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AJM's Rise of the Runelords: Anniversary Edition Campaign

Game Master AJM8665

In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia.

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I’m looking for five players for an upcoming Rise of the Runelords: Anniversary Edition PbP game I’ll be running. Recruitment will be open from now until 6:00 pm Friday, October 19th.
I usually prefer to select one type from each of the 'Big Four' character roles (i.e. 1 Arcane, 1 Divine, 1 Martial, and 1 Skilled plus an additional character (generally a hybrid class or an additional martial character, depending on which I feel the party needs more)). It's not a hard and fast rule, but thats the way things generally turn out.

Now for the fun part, the rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Rise of the Runelords: Anniversary Edition Player's Guide or from the Shadows Under Sandpoint section of the Traits chapter of the APG.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice (rounded up), whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.

Right now I'm looking for character concepts and background information on said character (it can be as detailed or as vague as you want (From a few lines to a full blown character profile. Just remember the more information I have the more I can make an informed decision about who will eventually join the game).

That's about all I can think of for now, but please feel free to post any particular questions you might have.

Thank you and good luck everyone.

Pathfinder Adventure Path Subscriber

dotting for later. Have a 1/2 Orc Alchemist concept I was working on for another RotRL AE another GM was starting up. Will post it when I get home from work.

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The massive Ulfen Grimnor Wyrmreaver extends his sword for Sandpoint. More to come.

I built this character as a frontliner for a Runelords campaign but was sadly not chosen due to fierce competition. All I need to do to update him is spend some extra gold, feel free to take a look until then.

I'd like to throw my hat into the ring for the role of skills.

"There are eyes in the darkness... always."

Allow me to introduce Aiden Lightfoot, halfling ninja.

He is completely statted up and ready to go with a background I believe ties him strongly to sandpoint and Varisia as a whole.

For myself, posting several times per day won't be a problem. I just hope I finally get a chance to play this appparently amazing AP.

If you have any questions please just let me know.

Stats: :

Aiden Lightfoot
Male Halfling Ninja 1
CG Small Humanoid (halfling)
Hero Points 1
Init +4; Senses Perception +5
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +7, Will +0; +2 vs. fear
Speed 30 ft.
Melee Wakizashi +5 (1d4/18-20/x2) and
Wakizashi +5 (1d4/18-20/x2)
Ranged Shuriken +5 (1/x2) and
Sling +5 (1d3/x2)
Special Attacks Sneak Attack +1d6
Str 11, Dex 18, Con 12, Int 12, Wis 8, Cha 16
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse
Traits Dirty Fighter, Family Ties
Skills Acrobatics +8, Bluff +7, Climb +4, Diplomacy +7, Disable Device +8, Disguise +7, Escape Artist +8, Fly +6, Perception +5, Stealth +12, Use Magic Device +7
Languages Common, Elven, Halfling, Varisian
SQ Fearless, Hero Points (1), Poison Use
Combat Gear Shuriken (20), Sling, Sling bullets (10), Studded leather armor, Wakizashi, Wakizashi; Other Gear Backpack (empty), Bandolier, Chalk (5), Holy symbol, iron (Pharasma), Piton (2), Saw, Soap, Thieves' tools, Twine (50')
Shuriken - 0/20
Sling bullets - 0/10
Special Abilities
Dirty Fighter +1 damage when flanking.
Fearless +2 racial bonus vs Fear saves.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed


Do. Not. Fear.

He had told himself this so often it had become a mantra.

He stood at the corner of Festival street and Tanglefoot alley, dressed in black, cloaked in shadow, palms sweating, a knot in his stomach. He had followed his mark for days to become familiar with his movements. Within minutes he would be in sight, heading toward the dock on Mill Pond.

The man was a half-orc named Belok and Uncle Jubrayl wanted him to get a message. He didn't question his Uncle. Sandpoint is a small town and Varisians look after one another. Half the businesses along Festival street gave their unsold food to orphan children at the end of the day or threadbare blankets to the beggars, seeking some respite from the cold.

With news of Goblins and Giants abroad, the small contingent of guardsmen and militia were otherwise engaged these days. Besides, they had never really bothered with Jubrayl. So what if a few crates went missing from the ships in the harbor? Who cared if some of the passing caravans didn't fully declare their goods? The Sczarni had done more to keep the peace than half a dozen sheriffs in years gone by. Belok had moved in though, and within months had a lucrative protection racket operating. Jubrayl had a soft spot for orphans, beggars and needy. Long years in the Sczarni had taught him they were often the best sources of information on the street. He looked after them and they looked after him. If that wasn't the case Aiden would have died as a squalling babe in that grim, Chelaxian whorehouse.

There. The half-orc turned the corner. But he wasn't alone, a tall, broad shouldered human man accompanied him. Protection. Wise, but futile.

He moved swiftly and silently. "Do not fear" he told himself again. First, remove the threat.

His first strike sliced through the human's knee, driving him down to the ground with a grunt, his second ended hilt deep in his throat. Send a message. Twist. Let Belok see the blood flow.

The Half-orc turned to run. Despite his small size, Aiden was faster than most of his kind and, living up to his family name, he closed the gap between them in a heartbeat. Leaping, impossibly high, he vaulted over his prey, his left arm grasping in a kind of headlock. With a twist, he threw his weight backwards and flipped them both, somehow landing on Belok's chest, the razor sharp blade a fraction from his throat.

"You were follish to come to Sandpoint, Belok."

"P...please. I have money.

"I know." said the halfling with a snarl. "taken from the honest folk of Festival Street. The racket ends tonight, or your life ends tomorrow. Remember, Belok, there are eyes in the darkness. Always."

And suddenly he was gone. Melting into the shadows like smoke in the wind. He was not born in Varisia, but this was his land. He did not have family in Sandpoint, but these were his people.


Aiden stands just over three feet tall. He is small and slight but fleeter of foot than most halflings. He is handsome and quick to smile amd laugh. He has something of a silver tongue, particularly with the ladies but this is all part of his demeanor. what he really seeks is information, a wekness or a way out. He comes from humble beginnings as an orphan in a whorehouse after his mother dies in labour and since being given a chance at life by his benefactor, he seeks to help others less fortunate in the same way, particularly hating to see the needy exploited or abused. He is very disciplined which can also be a weakness. He is unquestioning of the person he decides is his leader or teacher. (explaining his low Wisdom modifier). Aiden follows the faith of Pharasma, believing all souls will eventually face her judgement, every kill he makes is sending the unworthy more quickly to face the Lady of Graves.

Toying with a Master Summoner or Oracle.

Thanks for the heads up. I'll finish reworking Caerwyn's background to fit in with RotRL and post it when it's ready.

Oh, excellent. I've wanted to play this. I offer this character. Air Elementalist Wizard for Arcane.

Also, are regional languages, in particular Varisian, available as a learnable language?

I will throw my hat in for Skills as well:

Halfling Rogue that is ready to go.


2'11" tall and 33lbs, with a little effort the 23 year old Tribin still passes for a human child. On many occasions in the town of Sandpoint this deception has earned him a warm meal and a bed to sleep in. Other nights it has earned him a night of running from the local sheriff. Regardless the game has always been entertaining and no one gets hurt, though sometimes Tribin has to fend for himself, and from time to time this means trying to get a few coins off the locals to get a meal at Ameiko's place, though never from someone who appears they cannot afford it. Lately Tribin has been doing well, and this means he is able to give back, whether this means volunteering time at the local orphanage or various locations around Sandpoint. Even assisting Belor, the town sheriff if he needs it.

Chaise Zikaldiru wrote:

Oh, excellent. I've wanted to play this. I offer this character.

Also, are regional languages, in particular Varisian, available as a learnable language?

Yes, they are available to learn. If you're going with a Human, please select your ethnicity. Once you've chosen that you get your ethnic language for free in addition to Common (Ex. if you choose to play an ethnic Varisian your starting languages would be Varisian and Common).

Pathfinder Adventure Path Subscriber

Patre Terratus grew up on the mean streets of Magnimar. He never exhibited his parent's physicality, indeed for an individual of Orcish descent he could be considered scrawny, even pathetically so. Somehow however his human blood blossomed into a mind like few others. From an amazingly precocious age he was fascinated with books & learning. Particularly about the ancient past. As he grew older, he would converse with any & every sage who would 'waste' time talking to a half-breed street brat, not that there were many...
That willingness to talk with anyone who would talk with him would get him into trouble, a particular scholar of a more 'practical' bent offered Patre the chance to apprentice to him. An apprenticeship that would open new worlds, though not quite in the way Patre hoped. This scholar was an Alchemist & poison maker for several highly dubious individuals & he almost lured Patre into their web. Fortunately Patre realized matters where amiss in time & took the opportunity to leave Magnimar, traveling to Sandpoint, where a correspondent lived & had invited him to aid in investigating 'The Old Light'. He would also have to opportunity to observe more of the indigenous Varisian Fauna.

Current Notes: 8/8 HP, 1st lvl. Alchemist

Patre Terratus
Male 1/2 Orc (Varisian)
Alchemist (Preservationist)1

NG Medium humanoid
Initiative: +2 ; Senses: Perception +2, Darkvision 60'

STR 10 (-) DEX 12 (1) CON 10 (-) INT 20 (5) WIS 9 (-1) CHA 12 (1)

AC 14, touch 11, flat-footed 13 (10 +3 Armor, +1 Dex)
CMD 11 (10 +0 BAB +1 Dex)
Hit Points 8 (8)
Fortitude +2 (2 Base)
Reflex +3 (2 Base +1 Dex)
Will -1 (0 Base -1 Wis)

Speed 30 ft
Melee Dagger +0/1d4S 20/x2 crit. (0 BAB)
Ranged Bomb +1/1d6 +5 Fire 20/x2 crit. 20 ft. range inc. DC15 (0 BAB +2 Dex +1 Size)
CMB 0 (0 BAB 0 Str)

Suspicious: +1 trait bonus on Sense Motive checks and Sanse Motive is always a Class Skill for you.
Scholar of the Anchients (Campaign, Rise of the Runelords): +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks. You also can speak & read Thassilonian.

Skills (4 +Int +Favored Class first level)
Bluff: 1 (+1 Cha)
Craft (Alchemy): 9 (1 Skill Point +3 Class +5 Int)
Diplomacy: 1 (+1 Cha)
Handle Animal: 4 (1 Skill Point +3 Class +1 Cha)
Intimidate: 3 (+1 Cha + 2 Race)
Knowledge (Arcana): 10 (1 Skill Point +3 Class +5 Int +1 Trait)
Knowledge (History): 9 (1 Skill Point +3 Class +5 Int)
Knowledge (Nature): 9 (1 Skill Point +3 Class +5 Int)
Linguistics: 9 (1 Skill Point +3 Class +5 Int)
Perception: 3 (1 Skill Point + 3 Class -1 Wis)
Sense Motive: 0 (-1 Wis +1 Trait)
Spellcraft: 9 (1 Skill Point +3 Class +5 Int)
Survival: 3 (1 Skill Point +3 Class -1 Wis)
Use Magic Device: 5 (1 Skill Point +3 Class +1 Cha)
Languages: Chelaxian, Orc, Taldane (Common), Thassilonian, Varisian

Cosmopolitan: Chelaxian, Varisian; (Knowledge [History], Linguistics)
Brew Potion (Bonus)
Throw Anything (Bonus)

Pathfinder Adventure Path Subscriber

I'm interested... concept on hand is a tiefling alchemist exile from Cheliax. I'll gen up a full background and profile this weekend.

I have a tiefling illusionist that I made for a RotL game when it came up. I will look him over and post it up in an hour or three when I get to my computer.

See profile for full fluff and crunch.

Character is an Aasimar Bard but passes for human.


I will give it some serious thought, but will certainly be making a Bard. Possibly a thundercaller from varisia birthplace of legends.

is that an acceptable archetype? I know it is one of the case by case basis ones. If that is not acceptable then I will make an archivist most likely.

also how do you feel about Words of Power from Ultimate Magic? Could be interesting to have an archivist that has studied this ancient form of magic.

It would seem that barbarians have fallen out of favor with the fine folks around these parts. Galias does not know why. Truth be told, she doesn't even really know this is actually happening. She only thinks of one thing: hunting and killing monsters. Oh, and finding her father, and possibly killing him. Wait, I suppose that's 2 things.

Or is it?

RPG Superstar Season 9 Top 32

Dotting for a later submission. The concept is a slighty unhinged CG Halfling Cavalier of the Paw. Don Quijotes/Erik and the dread Gazebo type. He is a self-proclaimed champion of Desna and he thinks of himself as a great protector of halflings against all threats, which in his mind can potentially be anyone or anything bigger than a halfling. The few communities he has been to so far welcomed him at first, but were quick to send him off on another 'quest'. Currently he's in Sandpoint to look at the fabled cathedral and the festival, and maybe 'rescue' a halfling or two along the way.

Submitting ranger Calendir Eltoreth > He had been buffed from level 1 to level 5 for participation on another campaign. For that reason, the backstory on how he found his animal companion was already written down also.

He just needs to be toned down a few levels (4), one trait to be replaced, and minor adjustments - he should then be good to go.

Let me know if this is an acceptable character - for the time being, fluff has been written as I go.

Grand Lodge

Nicolae Szabo - Half Varisian Cleric of Iomadae. Left in Sandpoint to be raised by the local religious (I'll dig thru the player guide later).

Left as a foundling by unknown mother, it is clear that he is of mixed and very likely illegitimate birth - all that was left with him was his name Nicolae and the name of his father, Petru Szabo.

As a foundling raised in the faith, his devotion to the Goddess is strong but so is his loyalty to his adopted town.

He'll be generated as a Battle Cleric and will take the Cleric trait that gives healing an extra dice and channelling an extra to the DC.

I made this guy for the last Rune lords campaign so i'll keep him as he is.

I'd like to put a fighter in named Ictoo Giantsbane. I'm going for a human two-handed fighter archetype, with tripping.

His trait/back story will be the giant slayer, basic back story as stated in the trait with me being trained by my mother and father to fight giants, and i was sent by my father to sand point to help out/train more people to stop the giant menace from destroying anymore towns.

I've not played rise of the runelords, and would really like to as i'm currently playing in a game of the jade regent and i know that has a little story to do with it.

I'm making him up on Herolab today and will post him later on.

Click name to see Character.

Nicholae will be a combination of Support Cleric and Battle Cleric focused on helping the party be better as well as laying his own brand of smack down into the fray. He'll not be a bad healer either.

Still working on Character and background but...

Nicolae Szabo - Half Varisian Cleric of Iomadae.

Left as a foundling by unknown mother, it is clear that he is of mixed and very likely illegitimate birth - all that was left with him on the doorsteps of the Church in Magnimar was his name Nicolae and the name of his father, Petru Szabo.

As a foundling raised in the faith, his devotion to the Goddess is strong. He threw himself rigorously into battle drills and history lessons on wars and tactics with equal fervor to that put into his religious studies.

It was thought he'd receive 'The Call' and become a Paladin but it seems Iomadae has other plans for Her servant.

Not long out of Seminary he has participated in a number of pilgrimages with others of his faith but with the opening of the Cathedral in Sandpoint he has decided on a pilgrimage of his own.

Shadow Lodge

I would like to add Navlin Gaethdel to your list of possible character choices. She is a classic Elven archer rogue type. Her Sandpoint background, stat block and equipment are up on her bio page for you to view.

I present Kynneth Orm as a possible addition to this group. Looking to blend magic and religion, Kynneth is working his way to becoming a Mystic Theurge. I hope he meets your satisfaction.

Gronk tells you, the end times are comming.
Gronk shows you, signs of the obliviation.
Gronk make you, believe all things die.

So says Groteus. So shall it be.

Heared the people of Varisia are very religous. Must go tell good news of end times. Then all can repent and make now better so can join new after end.

Hear me Sandpoint peoples. Good news! The end is coming. End toil. End pain. End oppression. End starvation. End disease. No more.
After end is nothing. Even nothing must end. End of nothing allow Overpower to begin again. Having learned better. Will not allow spirits of hate, joy, greed, and strife. All be light and joy, not just privileged few.
That be why repentance in the now important. All who make life better in now prove worthy. Chance may be part of new after end. Be part of happy all.

Click on avatar for details. Only change would be the History of Heresy trait for the Student of Faith trait from the guide.
First Question. The diety Groteus is from the Inner Sea World Guide by Paizo. Is that acceptable? If that is not acceptable, please let me know. However if I change the god, alot of the background will have to change as it revolves around Groteus.
Second question. Are you going to use Golarion languages like Varisian and Thasselonian or just common and racial languages? If you are using the Golarian languages I will swich to those.
If you don't like any aspects or want more details, please let me know.

Pending your approval on the race, here is Braelex, daemon-spawn tiefling alchemist. This character was originally created using the variant tiefling abilities from 'Bastards of Erebus'... in this case, daemon-spawn gives a -2 to Wis instead of Cha, and the darkness ability is replaced to that she can consume ash, dust and sand for sustenance. I'll undo these if you're unhappy with them.

Statblock below, but I haven't purchased gear yet...

Daemon-Spawn Tiefling Alchemist 1
NN Medium Outsider (native)
Init +4; Senses Darkvision; Perception +5
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8)
Fort +2, Ref +6, Will +1
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Ranged Bomb +5 (1d6+3 Fire)
Special Attacks Bomb 1d6+3 (4/day) (DC 13)
Alchemist Spells Prepared (CL 1, -1 melee touch, 4 ranged touch):
1 (2/day) True Strike, Stone Fist
Str 8, Dex 18, Con 10, Int 17, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Brew Potion, Point Blank Shot, Throw Anything
Traits Hagfish Hopeful, Hedge Magician
Skills Appraise +7, Craft (alchemy) +7, Craft (gemcutting) +5, Disable Device +8, Knowledge (arcana) +7, Perception +5, Spellcraft +7, Survival +5 Modifiers Alchemy +1
Languages Abyssal, Common, Draconic, Elven, Gnome
SQ Drink ash, cinders, dust and sand, Mutagen (DC 13)

Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Drink ash, cinders, dust and sand You can drink and gain nourishment from ash, cinders, dust, and sand.
Hagfish Hopeful +2 trait bonus on Fortitude saves against disease and poison.
Hedge Magician Magic item gp costs -5%.
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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

Braelex, like so many tieflings in Cheliax, does not know the specifics of her ancestry. She knows only that her mother abandoned her shortly after birth. Desna smiled upon her, and the young baby Braelex was found crying in an alley of Egorian by a traveling entertainer. Her rescuer, Brael, saw past her daemonic features and took pity on the baby. Soon after, Brael's troupe was chased out of Egorian for performing outlawed plays and telling suppressed stories. Brael became Braelex's foster parent and raised her as his own.

Brael was a tinker and dabbled in alchemy, providing "special effects" for the troupe's actual entertainers. A sort of savant, Brael was never formally educated, but his inquisitive mind worked constantly. Many of his concoctions were original discoveries. Surrounded by alchemical equipment throughout her youth, Braelex took an affinity to her father's trade. As she learned more, she quickly reached the limits of her father's talent, and sought for an apprenticeship to a master alchemist.

Using his meager savings, Brael was able to bribe an alchemical shopkeep in Korvosa to take in his tiefling ward for a year. The shopkeep was a terrible mentor and only set Braelex to menial tasks, but she remained perceptive and persistent. When her year's term ended, Braelex left with a firm grasp on the basics of alchemy.

Intending to intercept the troupe, Braelex traveled from Korvosa to Magnimar and ultimately to Sandpoint, before learning that they had been missing for several months. Unsure what to do, she decided to wait in Sandpoint...

Braelex appears to be a young, human woman with exceptionally pale skin, nearly white in bright light. Her daemonic ancestry appears subtly on her brow, marked by rows of tiny horns, her pupil-less blood red eyes, talon-like fingers, and prehensile spiked tail. She exudes a cold but otherwise harmless aura.

Braelex is soft-spoken and rarely opens her mouth unless she has a specific point to make. She never makes idle chat, and only confides her thoughts and doubts with the rare close friend and her father. Her humor is acerbic and often sarcastic, when she shares it. She is a swift thinker but shrewd in decision; often, she can quickly develop a number of schemes to tackle a problem, but will lack decisiveness to commit one of them to action.

I offer up Zwain the Insane ... assuming that Thassilonian Specialist from Inner Sea Magic is OK. If not, I drop it and keep the standard enchanter.

He was made with average gold, so I'd update his list with a couple scrolls and perhaps a masterwork backpack.

"What, you love me? Of course you do, how could you not? I love me, but seriously, where did you put the pecans?"

Here is Neronius Sar, a Tiefling Illusionist with a thing for Thassilonian ruins. By the way, would you rule that a spell like disguise self could be used by a Tiefling to appear human? Because the spell says that you can't use the spell to change your creature type, but it makes more sense to me that a Tiefling would be able to disguise themselves as a human (humanoid type) rather than a Barghest (outsider type), especially since Tieflings don't seem to have an ART to make them count as humans.

Full Name: Neronius Sar
Race: Tiefling
Class: Wizard
Gender: male
Alignment: Neutral Good
Deity: Sivanah
Location: Sandpoint
Languages: Common, Infernal, Thassilonian, Draconic, Elf, Dwarf, Abyssal, Varisian
Occupation: scholar

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

Neronius was born in Korvosa to a Chelaxian father and a Varisian mother, though he never knew his father. The man abandoned them both the moment that he saw his son born with horns. Sar's mother decided that Korvosa was no place for such a child, so enamored as they were with the culture and racism of Cheliax. She moved them to Sandpoint, in hopes that the small town would be more accepting. She was right, to a point, Neronius is accepted, though more like tolerated.

Nero (pronounced closer to Nehro than a certain, infamous emperor), as he is commonly called, has always been interested in history and the arcane, so it was no surprise when he chose to become a wizard. He decided to focus on illusion magic, to supplement his attempts at disguising himself. He devoted himself to Sivanah as a show of commonality with his Varisian family, who frequently devote themselves to the Goddess of Mysteries.

His mother's family are about the only people he's known who fully accept him, so much so that they gave him a kapenia when he reached adulthood, and he wears it proudly, considering himself a Varisian more than anything else. His family engages In all sorts of activities, from the criminal Sczarni to the accomplished bards, like his mother, and Neronius there is no group or idea that he feels more loyal to.

Combat stats:
Perception +3 (+6 in darkness)
Initiative +5

-Fortitude +2
-Reflex +3
-Will +2

AC/Flatfoot AC 13/10
Touch AC 13

CMB +0
CMD 13

Hit Points: 8

BAB +0
Speed: 30


6 skill points per level

Craft (Alchemy) +8 (1 rank)
Spellcraft +8 (+10 if identifying items) (1 rank)
Knowledge (History) +8 (1 rank)
Knowledge (Arcana) +8 (1 rank)
Knowledge (Planes) +8 (1 rank)
Perception +3 (+6 in darkness or shadows) (1 rank)
Linguistics +8 (1 rank)

Feats and Traits:

Reactionary: +2 to Initiative
Loreseeker: +2 to spellcraft checks to identify items

Race Abilities:
Darkvision: see in the dark 60ft
Skilled: +2 to bluff and stealth checks
Spell Like Ability: use Darkness once a day as spell like ability using class level
Fiendish Resistance: cold, electricity and fire resistance 5
Prehensile Tail: tail can be used to retrieve small items as a swift action

Class Abilities:
Arcane bond: Owl Familiar
Arcane School: Illusion (Shadow) Opposition: Enchantment, Necromancy
Scribe Scroll: create a scroll of any spell known

Alertness: +2 on Perception and Sense Motive


Cantrips Known: All but Necromancy and Evocation cantrips
Prepared: Detect Magic, Message, Ghost Sound

Level 1 Known: Alarm, Grease, Mage Armor, Comprehend Languages,Color Spray, Silent Image, Enlarge Person
Prepared: Mage Armor, Grease, Silent Image


N Tiny animal
Init +3; Senses low light vision; Perception +10
AC 15, touch 15, flat-footed 12 (+3 dex, +2 size)
Hp 4
Fort +2, Ref +5, Will +2
Speed 10ft, fly 60ft (average)
Melee 2 talons +5 (1d4-2)
Space 2 1/2ft; Reach 0ft
Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills: Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

+3 to sight based and opposed Perception checks in shadows or darkness


Light Crossbow 35gp 1d8 19-20/x2 80ft 4lbs P
bolts (40) 4gp 4lbs


76 gp

Spell Component Pouch 5gp 2lbs

Here is the profile for my Halfling Cavalier. I took Standard Bearer archetype to avoid having a wolf at 1st level and bringing it into Sandpoint. I will choose a riding dog as a mount at 5th level.

Here is my fighter, if anything thing is wrong please let me know. i'll be working on some his backstory now and post some later.


Ictoo Giantsbane
Male Human (Varisian) Fighter (Two-Handed Fighter) 1
CG Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception +0
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+2)
Fort +4, Ref +2, Will +0
Speed 20 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
Halberd +5 (1d10+6/x3) and
Longsword +5 (1d8+4/19-20/x2)
Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5 (+7 Tripping); CMD 16 (18 vs. Trip)
Feats Combat Expertise +/-1, Improved Trip, Power Attack -1/+2
Traits Deft Dodger, Giant Slayer
Skills Acrobatics -4 (-8 jump), Climb +3, Escape Artist -4, Fly -4, Intimidate +4, Knowledge (dungeoneering) +5, Ride -4, Stealth -4, Swim -1
Languages Common, Dwarven, Varisian
SQ Heart of the Wilderness +0, Hero Points (1)
Combat Gear Dagger, Four-mirror armor, Halberd, Longsword; Other Gear Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Canteen, Cards, Crowbar, Dwarven stout (per mug) (3), Flint and steel, Hammer, Holy symbol, wooden (????), Iron spike (3), Manacles, Oil (3), Silk rope, Soap, Tindertwig (6), Torch (5), Trail rations (4), Whetstone, Wrist sheath (empty)
Dagger - 0/1
Torch - 0/5
Trail rations - 0/4
Special Abilities
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Heart of the Wilderness +0 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

I would be interested in playing the campaign as a Dwarven cleric of Sarenrae. Morgrym Alzram is from a clan of nomadic dwarven traders from Quadira (new to pathfinder, can change to whereever Arabic trading cultures may be from) that is in Sandpoint along it's trading treks carrying exotic spices and item from the east.

Dreaming Warforged's application for a human inquisitor. All info in profile. Equipment will be done after selection.

Don't hesitate if you have questions.

I would like to submit a Gnome ArchAeologist (Bard Archetype) that will be behind this alias.

She will be taking the Scholar of Ancients campaign trait and has long been fascinated by all things Thassilon ever since her grandfather first started telling her stories of that long ago civilization as they sat in his library. Phaedra has come to Sandpoint after reading in his journal of a trip he took here many years ago searching for a Thassilon ruin that he never found. She wants to continue on her grandfathers research and see if she can find the ruin that he never did.

I will probably be able to finish up the character sheet this evening.

Maybe I should rephrase myself. All Paizo material shall be acceptable, only 3.5 and 3pp need to be pre-approved by me beforehand.

@Vuvu=I've never used WoP before, nor seen them used, so my opinion on them would be iffy at best.

@Gronk=Groteus would be fine, and we will be using the various Human ethnic languages as well.

Got it, thanks, I will start to put together a Thundercaller, human Varisian, not using the WoP system. Not worth the potential confusion. I have never used them myself much, but am experimenting with them now in a homebrew.

More to come.

Grand Lodge

Nicholae Szabo wrote:

Click name to see Character.

Nicholae will be a combination of Support Cleric and Battle Cleric focused on helping the party be better as well as laying his own brand of smack down into the fray. He'll not be a bad healer either.

I am in a number of current PbP games and have played a few PFS PbP games as well. I have a track record of being a solid PbP player if that counts for anything.

My Shoanti Thundercaller. More will come later, I had done almost all of the crunch and the backstory but the website messed up and I lost it.

He will be a Heart of the Wilderness Human

This is my Azlanti Transmuter, still needs gear and a backstory. I should have him done in a little bit. ;)

Experiment with status

Edit: Not sure what is happening here... normally you can put something like this

AC19/Touch11/Flatfoot16|CMD 13||HP 10/[10]| Fort:+4 ;Ref:+1 ;Wil+5|Percept +3/Sense Motive +3. Longsword +2 1d8+2 CMB +2

In your Gender or other line and it will appear. Something isn't working for Nicholae like it was for the others I play on PbP who use this.

Nicholae Szabo wrote:

Experiment with status

Edit: Not sure what is happening here... normally you can put something like this

AC19/Touch11/Flatfoot16|CMD 13||HP 10/[10]| Fort:+4 ;Ref:+1 ;Wil+5|Percept +3/Sense Motive +3. Longsword +2 1d8+2 CMB +2

In your Gender or other line and it will appear. Something isn't working for Nicholae like it was for the others I play on PbP who use this.

I believe that none of that shows up in requitment threads but does in the discussion and gameplay threads once added to the game.


Grimnor Wyrmreaver CR 1/2
Male Ulfen Human Two-Handed Fighter 1
TN Medium Humanoid (human)
Init +1; Senses Perception +1
AC 15, touch 11, flat-footed 14 (+4 Chainshirt, +1 Dex)
HP 12 (1d10+2 con mod)
Fort +4, Ref +1, Will +1
Spd 30 ft.
Melee Greatsword +6 two-handed(2d6 +6/19-20/x2),
Spear +5 two-handed (1d8+6/20/x3)

Ranged Spear +5 (1d8/20/x3),
Special Attacks: Power attack: You can choose to take a –1 penalty on allmelee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) when you make an attack with a two-handed weapon
Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD +16
Feats: Weapon Focus: Greatsword, Power Attack, Intimidating Prowess
Traits: Courageous:+2 saves vs. fear effects; Monster Hunter: You gain a +1 trait bonus on attack
rolls and weapon damage rolls against aberrations and
magical beasts.
Skills: Intimidate +4, Profession (Soldier) +1, Climb +5
Languages: Common

Combat Gear: Greatsword, Spear, Weapon Cord (Greatword), Chainshirt
Other Gear: Backpack, Flint & Steel, Miner's Pick, Torch x3, Sunrod x1, Bedroll, winter Blanket, Trail Rations x5, Wineskin, Hemp Rope, Whetstone.

Rations, trail (per day) - 0/5
Torch - 0/3
Sunrod - 0/1


Appearance and Personality:

Grimnor is broad and tall, standing a little over 200 cm high and

weighing about 20 stone. Though his heritage is Ulfen, his dark rust colored hair and beard are little

more than shaved stubble, in stark contrast to the Ulfen hair-braiding traditions. His face is marred

by a horizontal scar from the hinge of his jaw to the front of his chin. His eyes are the color of a

grey-blue morning mist and set deep into their sockets. He wears a chairshirt of bronze-colored steel

trimmed with fur around the collar. The chainshirt is sleeveless. Over the chest of the armor is a

crudely painted chimera surrounded by Skaldi runes. Slung over his shoulder is a colossal sword that

few creatures would seem capable to wield.

Grimnor's demeanor in many ways matches his homeland. Strong, fearless, unrelenting but also brutal

and ruthless when need be. He was brought up in the harshness of the Lands of the Linnorm Kings and

the Crown of the World, where one has to be strong and sometimes as unyielding as the elements

themselves to survive. He does not boast of his deeds of valor. He chooses to be judged on his actions

in the present and treats others in the same manner. He gives any person or creature the benefit of

the doubt first until they prove themselves otherwise. Though adament as he is, cruelity and mindless

slaughter are not tolerated.


Grimnor Wyrmreaver hails from the Lands of the Linnorm Kings. At a young age,

Grimnor starting working alongside his mother and father in the small iron mines outside his village.

Life was hard, yet rewarding; a peaceful simple existance. Around the age of 17, a shaft collapse took

his mother from him. Though the loss grieved his heart immensely, he accepted her death as one of

life's hardships. His father, however, took the loss more severely, drinking himself to death in under

a three year's span. With his family gone, Grimnor took it upon himself to see more of the world and

traveled south through the Grungir Forest for time and into the fractious Southmoor. It was there in

Jol, where he made his way as a soldier and mercenary for many years. Close to his thirty-first year,

Grimnor earned his nickname "Chimera of the North" after being "tasked" to collect a scale from the

wing of the savage Ice Chimera by King Opir Eightfingers due to a preceived insult. Though no one ever

thought that they would see the big man alive again, he put the town into an uproar by dragging back

the bodies of a small pride of the magical beasts and leaving them at the foot of the King's throne.

With that, he left Jol and set out for Varisia. Seeking to see new sites and perhaps to test his

mettle against even stronger challenges.

backstory and some crunch back up. Thanks

Alright I think my guy is all set, enjoy. ;P

My guy is now set, background (adjusted), appearance and personality all added. Not sure if I did myself any favours with selective channeling as its just one target that can be excluded but we'll see.

All in all Nicholae should be a fine addition to any party and can help in a number of different area's as a team player.

Jayna Delasio is a halfling paladin (shining knight) that I just made up. I hope you like her. :)

First in, last out. Well-armed and -armored. Saving up for a warpony, and looking forward to the Divine Bond mount at 5th.

Archetype: Shining Knight (APG). It'll take awhile to work up to it, but at 11th, she'll be able to charge something with greater reach and not worry about AoOs.

Melee: Tentatively looking at a greatsword for up close and a lucerne hammer for reach.

Ranged: Halfling sling staff with the Warslinger alternate racial trait from the APG (free action to reload slings).

Traits: Helpful (from Halflings of Golarion) and Monster Hunter.

Feat: Power Attack.

Other: Halfling Luck with Divine Grace and good charisma will make for some great saving throws. Also, I set it up in the background so that she could take Armor Expert later through Additional Traits if necessary, but I'm tired of it. I'd rather see how much of a difference Helpful makes in how I play.

Jayna Delasio was born to a hard-working couple of halfling sailors in Korvosa. It was interesting and educational, growing up in the Pillar Hill ward of the Midland district, which exposed her to a great many different races and cultures. From day to day, the sharp-eyed girl saw people at their best, generous and kind -- and at their worst, conniving and exploitative. Having a strong sense of morality, and hearing stories about the gods, Jayna began asking around about who supported what.

At first, the little halfling gravitated toward the faith of Sarenrae because of the goddess's love of healing and honesty. The friendly (but reserved) initiate wanted to help people, and also believed that the truth was important, since you couldn't make good decisions on bad information. Basically, Jayna just wanted to keep people happy and safe. (And it didn't hurt that the Temple was conveniently close to home, just up Pillar Hill Boulevard in the Heights.)

Over time, affection grew into love and then blossomed into devotion. The young woman began training in the art of swordsmanship with the priestesses of Sarenrae, while learning slinging from her parents. Jayna even took a stint in the Guard, in order to actually be paid to learn more of the skills that she wanted. But she learned too much.

The optimistic halfling found that dealing only with the worst side of humanoid nature was making her cynical and hard. So, she decided to cash out her pension, equip herself as best she could, and wander for awhile -- trusting in Desna to lead her feet to where Sarenrae needs her. She can't imagine why she ended up in Sandpoint. Perhaps the goddesses think that she deserves a break! That would be nice.

Rough Draft complete. Will add some details still. Details about how he converses with the wind mainly. Thought is that potentially dipping into Druid, or Ranger depending on what happens at level 9, once Wisdom has been increased and a headband obtained [cha/wis]. I am not married to the dual class, but it is a thought seeing how this character is starting to develop

Vachordi has watched the town of Sandpoint grow in the distance for the past hour as he walks with the wind at his back.

Speaking in Shoanti:
Where the wind blows, I follow...if only I could see what they do. What must I learn here in Sandpoint?

Vachordi steps off the path and brings out his bones and stops to read the weather.

Casts Read Weather

As he thought, cloudy and thunderstorms without rain. The wind knows something is in store for him. If only I had the wisdom to understand... he thinks.

Taking a deep breath he gathers his bones into his pouch and steps back onto the path to Sandpoint.

Just poking my nose back in to make sure I haven't missed anything.

Silver Crusade

Ashtor Silverclaw (Catfolk Sorcerer)destiny has called him to Sandpoint.

This would be the arcane supporter/Knowledge guy that would be great for skills and combat


Background forthcoming this afternoon.

Pathfinder Adventure Path Subscriber

Checking on progress of Character Selection. AJM8665, you made no comment on Patre, does he fit your specifications? Do you have any questions or things you would prefer were different?

I got a question, how much about Thassilon is known in the current age?

Do they know about the runelords, the emperor, or the seven virtues that were corrupted into the seven sins. That kinda stuff.

Dotting for interest to submit Half-Elf Fighter/Rogue. Will fill out backstory and other details tonight.

Have wanted to play this in a PBP for a while now, good luck to all :)


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