GM R0B0GEISHA's Ironfang Invasion Needs More Players!


Recruitment


I am looking for a couple more players for my ongoing Ironfang Invasion campaign. We've recently finished the first chapter of the first book, but a few players have left for different reasons.

About the Campaign:
The party consists currently of a halfling hunter, a half-elf rogue, and a hobgoblin kineticist. The halfling and half-elf are refugees from the Nirmathi village of Phaendar. They were enjoying a town festival when a large force of hobgoblins and other monsters attacked from a stone tower that spawned from the earth flying the banner of the Ironfang Legion, an infamous mercenary army with a history of butchery. Surprised and overwhelmed, the heroes gathered what townsfolk they could and fled into the nearby forest, after destroying a bridge to prevent any quick pursuit.

Since then, they've set up a camp and are exploring the surrounding wilderness. Near their camp sits an overgrown orchard tended by a hobgoblin with strange powers, with her own reasons for hating the Ironfang. The Phaendarans weren't ready to trust any hobgoblin however, so to prove her good intentions, the kineticist attacked a hive of wasps preventing the refugees from gathering apples for their continued survival.

And that's basically where we are now.

Character Creation:
Submissions should:
- Be level 2
- Use the 20 point buy
- Be non-evil
- Use any official race and class
- Have max HP at 1st, 1/2+1 HD going forward
- Have two starting traits; one should be a campaign trait
- Have average starting wealth for a level 2 PC
- Have a brief character description and backstory

I'm willing to consider any build, but things like front-liners and full casters will get slightly more consideration based on the party's needs.

Player Expectations:

- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Ironfang Invasion Player's Guide and are at least somewhat knowledgeable about Golarion.

Game Style:

- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. For example: all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

Recruitment Applications and Timetable:
If you're interested, post either an alias or with all relevant information in a post. Recruitment will last for one week, ending on Saturday, 7/14, at midnight EST. I know it's a short period, but since I'm only looking for a couple people, maybe three, and I don't want to delay the game any more than it already has. After closing, I will select a short list of applicants I like and present them to the players.

Good luck and thanks for applying! :)


Dotting with a post to follow tomorrow.


Still stitching together spells and gear before I put the backstory down on paper, but here is my proposal. I'll drop a note here when the final details are ironed out.


This is a character that was made for Ironfang, the party was in the process of rescuing the villagers of Phaendar before the GM disappeared and the game died. I would very much like to be able to continue Skalla's story.

Liberty's Edge

Pathfinder Adventure Path Subscriber

Dotting for interest


Hey R0B0

Very interested - one of the few APs I know nada about.

Mulling someone barbaric... Warpriest (Feral Champion) is frontrunner at the mo.

Liberty's Edge

Pathfinder Adventure Path Subscriber

Here is my submission; I'll work on a short backstory and make an alias if selected.

Kazer Theorric

Spoiler:
Male oni-spawn tiefling unchained barbarian (drunken rager) 1/ranger (nirmathi irregular) 1 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Alchemy Manual, Pathfinder RPG Advanced Player's Guide, Pathfinder RPG Bestiary 264, Pathfinder Unchained 8)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +6
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Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 natural)
hp 26 (2 HD; 1d10+1d12+8)
Fort +6, Ref +4, Will +2; +2 trait bonus vs. Poison
Resist fire 5
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+4/19-20) or
mwk earth breaker +7 (2d6+6/×3) or
scythe +6 (2d4+6/×4)
Ranged composite longbow +4 (1d8+3/×3)
Special Attacks rage (6 rounds/day), favored enemy (goblinoids +2)
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Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Toughness
Traits blight-burned, indomitable faith
Skills Acrobatics -2 (-6 to jump), Climb +5, Knowledge (nature) +5, Perception +6, Survival +6, Swim +5; Racial Modifiers forest ghost
Languages Common, Goblin
SQ drunken rage, fiendish sprinter[ARG], prehensile tail[ARG], track +1
Combat Gear alchemist's fire, alchemist's kindness[APG] (2); Other Gear breastplate, arrows (20), composite longbow (+3 Str), dagger, mwk earth breaker[UE], scythe, backpack, belt pouch, blanket[APG], canteen[UE], canteen[UE], hemp rope (50 ft.), pot, soap, trail rations (5), whiskey (per cup)[UE] (10), 5 gp, 1 sp
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Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Drunken Rage (Ex) Spend drunken rage point to increase duration of rage or movement by 20'.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Forest Ghost +0 (Ex) Gain +0 bonus on all Perception and Survival skill checks made while in forest terrain.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Track +1 Add the listed bonus to Survival checks made to track.


Dotting. Love roll20.


Hi GM, this is Lucendar. Here is my character for a short-lived Ironfang campaign. I will level her to 2nd level if chosen and edit the backgroud skills and add equipment, etc.. She is a half-orc warpriestess of Shelyn and can serve as a front-liner and emergency healer. Her backstory is included in her profile. Any questions, let me know.


I've played up through 3rd or 4th level once before. Would that be a problem?

Liberty's Edge

Pathfinder Adventure Path Subscriber

Here’s a quick backstory for Kazer. I’ll likely add to it in more detail if selected. I also like to add in details as the adventure progresses and bits and pieces come to life. He is a frontline type who relishes in taking and dealing out mighty blows. His crunchy bits are a few posts above. As an aside, I’ve never played or GM’ed this AP- looks like a lot of fun though! Good luck to all!

Kazer Theorric backstory:
Kazer Theorric is a drunk. An inebriated churl. A vulgur oaf. A spawn of Lamashtu, even. Kazer has heard all these insults whispered, spat and spoken in his time in Nirmathas and Molthune. Does he like to drink? Oh yes. But what's wrong with revelry? With enjoying oneself. Every now and again. Or more often than not. Either way Kazer prefers to spend at least some portion of every day drinking his cheap whiskey. In fact, when he gets in a good dust up, he likes to drink DURING the fight. Gets him excited. Keeps his pulse quickening. Helps him tap into that deep seated anger that he can only let out when it's time to bash in someone's skull.
What does he have to be mad about? To hear him tell the tale, what does he have not to be inflamed about? His birth as a "demon spawn" even though both of his parents were clearly human-at least that's what he's been told. His bright red and black skin, yellow eyes and orange beard that made him stand out among all his peers and wherever he goes to this day. That he has lived most of his life exiled and ostresized because he looks, talks and walks just a bit different than most others. He's angry that he has to tie up his tail in a loop so it doesnt drag on the ground and attract even more attention from the common folk. And that's just off the top of his head.
Kazer has a boisterous, grinding manner about him that isn't helped by his somewhat intimidating appearance. He speaks truth and does what he thinks should be done- damn the consequences. Life is too short to live with regret about what you should or could have done. He believes in complete freedom for others at any cost. Law and order hold no sway over him, only right and wrong. That's why joining up with the Nirmanthi Irregulars has proven to be one of the best decisions he's made in recent years. Crushing Molthune and goblin skull gives a deep satisfaction all the way down to his core. Hells, it's the most alive he's felt since leaving the Fangwood all those years ago. But that and ALL the rest is a story for another time...


Dotting with great interest. One of the best beginnings of AP I ever played (pity it didn’t go far) and I’d love to build something to continue.


Dropping out - can't quite get the handle on the were-touched concept I had in my mind.

Some cool pitches already tho - tough pick R0B0


interested


Definitely interested in the campaign. I will be applying with a Grippli Druid. I hope you don't have anything against frog folk joining the campaign.

Character concept:
Errith'Naeea knows nothing of his origins he was adopted by the members of the Murky Spring grove since he was a hatchling.
Though he was not even physically capable of pushing a log Errith'Naeea wanted to prove his prowess and worth to the community and focused all of his energy into learning the many magical secrets the druids wished to impart.
After passing the test of nature he was given leave to tame one of the animals of the forest. He then searched for days through the forest for a worthy animal to become his companion when he was ambushed by a large leopard.
It was a great surprise to the elders when Errith'Naeea returned with all his limbs attached and with a big leopard he called Mr. Puffypaws after him.

By the time the Ironfang Legion's scouts found the grove's location, Errith'Naeea grew to be one of its protectors. He fought valiantly fending off as many as he could but from the overwhelming odds, it was clear that Murky Spring would have no future.
The last memory he had of that night was a short blade hitting him straight in his head. When he woke up the next morning it was all gone, all burnt away, and he was seeing this with only one eye. Luckily his leopard was unharmed, he could have been hunting or was scared of all of the fires and fighting.
Errith limped towards Phaendar only to see from the distance the same disaster repeat itself there. At that point, he swore he would exact vengeance and started looking for refugees that were capable of aiding him in his new found goal.

Character stats:

Erith'Naeea
Male Grippli druid 2
TN Small humanoid (grippli, grippli)
Init +3, Senses darkvision (60 ft.); Perception +8
=================================================
DEFENSE
=================================================
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size )
hp 17 ((2d8)+4)
Fort +5, Ref +3, Will +7

=================================================
OFFENSE
=================================================
Speed 30 ft. Climb 20 ft., Woodland Stride
Special Attacks Spontaneous Casting,

Prepared Spells
Druid (CL 2nd; concentration +6)
1st-entangle(DC 15), magic fang(DC 15), obscuring mist
0th-light, mending(DC 14), purify food and drink(DC 14)

=================================================
STATISTICS
=================================================
Str 7, Dex 16, Con 14, Int 10, Wis 19, Cha 8,
Base Atk +1; CMB -2; CMD 11
Feats Spell Penetration
Skills Handle Animal +3, Heal +8, Knowledge (Nature) +6, Perception +8, Spellcraft +4, Stealth +8, Survival +10, Swim +8,
Traits Ironfang Survivor, Wisdom in the Flesh (Irori) - Strength (Swim),
Languages Common, Druidic, Grippli
SQ animal companion, bonus druid concentration checks (2x), camouflage, darkvision, nature bond, nature sense, orisons, princely, wild empathy +1, woodland stride, ,
Combat Gear
Other Gear 169.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Companion (Ex)

Bonus Druid Concentration Checks (2x) Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.

Camouflage (Ex) Gripplis receive a +4 bonus to Stealth checks in marshes and forested areas.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Ironfang Survivor You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Princely You gain proficiency with rapiers and +2 racial bonus on Diplomacy and Intimidate.

Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower

Wild Empathy

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Wisdom in the Flesh (Irori) - Strength (Swim) Your hours of meditation on inner perfection and the nature of strength and speed allows you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-based skill. You make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

Woodland Stride

Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Animal Companion:

Mr Puffypaws
Male Companion Cat, Small (Leopard) animal 2
None Small animal
Init +5, Senses low-light vision; scent, Perception +5
=================================================
DEFENSE
=================================================
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size )
hp 15 ((2d8)+2)
Fort +4, Ref +8, Will +1

=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +3 (1d4+1)
Melee claw +3/+3 (1d3+1)
Special Attacks Trip,

=================================================
STATISTICS
=================================================
Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers
Skills Acrobatics +9, Acrobatics (Jump) +17, Perception +5,
SQ ac bonus, bonus tricks 1, link, low-light vision, scent, share spells, stat bonus,
Animal Tricks Attack
Combat Gear
Other Gear bite, claw, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus 0

Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.

Animal Companion

Bonus Tricks 1

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Stat Bonus 0

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

=================================================
ANIMAL TRICKS
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Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.


Ouachitonian wrote:
I've played up through 3rd or 4th level once before. Would that be a problem?

Not at all, provided you can keep the meta-gaming to a minimum. :)


Hello GM R0B0GEISHA,

Please accept Rolar for consideration in your campaign. Statblock, backstory, personality, and description are all located in his profile Thanks!


Great submissions so far, guys!

If anybody is still thinking about applying, you've got until tomorrow night at midnight EST.

Scarab Sages

Verde

Elven Treesinger Druid

Alignment: Neutral Good

Deity: Gozreh

Stats:

Str 7
Dex 16
Con 11
Int 10
Wis 17
Cha 14

Racial abilities
Elven Immunities, Keen Senses, Elven Magic, Low Light Vision,

Shadowhunter:
Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity.

Skills
Handle Animal +7/+11*, Ride+8, Survival +9, Perception +10, Stealth +8

HP 15
BAB 1
FORT +3
REF +3
WILL +6

Spells:

Orisons – Detect Poison, Guidance, Light, Read Magic
Level 1 – Blend X2, Cure Light Wounds

Traits
Bandit (Stealth), Campaign Trait TBD, none of them really fit

Feat
Evolved Companion (Skilled: Stealth)

Gear TBD (1,000 gp)

background:
Taking the love of nature, and Gozreh who commands it, farther than most elves, Verde lived happily in the forest, more at home with plants than animals. He could be polite, and he had a certain charm, but he was seen as an outsider, an oddity, even the subject of barbed comments and jokes, not always told behind his back.

When he first spoke of a living tree he had befriended they thought he had finally gone completely mad. Then, the young Treant appeared from nowhere, and they had to admit he had truly become a friend to the forest.

Verde and his companion were content to live in the woods, peacefully, almost carefree. That is, until the Hobgoblins came. When Verde came across them, cavalierly ripping up vegetation to roast the animals they were busy torturing he felt the rage of Gozreh rise within him and, with the help of his Tree Companion, he was able to drive off, and even kill, one of the invaders. If only that had been the end of it.

There were more, many more, and Verde knew he could not deal with them in twos and threes forever. It was time to leave the forest, time to find companions, time to bring the fight to the enemy.

RP Sample:

Yes, my friend. The time has come. As much as I would love to linger with you here, to simply bask in the warmth of the sun and the cool of the rains, it is not to be. Danger threatens the woods, threatens our home. You would not understand all the details, at least not until you grow. Trust me, my leafy friend, there is no other option. We leave behind the simple life of the forest, and embark on a perilous journey. I can only hope we find others to share our cause and our burden. This will be far from easy.

PLANT COMPANION:

Sapling Treant
STARTING STATISTICS
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams +4 (1d6+2); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities double damage against objects, low-light vision.
HD 3
HP 13
BAB +2
Fort +4
Ref +3
Will +2
7 tricks: Attack, Attack, Defend, Heel, Seek, Demolish, Sneak
Skills – Climb +14, Stealth +16
Feat: Skill Focus – Stealth, Power Attack


I have a level 2 Oread unchained monk (master of many styles) who wishes to now further his devotion and become a warpriest.

Equipment needs finetuning

Grand Lodge

I will put up a melee themed skinwalker nature fang druid.


Imma dot this, and whip up a thing after reading the player's guide tonight. This AP has interested me for a bit.


Hi GM!

Sorry I took so long to bring my application, but I was formatting and preparing a good summarized background to match the party's current situation.

Sekter is an Elf Wizard :)

Cheers


Nex Lupe is a Foxclaw scout who hunts with his trusted wolf companion. He is a warden of the surrounding area. He sees himself as natures knight, as such he fights along with his mount (future mount) using sword and shield, forgoing shapeshifting for more martial training. He still possesses the magic of a druid, however, and will call natures wrath to his aid.

When possible he hides how close he is to nature preferring to stay in his human form among people but his wolf form in the wilderness. Though Nex does not have an aggressive nature his bent toward a martial defence of nature has him bond better with soldiers than other druids.

*I think this made it just under the wire.


Character is ready....thank you for running this.


Submission statblock:

Spoiler:

Wulfrith Uticer III
Male Gnome Sorcerer (Wildblooded Umbral) 2
LN Small Humanoid (Gnome)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------

AC 18, touch 13, flat-footed 16 (+2 Dex, +1 size, +4 armor, +1 shield)
HP 21 (2 HD; 2d8+8)
Fort +3, Ref +2, Will +3
--------------------
Offense
--------------------

Speed: 20 ft.
Melee: Dagger +1 (1d3-1/19-20)
Ranged: light crossbow +3 (1d4/19-20)
Spontaneous Spells
Oracle (CL 2nd; concentration +6)
1st (5/day): Blurred Movement, Cure Light Wounds, Shadow Trap (+5 Attack/CMB), Barbed Chains (DC 17)
0th: Mending, Detect Magic, Light, Create Water, Purify Food and Drink
--------------------
Statistics
--------------------

Str 8, Dex 14, Con 16, Int 10, Wis 10, Cha 18
Base Atk +1; CMB -1; CMD 11
Feats: Spell Focus (Illusion)
Traits: Unbreakable Survivor, Nidalese Shadowcaster (Shadow Conjuration)
Skills: Bluff +9 (2 ranks), Knowledge (Planes) +5 (2 ranks), Heal +5 (2 ranks), Stealth +14 (2 ranks)
Languages: Common, Sylvan
Combat Gear: Masterwork Breastplate, light wooden shield, dagger x2, light crossbow, 40 bolts, backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin, sleeves of many garments, scroll of remove sickness, scroll of unbreakable heart, potion of cure light wounds, comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder, 294 gp
-------------------
Special Abilities
Stealth Mastery: Skill Focus (Stealth) as a bonus feat. At 8th level, gain Signature Skill (Stealth). At 16th level, gain Hide In Plain Sight.
Legalistic: The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Darkvision 60 feet: This racial trait replaces low-light vision and keen senses.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Unbreakable Survivor: Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +2 trait bonus whenever you attempt to influence residents of Phaendar with Persuasion or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.


I have the Background rolling around in my head right now, but have to go to a thing so I'll write it up later tonight. Wulfrith is an escapee from Nidal, in Nirmathas as a refugee. Will elaborate in greater detail.


I'm submitting Brynnhjildr, a martially-inclined battle oracle from a long line of linnorm-slayers.

Myth-Weavers Character Sheet Here

Character Details:

Physical Description Brynnhildr is a tall, imposing woman with a noble bearing, her height rivalling that of many Ulfen men. She is set apart by her shining golden eyes and a long braid of metallic golden hair to match that marks her bloodline as something more than human. She travels in a finely crafted Ulfen breastplate, festooned with gear and weapons. A long, single-headed greataxe shows the most signs of use, with a haft worn smooth by generations of use. A scroll case kept ready at her hip is the only indication that her talents may extend beyond the purely martial.

Biography Brynn has made the Fangwood Forest her home for much of her adult life, providing protection and healing services to a variety of merchants, officials, and the occasional guerilla group that have need to travel through the forest. She settled in the area following a long recuperation period some years back after a devastating attack. She and her companions had been travelling to Tamran from Korvosa when raiders ambushed the caravan as it travelled through western Nirmathas, murdering her companions and leaving her for dead. While her limited healing abilities kept her alive, the injuries she had suffered left her feeble and suffering. It took her over a week to crawl and drag herself to the nearest settlement, the small town of Phaendar. While she isn't a resident any longer, the town and its residents hold a dear place in her heart for the help that they gave her when she needed it most.

When asked about her strange appearance, she'll deflect the question with a mention of a long and tumultuous family history with valkyries. She tells that they've come to claim her ancestors regularly when they've been faced with insurmountable odds and the ancestors will stubbornly decline and go on to live through several more attempts. Eventually, this exposure must have left her bloodline linked to the otherworldly warriors. She knows that her encounter with the bandits must have been her first brush with the valkyries, and with a mischevious glint in her eye she reveals that she's got a whole list of denials to give them before she'll see fit to join them.


I'd like to submit this character for your game. He was in a short lived Ironfang Invasion game. We made it out of town and destroyed the bridge and then things fell apart. If chosen I'll update him to second level.


OOC NOTE - Statblock/Mechanical Changes:

Replace 2 ranks in Knowledge (Planes) with 2 ranks in Disguise, for a +9 bonus. This will be reflected on the alias created for him if he is accepted.

Alignment is CG instead of LN, and he will take the Blackened curse as opposed to Legalistic. Asmodean influence seems ill-suited after writing the backstory.

Background Story:

Wulfrith Uncer, Third of his name, was not too different from any eldest son of any Kuthon-fearing minor family in Ridwan - a bit spoiled, a bit pampered, and more than a bit aware of his own station and importance. As a young man, he behaved much as his peers from similar families among the landed gentry: He was brash, discourteous, and blissfully ignorant of the plight of those beneath his station. He was well-loved by his mother, and his father doted upon him during his short visits to the home estate between business trips. A diplomat of the Umbral Court, Wulfrith Sr. rarely returned home to Ridwan, often too busy to cross the Mindspin Mountains to see his children for years at a time.

An exception was made, however, when his wife, Zantina, was killed in a wicked plague that ravaged Ridwan. Wulfrith II came home just long enough for an appropriate mourning period, a hastened courtship with a Human woman by the name of Adela, and an extravagant wedding. The younger Wulfrith was devastated by this procession of events, less by his beloved mother's death and more by the sterile efficiency with which his father found a replacement wife to manage his home.

The young gnome and his stepmother took to frequent arguments, hurling insults and names at one another, Wulfrith lashing out at the woman who had taken his mother's place, and Adela embittered by the loveless business of marriage she had found herself cast into. Tensions ran hot for some years as Adela established herself as head of the household, and exercised her not-insignificant influence to have her stepson selected for training as an Umbral Court agent in his father's footsteps. Wulfrith III was very resistant to the idea, but his stepmother's wishes won out when she entreated her estranged husband for support.

The Nidalese training regimen was harsh, and more brutal than anything that young Wulfrith had ever endured. He was subjected to sleepless nights, low-grade torture, and espionage training for months.

He was deemed unfit for life as a Shadowcaster, though that most prestigious title is the one that held the highest appeal to the Gnome, a vestige of the vanity and pomposity he had exuded in his time before training. Additionally, he was found somewhat wanting as a diplomat, although he still held some promise as a spy, if he could maintain a calm demeanor and keep his wits about him even in times of extreme duress. So, his handlers sought to induce such duress upon him, if only to see how he would respond.

During one such "training" session, Wulfrith was outright tortured, his hands and arms held above open flames as he was interrogated on topics about which he had only a faint understanding to begin with. Watching the soft flesh of his fingers shrivel and reduce down into blackened stumps caused the vain young man to faint and seize. When he returned to consciousness, the Gnome was enveloped in darkness, though he could make out the shape of a floating eye, staring directly at him, the pupil in the shape of a crescent moon.

The words it spoke upon him were in a language he could not understand, but somehow, Wulfrith was able to discern their meaning. "You have suffered enough, young gnome. Your pain is not unnoticed, and though you may not have prayed my name during your cries for help, I am the one who has answered. You must be freed of your terrible nation, and find your own way as an exile. Go now, with haste. The pain will not cease, for it is bestowed upon you by a most terrible God and we must not draw his attention. Suffer in silence, and accept my guidance, and you will leave this land and never return."

Unaware of how long he had been unconscious, Wulfrith woke in a cell, the charred mess of his hands still screaming in his mind, though now accompanied by a faint inkling of power. For the first time in his short life, Wulfrith steeled his nerve, sat upright in his cell, and called upon that power. Merely knocking on the door caused it to burst open in the recesses of his mind, the divine blessing of his benefactor flooding into his thoughts, filling him with the dire need to escape and place Nidal behind him for good, as there was nothing to be gained by remaining loyal to a country as vile as this one out of comfort.

His escape was made possible through the skills he had learned in training for the Umbral Court, and aided by his newfound divine inspiration. After making his way from the compound, Wulfrith found himself alone, in the woods, with nobody to tend to him or care for his things. Recognizing this as a turning point, he knew that there was nothing to do but keep pressing forward, as there certainly must be others facing similar oppression, and it had become important to him as a result of his vision that those individuals be granted assistance and freedom to live beyond the shackles of their oppressors.

Fate found Wulfrith in Phaendar during the festivities, though it was his newfound conviction that convinced him to stay and resist the Ironfang Legion.

I'll elaborate more upon the post-Oracle part as needed, but I wanted to give you the summation of my thoughts real quick before the deadline. I'm moving tomorrow so I have to pack up my computer tonight for the truck, and don't have internet again until Monday :)


Whoa, a flurry of new characters!

Recruitment is now closed. I'm going to go through these and make a short list to present to my players. After their input, I'll make my final selection and let you all know.

Unfortunately, I'm out of state right now, so it could take until mid-week.

Thanks for applying!


Thanks for the update. Figures crossed.


Bumping. Thanks for the update, GM.

Also, I’m a giant moron and didn’t change the header line to Oracle. Wulfrith is an Oracle, not a Sorcerer. Yeesh. That’s what I get for rushing during moving day.


Hey, everybody. I actually decided to take three people.

Could Rolar Lonebeard, Sekter Rayne, and Skalla Tel Kath please report to the Ironfang Discussion Thread.

Thanks to everybody that applied. I hope we get a chance to play together some day.

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