DM Baktru - Rise of the Runelords

Game Master BaktruToo

The small, and quite frankly sleepy town of Sandpoint is celebrating the inauguration of their new temple, after the previous one burnt down 5 years ago. Yet something is threatening the peace here...



Now that I've gotten my feet wet, well moist at least in another game, I'm certain I can run two in parallel. I'm a longtime DM, especially in West End Games Star Wars, and Dnd 3.x. PF is fairly new to me but not that different from DnD 3.5 anyway.

I'll be running Rise of the Runelords Anniversary Edition for a group of 4. I may be convinced to have more but that is not certain.

Player expectations:
- Level 1 characters, 20 point point-buy.
- PFS legal characters (this is to keep the options somewhat limited and the power levels in line with what the adventure was designed for)
- 2 traits, having one from the ROTRL Player's Guide is preferred but not mandatory.
- Post daily. At least usually. Sometimes things happen, that is to be expected. Don't disappear on me for a week without notice though.
- Rise of the Runelords is not PG-13. I will not clean it up. If you cannot handle the gore on the level of an early Stephen King book, please do not apply.
- No evil characters. I do not make exceptions to this. The goal here is to have fun and work together towards getting through the AP. Evil characters disrupt this.
- Character must have some background and a reason to be in Sandpoint for the harvest festival and grand opening of the new cathedral.
- No need to have an alias set up yet before acceptance but I will only accept people with a finished character sheet and short background/personality.

Do note that English is my second language and I post from the European timezone.


Furnok:

Full Name : Furnok of Ferd
Race: Human

Classes/Levels Ranger 1

Gender M

Size M

Age 25

Special Abilities :

Alignment: NG

Deity Eristal

Location : Varasia

Languages : Common

Occupation : Farmer

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 5'9" Weight: Hair: Brown Eyes: Brown
Favored Class: Ranger(HP)
EXP:
Hit Points: 13
Spd: 30
Init: +6
AC: 17 (+5 armor shield +2 Dex )/Touch 12/FF 15)
BAB: +1
CMB:
CMD:
Saves: Fort +6 Ref +4 Will +2

Weapons: +2 vs. Goblinoids
Scythe +4 2d4+4 x4 p/s
Dagger +4 1d4+3 19-20/x2 10 feet
Shortspear +4 1d6+3 20 feet

Skills: 7/level +2 vs. Goblonoids
Perception (1+2+3) 6
Profession-Farmer (1+2+3) 6
Know-Nature (1+3) 4
Survival (1+2+3) 6 +1 to follow tracks
Climb (1+3+3) 7
Swim (1+3+3) 7
Heal (1+2+3) 6

Feats:Power Attack (-1/+2),Improved Initiative(+4)
Traits:Life of Toil(You gain a +1 trait bonus on Fortitude saves.)Resiliant(+1 Fort saves)

Special Abilities:
Favored EnemyAt 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.Goblinoids
TrackA ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.1
Wild EmpathyA ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Equipment:
Scythe (18)
Dagger (2)
2 Short Spears (2)
Scale Mail (+5 +3 -4) (50)
Ranger's Kit
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
torches (10)
trail rations (5 days)
waterskin.
94 gp
Background
Furnok of Ferd has lived his whole life surrounding Sandpoint as the son of a farmer who was the son of a farmer and never set foot more than a few
miles away than what was needed to make deliveries or head to town. While he has a good grasp of raising animals, tending to the fields and farm. He never received an education beyond his basic letters and numbers and so his sense of 'adventure' never went beyond having his first mug of ale. He has trained with the militia and has developed a commonly held hostility towards goblins and their kind and if anything could shake off his apathy would be the threat of goblins.

Furnok of Ferd reporting. Can a simple pig farmer save the world?


Who knows? Perfect fit for this campaign though :)


Dotting


I'm thinking of submitting a Life Oracle for this. When do you plan to end recruitment?


Furnok, you have inspired me to pursue an agricultural lifestyle. Perhaps we know each other?

Camilla Tahm:
Camilla Tahm
Female Human Druid (Leshy Warden) 1
Neutral Good Medium Humanoid,
Init+2; Senses Low Light Vision, Perception +7
Alt Trait: Heart of the Fey
--------------------
Defense
--------------------
AC13, touch 11, flat-footed 12 (+2 armor, +1 Dex, +0 natural)
hp10 (1d8+2)
Fort+5, Ref+3, Will +6
--------------------
Offense
--------------------
Speed30 ft.
RangedSling (1d4+1/x2)
Dagger (1d4+1 /19-20x2)
MeleeSickle +1 (1d4+1/x2)
Druid (Leshy Warden) Spells Prepared(CL 1):
Level 0(3/day)
Level 1 (2/day)
--------------------
Statistics
--------------------
Str12 (+1), Dex13 (+1), Con14 (+2), Int 10 (+0), Wis16 (+3), Cha14 (+2)
Base Atk+0; CMB+1; CMD12

FeatsSpell Focus (Conjuration), Augment Summoning

TraitsBeast of Society (x2 wildshape time as small or medium), Deft Dodger (+1 Ref)

SkillsCraft: Woodworking+4, Handle Animal: +5, Perception +7, Knowledge: Nature +6, Profession: Farmer +7,

LanguagesCommon, Druidic

SQ Wild Empathy: +4 to plants, -4 to animals, Nature Bond: Leshy Familiar, Orisons, Nature Sense (+2 Know Nature/Survival)

Other Gear
Wood carved Playing cards
Wood Carved Flute
Mule named Stump
Pack Saddle
Druids Kit
Woodworking Tools

5 Gold
--------------------
Special Abilities
--------------------
Cruel Thicket(Su): As a standard action, you can cause the ground in a 5-foot-radius burst centered on you to sprout twisting, thorny vines. Any creature moving through it must travel at half speed or take bleed damage equal to half your cleric level; if you activate this ability in an area with numerous plants (grass, weeds, trees, etc.), the area also becomes difficult terrain. These effects last for 1 minute, after which the vines crumble to dust. Creatures able to move through natural undergrowth unhindered ignore the effects of this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Leshy Caller(Ex): A leshy warden is an expert at summoning and growing leshies. She counts as a plant creature for the purpose of growing leshies. She adds leaf leshies, gourd leshies, fungus leshies, and seaweed leshies to her list of creatures for summon nature’s ally I, II, III, and IV, respectively.

Green Empathy(ex): At 1st level, a leshy warden can improve the attitude of a plant creature as if using wild empathy. The typical wild plant creature has a starting attitude of indifferent. A leshy warden can also use this ability to influence an animal, but she takes a –4 penalty on the check to do so.

Plant Domain, Thorn Subdomain
1st Level Spell: Thorn Javelin

Familiar

Brussel (Mr. Smarty Bush)
Sage Familiar
Familiar traits: Improved Evasion, Empathetic Link, +1 Natural Armor

Can make all Knowledge Checks untrained

N Small plant (leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +1
Immune electricity, sonic, plant traits

OFFENSE

Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
Melee shortspear +2 (1d4-2/19-20)
Ranged seedpods +2 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)

Constant—pass without trace

STATISTICS

Str 6, Dex 13, Con 12, Int 6, Wis 12, Cha 13
Base Atk +0; CMB -3; CMD 8
Feats Weapon Finesse
Skills Fly -1, Stealth +5 (+9 in forests and jungles), Survival +1 (+5 in forests and jungles); Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst

SPECIAL ABILITIES
Glide (Ex)

A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.
Seedpods (Ex)

Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.

Background: Something like the laughter of a flittering lark cuts through the din of the market bustle, a breath of fresh air amidst the noises of beasts and men. With deeply tanned arms full of the most vibrant produce imaginable stands a short, lithe young lass, a bushel of deep red curls bouncing atop her freckled face with each chittering laugh. The merchant across from her smiles patiently. Its the least he could do for carrots this sweet.

Simply dressed with the perpetual perfume of cut grass and the stain of dirt forever beneath her nails, Camilla Tahm has lived alone since taking over her brothers once defunct plantation just outside of Sandpoint, though with the overwhelming bounty that flows from her humble fields and orchards, you would never guess there was ever any danger. Something about the way she whispers to her green beans, playfully pats the pecan trees, and whimsically strolls through her cabbages has an effect on the plants around her like shes known them all her life; people and animals, however, never seem to fully get the joke.

Despite her agricultural prowess, funds to repair the storage silo are running short, but catching wind of the harvest festival, Ms. Tahm hopes to take home the grand prize with her otherworldy greens and gourds. With a little help from her darling Mr. Smarty Bush "Brussles" of course.

Pleasure to make yer acquaintance kind gents and gentets.


Yay! Plant power!


By our powers combined, we are one decent farmers market!


I'm leaning between a Barbarian or Hunter Dwarf


Dragon: When it's full basically ;)


I would love to play in this game!

I will get to work on submissions. Would you consider a five person party?


Very much interested. I'll see what I can put together.


I'm interested too! I'd like to submit a Rogue, if there's still some room?


Never played Runelords but would love to since I believe it's a classic. So I decided to go with a new take on a classic class with the Chronomancer Wizard. I did it in Herolab as a PFS character so hopefully everything should be legal as you were looking for it. Noticably it switches Scribe Scroll for Spell Focus. Which Im kind of a fan of anyways. Ill do a personality blurb tomorrow and maybe a bit more extended version of history.

Quick Background:
Faolan is a native Varisian who has traveled extensively over his homeland, seeking out the various relics hidden in the area. From a young age he was obsessed with history and the arcane and began studying it avidly. He apprenticed to an wizened man named Cailean who was focused on the location and recovery of ancient Thassilonian artifacts. Cailean was actually a Chelaxian native who had studied at the Egorian Academy in his youth and had graduated an official Infernal Binder. Over years though he saw the subjugation his people forced on others and how they did not seem to respect the history and majesty of the various cultures around them. Sometime in his fifties he left Cheliax and sought out history and artifacts that he could help recover and protect. Faolan learned a great deal from the old man, including some basics of the arcane arts and several languages. Faolan loved linguistics, languages came easily to him and he liked the inherent difficulty in learning a dead language like Thassilonian or strange otherworldly tongues like Infernal.

It was on the site of an ancient artifact Cailean believed could hold amazing implications for both the arcane and historical community that Faolan lost Cailean. Strange temporal energies ripped through the ruins when they accidentally activated the device while trying to figure out how to move it safety. Cailean was pulled away, in the years since Faolan has still been unable to determine if his master was pulled to another plane, killed or something stranger happened. And Faolan himself has found himself able to travel through time in unusual ways. Time is more fluid around him and he has found through practice that he can manipulate it to his benefit at times. Still the phenomenon disturbs him and he hopes that by continuing to explore various ruins he can find more understanding about both his power and what could have happened to his master.

Crunch:
Faolan Ó Cuinn
Male human conjurer (teleportation[APG]) 1 (Pathfinder Player Companion: Legacy of the First World 30, Pathfinder RPG Advanced Player's Guide 147)
LN Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Conjurer (Chronomancer) Spells Prepared (CL 1st; concentration +5)
. . 1st—grease, heightened awareness[ACG], mage armor
. . 0 (at will)—dancing lights, detect magic, prestidigitation
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Orator[ACG], Skill Focus (Linguistics), Spell Focus (conjuration)
Traits scholar of the ancients, seeker
Skills Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +11 (+13 if consult codex when communicating in a language you do not speak), Perception +5, Spellcraft +8
Languages Common, Dwarven, Elven, Giant, Infernal, Sylvan, Thassilonian, Varisian
SQ shift 7/day (5 feet), summoner's charm (1 round), temporal pool (4 points; forewarned, rewind)
Other Gear backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, standard linguist's codex, torch (10), trail rations (5), waterskin, wizard starting spellbook, 79 gp
--------------------
Special Abilities
--------------------
Forewarned (+1d4 initiative) (Su) 1 TP: +1d4 to initiatve
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Rewind (Su) Immediately recast failed spell for 1/2 spell's level TP (min 1)
Shift (5 feet, 7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Temporal Pool (4/day) (Su) Gain reservoir of temporal energy used to power abilities.


@GM: Guess I'd better get a move on then. :)


Also, how much money do we have to work with in CharGen?


Anyways: Here's Viridi Sorn. She's a half-elven oracle of Life who follows Irori.

Silver Crusade RPG Superstar 2015 Top 16

I would like to submit Eros Croy a pistolero gunslinger for your consideration.

Eros is a bit of a scoundrel and a part time Sczarni associate. His latest "business" ventures have gone poorly and he owes a tidy sum in gambling debts in Riddleport. He has come to Sandpoint hoping to change is fortunes by reeling in Murdermaw using his gunpowder to finish off the enormous boat sinking fish.

He's not much of a fisherman more of a glorified dock worker and ship hand but he figures he has the upper hand on other trophy fisherman because he thinks he's seen the beast snapper on a previous voyage. He's been in Sandpoint for a few weeks now and may have to take "honest" work soon as his coin pouch is getting dangerously low.

Eros Croy:

Male human (Varisian) gunslinger (pistolero) 1 (Pathfinder RPG Ultimate Combat 9, 51)
CN Medium humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cutlass +2 (1d6+1/18-20)
Ranged pistol +6 (1d8+1/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 8, Wis 16, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits monster hunter, reactionary
Skills Acrobatics +5 (+1 to jump), Perception +7, Profession (sailor) +7, Swim +2
Languages Common, Varisian
SQ gunsmith
Other Gear studded leather, black powder[UC] (7), bullet[UC] (7), cutlass, pistol[UC], backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 7 gp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Grand Lodge

Here's Radjiik, Human Rogue! Hope I didn't make any blunder!

(Sorry if there are a few mistakes in his background, English is my second language too!)

Background:

Spoiler:

Radjiik had always been called a bit… « Slow ». It used to hurt him when he was a child, because he was without contest the fastest of the tribe -and not just at running. He may not have been able to swing a greatsword to defend the sacred land of his ancestors like his mother, but even his sharp-eyed uncle took a very long time to find his hooks and baits when it was Radjiik who had hidden them. Locks never slowed him down enough to get him caught.
It wasn't enough for his talents to finally be acknowledged. He kept asking why they always stayed away from the large city of Riddleport down below, why the boats of the tribe never went far instead of exploring the seas, and whether the bad guys were the other tribes or the non-Shoantis. He kept being called « slow ».
So he left.
He didn’t stay in the big city for very long, but quickly made friends with a group of travelling performers with coloured clothes and strange-looking scarfs, who really liked the way he could juggle with apples, and liked the story of how he had « found » them on his way even more. They asked him if he wanted to travel the world and make money. He was sad to leave the Shoantis’ lands, but he knew very well that their welcome wouldn't be warm.
So he went.
It wasn’t exactly better than his life with the tribe. The only way to get richer was by making other people poorer. Sometimes, it made Radjiik feel bad. The Sczarni never did.
It wasn’t exactly worse than his life with the tribe. What he did wasn’t honourable, but he was good at it, and liked and respected for it. Besides, his best friend Simir, who wanted to quit, and insisted for him to come along. While the Sczarni was resting after a day’s work, keeping on planning their visit to « good ol’ Jubrayl » at « the Fatman’s Feedbag » where they could benefit from « Sandpoint’s golden opportunity », Simir and Radjiik were supposed to disappear quietly.
Nothing went as planned.
The Sczarni must have been careless -they often were. Too many complains, too many things disappearing, too many windows broken. Enough to get them noticed. Guards showed up to throw everyone out -not necessarily unharmed and in one piece.
So he ran away.
He lost the Sczarni.
He lost Simir.
He got lost.
Thankfully, towns don’t move.
Thankfully, Sandpoint wasn’t too far. It was easy to be pointed in the right direction.
It should be easy to find a man living in an actual house, when he knew his name.
So he left.
And he went.


...so, are we just waiting on the GM to pick now? I'm getting the impression this is a bit of a first-come, first-serve deal.


I would like to introduce the town butcher (unless there is already a featured one in the adventure).

Sven the Butcher:
Sven the Butcher
Human barbarian 1
CG Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 shield)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee butcher knife +4 (1d4+3/18-20) or
meat cleaver +4 (1d6+3/19-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Quick Draw
Traits armor expert, suspicious
Skills Acrobatics +4 (+8 to jump), Knowledge (nature) +5, Perception +5, Sense Motive +6, Survival +5
Languages Common, Sylvan
SQ fast movement
Combat Gear oil (5); Other Gear chain shirt, darkwood heavy wooden shield, butcher knife, meat cleaver, backpack, bedroll, belt pouch, candle (2), chalk, fishhook (2), flint and steel, hemp rope (50 ft.), mug/tankard, piton (4), sack (2), sewing needle, signal whistle, string or twine[APG], thread (50 ft.), tindertwig (4), torch (2), trail rations (7), waterskin, whetstone, 2 gp, 5 sp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Sven isn’t native to the area, but moved into Sandpoint about ten years ago and set up his shop “Sven’s Meats and Sausagewerks”. He doesn’t speak about his past other than happy memories growing up and about profession related topics. However, a black round wooden shield hangs prominently on the wall in his shop and Sven doesn’t deny he had some military experience in the past.

The burly middle aged man wears an old blackened chain shirt under his coveralls and aprons. Sven claimed he wears it for safety when cutting meat and breaking down carcasses when asked by a well known customer some years back. The jovial man is said to keep a backpack loaded up with provisions behind the counter. Many write it off to his world view quoting on of the butcher’s sayings like, “One should always be prepared, you never know what life will bring” mimicking his thick Norther accent.

Attached to his belt are a wickedly sharp butcher knife and a stout well worn meat cleaver.

Rumors about Sven include that he is a deserter of some foreign army, but others dismiss this notion noting he wouldn’t display a shield to advertise himself.

Others tell stories about the last time the town was attacked. They saw Sven bashing foes with his black shield with ease while hewing them with his meat cleaver. No one doubts this account, but half jokingly hope he scrubbed and boiled his tool after the attack.

Despite being a successful business man with a useful skill Sven is a bachelor. Many speculations in town revolve around this. No two are the same.

Those from the town know Sven sells good quality products at fair, but not cheap, prices. He is known to give good prices and generous cuts to those struggling to make ends meet, the elderly, and he keeps a rasher of bacon around that he often treats young kids to a bit of for visiting his shop.


Hi, Gyorgy here has had two attempts at RotRL on these boards, both of which have ended during book one due to GMs going AWOL.

Third time lucky?

He's a Varisian bard who is visiting town, as members of his troupe often do when they are young adults, to look after both an elderly aunt who has settled down there and a pair of young cousins who are spending a few months in town to do some regular scholling while their parents do some more arduous travelling.

He's at that crossroads in life where he doesn't really know what he wants to do or who he wants to be. Another character who is just brave enough and just capable enough to accidentally become an adventurer.

more in profile, although I may need to dust off and scrub up stats.


I would like to submit Marecu Razsudani, Half-Elf Bard. Most around Sandpoint know him only as a disgruntled if occasionally charming server at the local tavern, but privately Marecu dreams of being an actor on the big stages of Magnimar.

Spoiler:

Marecu Razsudani
CG Half-Elf Bard 1
Init +3; Perception +7
———
Defense
———
AC 15, touch 13, flat-footed 12, (+2 armor +3 Dex)
HP 8 (1d8)
Fort+0, Ref +5, Will +2
———
Offense
———
Speed 30ft
Rapier +0 (1d6/18-20x2)
Shortbow +3 (1d6/20x3)
———
Spells
———
Cantrips DC 13
- Daze
- Ghost Sound (DC 14)
- Light
- Prestidigitation
Level 1 DC 14 (2/day)
- Silent Image (DC 15)
- Sleep
———
Statistics
———
Str 10 Dex 16 Con 10
Int 10 Wis 13 Cha 17
Base Atk +0, CMB +0, CMD 13
Feats Skill Focus (Acrobatics), Spell Focus (Illusions: DC+1)
Traits Eager Performer (+1 Perform, SPELL DC+1), Magical Knack (Bard)
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Knowledge (Local) +4, Perception +7, Perform (Acting) +8, Profession (Bartender) +4
Language Elven, Taldan, Varisian
SQ Low-Light Vision
Weapons & Armor Rapier, Shortbow (20 arrows), Leather Armor
Other Gear Entertainer's Clothes, Backpack, Bedroll, Blanket, Grooming Kit, Canteen, Ink, Inkpen, Journal, Coinpurse (4gp 13sp), Spell Component Pouch
———
Special Abilities
———
Half-Elf +2 Cha, Adaptability, Elf Blood, Elven Immunities (+2 racial against enchantments), Keen Senses (+2 Perception), Multitalented
Bardic Knowledge add 1/2 class level (+1) to all Knowledge checks, make all Knowledge checks untrained
Bardic Performance 7 rounds/day: Countersong, Distraction, Fascinate, Inspire Courage (+1)
Proficiencies simple weapons, longsword, rapier, sap, shortsword, whip, light armor, non-tower shields (no arcane failure chance with light armor or shields)
Favored Class Bard: +1 skill point, Rogue or Swashbuckler (not sure)

Background & Description (work in progress)

A prettier and more complete background will come, but here are the basics: Marecu was born to a single human mother of eight, him being the sixth in Magnimar. He grew up in admiration of the theatre, perhaps seeing a way to find attention and acceptance in a family and neighborhood that offered him little. After a love-affair went awry his taste soured for the local community of aspiring actors he had been a part of and he set off for Sandpoint to get a break from the scene. He has been in Sandpoint for a few months now working at a tavern (maybe the Rusty Dragon?).

At his worst he is snide, pretentious, and narcissistic, but at his best he is a warm, calming presence with a genuine curiosity about other people's lives and emotions. Many find this charming, but some find it uncomfortable the way that he seems to treat their stories as fiction meant to be enjoyed for it's own sake, divorced from reality and real consequences. Marecu loves stories and theatre above all.

Marecu is thin with long black hair. He has a narrow, flat face with a long and straight pointed nose and big brown eyes. He has thick black stubble on his chin and upper lip, but nowhere else. He has thin lips and a pointed chin, as well as pointed ears. From a distance he looks very Varisian especially when his hair covers his pointed ears but up close it's hard to mistake his elven heritage. He has annoyingly good posture and walks with an airy breeze of confidence.

If Marecu gets picked up, I see him mechanically as a generally skill focused support character, but I may slap a level or two of either rogue or swashbuckler on him if it looks like he's a liability in combat.


Sorry for the delay. I've been sick over the weekend and yesterday...

Should be getting back on track now.


Dragon that was more or less the plan unless the first to submit a full character don't feel like a fit.

Anyway time for me to catch up on reading...

Grand Lodge

Druid Oread Saurian Shaman for consideration for your game GM sir.


Furnok, Camilla, Faolan and Viridi are in, as I do tend to do first in first served. Choosing and disappointing people is hard...

Dragoncat: Average for level 1, so for an Oracle that would be 105gp.

I said I would consider more players (as the AP can handle that with some slight modifications anyway) and luckily for me the next two look like a fit as well, so that's Grimlight and Tadjiik are in as well.

My apologies to anyone else who applied, of course.


Thanks for answering my question. And thanks for picking me. :)


Well thank you anyway. I would love for you to hit me up if you have people drop out etc. I love playing in long running regular campaigns. I am an older RPG’er and PBP is my bread and butter now that my old 1980s group are gone off or gone. If you need a reliable player to jump in let me know. ;)


Thank you very much. Will get things squared away.


Goblin: Sure. The eternal problem with these boards. Always way more players than people running games.

And no, I'm not running a 3rd one ;) I prefer to take care of the ones I do.


Thank you, honored and excited to embark with you all :)

Grand Lodge

Thank you! I'm glad to play with you all!


Discussion and gameplay are open as well.

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