
GM Nightingale |
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Hello everyone! I'm doing a run through of Paizo's adventure path Rise of the Runelords here on the forums. I'm looking for a well varied group of 4-5 players to take on the challenge and save the town of Sandpoint from destruction.
You should be ready to post at a rate of at least once per day so the game doesn't get bogged down especially during combat.
-1st Level
-20 Point Buy
-Average Starting Gold
-Max HP
-Races: Human (Please specify your ethnicity e.g Varisian, Shoanti, Chelaxian. This may grant you an additional starting language, as described in the the Inner Sea World Guide), Half-Elf, Half-Orc, Dwarf, Elf, Halfling, and Gnome
-Classes: All core and base classes, except for Summoner, Gunslinger, Ninja, and Samurai
-2 Traits. One campaign trait from the Player's Guide or pages 330-331 of the APG, and one other trait. The only trait I can think of that is outright not allowed would be Rich Parents.
Happy submissions!

Seth86 |

Here you go. Still need to get a name... :-P
Male Human Ranger , Dungeon Rover1 LN Medium Humanoid
Init +4;
Senses Perception +6
-------------------- DEFENSE --------------------
AC 15, touch 13, flat-footed 12 . (+2 armor, +3 Dex)
HP 12(1d10+2)
Fort +4, Ref +5, Will +2
-------------------- OFFENSE --------------------
Spd 30 ft.
Ranged
Longbow : (1d8, x3)
-------------------- STATISTICS --------------------
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats
Point Blanc Shot, Precise Shot
Traits
(Still need to find one)
Tracker of the Society
Skills
Acrobatics +3, Climb +2, Disable Device +7,Escape Artist +3, Handle Animal +4, Knowledge (Dungeoneering, Engineering, Nature) +4, Stealth +7, Survival +6
Languages: Common, Osiriani
Combat Gear
Long Bow
Ammunition :
20xArrows , 20xBlunt Arrows
Other Gear
Pathfinder's Kit (Backpack, Belt Pouch, Clay Mug, Dagger, 2 Fishhooks, Flint and Steel, Sewing Needle, Signal Whistle, 50 Feet String, 50 Feet Thread, Waterskin, Trail Rations - One week, Whetstone), 50 Foot Hempen Rope
GP : 15

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Yes you can get PFS credit. Parts are sanctioned. You can play with non-PFS characters, and apply credit to PFS characters.
I am currently reading through Rise to GM it in a Face-To-Face campaign, but would love to play through it for ideas and familiarity.
The question though is, are you ok with me having in depth "player" knowledge of events in ROTRL? If not that's no problem!

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Offering my services as Capriccio the Bard!
Male Gnome Bard, CG Small Humanoid
Init +2;
Perception +7
-------------------- DEFENSE --------------------
AC 16, touch 14, flat-footed 13 . (+2 armor, +2 Dex, +1 size)
HP 9 (1d8+1)
Fort +2, Ref +4, Will +3
-------------------- OFFENSE --------------------
Speed 20 ft.
Morningstar: 1d6 (Crit: x2)
Longsword: 1d6 (Crit: 19-20/x2)
Shortbow: 1d4+3 (Crit: x2) Range: 60
-------------------- STATISTICS --------------------
Str 10, Dex 14, Con 12, Int 14, Wis 14, Cha 18
Base Atk 0; CMB -1; CMD 11
Feats:
Great Fortitude, Weapon Finesse
Traits:
Gift of Tongues
City Born (Magnimar)
Skills:
Appraise +6, Craft: Jewelry +8, Diplomacy +7, Knowledge: Local +6, Perception +7, Perform (Sing) +7, Profession: Merchant +7, Use Magic Device +7
Languages: Common, Gnome, Sylvian, Shoanti, Thassilonian
Ammunition:
40x Arrows,
Special Abilities:
1/day - Dancing Lights, Ghost Sound, Prestidigitation, Speak With Animals
Songs:
Inspire Courage+1, Countersong, Distraction, Fascinate
Spells:
Lv 0 - Summon Instrument, Light, Read Magic, Detect Magic
Lv 1 - Sleep, Charm Person
Other Gear:
Backpack, Sack x3, Glass Bottle x3, Trail Rations x6, Waterskin, Bedroll, Winter Blanket, Flint and Steel, Artisan's Tools, Vial x5, Spell Component Pouch, Traveler's Outfit
G: 11 // S: 1

Brennan Darkblade |

Would like to submit Brennan Darkblade, human rogue with...issues.
FYI, he's been in ROTRL before, for a grand total of a week before the thread died.

GM Nightingale |

I think that Versatile Performance does something different than what you are thinking. This is what the PRD says:
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
You do need to a type of perform to use the ability, instead of the ability removing the need to specialize, but maybe I'm misunderstanding you.

Ghars Stonefist |

I'd like to offer Ghars as a candidate for the party; he was made for a RotRL campaign, but just missed the cut-off for inclusion. However I can see that there are already two melee types on offer (Logon and Vladislav), but no healers - so would GM Nightingale mind me doing a double submission with a cleric or oracle build as well?

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Here's Arandor Verion, Elven Wizard offering his services ...
Arandor Verion
Male Elf Wizard 1
CG Medium Humanoid (elf)
Init +5; Senses low-light vision; Perception +3
--------------------
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Quarterstaff +0 (1d6/x2) and
. . Unarmed strike +0 (1d3/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Wizard Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 15), Sleep (DC 15), Mage Armor
0 (at will) Disrupt Undead, Touch of Fatigue (DC 14), Prestidigitation (DC 14)
--------------------
--------------------
Str 10, Dex 12, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Improved Initiative, Scribe Scroll
Traits Scholar of the Ancients, Genie-Caller (1/day)
Skills Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +8, Perception +3, Spellcraft +8 (+10 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Orc, Sylvan, Varisian
SQ +3 bonus on diplomacy, acid dart (7/day), arcane bonds (arcane familiar, thrush), arcane focus, elven magic, empathic link with familiar, opposition schools (divination, evocation), share spells with familiar, specialized schools (conjuration), summoner's charm (+1 rds)
Other Gear Dagger, Light crossbow, Quarterstaff, 113 GP
--------------------
--------------------
+3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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GM Nightingale |

Updated List:
Logon Baccus - Half-Orc Barbarian
Vladislav Fedoseev - Human Fighter
Capprico - Gnome Bard
Brennan Darkblade - Human Rogue
Ghars Stonefist - Shoanti Barbarian
Damaran Al' Tugari - Human Magus
Arandor Verion - Elf Conjurer
Garfrum, traits and racial traits are very separate things. Racial traits are bonuses granted to you buy your race. There's no selection involved. Traits on the other hand are like mini feats which give you a little backround to work off of. To answer your question, there are two traits plus all of the racial traits you race gives. If you were thinking about the racial category of traits, then it's one campaign trait plus another trait which could be a 'racial trait.'
Void Dragon, alchemist is great.

GM Nightingale |

I'd like to point out that I'm looking more for great characterization than crunch. The thing that will most likely get you picked is a great background. I'd like to see your reasons for being in Sandpoint during the Swallowtail Festival, or more generally Varisia. Just something to keep in mind when submitting your character.

Arandor Verion |

Background added to Arandor's profile ... and here ...
From a young age Arandor has been fascinated with past cultures and ancient history. Growing up in Varisia he was intrigued with the ancient structures that dot the landscape of Varisia. Arandor has spent his life studying the origins of these monuments and has pieced together the ancient Thassilonian language and partial history of what Arandor feels was a once-great empire.
Arandor's studies also lead him to focus his energies in the arcane arts and specifically conjuration. He believes that if he can just unlock the secrets of the ancient Thassilonian empire he could master the art of conjuration. In Arandor's century and a quarter of life he has studied in many parts of Galorian, traveling to all corners to acquire even the smallest bit of Thassilonian lore. He spent a great deal of time in Qadira delving into the arts of Genie summoning. While never being able to successfully summon a Genie, Arandor has refined his summoning skills to near perfection.
Arandor has heard of a structure in Sandpoint, The Old Light, and feels this may be yet another ancient structure tied to the ancient civilization. In planning his journey to Sandpoint to study this ruined tower he learned that the town was preparing to celebrate the completion of a new Cathedral during the Swallowtail Festival. Fascinated by the cathedral's focus on multiple gods Arandor planned to coincide his studies with this event. Besides, who doesn't like a festival?!
Traits - Scholar of the Ancients, Genie-Caller

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Querek, Elven Transmuter
Querek came to Sandpoint to make a few purchases of local art. He catalogues styles of statues, carvings, and stonework from different cultural centers and collects what he wants to keep in his small study at his academy. He's always looking predisposed and keeps to himself. When his head is not in a book he is putting the final touches on one of his stonecarvings he's had for decades. Much like the stones he collects, Querek is slow to change unless outside pressures dictate otherwise. A few would be thieves have been knocked about thoroughly when trying to pry into his belongings. With a gesture of his closed fist the pilfers become laid out, only getting up when they found it safe to flee.
Init +3;
Perception +1
-------------------- DEFENSE --------------------
AC 14, touch 14, flat-footed 11 . (+1 nat armor, +3 Dex)
HP 9 (6+3 Toughness)
Fort +0, Ref +3, Will +1
-------------------- OFFENSE --------------------
Speed 30 ft.
Chisel (Dagger): 1d4-1 (Crit: 19/20 x2)
Hammer (Club): 1d6-1 (Crit: x2)
(Thought I'd flavor him up a bit with semantics)
-------------------- STATISTICS --------------------
Str 19, Dex 16, Con 11, Int 20, Wis 8, Cha 8
Base Atk 0; CMB -1; CMD 2
Feats:
Toughness
Traits:
Scholar of the Ancients
Mathematical Prodigy
Skills:
Craft: Stonecarving +6
Knowledge-
Arcana +8
Engineering +7
History +7
Planes +6
Linguistics +6
Spellcraft +8
Languages: Common, Elven, Celestial, Draconic, Orc, Sylvan, Gnoll, Gnome
Racial Traits: Elemental Resistance Acid (For protecting oneself from polishes and acids)
Arcane Focus
Keen Senses
Elven Magic
Low-light vision
Arcane Bond: Familiar: Tortoise +1 Nat Armor
Gear:
Robes x2
Backpack
Belt
Belt pouches X3
Blanket
Pillow

Scrivner Durran |

And Here is the Oh so sad tale of Scrivner Durran ;)
Scrivner was always a "special" child, in that while other children brought back mud patties to their parents, Scrivner brought back poisonous snakes and explosive materials. Not only were his parents dismayed at how Scrivner acted, but he was constantly getting into their magical equipment and messing with it. This continued until Scrivner accidentally blew up half of his village (and the bandits attacking it which was the most important part in Scrivner's mind). Scrivner's parents and the village elders didn't look at his "saving" of the village quite the same way as he had. He was exiled from his beautiful Chelaxian homeland, so Scrivner was forced to make do on his own. He began to sell himself out as a knowledgeable fellow, but his dual heritage made finding work hard. He took what little gold he had earned and went to Varisia.
It was on his travels that he met a like minded fellow by the name of Horgarth. Horgarth taught Scrivner that just because other people thought they were crazy didn't mean they were. Horgarth taught him everything he had ever wanted to know. It was from him that Scrivner found out how to make bombs and other useful things, and before long another alchemist was born. It was here that Scrivner had finally found the father figure he had never had. It was during this time that Scrivner also learned about Desna. When Scrivner heard about a deity of travelers and luck he knew he had found his patron deity. Scrivner went out that very night to pray for Desna's guidance, but that night was not to end happily. Unfortunately Horgarth was attacked by goblins that night as he went out to get alchemical ingredients. When Scrivner found him only the pitiful remains of a once proud man and the ashes of the hovel he had called home. Scrivner heard from Horgrath's own mouth about who had done this to him, and when Scrivner finally had the red madness lift from his eyes he found himself in the middle of a goblin town with all of the goblins dead or gone.
Thanking Desna for protecting him on that night, when he foolishly went after an entire village on his own Scrivner found himself at a loss of how to repay his deity. He began doing some odd jobs with his alchemy, but he never made a lot of money. He did augment his meager earnings by using some "special" cards, but Desna was the goddess of luck and sometimes you have to make your own luck. He made sure to never ruin anybody or to "lose" his money to someone who needed it, but alas he ended up with a nearly empty purse. He continued to travel aimlessly until he reached the little town of Sandpoint. He went there to begin selling his wares (or earn some money with his "special" cards) right as a festival was about to start.

Eostre of the Crying Moon |

As an alternative to Ghars - my barbarian character mentioned earlier - here's my offering for a healer for the party; a Shoanti oracle of Pharasma with the mystery of life.
"So child, there is little room for doubt... your path lies to the south." The shaman bent over the bowl of bones in her lap once again, stirring the contents with a bony, age-withered finger. "The spirits are clear for once. Ancient sins are returning to the world, and they are calling you to face them, for good or ill."
Eostre frowned at the old woman. At least her mentor wasn't speaking pure gibberish for once, but that didn't mean that the young oracle understood clearly. "But there's nothing to the south of importance to the Shoanti. A few scattered families of various Quahs perhaps - otherwise there are only the towns of the Chelish invaders."
The crone cackled mirthlessly at the raven-haired girl's confusion. "Ha! You think only of the limits of your present horizons. If old evils are stirring under the land, they will not care who is Shoanti and who is not. The augury is clear, I said - if you do not seek out this menace and confront it, all the lands of all the Quahs will be enslaved, as well as those of the city-dwellers. Better to face the test there, in the south, than wait for it to find us here."
"But where to the south, and what is this 'ancient evil' you're talking about?" Eostre was almost growling with frustration. "You're telling me to go confront this thing, but I need more to go on than that!"
Despite the fact that the old woman's eyes were milky-white and clouded by cataracts, the shaman looked sharply back across the hearth, facing down the younger woman's anger. After a minute, it was Eostre who looked away, biting her lip to stop herself from cursing at her mistress. The shaman sighed then, and spoke once more.
"One of the Varisians who traded at our camp told me of a new temple nearing completion to the south, in a town named 'Sand Point'. There a great ceremony is to be held, several weeks hence, where the town-dwellers will dedicate this new temple to the gods." She held out the bowl, filled with scraps of etched bone, scented twigs and shards of colored stone. "See for yourself, child. The evil will reveal itself at that time. You must be there when it does - to protect the Skoan-quah and all of the Shoanti - although the spirits have not told me what form this evil will take."
Rising to her feet, Eostre continued to frown back at her mistress. "You know I can't read the bones myself - not yet, anyway - so I just have to trust that the spirits speak true to you. You are asking me to leave the Quah and travel among strangers, all to face some nameless evil from long ago."
The young oracle, still stooping slightly to avoid hitting her head on the low roof of the tent, stepped across to the flap of leather that served as a door. Turning back to the old woman as she lifted the flap, Eostre spoke again, this time with less heat in her voice. "I don't fully understand what is being asked of me, mistress. But I will obey, and go to this 'Sand Point', and if there is anything to find there, I will try to face it."
Still squatting by the small fire on the other side of the tent, the old woman watched her go. "Spirits go with you child..." she murmured quietly into the smoke.

GM Nightingale |

Logon, here is information about Sandpoint. The Player's Guide will have stuff about Varisia and the regions around Sandpoint.
The Swallowtail Festival
Several years ago, the old Cathedral burned down in a tragedy that claimed the life of the Cathedral's priest, Father Tobyn, and his beautiful daughter, Nualia. Father Tobyn was well-loved by the town's people, and his passing was mourned by all. Nualia was an exceptionable beautiful young Aasimar woman, who many say was blessed by the goddess Desna herself.
In honor of the completion of the new cathedral, the town is holding the Swallowtail Festival to renew the site's blessings from the gods, and the whole town is full of an immense amount of excitement. Much tragedy has befallen the town over the past years, and everyone is looking forward to a chance to relax and finally put the past behind them.

GM Nightingale |

Submissions by role:
Tank
Logon Baccus - Half-Orc Barbarian
Vladislav Fedoseev - Human Fighter
Ghars Stonefist - Shoanti Barbarian
Damaran Al' Tugari - Human Magus
Skill
Capprico - Gnome Bard
Brennan Darkblade - Human Rogue
Divine and Healing
Eostre of the Crying Moon - Shoanti Oracle
Arcane
Querek - Elven Transmuter
Scrivner Durran - Half-Elf Alchemist
Arandor Verion - Elf Conjurer

leinathan |

The cathedral is dedicated separately to Desna, Erastil, Sarenrae, Shelyn, and Abadar.
Alright here goes with my submission.
Male half-elf cleric of Nethys (scroll scholar) 1
N medium humanoid (human, elf)
Init -1; Senses Perception +6
EXP:
--------------------
DEFENSE
--------------------
AC 11, touch 9, flat-footed 11 (-1 Dex, +2 armor)
hp 8 (1d8)Current: /
Fort +2, Ref -1, Will +6
--------------------
OFFENSE
--------------------
Spd 30ft.
Melee Quarterstaff -1 (1d6-1/x2)
Ranged -
Special Attacks
--------------------
STATISTICS
--------------------
Str 9, Dex 8, Con 10, Int 16, Wis 18, Cha 13
Base Atk +0; CMB -1; CMD 8
Feats Skill Focus (Knowledge History), Arcane Talent (prestidigitation)
Traits Outlander: Lore Seeker (daze, cause fear, comprehend languages), Eldritch Delver
Skills Diplomacy +5, Knowledge (arcana) +8, Knowledge (history) +12, Knowledge (religion) +7, Linguistics +7, Sense Motive +8
Languages Common, Elven, Abyssal, Infernal, Goblin, Thassilonian
SQ diligent student (history), channel positive energy 1d6 (4/day), orisons, low-light vision, elven immunities, elf blood
Domains Knowledge, Rune
Other Gear quarterstaff, leather armor, random adventuring gear (to be bought later), silver holy symbol of Nethys
--------------------
SPELLCASTING (concentration +5)
--------------------
(* = domain spell prepared)
Spell-Like ability
(3/day) - prestidigitation
0 - create water, light, mending
1st - comprehend languages*, bless, sanctuary
Background: Growing up on the streets of Magnimar, Dareon couldn't help but to feel in awe of the many monuments in the city. He often would spend hours sitting on a rooftop, simply gazing at the Arvensoar or the Irespan. Typically, a man like him would end up joining the Pathfinders, but this isn't what fate had in mind for him.
In his adolescence, Dareon grew attracted to the church of Nethys, and in the matter of a few short years was a member of its clergy. The priests fascinated him, with their mixed arcane and divine prowess and seemingly (to his adolescent and ignorant mind) endless knowledge about everything he had to ask about.
Even with the repositories of knowledge that was priests at the temple he had begun to worship, he still was struck with a burning curiosity, and this curiosity pushed him to explore more and more. Sczarni gangs were rampant in Magnimar, and they roomed wherever they wanted, Thassilonian ruin or not. One day, whilst inspecting some very interesting carvings in a pillar of the Irespan, he happened across a group of Sczarni gang members that wre living in the place. They chased him out of the pillar, and it was only his burgeoning divine magic that saved him. Soon enough, word got around that he was spying on Sczarni holdings, seemingly for some sort of competitor, or perhaps for the Magnimar Guard.
He had to get out of Magnimar. He packed his bags quickly and left his home city and the priests that had taught him so much behind, leaving North Gate in the middle of the night.
Still, his interest in Thassilon pushed him forward, and he had heard of something fascinating in the town of Sandpoint to the north - an ancient stone tower hundreds of feet tall. He had to see it.
Feel free to ask questions as necessary, but here's my guy.