DM Rostam |
I am recruiting one additional party member to bring our numbers up from 4 to 5 as we near the climax of Ironfang Invasion Book 1 - Trail of the Hunted. The party recently had a near TPK and we are now in need of an additional party member.
You do NOT need to know anything about the game play so far to join in!
If you are interested, please check out the following links:
Campaign Info and House Rules please review all of this.
Gameplay Thread review if desired, but you do NOT need to know any of the game play thus far to join. SPOILER ALERT - The gameplay thread will contain spoilers... since that's where the game is played!
I am going to try and ensure there are no spoilers in any open text. If you are posting anything that may be a spoiler please use the spoiler tags.
Level - 4th
Races – Core Only
Classes – No gunslingers, must use unchained Rogue, must use unchained Summoner.
Ability Scores – 20 point buy
Skills – All 2 + int classes get 4 + int, we will be using background skills
Hit Point – Using the Wounds and Vigor system with tweaks. Roll in the thread for level 2-4 vigor points. Rules system explain in house rules link above.
Alignment – Any
Archetypes – Go nuts, but make sure its legal
Traits – 1 campaign, 1 non-campaign, you can take a third with a meaningful drawback. I will also allow you to propose your own drawback.
Gold – 4000 gold
Background – You can be tightly tied to Phaendar or travelling in the area for some reason and willing to fight. You can't be part of the Chernasardo Rangers and you can not be any type of official reinforcements. I will have more info on the current situation in another spoiler below.
NPCs – If you wish to be tied tightly to Phaendar, please create a couple NPCs and include them in your background. I need the below information:
Name – Alignment – Race – Suggested classes(NPC only) – Relation to Character if any – Occupation/Purpose in Phaendar.
Please review existing NPCs in the other players backstories because the town doesn't need 8 blacksmiths!
Gear – Buy what you want.
Advancement is per the AP suggested leveling.
Build what you want to play.
Build a strong Character. You will need it.
Make a rich backstory. No need for heroic exploits, keep it simple, connect with your NPCs.
Be prepared to fight against truly unwinnable odds. Be prepared to run.
Be able to drive your own plot. Make your own decisions and goals. But remember you’re on a team.
Prepare to embrace the wild.
The other party members are currently 1 Cleric and 3 players creating new characters. I will ask them to post what their characters are when they get them created.
It is currently Lamashan 5 (October 5). The Ironfang Legion invaded on Rova 21 (September 21) and has been attempting to solidify their hold on the region, rooting out refugees of Phaendar, replacing a bridge destroyed in the attack, and scouring the roads and surrounding area.
If you are from Phaendar:
You have been on the run since Rova 21. At first you panicked and fled in a random direction, but have eventually found your way North and into the Chernasardo forest. Please read/skim the frst 10 pages of gameplay to see what happened during the invasion. Ask any questions you have with spoilers if required.
If you were around Phaendar:
The first thing you noticed was a pillar of smoke coming from the direction of Phaendar late in the evening on Rova 21. An uneasy feeling made you want to get clear of the road and out of sight. Over the next few days you see hobgoblins, goblins, worgs, and other creatures patrolling, looting, and invading, all with the crest of the Ironfang Legion on them. Not knowing what else to do, you take what supplies you can and head into the Charnasardo Forest, hoping to evade notice.
Recruitment is open until Wednesday March 11. I will pick a new party member by March 13 and start gameplay March 16. If you have any questions I am away from February 29 to March 8, and will try to answer the questions asked in my absence when I get back.
Grenwold Houtvester |
I’ve been interested for quite some time, I was in one before but unfortunately fell apart. I really enjoy the theme and difficulty! Dotting to show my interest.
Edit: Dotting to show the character I’d bring - leveled up of course. He was originally an inquisitor - so if that seemed like it would work best with everyone, I’d be happy to go back to it.
Duskashae |
Hi there! I made this character a while ago for this adventure path, and modifying it to match your house rules was not very difficult. The stats and background are all in the profile!
Vigor points: 3d10 ⇒ (4, 10, 10) = 24
Basically, she is a Gloomblade fled from Nidal, an extremely versatile guerrilla fighter/rogue who also has the skills and feats to be an excellent backup healer.
DM Rostam |
Hi there! I made this character a while ago for this adventure path, and modifying it to match your house rules was not very difficult. The stats and background are all in the profile!
[dice=Vigor points]3d10
Basically, she is a Gloomblade fled from Nidal, an extremely versatile guerrilla fighter/rogue who also has the skills and feats to be an excellent backup healer.
Couple of points.
1 - I'm not using VMC, please remove it.
2 - It looks like you have 1 drawback too many. You should have 1 campaign trait (Ironfang survivor), 2 other traits and a drawback from character creation, and 2 traits from the Additional traits feat. Unless I am missing something you do not need the second drawback you've taken.
3 - Your character would likely be surprised by the appearance of the Ironfang Legion as its been 2 years since the Ram Gate Massacre and they haven't been seen since.
4 - Could you please explain the * by the feats and skill for clarity.
Duskashae |
Couple of points.
1 - I'm not using VMC, please remove it.
2 - It looks like you have 1 drawback too many. You should have 1 campaign trait (Ironfang survivor), 2 other traits and a drawback from character creation, and 2 traits from the Additional traits feat. Unless I am missing something you do not need the second drawback you've taken.
3 - Your character would likely be surprised by the appearance of the Ironfang Legion as its been 2 years since the Ram Gate Massacre and they haven't been seen since.
4 - Could you please explain the * by the feats and skill for clarity.
1. Oh, whoops, sure thing!
2. I tend to think that both of those Drawbacks are pretty minor-- Umbral Unmasking really matches the character's flavor, but it doesn't do anything much. Anxious is appropriate too, and since Anxious gives a Diplomacy penalty that would complement Umbral Unmasking, I was thinking maybe combining the two would make them less weak?3. I'll add some language to that effect, would that be more appropriate?
4. I use the *s as personal notes on skills/saves/weapons/etc, to tell me when there's a special bonus in certain circumstances. For feats, I use them to indicate that the feat came from another source, some kind of bonus feat that is limited in choice.
DM Rostam |
DM Rostam wrote:Couple of points.
1 - I'm not using VMC, please remove it.
2 - It looks like you have 1 drawback too many. You should have 1 campaign trait (Ironfang survivor), 2 other traits and a drawback from character creation, and 2 traits from the Additional traits feat. Unless I am missing something you do not need the second drawback you've taken.
3 - Your character would likely be surprised by the appearance of the Ironfang Legion as its been 2 years since the Ram Gate Massacre and they haven't been seen since.
4 - Could you please explain the * by the feats and skill for clarity.1. Oh, whoops, sure thing!
2. I tend to think that both of those Drawbacks are pretty minor-- Umbral Unmasking really matches the character's flavor, but it doesn't do anything much. Anxious is appropriate too, and since Anxious gives a Diplomacy penalty that would complement Umbral Unmasking, I was thinking maybe combining the two would make them less weak?3. I'll add some language to that effect, would that be more appropriate?
4. I use the *s as personal notes on skills/saves/weapons/etc, to tell me when there's a special bonus in certain circumstances. For feats, I use them to indicate that the feat came from another source, some kind of bonus feat that is limited in choice.
2 - If you want to take both then sure, I just wanted to make sure you were aware.
3 - No need to change anything in your backstory I just wanted to clarify as from what was written it seemed like you thought they were around recently. Not an issue for the backstory I just didn't want it becoming an issue in game if you're selected.Vrog Skyreaver |
HD roll: 1d8 ⇒ 1
HD roll: 1d8 ⇒ 8
HD roll: 1d8 ⇒ 4
Here is my submission:
LG Dwarf Warpriest 4
str 16
dex 14
con 16
int 8
wis 16
cha 8
WP/VP: 44/25
AC 20; T: 13; FF: 17 (10 base +7 armor +2 dex +1 Dodge)
BAB 3
Init +2
Fort +7/11 vs Spells, Spell-likes, and Poison
Ref +3/7 vs Spells, Spell-likes, and Poison
Will +7/11 vs Spells, Spell-likes, and Poison
Speed 20'
Weapons:
1) Titanbane, Giantcleaver: +7 to hit; 1d10+4 damage; 20/x3 crit
2) Unarmed Strike: +7 to hit; 1d6+4 damage; 20/x2 crit
Adventuring Skills:
Intimidate r4 +6
Perception r4 +11
Sense Motive r4 +10
Background Skills:
Knowledge (History) r4 +6
Linguistics r4 +6
Languages:
Aklo
Celestial
Common
Dwarven
Giant
Orcish
Class Features:
*Archetype (Phantom Blade)
- Phantom Blade (acts as black blade magus archetype class feature but stored in mind)
- Spell Combat (per magus class feature)
- Spell Strike (per magus class feature)
- Etheric Focus (can center self as a swift action)
Traits:
*Unbreakable Survivor (1/day as a full-round action, heal for con mod +1/HD; +1 trait bonus to diplo and intimidate with residents of Phaendar. At 6th level, bonus to social skills apply to all humanoids in Nirmathas; campaign)
*Observant (+1 trait bonus to perception checks and perception as a class skill; faction)
Feats:
*Dodge
*Steel Soul
*Toughness
Spells:
*Spells/Day: -/4/2
*Spell DC: 13 +Spell Level
*Cantrips:
- Detect Magic
- Guidance
- Message
- Read Magic
- Resistance
- Telekinetic Projectile
*First:
- Cure Light Wounds
- Endure Elements
- Remove Fear
- Shield
*Second:
- Cure Moderate Wounds
- Lesser Restoration
Combat Changes notes:
Can use Power Attack
Equipment:
+1 Breastplate 1350 gp
Ring of Sustenance 2500 gp
150 gp
Katra is a native of the Skycitadel of Kraggadon, where she was raised to be a warrior. Her parents loved her and raised her in the proper Dwarven way, and she and her four brothers both fought and protected each other, as is the way of Dwarves.
When Katra came to adulthood, she found work as a caravan guard, protecting shipments of weapons and armor that were being delivered to Nirmathas. She spent several years on the road, but didn't encounter much beyond the odd bandit attack which were easily repelled by the stout Dwarven warriors who protected the caravans.
All of that changed the day Katra's caravan returned to Kraggadon, only to see it under siege by a massive army. Although the warriors among the caravan wanted to fight, the caravan master, a wizened old elder, instead ordered them to set out to the nearest Human settlement, reasoning that there was no reason to throw their lives away in vain.
The city of Phaendra was closest, and Katra knew it well: it was a trade city that she had visited several times and had something of a reputation in, for the night that she beat seven men in a brawl, each of the men having a knife. This, of course, was the proper Dwarven way of diplomacy with Humans.
When the caravan arrived at PHaendra, it was already too late: the city had been sacked, and there were still Hobgoblins in the city when the caravan arrived. As was only proper for Dwarves, the battle was joined in the way one might expect.
During the battle, Katra chased a pair of Hobgoblin casters into a burning building. Inside, the battle raged, and Katra was disarmed of her weapon and near death, when she prayed to Angradd that her death be swift and that she died biting out one of their throats.
As Katra lunged for her final attack, a weapon appeared in her hand: a shining waraxe of purest silver. Grinning like a madwoman, she used her newfound weapon to strike down the Hobgoblins.
Once the battle had finished, she discovered that the wall she had entered into had collapsed, and the building itself was soon to follow.
Katra dove out a window and tried to rejoin her compatriots, but they had died fighting, in the proper Dwarven way. Knowing that more Hobgoblins would be coming, more than she could reasonably kill, new weapon or no.
Katra was at a loss as to what to do now. She sat down on some rubble to decide what to do when she noticed the signs of passage of a large group of humans.
Now that she had a course of action, Katra took the elder's ring of sustenance, as she knew that food and water would be scarce where she was going.
As she walked, she discovered that she could summon or dismiss the weapon, which she instinctively knew was the spirit of one of the legendary weapons wielded by her people during the quest for sky: Titanbane, also known as Giantcleaver. Her communion with this weapon allowed her to use magic and she also discovered that, even when her weapon was dismissed, she was still empowered by the blade, her fists becoming capable of shattering stone or rending flesh.
Katra vowed that she would find the survivors and protect them, until such time as she died or she raised an army to liberate her people.
Such was the Dwarven way.
Albion, The Eye |
No Fox! Stay and apply! :D
I am dotting this one for sure - I was part of an Ironfang Invasion game which died in its very early stages, and I was enjoying it a lot.
Not yet sure what I am going to apply with though, but I am getting an urge to play some sort of unarmed melee who can handle his own in the wilds (don't say Druid! :P).
TreasureFox |
No Fox! Stay and apply! :D
I am dotting this one for sure - I was part of an Ironfang Invasion game which died in its very early stages, and I was enjoying it a lot.
Not yet sure what I am going to apply with though, but I am getting an urge to play some sort of unarmed melee who can handle his own in the wilds (don't say Druid! :P).
Yeah it's not happening. You know how frequently I'm posting =P
Hmm could you do some sort of nature-focused monk? I'm not sure if there's a way to make that mechanically viable off the top of my head.
Sarah 'queen' B. |
Definitely interested in this! Would be good to know what the existing players intend to roll up as their new characters (eesh, that fight was a hell of a read!).
that said, would you allow the Eldritch Scoundrel archetype as being compatible with the Unchained Rogue? I can't see any issues with it but would be good to get your ruling for sure before I go down that path.
Second, am thinking of having a character who has been round the block a few times (she starts at 4th level after all) and has collected/acquired some interesting weaponry along the way. Would you allow her to start with Sawtooth sabres (assuming she takes the Exotic weapon proficiency feat)?
pad300 |
Albion, The Eye wrote:No Fox! Stay and apply! :D
I am dotting this one for sure - I was part of an Ironfang Invasion game which died in its very early stages, and I was enjoying it a lot.
Not yet sure what I am going to apply with though, but I am getting an urge to play some sort of unarmed melee who can handle his own in the wilds (don't say Druid! :P).
Yeah it's not happening. You know how frequently I'm posting =P
Hmm could you do some sort of nature-focused monk? I'm not sure if there's a way to make that mechanically viable off the top of my head.
Wild Child Brawler?
Albion, The Eye |
Wait pad300! You may have just nailed it! :D
I think I am starting to have a clearer picture of what could be fun to play - a feral child (perhaps an half-orc?) borne out of a brutal attack by a roving band (from the Hold of Belkzen?) on a merchant caravan - an undesired son that somehow the pragmatic Phaendar's inhabitants managed to see as slightly more than just a bastard creature born out of violence as years went by.
Being strong willed and resilient, taking to the tasks set before him by his mother without a single complaint, and living in a town of mostly hard working crafters who recognize commitment and hard labor would have made him 'acceptable' around those parts, as long as he kept a low profile?
Just throwing some ideas around - what could be a cool animal companion in the region?
EDIT: Hmmm after a quick look, I may actually start with 3 levels in Hunter + 1 in Brawler, and then take it from there.
DM Rostam |
Definitely interested in this! Would be good to know what the existing players intend to roll up as their new characters (eesh, that fight was a hell of a read!).
that said, would you allow the Eldritch Scoundrel archetype as being compatible with the Unchained Rogue? I can't see any issues with it but would be good to get your ruling for sure before I go down that path.
Second, am thinking of having a character who has been round the block a few times (she starts at 4th level after all) and has collected/acquired some interesting weaponry along the way. Would you allow her to start with Sawtooth sabres (assuming she takes the Exotic weapon proficiency feat)?
Eldritch Scoundrel archetype looks like it works. And I'm fine with you getting the sawtooth sabres as long as you take appropriate feats.
Grenwold Houtvester |
Take note that the Arsenal Chaplain is actually the Molthuni Arsenal Chaplain. It was originally designed for warpriests of Molthune. You may not be aware that the Ironfang Legion was a company of soldiers working *for* Molthune originally, in their war against Nirmathas. The game is set in Nirmathas, so there may be conflict with the inhabitants of you are Molthuni (though it may be mitigated by stripping the flavor from the archetype :)).
TreasureFox |
I think I am starting to have a clearer picture of what could be fun to play - a feral child (perhaps an half-orc?) borne out of a brutal attack by a roving band (from the Hold of Belkzen?) on a merchant caravan - an undesired son that somehow the pragmatic Phaendar's inhabitants managed to see as slightly more than just a bastard creature born out of violence as years went by.
Being strong willed and resilient, taking to the tasks set before him by his mother without a single complaint, and living in a town of mostly hard working crafters who recognize commitment and hard labor would have made him 'acceptable' around those parts, as long as he kept a low profile?
Just throwing some ideas around - what could be a cool animal companion in the region?
EDIT: Hmmm after a quick look, I may actually start with 3 levels in Hunter + 1 in Brawler, and then take it from there.
I remember reading that there are a ton of half-orcs. They're like the 2nd most populous race or something along those lines.
If I were to choose an animal companion for this game, I'd pick a bear (black or grizzly). Bears are amazing and terrifying animals. Orcish warcat probably has better stats.
DM Rostam |
First Character Round Up
Players expressing interest with dots:
The Archlich
Timeskeeper
Ouchitonian
pad300
Grankless
MrStr4nh3
baggageboy
Players expressing interest with concepts:
Litejedi - Grenwold Houtvester - Hunter - Gnome - I am going to review the backstory, still needs to be leveled up
Jevell DeLeon - no name - Tower shield specialist fighter - Dwarf
Albion, The Eye - no name - Hunter/Brawler - no race
Sarah ‘queen’ B. - no name - Eldritch Scoundrel Rogue - no race
Mokshai - no name - Arsenal Chaplain Warpriest - no race
Completed Submissions:
eriktd - Duskashae - Gloomblade Fighter - Half-elf
Vrog Skyreaver - Katra Ironfist - Phantom Blade War Priest - Dwarf - I still need to review and provide feedback
If I missed you or your questions then please let me know and I will address them.
DM Rostam |
Take note that the Arsenal Chaplain is actually the Molthuni Arsenal Chaplain. It was originally designed for warpriests of Molthune. You may not be aware that the Ironfang Legion was a company of soldiers working *for* Molthune originally, in their war against Nirmathas. The game is set in Nirmathas, so there may be conflict with the inhabitants of you are Molthuni (though it may be mitigated by stripping the flavor from the archetype :)).
I'm cool with the archetype as long as it has a suitable backstory.
Grenwold Houtvester |
Hi Rostam, you mentioned that one cannot be a part of the Chernasando Rangers, does that mean that we cannot have the Chernasando Hopeful campaign trait?
Edit: Alias mostly updated/changed, with a few minor changes. Hopefully there are no mistakes.
If you are concerned about whether this particular fellow is a heavy enough-hitter, I had played a version of this character previously and with judicious and careful use of abilities, he was quite strong. I would be happy to switch the class to inquisitor (sacred huntsmaster) if the party required it, or if someone else wanted to play a hunter, as well (few substantial changes occur when I do that in terms of gameplay).
Vigor Points
Ringo
1d8 ⇒ 1
1d8 ⇒ 7
1d8 ⇒ 4
1d8 ⇒ 6
Gren
1d8 ⇒ 3
1d8 ⇒ 6
1d8 ⇒ 6
pad300 |
I actually do a have a character statted out, but as I mentioned, I think this added player needs to fit with the rest of your players, 3 of whom are currently undefined...
From poking around in the discussion and gameplay, you have:
1 surviving Character:
Elyas Tamran, Human Cleric 4 (Iomedae)
3 Players making new characters, with limited expressed preferences:
a) Zen Archer Unchained Monk or Swashbuckler
b) Arcane Character or Kineticist
c) Not a paladin
So I'm going to wait until things get better defined and then see what I can put together.
Albion, The Eye |
Looking at Grenwold's character, and wanting to avoid to much overlapping, I think I will stick with the same concept, but a different mechanical approach mainly based off Unchained Monk.
If my character was going through an apprenticeship as a Monk, would there have been anyone on Phaendar that could be acting as his Master? Took a look at the 'Ironfang Invasion - People' link, and the one which stood out was perhaps Vylma? :D
Could she be a good mentor for an 'out of town kid'?
baggageboy |
So I was considering submitting a strength based Swashbuckler/Slayer, but it's a build that while viable isn't particularly strong mostly due to needing pretty much every stat. Given the difficulty if this campaign I think that character will have to wait for another game.
I'd like to get some feedback on an archer Skald I'm considering instead. It uses the twilight speaker archetype. He'd be the son of a twilight speaker snow elf and Ulfen human. I have a general idea for a backstory, but I want to run the concept passed you before writing everything out.
Here's a character sheet
Craft skills are alchemy and bows.
Carthas Brambleroad |
This is a character I originally played in an Ironfang Invasion campaign that died. He's a half-elf Bramble Brewer Alchemist who goes from town to town in Nirmathas as a wandering healer. I need to level him up to 4 and make sure he complies with your build requirements, but this is the character I will submit.
I played the entirety of the first book in a different campaign with a different character before that game died, but that character required a very specific theme to the game (redeemed monsters), so it's not a great fit.
EDIT: Vigor Rolls
Level 2: 1d8 ⇒ 6
Level 3: 1d8 ⇒ 1
Level 4: 1d8 ⇒ 6
EDIT 2: I know only Core Races are allowed. Are alternate racial features of those Core races allowed?
Mokshai |
For your consideration.
Will create an alias if selected.
Terrance Rockbreaker
Dwarven Mothune Arsenalt Chaplain (Level 4)
Deity Torag:
Alignment: LN
Hair Colour: Deep Red
Eye Colour: Blue
Height: 4’3”
Weight 200 lb
Darkvision 60’
Stats:
STR: 16
Dex: 13 +1 (Level 4)
Con: 14
Int: 10
Wis: 16
Cha: 8
Offence:
BAB: 3
CMD 18
CMB 6
Ranged:
Heavy Underwater Crossbow +6 (d10; 19/20 x2)
Underwater Range 20’
Sling +5 (d4+3; 20x2)
2 Handed Melee
Masterwork Dwarven Waraxe +8 (d10+4; 20x3)
1 Handed Melee
Masterwork Dwarven Waraxe +8(d10+3; 20x3)
Dwarven Maulaxe +7(d6+3; 20x3) S/B
Cold Iron Boarding Axe +6(d6+3; 20x3) S/P
Dagger+6 (d4+3; 19/20x2)
Defence:
With / Without Shield
AC 21 / 20
Touch 11 / 11
Flat Footed 20 / 19
Fort 6
Reflex 3
Will 7
Wound Points 22; Threshold 14
Vigor 25
Gear:
Armour and Weapons:
Full Plate Armour
Quickdraw Light Steel Shield
Masterwork Dwarven Waraxe
Dwarven Maulaxe
Cold Iron Boarding Axe
Dagger
Heavy Underwater Crossbow; 60 Bolts
Sling; 10 Bullets
Adventuring Equipment:
Warpriest Kit (Medium Creature)
Dungeoneering Kit
Fishing Kit
Cooking Kit (AA)
Gear Maintenance Kit
Grooming Kit (Medium Creature)
Healers Kit
Surgeons Tools
Grappling Hook
Scroll Box (x2)
Scroll Case (x4)
String (50’)
Tent Medium (Medium Creaturex2)
Weapons Blanch (Silver) x2
Weapons Blanch (Cold Iron) x2
Weapons Blanch (Adamantine) x2
Weapons Blanch (Ghost Touch) x2
Explorers Outfitx2
Wonderous Items:
Travellers Any Tool:
Campfire Bead:
Potions of Cure Light Wounds (d8+1) x4
Money:
PP:
GP: 7
SP: 3
CP: 9
Gems / Jewelry
Skills
With / Without Shield
Acrobatics -7 / -5
Appraise 2 / 2
Bluff -1 / -1
Climb -1 / 1
Diplomacy -1 / -1
Disguise -1 / -1
Escape Artist -7 / -5
Fly -7 / -5
Handle Animal 3 / 3
Heal 8 / 8
Intimidate -1 / -1
Knowledge (Engineering 7 / 7)
Knowledge (Nobility 2 / 2)
Perception 7 / 7
Profession (Cook) 8 / 8
Ride -7 / -5
Sense Motive 3 / 3
Spellcraft 7 / 7
Stealth -7 / -5
Survival 8 / 8
Swim -5 / -3
Use Magic Device 3 / 3
Dwarf Racial Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor
or encumbrance.
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Campaign Traits
Unbreakable Survivor (APII 8): Once per day as a full-round action, you can heal yourself by 6 hit points. You gain a +1 trait bonus when you attempt to influence residents of Phaendar with Diplomacy or Intimidate.
Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Class Features
Armour and Shield Proficiency: You are proficient in Light, Medium and Heavy Armour. You are proficient with shields (excluding tower shields.)
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.
Blessing (Su)A Molhuni Arsenal Chaplain must choose war as his blessing even if his deity does not normally have this domain. He does not receive a second blessing.
(ACG 60): 5 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 15)
War Mind (ACG 68): You can touch an ally and grant them a tactical advantage for 1 minute. At the start of each of their turns, they can select one of the following bonuses for that round: +10ft to base speed; +1 dodge bonus to AC; +1 insight bonus on attack rolls; +1 luck bonus on saving throws.
Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.(Dwarven War Axe)(Fighter Axe Group)
Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.
As a swift action, you can enhance your weapon with divine power for up to 4 rounds per day. This grants it a +1 bonus enhancement that stacks with existing bonuses up to a +5 maximum. You can replace some of the bonus with the following abilities:
Brilliant Energy (+4), Defending (+1), Disruption (+2), Flaming (+1), Frost (+1), Axiomatic (+2), Merciful (+1), Keen (+1) or Shock (+1)
Enhancements only work for you and you must have a +1 enhancement before adding other enhancements. If multiple weapons, or both ends of a double weapon are enhanced, each consumes rounds of use separately.
Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.
Fervor (Su) (ACG 61): 5 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells. By touching a creature and expending one use of fervor, you can heal a living creature or harm an undead creature for 1d6 damage. This is a standard action that provokes an attack of opportunity if you use it on another creature, but a swift action if you use it on yourself.
You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components. You can only target yourself with the spell, even if it could normally affect other or multiple targets.
Channel Energy (Su) (ACG 61): The Arsenault Chaplain cannot channel energy.
Weapon Training (Ex)(WMH 6): At 5th Level The Arsenault Chaplain gains weapon training as per the fighter class feature but the benefits of this training apply only to his sacred weapons. This ability replaces Channel Energy.
Feats
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Craft Wondrous Item (Core 120): You can create magic wonderous items
Weapon Focus (Crossbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon. (Fighter Crossbow Group)
Deadly Aim (Core 121): You can choose to take a -1 penalty on all ranged attack rolls and combat maneuver checks to gain a +2 to your damage roll. (Grabbed as your bonus feat)
Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.(Fighter Axe Group)
Magic Items
Traveler's Any-Tool (UE 323): You can use this to form any known tool.
Campfire Bead (APG 302): This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken.
Background
Terrance Rockbreaker was born the 5th son of a minor noble family in the five kings mountains.
For much of his formative years, he was regaled with stories of heroism and valour by his father who was a soldier In the army. His mother, an artisan who was responsible for making items of jewelry. She started teaching him at a young age how to do this but he rebelled against the teachings.
As he grew, he was taught the basics of combat by dwarven weaponmasters, who gave him a working knowledge of dwarven traditional weapons.
Soon after he was taught, he was caught in the act of violently beating someone for their money. For this, his family disowned and exiled him.
At loose ends, he started to travel the inner sea, and he ended up in the city of Korholm where he took the Mothune offer of service for land. With both the teachings of Torag and the training given, He was inducted into the soldiery of Mothune.
Soon after, the Mothune Chaplains decided to bring him into the order, and start teaching him their ways. Where he was trained both as a soldier, and a cook.
The unit he was with was deployed to the Nirmathi border, where it was ambushed, and the entire contingent was killed off. Terrance was struck in the head and left for dead, but after a few days, he recovered enough, to stagger to his feet. He then spent a day stripping the dead of gear, and fitting it to himself relying on muscle memory.
Terrance himself has no memory, of any of the units, his background, nor even his own name. But he found out that he was able to both cast divine spells, and use weapons, but still did not know how he came about these skills.
He gathered up gear, and slowly made his way in the first direction that he thought of, which was northwest. He slowly made his way through the fangwood and arriving at Phaendar. At this community, he decided that he would recover there, only to be driven into the forest with the survivors of the attack on the town.
So far, even though he has physically recovered from his near death experience, he currently does not know more than his name, how to fight, and how to beseech his deity to get spells. The rest of his memories were lost with his injury, so he is learning how to do things again, but this time with the surviving locals assisting him.
DM Rostam |
She's a spiritualist, not a warpriest. I think I started making her a warpriest but settled on a spiritualist, but missed changing the class name after I had written it down. I can repost her if you want.
Sorry for the chicanery.
No worries, thanks for the clarity.
Hi Rostam, you mentioned that one cannot be a part of the Chernasando Rangers, does that mean that we cannot have the Chernasando Hopeful campaign trait?
You can use the Chernasardo Hopeful trait. If you read the fluff of it vs some of the other information on the Rangers, you are basically just someone really wanting to join them and Aubrin is training you but hasn't herself been wholly inducted into the Rangers.
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If my character was going through an apprenticeship as a Monk, would there have been anyone on Phaendar that could be acting as his Master? Took a look at the 'Ironfang Invasion - People' link, and the one which stood out was perhaps Vylma? :D
Could she be a good mentor for an 'out of town kid'?
Vylma is more of a local fortune teller/soothsayer than anything else, and not really a combatant at all. If you want to expand on her background a bit for your character feel free to though.
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I'd like to get some feedback on an archer Skald I'm considering instead. It uses the twilight speaker archetype. He'd be the son of a twilight speaker snow elf and Ulfen human. I have a general idea for a backstory, but I want to run the concept passed you before writing everything out.
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I gave it a quick look over, and mechanically it looks interesting to play. I'll look it over in more detail tomorrow hopefully, but I didn't see anything obviously wrong with it.
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Thanks all for the continued interest. Between trying to wrap up items before I leave for vacation on Saturday and then going on vacation I'm not going to be able to review as much as I'd like to prior to leaving. I'm trying to answer/review items from easiest to hardest, so if I miss something I likely just left it for later. Feel free to remind me as much as needed until you get something out of me though.
Sarah 'queen' B. |
Thanks for the answers! Going to hold off a little bit longer to see what the original players decide to go with as a final decision; almost certainly looking at something arcane, though.
Two more questions. One, how does Infernal Healing work with the Wounds/vigour system? And two, if we take an item crafting feat (Scribe Scroll, Brew Potion) can we use our starting gold to get scrolls/potions at the reduced price?
DM Rostam |
Second Character Round Up
Players expressing interest with dots:
The Archlich
Timeskeeper
Ouchitonian
Grankless
MrStr4nh3
Players expressing interest with concepts:
Litejedi - Grenwold Houtvester - Hunter - Gnome - I am going to review the backstory, still needs to be leveled up
Jevell DeLeon - no name - Tower shield specialist fighter - Dwarf
Albion, The Eye - no name - Hunter/Brawler - no race
Sarah ‘queen’ B. - no name - Eldritch Scoundrel Rogue - no race
Mokshai - no name - Arsenal Chaplain Warpriest - no race
baggageboy - no name - Twilight Speaker Skald - Half-elf - I am going to review the stat block more in depth, and get tothe back story when it's available.
Completed Submissions:
eriktd - Duskashae - Gloomblade Fighter - Half-elf
Vrog Skyreaver - Katra Ironfist - Phantom Blade War Priest - Dwarf
Mokshai - Terrence Rockbreaker - Arsenal Chaplain Warpriest - Dwarf
@Vrog - I have reviewed and it looks like they're complete.
@Mokshai - Your submission looks complete as well, though I will want it reformatted if you get in for ease of reference on my part.
If I missed you or your questions then please let me know and I will address them.
DM Rostam |
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Two more questions. One, how does Infernal Healing work with the Wounds/vigour system? And two, if we take an item crafting feat (Scribe Scroll, Brew Potion) can we use our starting gold to get scrolls/potions at the reduced price?
Infernal healing would heal 10 VP or 1 WP.
You can craft items with starting gold if you have the feats and can take 10 on the DC.