Rise of the Runelords with a Twist

Game Master Shadow Bloodmoon

Rise of the Runelords Anniversary Edition with some Variant Rules in Play

Maps, etc.


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Paranoid Oldman's Mesmerist build. Still needs regular gear and a backstory, but I should have that up sometime tonight.


Aurica Movici wrote:
Wrote this up to give an idea of Aurica's actual abilities

Reading those they look to me like:

At-will: Reach touch of fatigue, one of the better 1st level blast powers from arcane schools or bloodlines, prayer (w/move action required to sustain), virtue, faerie fire (single target rather than 5' burst, which makes it noticeably less useful), then a couple of auras which look like area versions of single-target cantrips.
Limited per day: Ray of exhaustion, variant on same, cure light wounds.

Does that seem fair?

Scarab Sages

Maerra Solrinslag wrote:
Aurica Movici wrote:
Wrote this up to give an idea of Aurica's actual abilities

Reading those they look to me like:

At-will: Reach touch of fatigue, one of the better 1st level blast powers from arcane schools or bloodlines, prayer (w/move action required to sustain), virtue, faerie fire (single target rather than 5' burst, which makes it noticeably less useful), then a couple of auras which look like area versions of single-target cantrips.
Limited per day: Ray of exhaustion, variant on same, cure light wounds.

Does that seem fair?

Haha I had to look up all of those spells (except for fairie fire and cure light wounds), but you're pretty much spot on. There seems to be a consensus among those who've used Spheres of Power quite a bit that a Spheres of Power caster starts out stronger than an equivalent Vancian magic caster (and the hedgewitch, a Mid-Caster, is roughly equivalent to those casters that max out at 6th level spells: bard, inquisitor, etc.) but ends up weaker. That Vancian spellcasting follows a quadratic curve of power, while Spheres casting follows a simple incline.

Scarab Sages

Player / Character


  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • Keante / Aurica Movici (tiefling hedgewitch)
  • Paranoid Oldman / Sorush Bale (half-orc mesmerist)
  • Davis D / Lilyroot (ghoran alchemist)
  • WarforgedMan / ___ (rogue)
  • Walter Lindie / ___ (front-liner)

Scarab Sages

Walter Lindie wrote:

I will see if i can roll up a front liner.

wow 9 10 7 6 15 16 that looks like a +0 over all reroll?

The DM mentioned earlier that they go with a +1 minimum, so I'm guessing you'll re-roll.

Maerra Solrinslag wrote:

Limited per day: Ray of exhaustion, variant on same, cure light wounds.

Does that seem fair?

Oh, I forgot to include the other use of the Life sphere:

(1 SP) Restore:
Spoiler:
Spheres of Power Wiki wrote:

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:

  • Heals 1d4 points of ability damage to one ability score of your choice.
  • Removes the fatigued condition or lessens exhaustion to fatigued.
  • Removes the sickened condition or lessens nauseated to sickened.
  • Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
  • Removes the staggered condition.
  • Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

(basically lesser restoration, right?)

And it should probably be noted that these two can be combined:
Aurica Movici wrote:

(1 SP) Exhausting Strike: fatigue 1 round even on successful save, failed save means exhausted for 1 minute.

(1 SP) area Exhausting Strike: close range cone, make attack roll against every target in area.

So I have 4 options when using Exhausting Strike.

1. Just the standard fatigue that can be negated (no spell point cost).
2. Spend 1 SP to force 1 round of fatigue even on a save, chance for exhaustion.
3. Spend 1 SP to do the standard fatigue to an area (cone).
4. Spend 2 SP to do the stronger version to an area (cone).

At 1st level, Aurica has 6 spell points. So doing that combination would blow fully 1/3 of her spell pool with a single action. General wisdom says don't use more than 1/5 on a single encounter, because you'll often have 4 encounters in a day.

The Exchange

On the possibility it will be allowed here is the reroll.
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (3, 4, 6, 3) = 16
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (5, 1, 3, 1) = 10
4d6 ⇒ (2, 1, 1, 4) = 8
4d6 ⇒ (1, 6, 3, 3) = 13

Original roll
9 -1
10 +0
7 -2
6 -2
15 +2
16 +3
+0 overall
18 13 6 9 7 12

Withdrawing cause the dice gods hate me.

Scarab Sages

Walter Lindie wrote:

18 13 6 9 7 12

Withdrawing cause the dice gods hate me.

Aw, come on! You could have a 20 Strength with that! Or (maybe better yet) a 20 Constitution! Put that 6 in Dexterity, wear the heaviest stuff you can find, and call it a day.


Or a 20 Charisma. No, wait, hear me out. Divine Fighting Technique (Desna's Shooting Star) lets you use cha to attack and damage with starknives. Put the 18 on cha, 13 on dex, 12 on con then choose a +dex/cha race (there are many, starting with halflings) and you have a high enough dex to get two-weapon fighting. Pick a class which gives any sort of defensive bonus and you're set as a frontliner.

Scarab Sages

avr wrote:
Or a 20 Charisma. No, wait, hear me out. Divine Fighting Technique (Desna's Shooting Star) lets you use cha to attack and damage with starknives. Put the 18 on cha, 13 on dex, 12 on con then choose a +dex/cha race (there are many, starting with halflings) and you have a high enough dex to get two-weapon fighting. Pick a class which gives any sort of defensive bonus and you're set as a frontliner.

That is awesome! And the only prerequisite is to have the same alignment as Desna. Wow. Play an oracle who can add CHA to other things, like AC...


Wow, you guys have been busy... Yes, a minimum of +1 spread for characters. As for Grouped Skills, I hadn't thought of that, but I do like the idea of Background Skills. If the consensus is to include them, let's add those in....

Looking forward to getting you guys going. Narrowing down the team to 6 is going to be tough...


Keante wrote:
avr wrote:
Or a 20 Charisma. No, wait, hear me out. Divine Fighting Technique (Desna's Shooting Star) lets you use cha to attack and damage with starknives. Put the 18 on cha, 13 on dex, 12 on con then choose a +dex/cha race (there are many, starting with halflings) and you have a high enough dex to get two-weapon fighting. Pick a class which gives any sort of defensive bonus and you're set as a frontliner.
That is awesome! And the only prerequisite is to have the same alignment as Desna. Wow. Play an oracle who can add CHA to other things, like AC...

That's one possibility. Another is a swashbuckler who can use opportune parry and riposte to defend. Loads of charisma means loads of panache. A paladin gets to add charisma to AC when smiting, a vexing daredevil mesmerist gets to add Cha to will saves at least.

On background skills, I'm in favour of them.


I also am in favor of background skills. More story is always fun.


So I'm putting up the Campaign Info and it looks like we have to smooth out some things. We are using the Background Skills, so let's make sure we have those 2 points in there.

The mostly complete characters I see are Maerra, Auric and Sorush and Lilyroot as soon as an alt gets put up for her, I'll put the link in the Campaign Info.. As for the two open spots, we are still waiting on full submissions from 4 people. If they can get those in soon, I will start up with them, otherwise, I'm almost ready for the first day in Sandpoint...

Scarab Sages

Campaign Info wrote:

1=1

2-4=d4
5-8=d6
9-13=d8
14-19=d10
20-29=d12
30+=d20 and subtract 30 from the total and determine another die type based on the chart above, so a Wand with 50 charges has d20+d12 charges.

I have a spell pool with 6 spell points in it, so it uses a d6. I use an ability that spends 1 spell point, and then I roll a d6. If the result is a 1, then my d6 moves down to a d4. I spend a spell point again on my next turn, so I roll the d4. If I am unlucky enough to roll a 1 again, my d4 moves down to a 1, meaning I can use one more spell point in this combat (and if I don't use it, it will be wasted, as the die always moves down one more step at the completion of the encounter).

Is that correct? Basically, if I'm unlucky enough, I could end up only having 3 spell points instead of 6. But I could also get lucky enough that I use more than 6 spell points in a single combat encounter, if I don't ever roll a 1 on that d6.

After the end of the 2nd encounter in a day I will always be down to 1 spell point if I hadn't rolled poorly and got there even sooner. Well, that's not entirely true--I don't go down a die at the end of the encounter if I didn't use any spell points at all in that encounter.

It will be different, but I'm cool with this.

DM ShadowBloodmoon wrote:
If they can get those in soon, I will start up with them, otherwise, I'm almost ready for the first day in Sandpoint...

I'm excited for this.


That's pretty much it, but as you noticed, it only goes down if you use it during the encounter. No spells, no loss. With a d6, there's a 16.667% chance of rolling that 1... then again, as many have seen, the dice roller on the site can be.. unforgiving at times...


Aurica's alias page has been updated.

The skill modifiers were updated to include the two additional skill ranks from Background Skills. I also did a cross harrow spread (The Harrow Handbook, p.16) to flesh out Aurica a little more.


Background skills are up. I also added his default tactics for a behavioral exposition of the character.


wealth 5d6 ⇒ (6, 2, 6, 3, 1) = 18

OK finally got my slayer done....


Ok, here we go:

Lilyroot the Alchemist

Still need to fill in equipment, but skills and abilities are done. I moved around the stats since we are so covered in charisma skills- the 9 moved to Wis, the 11 that was in wis moved to cha (becoming a 13), and the 15 in Cha moved to strength.

Scarab Sages

Player / Character


  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / Zev Tenyr (human slayer)
  • Keante / Aurica Movici (tiefling hedgewitch)
  • Paranoid Oldman / Sorush Bale (half-orc mesmerist)
  • Davis D / Lilyroot (ghoran alchemist)
  • WarforgedMan / ___ (rogue)


Okay, so the race is on between the Joseph and Warforged Man to get something in, otherwise we'll start with the five we have. I'm usually pretty good at adding characters to stories later on... That said, I should have the first Game post up shortly.


Opinion: As a Grenadier Alchemist, I get one martial proficiency. Think I should use it for a slightly better melee attack, or for a bow for longer-range range when I'm out of bombs? I'm good either way, I'll just go with whether the party wants more range or more melee power.


Maybe a reach weapon? I don't think anyone has one at the mo and it might add an option when there's not a lot of room.

Incidentally, there seems to be exactly one avatar with red-leafed hair on Paizo's list. Search for Tiressia.


avr wrote:
Maybe a reach weapon? I don't think anyone has one at the mo and it might add an option when there's not a lot of room.

I can get the Long Arm extract pretty soon...

Quote:


Incidentally, there seems to be exactly one avatar with red-leafed hair on Paizo's list. Search for Tiressia.

Yea, though she's not exactly ghoran in appearance, having skin elsewhere... I'm thinking of changing the red part to expand my options.

And/or changing every time she resprouts.


Oh, the game thread's started! I did not realize that ^^

Finished my equipment and ready to go.


Room for a magus? Or am i too late to the punch here.

4d6 ⇒ (5, 1, 6, 5) = 17
4d6 ⇒ (5, 3, 2, 3) = 13
4d6 ⇒ (6, 6, 6, 2) = 20
4d6 ⇒ (6, 4, 1, 5) = 16
4d6 ⇒ (6, 4, 1, 5) = 16
4d6 ⇒ (4, 5, 5, 1) = 15

16, 11, 18, 15, 15, 14

Edit: I see you've started, never mind.


Nice dice roles ^^

Scarab Sages

Ierox wrote:

Room for a magus? Or am i too late to the punch here.

4d6
4d6
4d6
4d6
4d6
4d6

16, 11, 18, 15, 15, 14

Edit: I see you've started, never mind.

Wow, those rolls!

I think the DM wanted 6 players--5 of us have started, that's true, and there were two others who expressed interest, but neither of them have finished a character yet.


I'm guessing that if you finish up the character today or tomorrow, you are probably good.


That's correct... I wanted 6, so if you can get that character done soon, you're in...


Just saw this. Assuming I'm not too late...

4d6 ⇒ (5, 3, 6, 5) = 19
4d6 ⇒ (3, 5, 6, 5) = 19
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (1, 3, 2, 3) = 9
4d6 ⇒ (5, 6, 3, 5) = 19
4d6 ⇒ (5, 1, 5, 2) = 13

16, 16, 16, 8, 16, 12...Since the party could potentially use another front-liner, I'd like to put in for a catfolk swashbuckler (inspired blade).

Details:

Str: 8
Dex: 18
Con: 16
Int: 16
Wis: 10
Cha: 18

AC: 19
HP: 14
BAB: +1
Fort: +3, Ref: +6, Wil: +0

Class Features:
Inspired Panache: 7
Inspired Finesse
Deeds (Derring-do, Dodging Panache, Opportune Parry and Riposte)

Languages: Catfolk, Common, Gnoll, Goblin, Sylvan

Racial Traits:
Cat's Luck (reroll Reflex save 1/day)
Clever Cat (+2 bonus to Bluff/Diplomacy/Sense Motive)
Climber (20' climb speed)
Low-Light Vision

Traits:
Giant Slayer (Campaign Trait, +1 bonus to Bluff/Perception/Sense Motive)
Black Powder Bravado (reroll an attack roll when using a deed 1/day)

Feats:
Weapon Focus (Rapier) - Free
Fencing Grace (use Dex for attack/damage)

Adventuring Skills:
Acrobatics (Dex): 1 (8)
Bluff (Cha): 1 (11)
Diplomacy (Cha): 1 (10)
Intimidate (Cha): 1 (8)
Knowledge (local) (Int): 1 (7)
Perception (Wis): 1 (5)
Sense Motive (Wis): 1 (7)

Background Skills:
Knowledge (nobility) (Int): 1 (7)
Sleight of Hand (Dex): 1 (8)

Starting Gold: 5d6 ⇒ (2, 4, 2, 6, 3) = 17 170gp
Rapier (20gp)
Chain Shirt (100gp)
Buckler (5gp)
Backpack (2gp)
Bedroll (1sp)
Belt Pouch (1gp)
Blanket (5sp)
Survival Kit (5gp)
Traveler's Outfit (1gp)
Trail Rations (2 days, 1gp)
Alchemist's Fire (20gp)
Donkey (8gp)
Pack Saddle (5gp)
1gp 4sp


That looks like a finished #6... I'll take it if everyone else is cool with another cat person... Go ahead and roll initiative and we'll add you to the first fight...


I'm down with cats. And meatshields! I was afraid my poor little alchemist would have to stand in the front row.

Scarab Sages

DM ShadowBloodmoon wrote:
That looks like a finished #6... I'll take it if everyone else is cool with another cat person... Go ahead and roll initiative and we'll add you to the first fight...

Looks good to me!


If Maerra gets swarmed by goblins she'll appreciate a kitty stabbing one or two of them.

Not all though. That would be greedy.


And another ridiculously charismatic people :)


Mean party charisma = 14.8 (to one decimal place)
Median charisma = 14.5

If Lilyroot had stayed with her original charisma those figures would have been even higher of course. No one at all dump-statted charisma.


I'll admit; had I realized that the rest of the party was this charismatic, I may have made a different choice of character. Still, though, I think this works.


Reopening for a wizard or cleric to join our intrepid Sandpoint Heroes as they battle the forces of evil. You will start at 2nd level and must have a good background story to fit in with the others. Otherwise, make yourself familiar with our variant rules and we will welcome you via a player vote...

Scarab Sages

Current roster includes Maerra (dwarf non-spellcasting ranger), Milah (catfolk swashbuckler), Zev (human slayer), and Aurica (tiefling hedgewitch, a Spheres of Power class). We're looking for a full caster for sure, probably wizard or cleric preferred.

The variant rules are all on the Campaign Info tab.


I have this character here, full caster though some levwls of monk planned.

I'll probably rebuild though if it is okay, but the character concept is there. Incanter would be awesome since I notice someone already has SoP (my favorite d20 magic system).

Scarab Sages

If you do an SoP class, it will pretty much be a requirement that you spend a magic talent on the Divination sphere. We don't currently have anyone with detect magic. We need that magical knowledge role filled (the hedgewitch is more like a rogue with special abilities than a true caster, at least for now).


I'll bear that in mind.


Aside from 4d6-L, I'm not seeing much about character creation, requirements, or limitations.

Zarque knows quite a bit from being an assistant to a wizard for a long time and is thus well educated. Has a bit of a superiority complex, but yet doesn't undervalue others and tries to not be open about it as the value of teamwork is understood. Zarque also enjoys working with leather, and uses it to make a variety of things from bags and clothes to tools and weapons (slings and whips type obviously) as well as magical items such as bracelet "potions" and gloves that work like wands (when not holding anything). (just refluffed stuff, no intention to get around any limits of thd original items, though "equipping" the glove/wands by simply dropping any held items would be awesome if allowed)

Zarque generally seeks mastery of herself, physically, mentally, and magically. As she sees magic as an inherent part of her, that counts as something to master, despite the stereotypical monk ignoring magic. Educating herself and experiencing the world is part if mastering the mind as far as she is concerned.

Her superiority complex doesn't have her look poorly on others, rather as a "superior" being, she holds herself to a higher standard in many ways including morally.

4d6 ⇒ (5, 4, 1, 3) = 134d6 ⇒ (4, 3, 4, 6) = 174d6 ⇒ (6, 6, 4, 1) = 174d6 ⇒ (6, 3, 6, 6) = 214d6 ⇒ (6, 1, 5, 3) = 154d6 ⇒ (3, 4, 5, 3) = 15

12, 14, 16, 18, 14, 12

wow, awesome rolls!


Maerra isn't a spellcaster only because she's second level; I haven't taken an archetype which trades the ranger spellcasting away. If there's two other SoP casters in the party that'll probably make her take the SoP ranger conversion when that matters at 4th.

The main rule changes are the 3d6 instead of 1d20 (which makes combats against goblin mooks really easy, and which might make combat vs. BBEGs much more dangerous), and the limited resource dice. Keante could better tell you how that interacts with spellcasting.


The campaign traits should be in the Campaign Tab.. I see I have to update the Dramatis Personae though...


4d6 - 4 ⇒ (5, 6, 4, 6) - 4 = 17
4d6 - 5 ⇒ (6, 5, 6, 6) - 5 = 18
4d6 - 1 ⇒ (6, 3, 4, 1) - 1 = 13
4d6 - 1 ⇒ (1, 6, 3, 6) - 1 = 15
4d6 - 3 ⇒ (5, 6, 6, 3) - 3 = 17
4d6 - 3 ⇒ (4, 3, 5, 5) - 3 = 14

Not bad! I think Paladin...

When do you plan to end recruitment?


I don't want to delay the game too long, so I am thinking of having the vote done by say, Monday some time...

As a side note, with the Holidays coming, my online time will be slightly less, but I will endeavor to keep us going through then. However, from January 3 to January 20th I will be even less available as I will be on holiday. I will keep up as best I can, but just to forewarn you guys.


Looking at the earlier posts in the thread, it sort of looks like you had already chosen your party? If so, maybe I'll just avoid submitting and wasting everyone's time...?

Too bad, 'cause I have been aching to play a paladin!


Rerecruiting AaT. We're sort of looking for another spellcaster, probably at least a 6-level type rather than a paladin.

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