GM Phntm888's Rise of the Runelords Campaign

Game Master Phntm888

This is a Rise of the Runelords Anniversary Edition play-by-post campaign.

Thistletop

Thistletop Dungeon

Thistletop Dungeon Level 2

Loot Sheet


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1 square = 5 feet. Sorry.

I will, however, provide tactical information that might help. If you can get Nualia into the room she started in, you can get a lot more people into melee range with her to take her down. I believe a Reposition Combat Maneuver would be appropriate.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

No worries, GM. I strongly considering a Reposition or an Overrun, but Riori's not equipped well to perform those and would as likely just end up in someone else's way.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Remind me -- I forget if it's you or another GM I play with. *sorry* Do you have the rule that once a foe is down it is dead?

I am just double checking before Riori channels energy to heal everyone--I don't want to heal Nualia!


I have a rule that once an unnamed foe is down, they're dead, yes.

Of course, Nualia could be dead already. She did get mauled by a bear, after all.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Fair enough! :)


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:
GM Phntm888 wrote:
I have a rule that once an unnamed foe is down, they're dead, yes.

For clarity, this is what I was interpreting. I thought you were telling me that yes, she is dead, because your rule is that foes once down are dead, and our foe was down. I did miss the "unnamed." That part is on me (I edit all day and my ability to read carefully does get spent at work most days).

Quote:


Of course, Nualia could be dead already. She did get mauled by a bear, after all.

And I took this as "even if I didn't have this rule, the bear may have done enough damage she probably would have died anyway," not a coy statement that this was a different situation. This conflated this issue for me.

Again, I own that I missed a key word, but can you see why, when I was asking for a rules clarification, this only made things more confusing?


Yes, I can. I'm sorry about that. In the future, I'll try to be more direct.


Okay, so, time for a couple of housekeeping things.

First, you all get to level up to 4. Congratulations!

Second, we once again find ourselves with fewer than 4 people. I'd like to bring in one or two more. Before I open up recruitment, does the group have any preference for what classes/roles they would like to see?


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Who do we still have?

Talia is taking a level of Wizard to go to Arcane trickster this level.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

I am assuming based on Karu's last post that their RL circumstances got the better of them and they needed to pull out.

I am more concerned about any new recruit's willingness to show up and post on a regular basis than any particular build. I encourage seeking out players with a proven record of being active players and are not known for flaking. Frankly, I've struggled myself with the slow pace of this game, and with losing Karu was half-expecting it to end when we wrapped up this book.

But, for what it's worth, presuming we continue for any stretch, I was still planning on switching over to witch (or playing a new character that is a witch who may or may not bear a striking resemblance to Riori). Riori just doesn't feel right with this build, for lack of a better way of saying it. She will be a hex channeler, so she would have some healing, debuffs, and divination mainly, though the current build also has some blasty spells as it never hurts to be able to just do damage.

So a divine caster cleric, oracle, or druid would probably be good, or even a paladin, who would also fill in a tanky role (y'all are good with melee but never hurts to have a pile of hit points in heavy armor). A ranged specialist could be handy. We've lost our hunter so someone with wilderness skills would be good, though I'd rather a ranger or even barbarian or fighter over a hunter. General party support or "odd niches" provided by bards, alchemists, and investigators could also be suitable. In other words, there's a lot we could work with.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

If you're changing to a Witch, then yes a Divine caster of some form would be best.

It always takes time when new players join the game and adjust to the party, and the current crisis hasn't helped posting. The games I'm running are all very slow at the moment.


I actually was going to wrap the campaign when it dropped down to just Talia and Cade, but both were very interested in continuing on, so I reached out and recruited some replacements.

I'll reach out to some people who I know are pretty reliable here on the forums first, as opposed to doing an open recruitment right away.

Don't forget to post your level ups to 4 in the Discussion thread.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Talia, all my games went through an adjustment period in March/April, but now that it's July most things have gone at a reasonable pace in most of my games (though none are lightning fast, but they never were). (One game where I understand the GM has some specific issues due to the pandemic has been slow, but we are aware of that.) I think it's important folks check in when they expect to be slow. I admit I haven't always done that here and I'll try to be better about that.

Phntm888, will do and thanks for the level up! Should I level Riori-the-cleric, or switch to the witch?

I think if we can keep going that would be great... but also don't want you to feel like you have to keep pushing things along if no one is that engaged with the game and we're close to the end of a book. GMing is hard work (especially while also putting up with my nonsense) so it needs to feel worthwhile for you. If it does, then I am on board.


Given you were out of spells, I kinda figured you'd be falling back to Sandpoint, so you could do the witch switch. If you aren't going to rest or go back to Sandpoint, level up the cleric. If you do decide to rest, switch to the witch.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Level 4 Swashbuckler
hp 7
ability boost to INT
+1 BAB
+1 REF
Piranha Strike as a Bonus Feat


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Story wise for the whole party, I agree with what Cade said IC... it doesn't make sense to go all the way back to Sandpoint until we finish exploring the castle, but I figured we could rest in the Fortress--seems like there's plenty of safe areas we've cleared out we could take a break.

I'll level up the cleric version but also keep the witch on standby. I am fine if she wakes up a witch but if you want to wait till we go back to Sandpoint, that also works.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I agree with a the two class needs.

I think we need another front liner, a heavy hitter would be nice but I am not sure how well a paladin will fit in with the party. Not against it. Talia taking up the arcane end is nice and we could always use a divine caster.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Talia Burrows.

Rogue 3/Wizard 1

HP +7
Int +1

Will +2

Spells:
1. mage armor, snowball
0. (at will)—dancing lights, detect magic, prestidigitation (DC 13)

No feat.


Talia, you get Scribe Scroll as a feat for multiclassing Wizard. Are you specializing in a specific school, or going Universalist?


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Riori-the-cleric is leveled. HP+5, BAB+1. Took 4th level ability boost to Wis, base bonuses to Fort and Wis go up, put 1 rank in Heal and 2 in Knowledge Religion. I need to prepare new spells once we rest.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

And here's the witch. I can also introduce her as a different character (I have a background in mind) if that feels better.

Riori-the-Witch Level 4:

RIORI STARGAZER
CG Half-elf Witch (Hex Channeller) 4
Init +2; Senses Low-light vision; Perception +7(+5 without familiar)

==DEFENSIVE ABILITIES==
AC 15 (touch 13, FF 13) (Armor +1, Dex +3, Shield +1); CMD 15
hp 21 (4d6)
Fort +2 (1 base + 1 trait ); Ref +4 (+1 base + 3 Dex); Will +5 (+4 base + 1 Wis)

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

==OFFENSIVE ABILITIES==

Spoiler:
BAB +2; CMB +2

Melee or ranged: Mwk starknife +6 (1d4/x3) (20 ft range)

Channel positive energy 5/day; 1d6 Damage DC 14; (10 + 1/2 level + Cha mod + trait). 30 ft. radius centered on caster.

=Witch Hexes=

Spoiler:

Flight (Su)(L1): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Channel Energy (Su): (1d6) At 2nd level, a hex channeler can call upon her patron to release a wave of energy from herself or her familiar. A good witch channels positive energy (like a good cleric). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the witch. The witch can channel energy a number of times per day equal to 3 + her Charisma modifier (minimum 1). This otherwise functions as a cleric using channel energy, except the witch does not require a holy symbol to use this ability. The hex channeler uses her witch level as her cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). The hex channeler can choose whether or not to include herself or her familiar in this effect. This burst heals or deals 1d6 points of damage. Every time the hex channeler is able to learn a new hex (including major or grand hexes, but not hexes gained through the Extra Hex feat), she can instead increase her channel energy amount by 1d6. This ability replaces the hex gained at 2nd level.

=Witch Spells and Related Spellcasting Abilities=

Spoiler:
Caster level 3, Concentration +6; Patron: Portents

Spells Known (* = Prepared; *x means prepared and cast today):
CANTRIPS (Prepare 4/day)
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize
Touch of Fatigue: Touch attack fatigues target.

LEVEL 1 (prepare 4/day)
Burning Hands: 1d4/level fire damage (max 5d4).
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
*Ear-Piercing Scream: Deal sonic damage and daze target.
Ill Omen (patron): You inflict the target with bad luck.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
*Mage Armor: Gives subject +4 armor bonus.
*Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Summon Monster I: Summons extraplanar creature to fight for you.
*Unbreakable Heart: Give a +4 bonus on saves against effects which rely on negative emotions.

LEVEL 2 (prepare 3/day)
Augury: Augury: Learns whether an action will be good or bad. [/url]
**Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
*Delay Poison: Stops poison from harming target for 1 hour/level.

Arcane Training: Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Half-Elf Favored Class ability (I will always use this when I level unless I note otherwise): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast.

=Witch’s Familiar=

Spoiler:
Witch’s Familiar (Ex): Celeste, a butterfly (grants +3 to Perform checks)

A familiar grants special abilities to its master: as of Riori’s level, these are: Alertness, share spells (can cast personal spells on familiar), empathic link (1 mile, impressions and feelings), Deliver touch spells. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

===STATISTICS AND OTHER ABILITIES===

Spoiler:
Str 10 Dex 16 Con 11 Int 17 Wis 12 Cha 13
(20 point buy, half-elf bonus to Int, level 4 stat increase to Dex)

=Feats=
Alertness (Familiar; only works when familiar is within 1 mile): +2 Bonus to Sense Motive and Perception checks.

Weapon Finesse (L1): Use Dexterity when attacking with light melee weapons. A shield’s armor check penalty applies to attack rolls.

Weapon Focus (starknife)(L3): Gain a +1 bonus to attack rolls with the chosen weapon.

Weapon and Armor Proficiency: The starknife (see ancestral arms, below) and all simple weapons.

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. (starknife)

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

Resilient (combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Outcast's Intuition (magic): You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

=Skills and Skill Related Abilities=

Spoiler:
(2 + Int modifier (3) + 2 background skills-noted with asterisk-per level)

Knowledge (arcane) – 1 ranks + 3 class + 3 Int = +9
Knowledge (history)* – 2 ranks + 3 class +3 Int = +8
Knowledge (nobility)* – 3 ranks + 3 class +3 Int = +9
Knowledge (religion) – 4 ranks + 3 Int = +7
Heal – 3 ranks + 3 class + 1 Wis = +7
Intimidate – 3 ranks + 3 class + 1 Cha = +7
Spellcraft – 4 ranks + 3 class + 3 Int = +10
Perception – 2 race + 3 Wis (+2 Familiar Alertness) = +5/+7
Perform (oratory) – +2 cha + 3 familiar bonus = +5
Profession (astrologer)* – 3 ranks + 3 class + 1 Wis = +7
Sense Motive (Wis) – 3 ranks + 3 class + 3 Wis + 1 trait (+ 2 Familiar Alertness) = +10/+12

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Languages: Common, Elven, Varisian, Cheliaxan, Celestial, ONE MORE

==GEAR==
(WBL 3,000 gp to start)

=Worn=
Explorer’s Outfit (free)
Bracers of Armor +1 (1000 gp, 1 lb)
Spell component pouch (5 gp, 2 lbs)
Belt pouch (1gp, 1/2 lb)
Mwk Backpack (50 gp, 4 lbs)

=Equipped=
Quickdraw Light Mithral shield (1059 gp) -+1 shield bonus to armor, 0 ACP (3 lbs)
Starknife (x2) (24 gp x2) 1d4 damage, 20 ft range, crit x3, 3 lbs each
Mwk starknife 324 gp, 3 lbs

=In belt pouch=
1 potion shield of faith (50 gp)

=In backpack=
Area map 50 gp 2lbs
Chronicler's kit (Contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.) 40 gp, 4.5 lbs (she uses this in part to make her astrological charts
Gear Maintenance Kit (5 gp, 2 lbs)
Grooming kit (1gp 2 lbs)
Healer’s Kit (50 gp, 1 lb)
Mess kit (2 sp, 1 lb)
Traveler’s Any-Tool (250 gp, 2 lbs)
Waterskin (1 gp, 4 lbs)

Spent: 2,901.02 out of 3,000

Load: 38 lbs, Max Light Load – 38 lbs (33 lbs without mwk backpack)

===DESCRIPTION==
Background
Riori’s mother Lierna was already with child when she married Verik Khezidor, but Verik was not Riori’s father. The two did not love one another romantically at the time, but when Lierna’s elven suitor fled at the news of Lierna’s pregnancy, Verik married her to ensure she had a home to go to—especially as her own superstitious family wanted nothing to do with her bastard, half-breed offspring. Poor Varisians, Verik and Lierna raised Riori in the Shingles, the ramshackle, upper-story shantytown of Korvosa, and Riori felt nothing but love from her mother and adoptive father—until her younger, fully human sister Siera came along. Perhaps it was all in Riori’s head—she knew she was different, and she was not THEIR child the way Siera was. Still, Siera seemed immediately the favored of the two, doted upon and protected. It did not help that Siera was less stared at by the rest of the neighbors; while half-elves aren’t the most unusual of half-breeds to find, in Korvosa they are still the subject of pointing and whispering. Riori tried hard not to resent Siera—her sister never tried actively to compete with her—but Riori mainly felt alone. Often would gaze at the stars from her family’s high-up window. Looking out across the coast, she wondered at what might be out there and asked more than once that if she followed the stars, if they would lead her to somewhere better. Her mother, seeing Riori’s fascination with the stars, taught her an old family trade: astrology. Riori developed quite a knack for finding patterns in the stars, and became obsessed with following the Cosmic Caravan, and enjoyed performing divinations for her friends and neighbors, which seemed harmless enough. Her obsession with the stars also led to worship Desna, which was a favorite god in her family to begin with. Verik taught her how to use a starknife, which he had used when working as a mercenary for a time. She took solace in her star charts and, intelligent though poor, tried to find what books she could to learn about divination and other magic. She began to develop some minor skills, an urban “hedge” witch.

One day, she came upon several of her peers alongside her sister, laughing about the “mongrel’s silly star stories.” She was filled with rage, and charged forward to slap the boy leading the mockery. Siera, wanting to prevent a fight before it started, tried to intervene—and Riori slammed into her sister, sending her flying. Siera only did not fall stories below save for her skirts catching onto a wide window ledge. Riori was mortified--no matter how angry she was, she did not want to kill her sister, who was only a witness, not a participant, to the others’ cruelty. As she leaned over to reach for her sister’s hand, a black swallowtail landed upon the window ledge. She felt some surge of inner strength, and despite not being very strong, Riori managed to pull her sister to safety.

The swallowtail, she was surprised, began to follow her as she walked her sister home. Initially, she took the swallowtail as a sign of divine blessing from Desna herself—as well as a warning not to follow her more impetuous and jealous side. As it lighted upon Riori’s star charts in her room, Riori followed its fluttering and formed a deep bond with it—it had an actual intelligence, belying its simple insectoid appearance. Perhaps the source it represented was not Desna directly, but the ancient power behind the stars itself, Riori’s ability with magic began to deepen. She named the butterfly who always followed her “Celeste.” The creature seemed to like the name.

As she tried to understand her abilities and herself more, Riori knew she needed to stop fearing she wasn’t enough compared to Siera and stop seeking validation from those who neither wanted to give nor owed her any such thing. Most of all, she needed to learn to trust in herself, and tame her temper. She read her own chart: travel would be most enlightening. She needed to leave home.

When she announced her decision to leave, her family was sad, but understood—especially as her growing gifts could serve and earn more outside the Shingles. Verik not only gave Riori his best starknife, but connected Riori to a traveling tinker called Touchstone—seemingly a daft vagabond, Touchstone was in fact a devotee of Desna and a student of both arcane magic and divine miracles. He knew more of the ways of the world, especially Varisia, than he let on to most strangers. As they traveled together, he taught her all the gods and the harmonies—and destruction—they create, and how the stars’ movements reflect the actions of the gods, of fate, and the outer planes in relation to Golarion. After traveling together for a few months, she and Touchstone have since parted ways, as those drawn to new horizons are wont to do; in parting, he gifted her with a fine shield that would help protect her while not impede her casting. Riori still practices her astrology—it is a useful focus for divination spells, and sometimes other hints appear in her calculations; other times sometimes acting as a fortuneteller is a more low-key way of moving through a hostile region than letting on she is a true witch. She traveled to Sandpoint recently to see the new cathedral and, moreover, participate in the Swallowtail Festival. What more appropriate celebration could she and Celeste attend? She was outraged when goblins brutally attacked during the festivities, and she remained in town to help heal the wounded, quickly earning the gratitude of many of the residents. She has worked to get to know the caretakers of the cathedral, both to learn from them as well as see how she could continue to help. There is a deep part of Riori that is still desperate to find a place she feels like she is accepted, that she belongs, and perhaps she might find it in Sandpoint.

Appearance and Personality
Riori is a little taller than average, willowy, and pale, the last two features particularly coming from her elven heritage. She has long, black hair that she normally braids purple and green ribbons into, and violet eyes. Her ears are slightly tapered. Her long, slender fingers always seem to be moving—touching, twitching, or tracing some shape no one else can make out. She wears a purple traveling cloak embroidered with butterflies on it; Celeste often lights on it and hides in plain sight as a seeming adornment to her robe. Her cloak has a grey lining and is reversible, if she decides she needs to lay low. She carries her father’s starknife among a handful looped on her belt she keeps for throwing.

Riori usually seems quiet and reserved at first until she gets a read on the area she is in—different places and peoples have embraced her as often as shunned her, depending on how they feel about half-elves, priests, astrologers, and so forth. Once she feels comfortable in an area she grows more talkative—and deeply curious. She tries not to annoy with too many questions, but loves to learn from the people and places around her. Her education was piecemeal—she only learned basic reading and writing, living in poverty in the Shingles, though Touchstone gave her a good sense of history and engineering, there are still many gaps she is desperate to fill. She has a dual fascination with but distrust of the nobility, as she knows her unknown elf father was a noble, and wants to understand the way they live—if only to understand how they could be so callous. If people in a particular area seem unfriendly, she will turn to books and historical buildings as sources of learning—and refuge. While experience has calmed her since her youth, the occasional slight or threat may cause her temper to flare—usually (though not always) regretted soon after. Her chosen surname-epithet, “Stargazer,” is after the constellation, depicted alternately as a prophet or fool. She knows she’s mainly the latter, seeking to become the former.

FAMILIAR
Alertness, improved evasion, share spells, empathic link, Deliver touch spells
Int 7, Nat Armor +2

CELESTE (Butterfly)
(Source: Ultimate Wilderness pg. 192)
Familiar Abilities: Grant +3 to Perform Checks; Alertness, improved evasion, share spells, empathic link, Deliver touch spells

N Diminutive magical beast
Init +1; Senses darkvision 60 ft., scent; Perception +5

==Defense==
AC 17, touch 15, flat-footed 16 (+1 Dex, +4 size, +2 Natural Armor)
hp 7 (3d8–9)
Fort –1 (base 2 + Con -3), Ref +3 (base 2 + Dex 1) , Will +4 (base +3 + Wis 1)

==Offense==
Speed 5 ft., fly 30 ft. (average)
Space 1 ft., Reach 0 ft.

Melee touch +3 (no damage)

==Statistics==
Str 1, Dex 13, Con 4, Int 7, Wis 12, Cha 7
Base Atk +1; CMB –2; CMD 3 (11 vs. trip)
Skills Fly +8 (2 ranks + 1 Dex + 3 class + 2 race), Perception + 5 (1 rank +1 Wis + 3 class), Stealth +13 (Dex 1 + Size 12)


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Talia is going for Universalist. Don't know why Scribe scroll was missed?


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

I have knowledge History but at a +6 bonus it's impossible for me to hit DC 30, unless I rolled a 20 and two people could successfully Aid Another (result of 26 +2 +2) or provide other buffs. I expect a DC at this early in the game would be highly unlikely for a party to get it--you need at minimum a +10 bonus to get a 5% chance of success.

The max bonus someone could have, sans buffs, at 4th level is 4 ranks + 3 class bonus + 4 ability score + 1 trait bonus + 3 skill focus=+15 -- who would succeed on this roll only on a 15+ (25% chance of success). Bardic knowledge would add more but we don't have a bard. And all of that would be presuming someone spent the ranks to max out a little-used skill. So while it would be nice if we could beat it, it's probably not necessary to proceed, unless the module designer just wasn't thinking.


It isn't necessary to move on - it's just a nice little piece of information you can get that also provides a little foreshadowing.

I'm waiting for Cade and Riori's posts regarding the room before advancing.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I will be going into surgery this Monday and will be home that evening. I am not sure when I will feel the urge to post, it could be a couple of days. Bot me as needed please.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Hope all goes well for you.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Thank you for the well wishes. All went well and now I just need to recover and heal.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Wishing you a continued speedy recovery. Hope you are able to get plenty of rest.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

I just realized I forgot to enter in a third memorized 2nd level spell on my character sheet. Is it okay I add that now? It would likely have been either lesser restoration or spiritual weapon. If you don't want me to pick a prepared spell in combat, can we just say it's a cure spell since she can spontaneously cast those anyway? Sorry about that.


That's fine, you can put either of those spells in your open slot.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Thanks, I will say it's spiritual weapon.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Is everything OK?


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

GM seems to be posting in other threads, so hopefully he sees this. I was having an issue in a game I was running where new posts stopped showing for me for a bit. I'm wondering if he missed your post and doesn't realize we're waiting for him to take the foe's (and Karu's) turn.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Still here. I was wondering if the GM had dropped out?


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

He seems to me the type of person who would say something, especially since he is active elsewhere. I'll PM him.


I absolutely missed post notifications. Sorry for the delay, guys.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

I have a player who calls the Paizo die roller the Crankipator. It clearly is having one of its days.


Hey guys, my wife had emergency gall bladder surgery over the weekend. I'm gonna hold off on updating until next week. That should give Talia a little more time to post, as well.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Best wishes to your wife!


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

never a problem. Take of your family. Best of luck for a swift recovery for your wife.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Sorry, I've been checking but didn't realize it was my action.

Hope everything goes well for your wife GM.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Just a quick check in to see if all is well?


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Just checking in to see if all is well...


Going better. Wife's doing well now, and the little one turned one year old on Friday. I, however, am now experiencing quite excruciating back pain on a regular basis.

I've come to a decision. We'll finish up Book 1, and then I'm going to step down from running the campaign. Between my wife's sudden health problems, my health problems, work, and the kiddo, I'm having a hard time giving the game the attention it deserves.

Cade, once we wrap up Book 1, if you want to find another GM to take over, I'll keep the campaign active, and then we can transfer it to them once you find them.


Half-Elf Stargazer Oracle 10 |hp 87/87 | AC 25 T13 FF 19 | CMD 21 | F+7 R+8 W+11 (+2 vs ench; Immune fatigue, magic sleep) |Init +3; Perc +10; low-light vision | L1 3/7 L2 6/7 L3 4/7 L4 4/6 L5 3/3|Fly uses 8/10 | Status:

Hey folks, hit those site time outs and work today and tomorrow is going to be intense. Will post when I can later this week. Please bot Riori as needed; her spiritual weapon has expired. I think next plans were probably either to cast bless or give someone her potion of magic weapon; she will prioritize healing if someone's HP are low.

Phntm, sorry to hear things are getting difficult for you. All things considered however I think your plan is wise, and I deeply appreciate your transparency. As I've often struggled getting a "feel" for Riori I will just close out when you do and won't pursue participating in this game any further.

Unsolicited advice: chiropractors have saved me a lifetime of backpain after several injuries, with no drugs or surgery. Should you have the means and a reliable referral for one, I strongly recommend one; of course you have to pursue what you feel is best.


Are you sure you want to do that?

Sorry to hear that GM Phntm888. I understand and thanks you for pushing on with the campaign for so long.

Hope things pick up for you.


Thank you for the advice, Riori. I have an appointment made with physical therapy, but if that doesn't work, a chiropractor will be my next step.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Good luck and yes I would be happy to take over the game until we find a new Gm. Although Paizo is still remote working. At least this is what the email I got in return. I am still waiting on another game thread to be transferred to me. I am not sure they are up doing them right now.


Okay, that's fine.

Sorry for the delay on an update, it was going to come Friday, but then I got fairly sick. Update forthcoming now.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I have an offer for a GM to take over. That GM is on Myth Weaver. Talia, if you are interested in continuing please let me know soon.

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