Rise of the Rookie Runelords (Inactive)

Game Master GeraintElberion

Maps


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Hello Many-Faced GM, fellow applicants. Since the first thing that pops into my head when I see Varisia is Harrow Cards, I'm happy to submit my character, Izbela, and her stick-in-the-mud eidolon, Algon.

Izbela, Unchained Story Summoner:
Izbela Vauni
Female Human (Varisian) Unchained Summoner 1 Archetype Story Summoner
NG Medium Humanoid (Human)
Init +3 Senses Perception +0
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DEFENSE
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AC 13 Touch 12 Flat-footed 11 (+1 armor, +2 Dex)
hp 7 ((1d8)-1)
Fort -1 Ref +2 Will +2 (+1 Will vs. enchantment)
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OFFENSE
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Speed 30 ft.
Melee unarmed -1 (1d3-1, 20/x2)
Summoner Spell-Like Abilities summon monster i (7/day)

Summoner Spells Known (CL 1st; concentration +5)
1st (2/day) - mage armor (DC 15), rejuvenate eidolon, lesser
0th (at will) - acid splash, daze (DC 14), detect magic, message
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STATISTICS
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Str 8 Dex 14 Con 9 Int 14 Wis 10 Cha 19
Base Atk +0 CMB -1 CMD 11
Feats Harrowed, Harrowed Summoning
Skills Craft (Alchemy) +6, Diplomacy +5, Handle Animal +8, Knowledge (Planes) +8, Linguistics(Celestial) +6, Spellcraft +6, Use Magic Device +8
Traits Harrow Born (Varisian), Planar Savant, Scholar of the Ancients
Languages Auran, Celestial, Common, Sylvan, Thassilonian, Varisian
SQ bonus eidolon hit point, bonus feat, cantrips, eidolon, life link, skilled, storykin eidolon, summon monster i, weapon and armor proficiency
Other Gear outfit (scholar's), haramaki, spell component pouch, belt pouch [trail ration, waterskin, harrow deck, 2 gp, 8 sp, 10 cp]
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SPECIAL ABILITIES
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Background Skill (Craft (Alchemy), Linguistics)

Bonus Eidolon Hit Point Add +1 hit point to the summoner's eidolon.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips A summoner learns a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon A summoner begins play with the ability to summon to her side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of her languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. A summoner can summon her eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, her eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, she must decide how these points are spent, and they are set until she gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Harrow Born (Varisian) You grew up around the mysterious fortune-tellers known throughout Ustalav and Varisia. You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Harrowed Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. You get a +1 bonus on all Will saves made to resist enchantment effects. 1/day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card's suit. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Harrowed Summoning Your summoned creatures are empowered by the magic of the harrow. When you cast a conjuration (summoning) spell or use a spell-like ability to summon one or more creatures, you can draw two random cards from a complete harrow deck you own. Doing so adds both a somatic component (if the spell does not already have one) and a focus component (the harrow deck) to the spell, but does not increase the spell’s casting time. For the duration of the spell, each summoned creature gains a +4 enhancement bonus to the corresponding ability scores of the drawn card’s suits. If both cards are the same suit, each summoned creature gains a +6 bonus to that ability score instead. If either card’s alignment is a true match for the summoned creatures’ alignment, the duration of the spell is doubled, while drawing an opposite match halves the duration of the spell. If both a true match and an opposite match are drawn, the spell’s duration is unchanged.

Life Link (Su) At 1st level, a summoner forms a close bond with her eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points she has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Planar Savant You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Storykin Eidolon Unlike most eidolons, a story summoner’s eidolon cannot touch or attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. As a standard action while her eidolon is summoned, the story summoner can draw a random card from a complete harrow deck she owns. For a number of rounds equal to 1/2 the summoner’s class level (minimum 1), the eidolon’s alignment changes to match that of the harrow card drawn, and the eidolon gains a +4 enhancement bonus on the ability score linked to the drawn card’s suit. The eidolon continues to follow its summoner’s orders regardless of its alignment. The story summoner can use this ability a number of times per day equal to 3 + her Charisma modifier.

Summon Monster I (Sp) At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call her eidolon. As a result, she can use this ability only when her eidolon is not summoned. She can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell.

Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.

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DESCRIPTION
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Izbela is about as far from a typical Varisian as one can be. Often the most defining feature of her people--aside from flashy or barely-there attire--is their deep olive skin tone. Bela's complexion, however, is remarkably pale, a reflection of the many years she's spent indoors since leaving Sandpoint. Pale blue eyes, set into a fine-boned oval face, contrast sharply with the glossy, black hair common to her people. Whereas her people tend to prefer to wear lighter, diaphanous material, Bela favors a less showy style of dress, often made out of heavier fabrics.

Although a black sheep both in her family and growing up in her neighborhood at Sandpoint, Izbela's social skills have flourished in her time at The Twilight Academy. Feeling as though she finally fit in has helped bolster her confidence in dealing with others. Yet, given her age, she often lacks the emotional maturity to form meaningful attachments to those same people. As such, the charm she possesses is rather superficial in nature, and while she is generally polite to others, if pressed she'll admit she'd rather be studying than socializing more often than not.

Her studies at The Twilight Academy have turned her curiosity regarding arcana and other planes into a full-fledged obsession. While she is ambitious in regards to her studies and the pursuit of arcane knowledge, the ease with which she conjures other beings has left her a bit indolent in some regards. At times, she perhaps relies a bit too much on others, whether it be summoned creatures or simply those who find her personality particularly charming. Though she is often considered a kind, helpful young woman to most she meets, such kindness stems more from a pragmatic "I help you, you help me" mindset rather than a desire simply to do good.

Izbela's typically good-natured disposition does have its breaking points, however. The young woman is relentless in the face of opposition, and if faced with combat, she has no compunctions about using her magic to its deadliest effect. Though she is no commander, she possesses a keen enough intellect to make reasonably sound tactical decisions, often having to decide which creature would be best suited for a task, where the most advantageous position would be, or which enemy her eidolon should focus on. As she often removes herself from the immediate danger of battle--only joining the fray to lob an acid orb or some alchemical weapon when safe to do so--Bela finds that she usually has the time to think tactically, but her cool composure quickly crumples if she finds herself in actual danger.

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BACKGROUND
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Growing up in a very proud, very traditional Varisian household, Bela was exposed to such things as harrow readings from a very young age. While she loved the stories, and dances and nuances of her culture as a girl, the older she became the more she tired of them. Izbela's grandmother, a locally renowned Harrower, often pressured the girl to take up the path of a fortune-teller. To Gran, performing harrow readings was more than a way to earn coin; it was their people's most important connection to the Gods.

Bela's love for her Gran initially moved her to try to follow in the old woman's footsteps, but as the years went on, it became clear that it was not meant to be. Much to her grandmother's chagrin, the young woman showed no connection to the harrow and lacked the wisdom to correctly interpret the cards. Furthermore, the older Bela became, the more she began to notice how people laughed at their ways. Resentful that the other ethnicities of Sandpoint saw them as little more than stereotypes, she did all she could to distance herself from traditional Varisian culture, and in doing so, she found her true passion in studying the planes beyond their own.

This rebellious streak would last well into the girl's late teen years, only coming to an end with the passing of her Gran. The guilt of having balked at the traditions her grandmother tried to pass on to her, compounded by finding that the family's heirloom harrow deck had been bequeathed to her, ate at Bela's conscience day and night. Although the grief would fade in time, the guilt continued to weigh heavy on her, eventually reigniting the passion she once felt for harrowing as a little girl, however briefly.

Determined to make her grandmother proud, Izbela once again took to trying to divine the future through the cards. Unfortunately, while she was sure she felt a connection to the cards, their meanings proved to elude her just as much as they did years ago. During the last of many failed readings, the cards suddenly flew from her hands, forming into a whirling maelstrom. Though she was frightened by the manifestation, she couldn't deny the pull she felt to reach into the chaos and draw out the lone card hovering in the center. The storm of harrow cards died down as abruptly as it had begun, and standing before her, gleaming plate armor and all, was Algon the Paladin. Through her newfound eidolon, Izbela learned of the Harrow Realm and how to draw upon the power of that plane to work magic upon this one. Feeling that her talents would never flourish in the small town of Sandpoint, Bela packed her belongings, endured a tearful goodbye from her mother, and traveled to Galdurian to study at The Twilight Academy.

Though not as prestigious or well-regarded as the other arcane colleges of Varisia, The Academy is far more accepting of unusual methods of magic, such as Bela's harrow-drawn summoning abilities. It's been nearly two years now since beginning her studies, and in that time she has learned a great deal. But Izbela knows that she has only scratched the surface in finding out what she's capable, and so when a message arrives from her mother, imploring her to come home to witness the Swallowtail Festival and the consecration of the new temple, her first instinct was to refuse, worried about the time it would take away from her training. As she sits down to pen a reply gently letting her mother down, the same heavy feeling of guilt she felt after her Gran's passing starts to well up, and so, with a resigned sigh, she begins to make arrangements to travel back to Sandpoint.

Algon the Paladin:
Algon the Paladin
Male Unchained Eidolon 1
LG Medium Eidolon
Init +1, Senses Darkvision (60 ft.); Perception +4
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DEFENSE
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AC 15 Touch 11 Flat-footed 14 (+1 Dex, +4 Natural)
hp 12 ((1d10)+2)
Fort +3 Ref +1 Will +2 (+4 bonus on saving throws against poison)
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OFFENSE
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Speed 30 ft.
Melee greatsword +4 (2d6+4/19-20)
Melee slam +4 (1d8+4)
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STATISTICS
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Str 16 Dex 12 Con 13 Int 7 Wis 10 Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Martial Weapon Proficiency (Greatsword)
Skills Intimidate +12, Perception +4, Ride +5, Sense Motive +4
SQ darkvision, eidolon progession lv.1, improved natural armor, limbs (arms), limbs (legs), link, share spells, slam
Other Gear greatsword, slam, backpack [bedroll, blanket (2), grooming kit, trail rations (1), sunrod]
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SPECIAL ABILITIES
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Archon Summoned from heaven, archon eidolons are the embodiments of righteousness. They often take on powerful, graceful forms, rippling with muscles but refined in their movements. Archon eidolons are totally dedicated to the cause of good, and have little patience for those who violate their oaths and ideals-including the summoner who called them. Archons will do whatever it takes to stop the advance of evil and protect the innocent.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eidolon Progession Lv.1 At 1st level, archon eidolons gain the resistance (electricity) evolution and the skilled (Intimidate) evolution. They also gain a +4 bonus on saving throws against poison.

Improved Natural Armor (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.

Limbs (Arms) (Ex) The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Limbs (Legs) (Ex) The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Link (Ex) A summoner and her eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to her eidolon at any time. In addition, magic items interfere with the summoner's connection to her eidolon. As a result, the summoner and her eidolon share magic item slots. For example, if the summoner is wearing a ring, her eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells (Ex) The summoner can cast a spell with a target of "you" on her eidolon (as a spell with a range of touch) instead of on herself. A summoner can cast spells on her eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Skills (Diplomacy, Heal, Intimidate, Ride)

Slam (Ex) The eidolon can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, up to the number of the eidolon's limbs (arms) evolutions.

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DESCRIPTION
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Towering over most mortals at a height of over six and half feet, the entity known as Algon the Paladin cuts quite an intimidating figure without necessarily meaning to. Clad in what appears to be heavy plate armor the color of burnished gold, this is actually part of his natural armor and thus is an intrinsic part of his form. Glowing golden eyes peer out from beneath a winged, plumed helm of steel, obscuring most of the creature's facial features except for a square jaw and a pair fairly thin lips, almost perpetually downturned in a grim-faced scowl. A pair of thick leather gloves and a blood-red cape fastened over broad-set shoulders completes the outsider's look.

In the fight of good versus evil, Algon unquestionably views himself as "good". Unfortunately for most people that he comes across, "good" doesn't always mean "nice". He acts according to a strict moral code, but, as with many things about the oft-silent outsider, what exactly that code entails is a mystery even to his summoner. Outside of threatening his enemies or barking orders, Algon usually finds he has little to say. Despite his gruff demeanor, he takes his duty to protect Izbela very seriously, though this is partly due to the fact that he thinks her weak. As such, he frequently interposes himself between her and whomever he considers a threat, which, as it happens, is a great many people.

Because of their fairly disparate natures, Izbela often finds herself reluctant to call upon Algon outside of combat.

Disclaimer:
Just in case anyone's groaned when they read this submission, let me assure you: I understand where "summoner hate" typically comes from and--on the off chance I'm selected--you won't have to worry about spotlight-hogging. I'm no great fan of talking to myself, so any interactions between Bela and Algon will be kept to the barest of minimums. ;)


I am currently trying to get crunch to work with style


Dotting in with a Chiurgeon. Work in Progress.

Scarab Sages

I'm interested in this. I have a concept for a Wood Elementalist that would be good for this AP - what I want to know is, would you allow some custom expansion to the Wood Magic School (or any elemental school, for that matter) since Paizo hasn't given them further support to date?


I would allow it, but I wouldn't go through all of the spells until after recruitment is closed. I am willing to work with any selected player to make sure their character is something they want to play and is not disruptive to the group as a whole.


Gyorgy Elberion wrote:

I have GMed this AP and played on the boards with this character to the end of Burnt Offerings.

Would love to give Gyorgy another go at this AP and I designed him to be quite an innocent so I could easily separate player knowledge from character knowledge.

I'll bring back to lvl1 and in line with your rules.

Human, Varisian sorcerer

Changes made.

I had forgotten how old Gyorgy was: I had to change him from either a 3.5 or a PF-beta character (he had ranks in use rope and he has lost his familiar, a thrush called Lim).


Hope you all had a good Monday! Here are the latest updates (Hope this helps):

Complete submissions
Bendoc Halfling Ranger (Trapper) G-unit
Xanios Half Orc Alchemist KoolKobold
Wreck Half Orc Fighter (Weapon Master Seth86
Kane Edwads Human Inquistor (heretic) FedoraFerret
Urlog Half Orc Fighter (Siegebreaker) Raltus Link to background
Gryorgy Elberion Human Socerer GeraintElberion
Izbela Human Summoner KatGrey
Arkon the Thunderer Oread Druid Tharasiph
Kadrian Human Swashbuckler TheWaskally
Mikal Karoly Half elf Magus JAF0
Neele Phiniksa Suli Monk (Drunken) LetcherMan69
Bellis Aleste Halfling Alchemist SAMAS

Needs background
Emilia Aasimar Oracle Traskus

Needs Crunch
Kalta Human Bard Burnscar
Selena Maginimar Human Wizard Neltji needs to be adjusted to 1st level

Expressed interest and a concept
Chillblame, Cleric of Desna
The Dread Pirate Hurley, Halfling, Cleric
rdknight, Human or Half Elf, Bloodrager
Oyzar rogue>wizard>arcane trickster
baticeer, druid or shaman
I’m hiding In Your Clloset, ?, Wood Elementalist
Torvent, ?, Chiurgeon
Ouachitonian, paladin or ranger or martial
Boss Zog, Fetchling Mesmerist

Expressed interest

Diego Rossi
CaptainFord
GM Grog
Sethran Aelenir
Cuan
Jedoric

Scarab Sages

Where can I find the Rise of the Runelords Campaign traits?


I have a few questions:

How does one feel about a leadership build?

If no to Leadership, what about guns?

Would a custom race be ok? I have a human offshoot I designed a while ago that I've been wanting to revisit.


Leadership is fine.

Guns are scarce, but acceptable.

No to custom races.


The campaign traits can be found on archivesofnethys.com or d20pfsrd.com under the traits section. You can search on "Runelords" I believe.

Silver Crusade

Here's my character. Maybe a few tweaks remaining, but this is basically him. I'll try to add a background when my mind is working better. Otherwise, am I missing anything?


Alrighty, this is Ouachitonian's character; Cnut Einarsson, Paladin of Eritrice. Full details (Fluff and Crunch) are in the alias profile.

He'll be a bit slow starting, with most of his abilities coming on later. Having to choose between TWF and Weapon Finesse really hurt at 1st Level, but I'm wanting to try out the Ifrit Scorching Weapons feat tree, which can eventually give him, in essence, free flaming weapons and additional fire damage to any adjacent foe. The Tempered Champion's scaling weapon damage and bonus combat feats should lessen the impact of TWF on a feat-starved paladin in the long run, but for a few levels it'll be tough. Despite being spelless, he'll be able to help out with a lot of the party's healing needs, starting at L2 with Lay on Hands, and especially once the Hospitaller version of Channel Energy comes online at L4. So, Tanking, Healing, and a bit of Face (via high diplomacy) will be his thing. Should be pretty much set, but let me know if you have any questions, comments, adjustments I need to make, etc.


Here is Laufey, the Ulfen/Snowcaster Half-Elf Bloodrager from Kalsgard.

I still need to add the personality section and do a last edit for errors, but the basics are all in place.


Working on a human Cleric (Hearld Caller) of Iomadae.


I always wanted to play this one.
Something just pulled at me and I have an idea for a Suli Bloodrager that I'm putting together.


Working on a Tiefling Inquisitor of Olheon

Silver Crusade

Almagafor wrote:
Working on a Tiefling Inquisitor of Olheon

That raises a question: How appropriate are exotic deities for this Adventure? My character had initially been an idea for standard Pathfinder Society, and is inclined to worship Qi Zhong.


Exotic deities are fine as long as I can find some information on them.


Dot.

I've got a couple characters in the stable that were built for RotR but didn't get picked in previous submissions. I'll have one picked and updated for the build rules later today or tomorrow.


Rak is a dwarven inquisitor of Cayden Cailean who previously started this AP, but the GM had to abandon the game prior to it really getting off the ground. The sheet is currently how he was left; I will retool him to bring him in line with the creation rules above. When I rebuild I'll look at cleric, inquisitor, and warpriest; he could end up as either (good chance he stays an Inquisitor, though).

Excited to play this one! I can already see some potential for strong interaction with Neele, the (drunken) monk.


I guess I'd better write that statblock up properly, huh?

Kalta Sigani:

CG Human Sorceress (Mutated Bloodline)
Init +2, Perception -1
AC 12, T 12, FF 10; CMD 11, FFCMD 9
Hp 7 (1d6+1)
Fort +0, Ref +2, Will +1
30ft.
Melee Dagger -1, 1d4-1
Ranged Dagger +2, 1d4-1
Sorcerer Spells(CL 1)
0th(DC 14) - Daze, Detect Magic, Light, Ray of Frost
1st(4/d, DC 15) - Magic Missile, Sleep
Str 9, Dex 14, Con 10, Int 14, Wis 8, Cha 19
BAB +0; CMB -1
Feats: Eschew Materials, Spell Focus: Evocation, Spell Specialization: Magic Missile
Traits: Scholar of the Ancients, Magical Lineage(Battering Blast), Savant(Perform: Sing)
Skills: Bluff +8, Knowledge(Arcana) +6, Knowledge(History) +7, Linguistics +4, Perform(sing) +10, Spellcraft +6, Use Magic Device +8
Languages: Common, Varisian, Ancient Thassalonian, Elven
SQ: Arcane Bloodline, Arcana, Blood Havoc
Favored Class: Sorcerer(+1 Hp)
Gear: Courtier's Outfit, Jewelry (30gp), Belt Pouch
Coinage: 5gp
Hidden gear: Practical Travel Robes, Backpack, 1lb of soap, Bedroll.

I ended up axing the trush familiar. Just how it goes, have to blow stuff up, you know?

Appearance:

Height: 5 ft. 4 in.
Weight: 119 lbs.
Hair Color: White
Skin Color: Light tan, with blue tattooes
Eye Color: Blue
Kalta is a striking woman in her early twenties. Her tan skin is tattoed, from her brow all the way down to the tops of her toes. Her inviting smile and warm demeanor makes her stand out in any crowd, despite her short stature.

Her gown is a high-quality one, made of fine, imported silk and lined 'arcane' symbols wrought with silver threads. Mostly, she just had the craftsman copy the symbols off of her tattoos. They wouldn't be out of place on an at least minor noblewoman, except for the cut of the dress, which is probably too scandalous for high society. There's plenty of plunging neckline, and otherwise bare skin - she bought that one in particular because it shows off her tattoos, as well as her figure.
She hasn't worn them while travelling, obviously, nor are they clothes suited for archeology or other scholarly work. She's wearing them now to turn heads of festivalgoers passing by. That's how it goes for travelling performers - once you've made people notice you, they'll almost always pay you something.

She's left her bedroll, backpack, sensible travelling clothes and other gear in a hollow tree just outside town, and will collect them again when she leaves, hopefully with enough silver to fund at least a few months of expeditions into the local Thassalonian ruins.

Personality:

She enjoys travelling, and wouldn't settle down for the world, but her lifestyle has left her with little in the ways of deep friendship. She left her best friend and lifetime study partner, Sheven, behind in Korvosa when she left. If someone knew her and wanted to hurt her, they'd probably tell her that she's flighty and shallow. It's not entirely fair, but not entirely false, either. She's left a good number of relationships behind in her travels, romantic and otherwise.
She values the potential rewards of whatever she's doing over the risk she's taking doing it - this reward doesn't have to be monetary, it could be social, or take the form of knowledge acquired, or further understanding of herself. She tries to see a silver lining wherever she is, and rarely fails.

She considers herself a good person, and will go to sometimes surprising lengths to reaffirm that belief, even at cost or danger to herself.

Background:

Kalta was born the daughter of a fairly rich bard who'd settled down in Korvosa. With no particular innate arcane talent, her farther enrolled her into the Academae, paying good coin for them to learn her wizardry. She was never much good at it, but took to studying ancient civilizations with surprising fervor. When she was 18, she was chosen to go along wih a cadre of fellow scholars, to make sense of a newly discovered Thassalonian digsite. It had been cleared out by adventurers first, of course. Regardless, they eventually found and translated a description of a ritual that was supposed to bestow arcane power on the target. Part of it was crumbled and indecipherable, but it was very likely to be the nonessential parts - the remaining text should allow for completion of the ritual. Kalta was the only one to agree to play ginuea pig. They imported a local tattoo artist to imprint the depicted symbols on her skin, and completed the accompanying rites themselves. When she awoke the morning after, she could do magic!
That night, one of her fellow scholars, a mage named Therric Ciubotaru, took off with their translation of the ritual, and used magic to grind the stones from which they'd painstakenly reconstructed the text to dust. Presumably, he wanted to be the only one to sell the secret.
They returned home in mixed spirit, she and her colleagues dismayed at the betrayal, but still amazed at what they had accomplished.
For the last few years, she's been travelling on her own, investigating thassalonian ruins where she can find them. In order to fund her expeditions, she's taken a page out of her farther's book, and become a wandering bard.
She's come to Sandpoint for three reasons. She's low on cash, and figures that the high-spirited townsfolk will be willing to dig into their pockets to pay a travelling performer. Further, she's heard that there's a thassalonian landmark in the town, and wants to have a look at it herself. Finally, she's here to have a good time. Festivals are fun, and she hasn't been to a good party in a while.


Here is Mjolbeard's submission: Akuleh Speaks with Ancients, Shoanti Human Shaman (Speaker for the Past). Fluff and crunch are both in the alias. He'll primarily help with buffing, but will occasionally take the fight to the enemy when it's needed. Will also provide some decent skill/knowledge support later on.

Thanks for your consideration, GM!


Torvent the Merfolk HydroKineticist / Healer is more or less done.
Cheers!


Rak's updated crunch is done. He remains an inquisitor of Cayden Cailean, but was revised pretty heavily otherwise. I will upload his revised background later today.


Hot off the presses

Complete submissions
Bendoc Halfling Ranger (Trapper) G-unit
Xanios Half Orc Alchemist KoolKobold
Wreck Half Orc Fighter (Weapon Master Seth86
Kane Edwads Human Inquistor (heretic) FedoraFerret
Urlog Half Orc Fighter (Siegebreaker) Raltus Link to background
Gryorgy Elberion Human Socerer GeraintElberion
Izbela Human KatGrey
Arkon the Thunderer Oread Druid Tharasiph
Kadrian Human Swashbuckler TheWaskally
Mikal Karoly Half elf Magus JAF0
Neele Phiniksa Suli Monk (Drunken) LetcherMan69
Bellis Aleste Halfling Alchemist SAMAS
Cnut Einarsson Ifrit Paladin (Tempered Champion, Hospitaler) Ouachitonian
Laufey Gemshrike Half-Elf Bloodrager rdknight
Rak Opal Dwarf Inquisitor Zin Z’arin
Kalta Sigani Human Bard Burnscar
Akuleh speaks With Ancients Human Shaman Mjolbeard89
Torvent Merfolk Kineticist (Kinetic Chiurgeon) DeviousDevious

Needs background
Emilia Aasimar Oracle Traskus
Henry David Wickerman Tiefling Xylomancer I’m Hiding In Your Closet

Needs Crunch
Selena Maginimar Human Wizard Neltji nees to be adjusted to 1st level

Expressed interest and a concept
Chillblame, Cleric of Desna
The Dread Pirate Hurley, Halfling, Cleric
Oyzar rogue>wizard>arcane trickster
baticeer, druid or shaman
Torvent, ?, Chiurgeon
Boss Zog, Fetchling Mesmerist
Almagafor, Tiefling Inquisitor
Trawets71, human, Cleric (Herald Caller)
Deamon Lurking, Suli Bloodrager

Expressed interest

Diego Rossi
CaptainFord
GM Grog
Sethran Aelenir
Cuan
Jedoric


Welp, consider me interested!

Here's Leanor Kandelu for your consideration, Living Grimoire Inquisitor/VMC Magus of Zohls (fresh off the press from Horror Adventures, if you're not familiar with the Archetype). I had a lot of fun throwing her together and would love a chance to see this campaign in action. Do let me know if there's any changes or adjustments required (or just general thoughts. I'll take those too.)

Good luck everyone!


I'm erroniously listed as a bard in that table. Kalta is a sorcerer.


And Rak's background has now been updated; my submission is complete. I'm looking forward to playing this AP!


Burnscar wrote:
I'm erroniously listed as a bard in that table. Kalta is a sorcerer.

Thanks, I'll correct it when I update tomorrow.


Pathfinder Roleplaying Game Superscriber

Complete submissions:

FIGHTERS:
Bendoc Halfling Ranger (Trapper) G-unit
Wreck Half Orc Fighter (Weapon Master Seth86
Urlog Half Orc Fighter (Siegebreaker) Raltus
Kadrian Deverin Human Swashbuckler TheWaskally
Neele Phiniksa Suli Monk (Drunken) LetcherMan69
Cnut Einarsson Ifrit Paladin (Tempered Champion, Hospitaler) Ouachitonian
Laufey Gemshrike Half-Elf Bloodrager rdknight
Mikal Karoly Half elf Magus JAF0

ARCANE:
Bellis Aleste Halfling Alchemist SAMAS
Izbela Human UC Summoner KatGrey
Gryorgy Elberion Human Sorcerer GeraintElberion
Torvent Merfolk Kineticist (Kinetic Chiurgeon) DeviousDevious
Xanios Half Orc Alchemist KoolKobold
Kalta Sigani Human Sorceror Burnscar

DIVINE:
Akuleh speaks With Ancients Human Shaman Mjolbeard89
Rak Opal Dwarf Inquisitor Zin Z’arin
Arkon the Thunderer Oread Druid Tharasiph
Kane Edwards Human Inquistor (heretic) FedoraFerret

SKILL MONKEYS:
???

Needs background:
Emilia Aasimar Oracle Traskus
Henry David Wickerman Tiefling Xylomancer I’m Hiding In Your Closet

Needs Crunch:
Selena Magnimar Human Wizard Neltji needs to be adjusted to 1st level

Expressed interest and a concept:
Chillblame, Cleric of Desna
The Dread Pirate Hurley, Halfling, Cleric
Oyzar rogue>wizard>arcane trickster
baticeer, druid or shaman
Torvent, ?, Chiurgeon


Pathfinder Roleplaying Game Superscriber

that sort of separates the field a little... If you feel you've been mis-classified, let me know and I'll update accordingly.

G-Unit - if you'd like to keep this up with the classifications from here on out, I can email you the word document with all the formatting in place.. .just pm me.


JAF0 wrote:

that sort of separates the field a little... If you feel you've been mis-classified, let me know and I'll update accordingly.

G-Unit - if you'd like to keep this up with the classifications from here on out, I can email you the word document with all the formatting in place.. .just pm me.

I like it, keep it up!


Pathfinder Rulebook Subscriber

I did attempt to send you a message about Emilia's backstory to get some input.


I think Rak can fill a lot of the skill monkey role, in addition to his divine aspect. Not saying he needs to be moved, but wanted to point it out. With Breadth of Experience and Monster Lore, he's a Knowledge fiend, and with Conversion Inquisition, he's a good face. I'm not averse to shuffling some skill points around once the party is selected if that helps fill gaps.


Seeing JAF0's list I think I'm going to rethink my submission. This game needs a skill monkey.

Grand Lodge

Arkon is going to be a wildshape focused build, that will also have full divine casting capabilities.


Pathfinder Roleplaying Game Superscriber

reposting the end of the list... SOmehow I didn't c/p the entire list:

Expressed interest and a concept:
Chillblame, Cleric of Desna
The Dread Pirate Hurley, Halfling, Cleric
Oyzar rogue>wizard>arcane trickster
baticeer, druid or shaman
Boss Zog, Fetchling Mesmerist
Almagafor, Tiefling Inquisitor
Trawets71, human, Cleric (Herald Caller)
Deamon Lurking, Suli Bloodrager

Expressed interest:
Diego Rossi
CaptainFord
GM Grog
Sethran Aelenir
Cuan
Jedoric


Here's my submission for Johannes Appleseed, the Cleric of the Cup.

Character sheet

Background:
Born to a family of halfling slaves in Cheliax, Johannes Appleseed learned the cider trade the hard way. Spending his youth toiling under cruel taskmasters, he picked apples and pressed cider for the benefit of his master. The only thing that made the harsh labor tolerable was the rare sip of cider. The Appleseeds collected the runoff and the discards from each pressing in the fall and rationed it carefully among the slaves. The humans considered it undrinkable, dangerous even, but it was the best Johannes ever had to look forward to, without any hope for something better.

His fortunes changed for the better one harvest evening when the Bellflower Network spirited him away under the dark of a new moon. Forced to leave his family behind, he promised to come back for them one day. Swiping a bag of prized apple seeds and a pot from the kitchen, he escaped to Andoran. Moving quickly to Bellis, young Johannes was introduced to the wider world of fine spirits with his first sip of Bellis mead. Finding the faith of Cayden Cailean, he set off to travel the land spreading seed and cider in the name of the Drunken Hero, collecting exotic spirits and the secrets of making them.

Now Johannes finds himself in Varisia. The frontier has its own new drinks to discover, whether it be rum in Riddleport (improted from Garund by way of the Shackles), dwarven whiskey from Janderhoff in the Mindspin Mountains, or the Shoanti's fermented mare's milk on the Storval Plateau. Come to Sandpoint for the Swallowtail Festival, Johannes has found a great opportunity to preach the Doctrine of Drink on the eve of the consecration of a new temple, and maybe plant a nursery to boot!

Silver Crusade

Here is Demon Lurking's submission.
The name and alias have been reused, but the crunch is completely new.
Background and description and in the works.


Torvent got downgraded somewhere between G Unit's list and JAF0's. He's all completed.

Thanks for the bookkeeping :)


I will step out.

Can't properly get my head around a suitable idea.


Here is an Dwarf Unchained Rogue for submission. Gar works in the Sandpoint Shipyard. When called upon, he is found to be extremely deadly with his shipworking adze in the defense of his town. Stats and background are on the profile page.

Years ago I got to play him through the opening scenes of RotR and look forward to get to play him a little longer.

Silver Crusade

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Kinvara's profile has been updated to include her background, personality, and appearance. I believe this makes her submission complete.

Background, Appearance, and Personality:

Born with hooves, scales, horns, and a tail, Kinvara was left on the doorstep of the old Sandpoint Chapel. No-one knows who left her there or where they might have come from or gone to. Growing up in the Turandarok Academy, she was always looked at as an outsider, nobody ever really trusted the little girl with the horns and hooves. She was frequently the butt of jokes behind her back. Often the victim of bullying, sometimes showing up at dinner with cuts and bruises.

Kinvara would often sneak away to watch the goblins down on the beach. She managed to befriend Gorvi and his crew so they did not turn her in when they spotted her at the cliff. As she got older, she leveraged her small size to earn a little spending cash. She would squeeze into spaces too large for most and set rodent traps at the various inns and taverns. She would dump the corpses over the cliff with the dung. With the Late Unpleasantness she did her best to remain hidden in any inaccessible location she could find.

Even as she grew into a young woman Kinvara was still petit and many underestimated her years. Standing well under five feet and weighing 6 stone, 11 pounds. Her dark, short cropped hair frames the horns that grow from her head. Strange violet eyes look with suspicion from a face covered in small iridescent scales. Her small cloven hooves make surprisingly little noise as she steps. Her dark leather clothes are covered with various pockets and pouches. A dexterous tail emerges from behind her, constantly making sure none of her belongings have gone missing.

Having born the brunt of many years of ridicule, Kinvara is guarded and wary of others. She often protects herself with wry sarcasm, but tends to be more rude than humorous. She gets along with few others because of her acerbic personality. Once a lack of I'll intent has been proven, she is willing to do almost anything to maintain that relationship


This will be my submission, Milton McMurray. Still working on him, I hope to have the background done tonight.


Sorry, new to this, but here is my character. I'm fleshing out a background and will repost with alias once I have it figured out.

Fizgrubber:

Fizgrubber
Male goblin rogue (unchained, scout) 1 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
CN Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +6 (1d4+1/18-20)
Ranged sling +6 (1d3+1)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 12, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 15
Feats Roll With It, Weapon Finesse
Traits advantageous distraction, goblin watcher, reactionary, thrill-seeker
Skills Acrobatics +12, Appraise +2 (+7 to identify the most valuable item in a treasure horde), Climb +8, Disable Device +9, Escape Artist +8, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +5, Perception +6, Sleight of Hand +8, Stealth +12, Swim +4; Racial Modifiers +4 Acrobatics, +4 Climb
Languages Common, Gnoll, Goblin
SQ paranoid, trapfinding +1
Combat Gear acid, alchemist's fire, holy water; Other Gear studded leather, rapier, sling, sling bullets (10), backpack, bedroll, belt pouch, blanket[APG], mess kit[UE], pickle extractor, pickles, goblin (per jar), swim fins, thieves' tools, trail rations (7), waterskin, 1 gp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Paranoid Aid Another DC 15 for attempts to help you.
Roll With It Read Feat Here
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Recruitment ends tomorrow so try to have submissions finished up. Good luck to everyone.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

Recruitment status as of 9:00pm pacific time, Thursday the 18th:

Complete submissions:

FIGHTERS:
Bendoc Halfling Ranger (Trapper) G-unit
Wreck Half Orc Fighter (Weapon Master Seth86
Urlog Half Orc Fighter (Siegebreaker) Raltus
Kadrian Deverin Human Swashbuckler TheWaskally
Neele Phiniksa Suli Monk (Drunken) LetcherMan69
Cnut Einarsson Ifrit Paladin (Tempered Champion, Hospitaler) Ouachitonian
Laufey Gemshrike Half-Elf Bloodrager rdknight
Mikal Karoly Half elf Magus JAF0

ARCANE:
Bellis Aleste Halfling Alchemist SAMAS
Izbela Human UC Summoner KatGrey
Gryorgy Elberion Human Sorcerer GeraintElberion
Torvent Merfolk Kineticist (Kinetic Chiurgeon) DeviousDevious
Xanios Half Orc Alchemist KoolKobold
Kalta Sigani Human Sorceror Burnscar

DIVINE:
Akuleh speaks With Ancients Human Shaman Mjolbeard89
Rak Opal Dwarf Inquisitor Zin Z’arin
Arkon the Thunderer Oread Druid Tharasiph
Kane Edwards Human Inquistor (heretic) FedoraFerret
Johannes Appleseedhalfling cleric evangelist the Dread PIrate Hurley

SKILL MONKEYS:
Gar Duncrick Dwarf UC Rogue Meowzebub
Kinvara Doone tiefling UC rogue trapsmith Demon Lurking

Needs background:
Emilia Aasimar Oracle Traskus
Henry David Wickerman Tiefling Xylomancer I’m Hiding In Your Closet
MIlton McMurray human cleric Trawets71
Fitzgrubber goblin rogue Joshua9093

Needs Crunch:
Selena Magnimar Human Wizard Neltji - needs to be adjusted to 1st level

Expressed interest and a concept:
Chillblame, Cleric of Desna
Oyzar rogue>wizard>arcane trickster
baticeer, druid or shaman
Boss Zog, Fetchling Mesmerist
Almagafor, Tiefling Inquisitor

Expressed interest:
Diego Rossi
CaptainFord
GM Grog
Sethran Aelenir
Cuan (dropped out)
Jedoric

note: any mistakes are mine, and not G-Unit's or the Many-Faced GM's... if I got anything wrong, please let me know and I will correct it if it's within an hour, or fix for the next post which will come tomorrow, hopefully before he of the many faces makes a decision.


Wreck is no half-breed =^^=


Howdy,

I think I covered all the bases. If I missed anything I would appreciate the help in letting me know.

Fizgrubber

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