DM Crispy |
1 person marked this as a favorite. |
Hello there, all! I am opening recruitment for a party of 5 for the RotRL Anniversary Edition AP. In the interests of stating goals, expectations, requirements, etc. here is what I am looking for:
1) Relatively fast paced. I will require at least 1 post a day. More would be preferable, to keep things moving. This is the normal day approach for this game, folks, so if you're on vacation or have a big test coming up, just let me know and we'll work something out.
2) Core Classes and Races only. I'm just not familiar enough with the other content to be comfortable with it. There's plenty of flavor with just the 11 base classes.
3) RAI before RAW. I will try not to penalize your build, but no rage cycling, etc.
4) There is definitely plenty of combat in this AP, but I am going to encourage story-building and role-playing, as well. If you want a hack-n-slash game, I encourage you to look elsewhere.
5) Obvious min-maxing will be frowned upon. I realize your fighter should be strong and your wizard should be smart, but if you have a fighter with an 18 str, 16 con, and 7 cha and int, I will probably not pick you.
6) The point is to have fun, for both me and you. I will make errors, both in your favor and not. I don't mind you bringing them up, but unless they significantly alter a situation, I will likely let them stand.
With that being said, here's the character creation guidelines:
1) Core Rulebook only, as far as classes and races. I'm open to feats, traits, etc. from other sourcebooks, but please include the full text if you choose to do so.
2) 2 traits. I'd prefer 1 from the RotRL AP, but it is not required.
3) 20 point buy. No ability under 10 before racial mods.
4) Neutral or Good only.
5) A background explaining why your character is in Sandpoint for the Swallowtail Festival.
6) Average starting gold for your class.
If I am missing something or you want clarification, please let me know!
Kavaki Zhen |
For further clarification, are you wanting core only? Or core race and class but with other sources material useable? I'm referring to archtypes, feats, equipment, ect. from APG, UM, UC.
Please take a look at this character and let me know if you see anything "not allowed".
Also, the player's guide for RoRL doesn't have any traits in it. You requested 1 from RoRL, do you have a link to them somewhere?
Wolfgang Rolf |
I'm interested. Here are the characters I am putting up for recruitment:
Karl Sarvo I know you said no evil, but if you like the character enough to make an exception you can be sure that I will not disrupt the party or campaign in anyway, I am not a fan or ruining anyone's fun. Karl has been in games with good and neutral characters before, and had not attempted to betray or sell out the party in anyway, you can check Karl's post history if you like.
Bellamy Tharriz Bellamy's chaotic good so there should be no problem here.
I have no problem with any of your rules, I was actually hoping that an RotRL game focused on story building and role playing would start recruiting, but I won't lie I do like combat as well, so if I may ask, will you keep all the combat encounters? Remove a few of them? Half of them? Most of them? I've found that as I played role playing games that combat can surprisingly lead to interesting rp moments and conversations among the characters.
haruhiko88 |
I myself have a dwarven barbarian, steering towards the elemental totems from blood of the elements. I'm debating fire or earth at the moment trying to see what works best and between the archetypes of elemental kin and armoured hulk. Here is Nover the Barbarian. The history is still in progress, but probably something simple, perhaps a recent citizen of the town of Sandpoint. I will probably take a rank in a profession just so I am not completely useless to the town, maybe take a job at a tavern as a bartender and enforcer all in one package.
Kest Far Walker |
Here's a (very) rough workup for a Dervish of Dawn (Inner Sea Magic bard archetype) I'd also like to submit. General philosophy of use in combat would be debuffing via intimidate and dazzling display and would make a decent enough face/burglar out of combat.
Female Human Bard (Dervish of Dawn)/1
CG Medium Humanoid (Human)
Deity: Sarenrae
Init +4;
Senses Normal Vision; Perception +0
====================
Defense
====================
AC 17, touch 14, flat-footed 13
HP 9/9
Fort +1, Ref +6, Will +2
CMD 16
====================
Offense
====================
Speed 30 ft.
Melee
Scimitar +4 1d6+4
BAB +0
CMB +0
====================
Statistics
====================
Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 14
Skills ACrobatics +7 Diplomacy +6 Disable Device +8 Intimidate +6 Know(local) +5 Preform(dance) +6 Sleight of Hand+7 Stealth +7 UMD +6
Languages Common
Traits Vagabond Child(disable devices): +1 disable device-Disable device in class,
Blade of Mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
====================
Feats
====================
Arcane Strike; Enforcer
====================
Special Abilities
====================
Just gonna copy off d20pfsrd, much easier than typing it all out.
Battle Dance: Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.
At 10th level, the dervish can start a battle dance as a swift action instead of a move action.
When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
This ability alters the standard bardic performance ability.
Dervish Dance: A dervish of dawn gains the Dervish Dance feat as a bonus feat.
This ability replaces bardic knowledge.
Weapon and armor prof: Dervishes of dawn gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.
I'll complete the creation process and write up a backstory if you're OK with the Dervish of Dawn archetype. Playing the DoD over the barb would be my preference.
Tarnish Gaborza |
I'll go ahead and throw my hat in the ring with this character. I probably won't be finished with him until Monday or Tuesday. He was designed from the ground up as a fighter/rogue multiclass, so when you see him just as a fighter/1 there are things about his build that won't make sense until he hits level 2, fighter/1 - rogue/1.
Rod Benteft |
I know this is a PFS character, but I wanted to give him a try in a non-PFS setting. He's a relatively high DEX, INT and CHA fighter who uses his brains over his (lack of) brawn in battles, feinting and tripping to get the better of his foes. Something of a dirty trickster, I guess.
PFS#115026-5
Male Human Fighter
CG Medium Humanoid (Human)
Deity: Faction: Grand Lodge Homeland: Varisian
Prestige Points 0
Init +5; Senses Perception +2
--------------------
Defense
--------------------
AC 17 Touch 13 Flat-footed 14
HP 11/11
Fort +2 Ref +3 Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +2 (1d8+1/19-20) or Light Flail +2 (1d8+1/x2) or Scythe +2 (2d4+1/x4)
Ranged Light Crossbow +4 (1d8/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15/12 Fl
Feats Combat Expertise, Agile Maneuvers, Improved Trip
Traits Fast-Talker, Exile (+2 Init)
Skills Bluff +7, Climb +2, Intimidate +6, Perception +2, Survival +5
Languages Common, Varisian, Dwarven, Goblin
Combat Gear Light Crossbow w/ 20 bolts, Longsword, Light Flail, Scythe, Hide Armor
--------------------
Equipment
--------------------
Fighter's Kit
-Backpack
-Bedroll
-Flint & steel
-Iron pot
-Mess kit
-Rope, hempen (50 ft)
-Soap
-Spell component pouch
-Torches (10)
-Trail rations (5 days)
-Waterskin
Acid (3 flasks)
Alchemist's Fire (2 flasks)
3 gp
Rod is not as strong as his peers, but his quick wits and unorthodox tactics in battle make him a capable fighter. That isn't to say he's weak, thanks to the rigorous training he had to endure under his dad, but he lacked the brawn most others possessed. The morale teachings of his dad have stuck, but Rod has seen more of the gray areas his dad never acknowledged, finding that ignoring them wasn't fair to all involved. As such, he strives to do good, but finds that sometimes, one has to play dirty to see justice carried out. Having spent so long listening to what he was told to do, Rod has a bit of an issue with authority, and if he can find a better way to do things, even if it might be a little outside the law, he'll carry it out. However, he's not reckless; everyone deserves a fair chance. The "bad guy" deserves to be heard, and the "good guys" are not above suspicion.
Rod is confident his dad will be trying to hunt him down, and as such, tries to keep his profile low. He's constantly checking to make sure nobody is paying him particular attention, and at times, can be a little more paranoid then normal.
Narvolo |
I'd like to apply with my barbarian Narvolo (all details in his profile, along with a link to a google document PDF printout). I've been in 3 Rise of the Runelords campaigns, all 3 have died by GM decision after the first fight because they suddenly realize it's too much work or the GM drops off the planet. So, I'm really really familiar with the start of the campaign, but I'd like to join an online campaign that can last more than 2 weeks. With that, do you know how you are going to handle maps? I ask because one GM didn't think of this until later and then complained he didn't want to violate copyright laws so he dropped the campaign. Do you have all the books? I just want to join a campaign that will last, and so far my history has been spotty at best as the GMs keep ditching their games.
As for my posting frequency: I'm currently GMing an online campaign that has been going on for a long time and we post 3-4 times a day, so posting requirements aren't an issue. I've lost 2 players because they couldn't keep up.
Lastly, I didn't min/max my barb, but he does have the alternate racial trait at the expense of a feat, so if you do the point-buy math it may not add up unless you take that into account.
Averin Cadash |
Averin is probably one of my oldest Pathfinder characters, and it's always been my intent to play him in an RotR campaign, because that's the one where Hell Knights are both available and not antagonistic. That said, he does intend to become a Hell Knight later, so that might be a problem since you said core only.
Also, here is his second trait: Eyes and Ears of the City
Zelladanyia |
Running this trait by you:
Tattooed Mystic (Human)
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.
Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
Source: Pathfinder Player Companion: Varisia, Birthplace of Legends
Mazra |
Mazra, Cleric of Cayden Cailean
Stats:
Male Human Cleric CG
Deity: Cayden Cailean
Init +0; Perception +3
--------------------
Defense
--------------------
AC 17 Touch 10 Flat-footed 17
HP 8/8
Fort +2 Ref +0 Will +5
--------------------
Offense
--------------------
Speed 20 ft
Melee Rapier +4 (1d6+5, 18-20x2)
Ranged Sling +0 (1d4)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 10, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Weapon Focus (Rapier); Weapon Specialization (Rapier)
Skills Diplomacy (1) +5; Heal (1) +7; Sense Motive (1) +7
Languages Common, Varisian, Celestial, Goblin
Combat Gear Sling w/ 20 stones , Rapier, Scale Mail, Shield, Heavy Wooden
Domains: Good: Granted Powers - Touch of Goodness
Travel: Granted Powers – Agile Feet
--------------------
Spells
--------------------
1st 2+1
Domain: 0 Protection from Evil
0 Divine Favor
0 Magic Weapon
--------------------
Equipment Start 140GP
--------------------
Rapier (20)
Sling w/20 Stones (.2)
Scale Mail (50)
Heavy Wooden Shield (7)
Cleric’s Vestments (6)
Backpack (2)
Bedroll (.1)
Tankard (1)
Gallon of Ale (2)
Flint & steel (1)
Rope, hemp (50 ft) (1)
Candles (10) (.1)
Waterskin (1)
48g 6s
Bio
It wouldn’t be long before Mazra was gathered up and living under the care of Ilsoari Gadethus. There Mazra learned the arts, sword play, and other academics with the other town orphans. When he was 15 his growing skill with the rapier was enough to land him a part time job with the town guard. But that was soon supplanted when Father Zantus needed more laborers, particularly youthful ones with strong backs to complete the rebuilding of the Sandpoint Cathedral.
Under Father Zantus, Mazra found divine inspiration, but not from Desna, but from Cayden Cailean, the deity admired most be members of the town guard. Though Father Zantus found Mazra’s pursuits misguided, he did nothing to discourage the boy’s leanings; as it was clear that the youth held Freedom in high esteem, that and wine, and ale, and hearty tobacco.
He now listens to the seemingly endless speeches dedicating the building he had a hand in constructing.
Zelladanyia |
Racials do have the potential for complications, at last RP wise if you play something unusual for the area. It all depends upon the style of game being run and if there is a chance of the local populace either wanting to kill your race on sight, run screaming from it or just not wanting to deal with it at all.
DM Crispy |
Here's the list so far, as I see it:
Wolfgang Rolf - Bellamy, Human Sorcerer with Elemental Fire bloodline
Haruhiko88 - Nover, Dwarven Barbarian (Elemental Kin)
Torg - Human Bard (Dervish of Dawn)
Tarnish - Half-Elf Fighter (branching into Rogue)
Rod Benteft - Human Fighter
Narvolo - Human Barbarian (Invulnerable Rager)
Mazra - Human Cleric (Cayden Cailean)
Zella - Human Bard (couldn't see your feats and traits)
Navlin - Elven Rogue
Undecided:
Deliverance
Kavaki
Th Pale King
Rysky
For the race question, the 'core' races are more or less evenly built. Adding in non-core usually includes Aasimars and Tieflings, which tend to make superior characters, from a min/max perspective. Also, as Zella stated, it introduces trouble into a campaign that is primarily focused on humanoids when you introduce kobold and goblin characters. There's plenty of Role-Play opportunity without introducing the fish out of water aspect.
Zeran Alcaydes |
Here is a human transmuter for your consideration!
He has just recently finished wizard college at Korvosa's Acadame, where he specialized in Transmutation and learned much about ancient Thassilon. He now intends to return to the West where he plans to join golemworks in Magnimar as an apprentice.
However, before this next major step in his life, he is first returning to his home town of Sandpoint to visit his beloved family, and just in time for the Swallowtail Festival!
Any need to defend Sandpoint, the town of his birth, as well as an opportunity to put his newly acquired wizardry to the test shall likely cause him to wander off his planned course! ~_^
Elaina Newberry |
Forgive the question, but what is RAI and RAW?
Forgive the question, but what is RAI and RAW?
Rules as Intended(spirit of the law) VS Rules as Written(letter of the law)
Example: Barbarians have powers that can only be used once per rage, and are balanced around being used once per fight, and they're supposed to be fatigued to prevent rage cycling. But without breaking any rules a barbarian can easily ignore fatigue, using rage powers multiple times per encounter to break fights.
Anyways, this is the complete profile for Torg's Dawnflower Dervish. Character history to follow shortly.
Jack "Feral" Garrison |
I have been trying to run this myself IRL but things keep getting in the way. Will be fun to try and play it from the other side of the DM screen. I promise not to use my knowledge of the game to the detriment of other. I'll submit this character. Just need to alter the backstory and down grade to level 1. Going to take two levels of Urban barbarian first then Fighter the rest of the way.
DM Crispy |
I will no longer be accepting applications. Those who have expressed any interest, I have put you on the list. You have the next day or two to submit a complete and fleshed out character.
The following is the list I have:
Melee:
Haruhiko88 - Nover, Dwarven Barbarian (Armored Hulk)
Rod Benteft - Human Fighter
Narvolo - Human Barbarian (Invulnerable Rager)
The Pale King - Sigmund, Human Paladin
Jack - Human Barbarian (Urban) multiclassing into Fighter
Kavaki - Human Monk
Divine:
Mazra - Human Cleric (Cayden Cailean)
Herri - Human Cleric (Iomedae)
Arcane:
Wolfgang Rolf - Bellamy, Human Sorcerer with Elemental Fire bloodline
Avaryn - Human Wizard (transmuter)
Jess - Gnome Alchemist
Vinccenso - Human Wizard
Skills:
Torg - Human Bard (Dervish of Dawn)
Tarnish - Half-Elf Fighter (branching into Rogue)
Zella - Human Bard (couldn't see your feats and traits)
Navlin - Elven Rogue
Interested but undetermined:
Deliverance
Rysky
wolfman1911 - Averin, Human Fighter
Herri Olderfin |
Full depth of Herri:
Herri’s story is that of a common born Varisian whose parents shared a love for the stars. In his childhood the family travelled throughout Varisia exposing Herri to many cultures and faiths but selected none for their own. The family’s one trust was in the stars and their fortune. It was as consistent as their annual return to the area around Magnimar. They shared this love of the stars with Herri from early in life to today as he still carries a harrow deck he often uses that was given to him by his mother.
Although they did not live in the city they spent much time working its three major districts. Herri truly loved the city of Magnimar. So much so that as he grew older he would travel without their permission into the city to learn of the day’s events, learn more about the people, and just explore as time permitted. This exposure to the city made him tough beyond his years as he consistently dealt with ruffians, thieves, and the like. He did make one friend that would change his life; a local paladin of Iomedae gave him insight into honor, justice, and valor that he never before experienced with his family. A slogan he often quotes follows:
“Be like a tempered steel sword, able to bend and not break. We must demonstrate unyielding courage in the face of adversity.”
Although exposed and understanding of the many gods and goddesses of the world his friendship and new knowledge led him to choose one god, Iomedae, as his own. He now dons the seal of the Inheritor, Iomedae, and seeks to spread his word.