DM Kyle's "Rise of the Runelords" Campaign

Game Master kykle2448

The coastal town of Sandpoint has faced few trials and dangers over the course of its forty-two year history, but unfortunately, that is all about to change.


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Hi all, this is the first online PbP campaign I'm attempting to run. As the title states, I'm running the Rise of the Runlords Anniversary edition adventure path. Although I welcome all, I would like to have some people who are new to the game or RPGs in general. As for what I'm allowing, anything in a Paizo book is fine with me, third party I'd rather discuss first just to cover a basis if needed. For stats, I'm going to go with a High Fantasy point buy (20 points). As for starting gold, use the starting average for your class. And please attempt to play at least a non evil alignment, (too many bad memories of evil groups gone wrong). If you have any questions, please feel free to ask and I'll get back to you!


Dotting for interest, I'm new to PbP campaigns (this would be my first. I'm not really new to pathfinder, unless you think around 1-2 years is new.

Edit: Also, How much is starting gold?


I would love to take part in this -- although I'm not new to RPGs or Pathfinder, so I certainly understand if you'd like to put me onto a "backburner" until more people show up.

As the first "on the ground" so to speak, I don't want to discourage anyone from grabbing a favourite class, I can certainly create a character to fill in the gap.


Fair enough for me lol. I've been playing for about 10 years now, but haven't played for almost a year, so it'll be fun getting back into it.


I'll go ahead and submit this character, a Mwangi Spellslinger wizard I rolled up for another campaign. I could easily tweak his backstory to fit RotRL. What are you doing about HP and traits?


Edited for gold. Thanks for pointing it out, I'm used to answering questions as people make characters lol.


Corebook on HP, and I'll go with 2 traits if you want to use them.


I'm making a battle cleric, first level in fighter just so i can get Power attack and sunder. I'll be a Dwarf follower of Torag, using my domain spells to crush and break the iron of my enemies. I would go full cleric, but the wording of the domain powers requires the sunder combat maneuver to be used... and i don't want to eat attacks of opportunity :P


Greetings, this looks like fun! I'd like to play as a ninja; a blind one if that's possible. His other senses could be handled through traits, enchanted items etc. or through role playing.

Kitsune

Kitsune:

Name: Kitsune - Tanner
Race: Human
Age: 21
Class: Ninja
Alignment: TN

Personality:

Kitsune is a young man who holds within himself the sharp presence of immediacy. There is a swift emotional tempo pressed deep below the precise calculation of the surface. He walks a fine line between utter calm in the face of adversity to volatility when necessary. His can be slyly light in spirits and accommodating until there is business to confront; from which he becomes direct and forthcoming if seen at all.

Description:

This shadow is a calm faced man with pale skin and short black hair. His features are sharp and angular without marking except for a slight burn near the eye sockets. His body is hard, lithe and lined with muscle like a coil. There are no tattoos to speak of other then an array of scars tracing over the torso. Upon meeting Kitsune for the first time, one could say his body language was fierce yet almost subdued as a cloak of mist. He is highly agile, flexible and moves with the body language of an animal more then that of man.

Background:

Born to a Sczarni family of gypsies, Kitsune's birth name was Lucius Rye. The clan traveled from Ustalav province to province, leaving one plagued Soivodaby or Palatinate to another with greater stability or opportunity. Serviced with little love by their fellow countrymen, the Sczarni naturally learned to live through opportunity and by their wits or guile.
As Lucius grew older he became deeply taken with a woman from Lozeri. It was not easy to leave behind his family, but the reputation of their bloodline was less difficult to let go of.
Working the dangerous farmland with his lover for three years, Rye grew a greater understanding of the capricious nature of the nobility and the labourous pleasures of his own profession. Coming home from the fields one evening, he returned to their cottage to find his wife Samanthya murdered by what appeared to be the jaws of some savage beast, but when an autopsy was performed by a local priest it was revealed she died from strangulation prior to the goring. He was heartbroken, vowing to hunt down the true murderer and avenge his lover's senseless death.

Combining both the skills and tools of the common farmer with that of an honorless gypsy, the man known as Lucius burned his old life, giving himself the title Kitsune. He became an assassin reputed for taking contracts of intrigue, with a quiet agenda of tracking information about the gruesome murder at that cottage. His vengeance was short lived however as upon rescuing a stranded traveler by the name of Opat one night, the final outlaw he silenced covered Kitsune's sight in acid, burning away the greater part of his vision. Now day by day even the shadows of sight lessen into darkness as Kitsune Rye marks such irony by walking blindly to the funeral of the man he saved that ominous night before turning towards Sandpoint.

Roleplay Sample:

Wrapped in the burlap cloak of a mourner, a shadow flickers into the light. It taps a cherry wood cane and grasps the air towards the bereaved. Under a silhouette of sepia stands a sharply cut human, his eyes close while both hands warm the widow's own.

"I will bear the casket if you would but lead me to it's furthest corner." This new voice sounds hollow; young but echoing from below unseen depths, as if confidence when surfaces reveals new frailty. The musk of incense and the sensation of his quiet retreating grasp enters comfort zones like a splinter. This man sniffs to inhale the value of perfume then wipes his nose, wandering candidly under the hood of the garment. Something does not seem right, for his weakness is nearly imperceptibly uncomfortable. Perhaps he is lying. Perhaps his faults reflects onto the viewer's own. It doesn't matter.
The figure grasps the rear of the wooden box. "Thank-you...." Every ounce of air around him tastes stale like dust mixed with ash, yet as he wets his palette it triggers the twin effect in the nearest onlooker.


Fenril Stonehearth | Cleric of Torag:

Fenril Stonehearth
Male Dwarf Fighter 1 (fighter for first level, cleric after)
LG Medium Humanoid (dwarf)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 13 (1d10+3)
Fort +5(+8 spells), Ref +0(+3 spells), Will +3(+6 spells)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dorn dergar +4 (1d10+5/x2) and
. . Pickaxe +4 (1d8+5/x4)
Ranged ---
Special Attacks: ---
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats: Power attack, Improved Sunder
Traits: Glory of Old (+1 saves vs spells/SLAs/Poison)
....... Veteran of Battle (+1 init, free action draw weapon in suprise)
Skills: Climb +3,Proffesion +7, Knowledge Dungeoneering +4,
Languages: Common, Dwarven,
SQ
Other Gear: Cleric's kit, scale mail
--------------------
Special Abilities
--------------------


I'm honestly not sure about a blind ninja after reading it. If that's what you want, that's fine, but I'd have to throw some penalties against you and you wouldn't be able to do things that you have to have sight for, such as a sneak attack.


I was thinking he would have heightened hearing, etc. similar to daredevil. If not I have a thief character I could use that has use of both eyes;)

Kestrel.


hows it going? been a long while since i was in a pbp but not new to the pathfinder setting and if theres room would like to submit a dwarf fighter will generate and have up in a few

Shadow Lodge

How about a N Alchemist( beast/viv)


Either one would be fine Method, so it's really up to you for the challenge you'd want to take on. I think RP wise, the blind factor would be excellent and could make some fun things, but combat wise is where I'm iffy on whether or not you'd be a successful ninja. I'll make my desicion on the party though in a few days so everyone has a chance to figure out what they want to use and let me know.


Do you have anything against drow?

Putting forth my rogue here. Will scale back down to lvl 1 and edit backstory.

If you dont want drow I can change it.
As to his being evil, he is charged with working with whoever he must to achieve his master's goals (technically "using" the others for his ends). So no foul play or sabotaging the party since he needs them.

It's an idea I would really love to try if you permit it. If not that's cool and I'll rework.


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With a Fighter/Cleric and a Fighter, a Wizard and a collection of rogues and/or ninjas, I'll throw a Varisian Alchemist into the mix:

"I, Zando Parzull, am destined to be the greatest scholar of this generation. So-called masters of Arcane lore will see that their time is at an end! For, from dusty scraps of lore found -- borrowed -- from forgotten tomes I have pieced together the greatest of ancient secrets, the very alchemical sciences! Why, with some of this mixture, and a bit of that, there is no reason that -- nevermind that. The fire? It will burn itself out. But let's step outside, just in case."

"I, Zandull Parzull, am on the run. Oh, just a little misunderstanding, there's no reason that hair tonic should have had that effect. But people get so excited. I probably shouldn't go back to Riddleport for a few days. Or -- maybe weeks. In the mean-time, the secrets of your tiny village. Town? Really? Well, it is quaint, certainly, you can understand my confusion. There's no need for that kind of language! Have I mentioned that I, Zandull Parzull, speak seven languages? Well good day to you sir! I said good day!"

Not smooth-tongued enough to be a charlatan, the young genius really is opening new fields of magical research. Too bad no one else seems to be that impressed.

Zando Parzull
Human (Varisian) Alchemist (Mindchemist, Psychonaut) 1
N Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bomb 1d4+4 (5/day) (dc 14)
Alchemist (Mindchemist, Psychonaut) Spells Prepared (CL 1):
1 (2/day) Shield, Cure Light Wounds
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Brew Potion, Magical Aptitude, Splash Weapon Mastery, Throw Anything
Traits Azlant Fanatic (Knowledge [history]), Scholar of the Ancients
Skills Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Craft (glass) +2, Heal +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +8, Perception +4, Spellcraft +10, Survival +4, Use Magic Device +6 Modifiers alchemy +1
Languages Azlanti, Common, Osiriani, Shoanti, Skald, Thassilonian, Varisian
SQ cognatogen (dc 14)
Other Gear 175 GP
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Azlant Fanatic (Knowledge [history]) You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.
Bomb 1d4+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d4+4 fire damage.
Cognatogen (DC 14) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.

This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Hmmm. I see while I was laboriously crafting Zando, someone else offered to play an Alchemist. Damn. Hmmm -- well, if Zando is unsuitable, perhaps a druid....


This may sound like an odd question, but would playing a goblin be possible? I had thought about it a while back, perhaps a goblin of a tribe that opposes the goblins of Thistletop. If not I could think of something else.


Brelar Darheek - human wizard, posted to profile.


Thoradin Kildrak reporting for duty


Thorgrund, Dwarf Ranger (skirmisher) reporting in.

Made for another game, so tweaks are coming. Also, I am not new to PbP, so I will understand if not chosen.


Aight, I'll answer a few questions first... I won't mind a drow, just as long as his evil is kept in a reasonable check. The main reason I don't like to run evil parties is because every time I get one, the group just ends up not caring about anything I try to do and it automatically becomes a "Let's destroy the world" type deal. I get that evil characters have the tendency to just kill if they have to with a "Eh, she was going to die anyways" mentality, and I could find that fun to deal with and figure out how to work with, but as long as it's not a "Screw this village, just burn the world". Put simply in my book, The Joker is a villain, not a player character if that makes sense. Same thing with the goblin. Though to be honest, I'd find it absolutely hilarious if you wanted to run that, and look forward to seeing how the goblin and rest of the party would end up dealing with that situation for this adventure lol.

In any case, the only thing I'm seeing wrong with characters so far are ability scores, in that they all exceed point buy value. Most are ranging about 26 points, which obviously means they just have to cut back 6. Just in case (not insulting, just reminding), the point buy system is on page 16 in the Corebook. As I said in the first post, I'm limiting to 20 points, and average gold for class.


Dotting for interest!


DM Kyle wrote:
In any case, the only thing I'm seeing wrong with characters so far are ability scores, in that they all exceed point buy value. Most are ranging about 26 points, which obviously means they just have to cut back 6. Just in case (not insulting, just reminding), the point buy system is on page 16 in the Corebook. As I said in the first post, I'm limiting to 20 points, and average gold for class.

For Thorgrund, I was aware of the high stats, but I was at work when I posted. I did note he was built for another game that never happened.

Readjusting as I type...

Edit: And...adjusted.


Zando is 20 points -- 16 (10pts), 14 (5pts), 13 (3pts), 12 (2pts) but the +2 Stat bonus in INT for being human might make it look like 27 points were spent.


Awesome. Thats just the way I want to play him. He is lawful and doesn't randomly kill things. Most are below his notice. Only those he is ordered to, payed to or those that stand blatantly in his way. It's nothing to him to kill, other life isn't important to him. Only his own and those that he needs.

Also how deep of a back story do you want? It's the only thing that I have left to edit.
Oh and equipment but that's nothing.


I'd be interested in playing a human samurai. Here are the stats.

Stats:

Otani Yoshihiro
Human Samurai 1
LN Medium Humanoid (human)
--------------------------
Defense
--------------------------
AC: 16(10 + 5(Kikko) + 1(DEX))
Touch: 11
Flat-footed: 15
HP: 10
Fort: +4, Ref: +2 Will: +0
--------------------------
Offense
--------------------------
Speed: 30 ft.
Melee: Katana +4(1d8+3/18-20x2, deadly)
Wakizashi +4(1d6+3/18-20x2, deadly)
Ranged: Shortbow +2(1d6/x3)
--------------------------
Statistics
--------------------------
STR: 17(+3)-15(7 points)+2 Racial Bonus
DEX: 13(+1)-(3 points)
CON: 14(+1)-(5 points)
INT: 13(+1)-(3 Points)
WIS: 12(+1)-(2 points)
CHA: 10(+0)-(0 points)
BAB: +1; CMB: +4; CMD: 15
Feats: Power Attack, Cleave
Traits: Armor Expert, Rich Parents
Skills: Climb 7, Craft(Weapons) 5, Craft(Armor) 5, Diplomacy 4, Ride 6, Survival 4
Languages: Common, Draconic, Elven
---------------------------
Special Abilities
---------------------------
Challenge (1/day)
Mount (Horse)
Order (Ronin)
Resolve (1/day)
Edicts: Must act with honor, must not run from battle, and must obey authority

And equipment:

Equipment:

Katana
Wakizashi
Kikko Armor
Shortbow
20 Arrows
Bedroll
Blanket
Belt Pouch
Waterskin
Trail Rations (10)
Lamp
Oil (2 pints)
Backpack
Torches (10)
Flint and Steel
gp: 668, total weight: 79 lb.


I've decided to play a rogue. Here is an updated sheet.

Kestrel

I am able to change his stats and skills to skill monkey build need be. If we would like to pursue the blind idea, I'm open to that event happening during the path of the Runelords campaign.


Well I interested in this, I'm new to Pbp and I only began to play RPG again last year. Made this character:

Stats:
Shalaye Korvaski
Female Varisian Aasimar (Azata-blooded) Magus (Kapenia Dancer) 1
CG Medium Humanoid (Aasimar)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 Dex +1 Canny Defense +3Armor)
hp 8 (1d8)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Scarf Bladed +1 1d6 19-20/x2
Spells per day: 3 Level 0 ,1 Level 1
--------------------
Statistics
--------------------
Str 10, Dex 15 (+2 Racial ), Con 10, Int 16, Wis 10, Cha 13 (+2 Racial )
Base Atk +0; CMB +0; CMD 12
Feats: Weapon Finesse (Bladed Scarves).
Traits:Heirloom Wepaon, Armor Master
Skills: Craft (Clothing) 4,Diplomacy 5, Intimidate 3, Knowledge (arcana) 4,Perform (dance) 5, Spellcraft 4.
Languages Common, Shoanti, Varisian, Thassilonian, Celestial
Armor: Studded leather
Gear:
Backpack (Flint and steel, Iron pot, , a mess kit, rope, soap, Artisan tools).
spell component pouch() Pocketed Scarf( Ink, Inkpen), Belt pouch(Marbles).
Reinforced Scarf, Spell Book, bedroll, Torches (10), waterskin(Full).
70GP
--------------------
Special Abilities
--------------------
Race:
Skilled (+2 Diplomacy +2 Perform)
Spell-like ability: Glitterdust once a day.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Class:
Magus Arcane Pool: 4
Cantrips
Spell Combat
Canny Defense (Bladed Scarf):When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. (Magus level instead of duelist level)
Diminished Spellcasting: A bladed scarf dancer is proficient in simple weapons and bladed scarves. Additionally, a bladed scarf dancer can wield a bladed scarf as a one-handed melee weapon. A bladed scarf dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored.
Weapon Focus: Bladed Scarf +1 on attack rolls
Skilled (+2 Diplomacy +2 Perform)

And background: (Sorry about the size, I began to write and when I saw, it had became kinda long)

Background:
In many ways Shalaye was lucky, she was beautiful with long thick hair with a merald color, and deep black eyes, she had since little been skilled in dancing ad magic, both valued by her varisian people, she was born to a strict but kind family of traveling performers, and so Shalaye spent a happy abeilt a bit poor childhood traveling along Golarion from west to east, north to south.
Until among the shimering sands near Katapesh her troupe was raided by gnoll who sought Shalaye to sell her both to make profit and to corrupt the young Aasimar, her parents died in front of her killed by the gnolls. Captured Shalay traveled to Katapesh bound and tortured along it each step the gnolls would not mar her beauty but even so they knew other ways to cause pain, for 4 days Shalaye wistood their abuse till for her luck one day the gnolls began to fight between themselves, distracted Shalaye was able to run , as she ran she prayed for every deity she knew, Caylean, Desna, Erastil and Sarenrae. Finally weak from the torture, and running naked under the sun she fell unconcious.
When she came to Shalaye was in temple of Sarenrae, after she had fallen unconcious she had been found by a traveling paladin called Aakif who also had slayed the gnolls that pursued her. Both to show her gratitude and because she had nowhere to go Shalaye asked to live at the temple as an acolyte, the clerics at the temple acepted, and thus for 7 years did she live there, in that time she learned more from her Aasimar heritage and trained herself to be able to fight so she never be helpless again.
As time went on Shalaye grew restless she felt her soul drifting north toward her homeland of Varisia and thus after her twelfth birthday she asked permission to leave her duties, the clerics were sad to see her go but did not dispute with her decision. And so after months of travel Shalaye has finally returned to Varisia.


Do you need a kindly, middle-aged cowboy paladin with a gun? Because here's a cowboy paladin with a gun. I'll edit his stats into compliance, rolled him up under different criteria.


Hmm I would like to apply to this one myself. Just to help people see whats been thrown into the pot so far, here's what we got so far.


  • Combat
  • Dwarf Fighter - Nasserath
  • Vivisectionist/Beastmorph Alchemist - catman123456
  • Dwarf Fighter - Thoradin Kildrak
  • Human Samurai - Szeth
  • Human (Chelish) Gunslinger/Paladin - Ars Drayer

  • Skill
  • Dwarf Ranger - Thorgrund Stormcloud
  • Drow Rogue - Vladst Grey
  • Human Rogue - MethodD

  • Arcane
  • Human (Mwangi) Spellsinger Wizard - Aksum
  • Human (Varisian) Mindchemist/Psychonaut Alchemist - Waiwode
  • Human Wizard - Brelar Darheek
  • Aasimar (Azata) Kapenia Dancer Magus - Rafael the Silent

  • Divine
  • Dwarf Cleric/Fighter of Torag - VDZ

Seems as if we're missing some divine people! That Druid you mentioned, Waiwoad, sounds more useful than previously thought. I'm going to probably submit some kind of divine character myself.. or more specifically, a Wizard/Cleric! I've always wanted to do a Mystic Theurge :3

(Also, Heyo Bio! I see you're interested in this campaign too.)


Alrighty, so my character will be an Oracle/Sorcerer/Mystic Theurge, with divine casting being his 'primary' role. I'll generally use my arcane spells to supplement my divine.

More to come on his stats soon.


Crustypeanut wrote:

Hmm I would like to apply to this one myself. Just to help people see whats been thrown into the pot so far, here's what we got so far.


  • Combat
  • Dwarf Fighter - Nasserath
  • Vivisectionist/Beastmorph Alchemist - catman123456
  • Dwarf Fighter - Thoradin Kildrak
  • Human Samurai - Szeth
  • Human (Chelish) Gunslinger/Paladin - Ars Drayer

  • Skill
  • Dwarf Ranger - Thorgrund Stormcloud
  • Drow Rogue - Vladst Grey
  • Human Rogue - MethodD

  • Arcane
  • Human (Mwangi) Spellsinger Wizard - Aksum
  • Human (Varisian) Mindchemist/Psychonaut Alchemist - Waiwode
  • Human Wizard - Brelar Darheek
  • Aasimar (Azata) Kapenia Dancer Magus - Rafael the Silent

  • Divine
  • Dwarf Cleric/Fighter of Torag - VDZ

Seems as if we're missing some divine people! That Druid you mentioned, Waiwoad, sounds more useful than previously thought. I'm going to probably submit some kind of divine character myself.. or more specifically, a Wizard/Cleric! I've always wanted to do a Mystic Theurge :3

(Also, Heyo Bio! I see you're interested in this campaign too.)

nasserath and thoradin kildrak are one in the same :)


Woops, I knew that. However, I can't edit it, so I'll fix it when I post a new one, which'll be soon.


For the record, I think Thorgrund is more combat oriented, being of the skirmisher archetype ranger. Maybe I'm wrong...


Crustypeanut wrote:
  • Arcane
  • Human (Kellid) Wizard - Brelar Darheek

Brelar is a true son of the north! :D


Thorgrund buddy! thought i reckognised that name.
Too bad that dwarf campaign didn't work out.
Was looking forward to being a dwarf wizard :P


Here be the modified list so far


  • Combat
  • Dwarf Fighter - Thoradin Kildrak - Nasserath
  • Aasimar [Emberkin] Vivisectionist/Beastmorph Alchemist - Marris Tallulah - catman123456
  • Human Samurai - Otani Yoshihiro - Szeth
  • Human (Chelish) Gunslinger/Paladin - Ars Drayer - Red Ramage
  • Dwarf Ranger - Thorgrund Stormcloud - Torillan

  • Skill
  • Drow Rogue - Vladst Grey - TrueRepentance
  • Human Rogue - Kestrel - MethodD

  • Arcane
  • Human (Mwangi) Spellsinger Wizard - Aksum - RainyDayNinja
  • Human (Varisian) Mindchemist/Psychonaut Alchemist - Zando Parzull - Waiwode
  • Human (Kellid) Wizard - Brelar Darheek - Zizazat
  • Aasimar (Azata) Kapenia Dancer Magus - Shalaye Korvaski - Rafael the Silent

  • Divine
  • Dwarf Cleric/Fighter of Torag - Fenril Stonehearth - VDZ
  • Human (Shoanti) Oracle of Lore - Istakkos Many Traveled - Crustypeanut

Fixed all three issues, as well as adding my own character whom I'll be posting shortly. He's currently an Oracle, but at 2nd level he'll be grabbing a Arcane Bloodline'd Sorcerer level, then 3 more oracle levels, then 3 more sorcerer, and then finally mystic theurge from then on out.

He uses his Charisma for his AC, Reflex Saves, Initiative, and (in a few levels), his Knowledge Checks. :3

Shadow Lodge

Here is my submission

Maris Tallulah:
Maris Tallulah
Female Peri-Blooded Aasimar (Emberkin) Alchemist (Beastmorph, Vivisectionist) 1
NG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +0
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
. . Morningstar +3 (1d8+3/x2) and
. . Touch Attack +3 (As Spell/x2)
Special Attacks sneak attack +1d6
Spell-Like Abilities Pyrotechnics (1/day)
Alchemist (Beastmorph, Vivisectionist) Spells Prepared (CL 1):
1 (2/day) Shield, Disguise Self
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 10, Int 16, Wis 10, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats Brew Potion, Lone Wolf, Throw Anything
Traits Faith Healer, Family Ties
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +6, Heal +1, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +4, Spellcraft +9, Survival +4 Modifiers alchemy +1
Languages Celestial, Common, Draconic, Elven, Sylvan, Varisian
SQ mutagen (dc 13)
Combat Gear Mutagen: +4 DEX, -2 WIS, +2 Nat AC; Other Gear Leather armor, Dagger, Morningstar, Touch Attack, Alchemist's kit, Thieves' tools, 5 GP
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Faith Healer Can make a Heal check weekly to earn money.
Lone Wolf Chance of stabilizing while dying is 50%, +1 Fort
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Aaaand heres my guy! I'm going to work and update the list to include alias names and links now, then work on this guy's backstory when I read more up on the Shoanti.


I'd like to apply with this bard! :D


Vladst Grey wrote:

Thorgrund buddy! thought i reckognised that name.

Too bad that dwarf campaign didn't work out.
Was looking forward to being a dwarf wizard :P

Yeah, me too! I kept checking for updates, but nothing. Too bad...

Anyhoo, good luck in this one!


Thanks for the list compile, Crusty! It helps visualize party roles better.


Um...hello...
I see that quite a few people have expressed an interest in your game - which I think is brilliant. It's refreshing to see so many people signing up in such a short amount of time!

That being said, if there was room for another person, well I would like to join in. That is, if that is alright. While I am not new to roleplay, I am new to pen-and-paper and new to Pathfinder, certainly. I've always been interested, but never was able to find anyone to play with that wasn't over 5 hours away...

If I am accepted, I can create a character based on what you need. I'll try to not mess up too much. If not, that's perfectly fine with me. I truly understand how my lack of knowledge could cause bumps. I still intend to lurk - if that's alright. I enjoy watching. :)


Yoshihiro was raised in a samurai family of moderate wealth and was given a good education, trained in the way of the sword, and educated in the samurai's code of honor. When he was 27, his family was called to send warriors to support their daimyo in battle. When the battle began to go poorly for their side, Yoshihiro, who had little experience in real combat, panicked and fled the field. Since this disgrace, he has wandered the lands of Golarion, trying to find a new lord to pledge allegiance to and thus regain his honor. Eventually, he came to Varisia, where he hoped he could find rest and a new lord after four long years of traveling.


Wow, woke up and didn't expect to see this lol. I'm gonna be busy tonight when I get home from class. And I forgot about racial adjustments, so I'll re look at those who need to fix anything again later. Thanks for reminding me on that one haha.


Updated build a little bit. Let me know if you see a problem! :)


Updated everything. Reposting here for ease of access.

Personality:

Vladst is evil no doubt. He despises the laws he forces himself to follow everydayon the surface. If all would serve the Drow an age like none before it would cover Golarion. This he believes. He serves devotedly, but his 'profession' is the only thing he really enjoys. It is all he has known and what he is best at. He does not delight in torturing as some of his brethren do, nor killing for its own sake. Lives are meaningless unless they serve his purpose. One meaningless death does not matter. His targets are the challenges he enjoys. Though he hardly goes out during the day unless he must, he has many contacts throughout Varisia to call upon in every city. Mostly servants of the masters. This way he always knows what important events are happening and which important people have been assassinated. He protects his brothers who are vital to his mission. Should you get close to him, make sure there is a good reason for him to keep you alive and he will protect you also. He is skilled with blending in with many crowds to hide his true self

Appearance:

Vladst is covered in a cloak as black as the cave he was born in. His green eyes shine from underneath it. As he comes out of the shadows, you are petrified in place, too scared to move. His hood is pulled back and in the faint light you notice the faintest purple hue reflecting off his dark glossy face and neck. His cloak falls to reveal studded leather covering light in weight but dark in colour flexible garments. The deadly weapon in his hands cause you to recoil as the small candle light you have seems to grow dimmer as he approaches. The last thing you see is not the weapons piercing your heart but those green eyes. Disappointed.
Why couldn't you have struggled?

Backstory:

Born in a dark corner of the underground Drow city, Vladst was no one important. When he slit a throat to steal food to ease his starving stomach one day, he was seen by a noble who saw great untapped skill in the youth. He caused him to be recruited and Vladst began his training. He had several options but the path of the killer was chpsen for him, it was his gift.

Unfortunately Vladst was not without rivals and one who saw him as a future threat saw fit to get him out of the way. When he finished his training he was 'assigned' to a surface cell. Now far away from being a threat to his commander Vladst served at the lowest ranks of this Varisian cell. Located in Magnimar, they sought to pull the strings for their masters, their unwitting prey falling into the complex and almost invisible nets of the drow will. Ever set on corrupting and destroying the elves of the north they became children of the Varisian night.

Several months ago Vladst was sent to investigate some rumours in Sandpoint. The usually quiet town was becoming more active.

Character Sheet:

Vladst Grey
Male Drow Rogue level 1
LE Medium Humanoid (elf)
--------------------
Defense
--------------------
AC 17, Touch 14, Flat-footed 13
HP 9 (1d8+1) Fort +0, Ref +6, Will +1(+2 vs enchantment),
init +6, perception +7 (+8 while trapfinding)
Spell Resistance 7
Studded Leather
--------------------
Offense
--------------------
Speed 30 ft.
Initiative +6 (+4 dex, +2 reactionary)
Rapier +2(+0TWF) (1d6+2/18-20x2)
Shortbow +4 (1d6/x3)
Short Sword +1(-1TWF) (1d6+1/19-20x2)
--------------------
Statistics
-------------------
Str 14, Dex 18, Con 10, Int 10, Wis 13, Cha 12
BAB +0; CMB +2; CMD +16
Feats Two-Weapon Fighting,
Skills(8 per level) (8)
Acrobatics(1)+7
Disable Device(1)+8
Escape Artist(1)+7
Knowledge(Local)(1)+4
Perception(1)+7(+1 searching for traps)
Sleight of Hand(1)+8
Stealth(1)+7
Use Magic Device(1)+5
Languages Common, Elven, Drow
Other Gear Thieves kit
Outfit Pickpockets outfit
GP140gp
--------------------
Special Abilities
--------------------
Sneak Attack The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trap Finding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Two-Weapon Fighting Attack penalties reduced to -2/-2

Reactionary +2 trait bonus to initiative.

Backstabber When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Darkvision Drow can see in the dark upto 120 feet.

Drow Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses Drow gain a +2 racial bonus on Perception checks.

Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison Use Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Spell-like Abilities A drow can cast dancing lights, darkness, and faerie fire, once each per day, using her total character level as her caster level.

Weapon and Armour Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Equipment:

Studded Leather Armour 25gp/20lbs
Rapier 20gp/2lbs
Short Sword 10gp/2lbs
Short Bow 30gp/2lbs
Arrows(20) 1gp/3lbs
Cold Iron Dagger 4gp/1lb
Rogue's kit 50gp/37lbs includes (backpack, bedroll, belt pouch, caltrops, chalk(10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons(10), rope, soap, thieves' tools, torches(10), trail rations(5 days), waterskin.)

Total = 140GP/67lbs

Light load 58 lbs. or less.
Medium load 59–116 lbs.
Heavy Load 117–175 lbs.

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