The Morphling's Rise of the Runelords (Inactive)

Game Master The Morphling

Combat Map

Initiative Code:
[dice=Sejanus]1d20+6[/dice]
[dice=Alphonse]1d20+4[/dice]
[dice=Edletron]1d20+4[/dice]
[dice=Dolgrin]1d20+1[/dice]
[dice=Lacuna]1d20+3[/dice]


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Shadow Lodge

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Pathfinder Adventure Path, Lost Omens Subscriber

I will be running a Play-By-Post Rise of the Runelords game on the Paizo forums. I am looking for five players total, with two slots already filled by a Human Sleuth Investigator and a Half-Elf Fighter/Rogue whip master.

Character Creation - Restrictions:
- 1st level
- Max HP for 1st level, half+1 for each other level
- Paizo material only (no 3rd party)
- Races: Core races (but no gnomes). More exotic races are allowed but will be under increased scrutiny (and I will be unlikely to select more than one of these)
- Classes: Anything Paizo official is fine except Synthesist and Master Summoner.
- Alignment: Any non-evil.
- No firearms
- 20 pt. buy
- 200 gp to start
- 2 traits
- You may take up to one drawback if you would like a third trait.

Character Creation - House Rules:
- Characters native to Sandpoint begin with a bonus 1 rank in Knowledge (Local). Non-natives get 1 rank in any other Knowledge skill.
- All characters begin with a bonus 1 rank in any Profession skill. This skill is treated as a class skill for you.
- Characters begin play knowing all common, all racial/ethnic languages, plus one additional language if your character has a positive Intelligence bonus (not one bonus language per point). Ranks in Linguistics grant additional languages as normal. Thassilonian is not an available language at character creation.
- Racial, religion, and regional feats or traits which have no reason to be restricted to one particular race/religion/region are available to anyone with GM approval. Ask me first. Racial spells and archetypes remain restricted. Racial Heritage is allowed but get approval on what you're using it for first.

Other Requirements:
- Please be able to post at least once per day.
- Proper grammar and spelling is a must, as is roleplaying ability.
- Please provide a backstory for your character, including a reason why they are in Sandpoint.
- Include a short paragraph with your post in this thread to demonstrate your roleplaying/writing style. Excessive length is not necessary, just a sample will do - but feel free to be elaborate if you like. Impress me with your ability. I won't accept anyone who I feel is a poor roleplayer.

Notes:
- Creativity is encouraged. When in doubt whether something will work, the answer is likely to be "Give it a try!" and if your solution is creative, circumstance bonuses abound.
- The Antagonize feat is banned.
- The Slumber hex is banned.

Check out the free Player's Guide for this campaign for some great information on the setting of the Rise of the Runelords adventure path and to help with your character's backstory.

Sovereign Court

Tal at your service. Void wizard with a dash of social skills. Focussing on battlefield control mainly with dmg and utility secondary.

Had a lengthy rp recruitment thread a while ago and got picked but unfortunately the gm disappeared before the first encounter. If you wish you can read from that campaign thread or I can re rp some things here.

The character page would need minor adjustments on languages and skills by your houserules.


Dot.


Dotting for interest.
Will let you know as soon as the other runelords recruitment is done.


Dot.

By the way, why no gnomes? That's not a race I usually see restricted. Just curious.


Pathfinder Adventure Path, Rulebook Subscriber

Looking at either a cleric or an archanist, not sure which I will make yet.


Dotting for interest.


I've been wanting to play in a Rise of the Runelords campaign for a while now. I don't have a character sheet yet but here's a backstory for a Bloodrager.

Backstory:
This is Freyja, from a small tribe in the Realm of the Mammoth Lords called Arsenyev, near the border with Irrisen. Raised a shaman's daughter, Freyja has strong ties to the unseen forces of the world. When she was 13 a party of tax collectors from Irrisen came to Arsenyev and demanded they pay an obscene amount of tribute to the witch queen. Freyja's adopted mother Marta ran them off, but they came back at night with greater numbers and burned the village to the ground. Freyja managed to escape the flames of her home with Marta's help but the leader of the tax collectors, a winter wolf named Padax Sygg, killed Marta. Enraged, Freyja tapped into a dark power in her blood and attacked Padax Sygg. She killed 2 of his soldiers and scarred his face, but was overcome. Freyja would have died then if the rest of her village hadn't managed to rally and push them back. Knowing they would be back the villagers left the area, carrying away the unconscious Freyja. When she awoke Freyja wanted to take the fight back to Padax Sygg but was persuaded by her childhood friend Rand to flee to Varisia instead, outside of the reach of Whitethrone. She's been living in Varisia ever since, making a living as a mercenary and caravan guard, but she looks for whatever opportunity she can to gain money, influence, or skill at arms so that she can one day take revenge on the wolf that slew her mother.

Edit: Character Sheet

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Tanner Nielsen wrote:
By the way, why no gnomes? That's not a race I usually see restricted. Just curious.

Personal preference, nothing more. I have difficulty taking them seriously as characters most of the time.


I am from a previously failed rise of the runelords campaign. More than willing to adjust to your requirements for character creation. Also a previously failed winter campaign. Hmm might be bad luck for campaigns.


Fluff:
Sten has spent his life getting to this point. His family hold burnt to the ground by ogers. His focused training and his drive to get justice so that no other would have to know that pain. His travel towards Sandpoint as the next possible location of attack. All leading to this point. And what does he find? A festival, a celebration of life as if nothing was wrong with the world. He had lost everything on this road and it is as if the town mocks his dedication with joy, but to be happy for just a little while. It sounds so good.

Sten is a gruff dwarf who clings to his sense of justice and right. He sees giants as the greatest threat to peaceful people and views it as his duty to stamp them out.

Let me know if you want me to expand on the character. If you want to know how he will be roleplayed you can check out the previous campaign post that i have made with him.


Will go over Corrins sheet when getting home from work, should be pretty spot on though


I be interested in your campaign, I only have the core book is that all right :)


Do you have a timeline for when you would like to make a choice?

Working on human gunslinger (bolt ace) for ranged support...


I will put together a character sheet in this ailias in the next day or two, for now, here is the character proposal for Jessica DuMorne.

Concept: Human Cleric of Shelyn (support/reach build), eventually I want to take the Evangelist mystery cultist prc.

Backstory:
Jessica was born in Magnimar to Albert and Verissa DuMorne. She spent her childhood following her older brother David as he worked at the theatre as a set builder, and grew up entranced with the theatre and performances. Her love of this was encouraged by her family, moderately wealthy artisans who wanted a better life for their daughter than one of labor like theirs. She initially studied with bards who performed at the theatre when her brother worked there, and later when they were in town. Though she could have accepted one of the offered apprenticeships to one of them, she found it too hard to part with her family and leave to study on the road.

Eventually, she was pointed to the goddess Shelyn by one of the bards, and after some searching, she was able to find a temple that she could become a novitiate in. During her novitiate she met one of the mystery cultists of Shelyn and found herself deeply intrigued with the concept. While she has yet to be inducted into the cult as a formal member, she has begun practicing the obedience to Shelyn. Having proved herself an apt acolyte she finished her training and has been ordained as a priestess of Shelyn.

As luck would have it, Jessica became a full cleric at almost the same time as the new temple was to be consecrated in Sandpoint and she decided that it was time to go see someplace different. After saying goodbye to her family, she left with one of the caravans bringing supplies for the Swallowtail Festival and temple dedication and that brings us to today...

RP:
Somewhere on the road to Sandpoint
The lovely, dark haired, young woman finishes her prayers and writes a final word on the paper she has been working on. Looking around for a moment she spots the person she is looking for, a older wagoneer who had always seemed lonely to her, never talking with others much and seemingly lost in his own memories. She packs away her equipment, grabs her glaive, and uses it to gracefully stand up.

Walking over to the older man, a gentle sway to her hips as she glides along, she waits for him to notice her and when she knows he has seen her, she draws out the parchment she was writing on, "Honored elder, I have seen how you seem to be so sad and alone, and I thought you might appreciate something to cheer you up. I wrote this for you sir, and I hope it brings you some small amount of joy." She hands it to the bemused man, and leans in to give a quick kiss on the cheek before going to her appointed place in the caravan.


Count me interessed I'll build my character up as soon as possible

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Tanner Nielsen wrote:
Do you have a timeline for when you would like to make a choice?

It will depend greatly on the number of applications. I will post when I know when I'll be closing recruitment.


I have added a character sheet into this alias and will likely try the ecclesitheurge archetype if I get chosen.


Here is the submission for Tanner Nielsen.

Sejanus Corvus
LG Human Gunslinger (Bolt Ace)

Description:

Hair: Gray
Eyes: Blue
Height: 5'10"
Weight: 120lb

You see a well-groomed man, cleanly shaven with short-cropped gray hair premature for his age. His eyes are an icy blue, with flecks of silver near the iris. His skin taut against his frame, with an angular face and stern looks. He is dressed in studded leather armor, with a green cloak. He carried a light crossbow at his hip and a dagger on his belt. He is medium-height, with a lanky frame and straight posture.


Personality:

Sejanus leads personal interactions with a no-nonsense, business-like attitude that comes from several years of mercenary work. He works hard to overcome his negative attitude to see the good in people, but has been disappointed enough in life to not expect much from those around him. He is loyal and courageous to those who have his friendship - while terrible and vindictive to those who attack or betray him.

Background:

Our story begins in the year 4702 AR, during a period of time that the residents of Sandpoint would later come to call, 'The Late Unpleasantness.'

Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the body count suddenly began to mount, the town had no idea how to react to the killer dubbed 'Chopper.' Over the course of one long winter month, every few days brought a new victim to light. Each was found in the same terrible state, bodies bearing deep cutting wounds to the neck and torso, with both hands and feet severed and stacked nearby and the eyes and tongue missing entirely, plucked crudely from the head.

Sheriff Avertin himself became Chopper's last victim, slain when he finally caught the killer mutilating his latest victim in the side street that would come to be known as Chopper's Alley. Avertin managed a telling blow against the murderer before dying himself. When the town guard found the sheriff dead with another victim several minutes later, they were able to follow the bloody trail left by the killer. A trail that led straight to the stairs of Stoot's Rock, the prominent stone outcropping just north of the Old Light.

Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found in a horrific altar to a birdlike demon whose name none dared speak aloud. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose for a final offering. The guards collapsed the entrance to the chambers, burned Stoot's house, tore down the stairs, and tried to forget.

One person, however, could not forget. For you see, his parents were #17 and #18.

The Corvus family were regarded as decent and hard-working folk. Vilnius Corvus was an apprentice glassmaker at the Sandpoint Glassworks, while Lucretia Corvus was a full-time mother and part-time seamstress. They had moved to Sandpoint from Magnimar a few years earlier and owned a small home next to the local theater. Their deaths occurred during the night while they slept, leaving their baby son Sejanus an orphan.

The local priest, Ezakien Tobyn, arranged for the baby Sejanus to be cared for by the church. It was thus that Sejanus was raised among the clergy, knowing little of his parents and the horror that robbed him of them. Young Sejanus took quickly to helping out with the local town guard, who helped him to find a place when so little of his past was known. Sejanus would have continue in blissful ignorance, if not for the fateful day when he turned 18.

Father Tobyn had a heart-to-heart with the young man and shared with him the story of his parents. Distraught, angry, and confused, Sejanus swore that he would protect others that might suffer without protection. He became a full member of the town guard, and has spent several years protecting the outskirts and farms with his trusty crossbow.

Right now he sits at the Rusty Dragon, slowly drinking a mug of mead and enjoying the jovial air before the Swallowtail festival.

Writing Sample:

Flavor text from an evil Kingmaker game which, sadly, never was to be...

"We have a problem, Thakus." Majarian held a missive in his hand, crumpled and mud-splattered. It had likely been rushed by horseback by one of the spymaster's many eyes and ears.

Thakus was enjoying the last bites of a meal of roast duck, candied figs, and far more port wine than you would imagine a goblin could fit in his belly. He answered laconicly, "Problems, problems, problems - you are always so worried, Mawj. What is so important you need to interrupt my supper?"

The tiefling pushed aside an empty tray from the large table and set the note down. "It is a special problem. The kind of problem that requires the attention of the royal assassin. Your particular attention."

Thakus slid down in his chair, rubbing his swollen belly with one hand and making a dismissing motion with his hand. "Cut the dramatics, I'm losing interest. The only thing I want to give attention to is my bed."

The spymaster leaned in closer, a wicked smile playing on his lips. "We found them, Thakus."

"Who?"

"The pixies. We have found the pixies' camp."

Thakus' eyes opened wide, his food-induced lethargy gone in a moment. "What? They have harassed us for months! How did we find them?"

Mawj raises an eyebrow. "I have my ways. Now, would you happen to know someone interested in organizing an assassination squad to wipe out a family of pixies?"

The goblin grinned, his needle-sharp teeth catching the light of the fireplace. "Mawj... do you really even need to ask?"


Dotting. I'm GMing a RotRL game, but I'm pretty good about not metagaming. I hope that won't be an issue.


I present Awarthannen the Forsaken for your consideration. This profile contains a completed back story, a portrait, and his stats. The stats need to be updated to match your starting gold and house rules requirements, but are otherwise completed.

And here's the requested roleplaying example of Awarthannen, explaining also why he is visiting Sandpoint...

Roleplaying Example:
A solemn man enters the tavern. His bone straight hair of white, coupled by an unusual skin tone of a pale shade of gray, together provide sharp contrast to his black, tightly buckled and studded leather attire. Matching leather boots thud softly, yet dauntingly, against the tavern's wooden floor as he walks.

This elven man's grave expression is severe enough to sober even the most festive of drunkards who might gaze upon his face. For most disconcerting of all are his pupils of pure white. Glancing about at the insignificant rabble with meticulous care, he adjusts one of his jacket's cuffs to perfection. His eyes squint more keenly as he spots his target, a scribe seated in one of the corner nooks. With a stern gait, the elf seats himself facing the scholar.

The scholar begins to sweat under the white-eyed scrutiny of this daunting elven man in black. Moments later, he finally introduces himself in a deep, deadpan tone. "Awarthannen. At your service."

A waitress then catches his eye. He lifts a commanding hand up to her, and requests a drink with equal detachment. "Ale. Please."

Ignoring the scholar's attempt at small talk, the elf gets right down to the business at hand. "Do you have them?"

"Y...yes, of course. Here..." The scholar rummages through his parchments. Finding several of interest to his intense associate, he hands them over.

Awarthannen quickly but carefully reviews the parchments for accuracy and pertinence. Apparently satisfied despite the lack of any expression of being pleased, the melancholic elf thanks the scholar with a small coin pouch. "The Old Light. That is in Sandpoint as I recall. Good... very good."

At last, my investigation shall continue. At last, I shall find the power I desire...

Looking up at the scholar counting his payment, he coldly observes, "You may go now."

The dearth elf, now alone, slowly sips at his beverage while thoroughly studying the writings contained on his newly acquired parchments.

Disclaimer:
Though I have played this AP twice before (once on this forum - check the Campaigns tab in this profile), we did not get too far (especially the online one). But I game to roleplay and deplore metagaming, so no worries about me spoiling anything.


I'd be very interested in joining. Tried several RotRL games but they all collapsed.

Looking at a Varisian Shaman using the Speaker for the Past archetype, not sure on spirit as of yet.

Other idea is for a Shoanti Summoner using the Spirit Summoner archetype.


interested with an elven magus


Gotta go to bed, and I'm still working on the crunch and background, but I know what I want to play. I'm going for a heavy-hitting fighter that's a master of putting her opponents at a disadvantage. Improved Trip and Disarm are definitely in the cards, with a possibility of Improved Sunder and Overrun.

As for the background, I was going to try for a Tiefling that would act as a foil to a certain NPC, but I couldn't make it work without just flat out min-maxing. So, now I'm going with a cook for the Rusty Dragon and a penchant for polearms. More to come tomorrow.


Dotting for interest, I'll post something when this cold lays off a bit.

Silver Crusade

Dot. I have concept for RotR in mind, but I believe it will take me sometime to work out background and other details.


I'd like to submit Ragnir Brightaxe, Dwarven Warpriest of Torag

background:
Ragnir supervised the unloading of his latest batch of ale, making sure the barrels were set just so. Once they formed a pyramid to his liking, under the shade of the awning and set against the wall of the host pub, Ragnir made his way towards the bustling festival. His constant grumbling, and stout stature alerted the taller humans that the dwarf was nearby, so avoided any kind of collision with the Ragnir.

Soon Ragnir found himself at his destination. An off the beaten path alley, where several street urchins, along with some of the more adventurous noble children were playing. At the sight of Ragnir, the children stopped and surrounded the dwarf, clamoring to be the first to gain his attention.

"Alright, alright. Durned kids around here! Didn't yer ma and da be teachin' ya manners better'n that." Despite the cross words, the tone of Ragnir's voice carried no scolding, and belied his amusement. He dug into his pouch, and brought forth a fistful of sweets, and the dwarf's fists were large enough that there would be no problem with having enough for each child to get at least two or three of the savory treats. The children waited as the Warpriest dropped a few of the candies into each outstretched hand, and when one of the children immediately started to run away, he was met with a cuff to the back of the head by one of the older children. The child meekly turned back and thanked the dwarf. Ragnir responded with a harumph, which dismissed the child.

Once all the children received their treats, an amused voice rang out from within the shadows of the alley. "I knew there was a soft spot in that serious facade. Really Ragnir, candies for the good will of the children?"

Ragnir gave a short snort at the voice, "Bah! I'll have ya be knowin' that the kids in this town are all too scrawny. They need ta be eatin' more so they grow up good n' proper."

The figure that belonged to the voice stepped out of the shadow. It belonged to a young 1/2 elven woman, who smiled brightly at the dwarf. "Is that why you always had them for me? Did I need fattening up?"

Ragnir grumbled half-heartedly, trying to hide the smile threatening to split his face. "Well, now that yer all growed up, ye don't be needing candies anymore, but it be seemin' ye may be needin' a boot ta yer backside!"

Both of them looked at each other before breaking out into a long laughter, and the 1/2 elf rushed to give the dwarf a hug. Ragnir returned it in rib-creaking fashion. "It good ta see ya, lass." The 1/2 elf smiled, "And you, Ragnir, it's been too long."

"There's plenty of time fer all that" Ragnir made a show of getting out of the embrace, "Right now, ye'll be joinin' me fer some of me new brew." With that proclamation Ragnir started marching back to his display, not looking back to see if the 1/2 elf was following, expecting that his lead would be followed.

statblock:

Ragnir Brightaxe
Dwarf Warpriest 1
LN Medium humanoid (dwarf)
Hero Points 1
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +3 (1d4+3) and
. . dagger +3 (1d4+3/19-20) and
. . dagger +3 (1d4+3/19-20) and
. . dwarven waraxe +4 (1d10+3/×3) and
. . heavy mace +3 (1d8+3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Warpriest Spells Prepared (CL 1st; concentration +4):
. . 1st—bless, forbid action{super}UM{/super} (DC 14)
. . 0 (at will)—detect magic, spark{super}APG{/super} (DC 13), stabilize
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 17, Cha 9
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Improved Shield Bash, Weapon Focus (dwarven waraxe)
Traits dirty fighter, student of faith
Skills Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Knowledge (planes) +1, Knowledge (religion) +4, Perception +3 (+5 to notice unusual stonework), Profession (brewer) +7, Spellcraft +4, Survival +7
Languages Common, Dwarven
SQ acid strike, aura, axiomatic strike, blessings, blessings (earth blessing, law blessing), hero points, sacred weapon
Other Gear scale mail, heavy steel shield, dagger, dagger, dwarven waraxe, heavy mace, backpack, bedroll, belt pouch, belt pouch, blanket, flint and steel, silver holy symbol (Torag), hemp rope (50 ft.), trail rations (7), vial (3), waterskin, 52 gp, 9 sp
--------------------
Special Abilities
--------------------
Acid Strike (Su) Touched weapon deals +1d4 acid dam for 1 min.
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Axiomatic Strike (Su) Touched weapon deals +1d6 dam vs. chaotic foes for 1 min.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Dirty Fighter +1 damage when flanking.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I present Kiley Sherrow, or at least her stats. Still working on her background.

Stats:

Kiley Sherrow
Female Human (Varisian) Fighter (Two-Handed Fighter) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
. . gladius +4 (1d6+3/19-20) and
. . halberd +5 (1d10+4/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Power Attack, Weapon Focus (halberd)
Traits sandpoint faithful, tactician
Skills Acrobatics +1, Climb +5, Intimidate +3, Knowledge (local) +3, Perception +1, Profession (cook) +4, Survival +4
Languages Abyssal, Common, Goblin, Varisian
Other Gear chain shirt, dagger (4), gladius, halberd, artisan's outfit, backpack, masterwork, cooking kit, silver holy symbol (Holy Symbol of Desna), silk rope (50 ft.), trail rations (4), waterskin (2), 1 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.

Sovereign Court

I'll be putting together a Varisian Human Sorcerer, with an Imperious bloodline. The character will be beginning to suspect the lineage might trace back to Thassilon.

One question. The Trait "Scholar of the Ancients" grants Thassilonian as a bonus language. Does that overcome the restriction on Thassilonian at character creation?

Sovereign Court

Updated stats so they should conform per your guide lines.

Here is some rp bit. Sorry it became a little longer as I enjoyed writing his background to explain his relations with two important NPC's

rp bit:

The noise from outside forces Tal to wake up and open his eyes. His head is still pounding a little when he tries to rise. He looks to the side and sees a pretty girl lying next to him. Oh damn what was her name again? Marissa, Clarissa, ugh it has to be something that ends with issa. He picked her up last night, another visitor to the town for the Swallowtail Festival. Not wanting to wake her up and have the morning after talk, Tal sneaks outside silently.

As he walks down the stairs of the inn, he sees Ameiko cleaning up after the night before. "Walk of shame Talwin?" She says with a wink.
"I am never ashamed of walking, dear Ameiko." Tal responses with a grin on his face. They have hooked up a couple of times since Tal has been in Sandpoint, both understanding it was only for the night and having fun while at it.
"Could I bother you for some breakfast and water? My head is killing me." Tal says while taking a seat at the bar. Ameiko brings him some bread, chicken legs and broth to eat and when he starts attacking the food, Ameiko stands in front of Tal, leaning on her arms with a huge grin on his face. "You aren't forgetting anything are you Tal?"
With his mouth still full he responds "Wvaff? *swallows* What? The name of that girl? Pfft, she will find another strapping lad to lead her around the town anyway."
Ameiko's grin widens "Nooooooo" she says teasingly. "I believe a certain someone asked you to do something....".
Still chewing his food, Tal's face looks back at her questioningly. When it suddenly dawns on him, he starts chewing slower and swallows. He hits his head with the flat of his hand and shouts "BLASTED DEMONIC BUNNIES OF DOOM!" I promised Niska I would bring her fresh fish from the harbor for her stew! He jumps from his chair and runs towards the door.
He brakes on his feet and runs back towards the bar, drops five silver pieces on the counter, picks a leg of chicken and kisses Ameiko on the forehead saying "Thanks for reminding me, love! See you later!" And out the door he goes.

Once outside he glares against the bright sunlight and quickly dons his sunglasses. Ugh way too bright!
He hurries towards the market through the bustling streets. A lot of strangers here, hopefully none that know me from Taldor. He thinks peering at the strangers walking in the streets. He takes a back route to the harbor and picks up some of the fish Niska needed. Unfortunately they already sold out all of the tuna.

Once back at Niska's place, Tal takes a deep breath and prepares what what's coming to him. He tries to sneak inside and drop the fish in the kitchen, hoping Niska is still out for one of her walks. Tiptoeing through the residence he reaches the kitchen and just as he places the fish on the counter his fears become reality as he hears a raspy female voice behind him say "So Talathel... I thought I asked you to bring me the fish before ten o clock. And I believe I asked tuna as well?"
Damned racoons of the fiery hells! He turns around and apologetically says "Sorry aunt Niska, they ran out of tuna. And please don't call me by that name. People here know me as Talwin, please use that or Tal." bluff: 1d20 + 7 ⇒ (6) + 7 = 13
As Niska walks up to Tal she slaps him on the back of the head. With a stern face she says "I told you I will not have you lie to me Talathel! You can save those for those young girls you try to woo all the time. Your mother would be very disappointing. And I will use the name she gave you in my own house! Those silly nobles will never set foot in this place anyway."
Tal hangs his head in defeat. "Yes Niska...I am sorry. I was too late and the tuna was sold out." He says apologetically.
Niska's stern face shifts instantly to a friendly one when she smiles and says "Thank you for being honest. Good thing I went there myself and got the things I needed already. Now as punishment for forgetting your task you will have to walk me to the forest for the coming five days."
Tal stammers "But if you went to get the tuna yourself...why did you ask me to...*sigh*...very well...anything else you need today?"
Niska starts preparing the fish and over her shoulder she says "Nothing right now Talathel, enjoy yourself at the festival, but be sure to be back here tomorrow at noon. I do so enjoy our walks together. Hi hi hi."
Tal looks at her for a moment and the cogs start turning into place. "You did all that just to make sure I would walk with you didn't you...*sigh* I see I still have much to learn, auntie." Tal says with a grin. He kisses Niska on the check and walks up stairs to get a fresh batch of clothes before heading outside towards the festival.
"Don't you break young girls hearts now Tal! That sort of stuff leads to trouble!" Niska shouts when Tal opens the outside door.
Tal shakes his head and grins as he puts on his sunglasses and walks towards the festival terrain.


This is Jubal's elven magus.

It's mostly done, but I'll continue to tweak everything until recruitment closes.

For your specific approval, he uses the race trait Warrior of Old and knows Infernal Healing. Please advise if those and anything else is good.

I'll post the RP sample later, because I have to entertain the kids now.

cheers

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Warrior of Old and Infernal Healing are fine.

Yes, I'll allow Thassilonian if it comes from a trait or feat specifically for obtaining the language.

Cuàn wrote:
Other idea is for a Shoanti Summoner using the Spirit Summoner archetype.

I like this idea. :)


I am interested. Will post a character later today or tomorrow morning.


Presenting this character...


Say Hello to Emilio Cross. Originally a Cleric for another game that died, I changed him to a Barbarian for a second game that never took off. Now, he is as you see him, Half-Orc, barbaric, and ready to rise these runelords...or something...

I played through part of RotR already with another group, so this shouldn't change much. Thankfully, he's almost complete as is, just need a few slight changes for the house rules.

RP Example:
As the tall, toned, green-skined creature stands before you, you can tell he is sizing you up before you even get within spitting distance. He wears a large cloak which you can tell he took off of a corpse, the dried blood and large slice in the back still evident. On his back is a large greataxe, blood from his last kill dried to the blade.

When he gets closer to you, you see his wild black hair and his protruding tusks. He's no Orc, but he's no human either. As he speaks, his voice is surprisingly calm and collective for such a large man.

"I am Emilo Cross. I seek passage into the northern lands. Can you assist me?"

Backstory:
Emilio was born into a tribe of Orcs far to the south. His mother, a female used for breeding and trading, was never there for him as a kid, and at the early age of 3 he was introduced to the creature he would call his father. His father, a warrior called "Bloodstainer" in the common tongue, was one of the stronger warriors in the tribe, and as such, Emilio had a lot to live up to. He never made it, even as his inner rage at being a half-breed allowed him to overthrow his higher ups, granting him power in the tribe.

As a final right of passage, he was given the opportunity to raid another tribe. It was during this raid that he was given the opportunity to take out the Tribe Chief. Emilio took the offer with pride, easily breaking into the Chief's tent and slaughtering him where he stood.

As his adrenaline drained, Emilio saw the Orc he had slain at his feet. He tasted the blood on his lips, and recognized the taste. A journal, found in the Chief's coat and written in Common, explained the whole story. The Orc he killed, known as Bangstick the gunsmith, was his real father, and the woman he called his mother was Bangstick's wife, captured while she was pregnant with Emilio.

Emilio turned on his own tribe, leaving them, hoping they would think he died in the raid. He took the holy symbol from around his real father's neck, hoping to discover its meaning, along with his heavily armored coat. He headed north, finding his way to Sandpoint, where his next adventure would begin...

Let me know what you think!

EDIT: I don't plan on making the changes to his character sheet just yet. If his previous game starts back up, I'll still want that version of him.


Back from the park…

RP sample:
At dusk, the elven magus enters Sandpoint through the Northgate from the Lost Coast Road. He registers his name as ‘Edlethron’ with the guards and ‘fur-trader’ as business. He appears at first glance as a common human trapper. Many layers of furred garments thickens his torso and limbs disguising his pale skin and lean, muscular frame. The silhouettes of a full backpack and a longsword scabbard can be noticed beneath his voluminous patchwork fur cloak. Its hood usually conceals his obviously elven features of pointed ears, eyes with overly large indigo irises, and unusually straight white hair.

In truth, he is Gilavar of the Mierani Forest investigating the lost human empire of Thassilon. Heading toward the monument city of Magnimar, he travels through Sandpoint to continue looking for Thassilonian clues beneath the corroded veneer of modern civilization. He obfuscates his methodical survey of the town with ignorance by occasionally asking passing townsfolk for directions to Vin Vinder’s general store to sell his wares and the Rusty Dragon Inn, his destination. He apparently wanders aimlessly about the streets at nightfall steadily tallying the many Thassilonian signs hiding in plain sight. Finally, he arrives at the Rusty Dragon Inn with most of the diners having retired for the night, the poor travelers making their beds in the common room, and veteran drunks being entrusted to friendly guards to escort home. Edlethron pays for a room and remnants of supper. The innkeeper happily accepts the coins for an otherwise unprofitable room and food that would have fed local dogs.

Inside his room, Edlethron magically reheats and flavors his supper before enjoying it. After pushing the wardrobe to block the door, he removes his backpack, longsword, and his many layers of clothes and begins to magically clean himself, gear, and rented bedding. Finally, when clean he settles into a comfortable position to review his spellbook and Thassilonian signs in Sandpoint. His introspection lasts until dawn when he finally closes his eyes and sleeps.

Sovereign Court

I fear I must defend Ameikos honor. Edlethron, her home cooked food is always delicious!


Then, you appear smitten with a filter that deludes your senses of cold dregs from pots and pans.


I present Gormar, an alchemist(/barbarian) looking to tap into his inner beast.

Gormar,Male Half-Orc Alchemist (Beastmorph)):

CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4 (+2 trait bonus vs. disease and poison), Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.

Melee
bite +2 (1d4+3) and
dagger +2 (1d4+2/19-20) and
greataxe +2 (1d12+3/×3)

Ranged
bomb +2 (1d6+2 Fire, DC 12, 3/day) and
sling +1 (1d4+2)

Alchemist (Beastmorph) Spells Prepared (CL 1st; concentration +3):
1st—Cure Light Wounds , Enlarge Person (DC 13)
Formula Book- Ant Haul, Cure Light Wounds, Endure Elements, Enlarge Person
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 15, Wis 13, Cha 10

Base Atk +0; CMB +2; CMD 13

Feats Brew Potion, Splash Weapon Mastery, Throw Anything

Traits hagfish hopeful, slippery (bellflower network)

Skills Appraise +6, Craft (alchemy) +6 (+7 to create alchemical items), Knowledge (nature) +6, Perception +5 (+7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Sleight of Hand +5, Stealth +6, Survival +5, Use Magic Device +4;
Racial Modifiers +2 Appraise, scavenger

Languages Common, Goblin, Orc

SQ alchemy, mutagen, orc blood, weapon familiarity
--------------------
Combat Gear
acid (3), alchemist's fire, smokestick, leather armor, dagger, greataxe, sling,

Other Gear
alchemy crafting kit, backpack, masterwork, bandolier, bedroll, belt pouch, belt pouch, belt pouch, winter blanket, chalk (10), chalkboard, charcoal stick (10), trail rations (5), waterskin (2)

8 gp, 3 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 1d6+2 (3/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Hagfish Hopeful +2 trait bonus on Fortitude saves against disease and poison.

Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
will end up being alchemist/barbarian with equal levels in both

Background, Appearance, & Personality:
Appearance:
black hair; black eye;, grey scarred skin; 6'10"; 234 lb
---------
Personality:
Gruff, but kind; tends not to rely on others, but doesn't turn help away either; dour and serious; usually level headed, but known to be dangerous when his temper comes out
--------
Gormar was odd from his birth, with his orcish blood being hugely obvious, and his childhood was rough. Bounced around from orphanage to orphanage until he finally got tired of the routine, and headed off for the woods, he learned to survive by tapping into his primal instinct and intution. He eventually fell into the study of alchemy to find ways to enhance that instinct further, and that journey recently brought him to Sandpoint to study under Alver Podiker.

After a year in Sandpoint, he's finally getting somewhat comfortable around the village, and the villagers in turn getting at least somewhat comfortable with him. Working at the Pillbug by day, he has made it his goal to win the prize at the Hagfish, where he spends a considerable amount of time drinking and relaxing, figuring that he's already used to enough to eating and drinking rancid, rotten, and nasty stuff just to survive, he may as well earn some money from the training. He also frequents The Rusty Dragon to see what kind of interesting travelers are passing through and if they have any useful bits of knowledge for him to glean.

While not overly religious, he tends to honor Desna regularly, a habit picked up by traveling among the local Varisians for many years.

A typical evening:
Gromar walked into the Hagfish a touch earlier than usual, ducking automatically at this point to avoid hitting his head on the door frame. His clothes reveal that the day at the Pillbug was fairly quiet with no fresh stains and burn marks joining the many that have accumulated over time. Glancing at the tank and the beam of names, he nods approvingly at the lack of no new names in the last few days before greeting Nora, who simply scowls back. Sitting down at his usual corner table, he orders his usual drink and settles in to watch the normal crowd trickle in, keeping an eye out for any newcomers.

I did use the Bellflower trait to get Stealth as a class skill because it's the only one I could find that would give it. I don't know why Paizo thinks stealth and perception are so terrible to write traits for.

Sovereign Court

With a flappy tongue like that I guess you were made to eat dirt often. It clearly ruined your tongues taste buds if you think the towns best cook's food is poorly flavored. And you will be made to eat dirt again if you insult her cooking in her own place. Ameiko will make sure of that, ha ha. So please continue, this place could use some action.


This is Kiley Sherrow's full submission. I can alter it if needed. I'm going to have to find a good balance of nice, awkward, and a little hot-headed, but I think I got pretty close this time.

Stats:

Kiley Sherrow
Female Human (Varisian) Fighter (Two-Handed Fighter) 1 (Pathfinder RPG Advanced Player's Guide 0)
CG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
. . gladius +4 (1d6+3/19-20) and
. . halberd +5 (1d10+4/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Power Attack, Weapon Focus (halberd)
Traits sandpoint faithful, tactician
Skills Climb +5, Intimidate +3, Knowledge (local) +3, Knowledge (religion) +3, Perception +1, Profession (cook) +4, Survival +4
Languages Abyssal, Common, Goblin, Varisian
Other Gear chain shirt, dagger (4), gladius, halberd, artisan's outfit, backpack, masterwork, cooking kit, silver holy symbol (Holy Symbol of Desna), silk rope (50 ft.), trail rations (4), waterskin (2), 1 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.

Background:
Kiley was born to a Varisian mother and a Chelish father. Both of her parents were acolytes at the small church and she spent many hours learning about Desna, and the other faiths of Sandpoint from the priests and priestesses there. As she grew older, her faith grew stronger, and she learned more of the conflict between Desna and Lamashtu. She began studying to be an acolyte, like her mother and father when she had just turned 12. Sadly, life took a turn for the worse. The Chopper's murdering spree claimed her father. Then barely a month later, her mother was badly injured in the fire that claimed the church, Father Tobyn, and the rest of northern Sandpoint. A few days later, her mother died from her injuries, leaving Kiley alone and homeless.

Her faith shaken, and her only family gone, she wandered the streets of Sandpoint. She tried to earn her way for a little while, but most nights she went to sleep with an empty stomach. Desperate, hungry, and a little made from grief, she sneaked into the newly opened Rusty Dragon's kitchen and was about to make off with a couple of rolls and scrap of meat when she was caught by Ameiko. Fear, shame, and unresolved grief broke the young girl down and she began to sob and wail into the innkeeper's shoulder. Ameiko took pity on Kiley and offered a place to stay in return for helping where she could. Over the next five years, Kiley learned to cook from Ameiko and hunt from Shalelu. During those trips she learned Goblin, as well as the deep hatred that Shalelu bears towards those little monsters.

Her time alone and on the streets had left her awkward and shy, but she eventually managed to move past the grief that she had held on to for those months. She talked to Father Zantus, Father Tobyn's successor, about her crisis of faith, and soon, even those demons had been laid to rest.

She soon picked up the study of weapons and the forms to master them. Inspired by the Varisian dancers that traveled through Sandpoint she began to develop a style that combined the grace and speed of those dance movements with the power and strength of a two-handed weapon. Her favored weapon became the halberd, and even now she's working on ways to trip her opponents using the spike opposite the blade.


Appearance and personality:
Kiley is short and wiry girl with long, wavy hair and dark eyes. She's what many would call cute, but only an idiot would try anything since her small frame is packed with well toned muscle. Despite the awkwardness she feels, her smiles come easy and when she is in the mood, she can play words like a fiddle. Around people she considers close friends, she is a bit silly.

RP Sample:

Kiley wipes the sweat from her brow before she chops some more carrots, onion, and potatoes for the stew bubbling away over a fire. Her practiced hands moving steadily as she worked. Her expression says a lot about the news she just received.

"You let me have the festival off, and Belor wants me to act as bait to get young farmer's sons to sign on with the guard?" She asks her words clipped and precise. She shoots a glare to Ameiko who had brought Belor's request.

Except it isn't so much a request as it was a statement that she'd turn up early the morning of the Swallowtail Festival.

"Well, it was more like he wanted you to help with security."

"And that makes everything better?" Kiley snaps.

She sighs, her stubbornness surprising her a little. "Sorry, I shouldn't take this out on you. If Belor's asking, he may just want me to keep out of trouble, and I guess it'd be rude of me to just tell him no." She tells Ameiko as she props herself up with one arm while rubbing her eyes with her free hand.

"I'm sure he's out there. If he is, tell if he wants a sourpuss girl to help with security, he's got her."


Tal and Edlethron:
HEY! I am no flirt, and I'm the cook! If you two wanna rumble, take it outside.


Here's Keris Katrala's sheet, an archer and would be monster hunter from Sandpoint, Varisia.

Background:
Born in Sandpoint as the sole offspring of one of the village guardmen, Keris grew up sorrounded by weapons and military like paraphernalia, rapidly making a reputation as a tomboy and a rascal among the amused villagers. It was rapidly clear she wasn't made for housekeeping and other feminine activities as she much preferred hunting and fletching. Her idol soon becoming Sandpoint enigmatic elven guardian, Shaelelu, whose deeds Keris longed to emulate.
Thankfully her father did nothing to discourage these attitudes. On the contrary he nurtured them.
So, when the time came for Keris to choose her way in life no one was surprised when she decided to work as a fletcher and bowmaker. She proved surprisingly good at this trade, although some costumers complained about the fact she was often out in the wilderness to try her bow and arrows and hunt down goblins and other, more dangerous game. In truth Keris would love to be able to leave her job behind and work as a full time monster hunter.

Personality:
Keris could often come off as rude and uncouth as she does things as a man in her profession would, and many people are dismayed by this. Among those who can get past this behaviour she's valued as a woman of her word and someone who you can trust to get the job done.

Appearance:
Keris has brown air, brown eyes and is of average height. Maybe she could be considered pretty if she could find the time to work on her looks... but all things considered there's very little chance of that happening any time soon.

Sample role play:
Keris observed the goblin from her makeshift hiding place. Part of her wanted nothing more than deal with the critter here and now, caution be damned. On the other hand a more rational part of her brain suggested for her to stay hidden and wait. Goblins rarely moved alone during daylight. And where one was others were certain not to be too far. So Keris bid her time and waited ready to deal with the goblin and his friends as soon as she had assessed the danger they posed. "Can't be too long now. Soon I will know how many of you are here... and then I'll have my fun!" she thought grimly.

Let me know if you also want her stats in another format or the myth weaver's sheet is acceptable pls.


Would Thasillonian be available with the Scholar of the Ancients campaign trait?


Tal, Edlethron, and Kiley:
Having only just awoken and sitting to breakfast shortly before the argument began, Jessica looks up somewhat distressed at all the ruckus. Looking Edlthron, "Calling this food bad is not very helpful. If you don't like it, then maybe you should try offering advice on what to change instead of insults. After all, only through advice and practice can an artist improve."

Changing her focus to Tal, "And you should be man enough to realize that violence won't solve anything in this case. He will still believe what he believes, and you will still be as angry about it. As Shelyn teaches, while it is better to be at peace and avoid conflict, there are some things worth fighting for. This argument isn't one of them."

Looking to Kiley, "The combination of flavors, while maybe a bit spicier than I prefer, is an artful creation by someone who truly loves to cook. I like it and appreciate the effort you put into it, thank you."


All,

Try to keep the rp out of the recruitment thread, please. It just adds a lot more that the GM has to sort through to try and find everyone's character or any questions that people might have. Thanks :D


K, will do, sorry, easily sucked into it I am afraid.


:) We all are. I was hard pressed not to jump in, but I'll wait till the game actually starts ;) We'll get plenty of time then.


My apologies as well.

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