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Rise of the Runelords - Anniversary Edition [Core Only]

Game Master Daleyn Levanthus

"The Crypt of Tobyn being cleared...our heroes focus their attentions to Goblin Raiders outside of the city."

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The Exchange

Dot with interest, new to Pbp and PFS in general. Fleshing out a traveling tattooist that collects stories and keeps an eye out for opportunities.

About Me:
I have been playing some version of Table-top RPG since AD&D, and have ran several Pathfinder Adverture Paths for a few groups over the years. Transportation is a pain for me, so I wanted to try playing a Pbp to get a feel for the format.

Dotting for a Dwarven Monk

Felix's stat block has been edited to change some math and formatting errors.

Thanks, Rogar!

Here is my submission for Nuri.

Nuri Itre:
Nuri Itre
Human (Varisian) Female Cleric 1
Init +6; Senses Perception +4

Channel Energy: 4/4
Agile Feet: 7/7
Liberation: 1/1

AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 dex)
hp 10 (1d8+1)
SR 0
Fort +3, Ref +2, Will +6
Armor Chain Shirt, Light
Shield Light Wooden Shield
Spd 40 ft/x4
Melee Starknife +0 (1d4) 20/x3
Melee Melee Dagger +0 (1d4) 19-20/x2
Ranged Light Crossbow +2 (1d8) 19-20/x2
Str 10, Dex 14, Con 12, Int 10, Wis 18 (16+2), Cha 13
BAB +0, CMB +0, CMD +12
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Improved Initiative (PFCR 127), Selective Channeling (PFCR 132-133), Shield Proficiency (PFCR 133)
Skills Diplomacy +5, Knowledge (Religion) +4, Sense Motive +8
SQ Cleric Channel Energy [4 / 1d6] (PFCR 40)
Languages Common, Varisian

==SPELLS & Special Abilities==
DC=14+spell level
Orisons 3
Light, Guidance, Create Water
Lvl 1 1+1 (domain) +1 bonus Spell
Bless, Longstrider, Command

Domains (Liberation, Travel):

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

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.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7).

Domain Spells:


Liberation Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.
Travel Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Aura (Ex): chaotic good aura.

Channel Energy: Positive energy; Heals 1d6; 4x per day

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Equipment: Chain Shirt, Light Wooden Shield, Dagger, Light Crossbow, Starknife, Wooden Holy Symbol, Traveler's Outfit, Backpack, Bedroll, Waterskin x 2, 1 alchemist fire, 4 days rations, tent

Coinage: 39gp



Nuri grew up in a Varisian caravan not really knowing who her parents were. All she knew is that she has always felt a presence of something greater in her life. She made her way do odd jobs while on the road. These included simple tasks such as running messages or parcels between the wagons or more complicated things like helping attend to the wounded. While in towns she would usually hang around the merchants as they plied their trade. She always found it fascinating how they could haggle over the smallest things yet the customers wouldn't get angry. This life served her well until the caravan stopped at a meeting spot with another group. An old woman recognized that Nuri was touched by a higher power and offered the caravan master to take her off his hands. Seeing little value in the young messenger he agreed. After all, there were plenty of other, faster children around.
The next many years of Nuri's life was spent with Mira, learning about what she thought she already knew. She spent her days arguing and haggling for basic necessities from Mira. Nuri starts with "I'll clean the wagon for three apples." "You get two apples." Counters Mira. Nuri thinks for a moment, "I'll also clean the stall for a bowl of porridge." As Nuri gets older the stakes get higher and higher and her 'negotiations' got better and better. As Nuri was going through her teenage years, the tasks went from basic labor to sitting with Mira while she settled disputes for the group. Doing this taught Nuri how to read people for more than just selling things. All through her upbringing Mira would often speak to Nuri about the tenants of Desna and how she has a subtle influence on the world around them. Eventually Mira asks if Nuri had ever felt something not quite normal helping her out. Perhaps she was tangled in some rope but somehow wriggled free or found when she was running, she moved faster than she thought she could. Nuri was taught that this was Desna, helping her out in small ways, and if she trained to recognize these instances then she could allow the god to work through her. As part of her training, she was informed of a new temple to the six most worshiped gods in the area in Sandpoint that was being consecrated soon. Mira suggested she attend in order to learn more about her faith and the faith of others. In reality, Mira knew that Nuri's destiny waited at that temple. She didn't know why, but Nuri had to be there.

About Me
I've been playing D&D in some form or another for about 15 years. A friend's dad taught my friends and I to play AD&D. I'm in a few games on the boards here but mostly as a replacement player. One of which is a Rise of the Runelords game but I started in the middle of the game so I don't really know what happens at the beginning of the AP. I'm usually online checking for updates throughout the day either at work or on my phone at home. Currently, I am DMing my irl group through strange aeons (whenever we can meet) so the boards are my way to be a player again.

Silver Crusade

Note - If its ok with you I'll only create an alias if I'm selected.

Dracu is a large man of mixed Varisian and Shoanti ethnic origin. Weatherbeaten and scarred he is far smarter than he pretends to be.

Mechanically, he is a human barbarian who is heading for the Dragon Disciple Prestige Class.


Dracu doesn't know who his father is but from his size and colour it is pretty obvious that he was a Shoanti. One of his prized possessions is the wooden Holy Symbol of Shelyn that belonged to his father. The symbol is carved with various Shoanti icons and is quite artistic and attractive although it has no value to anybody but himself. His mother is a Varisian woman who still lives with one of the many caravans wandering the wilds of Varisia.

After he hit puberty he sometimes manifested strange abilities, usually under stress. His abilities have never harmed anybody but they have caused a little trouble from time to time. Although he doesn't yet know it, his draconic heritage is starting to surface

No game mechanical effects until we hit level 2 when he'll be multiclassing as a sorcerer

He has spent the last year or so working as a mercenary guard for travelling Varisian caravans. This has paid him little more than his room and board and he definitely would be open to new opportunities.

The caravan he was most recently employed by reached Sandpoint a few days ago. It is the first time that Dracu has been here in the last 10 years. Technically currently unemployed, Dracu is still staying with the caravan at the moment


Growing up as a half breed is never easy. His size made things easier in that he was rarely physically bullied but it made it harder in that everybody just assumed that he HAD to be stupid, crass and rude.

Fairly early on he realized that it was a lot easier to just play into that stereotype. It also caused people to seriously underestimate him which has acted to his advantage several times.

So, on the surface, he is a fairly typical barbarian. Stupid, somewhat crass. Uses small words. Likes pretty things in a childlike manner.

Only those he trusts find out that he is actually reasonably smar, not at all crude and that he genuinely worships Shelyn and tries to follow her Code

Behind the gruff exterior he is a reasonably nice person, at least towards those who are nice to him. He likes children and is quite protective of them. He is not, however, a particularly sentimental man and his harsh upbringing has left him with a reasonably pragmatic view of life.

He knows that there is something strange about him but doesn't know what. He is quite curious about his heritage.


Dracu is a large man with a shaved head and an unkempt beard. He has a couple of visible scars on his face.

His clothing and equipment is all well cared for but obviously not new. Several Varisian scarves that he wears give a bit of colour to his otherwise drab and utilitarian clothing.

He has a well carved Holy Symbol of Shelyn around his neck.

He is very obviously both armed and armoured at all times.


Human (Varisian) barbarian 1
N Medium humanoid (human)
Init +2; Senses Perception +3
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 14 (1d12+2)
Fort +3, Ref +2, Will -1
Speed 40 ft. (30 ft. in armor)
Melee guisarme +5 (2d4+6/×3) or
. . shortspear +5 (1d6+4)
Ranged javelin +3 (1d6+4) or
. . sling +3 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks rage (5 rounds/day)
Str 18, Dex 14, Con 12, Int 13, Wis 8, Cha 12
Base Atk +1; CMB +5 (+7 trip); CMD 17 (19 vs. trip)
Feats Combat Expertise, Improved Trip
Skills Acrobatics +1, Climb +3, Intimidate +5, Perception +3, Survival +3, Swim +3
Languages Common, Shoanti, Varisian
SQ fast movement
Other Gear chainmail, guisarme, javelin (3), shortspear, sling, sling bullets (10), backpack, bedroll, belt pouch, fishhook, flint and steel, hemp rope (50 ft.), sunrod, traveler's outfit, waterskin, wooden holy symbol (Shelyn), 1 gp, 7 sp
Special Abilities
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Trip You don't provoke attacks of opportunity when tripping.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

About Me:

I'm a semi-retired computer programmer living up here in Toronto.

I started roleplaying with the original White Box for D&D and have been playing and GMing for most of the time since then. Over the decades I've played and run games in literally dozens of different systems including many versions of D&D.

I've lots of experience with Pathfinder, including quite a bit in the Core PFS campaign. While I sometimes miss the choice in Core I greatly appreciate the increased challenge level. I'm one of the people who think that there is far too much bloat and power creep in Pathfinder these days.

I've done a fair bit of PBP. The longest game I've been in lasted a little over 18 months. Many games, unfortunately, died due to various circumstances beyond my control. I have only quit one active game (due to work level at the time) and I gave plenty of notice when I did so.

I HAVE played the last 2 books of Rise Of the Runelords. I'm reasonably good at separating player and character knowledge

Just wanted to check in, reading all your submission. Very great concepts and backstories. Thank you to all who have posted thus far.

I'll take a moment to just mention that submissions will go to Wednesday end of day December 6th 2017. I'll be taking the day on Thursday December 7th to review all submissions and select who will be playing in my game. I've decided it will be the full 6 I will be selecting.

A reminder that GM DoctorEvil will also be selecting 4. So there will be 10 spots in total selected on Thursday.

Please continue to ask or PM me any questions that arise.

This is Architect's submission, Gurney Hallek

About Me:

I am a college student of computer science in Alabama, and have been playing DnD/Pathfinder since my sophomore year in High School.

I got started with the red box DnD 4th ed starter, moved backwards to DnD 3.5, and have finally settled on Pathfinder as my game of choice

I have about 2 years experience with pathfinder, with my longest running game of 1 1/2 year just ending last month (GM moved away).

I have played a lot RL, but this would be my second PbP, my first having sadly died over Thanksgiving. I am thus fertively looking for a new one!

I have only played one of the published APs before (year and half game was the Hell's Rebels AP) but I have heard GREAT things about this one.

I tend to be chipper and silly in games, and intend to be more so with this particular character (snarky bard incoming).


Gurney Halleck
Male Human Bard 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +5

AC 16 Touch 12 Flat-footed 14 (+3 Armor +1 Shield)
HP 10/10
Fort +1 Ref +4 Will +3
Favored Class Bard

Speed 30 ft.
Melee Rapier +1 (1d6+1/18-20) or Dagger +1 (1d4+1/19-20)
Ranged Dagger +2 (1d4+1/19-20) or Shortbow +2(1d6)


Str 13, Dex 14, Con 12, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Point-Blank Shot, Precise Shot
Skills /Diplomacy +7, /Intimidate +7, /Kn. dungeoneering +6, /Kn. nature +6, /Kn. planes +6, /Perception +5, /Perform Sing +7, /Stealth +4
Languages Common, Elven
Combat Gear Studded Leather, Buckler, Rapier, Dagger, Shortbow
Arrows x40, Arrows Blunt x20, Arrows Whistling x20, Alchemists Fire
SQ Bardic Knowledge +1
Other Equipment

-flint and steel
-iron pot
-mess kit
-rope 50ft
-torches (10)
-trail rations (5 days)
Belt Pouches
-Potion of Cure Light Wounds
42 gp

7 rounds/day
Inspire Courage

Slots: 0th-4, 1st-2

0th DC 12
Detect Magic
Ghost Sound

1st DC 13
Cure Light Wounds
Silent Image


Gurney grew up as part of a Shoanti tribe, the Shriikirri-Quah. As many of the other children did, Gurney was raised with a respect for nature, as his people lived following the herds that were their sustenance. He diverged from the other children where his interest bordered on fascination. He wanted to learn the name and lifestyle of every living creature he laid his eyes on.

This fascination led him on a path of knowledge. He was quickly chosen as one of the tribes young skalds, to be taught the songs and stories of his people that they may be passed down to the generation beyond his. He was quick to learn these, and spent the remainder of his young life frustrated by the lack of anything new to learn.

His greatest prize is a set of scrolls depicting exotic animals. He had hunted 3 mountain lions in a week, barely managing to prepare the pelts in time for trade before the traveling merchant departed their camp.

So much did he loves these creatures that he chose them for his tattoos, his arms covered in swirling tribal patterns of tigers and elephants. His father had insisted on a mountain lion within the pattern, to celebrate his hunt, and Gurney had begrudgingly accepted.

As he came of age, Gurney decided to leave out from his tribe, in search of new stories. And so, he stole away in the night, keeping only his prized scrolls, his bow, and his bedroll. Onward, to new heights!


Gurney is woefully uneducated on the ways of civilization. This leaves him with a sense of 'otherness' when spoken to. He smiles frequently, belaying his acidic sense of humor. He would often anger those around, which bewildered Gurney as he saw his wordplay as simple jests.

Gurney has a very Shoanti sense of justice: eye for an eye. He will repay a slight with another, and an injury with the same, but no further. However, Gurney is frequently insulting, seeking someone to verbally spar with him, or as he says, "to sharpen his tongue against"

Pathfinder Adventure Path, Maps Subscriber

Here is the updated applicant list. I tried to sort them by job function: (damage, arcane, divine, skill), so if I mis-characterized your build idea, please let me know.

Melee/Damage Dealer/Tank
Alden Vas Hutt - paladin of Sarenrae
Eliza Soren - human fighter
Danielle Howlett - half-Mwangi ranger
Duncan - lunky human barbarian
Pearl Fernsworth - halfling paladin of Erastil
Dracu - Varisian barbarian (soon to include sorceror)

Zomeraand - universalist wizard
Claudia Iancu - Varisian arcane-blooded sorceress
Ellizza - gnome transmuter
Rogar Ulthain - dwarf mage-smith (transmuter)

Rast Cobble - half-orc cleric of Desna
Nathan Laramy - cleric of Cayden
Nuri Itre - Varisian cleric of Desna

Guadada Purrun - Varisian opportunist (rogue)
Ford Bennett - Taldan nobleman/rogue
Felix Trevelyan - womanizing bard
Nilelane - gnome glassworker/rogue
Gurney Halleck - Shoanti bard

For my game, I will be choosing one from each subtype listed (and perhaps one alternate). There are still several who have dotted or expressed interest who have not submitted yet. As GM Levanthus says, applications will close by EOD Wednesday, so there is still time, but the deadline is looming.

Feel free to post questions!

Hey guys, it's Harm's Way here. I really liked the character I submitted for my previous game (which is on an extended hiatus) so I decided to base my application for this campaign on him. So, here it is!

About me:

I've been gaming for about 12 years now, and I've recently enlisted into the military so face-to-face games are hard to organise nowadays. I'm 28, a father of two and keen to crack into the PBP scene!

4 Varisians! They kinda need a long-term front-liner, though . . .. No Shoanti meat? Well, none besides the Varisian half-breed?

Edit: Regardless, adding Galeas Rynn and Priscilla Bere takes us to the point where 50% of the submissions don't get to go on this trip.

I don't envy either judge the task of selection. My musings aside.

I am submitting Priscilla for this! She's a bit plainer in the backstory department than I usually go for, but I kinda like that about her - I'd probably expand to a much longer one if she got chosen.

Pris is a fine purveyor of dirty deeds, done dirt cheap, and a slippery, ranged rogue that may end up going into shadowdancer mid-career (a prestige class I have unsuccessfully tried to build into at least two times).


Priscilla Bere
Female Halfling Rogue 1
LN Small Humanoid (Halfling)
Homeland: Nirmathas
Init +4; Senses Perception +5
AC 17 Touch 14 Flat-footed 13 (+3 Armor)
HP 8
Fort +2 Ref +7 Will +0
Favored Class Rogue
Speed 20 ft.
Melee Dagger +1 (1d3+1/19-20)
Ranged Composite Shortbow + 1 (+2 PBS) (1d4 + 1 (+2 PBS) /x3) or Dagger +4 (+5 PBS) (1d3+1 (+2 PBS)/19-20)

Str 13, Dex 18, Con 10, Int 12, Wis 8, Cha 15
Base Atk +0; CMB +2; CMD 13
Feats Point Blank Shot
Skills (1) Acrobatics +10, (1) Bluff +5, (1) Climb +5, (1) Diplomacy +5, (1) Disable Device +8, (1) Escape Artist +8, (1) Kn. Local +5, (1) Perception +5, (1) Sleight of Hand +8, (1) Stealth +8
Languages Common, Halfling,
Combat Gear Composite (+1) Shortbow (150g), Studded Leather (25g), 5 Daggers (10g)
SQ Trapfinding +1, Sneak Attack +1d6
Other Equipment
Backpack (2g)
- Bedroll (.2g)
- Grappling Hook (1g)
- Hemp Rope (50 ft.) (2g)
- Trail Rations (5) (1g)
- Torch (10) (.1g)

Belt Pouches (4g)
- Caltrops (1g)
- Thieves’ Tools (30g)
- Flint and Steel (1g)

- Arrows (40) (4g)

Wrist Sheaths (2g)
- Dagger (2)

1 gp, 7 sp


Priscilla’s parents were a pair of travelling handypeople. Their small and dexterous hands, along with their charming personalities and mechanical intelligence made them sought-after carpenters and fixers wherever they travelled. Pris never showed much interest in crafting, so when her parents were off on jobs, she was left to her own devices - but because she didn’t work, she was told by her father that she would have to earn her own pocket money.

Her father taught her lots of business lessons - staying true to her commitments, making sure that she can live up to expectations, and knowing that sometimes she has to concede to the customer. She took all of these into her side business as a mercenary, acting as a loyal soldier, bodyguard, or general roughouser for any that would pay her. To make up for her small stature and lesser strength, she played to her strengths, picking up archery along the road, sticking to the shadows, and talking her way out of any situation she couldn’t physically escape. However, the greatest strength to her mercenary business were her rock bottom prices.

Undercutting others prices, combined with her commitment to completing the job and her steadily growing skill with a bow, led to Pris eventually parting ways with her parents to look for better places to make her way in the world - while carpenters were better off in smaller towns, mercenaries did far better in larger cities. Pris loved the planning, and execution of these little jobs, and even the most boring patrol was made exciting by looking for possible ambush spots or silently calculating exactly what she could purchase with her newly acquired coin. She found more joy in a difficult job well done than any sort of crafting project had ever given her. She felt accomplished, but ready to move on to bigger and better things.

As her parents often travelled throughout Varisia, Pris felt no need to leave the country, often returning to Magnimar for its deep well of jobs she could take on. Most of her tasks were simple, and didn’t involve any real violence - occasionally she would stand in a group of mercenaries and look intimidating, or scare off some wild animals while protecting a small-time caravan. That’s not to say she hasn’t been in any real fights - her skills have been put to the test more than once, as she has been hired to defend a small homestead from bandits and has fought off a pack of goblins or two. Far more often, however, she’d be called on to exterminate rats or other annoying, but not really dangerous wildlife.

She’s yet to have her one big score to really establish her as a contender in the “freelance violence” community, but she’s fairly content with being small time - as long as she can afford a room and some hot food, Priscilla is happy with getting out, meeting new people, and assaulting monsters.

Recently, though, people in Magnimar have been getting higher-class about what help they buy. They want the best of the best, the proven warriors and gladiators, and even with her dirt cheap prices, Pris has had less work than ever.

Having been through Sandpoint a few times with and without her parents, Pris is somewhat familiar with the town and some of their plights. Travelling east from Magnimar, Priscilla hopes to find more consistent work and possibly gain a better reputation while doing it.


Priscilla takes her work and her promises very seriously, and works hard to achieve whatever tasks she is given - this is, of course, contrasted with her playful personality in completing these objectives.

In private, Pris is organized and more quietly content than boisterously joyous, loving to write, catalogue, plan and organize. While at work or in dangerous situations, she allows herself to sink into the background, allowing halflings’ reputation as set dressing work for her. She loves it when a plan comes together and enjoys the excitement of a skillful fight.

Still, she is nothing if not friendly and open to those she interacts with (unless she’s on the job), as she still has that spark of halfing personableness burning within her. Pris is never too good to play dumb, and is just as likely to talk herself out of a dangerous situation as shoot her way out - just because she has a code doesn’t mean she won’t lie.


With a shock of blonde hair on tanned skin, Pris is not the most traditional looking halfling - however, her short stature and tendency to wear short, hooded cloaks to hide amongst the darkness or the environment do much to help her blend in, and hide the wealth of knives that she has a habit of losing. Despite her dirty work, though, she takes some pride in her appearance - not looking ostentatious, but keeping herself clean and well-kempt.

About Me:

I’ve been in a serious relationship with Pathfinder for about six years now, with around 2/3rds of that time being a GM - I love the system, and I love the stories that it can tell, from a player and a GM perspective. I started with 12-hour sessions in college and have been enamored ever since. RP is incredibly important to me, and joining in a game with emphasis on that aspect of the game is something I look for no matter the situation. I’ve also been in freeform pbp rps for a long time before diving into pathfinder pbps (which I have been doing for a little over a year now). As a player, I try to focus on making interesting characters over attempting to optimize the mechanics (though I will always end up optimizing a little bit, because I love the crunch).

Other hobbies include the normal boring stuff like reading and video games, but I also like writing and have actually gotten a few pathfinder things published online, which I like to brag about a little bit. I have played through the first couple books of Rise of the Runelords before, but that was a while ago, and I understand the necessity of separating character and player knowledge - I mean, it’s pretty necessary in general given meta knowledge of monsters!

Silver Crusade

I just love the fact that the Varisians and Shoanti are listed as that and NOT as humans :-)

"Why Duncan not listed in skill? Duncan has skills, you will see. Duncan can pull stumps, cut down trees, open stuck jars, Duncan got lots of skills."

Pathfinder Companion Subscriber

"Uhh, Mister Duncan, sir, those are just examples of using brute force, not actual skill."

"Although opening stuck jars is about as close as you can get without it being one."

"Bah, smiling jester elf isn't funny. Make fun of my skills is mean. Your mama should have told you not to be mean." Duncan begins to sulk in a corner.

Noticed a couple mistakes in Pris' crunch, including her CMB/D and remembering that wrist sheaths are not core... Should be corrected in her profile.

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Azorius Var-Elven Wizard (Abjurer)


Azorius is a graduate of Theumanexus College in Korvosa. He has spent most of his life in the city. He has found his time there hard, growing up primarily amongst humans. He has found it easier to keep a professional distance as time has gone by rather than get close though he has not always been successful.

One aspect of the city that did offer some comfort is the fragments of ancient masonry sprinkled throughout the city. Seeing another of his human friends pass away last year he set out to see more of the ancient ruins of Varissia and spent a year examining some of them. Still it’s not the only place with ancient ruins.

After thousands of years the mythical civilisation of Thassillon makes it clear that they did exist for better or for worse. The monuments and relics of the cities still guard many secrets but no doubt there are many that lie far less studied and recorded. Azorius has heard some rumours that there little explored ruins somewhere near Sandpoint which while not exactly a metropolis would give him a base of operations to work out of.... If he can secure some funding that is.

On his way from Korvosa he did some work as a caravan guard and even had to earn his keep driving off some goblins. He’s been winding around the country for a while. He lost some of the coin he had built up in Turtleback Ferry doing some gambling but it wasn’t a huge amount so just chastised himself for his lack of wisdom and headed on with the caravan. A few half starved wolves gave the group of guards something to stir from their hungover state.

He’s quite interested to find out more about the folklore of the Varisian and Shoanti tribes to provide fodder for his own future expeditions. He has considered venturing to far off Absallom to try to become a member of the Pathfinder Society, it would open up doors for him but it is a great distance from here. Perhaps in the years to come. If he could find some curious relic or come about with a new insight into the ruins it might make the process easier.

For now he's got a little bit of coin in his pocket, the festival is a good opportunity for him to drum up some leads for more caravan guard work and to gather rumours for later in his career. He's heard rumours that the owner of the local tavern is a retired adventurer so he's heading toward the Rusty Dragon to see if she point him in the right directions.

About me:

I’ve been playing on the forums for the last six months, I even started my own campaign mashing together Kingmaker, Emerald Spire and Thornkeep not long ago.

I have been playing (mostly running) Pathfinder since about 2012. Prior to that I played a little 4th Edition and lots of 3.5. Full disclosure I have run Rise of the Runelords previously but it has been a while and I modified it a lot (including the characters becoming Mythic!). It took two years but I can keep character and player knowledge seperate. I also play/run 40krpgs and CWOD games as well as some lesser known systems.

Possible Character Development:

I can see Azorius being driven on by the mystery and drive to understand more as well as the need to protect people. I’m not going to go overly for direct damage with his spells but buffs, a bit of battlefield control and utility. His longbow should allow him to contribute beyond just his spell slots in combat. I’m going to continue bringing his Linguistics skill up and plan to get other languages that have ancient Empires in their history like Cyclops and Osiriani but who he’s rubbing shoulders with will mix that up. Timeless languages like Aklo, Sylvan, Infernal and Celestial are all quite useful.

I can see him trying not to get too attached to members of shorter lived races but he might not be too successful in this depending on interactions.

Character Sheet:

Hair Black, Eyes Blue, Age: 124, LG
Elf Wizard (Abjuration)
Str 10, Dex 16(14+2), Con 12(14-2), Int 18(16+2), Wis 10, Cha 10
HP: 11, AC: 13, FF: 10, Touch: 13 Fort +1, Ref +3, Will +2. CMB +0, CMD 13, Initiative +3, Perception +0
Feats: Toughness
Class Features: Arcane Bond (Ring), Arcane School (Abjuration. Opposition Schools: Enchantment, Necromancy), Cantrip, Scribe Scroll, Resistance, Protective Absorption (7/Day)

Appraise 8=1+4+3, Craft, Fly, Knowledge (Arcana 8=1+4+3, Dungeoneering, Engineering, Geography, History 8=1+4+3, Local 8=1+4+3, Planes, Religion, Nobility, Linguistics 8=1+4+3, Profession, Spellcraft 8=1+4+3

Languages: Common, Elven, Varisian, Shoanti, Giant, Thassilonian, Azlanti

Spells Known:
1st: Shield, Grease, Mage Armour, Comprehend Languages, Endure Elements, Mount, Feather Fall

Cantrips: x3 Detect Magic, Light, Mage Hand
1st Level: Mage Armour, Grease, [Shield]

Shortsword 2lbs, Longbow 3lbs, Arrows (20) 3lbs, Wizard Kit 21lbs, Scholar’s Outfit 6lb, 8gp

A core only game! yes! an old guy like me can get behind that. I will work on something.

I would like to submit Kesni, half orc ranger. She is an apprentice of sorts to Shalelu Andosana. She was driven to the wild due to a checkered past but has overcome the challenges of surviving in such a place.


Female Half orc Ranger 1
CN Medium Humanoid (half orc)
Init +2; Senses: Darkvision; Perception +5
AC 16 Touch 12 Flat-footed 14
HP 13
Fort +4 Ref +4 Will +1
Favored Class Ranger
Speed 30 ft.
Melee: Longspear +4 (1d8+4/20)
Dagger +4 (1d4+4/20)
Ranged: Longbow +3 (1d8/20)

Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats: Power Attack
Skills: Heal 5, Intimdate 6, Knowledge (nature) 4, Perception 5, Stealth 6, Survival 5
Languages: Common, Orc
Combat Gear Longspear, dagger, Longbow (40 arrows), hide armor
SQ: Orc Ferocity, Track, Wild Empathy, Favored Enemy: goblinoid
Other Equipment
Flint and steel
Belt pouch
Hemp rope
Water skin
Healer’s kit


That powerful energy is all that got me through my youth. Magnimar may hold plenty opportunity for one to make a name for themselves, but for an angry little orphaned half orc, not so much. Rage made me ruthless and saw me into a prominent gang of street urchins. I thought life was good for awhile. I was eating. But rage seldom lends itself to a good life. So it was I found myself standing over the corpse of a noble after a botched burglary. The two guards who arrested me had no idea what they had on their hands and after seeing red I found myself standing over two more corpses. I grabbed a sword off of one of the guards and I ran. Boy, did I run!

I was chased out of Magnimar by the law. I was chased away from Magnimar into the wilds by bounty hunters employed by the noble’s kin, no doubt. And damnit, if I ever thought life on the streets was rough I was a fool. The wilderness? Far more unforgiving. Again, rage warmed me on those cold nights and kept me pressing forward.

I didn’t know it at the time but I was headed east. Foraging alone kept me just fed enough to stay alive but I was getting weaker and weaker. I don’t know how many days it was before I came across the abandoned cabin out in those woods but I was tired of running and grateful for a roof over my head, of sorts.

Turns out the cabin was used occasionally by Shalelu Andosana on her hunting excursions and to tell you she was surprised to find a 10-year-old starving half orc girl holed up there would be an understatement. She offered to take me into Sandpoint but I was afraid they would have heard of the murder of the noble and I declined. Her conscience wouldn’t let her leave me to die so she did the only other thing she could: she taught me to survive. She provided me with an old bow and taught me to use it. She asked no questions about where I got my sword, she only taught me to use it.

My rage was still a coal burning inside me, but Shalelu’s lessons gave me a focus I had never had before. When she left me alone at that cabin I felt slightly more prepared for living alone in the wilderness, and 16 years later I’d say I turned out okay. She has turned up time and time again over the years and invites me to go on occasional hunting trips. A couple years ago I even let her talk me into heading into Sandpoint to sell some meat and furs. I had what I needed out at my cabin to survive, but having that coin to enjoy things unavailable to me out there was nice. I make a point to visit town a little more often now and though I have been asked many times by the townsfolk about how I came to live outside of town, I have told no one this story.

I am still a relative newbie to tabletop rpgs. I played 3.5 as a kid and later played some pathfinder online through maptools and pbp. Now years after that I have been trying to get back into it. I play two games currently though one I think the DM has bailed. The other Starfinder game I play is kind of new but still going strong.

Ellizza wanders around observing the goings-on leading up to tomorrow's festivities. How is it that this backwater burg attracts such a riotous variety of characters? And they all seem completely inexperienced like myself. Bizarre!

Totally unfairly increasing my chances by bumping my previous entry with this superfluous post! Not totally superfluous, as I haven't posted my personal details as requested.

Real life me:

Currently in one long-running and fairly casual PBP. Ellizza started a RotRL playthrough once, but it ended quickly, after several rounds of goblin fighting. I actually bought the Anniversary Edition PDF when it was on sale some time ago, but I've managed to avoid opening it, hoping to get to play through it first. My RPG experience began long ago but never really took off. Partially for that reason I'm attracted to the core-only limitation, as it is more than enough to keep one amused and occupied, if you play as little as I do. Circumstances currently prevent a face-to-face campaign for me, although I have minimal distractions and can commit to a long daily PBP campaign. In real life I'm in engineering, so this is a creative outlet for me.

Could someone let me know how long we have left in hours?

The DM didn't include a timezone.

Pathfinder Companion Subscriber

A little less than 24? He said end of day Wednesday.

Sweet thank you.

See today is Wednesday here so there's like 8 hours left of Wednesday.

Good to know that it's tomorrow.

1 person marked this as a favorite.

Here is my submission: Rotomo, Shoanti Druid.


Rotomo is a giant and massive man standing a full head over six feet, broad shouldered and deep of chest, with a massive corded neck and heavily muscled limbs. His skin is ruddy from constant exposure to the elements and is covered in tribal tattoos that accentuate the hard, dangerous lines of his body. Although he is a big man, Rotomo moves with the grace of a large cat and has the predatory gaze of a wolf. He has smoldering green eyes which are set below a low and broad brow. His gloomy, scarred, almost sinister face is that of a warrior. The Shoanti wears his head shaven like many of his Quah. Rotomo has a loud booming voice like stone breaking. He usually wears furs and hides with a spear and club close at hand.


Rotomo is at heart a product of the Storval Plateau and tries to keep the old ways, recognizing his ancestor’s spirits in the happenings around him. He also tries to keep the spirit of the hunt alive in his daily undertakings. Often thinking of mundane activities in terms of predator and prey. In spite of this, his Quah's frequent interaction with outlanders has taught him much about civilized ways.

While he is a barbarian there is more to Rotomo then meets the eye. He is open and inquisitive as well as a lover of debate and physical challenges, embracing these as experiences which will please his ancestors. Additionally, he often gives advice in riddles, aphorisms, and metaphors of his people.


The wilds of Varisia are hard and unforgiving lands that have produced hard and self-reliant people. Rotomo is one such product, a Shoanti of the Shriikirri-Quah.

Some Shoanti look inward for strength taking solace in the traditions of their ancestors. While others look to the forests and its beasts for guidance. Still others spend lifetimes travelling outside their Quah’s trying to perfect themselves. Rotomo life was shaped by all of these beliefs in one way or another.

High atop the southern peaks of the Stony Mountains of Avistan overlooking Velashu Uplands, the Curchain Hills and the throat of the Varisian Gulf sits the eyrie of the Shriikirri-Quah, Hawk Clan of the Shoanti. The Shriikirri are a people of great patience. They are animistic and pay homage to the avian creatures of the sky that they dwell among. The Hawk most revered above all others. It is hear the heart of Rotomo’s character is forged.

Raised in a tribe of the Hawk Clan, respect for the natural world was a simple fact in Rotomo's life, but he had always felt a deeper spiritual connection to the natural world then most of his Quah. From an early age he was always looking for meaning in nature’s changes. Always questioning the tribal elders about nature’s fickleness and the signs they saw. All the while, he had grown from a strapping lad to a hulking bear of a man and earned the name Rotomo or Headwind in his tribes tongue.

As all of the Shriikirri-Quah do, Rotomo went on his spirit walk when he came of age. For six months he traveled the wildlands of Varisia communing with nature, feeding his soul. Upon completion of his spirit walk Rotomo was tattooed with the rune Ingir, Beast Heart, and left his Quah and began a journey of discovery, to find a path that would bring honor to his Quah.

To that end, he traveled from his Quah’s lands, seeking follow nature’s signs and learn more about himself. And so he found himself traveling with a caravan, headed for the southern town of Sandpoint.


Human Druid – Rotomo
Age 20; Height 6' 5"; Weight 220 lbs
NG Medium humanoid (human, Shoanti)
Init +2; Senses Perception +6

AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
Hit Points 13
Fort +3, Ref +2, Will +4

Speed 30 ft. (20 ft in armor)
Melee Long Spear +4 (1d8+6/x3), or Club +5 (1d6+4/x2),
Ranged Club +2 (1d6+2/ 20/x2) 10 ft, or Sling +2 (1d4+4/x2) 50 ft, or Storm Burst(ranged touch) +2 (1d6+1/x2) [nonleathal, plus -2 on attack rolls for 1 round] 30 ft
Spells Prepared (CL 1st; concentration +3)
0 (3 /day, DC 12) — Create Water, Detect magic, Mending,
1st (2 /day, DC 13) — Cure Light Wounds, Shelagh

Str 18, Dex 14, Con 12, Int 10, Wis 15, Cha 7
Base Atk +0 CMB +4; CMD 16
Feats (1) – Toughness (1st Level), Dodge (Race bonus)
Skills(ACP-2)(4/level + 1 race) – Climb +8 (1 rank), Handel Animal +2 (1 rank), K(Nature) +4 (1 rank), Perception +6 (1 rank), Survival +6 (1 Rank)
FCB – Level 1 – 1HP,
Languages(1) Common, druidic
SQ Spells, Spontanious Casting, Orisons, Natures Bond [weather], Storm Burst (5x/day), Domain Spells

Combat Gear – Hide armor (25 lbs, 15 gp), Shield, heavy wooden (10 lbs, 7 gp), Dagger (1 lbs, 2 gp), Short spear x4 (12 lbs, 4 gp), Long spear (9 lbs, 5 gp), sling (-), Sling Bullets 10 (-, 5lbs), Club (1 lbs, x),
Other Gear Belt Pouch (1/2 lbs, 1 gp), Flint and Steel (-, 1 gp), Mess Kit (1 lbs, 2sp),

GP: 75; SP: 8; CP:

Light Load 100 Medium Load 200 Heavy Load 300
Total Carried 63 lbs

About Me:
I have been gaming since the early 80’s, although there was a 20 year period where it was hard to find people to play with (1992-2011). I enjoyed playing pathfinder weekly in a home brew from 2011 until this summer when I relocated for work. The move helped (forced) me discover the pbp format and I love it!! I feel it is a much better medium to bring PC’s to life. Some of the games I have enjoyed over the years are D&D (and all its versions), AD&D, Champions, GURPS, Star Frontiers, Call of Cthulhu, Boot Hill, Gang Busters, Shadow Run, Marvel Super Heroes, Rune Quest, Mouse Guard, The One Ring, Traveller, Villains and Vigilantes and a few other I have probably forgotten.

I live in the Eastern Time Zone of the United States (Indiana) and can usually post in the morning (4-6am) and the evening (6-10pm). I have been married for almost 20 years and have two kids (one a freshman in High School and the other in fourth grade).

Hello all!

We're at the final day of submission. I'm compiling everything tonight and tomorrow. I'll be taking the day to review all applications and will be communicating with GM DM DoctorEvil. Between the two of us we'll be selecting 10 spots.

As to what I'm looking for, once again, is the potential for character narrative and development.

Thank you so far for all your submissions! They have been great reading and I can really see the effort and thought put into these characters.

I'm simultaneously looking forward to and dreading making final selection. With so many great character concepts and limited spots it makes me wish I could take them all!

I do not envy your jobs! There is some good competition.

One thing I will say is that the lack of campaign traits has been rather... strangely liberating. Traits are nice, and campaign traits do help with along a character hook, but... it does limit you in some ways on your backstory. This has been rather freeing, I feel!

But that might just be me...

I would like to submit Wendyl, Cleric of Erastil, for your consideration.

The pounding on the door transformed the room into a virtual bell tower, at least it seemed to Wyndel who was recovering from the previous night’s debauchery. It took several minutes for him to stumble across the room pausing only once to vomit. The room was spinning as Wyndel opened the door. He blinked at the angry messenger. The messenger handed him a sealed letter and departed mumbling something. Wyndel noticed his father’s seal on the letter before sinking to the floor passed out in a pool of his own vomit. Several hours later, Wyndel woke with a splitting headache and a thirst for a cool glass of wine. The letter all but forgotten until he realized it was still clutched in his hand. He resigned himself to open it despite knowing it likely contained a rebuke.

Dear Wyndel,
Tales of your constant carousing have reached me even here in the country. I am greatly disappointed with your complete lack of ambition and chide myself for spoiling you, my only son. Perhaps, if my fortunes were not so readily available you would find a disciplined state as opposed to the drunken one in which you so often reside. I am loath to cast you out and leave you destitute, however, I am unwilling to continue to support your lifestyle. Remember what Erastil teaches, "Gold and gems make a man weak; hard work in a field shows strength of body and character.” Therefore, I have given instructions that you shall be Huntmaster Marric's ward until you return to your family. I hope that you shall rise to the occasion.
Your Father

Wyndel sat in stunned silence as the implications of his father’s letter washed over him. He had spent his youth farming in the country hearing tales of Huntmaster Marric's harrowing life surviving in the deepest wilds and legendary skills as a bowyer and knew him to be a tireless taskmaster. To think that the man would now reign over his very existence was sobering to say the least.

The next several months were a blur of training and pain. The days spent in the wilds and apprentice bowyer work had invaded Wyndel's dreams when he was not too exhausted to dream. His hand had developed calluses from the constant grip on a bow. Huntmaster Marric was unrelenting in his instruction and for that Wyndel hated him.

It was Huntmaster Marric that informed him of the news of that his family farm had been destroyed by monstrous raiders.The Huntmaster had simply chided Wyndel that, "The first gift you ever receive is your family. A man grows from the seeds his parents plant," and waited expectantly for Wyndel to resume his daily training. Wyndel hated Huntmaster Marric, his father, and most of all himself.

Wyndel continued to train with Huntmaster Marrich for several months before falling back into living in a drunken stupor. At first the training had been a numbing escape from his shame and self loathing, then, it gradually became a painful reminder of Wyndel's's life long series of failures. At least the alcohol made him forget everything.

It is strange how often salvation can be found when one is weakest. Wyndel lay drunk and half dead in a secluded glen deep in the wilderness. The howl of not too distant wolves focused his attention enough to realize how dire his circumstances had become. As he watched the wolves and orcs approach through blurry eyes, Wyndel felt true sorrow that he would not be able to return home or return to his family. He whispered an apology to his family, Huntmaster Marric, and a prayer to Erastil. As he passed into unconsciousness, Wyndel heard an eagle screech and watched an Orc fall with a black feathered arrow sunk deeply in his chest. That night he was saved by Erastil. Wyndel found salvation with the new dawn and he found a purpose.

Since that fateful day, Wyndel had rarely gone far from his family farm and the lands that surrounded the small community of which his family farm was a member. That is until today Wyndel thought ruefully as he approached Sandpoint, the previous home to the foolish debauchery of his younger days.

I forgot to include the

About Me:
I am 46 year old lawyer that has been playing various RPGs since I was 8 or 9 years old. The grand stories and memories are the lure. It is truly enjoyable developing a living changing story that hopefully will live on the the memories of all that participate. An escape from one reality into another....shared but unique to each.

Pathfinder Adventure Path, Maps Subscriber
pauljathome wrote:
I just love the fact that the Varisians and Shoanti are listed as that and NOT as humans :-)

No slight is intended or should be inferred. Just trying to differentiate.

Pathfinder Adventure Path, Maps Subscriber
TheoreticallyYours wrote:

Could someone let me know how long we have left in hours?

The DM didn't include a timezone.

I am in US Central time zone and believe Levanthus isn't too far away. Think closing/selection isn't too far away now (about 6.5hrs till midnight here).

Pathfinder Companion Subscriber

for the record, I'm also in Central tz =D

Pathfinder Adventure Path, Maps Subscriber

Here is the recently updated list of applicants, again sorted by most likely role. Notify us if we have missed you or misunderstood your intended role.

The competition looks pretty fierce. 23 applicants so far for 10 spots...

Melee/Damage Dealer/Tank
Alden Vas Hutt - paladin of Sarenrae
Eliza Soren - human fighter
Danielle Howlett - half-Mwangi ranger
Duncan - lunky human barbarian
Pearl Fernsworth - halfling paladin of Erastil
Dracu - Varisian barbarian (soon to include sorceror)
Galeas Rynn - half-elf ranger
Kesni - half-orc ranger

Zomeraand - universalist wizard
Claudia Iancu - Varisian arcane-blooded sorceress
Ellizza - gnome transmuter
Rogar Ulthain - dwarf mage-smith (transmuter)
Azonius - elven abdjurer

Rast Cobble - half-orc cleric of Desna
Nathan Laramy - cleric of Cayden
Nuri Itre - Varisian cleric of Desna
Rotomo - Shoanti weather druid

Guadada Purrun - Varisian opportunist (rogue)
Ford Bennett - Taldan nobleman/rogue
Felix Trevelyan - womanizing bard
Nilelane - gnome glassworker/rogue
Gurney Halleck - Shoanti bard
Priscilla Bere - halfling rogue

I fear that I have been accidentally overlooked.

Good luck everyone! I know we won't all be playing but it looks like everyone came up with some truly great characters.

Ditto. Good luck all.

Silver Crusade

Yup, good luck to everybody. Lots of good characters that I'd enjoy adventuring with

I still have to finish gear/spells(kind of the same thing for a wizard). I can hammer it out pretty quick, though.

Pathfinder Adventure Path, Maps Subscriber
Wyndel wrote:
I fear that I have been accidentally overlooked.

My apologies Wyndel. I have you right here on my written list, not sure how I forgot to transcribe you. Will re-publish to include you. Again, my apologies.

Pathfinder Adventure Path, Maps Subscriber

Here is the list with Wyndel included. He makes 24 applicants.

Melee/Damage Dealer/Tank
Alden Vas Hutt - paladin of Sarenrae
Eliza Soren - human fighter
Danielle Howlett - half-Mwangi ranger
Duncan - lunky human barbarian
Pearl Fernsworth - halfling paladin of Erastil
Dracu - Varisian barbarian (soon to include sorceror)
Galeas Rynn - half-elf ranger
Kesni - half-orc ranger

Zomeraand - universalist wizard
Claudia Iancu - Varisian arcane-blooded sorceress
Ellizza - gnome transmuter
Rogar Ulthain - dwarf mage-smith (transmuter)
Azonius - elven abdjurer

Rast Cobble - half-orc cleric of Desna
Nathan Laramy - cleric of Cayden
Nuri Itre - Varisian cleric of Desna
Rotomo - Shoanti weather druid
Wyndel - human cleric of Erastil

Guadada Purrun - Varisian opportunist (rogue)
Ford Bennett - Taldan nobleman/rogue
Felix Trevelyan - womanizing bard
Nilelane - gnome glassworker/rogue
Gurney Halleck - Shoanti bard
Priscilla Bere - halfling rogue

Quite the selection. No fewer than 5 applicants to a given role.

As with so many other games, there will be plenty of disappointment.

Whomever gets selected, please have enough fun to cover the fleeting disappointment of those who will be forced to look again, elsewhere.

Pathfinder Adventure Path, Maps Subscriber

It's just past midnight in the Central US, and therefore I declare this recruitment closed. There have been no submissions since the last list was published this evening, so we will go with that as the final distribution.

GM Levanthus started this thread and as such will have first choice of his 6 adventurers to start his game. I will take the next 4 (one from each of the categories listed above) to fill in my game.

I expect those decisions will be posted later Thursday.

1 person marked this as a favorite.

Good Morning Everyone!

I started compiling the list last night, and will be finishing it this afternoon. Selections will be occurring today!

So many great characters! I want to thank everyone who's expressed an interest in going back to basics and the time you've put into it.

I'll be posting on this forum by 8PM EST as to the selection of the party, and we will be getting under way very shortly. I'll be hard at work deciding on final selection!

Good luck to all who applied!

Good luck everybody

Best of luck! And I'm glad I'm not the one deciding ...

Good luck to everyone, I have enjoyed this opportunity to see your character visions and look forward to seeing this story unfold whether it is an observer or a participate.

Good evening everyone!

Let me start by saying, all these submissions were wonderful. Firstly to see the love of the 'classic' game. Secondly to see the well thought out character backstories, and lastly for your patience during the selection process.

It was certainly not an easy task to review and choose with such a great list of characters. So much so I considered expanding the game to 8, however realized that may very well overwhelm me as a first time play by post GM.

I've revised the list many times, and after much consideration I would like to extend an invitation to:

- Kesni played by Stellarcell
- Gudada Purrun played by Hustonj
- Rast Cobble played by Twistlok
- Wendyl played by John JK
- Rogar Uthain played by Lazyclownfish
- Azorius Var played by Kevin O'rourke 440

Thank you to all for the submissions to my game mastering of Rise of the Runelords - Anniversary Edition

I will be setting up the discussion panes very shortly there will be a few things to work out before we begin. If those of you selected would please confirm acceptance via PM. I would be much obliged.

Have fun all.

Pathfinder Adventure Path, Maps Subscriber

I am headed to dinner with the family, but when I return, I believe I will be able to pick from the remaining candidate pool, the four (perhaps 5) that I will be taking into my game.

Sorry for the suspense, but that's the way I roll....

Grand Lodge

Big gold star to the two GM's for working together.

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