Ironfang Invasion - Level 4 Additional Character Needed!


Recruitment

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DM Rostam wrote:

Players expressing interest with concepts:

Litejedi - Grenwold Houtvester - Hunter - Gnome - I am going to review the backstory, still needs to be leveled up

Just so you know, my alias was updated to 4, given the correct gear, and converted to the vigor points/wound points system. It should meet your requirements, barring an error on my part. Not sure if you checked again.


Do we know yet what the existing party members are playing? I'd hate to work up a fighter, then find that they had martial but needed a full caster, or vice versa.


DM Rostam wrote:
Sarah 'queen' B. wrote:

...

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.

Understood, thanks!


DM Rostam wrote:

Second Character Round Up

If I missed you or your questions then please let me know and I will address them.

Missed me :(

First post of interest Here

Definitely going human Storm Druid.


DM Rostam wrote:
Carthas Brambleroad wrote:

...

EDIT 2: I know only Core Races are allowed. Are alternate racial features of those Core races allowed?

Sorry missed this yesterday. Yes alternate racial traits are allowed.

Thank you for answering!


DM Rostam, if selected, I will create an alias with a layout that matches your character layout will be done. :)

I think that you missed his name, which was Terrance Rockhammer, Dwarven Arsenault Chaplain.

The other thing that I would be doing, on the alias will be breaking kits down to show a better itemized list, and disposing of things that I never use, such as torches. I just use the kits for initial gear that is useful. :)


Think I got missed in the shuffle, there. Human bloodrager (greenrager).


Okay, Carthas should be fully updated. Let me know how he looks, and if I need anything.


Dotting for interest. I was part of an Ironfang Invasion game that unfortunately never got off the ground-- we got through maybe two or three intro encounters when it petered out-- so I'm keen on another try.


I'm going to have to respectfully withdraw from this one. It just ain't happening for me.

Be good!


Grenwold Houtvester wrote:
DM Rostam wrote:

Players expressing interest with concepts:

Litejedi - Grenwold Houtvester - Hunter - Gnome - I am going to review the backstory, still needs to be leveled up

Just so you know, my alias was updated to 4, given the correct gear, and converted to the vigor points/wound points system. It should meet your requirements, barring an error on my part. Not sure if you checked again.

I had not checked again. Thanks for the update.

Mr. Hebeme wrote:
DM Rostam wrote:

Second Character Round Up

If I missed you or your questions then please let me know and I will address them.

Missed me :(

First post of interest Here

Definitely going human Storm Druid.

Had you on my spreadsheet but sorry for the miss on here. Thanks for letting me know though!

Mokshai wrote:

DM Rostam, if selected, I will create an alias with a layout that matches your character layout will be done. :)

I think that you missed his name, which was Terrance Rockhammer, Dwarven Arsenault Chaplain.

The other thing that I would be doing, on the alias will be breaking kits down to show a better itemized list, and disposing of things that I never use, such as torches. I just use the kits for initial gear that is useful. :)

Thanks for being willing to reformat. And it looks like I listed you twice, once with name and once without I'll correct that next time.

Gozrym Trygve wrote:
Think I got missed in the shuffle, there. Human bloodrager (greenrager).

You'll be on the list next time!

Carthas Brambleroad wrote:
Okay, Carthas should be fully updated. Let me know how he looks, and if I need anything.

Thanks for the submission!

SodiumTelluride wrote:
Dotting for interest. I was part of an Ironfang Invasion game that unfortunately never got off the ground-- we got through maybe two or three intro encounters when it petered out-- so I'm keen on another try.

Interest noted!

To those who are/have withdrawn, thanks for the heads up.


Question: How does wounds and vigor interact with the feats Toughness (Link) and Skald’s Vigor (Link)?


Mr. Hebeme wrote:

Question: How does wounds and vigor interact with the feats Toughness (Link) and Skald’s Vigor (Link)?

Toughness grants 1 wound point per instead of hit point.

Skald's vigor would either heal strength bonus vigor points or 1 would point per round.


Here's what the others characters are looking like so far.

Claustipher -> Longsword Swashbuckler.
Alezandu -> Arcane caster or Kineticist.
Elyas -> Still alive, Cleric
Olivia -> wanting to wait and see for a while longer depending on what submissions look like

Olivia also pointed out the below to me.
New Player -> All submissions so far look like martial or martial-caster hybrids.

.

I'd also like to point out that I'm not too concerned with party composition at this point, as it will likely be a fairly strong group no matter what given that my existing players know what to expect from me now.


Sounds good. Thanks.


Party composition is a myth, anyway ;D


Interested! I think I might enjoy playing a dwarf monk. Do you allow the unchained monk? I'm guessing yes since you require unchained for rogue and summoner. Also, it looks like you guys move pretty fast. What are posting expectations?


Alright, I think I'll go with a fighter. Here's my vigor point rolls:

3d10 ⇒ (7, 9, 9) = 25


Here's Ouachitonian's character. Lysander is an elf who grew up in the dark, the child of Lantern Bearers who were stationed underground to guard against Drow incursions. Down in the lightless caverns, he developed curious abilities, including Darkvision and the ability to create a blade of pure shadow.

OOC, he's a Gloomblade Fighter, with the Darkvision and Lightbringer alternate abilities, enabling him to manipulate both Dark and Light. He's also built as the traditional arrogant elf, with the Elven Arrogance alternate trait, Condescending Drawback, and Insular trait. He supposes he'll gift the poor mayfly races with his assistance, since they can't simply outlive this goblinoid threat. lol He's got a lot of skills for a fighter, and the Breadth of Experience feat, so he knows at least a bit about everything. He's decent at stealth, good with a wand (for a fighter), all the knowledges, etc. Should be a bit more flexible than expected in a fighter, but ultimately he's still mostly about slicing things into little pieces.


Ah I see my answer about posting expectations in campaign info. Perfect. My preferred policy exactly.

Vigor points, hope for luck like Ouchitonian's!: 3d10 ⇒ (1, 3, 7) = 11 Womp, womp womp. That's 5 less than the average 16.5... for a front-line monk. Yikes.


Ok, I have the crunched bare bones for Hegron ready - he ended up being a mix of several things, but he is a monk first and foremost, and his place is in melee ;)

Hegron:

Hegron
Male half-orc bloodrager (urban bloodrager) 1/fighter (varisian free-style fighter) 1/unchained monk 2 (Pathfinder Player Companion: Familiar Folio 16, Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15, Pathfinder Unchained 14, Weapon Master's Handbook 7)
LG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +3 Wis)
hp 34 (4d10+6)
Fort +11, Ref +8, Will +8
Defensive Abilities evasion, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk cold iron brass knuckles +7/+7 (1d3+8) or
. . unarmed strike +6/+6 (1d6+8)
Special Attacks bloodrage (11 rounds/day), flurry of blows (unchained), martial flexibility 4/day, stunning fist (2/day, DC 15)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 7
Base Atk +4; CMB +6 (+8 grapple); CMD 24 (26 vs. grapple)
Feats Alertness, Cunning, Deadly Aim, Dodge, Dragon Style[UC], Extra Rage, Improved Grapple, Improved Unarmed Strike, Power Attack, Risky Striker[ARG], Stunning Fist
Traits fate's favored, ironfang survivor
Skills Acrobatics +9 (+13 to jump), Climb +8, Craft (woodworking) +4, Handle Animal +5, Intimidate +6, Knowledge (dungeoneering) +1, Knowledge (history) +4, Knowledge (local) +4, Linguistics +4, Perception +12, Sense Motive +10, Stealth +7, Survival +7, Swim +8; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ controlled bloodrage, fast movement, foretold touch, orc blood
Combat Gear wand of mage armor (50 charges); Other Gear mwk cold iron brass knuckles[APG], cloak of resistance +1, masterwork backpack[APG], smoked goggles[APG]
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Special Abilities
--------------------
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Foretold Touch +1 (Su) Familiar gets bonus to attack and DC when delivering touch spells
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Risky Striker -2/+4 Subtract from your AC to add to damage vs. foes 2 sizes larger.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.

I am in doubt regarding his background - if he would make more sense born unto Phaendar from a brutal assault to a merchant caravan by orcs probably down from Belkzen. Or if he would better fit having deserted his own tribe and joined in with the Chernasardo rangers.

That I will mull over some more, but the rangers option seems to perhaps make more sense, as I see him more easily getting his monk training among that group than in Phaendar itself...

Also, I am not very happy with that Charisma 7 tbh, but a straight up Monk is just a MAD class... I wish Respect and Team leading could be done based on Diplomacy, or something else different from Charisma :P


OK, it turns out I can’t get the Eldritch Scoundrel concept to work as I wanted it to. So I’m going full arcane instead, with Annalise Wykes, an Arcanist (occultist). Stats are in the linked alias (although I’m still working on gear). Background and Description are spoilered below for ease of reading. I also have a couple more questions.

Annelise’s basic concept is of someone who is desperately trying to hang on to whatever is left of her soul. My plan therefore is to have her summon mostly good creatures (celestial template) or neutral creatures (elementals) with her summoning ability, but occasionally have her draw on darker powers if the situation is desperate and summon whatever devil or demon can fix the problem. My understanding of RAW is that wizards, unlike clerics, can summon across the alignment spectrum – does that work with you?

Also, do you want us to create additional NPCs or instead build connections to the ones already in the game?

Rolling Vigour points: 3d6 ⇒ (6, 1, 4) = 11

Background:

Annelise arrived in Phaendar just over five years ago, with nothing more than what she was carrying and the backward-looking glance of someone clearly running away from trouble. Once she had overcome the locals’ initial wariness of her obvious Nidalese origins, she has set about proving herself to be a useful and helpful member of the community, particularly in matters of healing. Annelise brings to the task a rigorous focus on what works and what doesn’t, in contrast to the somewhat haphazard “herbs and hope” approach of many folk-healers. Her methodical approach stems from the fact that she knows all too well what flesh and blood, bone and sinew, can endure – to her everlasting shame.

Annelise was born in Nidal and fled the country shortly before arriving in Phaendar, this much the townsfolk know. What they don’t know is that she worked for many years as an agent of the Umbral Court. Her skills in healing were put to a far darker use, and her magical talents likewise. She infiltrated several groups of Desna-worshippers in and around the capital of Pangolais – the “Whispered Song” they called themselves, but they didn’t do much singing after they were captured. (She doesn’t care to remember what she did, and has never spoken of it to anyone since.) What changed her was when a captured Desnan priest recognised her from one of the services she had attended in order to find their location. Annelise might have expected him to curse her, or spit at her, or offer some futile gesture of defiance. Instead, he did something far worse: he forgave her. It stung, like a burning memory that she couldn’t exorcise. She started visiting meetings of the Whispered Song, not (as she told herself) to denounce them, but to understand what they were about. Those who pretend to be something often find that they become it, without always meaning to – so it was with Annelise. She didn’t adopt the Desnan faith, but she did come to understand goodness – and evil. Not overnight, but gradually, over a period of several years

Eventually, she faced the test that all infiltrators, spies, and those who lead a double life finally run into: where do your loyalties truly lie? In her case, this test was whether she would give up these Desnans, these people she had come to know and in many cases like, to imprisonment and worse, or whether she would warn them and try and flee with them to safety and another life. She is still surprised by how easy that decision was.

And so, she arrived along with her fellow-travellers, at the borders of Nirmathas. Splitting up and going their separate ways to better evade pursuit and capture, her newfound friends told her of a small town she could break her journey at before travelling on further. She arrived in Phaendar just over five years ago, and has yet to travel on further.

Description:

Annelise is tall (standing just under six feet) and has the characteristic black hair/pale skin combo of most Nidalese. Unlike the stereotype however, she is not particularly quiet or withdrawn. Her time among the people of Phaendar, and Nirmathas more generally, has been good to her and she has learned a great deal about laughter and the enjoyments of life. An ale or two in the Taproot Inn, a meal with friends, the celebration of recovery for someone she has healed – the combination of these things over several years has marked a change in her, and her former masters would barely recognise the person she has become.

What does remain of her previous life is a fierce attachment to rigour, methodology, and preparation. Annelise appreciates many things about Nirmathi society, especially the way that its chaotic nature makes it easy to hide away there, but occasionally the lack of structure and order makes her want to scream.

She has also maintained her stealth skills, in the knowledge that she may be hunted down one day. When the hobgoblins arrived, she grabbed everything she had to hand and fled. She initially intended to run and not look back, but she has learned something of what a conscience is over the last few years, and she found she could not simply leave her fellow townsfolk behind. If by her life or death she can help them, she will. (Of course, first she has to find them.)

Annelise has done some truly horrendous things in service of the Umbral Court, and the loss of her shadow is among the least of her failings. (To those who notice its absence, she generally tries to laugh it off, saying that she has sent it on an errand and it will return soon.) The desire to turn away from that past is her primary focus in life, and she sees, or at least hopes, every person she heals in some way balances out those people to whom her ministrations were... less tender. However, like all of those who have tasted power, the desire and lure of it are present in her still. It is many years since she has had to draw on the well of dark magic she can access, but like with any addiction, the craving is always there. And when she does give in to that craving, it is capable of overwhelming her personality – albeit temporarily (so far), and the real Annelise always (so far) emerges once more, inevitably horrified at what she may have said or done under the influence.

But it has been many years since she has given in to those cravings, so really all should be well for the foreseeable future. Right?


Ok, I just decided to turn my concept completely around on its head - I am going to build instead aiming for an Arcane Trickster (Trait: Ironfang Survivor) - yep, Arcane Trickster, madness I know!

I already have a good idea of how he will turn out, personality wise. Here follow some crunchy bits:

Raziel:

Raziel
Male half-orc unchained rogue 2/evoker 2 (Pathfinder Unchained 20)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 25 (4 HD; 2d6+2d8+4)
Fort +5, Ref +9, Will +6
Defensive Abilities evasion, sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4/19-20)
Ranged shortbow +6 (1d6/×3)
Special Attacks intense spells (+1 damage), sneak attack (unchained) +2d6
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—force missile (1d4+1)
Evoker Spells Prepared (CL 4th; concentration +7)
. . 1st—feather fall, magic missile
. . 0 (at will)—acid splash, daze (DC 13), mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 16, Wis 13, Cha 8
Base Atk +2; CMB +2; CMD 16
Feats Accomplished Sneak Attacker, Alertness, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Traits ironfang survivor, magical knack
Skills Acrobatics +10, Appraise +7, Climb +4, Diplomacy +3, Disable Device +13, Escape Artist +11, Intimidate +5, Knowledge (arcana) +10, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +7, Linguistics +8, Perception +11, Sense Motive +7, Sleight of Hand +11, Spellcraft +8, Stealth +11, Swim +4, Use Magic Device +3; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ arcane bond (Odo, rat), orc blood, rogue talent (combat trick), trapfinding +1
Other Gear dagger, shortbow, cloak of resistance +1, handy haversack, ioun stone, iridescent blue sphere, cracked, masterwork backpack[APG], masterwork thieves' tools, wizard starting spellbook
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Caster here: Alright. My concept is coalescing for my monk.

Lily was a humble wife and mother before her family was displaced by the Ironfang Legion and her husband killed. She's never been the adventuring type but necessity and an old heirloom have thrust greater things upon her. More coming later.


Pathfinder Adventure, Adventure Path Subscriber

Hope to join the list of applicants, will get the chance to look at the Players Guide tomorrow, but my immediate thought is a dwarf slayer , human or half-orc bloodrager.


Dotting for interest with this character. She was in this campaign in the past but that particular game died out and I've always wanted to get her out to play again as I grew rather attached to her. I'll work on modifying her as soon as I can.


You also missed me for the last list. I changed the character a bit since then though.

I'm now looking at a Dwarven Phantom Blade Spiritualist using the Kraggodan Castaway trait. She's still a follower of Dranngvit with a grudge against the Ironfang Legion.

Basic background is that she comes from a family of morally ambiguous arms dealers, selling to both sides in the Nirmathas - Molthune war.
She travelled the area with her brothers and her cousins when Molthune started the siege of Kraggodan. As if that wasn't enough her group was also ambushed on the roads by hobgoblins who turned out to be part of the Ironfang Legion. My character was the only survivor though parts of her family remain within the weapon she wields, a weapon that's an amalgamation of the vengeful echoes of the souls of her dead family.

As for a connection to Phanedar, she has a fleeting one. The Dwarven smith that lived there (forgot her name though I encountered her in an Ironfang Invasion game that didn't leave Phaendar) is a second cousin to my character.

Silver Crusade

would you allow a bolt ace gunslinger? Always enjoyed crossbows.

if not I have a barbarian character that I made for another ironfang game that died out, I may still decide to use that depending on other classes, but wanted to at least ask about the bolt ace.


Just FYI as I know one current party member hasn’t finalized a decision on class yet. My Druid has changed to Shamman somewhere along the way. Focusing on buffing/debuffing, secondary melee combatant, and healer.

Liberty's Edge

Hello!
Do you still looking for players?
I've started this camping in Russian year ago but we moved through the plot not far from start, just till second level and spent about a week in forest near Phaendar.
So I am interested in joining. I've got a concept with background of savage ranger, who wanted to become a Chernasardo member. I'll gladly translate concept to English if necessary (I mean if there are still free spots)


I think I am actually going to back out of the running. Having troubles keeping up with the games I already have lately so it is probably best not to add to it any at this time.

Good luck all.


Baggageboy here. Here's my profile (though I still can't get the stupid picture to update) with a bulletized background. Let me know if any tweaks need to be made to make everything fit into the timeline or lore.

I still need to elaborate on what Elven ideals Midnight aspires to.


Crunch finalized and here in the profile. Will weave together the backstory currently in my head over the next few days.


Here is my, Mr. Hebeme’s submission (crunch in alias): Ingir a half orc shaman. He is a pretty flexible build and is primarily a buffer/ debuffer but can hold his own in melee too and as a secondary healer. With his wandering hex he can become more of a primary healer or fill whatever gaps exist. Plus his familiar has the sage archetype to help with knowledge skills. Ignore the alias photo I will change it if/when the site allows.

Anyway, I was inspired by the post below in the gameplay thread.

When you near Claustipher's, you notice a pair of townsfolk that have been ravaged by a creature of some kind, possible dogs or wolves, under a wagon. They were obviously trying to seek shelter under their wares, but couldn't find it. (Linked)

I do have a question about how do we calculate WP and VP for a familiar?

I hope you had a good trip and good luck with your recruitment,

- Mr. H

Appearance:

Ingir is a giant and massive half orc standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His green skin is covered in scars as well as sacred tattoos, the color of blood, that accentuate the hard, dangerous lines of his body. He has smoldering onyx colored eyes which are set below a low and broad brow giving him a feral predatory appearance. His gloomy, scarred, almost sinister face is that of a warrior and is usually covered by a wolf headed hood. The shaman usually wears furs and hides with a cloak made from a wolf’s pelt while he carries a spear in hand. Most importantly there is usually a raven perched on his shoulder with a look that seems to mock all those around.

Background:

Ingir hears the fierce keening cry of a bird of prey in the distance that ends as abruptly as it began. He looks up, as much out of reflex as curiosity, but his gaze is obscured by the canopy of leaves overhead. Still looking up he whispers to the raven on his shoulder, ”Careful little one there is a fell voice on the wind today.” Like everyday for the past fortnight, he unnecessarily reminds himself.

The fur clad half orc walks through the foliage a little further before coming to a slow moving river where he decides to rest for a moment. He lowered his muscular frame onto the river bank, placing his spear across his lap, and lets his feet dangle in the river. A crooked smile crosses his scared and tattooed face as he enjoys the feel of the cold water on his travel worn feet. He pushes back his wolf head hood and removes his pack, forcing the raven to fly from his shoulder to the safety of a nearby branch.

His feet gradually become numb, the cold seeping through the rest of his body, helping him relax for the first time in two weeks. Lost in the comforting numbness his thoughts drifted to the past....

Tap, tap, tap the raven beat on the half orc’s head with its beak while the half orc’s bloody body laid on the ground under a wagon in the town of Phaendar. Ingir tried to scream but no words came out as his mouth is filled with blood and dirt. The raven begins again tap, tap, TAP.

Ingir's eyes popped open, his head still pounding, but he sighed with relief as he realized that he was in too much pain to be dead. He continued to lay on the cold ground breathing erratically with sweat pouring off his limp body. The sour odor of his unwashed body mixes with the smell of blood and death, creating something noxious. Ingir slowly shook his head as he tries to ignore the pain and remember. The pounding in his head grew louder and he moaned, ”I live.” The raven still by his head startled the half orc with its croaking response, ♫True trooo but closer to the grave today toooday then yesterday you are, you are.♪

This is where Ingir’s life really began on the battlefield that was once the town of Phaendar, covered in blood, next to his dead wife, and left for dead under his wagon. No longer was he a merchant plying his wares to the communities along the Marideth River. Rather, under that wagon he left his past behind and made a compact with the spirits of the forest that changed everything.

As if viewing everything through a fog he remembered the quiet tears he shed for his dead wife while he crawled out from under the wagon that would be her tomb. The pain from his mangled body nearly torn apart by wolves. The joy he felt as he reached the wood line. And the desperation he felt as he fought off another wolf keeping its pelt as a trophy.

Over the next two weeks he roamed the southern Fangwood eluding the hobgoblins and wolves that infested the area. He was alone but Ingir still had the whispers to keep him company on lonely nights....

Ingir is startled from his reminiscing by his little friend’s insistent cawing from its perch. I know, I know, no time to dawdle.” He replied while he lethargically raised his body, almost losing his balance in the process as he picks up his discarded pack. The raven’s cry became more insistent forcing the shaman to really listen to the bird’s shrill voice, ♫ somethingcomes somethingcomes something comes♪

”B+*$~$#s, the shaman curses while he retreats into dense vegetation looking for somewhere to hide.


So here is my submission.

May I present; Haldaron "Hal" Rimson and Elasir

A halfling sylvan sorcerer, flying on a giant volture, raining spells from above.

Son of two runaway slaves that has made the Fangwood their home to hide from their former masters, he joined a local militia to help protect his new home, but was only used as a messenger and left as soon as possible. The attack happened when he was on his way home to his parents.

(all of course subject to change, if needed ;-))

Here is a sheet, I'll make the character per you specifications if I'm selected. If you have Hero Lab, I can also send you the .por-file

Longer background:
My parents are runaway slaves from Cheliax.

They ran away when my father’s magical abilities started showing. No-one knows where they came from, but a slave with magic is valuable and as their owner needed the money more than the magic, he was planning to sell him, separating my parents.

So they ran away. I’ve never heard the story, neither of them will talk about it, but it can’t have been easy.

They ended up here in Nirmathas where they have lived ever since. My father always feared that Chelaxian agents would find them, so they decided to live outside of Phaendar, rarely going in there, settling in the Fangwood forrest for the extra protection.

We lived of the land, rarely having any reason to venture in to town, so most of my childhood it was just me, my parents and the animals of the forest.

My father spent his time practising his magic. He had an old magic textbook, describing how to do magic and he used that to teach himself, but soon he started expanding on what he read, inventing new ways of making his spells more powerful, everything in preparation for when the agents would find us.

Luckily, it hasn’t happened so far.

One day, while my mother and I was further in to the forest then I think we had ever been, we heard the sound of something crashing.

We went to investigate and fund an odd-looking bird, a kind even my mother had never seen, at least not in that size and definitely not around here.

It was obvious dead, large wounds covered its body. But there was a sound from the other side of it. Moving around, we found a smaller version of the bird, but still the size of a normal vulture.

We guess that the mother got attacked and fled, trying to protect its chick. It lost its way, probably because of the blood loss, and ended up crashing in the forest, probably dying while flying.
Feeling a connection with the bird, I talked my mother in to bringing it back with us.

Shortly after that, my magic started showing.

As I grew up, I got more and more restless and as soon as I was old enough, I signed on with the local militia. I got the basic training, but my father used the few favors he was owed to make sure

I only was used as a messenger and to this day, I haven’t seen any real action. I left as soon as my time was up.

When the attack happened, I was coming in from the south. I saw the flames and panicked. I fled. I’m ashamed to say so, but I did. After a couple of days hiding, I tried to get around town to my parents, but it was slow going, as I didn’t dare fly during the day. When I finally got there, they were gone.

And now I’m here, in the Fangwood forest. And I need to find my parents and make sure they are safe.

NPCs:

Laron Rimson – CN – Male Halfling – Sorcerer – Father – Runaway slave (Might already have died of old age)

Clari Rimson – NG – -Female Halfling - Druide or ranger? Maybe just commoner – Mother - Runaway slave

(Rimson is a name my parent took after the ran away, in honor of one of the people that help them escape, a man named Rimon Fessel, a part of the Bellflower Network (found him in book 4 of Hell's Vengeance)

Levisia – CG – Female Human – Soldier – Friend from my time as recruit in the militia - Soldier


Forgot to roll Vigor

Hal:
1d6 ⇒ 3
1d6 ⇒ 2
1d6 ⇒ 4

Elasir:
1d8 ⇒ 4
1d8 ⇒ 8
1d8 ⇒ 5
1d8 ⇒ 1


Lysander the Swordsman wrote:

Here's Ouachitonian's character. Lysander is an elf who grew up in the dark, the child of Lantern Bearers who were stationed underground to guard against Drow incursions. Down in the lightless caverns, he developed curious abilities, including Darkvision and the ability to create a blade of pure shadow.

OOC, he's a Gloomblade Fighter, with the Darkvision and Lightbringer alternate abilities, enabling him to manipulate both Dark and Light. He's also built as the traditional arrogant elf, with the Elven Arrogance alternate trait, Condescending Drawback, and Insular trait. He supposes he'll gift the poor mayfly races with his assistance, since they can't simply outlive this goblinoid threat. lol He's got a lot of skills for a fighter, and the Breadth of Experience feat, so he knows at least a bit about everything. He's decent at stealth, good with a wand (for a fighter), all the knowledges, etc. Should be a bit more flexible than expected in a fighter, but ultimately he's still mostly about slicing things into little pieces.

I'm going to drop out of the recruitment. Good luck all!


Grenwold Houtvester wrote:
DM Rostam wrote:

Players expressing interest with concepts:

Litejedi - Grenwold Houtvester - Hunter - Gnome - I am going to review the backstory, still needs to be leveled up

Just so you know, my alias was updated to 4, given the correct gear, and converted to the vigor points/wound points system. It should meet your requirements, barring an error on my part. Not sure if you checked again.

Only thing I noticed was that you had 3 traits with no drawback, other than that it's complete on my end. If I just overlooked something let me know.


caster4life wrote:
Interested! I think I might enjoy playing a dwarf monk. Do you allow the unchained monk? I'm guessing yes since you require unchained for rogue and summoner. Also, it looks like you guys move pretty fast. What are posting expectations?

Yes you can use the unchained monk.

Posting expectations are 1/day in combat, and I try to enforce that pretty strictly. Otherwise 3-4 times a week will be plenty.

Sarah 'queen' B. wrote:

...

Annelise’s basic concept is of someone who is desperately trying to hang on to whatever is left of her soul. My plan therefore is to have her summon mostly good creatures (celestial template) or neutral creatures (elementals) with her summoning ability, but occasionally have her draw on darker powers if the situation is desperate and summon whatever devil or demon can fix the problem. My understanding of RAW is that wizards, unlike clerics, can summon across the alignment spectrum – does that work with you?

Also, do you want us to create additional NPCs or instead build connections to the ones already in the game?

...

Arcanists/wizards can summon any alignment. You can either create ties to existing NPCs or create new ones. If you are creating ties to existing NPCs that were created by one of the existing players please talk with them about it first.

rorek55 wrote:

would you allow a bolt ace gunslinger? Always enjoyed crossbows.

if not I have a barbarian character that I made for another ironfang game that died out, I may still decide to use that depending on other classes, but wanted to at least ask about the bolt ace.

No sorry. I had a hard ban last time and I'm sticking with it.

Kirill.Storm wrote:

Hello!

Do you still looking for players?
I've started this camping in Russian year ago but we moved through the plot not far from start, just till second level and spent about a week in forest near Phaendar.
So I am interested in joining. I've got a concept with background of savage ranger, who wanted to become a Chernasardo member. I'll gladly translate concept to English if necessary (I mean if there are still free spots)

I am currently recruiting 1 new character to add still. Submissions close on Wednesday March 11 and I will pick a character by March 13.


Third Character Round Up

Players expressing interest with dots/light concepts:

The Archlich
Timeskeeper
Grankless
MrStr4nh3
Gavmania
SodiumTelluride
Deevor
Kiril.Storm
Rorek55

Players expressing interest with concepts:

Cuan - no name - Phantom Blade Spiritualist - Dwarf Please link me to a stat block. I believe I missed it somewhere.

Players with builds I need to review:

Albion, The Eye - Raziel - Rogue/Wizard - Half-orc
Sarah ‘queen’ B. - Annalise Wykes - Arcanist - Human
Mr. Hebeme - Ingir - Shaman - Half-orc
ChesterCopperpo - Gozrym Trygve - Bloodrager - Human(Ulfen)
Phntm888 - Carthas Brambleroad - Alchemist - Half-elf
caster4life - Lily Nolton - Monk/Paladin - Halfling
Kirneh - Haldaron “Hal” Rimson - sorcerer - Halfling

Completed Submissions:

Litejedi - Grenwold Houtvester - Hunter - Gnome
eriktd - Duskashae - Gloomblade Fighter - Half-elf
Vrog Skyreaver - Katra Ironfist - Phantom Blade War Priest - Dwarf
Mokshai - Terrence Rockbreaker - Arsenal Chaplain Warpriest - Dwarf
baggageboy - Midnight Cresent - Twilight Speaker Skald - Half-elf

@baggageboy - your submission looks complete

The submission list is looking pretty strong. Thanks everyone for the effort! I will be reviewing what I can over the next couple days to hopefully get feedback to everyone with time to review/update. I can't promise I will get to everyone.

If I missed you or your questions then please let me know and I will address them.


DM Rostam wrote:
Grenwold Houtvester wrote:
DM Rostam wrote:

Players expressing interest with concepts:

Litejedi - Grenwold Houtvester - Hunter - Gnome - I am going to review the backstory, still needs to be leveled up

Just so you know, my alias was updated to 4, given the correct gear, and converted to the vigor points/wound points system. It should meet your requirements, barring an error on my part. Not sure if you checked again.
Only thing I noticed was that you had 3 traits with no drawback, other than that it's complete on my end. If I just overlooked something let me know.

It was sneaky, Gren has the “spooked” drawback at the moment. It was listed in the special qualities section, but I added a line for it explicitly in the profile as well.


DM Rostam wrote:
Arcanists/wizards can summon any alignment. You can either create ties to existing NPCs or create new ones. If you are creating ties to existing NPCs that were created by one of the existing players please talk with them about it first.

Understood, thanks. Will review the spreadsheet and put some NPC links together tomorrow.


Albion, The Eye wrote:

Ok, I just decided to turn my concept completely around on its head - I am going to build instead aiming for an Arcane Trickster (Trait: Ironfang Survivor) - yep, Arcane Trickster, madness I know!

I already have a good idea of how he will turn out, personality wise. Here follow some crunchy bits:

** spoiler omitted **...

Stat block looks good, just need some back story now!

Sarah 'queen' B. wrote:
...Annalise Wykes, an Arcanist (occultist). Stats are in the linked alias (although I’m still working on gear). Background and Description are spoilered below for ease of reading. I also have a couple more questions. ...

From what I can tell the stat block looks good. For your backstory, how much of it are you hoping to have it integrated into the game and to what extent?

Ingir wrote:

Here is my, Mr. Hebeme’s submission ...

I do have a question about how do we calculate WP and VP for a familiar?

...

Question first, sorry I missed it. Give your familiar WP equal to what it should have and VP equal to half you VP.

Submission looks good.

Gozrym Trygve wrote:
Think I got missed in the shuffle, there. Human bloodrager (greenrager).

A couple items:

- You need to update you HP to vigor points and wound points
- Where is the Resist Cold 2 coming from?

Other than that it looks complete.

Carthas Brambleroad wrote:
This is a character I originally played in an Ironfang Invasion campaign that died. ...

Looks good.

Lily Nolton wrote:

Caster here: Alright. My concept is coalescing for my monk.

Lily was a humble wife and mother before her family was displaced by the Ironfang Legion and her husband killed. She's never been the adventuring type but necessity and an old heirloom have thrust greater things upon her. More coming later.

Looks good.

Normornigan Pewterson wrote:

So here is my submission.

May I present; Haldaron "Hal" Rimson and Elasir...

I think you need 6 more VP for the full die at level 1.

Other than that I think the character sheet looks good, though I'm unfamiliar with the layout so I may have missed something.

@Everyone - I think that's everyone who's submitted a full character stat block thus far. Submissions are still open until Wednesday but I likely won't review anything else in advance, not enough time.


Thanks, makes sense.


Vigor: 3d10 ⇒ (1, 2, 5) = 8

Updated. Think the resist cold was the relic of an old trait. Fixed now.


Pathfinder Adventure, Adventure Path Subscriber

You have loads of good submissions, I will withdraw.


DM Rostam wrote:
Sarah 'queen' B. wrote:
...Annalise Wykes, an Arcanist (occultist). Stats are in the linked alias (although I’m still working on gear). Background and Description are spoilered below for ease of reading. I also have a couple more questions. ...
From what I can tell the stat block looks good. For your backstory, how much of it are you hoping to have it integrated into the game and to what extent?

Fair question. Her backstory mostly works to explain the person she is now: trying to do good but with occasional lapses into darker magic (summoning Lemures, Dretches, Babaus and so on), which are intoxicating but inevitably leave her feeling remorseful afterwards. If you want to bring any of her past into the plot then I'll run with that (I've invented an NPC who might be a useful hook if you decide to go that way), but it also works just fine if it stays in the past and doesn't get integrated into the main game.

I have used three "unaffiliated" existing NPCs (Taidel, Lirosa and Rhyn) and invented another two NPCs. Their connections to Annelise are now in her profile.


Alright! Lily is finished! Though I might add some details to her background (sorry it's already rather length) to flesh some things out. Lily is a little bit of a strange adventurer as she's mostly just a very normal halfling wife and mother who got thrust into something way too big for her. But she also has a strong work ethic, determination to help her family and others, and more ability than she realizes.

GM: My understanding from reading the first few and last pages of gameplay is the PCs are loosely affiliated with refugees in the Fangwood, many of whom they helped escape from Phaendar. Lily's background counts on this as hooking her into their adventure since she and her children are among these refugees. I'm happy to make any tweaks, clarifications, or revisions you suggest.


Updated Midnight's profile with his code and with a list of elven ideals. I will get a profile pic as soon as I can.


Thanks for the feedback DM Rostam ;)

Raziel Background:

Raziel never knew an easy life - the child of a brutal attack by a roving band from the Hold of Belkzen on a merchant caravan, he was never a desired son, even if his mother decided to go through with the unwanted pregnancy. She tolerated him, and that was it - providing everything he needed to grow up... Except love.

Curiously enough, and even though they did not readily accept him, the vast majority of Phaendar's inhabitants managed to see him as slightly more than just a bastard creature born out of violence.

The young half-orc was always strong willed and resilient, taking to the tasks set before him by his mother without a single complaint - living in a town of mostly hard working crafters who recognize commitment and hard labor made him 'acceptable' around those parts, as long as he kept a low profile. His mother however, saw in him the reason for all bad things in his life - the fact she lived alone, the fact she never married, and about every single bad thing that ever happened to her.

Growing up, he learned to shrug it away without a second thought - even if he mostly kept to himself, it soon became apparent he was becoming not only a cunning, but very intelligent young one. Truth be told, there wasn't much to sate his need for knowledge in Phaendar, but he managed to pick up books here and there from a travelling merchant or lost in someone's attic. He would save the gold he earned, and buy them as he could.

Yet he was well aware of what his life was, and what it was not, so he continued toiling away at his mother's fields, and taking their goods to the market day after day; His body grew strong and by the age of 13 he was already maturing like many other in Nirmathas - learned in the ways of the wild and attentive to his surroundings.

He had no friends, and was constantly by himself, even if he was known in town. His mind yearned for more, and he paid particular attention to any outsiders and their recounts - piece by piece he learned about other places in Nirmathas, and began hatching his plan, saving every piece of gold he could. He did not know yet where he would go, but he knew he would leave.

His mother died during a particularly harsh winter, from an insidious pneumonia she never paid attention to until it was too late. Even in death she spared not a single word of care to him... He repaid in kind, and sold almost all her possessions as soon as she was buried - the house and the small terrain provided him with enough coin to leave. He kept only a small shed with a few mementos from his mother, and from his own infancy, leaving it locked away.

By then he had heard enough rumors about Crowstump to know that is where he should head. With but a brief stop in Tamran - a capital city which clearly did not impress him - he made a bee line to the far coastal city, founding it much more to his liking. The first months were not easy, but with the money from selling his mother's possessions, and scraping everything he managed to by doing any job whatsoever in town, he managed to apply for the introductory exam at the Academy, and was approved with excellent results.

A few years later, Raziel is a completely different person (at least in some aspects) - he commands magic and shadow in harmony, and has learned more than in all the rest of his life. Even though his apprenticeship is only beginning, he has been allowed the first pause in a long, long time. Wanting to reconcile himself with his past, he has decided to travel back to the place where he spent most of his youth, and return to Phaendar - he could not have picked a worst time...

--------------------------------

Ok, this is what I got for Raziel so far - he would have arrived in Phaendar right before disaster struck, and has since been 're-acquainting' himself with the people he crossed paths so many times growing up. Some remember him, others were almost friends, but it is probable most do not even remember the elusive half-orc... I would leave this portion open to mesh at will with other characters and NPCs. What do you think?

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