GM Arkwright's Enduring Rise of the Runelords (Inactive)

Game Master Arkwright

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Greetings, and welcome to my recruitment thread for my Rise of the Runelords campaign.

Firstly, about me. I'm still a novice GM; I've never run an AP or played in one beyond the first two pages due to games dying, so I'll have to beg some indulgence if I mess up. That said I think I can still run a fun and more importantly complete game for my players.

Next, the crunch:
Starting at level 1
30 point buy
Three traits, one must be campaign-specific.
Max hit dice for first level, average-rounded-up thereafter
GESTALT. Choose two classes and gain the benefits of both. Please refrain from any major cheese (monk/rogue multiple sneak attack god for example) and focus on INTERESTING combinations.
Races: Core + Aasimar/Tiefling. I'd prefer a maximum of one, at most two Aasimar/tieflings. Aasimar must take the (homebrew) 'Celestial Heritage' feat to take advantage of alternate heritages. Neither can benefit from the d100 rolled list.
Alignment: Non-Evil. As per usual, party cohesion is very important, more than playing your super-awesome sociopathic-serial-killer character, not much disrespect intended.
Knock yourself out with the multi-classing in the future; though please don't go crazy. No more than three classes. A second prestige class will require a great deal of persuasion.
Permitted material: Anything on D20PFSRD not marked as third-party.
Characters receive one extra skill point per level to be devoted to a skill chosen for RP/Background purposes. IE Davy Jones gets an extra point to spend on his 'Profession: Sailor'.
I reserve the right to roll perception or sense motive or similar checks on your behalf.
No Leadership feat.
Maximum class gold + 500gp

Now- RP and character background:
I will only be accepting four characters. This is to increase the speed the game goes at, and because I think it will lead to a party more amenable to great RP.
As some of you will know, Rise of the Runelords starts in Sandpoint. Consequently, you will all have to have some reason in your background as to why you've ended up here.
Backstory is going to be up to you, with one small restriction. I'd like all your characters to have recently taken up the adventuring trade and have travelled together for a little while. You don't have to be friends but you all work together for mutual gain and have for at least two months.
I'd like at least three paragraphs of backstory, but if you can effectively make it concise enough with two, I'll be happy.
I would also like a small section about your character's Personality. Dot points are very acceptable. Just give me a little about how your character sees the world and is seen, so I don't have to guess based on your backstory.

Recruitment:
Will proceed until the 11th. I'd like to avoid getting a huge list of 30+ applicants.
Some attempt at a character sheet would be good; feel free to avoid getting into the nitty-gritty of skills and equipment but broad strokes would be useful.
Background and personality will be the key decider. A writing sample of your character would be useful, but is not essential.
Just to repeat this, I am only accepting four characters.
Please full out the following form for your application.
Character name:
Race and Sex:
Classes:
Alignment:
Backstory:
Personality:
Writing sample (optional):
Character sheet draft:
Your experience with being in long-term PBPs (at least three months-ish):
Anything extra you wish to write or questions you want to ask:

And finally- this is going to be a game about the Enduring Rise of the Runelords. The enduring comes from the fact that I have no intention of mysteriously disappearing or letting the game die and I don't believe there is anything coming up that will cause me too.

Well, that should be all. If I've forgotten anything or you have any questions, please post.


I want to run Rise of the Runelords for a group in person, but I haven't played it yet or read the book. I would really like a chance to join this game.


Lots of possibilites with gestalt. Let me think a bit, and I may submit a character.

Sczarni

well here she goes again now that there is a promise of enduring there is now hope.

alias in the profile has started at least 4 runlords games and never left sandpoint. most ended during or immediately after the first combat.

alias is updated for seprpents skull which also died (of which you know what I speak of) but the backstory is easily modified, will work on changing it back to a runelords story.

also she is a 20 point buy so that will have to change and will change the traits (obviously no serpent skull trait.)

EDIT haven't thought of the Gestalt yet but fighter or monk to go with the barbarian seems the best choice considering the background.

The story was written with her being a native to Sandpoint not sure if that will mesh with others but it is flexible enough to modify without much change in her overall story

Liberty's Edge

Definitely thinking on this one. Gestalt is just too yummy in terms of what funky characters you can produce to not put my hand up for it. And RotRL to boot! :) Thinking on a character now.

Would you be okay with multiple applications? Don't know if I'll have the time or inspiration to actually MAKE multiple applications, but hey, worth asking in advance.


@Noro- I seem to remember there are some alignment clashes between Barbarian and Monk so be careful and maybe look into the Martial Artist archetype.

@Alice- I'd prefer you choose your single best application.

Sczarni

Already looked into things and based on her personality I created, she is more fighter than monk.

could you post a link for Gestalt rules if you have it.


Ooh. This is interesting. I'd like to submit this character. He was for another RotR campaign that died.

I haven't edited the crunch so he hasn't been gestalted. The fluff and backstory is still solid though short. I might need change it around/expand/etc. as needed.

All of that is on my profile, but I'll submit a form for full application when I finish adjusting.

Also mega kudos for that extra skill point for RP/Background.


How would you feel about a sorcerer draconic bloodline gold / Oracle mystery flame combination?


@Checkerwall- some nice thematic synergy there. If you're going down the Blaster path, can I suggest checking out crossblooding Draconic with Primal? Just a suggestion.


Were I not in another RoRL, I would be all over this.


I'm gonna throw this guy out there: Thordak Ironheart

Probably going to go with either Fighter or Ranger along with Barbarian. Barbarian(Titan Mauler) for sure. And leaning toward Fighter. Either Weapon Master or Two-Handed archetype. Undecided at this time.

Edit: The information you asked for under "Recruitment" has been added to my character sheet.

Edit again: Possibly considering Ranger now. I'm starting to think it might fit better. Still unsure though but will take more of a look at it tomorrow. And will get the mechanics filled in tomorrow as well.


Checkerwall here

Rebuilding this character for this game, its a work in progress but here is what I have so far.

Draig:

Everything else done is on the profile, I'll keep working on it after I post this too.

Sorcerer 1 / Oracle 1

Bloodline Draconic Gold / Oracle Mystery Flame - Oracle Curse Haunted

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


General reminder to everyone- I want background and personality over character sheets.

@Thordak Ironheart- it sounds like Thordak is off on his personal vendetta. Is he going to have any interest in aiding Sandpoint or joining a party of adventurers?

@Chaise- there is nothing really wrong with your background, having a character who gets restless and decides to roam is something I can get behind. But could I ask you to make your character a little less generic? Doesn't have to mean he's on a quest to avenge his father's murderer, just tell me a few of his goals and a few of his flaws.


I would love to apply, and will under one condition. I've played a lot of 3.5, but never any pathfinder or pbp. If its still ok for me to apply with those restrictions I'll work up a character. I also have the core rule book if that helps.


@Adrien- if you can convince me you're good enough at RP then it's no problem. Are you aware of d20pfsrd?


I am. If you want to one on one a scenario with me over PM I'm okay with that. Otherwise what would you like from me?


Good background and personality in your application.


Okay, I have three options for you, and you can pick which one you want fleshed out. Or make it random if you like.

Sir Calcedon- the Silver Son, Paladin of Abadar unlocking the power within, Summoner/Dragon Disciple for the other class, skill based eidolon, Eldrich Heritage Abyssal.

Schrim Daskovi- Slim Doctor, Master of the knife. Rogue Knife Master / Fighter (maybe vanilla, maybe Weapon Master). Pressganged pirate wanting to escape the sea. Would go Duelist instead of Fighter later on if he could.

Tshilaba Vadoma- Rogue Scarni, Aberrant Tattooed Sorcerer/ Sandman Bard. Illusion based tattooed Sorcerer, checkered past face man likes to go with the flow and not make too many waves like he did that one time.


I'd love to make a ninja wizard, but I'm not sure I'll have enough time.


OK my current idea is for half-orc (maybe even half-elven, but half-orc fits the story better IMHO) ranger/inquisitor. He would probably be an inquisitor of Erastil (but still playing with some other gods, like Pharasma, or Milani). I will be working a bit on his background and submit the application at a later stage.

Grand Lodge

Hi.
Heres is my character for this campaign:

Wulfgars Stats:

aka:
Wulfgars Valisson
Male Human (Ulfen) Fighter 1
N Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 12 (1d10+1)
Fort +3, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +5 (1d4+4/x2) and:
Dagger +5 (1d4+4/19-20/x2)
Dogslicer +4 (1d6+6/19-20/x2)
Gauntlet (from Armor) +5 (1d3+4/x2)
Javelin +1 (1d6+4/x2)
Morningstar +5 (1d8+4/x2)

Dogslicer +4 (1d6+4/19-20/x2) and :
Dogslicer +4 (1d6+4/19-20/x2)
Gauntlet (from Armor) +5 (1d3+3/x2)
Javelin +1 (1d6+3/x2)
Morningstar +5 (1d8+3/x2)

--------------------
Statistics
--------------------
Str 18, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 19
Feats Dodge, Double Slice, Two-weapon Fighting, Weapon Focus (Dogslicer)
Traits Defender of the Society, Noble Born - Orlovsky (Diplomacy)
Skills Acrobatics -3 (-7 jump), Climb +3, Diplomacy +1, Escape Artist -3, Fly -3, Perception +1, Profession (soldier) +4, Ride -3, Stealth -3, Swim -1
Languages Common, Skald
Other Gear Four-mirror armor, Heavy wooden shield, Dagger, Dogslicer, Dogslicer, Dogslicer, Dogslicer, Javelin, Morningstar, Backpack (25 @ 102 lbs), Bedroll, Belt pouch (8 @ 22.66 lbs), Blanket, winter, Bread, Crowbar, Feed (per day) (5), Grappling hook, Linnorm mead (per mug), Mug/tankard, Oil (2), Pole, Rope, Signal horn, Survival kit, Torch (2), Trail rations (5), Troll (Dog), Weapon cord, Weapon cord, Whetstone, 24 GP, 9 SP
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Feed (per day) - 0/5
Javelin - 0/1
Torch - 0/2
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Weapon cord Attached weapon can be recovered as a swift action.
Weapon cord Attached weapon can be recovered as a swift action.
-------------------
DESCRIPTION
--------------------
Wulfgars was born in Trollheim , Land of Linnorm Kings.
His father was a Ulfen Noble,that belonged to the PFS , but his mother , was a refugee from Brevoy who came to Trollheim to escape political ploting in her home country.
One summer , when he was twenty, Wulfgars left his home, with his family, when his father asked them to met him in Absalom.
During the journey thou, the caravan was attacked by strange goblins ( in a place where goblins usually don´t dwell), and everyone, except him, was killed.
Using the skills learned with his kin in his homeland, he chased down the attackers and killed the one that murdered his mother. He know wears those same Dogslicers that killed her, and are his signature mark weapons.
In grief, he started drinking a lot, while getting jobs as a guard and soldier in caravans, until he arrived in Absalom.
There, he learned that his father hadn´t come here for some years now, although he truly was a Pathfinder Society Hero,but more than ten years ago.
Lost and confused, he continued drinking.
Then came the day when Cayden Cailean intervined, and he,during a hangover outside a Inn, saved a Venture-Captain of the Pathfinder Society. It was an old friend of his father, and that man, and the God Cayden Cailean, saved his life that day, because of that incident , he got into the PFS, learning to better fight with The Swords.
That was where he has been for the last two years, going in missions around Absalom, especially those of the Lantern Lodge, with whom his father´s friend belonged , and from whom he received his strange looking armor, and "living the good life" his God talks about.
Then came the day when he was called by another VC, to go on a mission in Varisia, specifically in the town of Sandpoint, where he was to receive further instructions ,this was strange because he never worked with that man before, but , nevertheless , he went dutifully.
He came into Sandpoint and waited ....

Wulfgars, is at the forefront of the batlle , and takes the lead in combat, doing a prayer of thanks to Cayden Cailean, and singing a Ulfen battle song while he rushes unto his enemies with his Dogslicers in hand, defending his comrades...

Me as a player:

I abide by the rules always, as i´m a GM myself (and Venture-Captain), i don´t like when someone upsets the game i´m running, and spoils mine, and everyones hard-earned "immersion", just to do something out of the rules. So why would i even consider not doing the same?! I also like to roleplay a lot, so PBP is ideal for this.
I also can post daily and at various times of the day.
I´m currently not playing any PBP game , so my commitment is total , and my schedule is free

Sczarni

info is in the profile under the applicable spoiler.

also posted here as well:

Noro Kasuri character stats gestalt:

Noro Kasuri CR 1/2
Female Human (Gestalt) Barbarian (Brutal Pugilist, Drunken Brute) 1 / Fighter (unarmed fighter) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+2 armor, +2 Dex, +1 Dodge, +1 Shield - style)
hp 16 (1d12+4)(+3 con, +1 favored class)
Fort +5, Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Brass Knuckles +6 (1d3+3/20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)(Bludgeoning or Slashing)
Ranged none
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 16, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 grapple)
Feats Barbarian Weapon Proficiencies, Improved Unarmed Strike, Improved Grapple, dodge, Snapping Turtle style
Traits Bullied, Family Ties, Quain Martial Artist
Skills (6 points per level)
Acrobatics +6 (1 rank)
Climb +4
Craft (Tattoo) +7 (1 rank)
Escape Artist +3 (1 rank)
Heal +1
Intimidate +4 (1 rank)
Knowledge (local) +6 (1 rank – bonus)
Perception +5 (1 rank)
Ride +2
Stealth +2
Survival +5 (1 rank)
Swim +4
Languages Common, Varisian, Tien
SQ Barbarian Rage, Raging Drunk
Combat Gear Masterwork Brass Knuckles, Masterwork Leather Armor;
Other Gear Masterwork Artisan tools (Craft (Tattoo), Peasant’s Outfit, Waterskin, Wine (fine, bottle), Barbarian Chew (6 uses), Potion Cure light wounds x2 (1d8+1), Money 100 GP
--------------------
TRACKED RESOURCES
--------------------
Rage (7 rounds per day)
Barbarian Chew (6 uses)

--------------------
SPECIAL ABILITIES
--------------------
Barbarian Rage 7 rounds per day +4 strength, +4 Con, -2 AC, +2 Will saves.
Quain martial Artist +1 damage unarmed strikes
Bullied +1 trait bonus to hit with Unarmed strike Attacks of Opportunity
Family Ties +1 to Knowledge (local), also a class skill, speak and read Varisian
Improved Grapple +2 on CMB and CMD vs. grapples
Improved Unarmed Strike Unarmed attacks do not provoke attacks of opportunity
Snapping Turtle Style While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
Raging Drunk While raging can drink a potion or tankard of ale (or similar) as a move action that does not provoke an attack of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.
Barbarian Chew The Shoanti make this bitter red chew by drying the leaves of the galtroot, a stunted bush found across the Cinderlands. Aside from staining the teeth a shocking shade of crimson, it increases the duration of barbarian rage by +1 round as the stimulant increases aggressiveness. These effects last for 1 hour. (source: Rise of the Runelords players guide)

Backstory Rise of the Runelords (gestalt):

Noro Kasuri was born of mixed blood her father was Tien and her mother was Varisian. She is the younger of their two children. Noro grew up on the Kasuri family farm, just outside of Sandpoint. Her father was an honorable man of Tien tradition, and her mother was a Varisian Gypsy. Noro was your average girl save only one small flaw; she could not correctly say the “s” sound often sounding rather comical. This really would show when she was nervous or anxious. Lou would tease her about it and Noro would respond with a punch to the arm, or gut, or face if she got particularly angry.

Noro and her brother, Lou, were complete opposites. Lou was always reserved and followed father’s strict regime of exercise and training; while Noro was more like her mother, wild and impulsive. Her father was constantly scolding her in an attempt to make her more disciplined, but this only drove her emotionally further from her father. She will always love her father and will never willing do anything to bring dishonor to his name; unfortunately she could never really understand how.

Noro and Lou studied martial combat with their father since they were old enough to walk. He was adamant in teaching the children the old ways and to fight with honor. Lou managed to grasp much of these concepts, but Noro was another story. She didn’t mind learning to fight and stand up for herself she just didn’t have the discipline to know when to avoid a fight and not to attack out of emotion and anger.
Noro would often accompany her mother into town especially to the market. She always enjoyed this time; it was time away from father’s lecturing and his pointless proverbs. Of course they seldom bought much being a family of limited income but the time together is what she really cared about. It was on one of these outings that things changed; some of the other children in Sandpoint began to tease her about her speech, she tried to ignore them but they would not stop. Noro became infuriated and leapt at one of the boys teasing her. With a swift right hook she broke his nose. This did not go over well with her parents. She could only imagine what her father would say.

Noro’s Father was infuriated over the incident and was forced to pay restitution to the family to restore the family honor. Noro was emotionally crushed at the lecture she received from her father. She vowed that she would one day make her father proud and restore her honor in the family.

Noro would work hard at her studies attempting to be calm and reserved like her brother. But at every turn there were the other kids tormenting her again, attempting to urge her on in the hope to see her get angry again. Luckily Lou would intervene on many occasions before it would get to far.
Lou was always there for her until he found someone new. There was a new girl in his life, Amikeo from the Rusty Dragon. Noro has no idea how or where they met but Lou always had that lovesick puppy dog look whenever she was around. Of course Amikeo never seemed to even notice Lou, a fact that Noro would frequently point out. Perhaps, she was just a bit too old for him?

Noro would follow her brother to the Rusty Dragon and spy on him as he would do anything he could to get her attention and fail every time. However once word got around that Lou was pre-occupied Noro was soon again the target of the hazing and bullying.

Finally things got to the point where she decided to hell with the training and the “turn the other cheek” attitude. She tracked down her tormentors to the Sandpoint docks and there outside the Feedbag she challenged them.

Of course the challenge sounded more like a cartoon that a real threat and it was answered with laughter. The boys decided it was time to teach this “not-so-tough” tomboy a lesson. After the first punch Noro flew into a rage finding inner strength she never knew she had. She managed to pummel two of the three boys nearly to unconsciousness the third ran off.

When the fight was over she realized she had a crowd. She was approached by a man asking her if she wanted a job working for him. Noro, not really sure what to do looked around and there among the crowd was her father. Once she saw him he looked to her and there in front on everyone disowned her then he turned and walked away. Noro turned to the man and agreed to work for him.

Soon she was fighting for money. Without realizing it she was work for the Sczarni. Noro found herself on more than one occasion in the local garrison jail. She turned to drink and drugs looking for meaning to her life. She finally hit rock bottom when she actually killed a thug on the docks when he commented on her lisp.

Noro escaped jail with the help of the Sczarni but she wanted out, she wanted to turn her life around. Noro needed a way out; A Chance to reclaim her life and restore her family name. Until that day she will never call herself a Kasuri.

Noro likes to drink, though I would not consider her an alcoholic (no more than a drunken master would be) and she also makes good use of the drug Barbarian Chew; the drug that she was fed when she was forced to fight for the Sczarni. Her only connection to her family is her brother Lou whom she can only see when she visits the Rusty Dragon. Lou has started working there as a cook in the hopes of gaining Amieko’s attention. Noro knows Amieko but not a close friendship. Noro has even commented to her about her brother’s affection for her. The Rusty Dragon is just about the only place in town she feels welcome anymore.

The upcoming festival seems like a chance to begin anew if she can only avoid fighting. Perhaps she can offer her talents as a tattoo artist (a skill she picked up trying to fit in with the other dock fighters).

Noro is a tomboy and seldom dresses up, if she even knew how to wear a dress, she wears boy’s clothes and carries many of the mannerisms of a boy. She is frequently barefoot but has been known to wear a soft shoe once in a while. Noro is “Short Fused” and frequently flies into a rage at the slightest insult; she struggles to try and control this rage.

Noro hates killing but at times she loses control and it has happened in the past. She still is training in the martial arts but is not as reserved as a monk would be, she fights with raw emotion. She knows the use of many weapons but has always preferred her fists.


Elven Fighter/Magic-User/Thief... I mean wizard & rogue.

Novice agent sent to investigate an obscure prophecy... He's in way over his head, luckily he's made friends. Essentially a Wizard secret agent, crafts gadgets (magic items), etc...

Until now, he's a rookie, the B team. This is his chance to prove himself.


Apparently the message board swallowed my whole post, with play description and background.

So here is a quick example:

I want to play a Forlorn Elf ( Monk / Magus (Staff Master) ). Personality wise he would be somewhat melancholy, more vulcan than fey. He would not be a leader, but would be an excellent advisor or companion. He would view himself as a protector of the younger races, taking steps to secure them a peaceful future.

If this would work for your campaign, please let me know and I will post additional detail as required.


GM Arkwright wrote:
Backstory is going to be up to you, with one small restriction. I'd like all your characters to have recently taken up the adventuring trade and have travelled together for a little while. You don't have to be friends but you all work together for mutual gain and have for at least two months.

Considering the PCs are suppose to be in town for the Swallowtail Festival. The group could have been working for a merchant caravan that has stopped for the celebration.

As for myself, I have a tiefling gunslinger/alchemist idea I'm trying to flesh out. "Nothing quite like the smell of gunsmoke in the morning." :)


@Oterisk- I would prefer you to choose your best application and make a single one.

@Mihajlo- sounds good but focus on that background and personality.

@Wulfgars- can I ask why your fighter is using a Dogslicer? I was under the impression it was a goblin-only/focused weapon. Is there some reason he wields it?

@Noro- I like your backstory and the bits about personality at the bottom.

@Black Thom- Sounds like a bit of a loner, would he want to work with an adventuring party?

@Lurking- Frontliner with a little secondary arcane casting? Could be useful, but too little information about his background or personality for me to say you definitely should post more detail, I'm afraid.

@Space- Tiefling gunslinger/alchemist sounds like a fun combo :) and the merchant caravan is a good possibility.


I would really enjoy making a wizard/monk or sorcerer/monk based on classic kung fu flicks...a wondering scholar who uses his chi to right wrongs and his knowledge to enlighten the world.


Emphatically, yes!

He's on his own because his handlers either discounted the threat, didn't have the resources or the people. He "finds" himself alone. And is quite pleased when he ends up making friends/allies.

He will be played as NG, loyal to the group.

Background is just something different, not affecting gameplay or what he knows/doesn't know..


Pathfinder Adventure Path Subscriber

Sounds like fun! Here's my submission:

Character name: Riley Tobias
Race and Sex: Half-elf male
Classes: Gunslinger/Bard(archaeologist)
Alignment: Chaotic Good
Backstory:

Spoiler:
Riley grew up in and around Korvosa. A bold sort, he was always leading his groups of friends off on adventures which usually ended up with them getting into trouble. One day, he actually stumbled upon a real theft in process from a warehouse. Boldly, he followed the theives to their hideout and tried to steal the crate back. He was spotted, and his pursuit led to a wild rooftop chase which led back to the warehouse, where the Alkenstarri owners were present to deal with the thieves. Impressed, they rewarded Riley with a battered pistol and a bit of training to help keep it in working order, though over the years of constant tinkering, only Riley can reliably use it. After that adventure, Riley entered a Korvosan university where he learned of the rich history of Thassilonian ruins surrounding him, and he found a new obsession. Before long, he was signing up for any and all expeditions into the mysterious ruins anywhere in Varisia.

Personality: Riley is a treasure-hunter, explorer, and do-gooder. He loves learning, delving into ancient mysteries and forgotten lore. He sports an innate curiosity and an affable personality.
Character sheet draft:
Spoiler:

male Half-Elf Bard(archaeologist)/Gunslinger 1
CG Medium humanoid (human, elf)
Init +4; Perception +11
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 17, touch 14, flat-footed 13
(armor +3, Dex +4)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +4

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee: Whip +5 (1d3+0 nonlethal)
Melee: Dagger +1 (1d4 19-20/x2)
Ranged: Pistol +5 (1d8 x4)
Combat Options:
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 10 (0), Dex 19 (+4), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 15 (+2)
Base Atk +1; CMB +1; CMD 15
Feats: Skill Focus (Perception); Gunsmithing; TBA
Skills: Perception +11, TBA
Traits: TBA
Languages: Common, Elf, Varisian
SQ:
Gear: Pistol, whip, dagger, studded leather, TBA


Your experience with being in long-term PBPs (at least three months-ish):
Spoiler:
I'm currently in three campaigns. I've been in one campaign that has run about a year and a half, the other two are about 9 months old. I can usually post a couple times per day, more if they're short responses because I have a pretty decent phone. Longer posts with a lot of dice rolling need to wait until I'm on the home computer. I work hard to provide an entertaining character who keeps the other players involved and engaged. I allow the events and experiences mold my character, with thoughtful and (hopefully) realistic responses.


Definitely be interested, working on a Character consept right now


Dotting. Will submit concept later, after some tweeking. At the moment he is a rogue (Bandit)/Magus (Spellblade).

Noro:
In case you forgot about me, this is Darius Valinargus.

Grand Lodge

GM Arkwright wrote:


@Wulfgars- can I ask why your fighter is using a Dogslicer? I was under the impression it was a goblin-only/focused weapon. Is there some reason he wields it?

Anyone can wield a Dogslicer , and in this case , since i´m medium , is medium sized.The only problem withthe Dogslicer is , if i get a critical miss , the weapon breaks.

The reason is purely for flavour , because of the backstory i wrote...where i said is family was murdered by goblins , and after he killed them , he took the same weapons and uses them now , as a constant reminder of their deaths.


Character name: Straith
Race and Sex: tiefling / male
Classes: alchemist / gunslinger
Alignment: NG

Backstory::
”Stay down boy. You don’t want any of this.”
The taste of blood trickled from the young boy’s lips. One eye blurry in vision, he forced himself up on trembling arms.
“Would ya look at that. The little shit’s tryin’ ta get up again.”
The laughter of the three sailors was almost as painful as the their blows. He felt every bruise and welt already and his breath was ragged. But they weren’t even breaking a sweat. He was only a child of 12 summers, standing before three grown men of the sea. Each carried a sword and two even had pistols. But he could not run.
“This ain’t no place for no hero, boy.” The tallest one, a tielfing with dangerous looking horns and a slender tail that swished to and fro smirked down at him. "go home."
On his feet again the boy held his arms wide in defiance. He coughed, blood mixed with saliva, then repeated the words that had earned him the first blow from them. “I won’t let you any closer.”
“Listen here you little shit.” One of the trio stepped forward and quickly took hold of a good chuck of his hair. “ We gonna have words with that little tart behind you. And if’n she’s lucky she might be able to go back to work before the night’s out.”
The boy cried out and a small arm lash out, raking the older man’s cheek with tiny claws. “You little...” With a heave the sailor threw the boy back, into the girl behind him. She was only four years his elder, but shared his eyes and hair. She was scared for them both, as was he. The man started forward again but even on his back the young boy bared his teeth in one last act of defiance. “Stay away from my sister!” He cried out.

A sound like thunder tore through the back alley. The approaching sailor staggered back with a look of shock. The boy gripped his arm and cried from the sting pain. The smoking pistol in his hand hung to the side. Somehow, during the last struggle, he had grabbed the sailor’s gun and then turned it against him.
In the deafening silence that followed the man that had came at him started to speak but stopped as he looked down at his gut. A red stain began to spread across his shirt. He turned to face the other two before falling forward. Snapping from their shock the two remaining man stepped towards the to children in rage. They stopped short when the boy struggle to level the still smoking barrel at them again with both hands.
“stay… away…” He started to say weakly. The tiefling grabbed his friend and stared at the boy who started back out of one good eye. The other man looked back at the tiefling in confusion. “Let’em go.” He said.
“Wha-? But the gun’s emp-.” The other stuttered but was cut off by a glare from the tiefling. “I said let’em go.”
The tiefling locked eyes with the boy again somberly, then smirked. “He’s willing to pull the trigger again. I can respect that in a little one of my own kind.”
The two picked up their injured friend and quickly ran off before the guards arrived. Drawn by the sound of the gun. The two young ones were found huddled together. The older tiefling girl crying into shoulder of her little brother.

It was on that night Straith discovered the incredible power a simple mixture of powders could covet. He sought out those that could teach him more about both way of alchemy and the way of the gun.

Now, many years and many miles have passed, leading Straith down the path he has chosen. One that he hopes will lead him to adventure, and fortunes of his own. And if he can help others along the way, all the better.


Personality: Straith tries to keep his cool in the thick of things. Despite knowing the horrors of the world that men alone can bring, he tries to focus on the good in others.
Writing sample (optional): see above
Character sheet draft: forth coming
Your experience with being in long-term PBPs (at least three months-ish): I’m still trying to get into a pbp for the first time here. I did some rping on a forum years ago but it has been awhile.
Anything extra you wish to write or questions you want to ask: nothing at the moment


Changing home city to Korvosa to fit City Born feat. also thought Child of the Streets and Reactionary were fitting with background.

Okay, now I have questions:
HP, BAB, saves, skill ranks: use the higher of the two classes?

The bonus background skill rank for Straith is hard to say. Either Appraise, or maybe Intimidate what do you think?

EDIT: Or maybe Craft: Alchemy.


I have submitted a more complete background for you. Please let me know if you also wish for the crunch to be added.

Olmarth Ar’farul (Male Elf - Magus Staff Master / Monk Weapon Adapt) LN

As far as the campaign trait, I will be taking Outlander Loreseeker, as while it does not completely fit, it is the closest to working. Favored son would also work, but I wasn't born in Sandpoint...

Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town 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.

background:
Olmarth Ar’farul

Olmarth Ar’farul was born with but a sliver of a moon in the night sky the same year that the Korvosan settlement of Melfresh was established. Though he was born on the Mordent Spire, in his long lifetime he has spent scarce few years there, instead he traveled alongside his father and his mother’s brother. His mother perished when he was eight years of age, though how has never been fully explained to him. His youth was spent learning the arcane arts from his uncle and honing a martial focus under his father’s tutelage. Though he learned to use the traditional Elven weapons of sword and bow, it was the simple staff that called to him most. His father noticed early that he disliked using steel or iron, and the two men adapted their training to suit Olmarth’s preferances. Alongside his two guardians, Olmarth saw the realms of Lastwall, Varisia, the young nation of Nirmathas, and the corrupt realm of Nidal. Oftentimes his father or his uncle would leave him, disappearing for years, only to return to him with new scars.

When he was but ninety years of age, Olmarth’s father revealed to him his purpose – to serve as an agent of the Mordent Spire and act as a guardian to the young races. This was the role Olmarth’s father and uncle both shared, and it was the role they had trained him for. Olmarth’s father left two days later and he did not see him again for thirteen years. For ten years he worked exclusively with his uncle along the Eastern border of Varisia. The ten years went quickly and his apprenticeship was over. His uncle bid him farewell and instructed him to travel, and so Olmarth did – to an extent. He made his way to the Port of Magnimar and set sail further South then his travels with his relatives ever took him. He spent seven months among the Strix of Devil’s Perch and the men of Pezzack. From there he set sail once more and arrived at Azir, he capital of Rahadoum. For thirty-three months he lived among the people of Rahadoum, learning their strange ways and absorbing what he could of their culture. During this time he even had his first love, though he felt more for the woman they she did for him. For five glorious months Aliessia and he had a wonderfully distracting tryst, until she and her family left Azir without a word or warning to him. Depression gripped him at first, but it soon passed, filled with wine and casual affairs with looser women. On the first day of the thirty-fourth month in Azir his father discretely revealed himself at the bazaar. Returning to Olmarth’s humble residence, his father instructed him to return north and go to the small city of Sandpoint. There he was needed. The rest of the day father and son reunited, but it seemed to Olmarth that he was the one talked, his father avoiding any revealing answers as to where and what he had been doing for the last eleven years. When morning came Olmarth’s father was gone, leaving only coin and the name of a ship.

So it was that Olmarth made his way by ship back to Magnimar and eventually Sandpoint. For the last nineteen years of his life Olmarth has dwelled among the citizens of Sandpoint. At first he held a few odd jobs, as he searched for a place for himself amongst the hard working citizenry, but eventually he found a place for himself at the Turandarok Academy. At the academy he teaches the children of Sandpoint regional history and languages. His wage is simple, but he does not require much. He does not know why the masters of the Mordent Spire require him at Sandpoint, but surely it must be necessary. He has only a handful of friends in Sandpoint, wary of developing lasting friendships or relationship in fear it might interfere with his mission.

Personality: Olmarth is withdrawn and even tempered. He tends to approach matters from an intellectual basis unhindered by emotions. His time among the younger races have marked him as one of the Forlorn and there is a touch of melancholy and weariness to him. He is devote in his role as a guardian and looks upon those younger than him in a fatherly manner. There is a kind affection to his soft spoken words, if one knows where to look. Despite his time in Rahadoum or perhaps because of it, Olmarth Ar’farul holds close to his dual worship of Nethys and Yuelral.


Character Name: Wyam Marshaal
Race / Sex: Human Male
Classes: Cavalier / Paladin
Alignment: Lawful Good

Backstory:
Wyam Marshaal was born into the family of a minor noble in rural Varisia. His early years living on a manorial estate put him in close contact with the peasant tenants, the children of whom were his friends and playmates. When he was big enough, his mother was able to persuade her second cousin in Korvosa to take him on as a squire. A strong boy, Wyam excelled at armsplay and, due to his country upbrining, horsemanship. In the big city, however, Wyam always felt out of place: his many happy memories of playing with the peasant children were in stark contrast to how the nobles of the big city treated the lower-born. When he reached his majority living in his uncle's House and had passed beyond further obligation to serve, Wyam requested to join the Church of Iomedae.

Far from being disappointed or upset, Wyam's request appealed to his uncle's eternal hunger for power and prestige: as a Marshaal, anything Wyam did would only increase his own standing as well. And so it did, for Wyam's skill in the training salle and lists within the Church's militant arm quickly rose. Within the Church, however, Wyam remained unhappy. While the elimination of the undead, evil wizards, demons, and devils was all well and good, the Church seemed - to Wyam - to be neglecting the welfare of those they were so busy proclaiming they protected. And so Wyam took up his own banner as a knight-errant, roaming Varisia to protect travellers from bandits, villagers from goblins, and doing what he could to aid the common folk of the land. He eventually found himself in the town of Sandpoint, taking up with a small group of like-minded adventurers and serving with them to shield and serve the townsfolk.

Personality:

Wyam is cheerful, outgoing, well-mannered, and considerate of others. He extends the benefit of the doubt to all, and cares for the plight of the poor more than many of the "enlightened" born of higher stations. To those that betray his trust or who seek to harm his friends or family, he is a tireless, implacable foe that will unrelentingly harry an enemy into submission.

Character Sheet Draft:
Init +0, Per +2

Defense
CMD 15
AC 20 Flat 10 Touch 20 (+8 armor, +2 shield)
Fort +4 Reflex +0 Will +4

Offense
Speed 20'
BAB +1, CMB +5
Melee +5 attack, +4 damage
Ranged +1 attack

Stats: Str 16+2, Dex 10, Con 14, Int 10, Wis 14, Cha 16
Feats: B-Skill Focus (ride), 1-Mounted Combat
Traits: TBD
skills: *Diplomacy, *Handle Animal, *Knowledge (nobility), *Ride, *Sense Motive (4+Int+FC, *=Class Skill)

Class Features: Aura of Good, Detect Evil, Smite Evil 1/day, Challenge 1/day, Mount, Order, Tactician
Mount - horse
Order - Dragon
Tactician - Lookout

Equipment: Heavy steel shield (20gp), lance (10gp), dagger (2gp), longsword (15gp), morningstar (8gp), shortbow (30gp), half-plate Armor (600gp)

Long-term PbP Experience (3 months+): I'm currently active in 8 other games, all of which have been running for longer than three months. One game is over 3000 posts with another closing in close behind it. I was recruited as replacements in both of these games. Two games require daily participation, and two more nearly-daily, with the other four a little more slower-paced. Obviously, I am able to maintain this rate of posting.

Writing Sample: As I'm active with 8 different games, I think there's plenty of material to demonstrate the quality of my writing 'in situ' rather than contriving an artificial situation.

Extras: I can and do post daily (if not several times a day).


Oterisk wrote:
Tshilaba Vadoma- Rogue Scarni, Aberrant Tattooed Sorcerer/ Sandman Bard. Illusion based tattooed Sorcerer, checkered past face man likes to go with the flow and not make too many waves like he did that one time.

Heh, I remember Tshilaba... and that "one" time!


This is Spectrum, a character I developed for RotRL. He's been selected for two games so far, both of which ended early and abruptly when the GMs ran out of time.

I'm an experienced player and a great writer. I am in about ten active games on the boards, more than one of which are going on their second year.

I love Gestalt games but don't get to play in them nearly enough. Unfortunately I'm about to leave on vacation for a week so I won't have time to convert Spectrum to Gestalt for a bit. I'll have to submit him on the strength of his basic build and background and the weight of my own awesomeness. ;)

My proposed Gestalt combination is either Wizard/Sorcerer or Wizard/Magus.


Macharius wrote:
Heh, I remember Tshilaba... and that "one" time!

A bad trip, that was. You played Zababa if I remember.

I figured he was someone I could re-figure for a gestalt game. I really liked the character, and I was hoping I could bring him in somewhere, but alas, who knows. Maybe I will try him here, I thought the Sandman Bard would be a decent combo, but I need to spend some time with him to figure that out and its my gaming night tonight, so it will have to wait until morning.


I'm currently in a RotRL PbP. If that's not a deal-breaker, I'd love to apply. I'm not going to use any metagame player knowledge or anything, but I figure I should be up front about it.

Also, would a Lore Warden Fighter/Rogue be considered excessively cheesy? It doesn't strike me as too off the charts, but there is some nice synergy.


Here it is! Is having Arcane/Divine synergy too much? The backstory doesn't quite deal with the Oracle part of the class much, but I'm somehow thinking of linking his raven familiar to it.

Character name: Chaise Zikaldiru
Race and Sex: Varisian Human Male
Classes: Air Elementalist (Wizard) / Lame Wind Oracle
Alignment: Chaotic Good

Backstory:
Born in Galduria to a single mother, Chaise was born lame and weak. His mother, a Varisian traveler, was forced to stay in the town to take care of him. Somehow, they made ends meet.

His lameness has always been restrictive to him and he wanted to find some way to find freedom without the use of his legs. Wizards enrolled in the nearby Twilight Academy displayed regular feats of magic and Chaise saw one of them floating in the air. Ever since, he has dreamed of flight.

The winds called to him and Chaise wanted to use it to find his freedom. However, due to his family's lack of funds and standing, learning magic at the academy was never an option even if it came naturally to him.

He instead turned to the old hand-me-downs students in the academy threw away or sold, taking whatever scraps of information he could find. He helped support his mother by working as a cook at a nearby tavern, unable to perform more physical labors. In his spare time, he read fantastic stories and tales of adventure along with more dry accounts of historical legends and ancient ruins. His body was weak but his mind was willing to pick up the slack.

Recently, he's felt restless. His mother urged him to finally travel, because she understands the wanderlust, assuring him that she'd be alright. Packing up his things, he went out to seek adventure and enjoy the freedom he so longed for and which his mother gave up for him.


Personality:
Chaise doesn't have much experience in the world, having always been cooped up indoors, so he may come off as insensitive or naive. He struggles with relating to other people but interaction with his familiar, the mysterious raven Isme, has helped.

He likes most people, believing the good in everyone and that life seems too fleeting not to like people. Friends are cherished and the world is a vast place, ready for him to find something new.

He is frequently restless and needs to be always doing something. When something captures his attention, he usually focuses all his energy into. Thus, he is prone to bouts of deep thinking and periods of long work and reading, hating being interrupted from it.

Freedom is important to him and he hates being reminded of his lameness or comments about his asymmetric gait. Curiosity is the main thing that drives him, wanting to experience everything the world has to offer.


Writing Sample:
This is from the previous RotR game that never got far:

*****

Chaise notices the two arguing nearby and that no one's helped him with the goblins. "Oh, pentru dumnezeu," he mutters.

Before he can speak further, Isme flies down to his shoulder. "Există un alt grup de spiriduși, unul pe un fel de montare. Sunt aproape de locul în care ați declanșat ieri, iar acestea vor veni peste un om de mers pe jos câinele său în curând."

Chaise takes a deep breath and exhales, releasing his irritation. "Mulțumesc, Isme. Poți să-i ghideze?" He tilts his head in the others' direction.

"Ce sa întâmplat să nu se implice?" The raven didn't seem to expect a reply, simply nodding.

The wizard stands and addresses the group. "There's a group of goblins in another part of town. I suggest you all take care of them soon since they'll come across a man and his dog out for a walk. Follow Isme, she will guide you."

The raven flaps her wings and flies lazy circles in the air, clearly being referred to, before heading down streets at a pace they could follow, though not without a parting cry to Chaise.

"Nu uita să caute trupurile lor!"

"Nu vă faceți griji," Chaise murmurs, crouching down in front of the bodies with his dagger ready, "Eu nu va."

He is aware that he's running out of time and cleanly starts killing the goblins while they're unconscious.

***Varisian Translations***

"Oh, for the love of god,"
"There's another group of goblins, one on some sort of mount. They're near the place where you tripped yesterday, and they'll come across a man walking his dog soon."
"Thank you, Isme. Can you guide them?"
"What happened to not getting involved?"
"Don't forget to search their bodies!"
"Don't worry," [...] "I won't."


Character sheet draft:

Chaise Zikaldiru
Male Human Air Elementalist (Wizard) 1 / Oracle 1
CN Medium Humanoid (Varisian Human)
Init +5; Senses Perception +1 (+3 with familiar near)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (Dex +1)
hp 13 (1d8+3+1+1)
Fort +1, Ref +1, Will +2;
Special Air Barrier
--------------------
Offense
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1, 19-20/x2)
Ranged light crossbow +1 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Lightning Flash
Spells Arcane (CL 1st, touch -1, ranged touch +1, concentration +6); 0th Ghost Sound, Prestidigitation, Mage Hand, Message; 1st Feather Fall, Sleep, Silent Image, Mage Armor
Divine (CL 1st, touch -1, ranged touch +1, concentration +4) 0th Detect Magic, Guidance, Read Magic, Stabilize 1st Comprehend Languages, Cure Light Wounds, Protection from Evil
--------------------
Statistics
--------------------
Str 8 (-1), Dex 13 (+1), Con 12 (+1), Int 20 (+5), Wis 10 (+0), Cha 16 (+3)
Base Atk +0; CMB -1; CMD 10
Traits Poverty-Stricken, Scholar of the Ancients, Tattooed Wanderer
Feats Alertness (when familiar is within 5 feet), Improved Initiative, Scribe Scroll, Toughness
Skills Appraise +12, Fly +2, Knowledge (Arcana) +10, Knowledge (History) +10, Knowledge (Nature) +9, Linguistics +9, Perception +1 (+3 when familiar near), Perform (Wind Instruments) +8, Profession (Cook) +4, Sense Motive +0 (+2 when familiar near), Spellcraft +9
Languages Common, Auran, Draconic, Dwarven, Elven, Gnome, Thassilonian, Varisian
SQ arcane bond (raven familiar)
Gear See items.
--------------------
Special Abilities
--------------------
Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

*****

Isme Zikaldiru
Female Raven Familiar
N Tiny Magical Beast (Raven)
Init +2; Senses Low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 Size, +1 Nat)
hp 5 (1/2 of master's hp)
Fort +1, Ref +4, Will +2;
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2 (-4), Dex 15 (+2), Con 8 (-1), Int 6 (-2), Wis 15 (+2), Cha 7 (-2)
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Appraise -1, Fly +9, Knowledge (Arcana) -1, Knowledge (History) -1, Knowledge (Nature) -1, Linguistics -1, Perception +10, Perform (Wind Instruments) -1, Profession (Cook) +3, Sense Motive +3, Spellcraft -1, Use Magic Device -1
Languages Varisian
--------------------
Special Abilities
--------------------
Familiar:The master of a raven familiar gains a +3 bonus on Appraise checks.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. (+2 perception, +2 sense motive)

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


Experience:
I started doing PBPs relatively recently so I haven't much experience. Most of the ones I'm currently in are young and I've only one that has reached the 3-month mark (I think). It's been fun because there's a lot of time to think about a character and expand upon it since it's been first thought up. Interaction helps and looking back at older posts, you can see a character developing in unexpected ways and it feels much richer for that.


GM Arkwright wrote:


@Thordak Ironheart- it sounds like Thordak is off on his personal vendetta. Is he going to have any interest in aiding Sandpoint or joining a party of adventurers?

The campaign trait he'll be taking is Giant Slayer. He'll have zero problem aiding Sandpoint and others. His aim is to make sure no one else suffers the same fate.


Hi again, this is Mihajlo's character. I plan to apply with this guy. You can see his story in his profile. Please have in mind that this is still work in progress in regards to the mechanics, quite a lot of things in there are simply copied just as a template.

I plan to finalize Alagor tomorrow, but until then feel free to go over his background and provide me with some feedback (if you have any). When finished, I will make a new post with all the info you have requested in your initial message. Cheers


@Digger- bring it on!

@Black Thom- Sounds like a good member of the party.

@Stalwart- nice use of the application template :) But would Riley be actually interested in an adventuring party that probably wouldn't spend much of their time following up on ancient mysteries? That said as the Rotr campaign heads in that direction you could for example say he was just travelling with them for some protection/rest/something interesting to do. Just a suggestion.

@Raul- Ah I see.

@Straith- sounds interesting; I take it Straith is interested in powders and guns as a means of helping people rather than as a means of having power over others? And yes, for HP, BAB and the like use the higher. Up to you for your class skill but I'd suggest not Alchemy as that's something that comes from being an alchemist and I'd say that was class-related not rp-related even though your background is about him being an alchemist.

@Olmarth- I haven't heard of the guardians of Mordent Spire, could you describe them and their purpose in your own words? Also, Olmarth seems very much like a loner; is he going to have any interest in being part of an adventuring party? Though I do recognize suddenly having companions and doing missions together can be great RP for a previously-loner character.

@Wyam Marshaal- I like. Your character is a paladin so I feel obligated to ask how he would cope if some other members of the party had a more 'screw you I'm looking after number one' attitude and ignoring the poor, or maybe came from a background where they'd some some evil things in the past.

@Spectrum- great backstory and the idea of having a well-established 'local' as part of the team is quite interesting. However, again, he sounds like he is very much a loner and wouldn't be at all interested in being part of an adventuring party. Thoughts?

@Nylissa- how long have you been in the game and how far have you gotten?

@Chaise- not at all too much. Your backstory doesn't sound very wizard-y or oracle-y. Reading fragments of books and student works is an interesting way to become a wizard but since he apparently only reads stories and tales rather than formulae and spells I can't see how he became a wizard, only maybe a bard or some travelling adventurer. He's lame, a good Oracle flaw, but he doesn't seem to have any mysterious divine powers. You'll need to put this in before I can consider you. Otherwise, a good application.

@Alagor- A great deal of your background is from the perspective of Delbyr, what Delbyr thinks Alagor is like and what he wants. What is Alagor's perspective of his childhood? How has the knowledge that he was conceived by a rape which drove his mother to madness affected him? What does he think makes him unsuitable to being a paladin, and how does he feel about that? Why is he allowing Delbyr to use him as a surrogate for his dead brother, even specifically training him to kill magical beasts because it was a hydra which slew his brother?


Between classes and work today I went on my profile and typed out most of my back story. Just got on to find out it didn't save, there is some kind of timer or something that takes me to the homepage if I take too long to hit 'save'. I'll have to try again after I finish with dinner and homework.
There are way more people today than there where yesterday, I really hope I can get in so I can run a RotRL game for my friends after I play it.


GM-

Actually, he isn't a loner. I guess I need to edit the backstory to make that more clear.

He's basically the curator of the local museum. People bring him objects and he appraises their historical significance, buying them if they are of particular interest to him or the museum. Occasionally he'll get a piece that gives him a clue about where a ruin or temple might be located and he organizes an expedition. He's very aware of the benefit of having friends and skilled colleagues. He's aloof and highly academic, but not unapproachable. At worst he is judgmental of emotional outbursts and inefficiencies but that's about it. He's a workaholic, so that can make him seem distant, but he's perfectly friendly in a "college professor" sort of way.

As a wizard, he's also come to by the locals when they have a problem that might need magic to solve. In one of the previous games he cleared the bakery storehouse of rats, for example. (turns out Psudodragons are really good ratters)

He's been on adventures before (small ruin excavations), and would be willing to do it again, especially if the safety of Sandpoint was at stake, or if there was a chance of finding something related to his studies.


My pet wizard is awful stuffy sometimes, but I'm not! I'm real happy and everyone likes me, and he does what I tell him too, and I love adventures! I stabbed a goblin in the face with my tail once! I'm a hero!

Really, you aren't picking him. You're picking me and getting him as a bonus! Well, sort of a bonus. Anyway, if you pick me he'll come too. At least I think so.


*Facepalm*

She's like this a lot. Just smile and nod.


GM! I have an idea! (I realize this is a lot more random unless you take into account that I have thought of posting several times already with mixed ideas I wasn't entirely into).

First, some questions! I plan on playing him a little... mad. Not angry, mind you, but definitely not entirely there. This will never be done to the detriment of the party (at least, nothing lethal) and does have basis in the character itself. Is that alright?

Second, how extensive a background are we allowed? I can do short, medium, long, and 'did you just send me 20 pages?'. No joke on that last one either, though that was a very special case.

Finally, the character itself!

The concept (the mini-background I want approved before I write a bigger one) is below. I'd like you to take a look at it and tell me what you think. If you like it I'll write up a real version (which will be much longer and more detailed).

Spoiler:
The character will be a doctor for a small town, using his knowledge of herbs and alchemy to brew simple healing potions for the members of the town at a very reasonable price. The place has a very small temple with only one actual cleric stationed there, so his help is very much appreciated. He is also married, though rather recently wed. Unfortunately, his wife has fallen deathly ill. Neither he nor the local cleric know what sickness has befallen her and the character doesn't have enough gold to hire anyone more powerful. While he's got a pretty successful business, it's not that successful. So he's begins adventuring in the hopes of either finding a cure himself or earning enough gold to hire someone else too save his wife! He has some time, thanks to the clerics healing powers that sustain her, but even if the illness is slowed it has not stopped. The clock is slowly ticking..

Personality wise (again a small version for approval), he was always a little odd. His fondness for Alchemy has also had him labeled as crazy in some cities. He calls it lateral thinking. Looking at what is and deciding that it's not all that it could be. But he's generally a good person and is very happy serving as the doctor to a small town. Were it not for the tragic illness that has befallen his wife he would probably have never left the place. Unfortunately, necessity has him traveling the globe and experiencing dangers he never thought he'd face. Between that and the pressure he feels to find some way to save his wife before it is too late, the character's normally odd behavior will start changing to something less pleasant. As he delves deeper into the mysteries of the human body (changing his own body for the sake of research) it is yet to be seen whether he'll save his wife or simply become a monster.

He will be an Alchemist (Vivisectionist/Chirurgeon) 1/ Fighter 1 who will focus on his healing ability and his ability to front on the front lines.

Tell me what you think!

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