Rise of the Runelords: looking for interest


Recruitment

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Silver Crusade

Hey everyone.

I'm looking to see if there's a DM out there that is interested and willing in running said campaign. I've DM'd for the past couple years, and it's been only home-brew campaigns. I would love to do a PbP version while being a player, as I'm getting a bit tired of DM'ing, and all the ones I've found have closed for recruitment. If anyone knows of one that needs a replacement character or of one that is just starting up, a point in the right direction would be appreciated.

I've not had experience in PbP, either, but I'm sure it won't be a huge hindrance.


I'm looking to start up a game, actually. Stay posted. I'll try and post the details today or tommorow.

Silver Crusade

perfect! Shall do.


Really? I've also been looking for a new RoTL game since the last one I was in died. As you can see, I'm itching to get this character back into a Rise game. Looking forward to the recruitment details!


I've been considering getting back into PbPs myself (I have not been so busy as I thought I would, and I do miss the game), and assuming Twiggs harbors no hard feelings about my PC leaving the CotCT game we had been in, I'd LOVE to play in a Runelords game.


And this Varisian Pilgrim of mine is hoping to join a Runelords campaign one day too! (I've applied to two of those already but they've been too heavily customized for my liking).


I would be interested as well.


I'd be happy to have you, Martin. It's a crying shame you had to drop out. I'm sure Hector would let you back in, if you were willing. With both you and Titus gone, I've got noone to play the cynic to my idealist!

I've actually had the groundwork for this game ready since January, but a combination of nerves, real life and a few changes of heart(induced by a certain.... overenthusiastic friend of mine, no doubt) have kept it from starting up.

Character Creation: I'm looking to run a low-powered game, (something along the lines of the Pathfinder iconic builds, power wise.) Running things close to the book and hoping to capture that "classic D&D" vibe that this AP is so rich with. To that end I'm looking to make this game strictly core only. (Sorry Rohan!) And to hopefully run it on the Elite Array. (15, 14, 13, 12, 10, 8). If there's any problem here we can make an adjustment. I dont want to scare anyone off playing a Dwarf Fighter because of a decidedly average strength score! I will make some exceptions, the Breadth of Experience feat, the Tattooed Sorcerer and the Thassilonian Specialist Wizard (details below) are both a-okay. Feel free to contact me about anything else, but I'm leery of using archetypes extensively, or of using other base classes. "

I've whipped up some campaign traits for the ocassion. I'm looking to have my PCs take one campaign trait and one normal trait. Are there any other alternative rules we'd like to try out? I've been eyeing up the Called Shot rules from UC for quite a while, but am hesitant.

Traits:

Giant Hunter: The giants that control the northern reaches of Varisia are a constant and brutal reminder that this realm is far from tame. Whether you’re a Dwarf of the Mindspin Holds, a Ranger of the Black Arrows, or one of the barbaric Shoanti nomads, you’ve gone toe to toe with foes twice your size and you’ve got the scars to prove it. (Whether you’d gladly do so again is another story.) You’ve come to Sandpoint for a brief respite from the horrors of war. You gain a permanent +1 bonus to Fortitude saves. If you have the favoured enemy or weapon training class features, you may increase these bonuses by +1 against giants.

Humble Beginnings: You’ve lived a comfortable, if unremarkable life in or around the small town of Sandpoint, whether as an orphan, a farmers son or a craftsman apprentice. You might’ve been trained in magic by Ilsoari Gandethus, or joined the local militia under Sheriff Hemlock, but the scariest thing you’ve ever fought were a few stray goblins that plague the coast like rats. You’re in town for the Swallowtail Festival, in your book, the most exciting thing to happen every year. You love your hometown, but crave something more. You gain a +1 bonus to Diplomacy and Knowledge:Local checks, and the citizens of Sandpoint treat you as Friendly, rather than Indifferent. Furthermore, one of these skills is now a class skill.

Ill Tidings Evil is stirring in Varisia. The reclusive elves of the Mierani forest, the Varisian Harrowers, the priesthood of Desna, even the great gold dragon Mengkare have caught wind of it. Whether on a holy pilgrimage or at the behest of your elders, you seek to end this threat before it begins. Your travels have led you to the lonely reaches of the Lost Coast. Somehow, you know you’re close. Your knowledge of the threads of fate, however small, grants you no small degree of confidence. Once per day, you may reroll any saving throw.

Missing Parent: You are the child or long-time friend of a successful (if greedy) merchant, from the nearby city of Magnimar. Several months ago, this merchant disappeared. The body was eventually found, horribly mutilated. Even Magnimar’s shrewdest judge, the elven Justice Ironbriar, could turn up no leads. You suspect the crime was hushed up at the Lord-Mayor’s request. Your attempts at leading an investigation of your own stopped dead, when you fled the city at your long-time friend, Aldern Foxglove’s advice. You’ve fled north along the Lost Coast to the town of Sandpoint, hoping to blend in with the flocks of partygoers attending the Swallowtail Festival. You gain a permanent +1 bonus to Intimidate and Sense Motive. Furthermore, one of these skills is now a class skill. If each of these skills is already a class skill, increase one of these bonuses to +2.

Wanderer: In the untouched land of Varisia, they say any man can make his fortune. The Varisian gypsies have wandered the pristine forests and rugged hills of Varisia for generations, and all manner of people live by their wits in this distant frontier: the gnomes of the Sanos Forest, the priesthood of Desna, and all manner of adventurers and storytellers. You gain a permanent +1 bonus to Knowledge:Geography and Knowledge:Local. Furthermore, one of these skills is now a class skill. Additionally, you gain a +1 bonus to your Reflex saves.

Thassilonian Scholar: Monolithic ruins cast a dark shadow over the landscape of Varisia. You have seen the secluded Hollow Mountain, the majestic Cyphergate, the towering Irespan. Perhaps it’s forgotten treasure you seek, or perhaps ancient relics. Perhaps you seek the long forgotten magic that lies dormant in the crumbling towers and pristine dungeons; all that remains of an empire that followed its fallen masters into legend. Whether its knowledge, wealth or power you seek, you have come to Sandpoint to plunder or study the nearby ruin, (which the locals dub ”The Old Lighthouse.”). You gain a permanent +1 bonus to Disable Device and Spellcraft. Furthermore, one of these skills is now a class skill. In addition to these bonuses you gain a +1 bonus to Knowledge: History and this skill is also treated as a class skill.

I should probably point out that as an Aussie, I'll be posting at GMT +10. I can usually get online fairly regularly (and having just nabbed a smartphone for myself, even more regularly) but there may be some time difference between our responses if you're at the other end of the globe. Based on my experience in two current PbP games, I can assure you I can keep a good pace.

Thassilonian Specialist:
[ooc]Simply for the purposes are sharing. This is probably breaking a rule or two, so feel free to delete this post, Mr. Gary! (Preferably after recruitment? <3) Thassilonian Specialists" Only wizards can truly follow the ancient philosophies created by Thassilon’s runelords, for only wizards have the capability to specialize in a school of magic.
The choice to specialize in a Thassilonian school of magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.
Benefits: A Thassilonian specialist wizard receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard’s school of specialization, allowing the wizard to cast that spell twice (as he has prepared the
spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
Restrictions: A Thassilonian specialist does not get to customize his choice for opposition schools—that choice is selected for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Thassilonian
wizard can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Seven Schools:
Envy (Abjuration): The art of suppressing magic other than your own. Prohibited Schools: evocation, necromancy.
Gluttony (Necromancy): Magic that manipulates the
physical body to provide for an unending hunger for life.Prohibited Schools: abjuration, enchantment.
Greed (Transmutation): Magically transforming things
into objects of greater value or utility, and enhancing the physical self. Prohibited Schools: enchantment, illusion.
Lust (Enchantment): Magically controlling and
dominating other creatures to satisfy your desires, and manipulating others’ minds, emotions, and wills. Prohibited Schools: necromancy, transmutation.
Pride (Illusion): Perfecting your own appearance and domain through trickery and illusions. Prohibited Schools:conjuration, transmutation.
Sloth (Conjuration): Calling agents
and minions to perform your deeds for you, or creating what you need as you need it. Prohibited Schools:
evocation, illusion.
Wrath (Evocation): Mastery of the raw destructive power of magic, and channeling those destructive forces. Prohibited Schools: abjuration, conjuration.


I like what I'm seeing so far. I've tried to account for the backstorys that have been posted in the campaign traits. Hit me up with any questions you have.

Rohan, perhaps you could rebuild your character as a high-strength sorcerer/dragon disciple? From personal experience I know a little strength goes a long way. As for your scaly companion, you could consider the leadership feat, or I could allow the eldritch heriatage feat for a familiar. Keep in mind though, that Copper would remain strictly under GM control in either scenario. I make a point of encouraging my PCs to roleplay with each other, not banter to themselves. Hope I havent thrown a wrench in your concept. I don't want to tread on anyones enthusiasm at all.

Looking forward to seeing more submissions. I'll likely take 4-6 applicants, leaning towards the latter figure.


Well, that shoots down the hedge witch I had been hoping to recycle. I've really been wondering about a wizard recently, though. I probably should be up front with the fact that I'm actually running RotRL myself on Fridays, so I have a lot of OOC knowledge, but I promise that I'm good at not acting on it.

I have a couple of ideas, though. In particular, a wizard studying Thasilon is appealing, but it seems like we've already got someone pining for some sorcery, so I'll leave that on the shelf. I'd also been considering a cleric of Desna, but I'd be loath to run a cleric on that array. Personally, I was wondering if we could do 15 point buy instead? The elite array is what 3.5 was built on, but in PF, it feels a little... meh.

Barring that, I could re-imagine my witch as a druid without too much trouble, but I've also been yearning to give the PF paladin a try (though once again, that's a class I'd probably shy away from on the elite array. I just can't stand having penalties to dex or int, which is basically a necessity for a cleric or paladin with that setup). If that were the case, how rigidly do you interpret the Paladin's code? I know you said that we were doing core only, but I love, love, LOVE the paladin codes from Faiths of Purity, and was hoping that since they were pure flavor those might serve as a guideline.

EDIT: I forgot I also had an idea for a barbarian (who is uncharacteristically non-chaotic!) from Numeria who's just looking for a quieter life than the one he's known.


I'd be very keen to see a wizard, just because this campaign is so geared for one. Plenty of enemy casters to match wits with. Granted, with your OOC knowledge, you may have a bit more of an advantage there than you should, but unless you're specifically going out of your way to abuse it, there should be no problem.

I'd be happy to roll with a 15 point buy as well, just run the numbers by me. I've been enjoying the challenge of building on the elite array. For a cleric I'd probably roll with a 16/8/13/10/15/12 on the array, which is fairly solid in heavy armour. Those dex and cha scores could easily be swapped, as could int on a human.

As for a paladin, I love, love, love the take in Faiths of Purity. I have a LoF game getting off the ground, and the Sarenraen code ties in so well with the plot it's not funny. Unfortunately such a flavourful match probably isnt in the cards for Runelords, as the goddess with the biggest presence is chaotic. (That's Desna, for you folks at home!) I can see a paladin of iomedae or a paladin of shelyn (with an "IT BELONGS IN A MUSEUM" vibe) being a decent substitute.

As for the Barbarian, I'd nudge you towards a Dwarf or Shoanti instead, probably with the backstory of the Giant Hunter trait. I made the mistake of allowing a lot of outlandish PCs at my first attempt at running this, and I think the campaign kind of suffered for it. I'd rather keep things a bit closer to home.

All up though I'd push for the wizard. There'll be a lot of chances to use all of the options at your disposal.


Looking at what the others are eyeing, I think I'll go ahead and try and fit into the role of the frontliner as either a paladin (of Shelyn or Saranrae) or a barbarian.

To be honest, I do have a few general reservations about a low-powered game. I don't want to seem like a troll, but it seems like a lot, and I mean a lot of GMs have been leaning this way lately, and it has been getting a little tiresome. I understand that desire to capture that classic feel, but I don't think that low starting stats are necessarily the way to go about it. The Pathfinder setting and system are both meant for the PCs to be heroes, and I think that's been reflected in the rules. However, that does not necessarily mean that powerful PCs cannot resemble classic PCs. The truth is that the game (D&D, that is) has been around for over 30 years now, and it's evolved in that time. I'm generally of the mind that you should run the system that is most compatible with the style of game you wish to play/run. In Pathfinder, the PCs are generally high-powered entities. Now this doesn't have to be helped along at every turn, but I feel like when you actively work against it, your starting to fight with the system. That doesn't necessarily mean it has to be easy though, simply that the PCs should be thrown against enemies appropriate for their status, which, between simple templates, class levels for monsters, or just greater enemy numbers, is entirely attainable.

I really hope I'm not coming off as overly sour, that's just my two cents.


Twigs wrote:
For a cleric I'd probably roll with a 16/8/13/10/15/12 on the array, which is fairly solid in heavy armour.

Remember though that in PF clerics aren't proficient with heavy armor. Dex is more important to them than it once was.


As far as that barbarian goes, I feel like he'd actually fit in rather well. He'd be either a neutral or neutral good half-orc from Numeria who's simply tired of the constant struggle for survival in his homeland and is looking for a place to hang up his sword, or at least a place where he can set it down for a while. In other words, he's looking for a home, and Sandpoint would be an excellent candidate. It wouldn't take a lot for him to get invested into the community, and the moment he does, he'd be pretty quick to defend it from whatever threats may come.

EDIT: If wizard is open, that'd be another role I'd be happy to fill. Not entirely certain of the specialty school yet (I'd have to double check the disabled school, as according to Thassilonian magic), but I've often favored enchantment and illusion, though I've also had a hankering for a conjurer who makes liberal use of planar binding spells. In any case, his shtick, if the knowledge isn't too obscure for a 1st level character, would be trying to reverse engineer or "purify" sin magic, and try to discover the original form of rune magic that Xin practiced before it became corrupted. He'd have a big emphasis on Inner Sea Magic's idea that a school of magic is defined as much by what it can't do as by what it can.


Don't worry about it, constructive feedback is good.

I think a lot of players underestimate what a low point buy is capable of, especially with the attribute boosts that pathfinder is so generous with, and also the ability boosts that come from items and levelling up. But this, mostly, is irrelevent. I'm more than happy to allow a point buy to give certain races a 16 in their primary stat, but I'm fairly happy with the way the array looks.

The lower range is simply the style of game I wish to run. My understanding is that the APs are balanced for a group of four low-powered PCs, and with a group of 6-7 players, I think it's pretty well balanced. (With a few nasty exceptions here and there, which I'll be adjusting.) To jack this up in my opinion, would be fighting the system, though I probably wouldn't use such an extreme term.

If things are too challenging, by all means, I'll be more than willing to bump the point buy up retroactively. I'll confess to using you as guinea pigs, somewhat, but know that I've run through the first two adventures with a group of three built on 15 point buys, and ran into no hitches. What's more, there'll be plenty of NPC help along the way.

Edit: Sorry, sorry. I can't suppress my gag-reflex at the mention of Numeria. I feel like a total wet-blanket so far, but could I possibly nudge you towards a Shoanti or Black Arrow instead?


martinaj wrote:
Twigs wrote:
For a cleric I'd probably roll with a 16/8/13/10/15/12 on the array, which is fairly solid in heavy armour.
Remember though that in PF clerics aren't proficient with heavy armor. Dex is more important to them than it once was.

Too right, on that. It's less of an issue once you can stack enhancement bonuses on a shield and armour, but you'd be squishy until you get there.


If I can find a way to get the TWF that I'm after, I'd love to play that barbarian. Problem with him is that I've get a fairly specific idea in mind for him, even going so far as to know how I'd like to see his stats represented. I'd want his Str at 16, though from there on out, he'd mostly be relying on his rage to boost it. For dex, a 16 would be awesome, though 15 would be sufficient to hit TWF, and it would be increased later at level ups (probably topping out at 17 or 18 to get improved TWF. I probably wouldn't pursue the upper echelons of that feat path). I'd hope to have a Con of 14, because, y'know, barbarian. I want him to be smarter than he looks, which means a 12 int, but none too personable, so an 8 or even 7 cha (with point buy) would be in order. Wisdom is the one stat that doesn't figure too prominently into the character one way or the other.

The paladin I had foremost in my mind had actually been a similar refuge. He's a former soldier of Taldor who had to flee prosecution he would have faced after converting to worship of Saranrae after spending some time as a Qadiran prisoner.

And then of course there's the wizard.

Those, I guess, are the three characters I'm looking at right now.

EDIT: With that barbarian, actually, I realized that I could achieve exactly the stats I'd prefer with a 15 point buy (16,15,14,12,10,7). Honestly, the Shoanti don't really do it for me regarding this character. I had picked Numeria not because of the tech stuff there, which is what most people seem to be adverse to, but because I want to play an exhausted barbarian with some serious mental scars, and more than most other places, that strikes me as a place where you've seen some s$%*. I'd prefer to stick with Numeria if you can bear it, and I promise that for the most part, it would remain firmly in his past - he certainly doesn't understand any of the technology, and as far as he's concerned it's magic that he'd just as soon forget about. If it's too much of a problem though, I could rework him to be from Mendev, maybe having fought on the frontlines alongside the crusaders following the destruction of his tribe by demons. Belzken could also be pretty doable, and it even borders Varisia. Of the two, I'd prefer Mendev. Actually the more I talk about it, the more I love this character.

To reflect his desire to depart from his previous rage-filled existence (and for feats!) he'd probably multiclass into fighter (probably 4 levels in total), but on a whole, he's definitely a barbarian.


So Twigs, what's your take on the Varisian Pilgrim archetype? (From Inner Sea Magic, or here)? I chose it for story reasons, because I wanted my character to feel like he's always been there, lurking in the background as other heroes came and went, and never expecting to end up in the spotlight himself. It makes him a better group buffer, but weaker on his own as it allows only light armor and no shields.

Also, how do you feel about the age category stat bonuses/penalties (I was looking at Middle-Aged: +1 to mental, -1 to physical). I can live with any stat array though.


My problem with numeria isnt really an objection to the flavour of the setting as it is with the direction of the campaign. The thing with Adventure Paths is while there's plenty of room to deviate, there are some things that will never see the light of day. I tend to be a hardass early on so I can have my players as grounded in the setting and plot as possible. Depending on how far you've read you'll probably noticed that most (not all) of my campaign traits are loaded with plot hooks that will, hands down, be expanded upon.

Might I urge you to peek again at my campaign traits? I know a lot of players chafe under this kind of thing, but I find it's really worth the effort in the long run.

How familiar are you with the Black Arrows? To me they sound like the perfect fit for what you're pushing for with your barbarian. (They show up in AP#3, Hook Mountain Massacre).

Spoilers be here!:
They're an elite band of rangers, mostly made up of convicted criminals, that are a constant vanguard against ogres and giants flooding into the lowlands. With pathfinder's brand of hillbilly rapist ogres, sleepless nights on patrol and harsh military discipline, there's a lot of room for an exhausted, broken man just trying to get away.

Of course, this is all my opinion, it's your character. I'm only trying to help you make the decision. All of these ideas are workable, whatever you're set on. I'm just pushing for things that are intically linked to the campaign as written, there's room for expansion everywhere depending on what you choose.

Only tangentally related, but I always thought a dual weilding shoanti with a handaxe, a klar and a few bolas would be all kinds of awesome.


Well, I really do appreciate that, but if it's alright, I think I'd prefer to go with either Numeria or Mendev, and I'm perfectly fine if that doesn't come up as a character point within the game. Those are honestly meant to stay in his past, and are just a mechanism to get him to where he is now.

He's a man who's weary of carnage and has had his fill of killing. He's willing to take up his arms when necessary - he's no pacifist - but he doesn't want to actively seek out conflict any longer, and he'll spare a life if he can. Actually, what might work out rather well is to say he had a stint in the Black Arrows upon his arrival to Varisia, hoping to take up a role as a guardian, but left after a few months (if that's allowed) when he found the life to be just as hollow, and now he's looking for a small town to try and settle down in. I'm starting to lean more towards Mendeve as his point of origin, though. In the end, however, I'd prefer for him to be from outside Varisia. Part of what I hope to do with his character is play out his adaptation to a quieter life, so I want him to be from a place where his entire culture, not just an organization, is defined by violence. In his current state of mind, he's very reluctant to start a fight, or even enter one if he's the only one at risk (he's likely to roll right over if someone is picking on him for being a half-orc), but he'll spring into action the moment other people are threatened.

For skills (he could have 5 or 6 maxed, depending on what I do with favored class), I was thinking I'd be able to cover survival, jump, and swim, with intimidate, climb, and stealth (cross-classed) also being likely.


Boiko, I'm a little hesitant. I don't feel like archetypes bring a whole lot to the table... but it should be fine. Keep in mind that's a big hit do your survivability, and I'd be willing to allow the Harrower prestige class as an alternative for the 8th level ability, if you'd like.

As for age categories, go nuts!


Sounds like a lot of fun. I'd be fine with Mendev (Belkzen would be even better, though). Looking forward to seeing what you come up with. :) As a side note, Martin, are you still in China? Simple curiosity on my part, but it seems we're still in similar time zones.


I am indeed in China. Right now I'm posting between songs at the local expat club's karaoke night. When I get home, I'll start drafting up a character. I've got almost nothing but office hours at work until the 15th, too, so I'll have a LOT of time to invest in this, at least during the day (in China). I'll have something going on most evening (in China), though.


Oh man, that sounds a hell of a lot exciting than recovering from a boxing day hangover and cleaning house.

Speaking of which, I'll probably hit the hay, now. It's getting late Down Under. I'll keep applications open for another day or two. I'll be going away for the new years weekend, free as a bird til a week, and nothing but a bit of construction work to tide me over until march, which leaves plenty of time to get this game off the ground before uni starts.

I'll tune back in in the morning! Happy building, folks.

Grand Lodge

Hi there,

Im interested, live in the US (Central Standard time), can post regularly, Im not bothered by the time difference if you arent, am currently in two other PbPs if you want to check them out to see my experience (Im Copper Fratello in a Curse of the Crimson Throne game, and Jacyn Frestarn in a Kingmaker game). Im currently GMing RotR for my homegroup (just started book 4), but I promise to do my best to keep from metagaming, and am willing to play whatever is needed to help round out a party.

Character?:
I was thinking about maybe a Shoanti Ranger who might be the younger brother of Sheriff Hemlock. Has come to the town to try to become a towngaurd in order to gain his brother's respect. Let me know if this is ok, we need something else, or if you want me to go some other route.

Sovereign Court

Looking to play my first PbP campaign. I've not really looked at rise of the runelords, but I'd like to play a bard/pathfinder chronicle or similar "archaeologist" type.

Silver Crusade

Aww, poop. I had spent a lot of time going over the Alchemist from the APG, as I've wanted to try that class out for a while. I humbly request that I be allowed to play one. If you don't want me to, I will understand, though. I'm thinking of going for either a ranged or duel-weild Fighter if not. Lemme know, and I'll start up a build.


Twigs wrote:

I like what I'm seeing so far. I've tried to account for the backstorys that have been posted in the campaign traits. Hit me up with any questions you have.

Rohan, perhaps you could rebuild your character as a high-strength sorcerer/dragon disciple? From personal experience I know a little strength goes a long way. As for your scaly companion, you could consider the leadership feat, or I could allow the eldritch heriatage feat for a familiar. Keep in mind though, that Copper would remain strictly under GM control in either scenario. I make a point of encouraging my PCs to roleplay with each other, not banter to themselves. Hope I havent thrown a wrench in your concept. I don't want to tread on anyones enthusiasm at all.

Looking forward to seeing more submissions. I'll likely take 4-6 applicants, leaning towards the latter figure.

Well, the reason I picked summoner was that every dragon disciple starts with sorceror, so I wanted to be different. And I actually liked my self banter, I thought it helped flesh out the characters, but I understand your position on it. I suppose I could do a bard/dragon disciple or something, even though it is decidedly less interesting. And I also second the wanting of point buy. Will update you as needed.


If there's still room, I'd like to offer up a character concept.

Going with core only, I'd like to play a bard (would really love to use the arcane duelist archetype, but I saw you're not a fan), with the "missing parent" trait. Going for the theme of circumstances thrusting him into the adventurers life, and him taking to it quite well. I picture him as something of a fop, or at least starting off as someone accustom to a little more comfort and a little larger town that Sandpoint, though he's not a complete pansy.

A little on me. I'm familiar with the AP, planning on running it when the revised edition comes out, but can seperate player/character knowledge. Right now I'm in another PbP (Carrion Crown) and have a retired PbP campaign (Night Below) getting unretired soon. I'm a student with wifi where I live (well, where I will be living, semester hasn't started just yet), so I'll have plenty of online access. Normally I avoid core only games, but I've been dying to play in RotRl, and the character idea I've had ratteling around in my head is likely doable without all the extras. My biggest pet peve is houserules, especially on PbP games. If something needs fixed, and the GM has a good solid fix, that's great...but I don't like playing in games with a laundry list of changes with little or no reason behind them. That having been said, I'm interested in what rules for UC you were thinking about...

I'll post a more solid concept up/character sheet once I hear back from you, to see if you want anything specific adressed.

EDIT: Just saw there's a fair number of people showing some interest in playing a bard also. Looks like we have a paladin, wizard, and dragon desciple bard, and archaeological bard proposed? If there's room for me I'll brainstorm some more divine ideas then. My first thought was cleric (likely Desna), but druid could be interesting too...

Silver Crusade

Ok, I made a duel-wield Fighter for you to look over. If martinaj is going for the duel-wield Barbarian, I can throw together a ranged Fighter. Just thought we'd need some front-line guys with all the bards running around.

Zavac Oro'she:

Zavac Oro'she CR 1/2 
Male Elf Fighter 1 
NG Medium Humanoid (Elf) 
Init +2 
-------------------- 
DEFENSE 
-------------------- 
AC 18 (17 w/out buckler), touch 12, flat-footed 16 (15 w/out buckler) 
hp 12 (1d10+1con+1favored) 
Fort +3, Ref +2, Will +1 
-------------------- 
OFFENSE 
-------------------- 
Spd 20 ft. 
Melee: 
Longsword +3 (1d8+2/19-20/x2)
Shortsword +3 (1d6+2/19-20/x2)
Unarmed Strike +3 (1d3+2/20/x2)
Full Round:
Longsword +1 (1d8+2/19-20/x2)
Shortsword +1 (1d6+2/19-20/x2) 
Ranged:
Composite Longbow +2 (1d8/x3)
-------------------- 
STATISTICS 
-------------------- 
Str 15, Dex 15, Con 12, Int 12, Wis 12, Cha 8 
Base Atk +1; CMB +; CMD
Feats: Two-Weapon Fighting; Double Slice
Traits: Ill Tidings
Skills: Climb +3, Craft +1, Handle Animal 0, Intimidate 0, K. Dungeoneering +2, K. Engineering +1, Profession +1, Perception +2 Ride +2, Survival +2, Swim +3 
Languages: Common, Elven, Goblin 
SQ:Low-Light Vision
Combat Gear: Arrows (20); Composite Longbow; Longsword; Shortsword; Buckler; Scale Mail
Other Gear: Rations, trail (per day) (5); Backpack; Blanket; Flint and steel 
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SPECIAL ABILITIES 
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Ill Tidings: Your knowledge of the threads of fate, however small, grants you no small degree of confidence. Once per day, you may reroll any saving throw.

Background:

Zavac hails from the Mierani forest. Being one of the most adept warriors of his people, he was chosen to represent his people in finding the cause of Ill Tidings. (super weak background, but it leaves a lot for character development)

Personality:

Zavac is cold. The intelligence and wisdom of his race shines through, but he is standoff-ish towards most others. Unless, of course, you're an Elf. Or a Gnome. He's always had a weird fascination with those most eccentric of creatures. He trusts his gut, but trusts his swords even more so.

About Me:

I'm a full-time University student up in Canada, Pacific Time. I have all evening classes, so I'll probably be on early in the day, or late at night. I usually DM Core + APG, home-brew games, so using Core only is fine by me (although I do want to try out the Alchemist). I'll be able to post every day, but not sure about multiple posts a day. Depends on how much homework I have to work on day-by-day.

Shadow Lodge

I'm currently brewing an idea for a Thassilonian Specialist Wizard. At present, I'm tossing up between Sloth (Conjuration), and Greed (Transmutation). My knowledge of Rise of the Runelords does not extend past the first encounters in book one, as I have never run it, and I've yet to play in a RotRL that went past it. I would plan on taking the Thassilonian Scholar Campaign trait, and probably the Dangerously Curious trait (so I can still use all the nifty spell-completion items that we'll no doubt find).

I'll have an Alias up soon.


I'd love to have you, GodsDMit. I'm actually a long time lurker of your campaign journal so you might see a few of your own ideas. :P

I'll veto my build requirements to allow a 15-point buy. Now that I have a feel of the room it seems like the way folks want to go. Zavac, Boiko (with some adjusting), I like what I'm seeing so consider yourselves in. This gives us a Fighter and a Cleric. There's room for a full caster of some kind, and definately a rogue or bard (which we'll likely see.) I'll have to see more from the rest of you! Keep at it!

Enaris or Fraust, perhaps one of you could reconsider building a rogue? I understand that they're not everyone's cup of tea, though, but we seem to have a lot of bards overnight. (Which is understandable, because they are the greatest.) This makes me very happy, being the shameless bard supremacist that I am, but perhaps one less couldnt hurt.

Enaris, an archaeologist should work great, and Fraust, I'd love to see your fop character play out, no matter what you build him as. I think the Missing Parents bit should be a lot of fun.

If anybody needs help setting up an alias, you go through the "My Account" page and click "Create New Alias". I'd ask that you post your statblocks in the description.

Glad to see so much enthusiasm. I'll try to accomodate as many of you as I can, but we have a fair few applicants already. I'll make the cutoff here for any newcomers.

Shadow Lodge

I need to ask: Are we using the Elite array, or a 15-point buy? I'm probably going to use the Elite array anyway (since they're basically the same thing), but I wanted to clarify.


PsionicFox wrote:
I need to ask: Are we using the Elite array, or a 15-point buy? I'm probably going to use the Elite array anyway (since they're basically the same thing), but I wanted to clarify.

We'll use the point buy, at martin and drakes request. I usually find the array to be best for 9/10 characters though, but being flexible never hurt anybody.


This'll be the alias my character will end up on. Going to try and get at least basics up after I hit "submit", but we'll see how it goes. You're ok with prestige classes correct? If so, I'm happy to go rogue and eventually arcane trickster.

Shadow Lodge

Cool beans.

Just FYI, assuming I get accepted, I'd love to take a crack at the Cyphermage Prestige Class (Inner Sea Magic), as flavour-wise, the idea of a Varisian Wizard obsessed with ancient Thassilon, and the power of the runelords appeals to me. If you don't want me to do that (and stay core), Loremaster would be my alternate choice, I think.

New question: what starting gold will you be going with?

(On an unrelated note, I am also Australian. NSW, to be more precise.)

Silver Crusade

Awesome! I have an alias up. Once you say what the starting gold is, I'll add that in...I just spent based on max gold, but I can change what I have if needed.

Shadow Lodge

I wouldn't mind playing in one if you'll have me, Twigs. I'm still wanting to get more exp. in for better ways to run my games.

Shadow Lodge

Last question: What's your stance on flaws? If we're allowed two, I'd probably chose Inattentive (since I imagine him nose deep an a book fairly often), and either Slow or Vulnerable.


Well, I was working on that TWF barbarian, but if Zavac is rolling a fighter, I could go with something else.

Silver Crusade

I can change it up to be a ranged fighter if you're sold on the TWF barbarian, martinaj. It's your call. I already had it made, so I just threw it in there once I found out my Alchemist wasn't a valid choice.


Well, I could also play the same barbarian as a two-handed weapon warrior, or with a sword n board.


Here's Garen Alazaria, Varisian Transmuter and obsessed studier of Ancient Thassilon. This build assumes that two flaws are permitted, and he hasn't spent gold yet (until I know what we get).

I'll have a background up soon-ish. Incidentally, if we have any other Varisians, I'd be happy to merge backgrounds.

Silver Crusade

Ok. I'll just keep him as is, then. Lookin' forward to holdin' the lines with a barbarian.

@ Twigs - I only put in one trait, and no flaws. If it's a requirement for me to have all of them, let me know and I'll rectify.


Zavac the Scarred wrote:
I only put in one trait, and no flaws. If it's a requirement for me to have all of them, let me know and I'll rectify.

Flaws are almost never a requirement, I was simply asking if they were allowed (and built Garen assuming a 'yes').

Your second trait (after your campaign trait selection) is from the usual list. For example, mine are Thassilonian Scholar (Campaign), and Dangerously Curious (Magic).


I think I may go with my older idea of using TWF with a one-handed weapon and a shield, if you don't think there'd be too much overlap.

EDIT: Actually after reviewing the feat line, I think that's the route I'll take. This guy will start out with TWF, but after that he'll be aiming for shield slam, shield master, and other feats along those lines. I MIGHT change him to human for the extra feat at 1st level, if that doesn't seem too loathsome. He was imagined as a half-orc, but I think a full-blooded Kellid in Varisia would still garner enough of the outsider status I'd be looking for.

Silver Crusade

@ Garen - Yah, I assumed so. Just wanted to point it out, as Twigs might want to know.

@ martinaj - I think it'll be fine. Maybe we can concentrate on different types of weapons? Currently, I have long/short swords, but am willing to go scimitar/handaxe or something.


Oh, this guy will just be using a shield and whatever the best one-hander he can find is, naturally yielding longswords and short swords to your character.


Flaws, like the old Unearthed Arcana rules? Or is there something I'm missing? As it stands, I won't be using flaws in this game, so I'm afraid you'll have to drop those bonus feats.

As for traits, you're allowed one campaign trait and one more trait of your chosing, chosen from this list here.

I'm in the process of setting up the discussion thread. Should be up soon!

Shadow Lodge

Twigs wrote:
Flaws, like the old Unearthed Arcana rules?

Yeah. No biggie if I can't have them.

I'll go Spell Focus and Cypher Script (and take the other feats later).

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