Recruitment: GM JaceDK's Fangwood Keep - a Pathfinder Module for 4th level PCs


Recruitment


After confirming sufficient interest, I'm officially opening up recruitment for a PbP version of the Pathfinder Module Fangwood Keep.

I am looking for 4-5 PC's of 4th level to undertake a daring mission involving infiltration, subterfuge and close-quarter combat.

Adventure background
In the disputed borderlands between the feuding nations of Nirmathas and Molthune, able-bodied adventurers never lack opportunity to find employment with either nation.

Now, news have reached you that Weslen Gavirk, Forest Marshal of Nimathas, is assembling a team of elite specialists for an undisclosed mission. The exact nature of the assignment was not made clear in the message that summoned you to Gavirk's headquarters in the city of Tamran, but you get the impression that for some reason, the Forest Marshal is looking for capable individuals without official affiliation to the regular Nirmathi militias.

Whether drawn by curiosity, the promise of payment or a sense of patriotic duty, you have decided to answer the summons, and hear what the Forest Marshal is up to this time.

Character Submission Guidelines:

1. Create a fresh messageboard alias for the character you would like to submit. Fill it out with all relevant stats, similar to THIS EXAMPLE.

2. Using that alias, present your character in this this thread, stating your character's name, race, alignment and class. Also include a brief character background, personality, physical description and intended party role (melee, ranged, skill, divine/arcane caster etc.).

3. The deadline for submission is Friday March 1st at Midnight (CET). I will then select a maximum of five players by Sunday March 3rd and start the game as soon as character creation is finalized.

Character Creation FAQ

Starting level: 4th

Stats: 20 point buy. Keep it balanced, and don't dump below 8 before racial modifiers. I expect you to roleplay your scores, including social/mental ones.

Race/class restrictions: Officially none, but be aware that I am a bit of a traditionalist. The longer you stray from Core in respect to both race and class, the harder you're making it for yourself.

Alignment: Again, not ruling anything out, but I prefer good or neutral PC's. I expect everyone to get along and work as a team, so if inter-party drama and cold-blooded killing is your thing, this is not the game for you.

Feats: Paizo official is generally ok. Again, the number of rulebooks I have to dig through to check your build directly affects your chances of getting picked.

Traits: 2 per PC, one of which is picked from the list in this spoiler:

Fangwood Keep custom traits:

Chernasardo woodsman - You hail from the Chernasardo region in Nirmahtas, renowned for it’s rangers. You are proficient with longbows and either Survival or Stealth is always a class skill for you.

Fangwood fey-friend - You have spent some time dealing with the numerous fey who inhabit the Fangwood. You speak sylvan as a bonus language and gain a +1 trait bonus to Will saves vs spells and spell-like abilities used by fey.

Crystalhurst’s gratitude - You have assisted the druids of Crystalhurst in their work with researching a cure for the Darkblight affecting the Fangwood. In return, the druids have taught you a small portion of their skills. You gain a +1 trait bonus to Knowledge (nature) and Survival, and one is always a class skill for you. In addition, you gain the ability to cast [i]feather step[/] as a spell-like ability 1/day.

Fort Ramsgate remembered - You lost a close friend or loved one when hobgoblin mercenaries decimated Nirmathi forces and non-combatants alike at the Fort Ramsgate Massacre. This has left you with a deep distrust of hobgoblins. You gain a +2 trait bonus to Initiative checks when hobgoblins or other goblinoid creatures are present and that you are aware of. In addition, you gain a +1 trait bonus to Intimidate and Sense Motive but take a -2 penalty to Diplomacy when dealing with hobgoblins.

Foxclaw Saboteur - As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military.

Soyvrian Scholar - You are an avid student of all things relating to the elves of Golarion and in particular to their struggle against the demon Treerazor for possession of the Soyvrian Stone. Choose two of the following skills: Knowledge (arcana), Knowledge (history), Knowledge (planes), or Spellcraft. You gain a +1 trait bonus with those skills. If you cast arcane spells, pick a spell on your spell list from the conjuration or abjuration school. You are particularly adept at casting that spell, so it functions at +1 caster level and the save DCs (if any) gain a +1 bonus.

Gear: 4th level standard Wealth-by-Level, i.e. 6.000 gp. Don't spend more than 25% (1.500 gp) on any individual item.

Hit Points: Maximum hit points at 1st level, then 1/2 hit points per Hit Die + 1 for each level thereafter.

Character background: Include a brief, but solid background, which details what your character has been up to until now, and how they have attracted the attention of Forest Marshal Gavirk.

Anything not covered above, feel free to ask, either in the thread or by PM. Just make sure your final submission is clearly identifiable.

I look forward to seeing what you come up with.

Grand Lodge

Very very interested... standby


Excellent.
Will think of something.

Is it ok if I link to the Alias? I don't like posting with it until it needs to be used just so I can delete if needed.


Hubaris wrote:

Excellent.

Will think of something.

Is it ok if I link to the Alias? I don't like posting with it until it needs to be used just so I can delete if needed.

Perfectly fine. As long as I can find and review it easily.


I posted in the interest check thread, too.

This alias was in a campaign that died during the first combat :(
I leveled him to 4, but need to update background and buy items.


Elduin Faenan wrote:

I posted in the interest check thread, too.

This alias was in a campaign that died during the first combat :(
I leveled him to 4, but need to update background and buy items.

Looks good. Just drop a post once you are done with the updates, preferably with his basic info and background in the post itself.

Sczarni

Working on a Nirmathi magus. Mercenary spellsword who's been engaged in a private fight against a Molthuni Captain's army/division/platoon ever since his town was raided years ago.

Pretty standard rapier & shocking grasp magus, with a serious axe to grind.

Question: are background skills being used? If not, no worries, but figured I'd ask.


psionichamster wrote:

Working on a Nirmathi magus. Mercenary spellsword who's been engaged in a private fight against a Molthuni Captain's army/division/platoon ever since his town was raided years ago.

Pretty standard rapier & shocking grasp magus, with a serious axe to grind.

Question: are background skills being used? If not, no worries, but figured I'd ask.

Sounds good.

Background skills are not used.


May I present my magus, Stochelo Carmenta:

StatBlock:
Stochelo Carmenta
Male Human Magus 4
CG Medium humanoid (human)
Init: +4; Senses: Perception +0
Speed: 30, Languages: Common, Goblin, Sylvan, Draconic
Defense
AC 19 (Armor +4, Dex +4, Shield +1) Touch 14 FF 15
HP 27 (4d8+4)
Fort +6 Ref +8 Will +5

Offense
Melee: masterwork rapier +9 (1d6 18-20/x2)
Ranged: crossbow +7 (1d8 19-20/x2) Range 80, Ammo 10
BAB 3 CMB +3 CMD 17

Statistics
Abilities: Str 10 Dex 18 Con 12 Int 16 Wis 10 Cha 8
SQ: favored class (Magus; ¼ magus arcana/lvl), skilled, Magus Arcana (Familiar: Fox named Velox)
SA: Spellstrike, Spell Combat, Arcane Pool (6/day, +1 enhancement), Spell Recall
Feats: Weapon Finesse, Combat Casting, Weapon Focus (rapier)
Traits:Magical Lineage (Shocking Grasp), Foxclaw Saboteur (+1 Disable Device, Stealth, Stealth is Class Skill, +2 Initiative and never flat footed vs. Molthune military)
Skills: Fly +8, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +4, Knowledge (geography) +4, Knowledge (planes) +10, Profession (Mercenary) +4, Spellcraft +10, Stealth +11
Combat Gear: pearl of power 1, elixir of hiding, wand of true strike
Equipment: masterwork rapier, silver dagger, cold iron dagger, mithral shirt, mithral buckler, light crossbow, bolts (10), cloak of resistance +1, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5 days), waterskin.
Coin: 45 gp
Potions: CLW (2), Protection from Evil
Scrolls: Shield (2), Magic Weapon (2), Expeditious Retreat (2), Infernal Healing (2)

Spells Prepared: CL 4, Save DC 13+spell level
Cantrips: Dancing Lights, Detect Magic, Disrupt Undead, Mage Hand
1st: Shield, Shocking Grasp, Magic Missile, Vanish
2nd: Invisibility, Mirror Image
Spellbook:
Cantrips: All
1st: Expeditious Retreat, Feather Fall, Floating Disk, Infernal Healing, Long Arm, Magic Weapon, Magic Missile, Shield, Shocking Grasp, True Strike, Vanish
2nd: Invisibility, Mirror Image

Familiar: Fox named Velox
Size Tiny; Speed 40 ft.; HP 13 (4d8+4) AC 16 (Dex +2 Size +2, Natural Armor +2); Fort +2, Ref +4, Will +4 Attack 2 claws +5 (1d2-4), bite +5 (1d3-4)Ability Scores Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6; Special Qualities low-light vision, scent Feats: Weapon Finesse, Skill Focus (perception); Skills: Acrobatics +2 (+10 jumping), Perception +11, Stealth +10, Survival +1 (+5 scent tracking); SQ: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
BAB 3; CMB+3; CMD 12 (16 vs trip)

Description: Stochelo comes from mixed Chelish and Varisian stock, like most of the people of his village. He stands at 5’9” tall, and weighs around 155 lbs. He carries himself with grace, moving like a dancer, gymnast, or accomplished fencer. He 8 He wears dark green and brown traveling clothes, in heavy wool and leather, with quite fancy armor hidden beneath. A fine steel rapier hangs from his left hip, with a pair of daggers opposite. A well-worn and brass reinforced book sits tightly cinched to his belt, right next to a spell component pouch, while his crossbow remains strapped to the outside of his worn and weathered backpack.

Background:

Background: Stochelo lived in a small logging and farming community in the Fangwood called Acreton. An unassuming place, the only defining characteristic of the village was a water-powered sawmill and an above average inn. Stochelo grew up here with his parents Monika and Edgar, as well as his older sister Analisa. Removed from the conflicts throughout Nirmathas, the family carried on as normal. Monika worked as an alchemist, preparing tonics, salves, and potions, as well as harvesting and curing various plants of the forest. Edgar worked in the sawmill and as a logger, as did most of the able-bodied in Acreton. Analisa helped out at the inn, the Dugout House, serving, cooking, and learning to brew. Stochelo prefered his studies and assisting his mother, learning much of her alchemical training, even if he did not follow in her tradition.

All that changed one spring, when a section of the Molthuni army, led by a Captain Belton, seized and occupied the village. Coming in force, on horseback and with enough men to back up his claims, life in Acreton changed very quickly for the worse. All sorts of “taxes” were levied, and the work product of much of the town was directed towards supplying Molthune’s advancement into the Fangwood. After a few seasons, many of the young people started to trickle out of town, packing up and leaving in singles and pairs, as they could sneak away. Analisa and Monika were not so lucky, both being observed and pressed into service for the occupying forces.

Edgar suffered an accident at the sawmill, something that would never have happened if the safety rules were properly followed, and lost most of his left arm. Blamed for the accident despite it being clearly not his fault, he was all but driven out of town, his wife and daughter kept under military supervision. Stochelo left with his father, taking all the materials and magics he could gather from his mother’s supplies, hoping to aid him in the forest and somehow liberate his home from these thuggish soldiers. Unfortunately, a cold and cruel winter took Edgar’s life, and nearly that of Stochelo, until he fell in with a group of hunters and partisans known as the Foxclaws. With this group, Stochelo has honed his skills with blade, magic, and stealth, even summoning his own fox as a familiar.

Now quite skilled with both blade and spell, Stochelo looks for some way to strike back at Molthune in general, and Captain Belton in particular. He works as a mercenary spellsword to pay the bills and keep himself fed, as well as to learn new magics and new martial abilities. He keeps a loose alliance with the Foxclaws and their network of informants, and is always trying to find out more about Acreton.

Grand Lodge

Human or half elf Foxclaw Saboteur ranger coming up.


Tazo here, with my submission of Talindra Misraria, Human Archer Druid.

Thanks for your consideration.


Oh crap, there's already another archer druid here? I can try to make something else. More to come.


Talindra Misraria wrote:
Oh crap, there's already another archer druid here? I can try to make something else. More to come.

There can never be enough!

Grand Lodge

Georghu "Grumbles" Dobre
Male human ranger (guide) 4 (Pathfinder RPG Advanced Player's Guide 125)
NCGN Medium humanoid (human)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 40 (4d10+12)
Fort +7, Ref +9, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+2/19-20) or
handaxe +6 (1d6+2/×3) or
mwk cold iron gladius +7 (1d6+2/19-20) or
silversheen gladius +7 (1d6+2/19-20)
Ranged darkwood composite longbow +10 (1d8+2/×3)
Special Attacks combat style (archery), ranger's focus (+2, 2/day)
Ranger (Guide) Spells Prepared (CL 1st; concentration +3)
1st—aspect of the falcon[APG]
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits - custom trait -, indomitable faith
Skills Acrobatics +5, Climb +6, Disable Device +11, Handle Animal +3, Heal +8, Intimidate +5, Knowledge (geography) +4, Knowledge (nature) +5, Linguistics +2, Perception +8, Profession (herbalist) +6, Profession (trapper) +6, Ride +8, Spellcraft +4, Stealth +12, Survival +8, Swim +6
Languages Common, Sylvan, Varisian
SQ favored terrain (forest +2), terrain bond, track +2, wild empathy +3
Combat Gear cold iron arrows (50), potion of barkskin +2, potion of cat's grace, potion of cure light wounds, silver arrows (50), wand of cure light wounds, antiplague[APG], antitoxin, healer's kit; Other Gear mithral shirt, arrows (20), dagger, darkwood composite longbow (+2 Str), handaxe, mwk cold iron gladius[UC], silversheen gladius[UC], cloak of resistance +1, bedroll, belt pouch, everburning torch, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], silver holy symbol of Desna, trail rations (5), waterskin, 50gp ruby (worth 50 gp), 16 pp, 8 gp, 4 sp
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (2/day) (Ex) As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
-Background-
"Grumbles" is the child of a pair of Desnan priests who decided to push missionary work in Molthune. Not surprisingly they were murdered as a result. The young boy escaped the slaughter. The young boy stole for a meagre living for a month or so before he too was captured. Luckily the jail he was held in was raided by Nirmathian freedom fighters recovering captured members of their unit, who decided to take the boy with them. Within a week or so, Georghu had been adopted by the group. His nickname came about because he never complained, no matter what the hardship.

His band, the Foxclaws, have been particularily effective and so at one stage the leader of the band was called upon to meet Forest Marshal Weslen Gavirk. In doing so they decided to bring Georghu along as well. Forest Marshal Weslen Gavirk was curious about the young Foxclaws' story and they had a few discussions in the day or so Georghu attended the summit.

Trait: Foxclaw Saboteur
As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military.

Traits: Never complains no matter what the hardship.

Ideals: Freedom is everything. Better to die on ones feet than live on ones knees. Bondage of any sort is the antithesis on freedom.

Bonds: The Foxclaws are my family. I would die for them.

Flaws: Unforgiving and harsh.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Clayton Stenos is a man on the run from the crime gang he used to be a part of. Eventually he ended up in Nirmathas, starting a new life only to find that years later the hounds are still baying. Dedicated to getting his family enough money to get out of dodge, he signs up for a shady mission that has little disclosure. What is one more job with danger if it can get his family to safety?

A Venomfist/Snakebite Striker Brawler with some minor healing through Healer's Hands, he has trained with some druids to master poisons and how best to handle them, both offensively and defensively. A striker who can move swiftly through the field, he is ready for what lies ahead.


all finished now. stats and background in profile


A brawler, a magus, two druids, and a ranger?

Sounds about right for a Nirmathi strike team, if you ask me.


I messed around with other ideas but didn't feel drawn to them. If the GM's okay with it, I'd stick with my archer druid. While there's overlap with Elduin, there are also a number of differences. Also, Talindra's going to try and pretend she's not a druid for a while, but I'm guessing Elduin's going to know better.


Stochelo Carmenta wrote:

A brawler, a magus, two druids, and a ranger?

Sounds about right for a Nirmathi strike team, if you ask me.

It’ll do just fine, I expect. There’s still a few days to the deadline and more people who expressed interest, so I may have to narrow down the field. But I’d rather everyone submit something they really want to play rather than try and fill a hole in the party composition.


I am interested in submitting a character. Probably a witch. Will try to get it finished in time, which I think is just under 22 hours.


This party looks like it could use a healer. I'd humbly submit myself for the task.

I feel it is only fair to mention that I am completely new to PBP and relatively new to Pathfinder, so I'll probably make mistakes along the way. Still, I'd love to take part. :)


Joynt Jezebel wrote:
I am interested in submitting a character. Probably a witch. Will try to get it finished in time, which I think is just under 22 hours.

Hope you find time to submit. Don’t fret over every detail, there will be time to finalize characters after selection.

I’m also cool with extending the deadline a couple of days if anyone needs the weekend to flesh out a character idea.


DEADLINE EXTENSION:

After some consideration and dialogue with potential applicants, I'm extending the submission deadline to midnight Sunday (PST), so everyone have a full weekend to finalize any character ideas they may be considering.

I already have enough quality submissions to fill the game, but I don't want to cut anyone off just before the finish line. In any case, the game should get underway during next week.

Looking forward to our shared adventure.


Liza Foundling a tiefling girl (CN) out for vengeance and coin ,she prefers to fight at range, but can go into melee if necessary.
She is of avarage height and build. She has black hairs and a pair of redish horns on her head. She also has an octopus like Tentacle growing from her side.


This is an as yet incomplete character sheet for my character Sister Dark Eye, a Ratfolk Witch.

One thing that needs mention is the character's familiar, a Silverwing Dragonfly named Sister Rainbow wing, has the mauler archetype with the effect it can transform into a larger form which is strong and large enough for a small character to ride. And idea discussed on a thread and I wanted to use.

If the party lacks a specialised healer, sister Dark Eye can be tweaked to take the healing hex and a wand of Cure Light Wounds to fulfill that role in a slightly makeshift fashion.


With all of the Druids, Witches and casty folks here I swapped the Healing Brawler stuff for more meat on the frontline. Figured it may be a good idea in a close quarters strike-team.

In case that mattered for selection choices

Grand Lodge

Dotted


Lord oKOyA here. Submitting for your consideration:

Silas, male, Daemon-spawn tiefling, CN, wizard (illusionist/shadowcaster) 4.

Silas will provide arcane casting along with high stealth and disable device skills.

Crunch only at the moment I'm afraid. Still working on background/bio. Also have some coin to spend yet.

I will endevour to get the rest fleshed out before the deadline tomorrow.

Thanks Jacob!

Good luck to all!


My character for submission is practically complete.

There are a couple of details to be completed, notably the familiars skills, which I can finish if selected.

I included the rules for hexes and the like under a spoiler so they don't have to be looked up.

Grand Lodge

Just an FYI I'll do up an alias if I am selected

Georghu "Grumbles" Dobre
Male human ranger (guide) 4 (Pathfinder RPG Advanced Player's Guide 125)
CN Medium humanoid (human)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 40 (4d10+12)
Fort +7, Ref +9, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+2/19-20) or
handaxe +6 (1d6+2/×3) or
mwk cold iron gladius +7 (1d6+2/19-20) or
silversheen gladius +7 (1d6+2/19-20)
Ranged darkwood composite longbow +10 (1d8+2/×3)
Special Attacks combat style (archery), ranger's focus (+2, 2/day)
Ranger (Guide) Spells Prepared (CL 1st; concentration +3)
1st—aspect of the falcon[APG]
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 20
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits - custom trait -, indomitable faith
Skills Acrobatics +5, Climb +6, Disable Device +11, Handle Animal +3, Heal +8, Intimidate +5, Knowledge (geography) +4, Knowledge (nature) +5, Linguistics +2, Perception +8, Profession (herbalist) +6, Profession (trapper) +6, Ride +8, Spellcraft +4, Stealth +12, Survival +8, Swim +6
Languages Common, Sylvan, Varisian
SQ favored terrain (forest +2), terrain bond, track +2, wild empathy +3
Combat Gear cold iron arrows (50), potion of barkskin +2, potion of cat's grace, potion of cure light wounds, silver arrows (50), wand of cure light wounds, antiplague[APG], antitoxin, healer's kit; Other Gear mithral shirt, arrows (20), dagger, darkwood composite longbow (+2 Str), handaxe, mwk cold iron gladius[UC], silversheen gladius[UC], cloak of resistance +1, bedroll, belt pouch, everburning torch, flint and steel, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], silver holy symbol of Desna, trail rations (5), waterskin, 50gp ruby (worth 50 gp), 16 pp, 8 gp, 4 sp
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (2/day) (Ex) As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
-Background-
"Grumbles" is the child of a pair of Desnan priests who decided to push missionary work in Molthune. Not surprisingly they were murdered as a result. The young boy escaped the slaughter. The young boy stole for a meagre living for a month or so before he too was captured. Luckily the jail he was held in was raided by Nirmathian freedom fighters recovering captured members of their unit, who decided to take the boy with them. Within a week or so, Georghu had been adopted by the group. His nickname came about because he never complained, no matter what the hardship.

His band, the Foxclaws, have been particularily effective and so at one stage the leader of the band was called upon to meet Forest Marshal Weslen Gavirk. In doing so they decided to bring Georghu along as well. Forest Marshal Weslen Gavirk was curious about the young Foxclaws' story and they had a few discussions in the day or so Georghu attended the summit.

Trait: Foxclaw Saboteur
As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military.

Traits: Never complains no matter what the hardship.

Ideals: Freedom is everything. Better to die on ones feet than live on ones knees. Bondage of any sort is the antithesis on freedom.

Bonds: The Foxclaws are my family. I would die for them.

Flaws: Unforgiving and harsh.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Alright! After careful deliberation and taking into account both team composition, character builds, backgrounds and my knowledge of some of the players, my final selection is:

Accepted characters:

* Elduin Faenan - NG half-elf druid (Nature Fang) 4 - played by Ellioti
* Stochelo Carmenta - CG human Magus 4 - played by psionichamster
* Georghu "Grumbles" Dobre - CN human ranger (guide) 4 - played by Helaman
* Clayton Stenos - CG human Brawler (Venomfist, Snakebite Striker) 4 - played by Hubaris
* Silas - CN daemon-spawn tiefling illusionist (shadowcaster) 4 - played by Lord oKOyA

This gives us a well rounded party with both martial, divine, arcane and sneaky skills and abilities. I also believe that most of you have picked the Foxclaw saboteur trait, which could be used to create a common background if you are up for it.

Please use THE DISCUSSION THREAD for finalizing characters and formal introductions.

Congratulations to all accepted and thank you to everyone who expressed interest and took time to submit a character.


yippee, thanks!

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