Need 2 for a Rise of the Runelords PbP


Recruitment

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Hello! I've taken over a Rise of the Runelords game that is in need of fresh recruits. We are only a few days beyond the festival and raid, the characters are currently set to guard Sandpoint while the Sheriff is away.

The party currently consists of:
Cordwin Ironbeard Male Dwarf Bard(Archaeologist) 1
René Treize Male Human Witch 1
Tylur Thorn Male Human Fighter 1

We are in need of a healer and someone able to deal with traps well. I expect to be able to update the game at least 3 times a week, but if we get rolling with a faster post rate, that is fine too.

We will be selecting based on how well a character fits the needed role as well as fits in well with the party dynamic. It won't be first come, first served, but I will be looking to pick characters quickly so as not to drum up more interest than we can satisfy. Thanks in advance for your applications!

1st Level
20 Point Buy
Average Starting Gold
Max HP

Races: I'm open to most humanoid races, but probably best to steer clear of anything your average commoner would likely expect to be hostile on sight.

Classes: I'm open to most classes as well, but best to avoid anything too off-putting. NO EVIL ALIGNMENTS!

2 Traits + 1 Campaign Trait. Players should each select one campaign trait from the Rise of the Runelords Player's Guide or from pages 330-331 of the APG to tie their stories into their recent (or not so recent) arrival in Sandpoint. I am open to most other traits, but remember not to take 2 traits in the same category and please no traits meant for other AP campaigns.

Character Background: Please write up a few paragraphs on personal history with some insight on the character's motivations and goals for the future. It needn't be long, but substantial enough to give us an idea of who the character is. If you prefer to provide a roleplaying sample, that will be acceptable as well.

Lastly, I will be happy to apply PFS credit once we have completed the sanctioned portions of the AP.

Silver Crusade

Do you allow the Find Traps Trait, which is a campaign trait for a different campaign?


Interesting. Will work something up in the next couple of days.


I would like to submit Skerrin for consideration to fill the 'trapper' role.

Please note that I intend to take spell blending (Aram Zey's Focus) in order to be able to deal with *magical* traps, but for the moment, he is perfectly capable of dealing with mundane ones :-)


Tharasiph wrote:
Do you allow the Find Traps Trait, which is a campaign trait for a different campaign?

I do ask for no campaign traits meant for other AP campaigns. Campaign traits are tailor made for the Adventure Path and Find Traps is a trait for Mummy's Mask. In my opinion, it makes sense for that dungeon heavy AP, especially given that playing traditional Rogues seems to have fallen out of fashion. But for RotRL, it's a little overpowered to have a trait that provides 3/4 of a class feature.

Given the abundance of alternate classes that now have trapfinding included, I think there ought to be some variety of trap specialist that someone would like to play. We already have an archaeologist bard with a point in Disable Device who can support the role, but someone stronger in the skill would be preferred.


I'll submit Minah for consideration. Not home until tomorrow (I'll need to change her traits up a bit as well as the point buy) but the rest should be there.

Silver Crusade

No worries

Skerrin has found another trait that gives disable device, but it requires you to be a worshipper of Brigh. Are we waiving that requirement.. as I can take that one myself to add to an existing character that should be suitable.

Dark Archive

Dot, thinking... ill have something up soon.


Hi bluedove, Sir Longears here!

I'd like to submit Olaff Olaffson for your game, aiming for the trapsmith spot.

I'm not sure if you are using Background Skills so I left it behind. Would you allow a drawback for an additional trait? If the answer is yes, I'm thinking about the Overprotective, since it fits Olaff quite well and is also a meaningful one in my opinion.

Liberty's Edge

okay, here is a dhampir kin-slayer i'm making for the game, he's in progress right now, but will be finished today.

Edit, i just have one problem, i can't seem to find the Rise of the rune lords campaign traits... are they the traits in ultimate campaign?

I got the free PDF player's guide, but the traits aren't listed in that book.

Liberty's Edge

okay, Vlad can deal with traps, locks, and such, he just doesn't have the trapsense of rouges. I'm planning on being a support ranged attacker, who fights with two light repeating crossbows. Vlad will also be useful in social situations, where his diplomacy and Intimidate skills can easily get most information.


Hmm...I'll work out something in a few days.

Liberty's Edge

okay, Vlad is finished, just awaiting review...


I would love to give a life oracle a go. I will get it built for review hopefully before work.


I do have a few questions for you and your players so I know the personality I will be making.

Are you all shooting for a more light hearted group focused on having fun in character, legit adventures looking for the next quest, dark and gritty, or something I have not mentioned.

How do you feel about romance popping up between players or with NPCs?

Is there a preference on sexuality? Not all GMs want to deal with subjects such as Homosexuality or even Heterosexuality. Preferring that simply stay out of the game.

Is it a bigotry that happens in game? It is a part of society and while i loath it in life it adds another kind of fun conflict to role-play.

How are you handling combat?

Is leadership an option?

Are there any taboo subjects?

I am going to be going with the Merchant Family campaign trait so how in-depth with that can I get?

Grand Lodge

No time right now, but I will be submitting a half-orc slayer by tomorrow.

Many like to pretend it's not there. Most will never experience it. Sandpoint has a dark side. In the shadows and alleys cut throats and criminals engage in all sorts of shady dealings. This is the Sandpoint that Durbin grew up knowing. This is Durbin's chance to get away from all that. Maybe his only chance.


Ok so here is at least the crunchy bits. I may change the languages, not sure yet. I do have a little more money to spend and I think I will grab some trade goods. And I have not picked a curse yet. Kind of torn between the blackened one cause I like fire or the tongues one. Both have some fun role play options.

crunchy stuff:
Aurora Warin Female NG Oracle of Life level 1Init +1; Senses Perception +4 (+2 to notice gems, coins, jewelry, and valuable trade goods, auto check if in 10ft)
DEFENSE
AC 10, touch 10, flat-footed 10 (+0 Dex)
hp 9(d8)
Fort +0 class, +1 mod = +1, Ref +0 class, +0 mod = +0, Will +2 class, +0 mod =+2
OFFENSE
Speed 30ft
Melee
Ranged
SQ = Channel Energy : 1d6 positive energy in 30ft, DC 14, hurt undead or heal living, 4/per day.
Spells Prepared (CL th; concentration +4)
lvl 1(4 per day) = Cure Light Wounds, Shield of Faith
lvl 0 = Detect Magic, Read Magic, Stabilize, Light
STATISTICS
Str 13, Dex 10, Con 12, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 11
Feats Eschew Materials, Skill Focus (perception)
Traits = Merchant: You lived your life as a merchant, buying and selling goods.
Benefits: You gain a +1 trait bonus on any Appraise and Sense Motivechecks you attempt while bargaining for the price of goods. Appraise is always a class skill for you
Coincunning: Whether from working with dwarven merchants or being one yourself, you've developed a distinctly dwarven business sense. Benefit: You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure
Skills = 4 class +1human +1 level + 2 Int = 8 per level (*is not a class skill) going to lose a skill point at level 4 for extra spells
Appraise(Int) +1 ranks, +2 mod, +3 class =6 (+1 while bargaining for goods)
Craft (Int)
Diplomacy (Cha) +1 ranks, +3 mod, +3 class =7
Handle Animal(Cha) +1 ranks, +3 mod, +3 class =7
Heal (Wis)
Knowledge (history) (Int)
Knowledge (planes) (Int)
Knowledge(nature) (Int)
Knowledge (religion) (Int) +1 ranks, +2 mod, +3 class =6
*Perception(Wis) +1 ranks, +0 mod, +3 skill focus =4 (+2 to notice gems, coins, jewelry, and valuable trade goods, auto check if in 10ft)
Profession (Wis) (Merchant) +1 ranks, +0 mod, +3 class =4
Sense Motive (Wis) +1 ranks, +0 mod, +3 class =4 (+1 while bargaining for goods)
Spellcraft (Int)
Survival (Wis) +1 ranks, +0 mod, +3 class =4 (+2 vs getting lost)

Languages Common, Varisian, sign launguage
Combat Gear dagger 2gp, short spear 1gp,

Gear: Explorer's outfit 11gp, 8sp, 3cp
cart 15gp, donkey 8gp, dandy brush 2sp, bit and bridle 2gp, x4/day animal feed 2sp, small chest 2gp (2 cubic ft), barrel 2gp (10 cubic ft. or 650 lb. of materials or 75 gallons), x2 jug 6cp, x2 basket 8sp (2 cubic ft), x4 waterproof sack 2gp (1 cubic ft. or 60 lbs), small tent 10gp, compass 10gp, hemp rope 50ft 1gp, twine 50ft 1cp, journal 10gp, ink 8gp, ink pen 5sp,
Oracle's Kit: Price 9 gp; Weight 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.), rope, soap, torches (10), trail rations (5 days), and a waterskin.
Cooking Kit: Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for thepot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Gear Maintenance Kit :Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Grooming Kit: Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Fishing Kit: Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).


I can haz stabby trap job pweeze? Also, would you care for a pickle?


This is Ouachitonian, presenting Liam the Wanderer, paladin of Eritrice. Happy to use his Lay on Hands and Channel Energy abilities to satisfy all your healing needs. He's a bit of an anemic fighter right now, but should eventually be able to tank some as well.

...ok, I don't get LoH until level 2 or Channel until 4, so for the rest of L1 he's not a lot of help, but in the long term he can be. Especially since, as a Hospitaler, he doesn't have to burn LoH to use Channel Energy. Full fluff and crunch is in the profile.

Sovereign Court

Wow, nobody wants to be a healer.

@bluedove: Does your "most humanoids OK" extend to aasimar? Centaurs?


Healer huh...I guess I can go with a human cleric?

Silver Crusade

I present Raok the Leaper Grippli Inquisitor Sanctified Slayer of JalaiJatali,

He has Disable Device
He makes a great scout
He can also heal
He is decent in combat this increases dramatically as he levels.

Info in backstory

Raok the Leaper

(Not posting as the Raok alias as i'm on 9 posts and any more means i'm stuck with the name for the alias)


I can start making a Merciful Healer if need be, as a human from Sandpoint. The character will be updated after work tomorrow. (Approximately 16 hours from now).

Sovereign Court

1 person marked this as a favorite.

@Aulden: You read my mind, though I started with an aasimar. ;)


Still have to put together the mechanics, but here's Durbin's history.

He'll have Trap Finding and the skills to deal with traps.
He'll be able to give and take damage.
He'll make a good scout and point man.

Background
Sandpoint has a dark side. Many like to pretend that it’s not there. Most will never experience it. It has deep shadows and dark alleys where cut throats and criminals engage in all sorts of shady dealings.
As a poor young half orc, Durbin was involved in his share of shady dealings and bare knuckle brawls. He had the foresight to see where that life lead, though, and wanted more. It was in the aftermath of the ‘Late Unpleasantness’ that he saw his opportunity. The new sheriff was rebuilding the guard force so he lied about his age and signed up. That lasted only until Shalelu saw him and told Sheriff Hemlock how old he really was. Durbin was immediately let go.
Durbin was angry at Shalelu. He decided to let her know just how he felt. He followed her out of town and planned on ambushing her and beating her up. Things did not go as he had planned. At Arrow point through tears of frustration, he explained to her why he was out here and what that position with the guard meant to him. His sincerity touched her. She offered to teach him the ways of the ranger. He wasn’t the best student, but he did learn much. In time, it was time for Shalelu to leave the Sandpoint area. Durbin decided to stay and use his training to earn a living. He’s known as a sell-sword who’s done work as a mercenary, caravan guard, and bounty hunter.


Ok, Minah is finished. Changed her up to be more of healer as well. Good luck to all.


Vlad Mirwood wrote:

okay, here is a dhampir kin-slayer i'm making for the game, he's in progress right now, but will be finished today.

Edit, i just have one problem, i can't seem to find the Rise of the rune lords campaign traits... are they the traits in ultimate campaign?

I got the free PDF player's guide, but the traits aren't listed in that book.

Apologies, I forgot to mention you need to download the Anniversary Edition of the player's guide for traits: You can find the download here.

Here is an accumulated list of all the Campaign Traits for RotRL.

RISE OF THE RUNELORDS CAMPAIGN TRAITS:

Characters made for this campaign should have reasons
for being in the town of Sandpoint, and all the better if
they have a vested interest in defending it. In addition
to the following campaign traits, the Pathfinder RPG
Advanced Player’s Guide has a selection of campaign
traits from James Jacobs’ “Shadows under Sandpoint”
campaign that would also be appropriate for use in this
campaign (see page 330 of that book). The other traits
in that section (Advanced Player’s Guide 326) can a lso be
used for additional trait selections.

Eager Performer: Hearing that Sandpoint had
a theater rivaling those found in large cities like
Magnimar and Korvosa, you decided to try your
luck getting stage time there. After sending a letter
to Cyrdak Drokkus requesting an audition and not
hearing back, you’ve taken it upon yourself to travel to
Sandpoint and meet him in person, trusting your force
of will and charming inf luence will get you what you
want. You gain a +1 trait bonus on checks for any one
Perform skill. Additionally, choose any one spell of the
enchantment school; its save DC increases by +1.

Family Ties: While not ethnically a Varisian, you
have been raised among Varisians and they consider
you one of their own. Furthermore, you managed
to get in good with a group of Sczarni and consider
them your new family. After being run out of the last
place your Sczarni family camped, you tracked down
a friend of the family in Sandpoint—a ruthless thug
named Jubrayl Vhiski at the Fatman’s Feedbag. During
your time with the Sczarni, you learned a few tricks
of the trade. You gain a +1 trait bonus on Knowledge
(local) checks and Knowledge (local) is always a class
skill for you. In addition, you begin play able to speak
and read Varisian.

Friends and Enemies: One of your family members,
perhaps a parent, cousin, aunt, or uncle, helped Daviren
Hosk put down a group of goblins near Sandpoint.
Since then, your family member passed away, but not
before telling you about that day and the offer Daviren
made her should she ever be in need. Once you make
it to Sandpoint and meet up with Daviren Hosk at the
Goblin Squash Stables, he gives you one of his best
steeds and all the necessary accoutrements as gratitude
for your family member’s help: a heavy combat trained
horse, a military saddle, saddlebags, bit and bridle, a
month’s worth of feed, and lifetime stabling at the
Goblin Squash Stables.

Giant Slayer: Your family’s village was plundered
by giants in the wilds of Varisia, leaving nothing
but a smoldering ruin. After the destruction of your
village, your family trained for combat against giants
to prevent such a tragedy from ever happening again.
Since hearing of giants mobilizing throughout the
countryside, you ventured to Sandpoint to help the
town prepare for a possible incursion. You gain a +1
trait bonus on Bluff, Perception, and Sense Motive
checks and +1 trait bonus on attack rolls and damage
rolls against creatures of the giant subtype.

Goblin Watcher: You grew up in Sandpoint staring
off the cliff across the Varisian Gulf. Spending so
much time there at Junker’s Edge watching the goblins
below as they scrounged through the discarded junk
and seeing what they made out of the garbage, you
developed an eye for spotting the most useful and
valuable discarded items. You gain a +1 trait bonus on
Perception and Appraise checks, and a +5 trait bonus on
Appraise checks to determine the most valuable item
visible in a treasure hoard.

Hagfish Hopeful: Ever since passing through
Sandpoint when you were a child and hearing about the
contest at the popular tavern known as the Hagfish,
you wanted to take that coin purse as your own and
carve your name on the ceiling beam above the bar.
Training yourself to choke down indigestible food and
drink water a pig would refuse, you’ve built up quite
a strong resistance to all things putrid and gross. You
gain a +2 trait bonus on Fortitude saves against disease
and poison.

Merchant Family: You are related to one of the
four noble families from Magnimar who founded the
Mercantile League of Sandpoint. You either grew up
in Magnimar as a cousin in the Valdemar or Deverin
family or were born and raised in Sandpoint. Education
in running a business and years of looking after the
family enterprise have given you a knack for trade. You
increase the gp limit of any settlement by 20% and can
resell items at an additional 10% over the amount of gp
you normally would get from selling off treasure.

Monster Hunter: Perhaps you came to the Varisian
Gulf in search of the Sandpoint Devil, or maybe you
followed fisherman’s tales of Old Murdermaw—
regardless, you’ve ventured through Varisia to hunt
down famous monsters. While they have all eluded you
so far, you made it to Sandpoint to research and restock
before heading back out into the wilderness. Because
of your training, you gain a +1 trait bonus on attack
rolls and weapon damage rolls against aberrations and
magical beasts.

Scholar of the Ancients: Growing up with your nose
in books, you’ve had a great interest in past cultures
and ancient history. Furthermore, having grown up
in Varisia, you know the monuments dotting the
landscape belong to an ancient civilization known as
Thassilon. From your life of study and dogged research,
you’ve pieced together the language and partial history
of this once-great empire. You gain a +1 trait bonus on
Knowledge (arcana) and Knowledge (history) checks,
and begin play able to speak and read Thassilonian.

Student of Faith: While you have personally
dedicated your life to a single deity, you study all
religions and mortal faiths. Upon hearing that the
town of Sandpoint recently completed a cathedral
dedicated to the six deities most popular in the area,
you had to see the place for yourself, and have arrived
in time for the consecration of this holy edif ice.
Because of your strong faith and broad range of study,
you cast all cure spells at +1 caster level, and whenever
you channel energy, you gain a +1 trait bonus to the
save DC of your channeled energy.

These below are found in the APG pages 330-331

Favored Son/Daughter
You were born and raised in the town of Sandpoint or
its surrounding farms. You know many of the region’s
secrets, and the locals already know who you are. You are
well liked in town, and you’ll have lots of friends in the
region, but the town’s tougher side sees you as a snitch or
a pansy. You gain a +1 trait bonus on Knowledge (local)
checks, and Knowledge (local) is always a class skill for you.
In addition, you can choose any one law-abiding citizen of
Sandpoint from below as an ally; depending on the person
you pick, you’ll get different benefits.
Ameiko Kaijitsu (local noble and owner of the Rusty
Dragon Inn): Ameiko is one of Sandpoint’s most
inf luential and beloved nobles. Her inn/tavern is the
most popular in town, and as one of her friends, you’re
guaranteed a place to eat and sleep for free. She’s got lots of
great contacts with merchants as well, and she’ll sell any
of your loot for you—as a result, you gain an additional
10% over the amount of gp you normally would get from
selling off treasure.
Belor Hemlock (town sheriff ): Belor, Sandpoint’s no
nonsense arm of the law, is like the uncle you never had.
The benefits of being close friends with the town sheriff
are extensive, and you can call in favors from him once per
game session. A favor can either get you out of a legal jam,
hook you up with a town guard for help, or give you a onetime
+10 bonus on a Bluff, Diplomacy, or Intimidate check
made against any local person.

Black Sheep
You were born and raised in the town of Sandpoint. You
know many of the region’s secrets and the locals already
know who you are. You aren’t quite hated in town, but
folk seem to think you’re a troublemaker and a bastard
and not to be trusted. The town’s tougher folk respect
you, but the law-abiding citizens don’t. You gain a +1
trait bonus on Knowledge (local) checks, and Knowledge
(local) is a class skill for you. In addition, you can choose
any one notorious citizen of Sandpoint from below as
an ally; depending on the person you pick, you’ll get
different benefits.
Aliver “Pillbug” Podiker (apothecary): Everyone
suspects sweaty, shifty-eyed Pillbug sells poisons from
his cluttered, acrid smelling wreck of a shop. You’re one
of the few in town who know this for a fact. You start
the game with 400 gp worth of poison, and Pillbug will
continue to sell you poison as long as you don’t spread
the word.
Titus Scarnetti (bitter nobleman): Scarnetti Manor was
hit hard recently, and the revelation of Scarnetti’s ties to
Sczarni criminals damaged his reputation as well. He’s
eager to rebuild his presence in town, and you’re one of the
ones he’s selected as an agent. Choose one of the following
skills: Bluff, Sleight of Hand, or Stealth. Your work for
Scarnetti gives you a +1 trait bonus on that skill, and it is
always a class skill for you.

Outlander
You are not from Sandpoint; you’ve recently come from
somewhere else and are hoping to make your fortune
here. Pick one of the following reasons to be a newcomer
to Sandpoint.
Lore Seeker: The secrets of the ancient fallen
civilization of Thassilon intrigue you, particularly the
magical traditions of its highly mystical culture. You’ve
studied magic intensely, and hope to increase that
knowledge by adding Thassilonian lore. You’ve come
to Varisia to pursue that study, and chose Sandpoint
as your base because it was out of the way of bigger
cities—meaning less competition to study the ancient
monuments in the region, you hope! You gain a +1 trait
bonus on Knowledge (arcana) checks, and Knowledge
(arcana) is a class skill for you. If you cast arcane spells,
pick three spells on your spell list. You are particularly
adept at casting these spells, so they function at +1 caster
level when you cast them, and their save DCs (if any) gain
a +1 bonus.
Exile: For whatever reason, you were forced to flee your
homeland. Chance or fate has brought you to Sandpoint,
and it’s here that your money ran out, leaving you stranded
in this small town. You are also being pursued by enemies
from your homeland, and that has made you paranoid
and quick to react to danger. You gain a +2 trait bonus on
Initiative checks.
Missionary: You have come to Sandpoint to see about
expanding the presence of your chosen faith after
receiving visions that told you your faith is needed in
Varisia—what that need is, though, you’re not quite sure.
You gain a +1 trait bonus on Knowledge (religion) checks,
and Knowledge (religion) is a class skill for you. If you cast
divine spells, pick three spells on your spell list. You are
particularly adept at casting these spells, so they function
at +1 caster level when you cast them, and their save DCs
(if any) gain a +1 bonus.

I notice you applied with a PFS alias. Just wanted to point out we don't play the actual AP with numbered PFS characters. Instead we make a regular Alias and apply the credit to a different PFS character when I get ready to generate the chronicles.

Olaff Olaffson wrote:

Hi bluedove, Sir Longears here!

I'm not sure if you are using Background Skills so I left it behind. Would you allow a drawback for an additional trait? If the answer is yes, I'm thinking about the Overprotective, since it fits Olaff quite well and is also a meaningful one in my opinion.

Nice to see you here! We haven't been using the Background skills, but I am not opposed to it if the rest of the party likes the idea. I am fine with the drawback, but know that I will be applying it ruthlessly when possible. *evil GM grin*

Deaths Adorable Apprentice wrote:

I do have a few questions for you and your players so I know the personality I will be making.

1) Are you all shooting for a more light hearted group focused on having fun in character, legit adventures looking for the next quest, dark and gritty, or something I have not mentioned.

2) How do you feel about romance popping up between players or with NPCs?

3) Is there a preference on sexuality? Not all GMs want to deal with subjects such as Homosexuality or even Heterosexuality. Preferring that simply stay out of the game.

4) Is it a bigotry that happens in game? It is a part of society and while i loath it in life it adds another kind of fun conflict to role-play.

5) How are you handling combat?

6) Is leadership an option?

7) Are there any taboo subjects?

8) I am going to be going with the Merchant Family campaign trait so how in-depth with that can I get?

1) Thus far, we have a good balance between serious and light-hearted roleplay. This is still a new game, in essence, so the overall feel has not really been established. I am known for playing up the creepy overtones as I am a horror fan.

2) I am in favor of romance and encourage players willing to explore this aspect of roleplay. If none of the PC's bite, I may enrich an NPC's personality to make this an option.

3) I have no personal preference, but the players will have to answer that question for themselves.

4) There is a bit of a class-divide in Sandpoint between the Varisians and the Chelaxians. Probably there should be some homophobia in more old-fashioned characters, but I would not enjoy playing that up so I don't think you could expect to see a lot of it.

5) I put maps and images up on Google Slides and allow the players to move their own tokens and post their attack rolls, etc on the gameplay thread. Often I will have all the enemies act on the same initiative unless I expect it to be to the party's detriment. I post a summary of actions every round along with a blow-by-blow narration. If the enemy targets a PC with something that would cause them to roll a saving throw, I roll that myself so I can post the result of the action as well. Let me know if I left something unanswered concerning combat.

6) I am fine with using the leadership trait, but will expect you to maintain your followers yourself. I will decide upon any monstrous followers you attract and I will hold you to the letter of the law if they die in your service.

7) I am a mother and am seriously emotionally effected by story elements that center around children being harmed or abused in any way. Other than that, I think nothing else is "off the table".

8) As far as you like! The Mayor of Sandpoint is a Deverin, if that helps.

Ok, this post is getting unbearably long so I will adjourn for a snack and then be back to answer more questions.

Liberty's Edge

oh, i use the PFS character alias's for when i actually play PFS, Vlad is just a concept! the fact that this is a PFS character just is... cosmetic. I don't intend on gaining and PFS credit with this alias.

so, I may actually use this character concept eventually for PFS, but right now he isn't official.

thanks for listing the traits!

oh, into horror eh? great, my character is actually based around Vanhelsing :P In general, not any particular version.


Deaths Adorable Apprentice wrote:
Ok so here is at least the crunchy bits. I may change the languages, not sure yet. I do have a little more money to spend and I think I will grab some trade goods. And I have not picked a curse yet. Kind of torn between the blackened one cause I like fire or the tongues one. Both have some fun role play options.

We recently had a player pull out for personal reasons who was running an Oracle with the Tongues curse, so you might want to go another way.

Fizgrubber wrote:
I can haz stabby trap job pweeze? Also, would you care for a pickle?

Sorry, I'm afraid goblins will be on the townsfolk's beat-to-a-pulp-ask-questions-later list. But I will take the pickle!

Jesse Heinig wrote:

Wow, nobody wants to be a healer.

@bluedove: Does your "most humanoids OK" extend to aasimar? Centaurs?

Yes, aasimar would be most welcome in Sandpoint. Centaurs are a bit overpowered and I think would present too many challenges for me. Do we put you in the stable, have the children pestering you for pony rides? XD Probably best to go a bit more mundane.

@Tharasiph, I see you found the Vagabond Child trait. Was going to suggest it when you asked about cutting the Brigh worship from the other one. The Grippli is interesting, not too overpowered and I don't think the villagers would riot, but they would be curious and have a variety of non-hostile reactions.

Lots of good options here. I'll try and rally the troops to make some selections. ^_^


bluedove wrote:


Fizgrubber wrote:
I can haz stabby trap job pweeze? Also, would you care for a pickle?

Sorry, I'm afraid goblins will be on the townsfolk's beat-to-a-pulp-ask-questions-later list. But I will take the pickle!

I haz hat! I'm ugly gnome, not gobbo!

Here your pickle, don't be concerned about the wiggling. It will stop once you bite in to it.


Okay, I've taken a look at some recommendations for a healer class, and from what I've seen an Oracle of Life is a much better choice for a healer than a cleric. I think I'm gonna go with that. I do work tonight, but I'll get a character concept done before I go to work, and the full character statistics (plus background and personality) by tomorrow or the day after. Sorry if I've been repeating that, things have been kinda hectic for me lately.

EDIT: I'm thinking of a halfling oracle of life, and is there any way I can choose the Fleet of Foot alternate racial trait?


Deaths Adorable Apprentice wrote:

I do have a few questions for you and your players so I know the personality I will be making.

Are you all shooting for a more light hearted group focused on having fun in character, legit adventures looking for the next quest, dark and gritty, or something I have not mentioned.

How do you feel about romance popping up between players or with NPCs?

I think bluedove answered all your questions but I will chime in a little. The group is definitely light-hearted at the moment I think what makes the group fun is the personalities. We are definitely not of the mindset of let's all be friends.

I'm sure as the campaign moves on we'll examine the darker side of our personalities we are trying to hide from one another. In terms of Tylur he's been thrust into his situation and he is constantly battling with making the 'right' choices. He'd rather just lie low and not become this Hero of Sandpoint. I'd say that Réne and Cordwin (the other two characters) do not look at themselves as being heroes either.

As for romance I guess it could happen. I'd say Tylur had a 'thing' for the player we lost but it was very new and innocent. Could happen again. Réne only loves his rabbit and Cordwin is wrapped up with hearing a good tale so maybe he could be wooed.


See! I iz gnome!


Ok, here's Nirra, the halfling oracle of life. I've made her to be more of the party face, healer and somewhat of a skill monkey; outside of battle, the party face and skill monkey, while more of a buffer and a healer in battle (mostly healer). I've given her the Fleet of Foot alternate racial trait, so if you want me to not use that I'll happily change it. All she needs is a background and personality summary, and some more gear and she'll be completed.


Got Durbin's profile up. Right now I have him set up for melee, but can easily change him for more ranged fighting.

Sovereign Court

All right, here's a healer!

Isabella Monstrance is an aasimar cleric (merciful healer) and a servant of Reymenda, the empyreal lady of catastrophes, endings, loss, and responsibility.

Mechanically, Isabella has a default cleric's strong healing and support magic. She can aid slightly in combat, but is not really a powerful front-line combatant, though if she gets lucky her falchion can be pretty brutal.

Story-wise, she has lived in Sandpoint for a few years, and grew up in one of the nearby villages. She has suffered great personal hardships but has chosen to overcome them and serve as a beacon of hope for people who are also experiencing great tragedies.

I've played part of Runelords book one previously, though not all of it. The story elements for Isabella struck me while I was looking for a good healing patron that was a little unconventional, and as I crafted her background it became clear that she is a bright mirror to one of the early villains, which I think makes for some interesting dramatic tension. (Obviously this would be a case of a good dramatic fit but one that the character would not be immediately aware of - as usual I'm not in the business of leaking knowledge into the choices made in play by the characters.)

I'm a regular player on the boards and I DM several games, so I've been here a while and I'm not planning on going anywhere!

@bluedove: I agree that centaurs can be a problem. Their stat bonus array is extremely strong. I tend to down-power them when I use them, but that's really a matter for the DM. Was mostly curious.

Also, I would like to strongly advocate for the use of Background skills. They're a great way to open characters to more rounded development.


Tylur Thorn wrote:

I think bluedove answered all your questions but I will chime in a little. The group is definitely light-hearted at the moment I think what makes the group fun is the personalities. We are definitely not of the mindset of let's all be friends.

I'm sure as the campaign moves on we'll examine the darker side of our personalities we are trying to hide from one another. In terms of Tylur he's been thrust into his situation and he is constantly battling with making the 'right' choices. He'd rather just lie low and not become this Hero of Sandpoint. I'd say that Réne and Cordwin (the other two characters) do not look at themselves as being heroes either.

As for romance I guess it could happen. I'd say Tylur had a 'thing' for the player we lost but it was very new and innocent. Could happen again. Réne only loves his rabbit and Cordwin is wrapped up with hearing a good tale so maybe he could be wooed.

For the record, I think Tylur may be the "darkest" of the three characters. René isn't hiding his dark side; he's hiding his serious/non-silly side. He battles with the thought of having responsibility more than with darkness.

As for romance, René would only go for someone he thought was witty/clever with a mischievous side to match his own. He has not yet found anybody who particularly grabbed his attention in that manner.

And for the earlier question about orientation, I'm personally all for queer people, but I'd say play whatever feels right for your character. I personally find my characters' orientations are more a function of their personality than any pre-determined decision on my part. That might just be me though.


I should note that my submission Liam is an Ifrit, but with the "Mostly Human" alternate trait, aside from his fiery golden-orange hair and gold-irised eyes, he is nearly indistinguishable from a human. And he shaves his head regularly to blend in. Just in case there were any questions as to the suitability of an Ifrit.


Delightful. I will get her finished after work. I will take the blackend curse. Not going to be very good in melee but I will have some blaster abilities, lots of healing, some buffing abilities.

Tylur Thorn and René Treize thank you both for sharing you opinions. I never want to step on anyones toes when I jump into an game, which I hope I do. I am getting to play a city guard in one game and I would get to play a merchant if my little Oracle makes it... I have some weird desires.

I love dark characters and I have been playing a lot of very light hearted ones recently. So I try and blend it a bit. I am happy I get to go that route. As to orientation I actually have to clue what she would be yet but I am ecstatic that, if I get to play, that is a feature I would get to explore.

Grand Lodge

This is what we have so far for submissions. Each is mostly, if not totally finished.
I've divided them into the two categories the DM says he's looking for. If a character can fill both roles, I looked to see where the player said their character would be most useful.

Heal-Bot
Minah-Waits-for-the-Sun –Nerak the Numb- Human (shoanti) Druid (lion shaman)
Liam the Wanderer –Ouachitonian- Ifrit Paladin (tempered champion, hospitaler)
Nirra –KoolKobold- Halfing Oracle (life)
Aurora Warin – Deaths Adorable Apprentice- Human Oracle (life)
Isabella Monstrance –Jesse Heinig- Aasimar Cleric (merciful healer)

Skill Monkey
Skerrin Maltisse - Luke_Parry- Elf Magus (bladebound/hexcrafter)
Olaff Olaffson –Sir Longears- Human (ulfen) Ranger
Fizgrubber –Joshua 9093- Goblin Rogue (unchained, scout)
Durbin –Dax Thura- Half-Orc Slayer
Vlad Mirwood –William Nightmoon- Dhampir Inquisitor (kin-slayer)
Raok the Leaper – Tharasiph- Grippli Inquisitor (sanctified slayer)


Ok, since this is a though competition I decided to add a bit more flesh to Olaff! Here is a 10-minute-Background as well as his impressions about the current members of the party.

10-minute-Background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

  • Giantslayer: So close to the Irriseni border, and a former member of the Blackravens, Olaff always knew the importance of knowing how to fight a giant... actually in Trollheim it was kind of a test, for or you'd learn how to defend yourself against the rending claws of the trolls and the big weapons of the ice giants or you'd be reduced to a pulp. Olaff learnt by example numerous times.
  • Ashamed about his Past: Having to travel south to bury his mother and leaving the Blackravens behind left a deep mark in Olaff's mind. Even if his commander (a close friend of his father) accepted his resigning in good faith, Olaff still thinks about himself as a deserter for leaving his brothers behind. In result, he avoids the matter entirely, getting angry if pressured to talk about it, and acts harshly against other deserters and cowards... almost as if giving the punish that he thinks himself deserves.
  • Shield Brothers: The Blackravens, and in fact the whole ulven culture, though him about the link between warriors alongside a shield wall, for a shield wall, like a chain, is only strong as its weak link. Olaff learnt to trust and bond with those he fights side by side. Even before his mother died, Olaff always knew which was his true family... his shield brothers.
  • Bounded by his Word: To an outsider, the ulven culture might look chaotic and erratic, with warriors fighting among themselves and kings deposing kings... and even if this is kind of true, there is also another side often overlooked... the weight of a man's oaths. In Olaff's mind, the worst kind of man is an oathbreaker and he'd soon die before breaking one of his own. His word is his law and, at least so far, it was all the law he needed.
  • The Importance of Honor and Deeds: To be the hero of a tale sung by a skald is generally the dream of every boy in the Lands of the Linnorm Kings and it is uncommon that, once grown up, any man would leave this dream behind. Olaff is no such man and so his actions are still somehow guided by the desire of making a name by himself. During his time in the Blackraven he wasn't lucky enough to win himself a respectable name for himself.

Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

  • To return home: With his oath to his mother about not leaving the Blackravens, and his shame about doing so, Olaff is convinced that he can't come back to the Lands of the Linnorm Kings. Even if this isn't true, he is finding some way to return. His first though is by killing a dragon.
  • Accepting your Wyrd: Quite the opposite, me, as a player, would like to see Olaff to see his mother's last wishes as a blessing, and not as a curse. Earning a name and fame in the south so he can return home with his head raised is a good idea.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

  • The bitter truth: Olaff's father was actually a deserter. In the famous battle that he was supposed to have died, his father abandoned his brothers and fleet towards Irrisen. In hope to spare Olaff's mother, one of his shield brothers (Olaff's current commander) lied about a glorious death. Olaff discovered the truth a couple years ago and until recently thought that he'd clean his family's name... he is not so sure at the present moment.
  • Bad Omen: Before passing away, his mother had a feverish dream where a big man, probably a giant, hits Olaff for a deadly blow. Afraid of her only son and imagining the giant was one of the countless minions of Irrisen, she decided to make him bring her south, away from the giants... if this vision was avoided or not is yet to be known.

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

  • Iolana Darinstarti (mother, deceased): Iolana wasn't an ulfen like her husband, but instead a varisian from Sandpoint. Combining the traditions of ulven and varisian luck and omen reading, she used to be a famous fortune-teller back in Trollheim.
  • Svalk Three-fingers (former commander): His father's once best friend and now Olaff's immediate commander, Svalk is a respected fighter in Blackraven Hall. In the later years, Svalk had also developed a romantic relationship with Iolana (Olaff is aware, even if the couple didn't know).
  • Asta Vargdottir (former lover): A shieldmaiden from Trollheim and also member of the Blackravens, Asta once Olaff's lover that didn't react so well when he decided to end the relationship. She already tried to cause his death, but he is not aware of it.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

  • Omens Everywhere: The combination of Ulfen and Varisian blood caused Olaff to try to see omens, good or bad, everywhere.
  • Drinker: Olaff don't drinks lightly... he is not an alcoholic but when he starts to drink, unless stopped, he will do so until he blacks out. He has a pretty good memory of his deeds in the following day though, with usually regrettable feelings.
  • Elaborated Swearer: Olaff doesn't take light on swearing... he does so like a true Ulfen!

Olaff's Impressions:
  • René Treize: Growing up in the border with Irrisen, Olaff never trusts anyone with a pet that seems too intelligent. Witches have familiars (in the north wizards are not so common) and Olaff always learnt to kill them on spot... It will take a bit of time for Olaff to trust René. Since Olaff's mother is Varisian, would it be possible for her to be René's aunt? It could lead to very interesting RP and a good way to introduce Olaff.
  • Cordwin Ironbeard: Olaff was always fond of dwarves and have a deep respect to them, mostly for their skill at arms and with the craftsmanship of weapons and armor. Olaff's sword was actually made by a dwarf back in Trollheim. From the beginning, Olaff will assume Cordwin to be a warrior, since a bard (or scholar) dwarf will never cross his mind.
  • Tylur Thorn: Olaff would probably recognize Tyler as a fighter and a survivor as soon as he would lay his eyes on him. Even with different fighting styles (weird in Olaff's opinion), he would soon enlist Tylor among his 'brothers'. It looks like Tyler is going for paladin. Olaff is CN but I believe it would lead to a pretty good RP.

Liberty's Edge

i can always alter Vlad to have some healing as well...

Edit: also, here is some fluff:

Fluff:

All Vlad has ever known is the church. Ever since he could remember, he has trained to fight the scourge of the earth... undead. His birth is unholy by most religions, but with the help of Pharasma he is seeking to rid the land of the unholy creatures he is one of. In order to achieve this, he is traveling the land, helping adventurers willing to take him in.

In the eyes of some, he is cruel. But death has no Bias, it is eternal and it comes to all, no matter how one may delay its soft embrace. It is Vlad's job to see those who have delayed its call are finally layed down and are judged for their sins.

goals: 1)Vlad wishes to meet his father... if only to drive a stake trough his cold dead heart. he wants to know what drove a vampire to lay with a mortal, to bring spawn such as Vlad to bear.
2) Vlad is working for his faith, and it is his goal to help those he meets find peace in their rest. so he will help preform burial rights if needed, help in religious services to the dead, and otherwise help around with those tasks.
3) I as a player want Vlad to go full monster slayer. total badass, that's my goal! feats I'm looking for in the future are precise shot, two weapon fighting, and rapid reload. I'll mix in some teamwork feats to use with my solo tactics. mostly shake it off, so that I can get some better saves when in melee. I will otherwise focus on ranged combat.

Allegiances: 1) the church of Pharasma,
2) the people of all the land (he sees that the people are above him when it comes to safety)
3) his friends

Secrets: 1)Vlad is trying to hide that he is a dhampir... and he could just as well pass for a pale half-elf.
2) unknown to Vlad, his father has been scrying him regularly since he was born, always checking up. His father is actually not evil.


Cordwin here and I am the third member of the group. I play Cordwin as very curious and extremely interested in gaining knowledge. This can lead to trouble as he is definitely a 'no stone unturned' type of character who will insist on opening every door to 'see what's there'.

As far as personal relationships, Cordwin will listen to anyone who has a good tale to tell or has some knowledge he can gain.

BTW...Some really great character submissions...

Sovereign Court

Cordwin Ironbeard wrote:

Cordwin here and I am the third member of the group. I play Cordwin as very curious and extremely interested in gaining knowledge. This can lead to trouble as he is definitely a 'no stone unturned' type of character who will insist on opening every door to 'see what's there'.

As far as personal relationships, Cordwin will listen to anyone who has a good tale to tell or has some knowledge he can gain.

BTW...Some really great character submissions...

Hey Cordwin! A little part of Isabella's backstory is that there was a retired dwarf who had settled down in her home village (why he didn't retire to the mountains is a story in itself) and she was friends with him, as a sort of uncle-figure. Learned Dwarvish from him and a bit about the old mountain-homes. Could be a fun bit of camaraderie!


I'm going to submit Caerwyn for the trap finder role. He was originally built for a Jade Regent campaign but I can retcon his backstory to fit Rise of the Runelords fairly easily. He's a member of the Sandpoint militia with the Favored Son (Belor Hemlock) trait.


Submitting Quill here for the healers role...and while she's perfectly capable of patching the group up and removing unwanted conditions/effects, she's believes strongly in preventative healing, AKA keeping the damage from being applied in the first place through adventuring intelligently.

For background, she grew up in and around Turtleback Ferry, her family living as trappers in the region. Her and her little sister, Emmy, were visiting the town when their home was destroyed by giants. She's spent the last three years horribly conflicted. On one hand she wants to get her sister somewhere safe and secure...on the other she wants to strike back at the growing danger that tore her family apart.


Ok I said I would have it up after work yesterday but I got sick and passed out after getting home. I think I am going to move some of her equipment around and I am looking though the drawbacks to see if I want one, they are so much fun!

Were you adding background skills?

So I actually like the 5 minute background, even though it always takes longer to do. I have done her background in that format because I need structure or there would be a lot more paragraphs than there already. Hopefully this gives a good view of the character I would like to bring to the game. If there is anything you would like me to chance, remove, and embellish on please let me know.

5 minute background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1) When she was a child she died in a house fire. While running through a room Aurora crashed into a lantern and with the oil spilling out she caught on fire as did the couch next to her. Within a day her family was paying the temple Sarenrae to return their child to them. This was paid for by her uncle, Hobart Deverin, the head of the Deverin family. She was returned to them but she still had burned arms when she was returned. For years her parents hoarded gold and tried to figure out why the burns could not be healed. This ate though the saving her parents had and it is only recently that Aurora refused to continue going to healers to try and have the burns removed.
2)Aurora grew up with her parents working in the sales department of the Fancy Reefclaw, a brewery in Magnimar owned by House Deverin. While not a heavy drinker she has always found the smell of ale, good ale, to be soothing. Knowing that her family sells good quality ale she can be a bit of an elitist and a picky drinker.
3) Much of Aurora's free-time is spent in the Bazaar of Sails just taking in the constant movement and noise of merchants selling their wares. She has numerous friends in the Bazaar who she will help unload their carts and even help sell their items when she is able to get there early enough. In return for this she is usually given a few coins but what actually matters to her is the stories they tell. These people are real merchants. They travel the land and find what they sell. Whether they get their gems and weapons from dungeon divers, smiths, or for find it themselves.
4) It was those tails she heard in the Bazaar of Sails and the occasionally an fortune seeker come to collect the bounty on the golden raspberries for Golliver Haskinswurth that grew a desire to travel in Aurora. The deciding factor though was an argument with her parents. They called her foolish for thinking that she would be able to become a traveling merchant. Claiming that she had been fed lies and there is no fortune to be found down that path. Indignant at the blatant refusal to even entertain the idea she went to her uncle Hobart. While he agreed with her parents he knew better than to flat out refuse which might cause the young girl to rebel. Instead he proposed she try it out traveling from Magnimar to Sandpoint. It is not far and there is family in Sandpoint so she would not be alone in there. But that is not the way the Deverins make their money so she has to figure it out on her own.
5) Her family assumed that she would collect food stuff from farmers along the way and grow bored with the idea quickly. But Aurora's goal is to find a group of travelers to join up with. Those are the kind of people she wants to travel with. The big money is in the selling of magical and ancient items. Something with a story sells so much better than a biscuit.
6)Aurora has known for years that she has some magical abilities but never bothered to look to deeply into them, her family has spent enough money on her over the years. To her knowledge she is able to notice magic's in items but nothing further than that.

Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1)Aurora wants to travel the land and eventually be well known as a traveling merchant.
2) I have never played a merchant before and I would honestly like to explore that aspect of the character. I want to have her grow from a childish and fairly selfish desire to become famous to a well rounded and caring person.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) There is a group of merchants who are very well off. They tend to sell high end magical items. This group works with bandits who steal these items and they sell the items.
2)While she knows that she died and the burns on her arms from that she does not know why they are there. I would like to have her explore that further.

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

1) Hobart Deverin, the head of the Deverin family, is the man who paid to have her brought back from the dead and she feels deeply indebted to him for that. She also has a deep respect for him for not avoiding the peasants. He is what she thinks a man should be. Kind and patient.
2) Azdurg Budrell is an older Dwarven man who frequently let Aurora work with him in the Bazaar. He has always loved her enthusiasm and energy. She is always happy to listen to his tales of time long since passed that his children no longer care for, even if she has heard the story a dozen times already.
3) Sylvia Ashore is a young woman Aurora met on her way out of the city. The two decided to travel together since there is safety in numbers and as Sylvia put it, Us ladies got to look out for each other. That night she woke up with a lump on her head and much of her gold gone. Most of the foods that she brought with to sell was missing. Luckily the donkey never took a liking to Sylvia or she would most likely have nothing but the few coins hidden in her clothing.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)Aurora s embarrassed of the burns on her arms, primarily due to her families obsession with getting rid of them. She always keeps her arms and hands covered. She never willingly shows her arms to anyone, even her family unless she has too.
2) Despite dying in a fire, or perhaps because of it, Aurora has a deep fascination with fire. It does not matter that the majority of her nightmares are made of flames licking at her she is still fascinated, in a morbid fear based way.
4) Even though it is the way it has been done for ages she has a hatred for the class system that is in place. It keeps those in power where they are and it makes it very difficult for anyone to escape their lot in life.
3) Aurora is not a deeply religious person, even though it was the devote who brought her back from the dead and claimed it was the will of the Dawnflower. Sarenrae may have let her come back to life but Aurora is a little bitter about the burns that seems to refuse healing.
The clerics that she has spoken to about it claim it is the will of Sarenrae that she keep a reminder of her actions. Devotees of various Gods have told her this. Her hands always hurt and this tends to make her angry and bitter when she tries to do anything and fails due to the pain in her hands.
While she has taken parts of the Dawnflowers dogma and instituted into her day to day life it is more out of habit than veneration. Both of her parents are devotees of the Healing Flame. They got their child back after all.
5)If she were to claim to worship any Deity it would probably be a mixture of Desna, Cayden Cailean, and Shelyn. They embody all the things that she likes out of life. She loves to travel and believes everyone should be free to do what they want with their lives. Freedom is the most beautiful and precious thing in life.
6)Aurora genuinely tries to see the best in people even to her own disadvantage. She is more than willing to give almost anyone a second chance and if they make a good case she will give them a third chance.


Cordwin Ironbeard wrote:

Cordwin here and I am the third member of the group. I play Cordwin as very curious and extremely interested in gaining knowledge. This can lead to trouble as he is definitely a 'no stone unturned' type of character who will insist on opening every door to 'see what's there'.

As far as personal relationships, Cordwin will listen to anyone who has a good tale to tell or has some knowledge he can gain.

BTW...Some really great character submissions...

Have you every experienced the wonders of pickles?


DBH here. Hope I'm not too late.

Nissa Krager:

NISSA KRAGER

Female Human (Ulfen) alchemist 1. NG. Init +2; Senses Perception +5,

Languages Aklo, Ancient Osiriani, Azlanti, Common, Cyclops, Skald, Thassilonian
AC 15, touch 12, flat-footed 13. HP 9. Fort +3, Ref +4, Will +1, Speed 30 ft. (6 squares)

Ranged crossbow, light +2 (1d8/19-20), within 30 ft. +3 (1d8+1)

Base Atk +0; CMB +1; CMD 13

Special Actions Alkahest Bombs, Throw Anything,

Abilities Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12

Special Qualities Alchemy, Bonus Feat, Crypt Breaker's Draught, Formulae, Skilled, Trapfinding,

Feats Point-Blank Shot, Precise Shot, Throw Anything

Skills Acrobatics +1, Appraise +7, Artistry +3, Bluff +1, Craft (Alchemy) +7, Craft (Alchemy) (Create item) +8, Craft (Untrained) +3, Diplomacy +1, Disable Device +8, Disguise +1, Escape Artist +1, Fly +1, Heal +5, Intimidate +1, Knowledge (Arcana) +8, Knowledge (Nature) +7, Perception +5, Perception (Trapfinding) +6, Perform (Untrained) +1, Ride +1, Sense Motive +1, Spellcraft +7, Stealth +1, Survival +5, Use Magic Device +5,

Possessions outfit (explorer's); studded leather; thieves' tools (masterwork); formula book; Crossbow, Light ;

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Alkahest Bombs (Su) A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, on a direct hit, your bomb inflicts 1d8+3 points of acid damage plus an additional 0d8 points of acid damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Against all other other creatures, alkahest bombs deal 1d4+3 plus 0d4 points of acid damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.

Civilized You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Trapfinding A crypt breaker adds 1 on Perception checks made to locate traps and to Disable Device checks. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

As a Crypt breaker Nissa has Disable device and trapfinding.

Background:

Nissa is a classic academic venturing into the world for the first time.

She has trained extensively in the universties of Ustalev in the art of exploring and surviving crypts, ruins and ancient dwellings.

Stopping off in Sandpoint on her way south has caught her up in something that she has up until now only read about. A real life adventure.

While she is somewhat sheltered Nissa has a great deal of knowledge and skill to offer an adventuring party.

She is rather excited about the whole thing, how long that will last remains to be seen?

Liberty's Edge

oh the competition! hope i have enough to get through :)

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