GM Zimmer's Rise of the Runelords - Anniversary Edition (Inactive)

Game Master zimmerwald1915


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Shadow Lodge

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System: The Anniversary Edition was written for the Pathfinder RPG, and that's what we'll be using.
Player Count: I am looking for a group of five players. I also plan on having two alternate players.
Style of Play: I try as a GM to immerse players in the given circumstances, and would appreciate players enthusiastic about such an experience. I will try to post at least once every two days, and would appreciate similar attempts from the players.
Allowed Content: I'll allow content from the Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and the Advanced Race Guide. I would prefer core races, however.
Backstory: I would most appreciate a backstory that ties your character to the given circumstances, either through a place, an organization, or another person.
Experience: Begin at first level with zero experience points and two traits (one and only one of which should be from the Rise of the Runelords Anniversary Edition Player's Guide, reproduced below).
Wealth: Begin with average starting wealth for your chosen class.
Ability Scores: Please generate your characters' ability scores using 20 point buy.
Hitpoints: Begin with the maximum hit points for your chosen class. All further hit dice will grant average hit points.
Alignment: Don't be a dick.
Other Notes: I have GM'd one other game on the Paizo boards. My attempt at Curse of the Crimson Throne fizzled, and I know why. I had taken over the game from the previous GM, but had begun in his game as a player. I continued playing my character, but couldn't keep up with both playing him and GMing. I know better now.

Campaign Traits:
Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw—regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edif ice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.


Presenting

Findylnaur and his family

Making two submissions Findylnaur and his daughter Kuluinyavynuar "Cool Lindy" Docks. Please choose the one you most like, if you only allow one submission, it's Findley.

Everything is in his profile background is repeated here for easy viewing.

Description:

------------------------ Description -----------------------
Height: 5' 8" Weight: 106 lbs. Gender: Male
Eyes: Emerald Hair: Carrot colored,Wavy Skin: Fair
Dominant Hand: Right Quirks: Means well but..., Stubborn
Speech style: Uncertain Quotable: That's right! Isn't it?
Age:116

Full Description

Findylnaur strides down the street, graceful but oddly furtive as if he doesn't belong. Maybe his spindly frame, large pointed ears, and solid emerald eyes, an elf for sure, has to do with it. The wavy, carrot colored hair tops a very fair face, cheeks rosy as a child, that he appears to be. Though few children wear black leather, steel-studded armor, with a large curved blade strapped to the back, a white shirt, and black hose that sweeps into soft black shoes.

Image of Findylnaur

Open Background:

A Fool, his Family, and Fate. Part I.

A decade after Sandpoint's founding, an Elven family of salters arrive. The patriarch Curarelimaeg, mother Lair'evara, and their son Findylnaur settled in, doing a passable business. "Findley" became a wild-child as his friends would age and he didn't. Has a daughter, by a low-class girl, that he's forbidden to acknowledge, though he does name her Kuluinyavynuar. Emyralda (Emme) supports her child as a menial and dock doxy. Daughter as unwise as father; a bastard granddaughter. Findley's now an adult, stays when his parents leave, moves into his not-wife and descendents' shanty, broke and propectless.

Secret Info:

Findley's parents are spies for the elves. Mission done, they've gone home, probably.

Findley is a Martial Rogue Build Swashbuckler, a moble primary warrior with some rogue abilities but does not have Trapfinding and cannot disable magical taps. But his first duty is to fight, he can compliment a rogue or ranger well with his array of abilites.
Campaign traits are "Shadows in Sandpoint" based and is freely interpreted, If you want a change to a different list or just different, that's more than good. I'll revise to the presented list of campaign traits sometime tomorrow when I am not sleep-typing.


And here is "Cool Lindy"

Description:

------------------------ Description -----------------------
Height: 5' 8" Weight: 205 lbs. Gender: Female
Eyes: Emerald Hair: Carrot Colored, Peasant Cut Skin: Light tan
Dominant Hand: Right Quirks: Tough, Ambitious
Speech style:Blunt Quotable:I don't care if you don't like it.
Age:16

Full Description

"Cool Lindy" calls the kid that waves at the large young woman. A girl, she is, by her round and tanned but unlined face with strong chin. Her attractive emerald eyes float below her carrot hair, in a peasent cut that frames her face. But the ordinary stops there, as pointed ears poke out of the hair, her height unusual, and with a strong build a wrestler would envy. Her body is wrapped in leather, the studs of her cuirass visible under the green- gold-trimmed mantle. A Varisian scarf belts her waist, holding a short sword.

Image of Cool Lindy

Open Background:

A Fool, his Family, and Fate. Part II.

Life's never easy, certainly not for a bastard girl, a half-breed elf, a doxy's get, who's an unwed mother. "Cool Lindy" grew up big, tough, often lonely. Lonely led to bastard daughter Desnatina, sired by that irresponsible and untouchable Sczarni boy. Determined to make a better life, the teen works at a tannery for her leathers, a guard's life is rough but better than thievery. Sheriff seems desperate lately, may take even her for more than militia. Her mother's aging fast, out-doxied by younger girls; now just menial work, often at soft-hearted Ameiko's place. Her dad's around now, looking for work, training her.

Secret Info:
Cool Lindy got involved with the Sczarni and Desnatina's real father is Titus Scarnetti who swore unimaginable vengeance on her and hers if anyone finds out.

"Cool Lindy" is a Martial Rogue Build of the Brute "type" No archtype is used. This build is a Strength build rogue with the intention of picking up a level of fighter, then continuing rogue. However as base rogue she can serve as a main trapfinder if one isn't available, she just won't be as good as a dedicated high dex rogue would be.
Traits revised tomorrow, same reason as above.


presenting Vachordi!


Arduino the Lesser registering moderate interest. Made him for another ROTR game so he should fit well.


Hello, hello, helloo! (^_^)

Here be a character I've made fer another game fer which I din't get in fer.

Starting as Monk, since it's a nice 'All rounder'. Planning on taking two levels of "Barbarian'/'Titan Mauler"

Then change over into "Magus/'Kensai"

And alternate with Inquisitor.

And be a whirling sword wielding engine of destruction, the better to defend the faith/church of Calistra. (^_^)

As ye can see behind the avatar, I've gone and taken a lot of traits. Am happy to swap and change them to better suit things.

As fer 'Ocean Elfs'. Am happy to tweak standard Elf with some things from Advanced Races Guide the better to fit. (^_^)

Very much cheers to every one.

Grand Lodge

Just have to throw myself into this. As I just read your post, I haven't made a character concept. However I have to be part of this, since frequency and most of all RotRL is perfect.

I will try to come up with a concept quickly but I rather spent a bit extra time to make something I really would enjoy playing.

So hold your horses Sandpoint here we come :-)

Sczarni

I am going to ping for intrest here, I have a 20 point buy Cleric that I would like to put up for an offering,
She is a human cleric of Calistra, I would only have to change one trait and that wouldn't be too hard.

Her stats are listed under the "old" spoiler on her profile. I will change them, the 15 point game never came to pass. I haven't had a chance to play a cleric in years so I thought this would be fun.

background:

Kyranda's Parrents were killed in a raiding party when a whole bunch of Goblins came and raided the town. She then spent the next 3 years of her life an an orphen ran by the church of Calistria. She was then chosen at a young age Kyranda Flockheart was brought into the clergy at the age of 8 and where she started learning the ways of the Calistrian Cleric. (trait:Calistrian Prostitute (Calistria)) She is clad is a bright yellow binki top with a Silk Yellow shirt over top . she has a very short black skirt on that doesn't hinder her movement and shows off her long legs. She wears a Whip at her hip as well as a couple of daggers on her belt. In times of need she has a stained yellow chain shirt that she puts over her outfit along with a black traveling cloak. Her red hair is down to the middle of her back while in it's pony tail. she keeps herself clean and smelling good at all times. She will sell herself for the love of her goddess at anytime. She was recently placed here for her talents at finding out sercerts from others.

-----
I would go with the trait

Student of Faith wrote:


Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edif ice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Silver Crusade

GM Zimmer,
I am present to play, if you like my back story let me know!.


I am interested and present my character below.

Hásteinn of Orentil

background:
For eighty-seven years Hásteinn had been a slave, serving one master or another as a linguist and a walking encyclopedia. The uniqueness of his race and his training made him valuable, and while he had one or two cruel masters, for the most part his masters treated him more like a prized possession then a beast of burden or a whipping boy. He learned early on that if he excelled and flattered he would be rewarded and so he accepted his servitude, after all it was all he truly knew and he had never encountered one of his racial kin.

For the last fifty one years of his slavery he served one man, the Magnimar caravan merchant Orentil Himil. Orentil treated Hásteinn almost like a son. Orentil had two sons of his own, but he was distant from both of them. Orentil’s eldest son, Orftri, defied him and became a mercenary, favoring winning coin by his arm and a sword, then by trading exotic goods and making deals. Orentil Hamil’s younger son, Faerthord Hamil, did not reject his father’s way of life, merely his father. Viewing his father as too old fashioned and too long lived, Faethord established his own trade caravan in Northern Varisia and the two companies became rivals – breaking Orentil’s heart. Yet for years Orentil continued on, until at the age of 76 he died. The week before he expired, Orentil Himil granted Hásteinn his freedom and a small collection of arcane scrolls and books that he had never fully been able to grasp. He wrote to his collegues that he had adopted Hásteinn and hoped they would abide by his wishes. Moreover, old Orentil suspected that Hásteinn’s racial gifts and innate intelligence would be able to unlock the mysteries of the arcane where he had failed.

Wracked with despair and uncertainty, Hásteinn bid his master goodbye and left the life of servitude for a future that was confusing and strange. He had never had to make his own decisions before and while he knew enough to get by and prevent starvation, he was at a loss of what to do with his life. Unwilling to disrespect his master’s last blessing of freedom, he rejected the notion of finding another to serve. Instead, he did what seemed most natural – he set his mind to unraveling the mysteries of the arcane that had eluded Orentil. He traveled to the small town of Sandpoint and locked himself away in study. For over ten years Hásteinn studied the dark mysteries of magic, intrigued most by the connection between life and death. He knew he did not age as other men did and understood that clearly some epoch long ago his race had unlocked the secret of immortality. Setting his life on a new path, he pledged that he too would unlock this mystery and save good men from the ravages of time and disease.

appearence:
A tall elven man with sharp, aquine features and dark eyes. His hair is the color of deep oak wood and though long, he has it tied back into a single trailing braid. His eyes are the color of a deep northern fjord, brimming with mystery and intelligence. He dresses simply and seems well versed in the customs of the land. Not at all haughty or distant in his demeanor.

stats:
Race: Elf
Gender: Male
Age: At least 97 years old, probably older.
Class: Wizard (Necromancy) Level: 1
Alignment: LN

Str: 12
Dex: 13 (15)
Con: 12 (10)
Int: 16 (18 )
Wis: 10
Cha: 14

HP – 7
Saving Throws – Fort: + 0 Ref: +2 Will: +2
Traits: World Traveler (diplomacy), Merchant Family
Racial Abilities: Low Light Vision, Elven Immunity, Elven Magic, Keen Senses (+2 perception), Weapon Familiarity
BAB: +0
CMB: +1
CDM: 13
Feats: Scribe Scroll, Spell Focus (Necromancy)
Skills: 1 Rank of Appraise (8), 1 Rank of Know Arcana (8), 1 Rank of Diplomacy (10), 1 Rank of Spellcraft (8), 1 Rank of Linquistics (8), 1 Rank of Know Local (8)

Languages: Common (Chelaxian accent), Elven, Giant, Dwarven, Shaonti, Varisian, Skald

School of Focus: Necromacy Schoolsof Opposition: Transmutation, Abjuration
Necromancy Powers
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
Familiar: Thrush* (speaks language) – Alertness, Improved Evasion, Empathic Link, Share Spells
Thrush* Master gains a +3 bonus on Diplomacy checks

Spells known: Charm Person, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Chill Touch, Sleep, Comprehend languages, Vanish

Equipment: GP - 4 SP - 8 CP - 5
Spellbook
Quarterstaff
Longsword
Shortbow
60 arrows
backpack
bedroll
flint and steel
chalk (5 pieces)
Tent
Merchant's scale
Travelers outfit (2)


@ DM do you have a close date for recruitment in mind?

Shadow Lodge

I do not. I suspect, however, that recruitment will last many more days.

Grand Lodge

GM Zimmer wrote:
I do not. I suspect, however, that recruitment will last many more days.

This is very fine since the holidays are coming up and people are spending their waking hours wondering what to use what ever change they have on presents.

Anyway I am working on Kendric Voon. Working on background, appearance and so forth as it is still missing. But wanted to throw him in now as I mentioned earlier I just HAD to be part of this :-)


Ahhh, Vachordi. We meet again.
I'd like to throw Caerwyn's hat (Rogue (Scout archetype)) into the ring. My only concern are the campaign traits. Are we limited to only those posted or are those from the "Shadows under Sandpoint" section of the APG also acceptable? If only the former I will need to rework his background.

Contributor

Dot.

I shall have a halfling cavalier in a while.

Shadow Lodge

Caerwyn Callandriil wrote:

Ahhh, Vachordi. We meet again.

I'd like to throw Caerwyn's hat (Rogue (Scout archetype)) into the ring. My only concern are the campaign traits. Are we limited to only those posted or are those from the "Shadows under Sandpoint" section of the APG also acceptable? If only the former I will need to rework his background.

Sure, the Shadows Under Sandpoint campaign traits are usable in place of the Player's Guide campaign traits.


Presenting Bomilcar


GM Zimmer wrote:

Sure, the Shadows Under Sandpoint campaign traits are usable in place of the Player's Guide campaign traits.

In light of that I've changed back my traits to the original choices as I feel they better represent my characters Findylnaur and Kuluinyavynuar.

Thanks for consideration.

P.S.
The image link for Findylnaur in my first post appears not to be working though it does in his profile.

I'll try again here.

Image of Findylnaur


Spectrum was built for another RotRL game that died. He was a lot of fun to play and I'd love the chance to continue the character. I believe his mechanics fit your specifications perfectly. He's deeply tied to the story and to Sandpoint, but I haven't gotten past the first encounter in the game that died so I have no idea what to expect.

Spectrum is a classic and straight-forward elven wizard. He's creative and goal-oriented, but quite aloof. He has a pair of very young psudodragons (bought with starting cash, given the Young template) who are are basically non-combat pets who make good scouts and are a lot of fun to roleplay.

As for myself, I'm also an immersionist. I'm a prolific writer with lots of PBP experience. If you pick me you won't be disappointed.

If you have any questions or want me to make any changes, I'd be happy to oblige.


Jin Ward is a rather eccentric human raised by Elves. She's traveled the world in a caravan of Elven merchants and draws from a wide variety of cultures and backgrounds that she has made her own. She's on her way to Sandpoint from Magnimar to hunt down beasts rumored to be in the area in an effort to prove her adulthood to her adopted Elven parents.

As for me, I'm fairly new to PBP and am always eager to gain more experience. I access the messageboards fairly often, and would be able to post on a regular basis.


I'd be interested in putting forward a woodsman who has come in from the surrounding forests to sell some timber and get some much-needed companionship at the Festival before heading back out to his work.

I'll work on him and submit tonight.


Kastarr Eunson's submission, Graeme Oakheart. I'll update with background, description and personality once I've finalised them.


Interested :)

I'm thinking a Human Magus with the Scholar of the Ancients trait...


I would like to submit Tolfdir for consideration. His backstory is in place, with crunch to follow.
I have previous experience with PBP, albeit on a different account.

Good luck to everyone in getting selected.

Kind regards,
Gak


I'd like to present Wit Stills, male halfling monk (underfoot adept) and specialist in bringing giants to their knees (literally).

Please let me know if you'd like any further detail added to him, and thank you for giving me a chance to submit.

I've been eager to give both this character and Rise of the Runelords a try for a while now, and this sounds like a great way to do both!


I am considering a dwarf two handed fighter.


I just updated Bomilcar's Backstory.


I'll have to see what other people have put forth, but I have a handful of concepts to put forth. There is a polearm fighter who is a Hellknight aspirant, and a Tiefling Illusionist researcher of Thassilon, both of those are finished, though I'll have to review them before I put them up. I also have a Strix gunslinger that I've been wanting to play for a while now, though that one will require some work to fit in. My last idea is a Bladebound Magus, just because they sound really cool.

I'll be back later with more.


Tolfdir's statistics are now in so his profile is complete. Just thought I'd put the below list together so we can see who has submitted so far:

Martial
Findylnaur - CG Elf Rogue
Kuluinyavynuar - CG Half-Elf Rogue
Caerwyn - NG Half-Elf Rogue
Sunny - CG Elf Monk
Jin - CG Human Fighter
Graeme - NG Human Ranger
Tolfdir - CG Dwarf Barbarian
Wit - LN Halfling Monk

Arcane
Arduino - NG Human Sorcerer
Silverpaw - CG Catfolk Sorcerer
Hasteinn - LN Elf Wizard
Vachordi - NG Human Bard
Spectrum - N Elf Wizard

Divine
Kyranda - CN Human Cleric
Kendric - NG Half-Elf Inquisitor
Bomilcar - LG Human Paladin

Good luck to all.

Gak

Dark Archive

Look under the Arcane section. I myself wouldn't consider Rogues as Martial characters either but hey, it's not my list.


ah I see. Deleting the post to avoid confusion. This particular bard is more martial


Thanks for the list, Tolfdir, nice to see all the others in one spot.

@Marik - I explicitly stated that Findylnuar and Kuluinyavynuar are Martial rogue builds and given the choices Caerwyn made I'd call him a martial build as well. Rogues are interesting in the flexibilty they present; they can lean toward combat, intrusion, or social or a combination pretty well. They are not as good in straight-forward combat as a fighter can be min-maxed to be but they can do well enough.


I'll toss this up here.

Amoonrann Stormheart is a Vanaras Storm Druid that I intend to take into the Green Faith Acolyte PRC because I love the idea of this character being a Great Druid. The build is designed to be a predominantly offensive/control divine caster, however, depending on party mechanics, I have also been toying with the idea of splashing Zen Archer monk for three levels so that Moony can attack with a bow off WIS, meaning WIS is the only stat of consequence to the character (as they cast and attack off it).

Now, I did read you give preference to the Core Races...I can build her as something else (an Elf, most likely), but I rather like the Vanaras for stat reasons, and they kind of play off the character I have in mind (Moony is socially awkward, a Druidic outsider sent to tell the folks of Sandpoint to keep out of the Churlwood)...being an uncommon race only caters to her character and feelings of being an 'outsider' amongst 'civilized' folk.

Crunch is forthcoming.


There's a lot more variation in what classes do these days, its never clear cut. For the sake of simplicity I just lumped casters together by their type.


Hello submitting Occa For your edification and entertainment. A friendly if akward wandering priest of Gorza late of the fine vessel Tears of home. He has come to Sandpoint to see the new cathedral and to learn what Gorza has to tell him about the land.

All information under the alias. Taking the student of faith trait


Casting the runes and throwing Óláfr Hvasstunga into the mix;

Ulfen Bard (Savage Skald/Daredevil archetypes)

He's a monster hunter searching for his saga... his linnorm... drawn to Sandpoint to face his fate.

Some of his crunch in place, and the fluff is kicking about my head - to be nailed down before the festives.


Will have something up shortly but the crunch is a hometown boy joining the militia but looking for something more in his life.

Two weapon sword and board fighter with the giant slayer trait.


might as well throw this charcter in for consideration.
most likely a long shot but what the heck...

its all in the alias profile


Black Dow here again - scrap Olafr my earlier option above, as I did more crunch and fluff work he became a she, and she became a dwarf :)

All-in-all I'm much happier with how this singer of sagas turned out...

So take 2 and presenting Hufsa Járntunga of Kalsgard...

As a wee aside GM Z do you allow Armoured Kilts?


If it is not too late, I would like to apply with Timor here. He was originally built for another AP, but I have tried to update him to be compatible with Runelords.

I am at your disposal should you need more info. Cheers


Presenting Urgag Thragfire, a Half-Orc Inquisitor of Nethys, might and magic at the ready

Contributor

Hi there. I'm interested in applying for this game, but I must admit I don't know much about play-by-post as it's practiced on these boards. I have a couple of questions.

Is there a coded dice rolling mechanism built in?

And what's the deadline for our character concepts?


Davorik grew up in a small farming community three day's travel outside of Sandpoint. Life was simple yet enjoyable with his parents and 2 younger sisters. Davorik hunted occasionally on the plains and in the woods nearby, but never ventured too far from home. It wasn't that he was scared of the wide world, it was more that he never had cause to leave the area that he knew and was fond of. Yes there were some days where wanderlust would take a hold of him for a while, but his work always required him to go home soon.

It was a good life and one that he enjoyed immensely. That all changed one afternoon when Davorik cam back from a quick foray into the woods for some deer. What he thought was a large bonfire from inside the woods was actually the home of the apothecary in the village. A raiding group of hill giants looted the village and set fire to the store when they did not find the alcohol and food they came for. The grisly fate of the proprietor left Davorik with a sick feeling inside his stomach. He wanted to be there to help and protect the lives of those he grew up with.

At age 16 Davorik left with permission from his parents to go to Sandpoint and join the militia there in hopes of training himself to counter the raids of giants, goblins, and worse that the countryside had to offer. Four years passed with Davorik learning what he could of weapons armor and tactics so that he could be ready when the time came to defend those whom he cared for. As luck would have it, Davorik has not had to rush to defend his family or his village since he joined the militia. Davorik looks at this as a blessing rather than a waste of time and effort on his part. Only a fool would wish for calamity to befall so they could act the hero. It was better if a hero was never needed. However if an opportunity arose, Davorik would be ready.


Forgive the interjection, please. I had an inspiration I have been wrestling with.
Is a cleric of Lissala a good idea or a terrible idea for Rise of the Runelords?


i think i am going to withdraw. Good luck all!


Christopher Rowe wrote:

Hi there. I'm interested in applying for this game, but I must admit I don't know much about play-by-post as it's practiced on these boards. I have a couple of questions.

Is there a coded dice rolling mechanism built in?

And what's the deadline for our character concepts?

Here's a handy guide! Hope it helps.


Hello, everyone! I have been hoping to see a Runelords recruitment thread for some time now. Tofdir, that's a lovely list you've compiled! Here's Fram, a dwarven Stonelord, who wanders Varisia to study--and destroy--giantkind.

Fram:

Fram
Male Dwarf Paladin (Stonelord) 1
LG Medium Humanoid (dwarf)
Init +1; Senses darkvision; Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cestus +4 (1d4+3/19-20/x2) and
. . Nodachi +4 (1d10+4/18-20/x2)
Ranged Shortbow +2 (1d6/x3)
Special Attacks hatred, stonestrike +1 (1 rounds/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 9
Base Atk +1; CMB +4; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Big Game Hunter
Traits Giant Slayer, Tunnel Fighter
Skills Acrobatics -2 (-6 jump), Climb +0, Escape Artist -2, Fly -2, Heal +7, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -2, Sense Motive +7, Stealth -2, Swim +0 Modifiers lorekeeper
Languages Common, Dwarven
SQ aura of good, hardy, slow and steady, stability, stonecunning +2
Other Gear Scale mail, Arrows (50), Cestus, Nodachi, Shortbow, Backpack (empty), Bedroll, Blanket, Chalk, Crowbar, Grappling hook, Rope, Waterskin, Weapon cord, 21 GP, 2 SP, 9 CP
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Background
Fram fixes you with deep blue eyes, his long black hair and beard punctuated with steel ringlets. "They came without warning near Midsummer, when I was barely of age. Our scouts and lookouts were overwhelmed, and then they were upon us. Waves of them, their skin and bodies like stone. My people were obliterated; there was no stand, no honor, just abject slaughter. A few of us were able to find high ground and hiding places--we fled, like rats. We could see that there were some of the frosty north, driven here against their will, sweating rime in the warm night. And then we saw it--wreathed in runes, blinding friend and foe alike, uncaring as it drove the corpses of my people into the earth with its enslaved troops. I can see it now, my friend."

He pauses to tap against a pebble in his hand. "I had been faithful to Torag, but that night I prayed like never before to the Earthfather to give me the strength of stones to vanquish this threat. A small band of us set out--we have been wanderers before, my clan, having come from distant Tian centuries ago--and we all swore to avenge our kindred. We were weak, though, and sorely untrained. Most of us died in an ill-fated attempt to take even one or two of the giants. After one feeble victory, at great cost, I realized my pride was too great."

He eyes the pebble again. "The true strength of stones is in patience. Our hot blood had only given us further insult. I led the tattered remnants of my clan to the Janderhoff, where we sought refuge. Children, miners, craftsmen; these were not warriors. I and a few others left to learn and explore. The patience of stones guides me now. We shall rebuild, and be avenged."

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Here's another dwarf--Ettir, the somewhat evangelical cleric of Desna. (I blame The Hobbit for these dwarves.)

Ettir:

Ettir
Male Dwarf Cleric 1
CG Medium Humanoid (dwarf)
Init +1; Senses darkvision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee Morningstar +2 (1d8+2/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Special Attacks agile feet (6/day), hatred
Spell-Like Abilities Bit of Luck (6/day)
Cleric Spells Prepared (CL 1):
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13 (13 vs. Bull Rush, 13 vs. Trip)
Feats Selective Channeling
Traits Monster Hunter, Tunnel Fighter
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Knowledge (religion) +4, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Sense Motive +7, Stealth -3, Swim -2 Modifiers lorekeeper
Languages Common, Dwarven
SQ aura, cleric channel positive energy 1d6 (4/day) (dc 11), domains (luck, travel), hardy, slow and steady, spontaneous casting, stability, stonecunning +2
Other Gear Scale mail, Crossbow bolts (50), Light crossbow, Morningstar, Backpack (empty), Bedroll, Blanket, Chalk, Flint and steel, Rope, Waterskin, 32 GP, 7 SP, 9 CP
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Selective Channeling Exclude targets from the area of your Channel Energy.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
--------------------
"My Lady, she should have the domain of beasts, you know," says the exuberant dwarf with a wink and a smile, in between sips of something hot and fortifying. "She watches us now, and let me tell you, it would not be sacreligious to say she is impatient with the world, especially those who spread madness--or even are lackadaisical in stopping it. No, the fight against evil is a full-time job!"

He wipes his chin, brushing foam off his braided beard, and continues. "Mine is a simple story. For too long my people had only enjoyed the glitter and gleam of rocks and metal. I, on the other hand, grew up among the displaced saltbeards--sailors who had come ashore to stay. Best way to learn about looking up and seeing the true gleaming! Ah, all those lovely lights, rolling in the firmament, the Song available to anyone who would just stop to hear it!"

He slaps the table with a meaty hand. "And so I did. And it came upon me that merely supplicating to The Great Dreamer would not be enough. I had to go out there and [i[change[/i] things, by the stars! Slay monsters! Tramp lonely paths! What? A domain of animals? No, Beasts! Curchanus! Ah, it's hard to explain. The point is, here I am, ready to to seek out the great beasts of the world, and kill them. Er, only the evil beasts. What will you have for the next round? Here's to the Lady!"

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Contributor

Spectrum wrote:
Christopher Rowe wrote:

Hi there. I'm interested in applying for this game, but I must admit I don't know much about play-by-post as it's practiced on these boards. I have a couple of questions.

Is there a coded dice rolling mechanism built in?

And what's the deadline for our character concepts?

Here's a handy guide! Hope it helps.

Thanks so much, Spectrum!

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