
RIZZENMAGNUS |

Looking for one player to join our group.
this is a Rise of the runelords game. Has been going strong since i took this game over in 2019.
Specifically, i am looking for a healer for the group.
The current healer of the group has become AFK; we hope the player the best and they have an open spot in the group waiting for them.
Game wise, we are in between AP 1 and 2 of the ROTR game. the group is in sandpoint. this makes for a perfect opportunity for a new player to join us.
updated character build requirements
starting level 5th:
max gold for character level
max hps for character level
stats: Use 25 pt. Point buy.
classes: All base, hybrids and archetypes allowed.
Races: Only the 7 base races allowed.
Feat tax is not in use.
I will keep this recruitment open until May 21st, or until 3 people have made submissions.
**please, feel free to submit old characters that you have as well as making a new character.**
***special note: linked with this game, i have a discord set up for the players to chat. Its main function is to be a backup incase Paizo goes down for an extended period of time, we can keep the game going. But, its normal use is a place for us chat about game stuff, real life stuff, and things inbetween. I like it because if a player has a question, they ask on discord and I can more readily answer than having to wait a day to reply.***
if you have a question, feel free to ask.

Mightypion |
The setup of the party is druid+Barb multiclass, a Bard, an Arcanist, a Bloodrager, a witch and medium yes?
Further question: The Druid+Barb seems to be level 6, other characters are level 5?
Ideas:
Spirit guide Life Oracle with a single level dip in swashbuckler.
Revelation Channel
Feats: Weapon finesse (swashbuckler), Weapon focus glaive (level 1 feat human), Bladed brush (level 1 Feat normal), Slashing grace (level 3 feat), combat reflexes (level 5 feat).
Has a glaive with reach and dex to damage, channels about 5 times per day for 2d6, has the positive energy affinities.
Gets some extra tricks from her possible spirit selections.
will PM you some background ideas

Mightypion |
So, healing is 5x 2d6 (channel) and a bunch of cure light/cure mod spells, lesser restoration via life mystery, some degree of access to wizard and sorceror spells via arcane enlightenment hex.
Reasonable AC because Dex based and semi swashbuckler, reach, will stand behind the melees or protect the backline.
Can hit reasonably accurately with a longbow, but wont be doing much damage with it, typically prefering to cast spells instead.
Access to CMW likely means that the Bard friend may want to grab heroism or mirror image instead of CMW :).
Spirit guide is a nice GM plot insertion device too.

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I will be submitting a Life Oracle. Here is Ceirn. I will come up with some background later tonight.
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Male Human Oracle of Sarenrae 5
NG Medium humanoid (Human)
Init +2 ; Senses Perception +14
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Defense
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AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 Shield)
hp: (5d8+ 10 Con + 5 FC)
Fort +4, Ref +4, Will +5
Defensive Abilities:
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Offense
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Speed: 20 (30) Ft
Melee: Spiked Gauntlet -1 (d4; x2)
Ranged: Ranged Touch +5 (See Spell; x2)
Spells (CL 5; Concentration +10)
Level 0 (-): [6] Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Light, Stabilize
Level 1 (7/7): [4] Burning Hands, Cure Light Wounds, Detect Undead, Bless, Liberating Command, Protection from Evil, Shield of Faith
Level 2 (5/5): [2] Cure Moderate Wounds, Flaming Sphere, Lesser Restoration, Scorching Ray, Admonishing Ray, Resist Energy
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 19
Base Atk +3 ; CMB +3 ; CMD 15
Racial Abilities:
Skilled: +1 Skill Point per level.
Bonus Feat: Included in feats.
Class Abilities:
Mystery- Flame: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Each oracle must choose from among the following mysteries.
Oracle’s Curse- Blackened:Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.
EFFECT
You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.
At 5th level, add scorching ray and flaming sphere to your list of spells known.
At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.
At 15th level, add delayed blast fireball to your list of spells known.
Orisions: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation:
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Mystery Spell:detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).
Traits
Missionary: You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Heal, Scorching Ray,
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Feats:
Point Blank Shot: +1 to hit and damage for ranged attacks within 30 ft.
Precise Shot: Ignore the penalty for using ranged attacks into a melee.
Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
Level Increase: +2 (an empowered spell uses up a spell slot two levels higher than the spell’s actual level.)
Skills: Diplomacy +14 [5], Heal +7 [4], Knowledge: History +6 [1], Knowledge: Planes +10 [5], Knowledge: Religion +11 [5], Perception +14 [5], Sense Motive +8 [5], Spellcraft +10 [5]
Languages: Common, Thassilonian, Varisian
Combat Gear: Spiked Gauntlet [5 gp, 1 lb], Cloak of Protection +1 [1000 gp, - lbs], Eyes of the Eagle [2500 gp, ], +1 Agile Breastplate [1,550 gp, 25 lbs], +1 Large Wooden Shield [1,157 gp, 10 lbs], Handband of Alluring Charisma +2 [4000 gp, - lbs]
Gold: 263 Silver: 4 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
Wooden Holy Symbol 5/5 - 5 gp
Total Weight lbs lbs light or less/ medium / heavy
As a Life Oracle, Ceirn will have a lot of healing capabilities. He has Blackened Hands which provides access to a number of offensive spells. So if he is not needed for healing he can assist in the fight.

Veniir |

Interesting! I am running my own ROTRL game, I hope that's ok with you GM, I can separate player and character knowledge.
I have a human full cleric of Desna in mind, originally from Sandpoint, but not home for the first book. Returning home from his studies, he is eager to meet with his mentor and friend Father Zantus again.
The mechanics for the character will have to wait one or two days, as I'm on a business trip at the moment, but they'll come, they'll come.

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Interesting, I'd like to give this a shot. I enjoy playing healers and my other campaigns have slowed enough for me to try another.
I have a concept I'll try and stat tonight. The concept is 'fake paladin'; someone who tried applying to the trails, failed but couldn't accept failure and has still passed himself off as one since. By a stroke of luck during his ensuing misadventures, he ended up bound to a life spirit and thus actually has some healing powers to back up his claim. In reality though he has no idea how his healing powers work and constantly 'wings it'. He is thus overly reliant on the familiar he tries to hide for pretty much anything other than fighting. It's meant to be on the funny side though with a serious undertone, like why he failed when he was actually devoted and trying to become one, and how he tries to be a good person despite 'being in too deep' and knowing he is bound to be exposed at some point. His main reason to travel to Sandpoint is probably to try and learn more about these abilities on the off-chance they're related to Thassilon.
Game-mechanically it will be a Life (restoration) shaman wearing fullplate but otherwise fully specced into healing and utility/support hexes.

Veniir |

All right, here goes my cleric.
Gunnar Chisel
Male Human cleric 5
CG Medium humanoid
Init +2; Senses Perception +13
Fav class Cleric
Fav class bonus +1 hit point
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Defense
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AC 17, touch 12, flat-footed 15 (+5 Armor, +2 Dex)
hp 50 (40 (lvl 5 cleric) + 5 (5 * 1 Con) + 5 (5 * 1 FC bonus))
Fort +6, Ref +4, Will +10
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Offense
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Speed 30 ft.
Ranged starknife +6 (1d4+2)
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Magic
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Domains: Good (Azata), Liberation
Spontaneous casting: Cure
Spells prepared
Orisons: Create Water, Detect Magic, Light, Guidance
1st level: Bless, Comprehend Languages, Liberating Command, Obscuring Mist, Shield of Faith + Expeditious retreat
2nd level: Darkness, Communal Protection from Evil, Silence, Spiritual Weapon + Remove paralysis
3rd level: Dispel Magic, Prayer + Fly
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Other abilities and SQ
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Aura (Good + Chaos)
Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
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Statistics
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Str 8, Dex 14, Con 12, Int 12, Wis 22, Cha 14
Base Atk +3; CMB +2; CMD 14
Feats Weapon Finesse, Point Blank Shot, Weapon Focus (starknife), Starry Grace
Armor check penalty: -1
Skills Diplomacy +10, Heal +14, Knowledge (religion) +9, Sense Motive +14
Languages Common, Gnome
Common items
Star knife x5, Mwk Scale Mail, Backpack, Bedroll, Chalk x 10, Flint and steel, Grappling hook, Belt pouch, Trail rations x5, Hemp rope, Sewing needle, Soap, Waterskin, Acid (flask) x2
Magic items:
Headband of inspired wisdom +2
Bag of holding type 1
Wand of Cure Light wounds x50
Cloak of Resistance +1
Gunnar finished his training under Father Zantus a year ago. He decided to travel a bit to apply and share Desna's wisdom. A young Varisian man, he came home with many stories to tell and a big smile on his face. Returning home, he is eager to meet with his mentor and friend Father Zantus again.

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This is Trevor, dropping in with most of the crunch finished. Still need to add traits, prepared spells, the familiar's stats and write out the backstory a bit more but should be a good progress report.
What Lesmond does: He provides tons and tons of healing through a combination of the healing hex, healer's hands/incredible healer and channel energy. The healing hex a is a free Cure Moderate Wounds on everyone once per day, as a fullround action healer's hands/incredible healing heals someone for 1d20+18 with up to 6 extra healing if he makes DC 25/30 (5x/day), and he has 3 AOE healing channels (Though those do heal enemies as well, I've found that in practise either positioning can get around this without a feat. Also, I find them more useful for out of combat healing than in combat).
For his spells, he can pick cleric spells to add to his list through a FCB so anything importiant from there we do not have or is wanted, he can eventually take. He innately has barkskin and bless as some of the 'major' buffs through shaman.
In combat, he is decently tanky starting out and has okay to decent offense depending on buffs. He should at least a credible threat with his Fauchard Reach Weapon if he has divine favor up and if they focus the healer, his reach should grant at least 1 attack to someone closing in.
Developing from here, he can go in a lot of different directions depending on what the group wants. He can I.E. take the arcane enlightenment hex at level 6 which grants access to Haste, and can take the flight hex at level 7 so he can fly. His Sage (Rat) familiar could be used through the sage advice feat if we want more group buffs. If we want overkill healing, he could multiclass into an oracle level though that probably makes the group unkillable by damage.

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Just have to format the character to post on here but the concept is a halfling pei zin practitioner, succor oracle. His mechanics will be to heal/pre-heal with temp hp using healers way/cure spells + spirit boost, while also buffing allies with ac bonus from cautious fighter and blundering defense + aid another actions. Fighting defensively for ac bonus for myself and allies. Outside of combat, he will also craft herbal alchemical remedies using his Proffesion herbalism skills. His passion is exploring ancient cultures, which is how he got into pei zin to begin with and why he is now back exploring in sandpoint to find out more about thassilon
At 5th level he can heal up to 19 times/day (2d6 7 times, 1d8+5 7 times
And 2d8+5 5 times)
As well as grant adjacent allies 3 ac with total defense or +2 with fight defensively and another 4 for aid another as an an aoo as per body gaurd and perfect aid. Granting up to +7 ac in a round
I'll try and have his full stats and a short backstory written up by the end of tonight

RIZZENMAGNUS |

Looks like there are some completed characters, and some in the process of being completed, so i am closing recruitment.
I will wait until all characters are completed before making a decision.
For everyone who has submitted, please answer the following.
1) are you from sandpoint (and a current resident)? Or a visitor?
2) if from sandpoint, what have you been doing for the last 14 in-game days (explains why your character has not participated in the current events)? If a visitor, when did you arrive? Did you come by boat or trail (or meet a wizard named Zifnab)?

Veniir |

So, Gunnar is originally from Sandpoint but has spent the last year travelling learning about Desna's teachings. He would (if selected) share some wisdom and stories from his travels with the group when/if appropriate.
Edit: BTW I forgot to add in my character sheet the Channel Energy class feature. It's your standard 5/day 3d6 positive energy.

Ceven Valdemar |

Looks like there are some completed characters, and some in the process of being completed, so i am closing recruitment.
I will wait until all characters are completed before making a decision.For everyone who has submitted, please answer the following.
1) are you from sandpoint (and a current resident)? Or a visitor?
2) if from sandpoint, what have you been doing for the last 14 in-game days (explains why your character has not participated in the current events)? If a visitor, when did you arrive? Did you come by boat or trail (or meet a wizard named Zifnab)?
Maybe I will jump in next time then :)
I got almost everything done in HeroLab last night ... but then fell asleep and spent today getting my car fixed

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Garen was trained by a monastery just outside of Magnimar along the Yondabakari river. Some of his less militant brothers headed up to Sandpoint for the Swallowtail festival and the dedication of the new temple. Garen, however, was going to go upriver with some ferrymen to spring a trap on some river pirates. The incident went mostly to plan ending this particular group of pirates but they did lose one ferryman. With that accomplished he returned to the monastery to here tales of a goblin invasion of Sandpoint from his brothers. Feeling the responsibility of his calling weighing heavily on him, he headed out the next morning for Sandpoint. He arrived only to hear that a group of local heroes had headed out a day or two before he arrived to deal with the threat. He was working on finding a guide to lead him north when the group returned triumphant.

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Orcun Truthrun
Neutral Good Small Halfing Oracle (Pei Zin Practitioner) 5
Init: 7; Senses Perception: +10
AC: 22, touch: 15, flat-footed: 19
Hp: 50
Fort: 3, Ref: 4, Will: 4
Armor: +1 Breast Plate: AC:+7 MaxDex:+3 Penalty:-3 W:15lbs
Speed: 15 ft.
Melee: Longspear (mw) to hit:+5 dmg:1d6 crit: x3
Ranged: Light crossbow to hit:+7 dmg:1d6 crit:19-20/x2
Spells known (CL 5; concentration +11)
2nd (6/day)- Cure Moderate Wounds (DC 18); Restoration, Lesser (DC 18); Shield of Fortification (DC 18);
1st (8/day)- Bane (DC 17); Bless (DC 17); Cure Light Wounds (DC 17); Ray of Enfeeblement (DC 17); Shield of Faith (DC 17);
0th (at will)- Detect Magic (DC 16); Guidance (DC 16); Light (DC 16); Spark (DC 16); Stabilize (DC 16); Virtue (DC 16);
Base Atk: +3; CMB: +2; CMD: 16
Str: 10, Dex: 16, Con: 14, Int: 10, Wis: 10, Cha: 20 (22 with headband)
Extra Revelation (Spirit Boost)
Cautious Fighter
Blundering Defense
Bodyguard (bonus from Perfect Aid revelation)
Healer's Way(2d6 healing, 7 times/day); Master Herbalist; Uncanny Dodge;
Curse: Powerless Prophecy;
Mystery: Succor;
Heal +7; Knowledge (history) +9; Knowledge (nature) +4; Perception +10; Profession (Herbalism) +20;
10x Rations, trail; 10x Vial (for ink or potions); 2x Bolt(s), crossbow (10); 2x Retort; 2x Waterskin; 5x Oil, lamp; Bedroll; Crucible; Filter; Handy haversack; Headband of alluring charisma +2; Hook, grappling, common; Lab, alchemist's (portable); Ring of Protection +1; Rope, silk (50 ft.);
Pp: 0 Gp: 677 Sp: 2 Cp: 1
Carrying capacity: 33lbs (total carried 29lbs. 15lb armor, 9lb weapon, 5lb handy haversack
Growing up among the small halfing community in Sandpoint, Orcun had always been a curious child. He was always reading and exploring, trying to learn what he could about the ancient culture that surrounded him. As he grew older his curiosity outgrew Sandpoint and he began to explore Varisia as a whole. After spending some time in Magnimar, he ran into a Tian Xian scholar in a tavern. After a few drinks and some late-night talks, the scholar invited Orcun to travel with him back to his own country to explore a different Culture and different ancient civilizations. Having had to many drinks and his innate curiosity pulling at him he agreed and was off to Tian Xia for a few years. While there and studying the ancient civilizations of Tian Xia, he stumbled upon the practice of Pei Zin Herbalism and found a quick aptitude for it. While studying he was Struck by divine revelation from the Tian Xian God, Qi Zhong and he quickly found himself working wonders beyond simple herbalism. He stayed in Tian Xia for a few years, honing his craft and abilities to help people while he continued his studies. However the pull of home kept growing for him and his thirst to know about his own areas ancient civilization still there, he eventually chartered a ship to travel back and has recently returned to his home city, Sandpoint and has since been getting his bearings and started to explore and investigate what kind of herbs may be in his area, so that he may continue to hone his herbalism skills and bring benefit to his people and those that help him explore and investigate the ruins in the area.
As noted in his Backstory, Orcun is in Sandpoint to return home and study the Thasilonian ruins after an extended stay in tian xia. The reasons he may not have noticed the events over the past 2 weeks are his recent arrival back in the area or being preoccupied trying to explore the herbs available around sandpoint.
Just realized I never asked about Background Skills, if they are in effect I'll be adding 2 more Skills to my list if not this is good.

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Ceirn traveled with them for a year and learned more about how his powers worked. He then decided that he wanted to have a more settled home. He wanted to be close to his family in case they needed him, but Magnimar had to many bad memories. So Ceirn traveled to Sandpoint and has started to settle in there. He is looking for work within the city.

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Dagny is from a miniscule little thorpe named Pea. She was raised by her Master Ferro a teavelling cleric. She was the Camp tendant ro an Advebturing party. All of which is in hwr background.
She managed to hook up with a few Caravans. She was a healer, did cooking and mending and gave seeums and advice to those she travelled with. Eventually she found a group and became thier healer. She proved herself capable.
As foe why she is here. She has returned to Sandpoint to pick up her commissoned armor and get Her Pack Mule Pod re sho.
She will also check in amd see if she can offer services to any who need healing, letters, ecr.
While aiding those she can. She is staying at the White Deer. She frequents the Chapel and helps do some work rhier. Otherwise she has been waiting for a sign to journey next.

Ceven Valdemar |

Ceven Valdemar wrote:younger brother to Belven valdemar?
I got almost everything done in HeroLab last night ... but then fell asleep and spent today getting my car fixed
Indeed, the youngest after Belven and Kaleb by 6 or 7 years.
He didn't spend a lot of time at the manor in Sandpoint, mostly he was there when he had breaks from his studies in Magnimar.
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I finished laer/Lesmond's profile and backstory. The questions are answered there too, but regarding why he is in Sandpoint, in short: He is an outsider and has been looking for signs of trouble in the region, warned about a coming peril through a vague prophecy decribed in a dead girl's journal. He travels by foot, as he might be hunted by an inquisitor over his unnatural healing ability.
I am assuming news of the goblin raids have spread through the region, and that's why he headed there. Other than doing what is right, he hopes that by accruing goodwill he can avert that danger and perhaps convince anyone hunting him as an anomaly to let him be. Since he presumably arrived late, that would be a bummer to him, but he would be very interested to meet the heroes who saved the town and ask them if they knew something about any signs of impending peril.

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Made some slight updates and adjustments to the profile and secrets. Also, realised I forgot to answer regarding how long he'd been in Sandpoint and what he's been doing. I figure that upon learning the raids were over, he'd probably ask around town and any magic or antique's shop regarding the Sihedron symbol in the journal. After that, he'd go and look for the heroes to meet them. So probably one or two days at most?

Veniir |

I feel I must improve my character's background a bit, so here goes. Also, I forgot to add to his sheet his Channel Energy (5/day, 3d6)
Gunnar Chisel is an orphan that lived in Magnimar in poverty for his entire childhood. While poor and helpless, he managed to always trust the right people who took care of him and were sweet to him. Whenever there was someone who tried to pressure him or hurt him, there was always a trusted friend nearby. In this streak of nice people, he befriended a traveling Desnan who was going to Sandpoint to meet Father Zantus. Gunnar decided to go with him.
Gunnar finished his training under Father Zantus a year ago. He decided to travel a bit to apply and share Desna's wisdom. A young Varisian man, he came home with many stories to tell and a big smile on his face. Returning home, he is eager to meet with his mentor and friend Father Zantus again.

Ceven Valdemar |

RIZZENMAGNUS wrote:Ceven Valdemar wrote:younger brother to Belven valdemar?
I got almost everything done in HeroLab last night ... but then fell asleep and spent today getting my car fixedIndeed, the youngest after Belven and Kaleb by 6 or 7 years.
He didn't spend a lot of time at the manor in Sandpoint, mostly he was there when he had breaks from his studies in Magnimar.
CRUNCH added to profile, and now this is possibly one of the best characters I have ever made. The idea of a DPS/Healer never really hit me quite like this (pun intended), and incorporating feat selections from the Healer's Handbook is very cool also.

RIZZENMAGNUS |
2 people marked this as a favorite. |

Holy moly! All of you came through with awesome character ideas!
I need to ask for forgiveness and patience. I go camping today, and had thought id be able to make this decision before i left today. Unfortunately, all of you have made it difficult!
So i have to say that i will make my decision and post it next tuesday. Thank you for the submissions.

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Official alias post/submision for Orcun Truthrun (player Degnax)
Had some spare time so I figured I'd do up an actual alias instead of just a post submission
The only change I have left to make is if Background Skills are in effect. I'll have all my current skills with max ranks plus knowledge Religion instead

"Alaria" |

I dmed you Alarias specific background pitch.
What she does:
--Stealthy enough to stealth with the scout
--Backup face
--Heals via channels and relatively plently spell slots
--Hits fairly hard with a glaive, has some nukeing options
--Can non magically disguise the party
What she does not
--Very limited lore skills
--Meh perception
--While less squishy then the average healer, she isnt exactly frontline material
--She does not yet have selective channel, so in combat healing requires some brain power
--Like to roll fortitude saves.