feats, etc)?
* Generic Classes (DnD 3.5 Unearthed Arcana)?
* Young Characters?
* Ability Scores adjustments by Age Categories: Core or PFS like?I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.
- No to templates.
- Conditional yes to 3rd party stuff. Just run it by me first.- No to generic classes.
- You can play whatever you want age-wise, but it's unlikely that I'll take a child or a geriatric. And I don't want to use the ability score adjustments.
And don't worry, I always read the modules before I run them. ;)
Claustipher Whetwhistle |
- You can play whatever you want age-wise, but it's unlikely that I'll take a child or a geriatric. And I don't want to use the ability score adjustments.
Well I was putting finishing touches on my old wizard when you posted this lol. Oh well.
Claustipher Whetwhistle
[color=red] Everyone, no matter the age, wants to be useful. [/color] Again I wrote this before your post lol.
An old, white haired man sitting at a table off to the side can he heard speaking with a slight quaver in his voice with a young woman who just arrived.
"Yes, yes. I am Claustipher. Do you need something scribed by an old man?"
From what she says she clearly wants something else and the man pauses for a moment thinking. His eyes grow a little wistful.
"No no, I am sorry. I no longer have my spell book form my adventuring days, it went to my student. I.... I can't cast magic like that anymore just simple stuff."
"Well maybe I can help. I may not be powerful like I was decades ago but I am still sharper then most, lets go look."
With that the old man grabs his old staff, levers himself up, and exits with her. You can see a twinkle in his eyes that wasn't there at the start of the conversation and a small grin.
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Claustipher Whetwhistle settled in Phaendar about twenty years ago after deciding that his adventuring days were over. He had seen much of the world and done his part for society. Most importantly he had trained an apprentice well to take up his mantel and as a parting gift even gave him his time-worn spell book. He keept a small book, like a novice mage, for little things that might prove useful but that was it.
Now he makes a modest living identifying magical items, doing a bit of research for people and, primarily, copying documents for people. His mind is sharp but he feels the end of his life approaching and doubts it holds one last adventure.
GM R0B0GEISHA |
GM ROBOGEISHA wrote:- You can play whatever you want age-wise, but it's unlikely that I'll take a child or a geriatric. And I don't want to use the ability score adjustments.Well I was putting finishing touches on my old wizard when you posted this lol. Oh well.
Claustipher Whetwhistle
[color=red] Everyone, no matter the age, wants to be useful. [/color] Again I wrote this before your post lol.
An old, white haired man sitting at a table off to the side can he heard speaking with a slight quaver in his voice with a young woman who just arrived.
"Yes, yes. I am Claustipher. Do you need something scribed by an old man?"
From what she says she clearly wants something else and the man pauses for a moment thinking. His eyes grow a little wistful.
"No no, I am sorry. I no longer have my spell book form my adventuring days, it went to my student. I.... I can't cast magic like that anymore just simple stuff."
"Well maybe I can help. I may not be powerful like I was decades ago but I am still sharper then most, lets go look."
With that the old man grabs his old staff, levers himself up, and exits with her. You can see a twinkle in his eyes that wasn't there at the start of the conversation and a small grin.
Your character looks fine as long as you're not using the age adjustments. :)
psionichamster |
And here is Hubert Rholar, freedom fighting halfling rogue!
Male Halfling Unchained Rogue 1
CG Small humanoid (halfling)
Init: +3; Senses: Perception +7;
Speed: 20, Languages: Common, Halfling, Dwarven, Goblin, Draconic
Defense
AC 16 (+2 Armor, +3 Dex, +1 Size) Touch 14 FF 13
HP 9 (1d8+1)
Fort +2 Ref +6 Will +2 (+2 vs fear)
Offense
Melee: Rapier +4 (1d4 18-20/x2)
Ranged: Dagger +4 (1d3 19-20/x2) or Sling +4 (1d3)
BAB 0 CMB -1 CMD 12
Statistics
Abilities: Str 10 Dex 17 Con 12 Int 14 Wis 12 Cha 14
SQ: Fearless, Lucky, Sure-Footed, Keen Senses, Favored Class (Rogue), Trapfinding (+1), Finesse Training
SA: Sneak Attack +1d6
Feats: Weapon FinesseB, Point Blank Shot
Traits: World-Weary, Crowd Dodger
Skills: Acrobatics +9 (1+3+2+3), Appraise +6 (1+3+2), Bluff +6 (1+3+2), Climb +6 (1+3+2), Diplomacy +6 (1+3+2), Disable Device +7 (1+3+3), Disguise +6 (1+3+2), Escape Artist +7 (1+3+3), Knowledge (Local) +6 (1+3+2), Linguistics (BK) +6 (1+3+2), Perception +7 (1+3+1+2), Sleight of Hand +7 (1+3+3), Stealth +11 (1+3+3+4), Survival +6 (1+3+1),
Combat Gear: alchemist fire, oil (3)
Equipment: leather armor, rapier, dagger (6), sling, sling bullets, backpack, belt pouch, bedroll, 50’ silk rope, rations (7 days), waterskin, torch (2), sunrod (2), thieves’ tools, hammer, pitons (10), grappling hook, crowbar, iron spikes (6)
Coin 22gp, 24 sp, 30 cp
Hubert began his life as so many other halflings do, in bondage. Born a slave in Cheliax, he was kept about a ship for his early childhood until a chance encounter with one of the Eagle Fleet of Andoran. The captain, a staunch freedom-fighter and longtime enemy of the Chelish Empire by the name of Marco Soldato, took the Iron Devil as his prize. Freeing Hubert along with the rest of the slaves on board, he became a hero in the eyes of the young halfling.
After growing up in Andoran, Hubert decided he would take his freedom-loving heart out to the world and do what good he could. He joined the Bellflower Network for a short time, helping to smuggle slaves (mostly gnomes and halflings) out of Molthune and to freedom. Along the way, he witnessed a gruesome and ghastly event; a group of passengers were betrayed by one of their own under torture. The entire group was slaughtered in a horrible fashion, while Hubert hid nearby. Having arrived just too late to help them, all he could do was stay out of sight and hope he would not suffer the same fate. After that, he decided the Network was not for him, and made his way across the border to Nirmathas.
In the land of Nirmathas, he has come to the town of Phaendar, looking to score some coin and possible allies, and do some good as he can.
KM WolfMaw |
KM WolfMaw wrote:* Ability Scores adjustments by Age Categories: Core or PFS like?I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.
- You can play whatever you want age-wise, but it's unlikely that I'll take a child or a geriatric. And I don't want to use the ability score adjustments.
And don't worry, I always read the modules before I run them. ;)
* That's why I asked "Core like or PFS like?", in PFS, age categories, young included, are cosmetic, no ability scores adjustment.
* Can be a good idea to read them before making a recruitment thread. ;)
Kudera Rivani |
I'm submitting Kudera Rivani for consideration. Her backstory and description were just uploaded. Please let me know if you have any questions or if I can clarify anything.
Side question for R0B0GEISHA: I'm interested in going with the Herb Witch archetype as it would probably be more thematic for the Adventure Path, but RAW would prevent me from taking a hex (other than cauldron) till level 3. If I went with that archetype, would you allow me to use my level 1 feats for extra hexes? Thanks in advance!
GM R0B0GEISHA |
I'm submitting Kudera Rivani for consideration. Her backstory and description were just uploaded. Please let me know if you have any questions or if I can clarify anything.
Side question for R0B0GEISHA: I'm interested in going with the Herb Witch archetype as it would probably be more thematic for the Adventure Path, but RAW would prevent me from taking a hex (other than cauldron) till level 3. If I went with that archetype, would you allow me to use my level 1 feats for extra hexes? Thanks in advance!
I don't see why not.
Glory Tantimount |
Male hobgoblin Alchemist(Grenadier) level 1
LN Medium humanoid (gobliniod)
Init +5; Senses: Darkvision 60; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +0
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Offense
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Speed 30 ft
Melee
Greatsword +1 (2d6+1/19-20)
Ranged
Bomb 30ft +4 (1d6+4/×3)
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Statistics
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Str 13, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats:
Point Blank Shot
Traits:
Foxclaw Scout: You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws, and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Reactionary
You gain a +2 trait bonus on initiative checks.
Skills
Perception: 4
Craft(alchemy): 10
Heal: 4
knowledge (nature): 7
knowledge (arcana): 7
Spellcraft: 7
Acrobatics: 4
Background Skills
Knowledge (engineering) 9
Sleight Of Hand 7
Languages Common, goblin, Draconic, Giant, and Orc
Gear GreatSword, Studded Leather Armor, Bomb Launcher
Special Abilities
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Formula
Extracts 1st level (2)
Cure Light Wounds
Expeditious Retreat
Fabricate Disguise
*Shield
Enlarge Person
Class features
Martial Weapon Proficiency
At 1st level, a grenadier picks one martial weapon to become proficient in the use of.This ability replaces Brew Potion.
Alchemy (Su)
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.
Bomb (Su)
An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.
Mutagen (Su)
.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Favored class bonus
Hobgoblin
Add +½ to the number of bombs per day the alchemist can create.
Standard Racial Traits
Ability Score Racial Traits: Hobgoblins are fast and hardy. They gain +2Dexterity, and +2 Constitution.
Type: Hobgoblins are humanoids with the goblinoid subtype.
Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Hobgoblins have a base speed of 30 feet
.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Engineer hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a +2 racial bonus on Craft(alchemy) and Knowledge (engineering) checks. This racial trait replaces sneaky.
Senses Racial Traits
Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.
While on a quest to save his wife from hobgoblin slavers, Vane Oreld lost his love at the hands of a six year old hobgoblin whelp. Instead of killing the little beast, Vane dedicated himself to redeeming the child in memory of his wife's generous heart. The challenges were great, and the town felt too dangerous. Through perseverance and Restitution's eventual positive contributions. He has earned a place for himself in town, though not all have fully accepted him. Although he is not seen as a threat but ally to the town.
Raltus |
Nithlir
Male aasimar oracle 1 ( Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 9 (1d8+1)
Fort +1, Ref +0, Will +4
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee light mace +1 (1d6+1)
Special Attacks channel positive energy 5/day (DC 14, 1d6)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—daylight
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day)— bless, cure light wounds , shield of faith
0 (at will)— detect magic , detect poison , ghost sound (DC 14), guidance, light, mage hand
Mystery Life
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Statistics
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Str 12, Dex 11, Con 13, Int 12, Wis 14, Cha 18
Base Atk +0; CMB +1; CMD 11
Feats Selective Channeling
Traits frontier healer, scarred by war
Skills Craft (tattoo) +5, Diplomacy +6 (+7 outside of combat), Heal +7, Knowledge (history) +5, Knowledge
(nature) +6, Knowledge (religion) +5, Perception +5, Spellcraft +5, Survival +6; Racial Modifiers +2
Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ oracle's curse (haunted), revelation (channel)
Other Gear studded leather, light wooden shield, light mace, bedroll, belt pouch, candle (10), flint and
steel, masterwork backpack APG, masterwork tattooing tools, mess kit UE, pot, silk rope (50 ft.), soap, trail
rations (5), waterskin, 26 gp, 1 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracle Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Phaendar for this time off as well make it even more relaxing. Never before having known the Horrors that come with death and dying en mass took a heavy toll on his pyschke.
Developing a twitch and feeling like those he lost or were killed while he was not close were always watching him. They were always moving his things and messing with his mind. Nithlir needed this break to look in side and see if being a healer in the army was what he really wanted to do or not.
Always having the gift of healing and being of divine heritage allowed Nithlir to be a prime candidate to
use his innate powers to bring the wounded back to the front. He had never really given it much though, being an orphan an always trying to help others this was just one more place to help as many as he
could.