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

Loot Sheet


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The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple...

I am looking for 4-6 players to participate in the Rise of the Runelords AP. I will be using the Anniversary Edition, with some modifications based on material that has come out since the release in 2012 (re-statting NPCs and such). I ran this previously in a face to face game up through the end of book 5, and the changes all seemed to work very nicely. I don’t promise to be the best GM ever (because I’m not), but I promise to put my best effort forward. Ideally, I would like everyone to post at least once per day, although I understand that real life can sometimes make that difficult (for me as well). I will try to do the same, although there may be periods of where it’s difficult for me too. Alternatively, if you guys are having a good RP session amongst yourselves, I’ll keep quiet so as not to interfere.

Submission Requirements
1. Stats
2. Backstory
3. Appearance & Personality
4. Time Zone (Doesn’t actually factor into the decision, but it does help me ballpark when someone is likely unable to post)

An alias is not required for submission (because they accumulate so quickly), but will be required for the game itself. It will also make it easier for me to find your character, although I will Favorite posts that do not have an alias. One submission per player, please.

Character Creation:

Ability Scores: 20 Point Buy. No stat above 18 (before racial modifiers). Can only drop one stat below 10, and only to 8 (again, before racial modifiers).

Race: Any Paizo, 15 Race Points or less, except Goblins (for AP reasons). For Tiefling and Aasimar variant abilities, you may choose one. Please note that it replaces your SLA, and is not in addition to. You may choose up to 3 variant physical features, as well. I will have people treat odd races as the oddity they are, and accordingly. So, people may fawn over an Aasimar or make signs to ward off Evil at a Tiefling. It all depends on the person and the location.

Class: Any Paizo except for Antipaladin (see Alignment below) and Vigilante, because I don’t feel this is the appropriate type of campaign for a Vigilante. Must use Unchained Summoner and Unchained Rogue. Third Party material will be allowed on a case by case basis, after I have evaluated it. I use the Emerging Firearms rules in my games, so Gunslinger is allowed, but since this AP was written before the Gunslinger was, you will find gunslinger-specific loot very hard to find as you adventure in Varisia.

Skills: We will be using the Background Skills system presented in Pathfinder Unchained.

Feats: Any Paizo except for Leadership and similar feats. Item Crafting feats will be allowed, but I would not suggest making them your primary focus.

Traits: 3 Traits, one of which must be a campaign trait. Only one trait per category. No drawbacks.

Alignment: Chaotic Evil is a no-go for any PC. This AP assumes the players tend towards the heroic, or are at least interested in helping others and have concern for their well-being, especially in the first couple of books, so I would encourage you not to pick an evil alignment, but I will not automatically discount you if you do.

Gear: Maximum starting gold for your class. You can self-craft items before the game starts. Assume all rolls are successful.


Backstory:

This doesn’t need to be super long, just a paragraph or two. If you write more, that’s fine. Try to work your Traits and Background Skills into your backstory (that’s what I view them as being for, helping shape your character’s backstory), and make sure to include why your character is in Sandpoint during the Swallowtail Festival. If you choose a particularly exotic race or your class isn’t one necessarily local to Avistan (Samurai, Ninja, etc.), how you justify your character being in Sandpoint will factor significantly into my decision of whether or not you are in the game.

Appearance & Personality:

What does your character look like? Is their face scarred, do they have tattoos of mystic glyphs on their arms? Are they short, tall, fat, skinny, athletic? Do they have a beard?

By the same token, what are they like? Do they play practical jokes, or are they very stoic, rarely laughing? Do they trust others easily, or are they hesitant to rely on strangers?

How I Make My Decision:

I will choose players based largely on the strength of your backstory and how it interacts with the crunch. If I have two characters I like equally and can’t fit both, I will consider party balance in making my decision. If that doesn’t help, I’ll consider your posting history, but I don’t like to use that as a primary decider. Having played in a game with me before does not guarantee you a spot.

Being new to Pathfinder or PbP is not an obstacle. If you need help, I will be happy to assist you, and I’m certain other players will be willing to help as well.

IMPORTANT: If you choose to play an evil character or worship an evil deity, and someone submits a Paladin that they’ve done a really good job on and I pick that Paladin, it will GREATLY reduce your chances of getting in. I don’t mind a little bit of naturally developing party tension, but I do not go out of my way to create it. I am also a no PVP GM. While the party may not always do a good job of working together, I expect them to not backstab each other. Remember, you’re supposed to at least have heroic inclinations, if not be heroes.

A bit about my style:

I try not to force the game along too much. If you guys are in the middle of a great RP moment, I will happily let you spend some time on it without shoving plot or monsters in your face. This isn’t me telling a story - it’s you helping me craft a narrative.

For combat, I’ll handle rolling Initiative. I try to play my enemies smartly, unless they’re the sort of creature that isn’t particularly smart. I will try to be as narrative as I can be when describing the effects of combat.

I like an inclusive game, so please speak to each other respectfully and politely. If you disagree with another player about something, please talk it out in a courteous manner. If there’s something you really have a problem with, you can PM me and I’ll try to resolve it.

Recruitment will run until 11:59 PM EST on September 30. I will make my decision by October 3, with Gameplay officially starting on the 4th. I want to give people time to see the recruitment and submit their characters, as well as have time to make a character they are happy with.

Sovereign Court

Back in a bit with a submission! :D

I just applied a cleric in a re-recruitment for a Runelords game, and didn't get picked, but the standards for characters were very similar to yours, so why not take another shot!


Oh, man, this seems very interesting!

I'm thinking about making an Ulfen psychic duelist if that's okay. I'll be writing his backstory and crunch soon.

Can we use a trait from "Shadows under Sandpoint" as our campaign trait?


Psychic okay, psychic duelist...I don't know that that would be as good a fit. Most foes won't be anywhere near the same level of psychic dueling skill you would be at, which could upset the balance of the game.

Make the character. If you get in, we'll see how it goes. Would you be willing to rebuild into a normal psychic if the dueling begins to be unbalanced in terms of combat?

Campaign Trait from Rise of the Runelords Player's Guide, please. They are specifically tailored into the AP.


Hooray! I've been hoping an ROTRL campaign would come along soon!

Laufey is my application character. She's an Urban Bloodrager with the Arcane Bloodline.

I believe everything is in place for her. Backstory is complete but I'll need to recheck the build yet for any mistakes. She has Monster Hunter as a campaign trait, but I'd be happy to switch to Giant Slayer if another accepted character had the same trait to prevent duplication.

Would it be alright to add the Primalist archetype to Urban? It seems to be legal. I'm not planning on trading everything out for rage powers, just once, possibly twice after 12th level.

Sovereign Court

Ok, I have a healer here!

Isabella Monstrance was built out to explore a character who's touched by healing and restorative powers and who uses her painful past as a motivator to push forward and do good for others. She's an aasimar cleric of Reymenda, the Empyreal Lady of loss. She's built per spec with 20 point buy, max starting wealth, three traits one of which is RotR, etc. This character is built as a support character, able to give good healing and enhancement magic. In a pinch she could give flanking bonuses in combat, though her not-great Armor Class means that front-line fighting is not her greatest strength.

Storywise, the character is good emotional support, a hopeful spirit who consoles people who are down and helps them to find their own path to happiness.

The character alias includes a description and background.
I'm in Pacific time zone (California).

I am a regular player and DM on the boards, so I'm not going anywhere anytime soon!

I should note I am currently in another Runelords PBP that is partway thru book 1 (with a different character, of course).


Definite dotting.

I'll submit a skill monkey, probably a Unchained Rogue because I want to see how the new Rogue goes, and I've always wanted to play ROTRL.

Sovereign Court

Pathfinder Adventure, Adventure Path, Lost Omens, Maps Subscriber; Starfinder Charter Superscriber

I'm game been wanting to try this PBP stuff I'm a noob to the whole PBP but will submit something in a day.


Ah, forgot to give my time zone. Pacific, I'm in Oregon.


Dotting… and who doesn’t want to play the original Adventure Path? Ok the instructions: my time zone is EST.

I thought it would be interesting to create a human Shoanti warrior who used the thunder and fang feat and starting him in Sandpoint would be an easy start. I originally created him to be a trapper ranger so he could work with traps but I don’t want to step on anyone’s toes so he could go normal ranger, slayer fighter, barbarian or bloodrager. I will do up a couple of crunches to see which fit with the other players. His original stats as a trapper ranger were: Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 8, if I decide to change the class these may change, especially if I do bloodrager.

Background:

Kunala was born into the a Shriikirri-Quah tribe nineteen summers ago. Taught by the elders all the ways of their people he grew up strong and quick, showing an affinity for animals, tracking and trapping; he easily picked up the ways of the rangers of their tribe.

He learned the ways of the prairie, the forests even the caves and caverns. He learned how to find his way by the stars. He learned how to fight the Giants, using the oversized earth breaker to devastating effect. He learned how to care for the horses and hawks that are so valued by his tribe. Instead of the shamans magic he learned how to set and spring traps. He had learned all his tribe could teach him. Now it was time he earned his own way.

Kunala had to prove, more to himself than anyone else, that he could make it on his own in the world. He left the tribe to wander and travel, quelling the wander lust in his soul. He decided to start in the metropolis of Sandpoint. He had never been to the city before, he would not have dared go on his own but his cousin, his mother’s brother’s sons, Belor Viskalai and Garridan Viskalai had gone to Sandpoint and even thought they had taken separate paths things seemed to be going well for them.

Kunala had heard of giants mobilizing throughout the countryside, he decided to venture to Sandpoint to help them, and his cousin, prepare for a possible incursion. Even if there were no giants it would be an opportunity to learn from his cousin about the city and the folks who lived there. He could use Sandpoint as a central location to challenge himself and learn his limitations. Possibly working as: a guard, or a trapper or as a horse trainer or a falconer, possibly he would have many jobs and many adventures to tell his grandchildren about after he returned to the Shriikirri-Quah .

Appearance:

As soon as you see Kunala you realize he is Shoanti: the shaved head, the tattoos, the leather clothing, the klar, the earthbreaker. If your familiar with the tribes: when you notice the bow legs, the hawk claw marks on the klar, the horse and hawk motif on the tattoos, they clearly mark him as Shriikirri-Quah.

He is long and lean, moving like a cat. His blue eyes intelligent and clear noticing all that is going on around him. His equipment is simple, from his chain shirt and war kilt to the traditional klar, earthbreaker and sword he carries. He is often seen with his traveling companions: the hawk ‘Wind Hunter’ and the dapple grey stallion ‘Thunder Hooves’. [/ooc]I am looking for a language to use for Shoanti, once I find it they will be translated properly ;)[/ooc]

Personality:

Kunala considers himself a simple man. Quiet and contemplative, slow to voice an opinion he would rather his actions and behavior speak for themselves. He is quick to work and willing to help those he considers friends. He prefers to find a peaceful path when dealing with amicable races but will suffer no violence especially against the defenseless. When around friends and family he opens up and is quick to celebrate with those celebrating and quick to honor the mourning of those who mourn.


Sooooo tempted to post a character here, but got into one already :P im a glutton :P


Laufey Gemshrike - I don't find duplicate campaign traits a problem, so don't worry about changing it.

Jesse Heinig - Keep the OOC knowledge out of IC, and it won't be a problem.

DBH - In my face to face game, I had a core Rogue who switched to Unchained Rogue when it came out, and he found it pretty good. In combat it's very melee oriented as opposed to ranged, so there is that to consider.

bluesman95 - Welcome! PbP moves a lot slower than face to face games, but it allows for some great roleplaying.

Robert Henry - Submit the character using whichever build you prefer, whether Trapper Ranger or other. If we need to drop the archetype after recruitment ends, we can do that.

Seth86 - Aren't we all? :-)


GM Phntm888 wrote:
Robert Henry - Submit the character using whichever build you prefer, whether Trapper Ranger or other. If we need to drop the archetype after recruitment ends, we can do that.

GM is dual-archetype ok?

I originally built Kunala as dual-archetype, Trapper and Falconer which would allow him to have a hawk companion at first level. His horse companions comes through the trait blood steed.


Well I've made my Rogue, Talia Burrows, she's not combat optimized in one area yet. Working on her personality a bit, her background is less sneaky thief and more the person who goes on archeological expeditions as the trap finder.

She took the 'Scholar of the ancients' and the 'Scholar of the great beyond' traits to show her past work and love of history. She may take a level or two of Bard later on if she's picked, for more knowledge skills.

A helpful, attractive half-elf, used to roughing it and dealing with unpleasant things in old ruins. She's in Sandpoint as a vacation before heading down to Magnimar to look for work.

I just need to do a little more buying for her gear and I'll post the crunch tomorrow.


As long as they don't replace the same class abilities, dual-archetype is fine.

I would note that the horse gained through Blood Steed does not advance in level. Eventually you may also get to a point where you're teleporting everywhere and the steed become superfluous, but I love the flavor of the trait. Very appropriate for a Shoanti.


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Alright, I wracked my brain for something fun and decided upon a very weird idea: Aurex the Blessed(Accursed if you're another Kobold, lol), Kobold Paladin(Chosen One Archetype) of Apsu.

Ability Scores:

Strength: 10 (14-4=10)
Dexterity: 14 (12+2=14)
Constitution: 12 (14-2=12)
Intelligence: 11 (11+0=11)
Wisdom: 12 (12+0=12)
Charisma: 14 (14+0=14)

Background & Appearance:

Reviled by his people early in life due to the bizarre appearance of his scales: shimmering gold with opalescent patches, Aurex was touched by the divine beyond his ken.

A band of adventurers raided his tribe's warren almost immediately after he hatched and slaughtered the other kobolds, who were caught off-guard due to bickering over who got to eat the gold-scaled hatchling.

The raiding party's cleric was immediately struck by the hue of his scales and a premature crown of horns and named him Aurex. Whisking the touched kobold to Absalom and presenting him to a travelling coterie of Apsu's followers earned the party a hefty reward and the babe was raised as an adherent to Apsu, Patron of Good Dragons.

Upon maturity, Aurex began training as a champion of his adopted faith and became one of the few Paladins of Apsu.

His crown of horns has become quite striking with a bright ivory coloring and is contrasted by his large eyes of a brilliant blue struck with greens and oranges.

To add to his mystique, Aurex has been blessed with a curiously deep speaking voice. His time in training has granted him empathy, courage, and a host of other traits that other kobolds can hardly comprehend.

Personality & Motivations:

Aurex has learned much in his training and ventured out into the world to do battle against the forces of evil. He yearns to engage followers of Dahak but will settle for any evil-doers.

A bit rash and exceedingly compassionate, Aurex often stuns onlookers with his humility and grace under pressure. The little kobold has yet to encounter his erstwhile kin to fully understand why he is such a striking creature.

Drawn via caravan to the recent rumors of ancient evils and horrific acts of depravity, Aurex finds himself looking for companions to aid him in what he sees as his duty: to scour the world of evil.

The strange floating stone creature calling itself Vox that has been his constant companion for some months now has been urging him to seek out the town of Sandpoint and now hovers close but silent, as if waiting for something...

If this throw together seems interesting enough I'll further flesh him out.


Seth's application

Cerenity:

Cerenity
Female azata-blooded aasimar (musetouched) bard (lotus geisha) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . fighting fan +0 (1d4/×3)
Ranged shortbow +3 (1d6/×3)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1)
Bard (Lotus Geisha) Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—adoration[UC], charm person (DC 18)
. . 0 (at will)—daze (DC 16), lullaby (DC 16), prestidigitation, unwitting ally[APG] (DC 16)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 20
Base Atk +0; CMB +0; CMD 13
Feats Lingering Performance[APG], Spell Focus (enchantment)
Traits altruistic diplomat, eager performer, innocent
Skills Acrobatics +5, Bluff +9, Diplomacy +13, Linguistics +5, Perception +4, Perform (dance) +12, Perform (sing) +11, Stealth +5, Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing)
Languages Celestial, Common, Draconic, Elven
Other Gear chain shirt, arrows (20), dagger, fighting fan[UC], shortbow, belt pouch, fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, 6 sp, 6 cp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Why not. here she is. Ignore whats in her profile, recycled profile :)

She is an entertainer. All her life. Travelled with other entertainers, which included her folks. Since a child she has had a knack for entertaining people. Cheerful. Yes. Thats how she would be described. Cheerful. Yes, she does have a sly, deviously sneaky streak to her, but it is usually all for good fun and games. Being who and what she is, folks usually let her get her way, or even believe some of the outrages stories she tells. But once again, usually for fun or even to defuse a situation. She seldom like to get into physical confrontations, and tries to talk her way out of said situations.


Yup I'm up for it. I ran it also for the beginning of book 4 but the group went poofski since one or two players became unavailable due to that silly thing called money via jobs.


Hmmm. I'd been thinking an Ulfen Bloodrager, but with the wide-open race choices I may rethink that. I love the Kobold paladin idea. That's one I've long wanted to try, but couldn't ever find a game with the right combination of race availability, high stat buy, etc. Decisions, decisions...


Race Undine
Sex Male
Class Witch with Winter Witch Archetype-aiming for Winter Witch prestige class (Ice, Ice, Baby, too cold, too cold)
Background still working
Personality and Motivations still working
Stats still working
Time Zone Eastern


Okay, so I should have included this in the character creation guidelines, but I would like everyone to list what their Favored Class Bonus is. That way I can get all of my math right.

Jesse Heinig:

Isabella looks good.

Since your character was in Sandpoint during the Late Unpleasantness, would you mind elaborating a bit on those events. I'm specifically curious about a few things:

Her reaction to the slayings of Chopper.
Her relationship with the old priest, Father Ezakien Tobyn, who perished in the fire
Her relationship with the old priest's adopted daughter, Nualia, who was also touched by the divine
Her opinion of Nualia's apparent resentment of her heritage and her dislike of how the townspeople fawned over her.
Her reaction to Nualia's inexplicably being locked in her room in the Cathedral all the time in the months leading up to the fire.
Her relationship with the current head priest, Father Abstalar Zantus.

Laufey Gemshrike:

Very interesting. I can see why some GMs consider the Arcane Bloodrager bloodline overpowered. Fortunately, my face to face game included a Fighter who ticked off many of those anti-caster checkboxes, so I actually do have some idea what I'm getting into with it.

Your submission looks good. I'd like you to work the Monster Hunter trait in there, since I didn't see it really referenced (I may have missed it, though).

Cerenity:

I see why you said ignore the profile. A Red Mantis Assassin would not be particularly appropriate for this AP.

Your Point Buy seems off. By my count, before racial modifiers (+2 Dex, +2 Cha), it looks like you've done a 27 point buy instead of a 20 point buy. (10, 14, 12, 12, 11, 18). An 18 on its own costs 17 points, which doesn't leave much for the rest of your stats.

I'd like a bit more on backstory on her. Why is she in Sandpoint, what lands has she traveled to? Does she come through Sandpoint often, or is this her first time there? Is her family with her, or is she on her own? Is the rest of the troupe with her? Are they a troupe of Varisians, or do they hail from farther lands?

I ask because I like being able to work player backstories into the game. Increases the feeling of involvement.

A note RE: Kobold Paladins - I will likely only take one, if any, because that's an unusual enough combination that seeing one should be a once-in-a-lifetime event, let alone two in the same party. Please keep that in mind for your submissions.

stormcrow27 - I shiver with anticipation. Remember that heavily focusing on one element does make it easy for a well-informed enemy to effectively negate a good chunk of what you can do.


Oh, I wasn't planning on doing one. If I submit a Kobold (which is itself unlikely), it'd probably be an Oracle, Sorcerer, or something like that. Something that minimizes the Kobold's terrible strength.

Liberty's Edge

Dotting and planning... I might make a Kitsune Oracle, with a liberal amount of Magical Tails to kick evil and look cool doing it.
Kitsunes should be around 10-12 RP, and allow alluring allitteration through shapeshifting shenanigans.


GM:
This is the second time I've entered Laufey for a ROTRL campaign. She wasn't chosen for the first one. The first time around I chose Giant Slayer as her campaign trait and modified the write up on it to fit her background: She learned about giants and their kin from her father, who taught her how to use weapons. It wasn't so much to turn her into a "giant slayer" as it was simply the sort of thing everyone must know if they're going to survive in the far north.

The new version I made removed the destroyed Varisian village elements, and made it much more a background set of skills. I could use that one instead if you like that approach. Monster Hunter and Giant Slayer seem to me to be about equivalent in their usefulness so I'm fine with either of them.

Monster Hunter would need to be reworked a bit as well. Laufey isn't particularly brilliant, and the idea of a studied expert on aberrations and magical beasts doesn't really fit. I would do this instead. Her time being trained and instructed by her mother allowed her to pick up useful bits and bobs of information she can apply when needed for such creatures. She's canny and intuitive rather than encyclopedic, and can make a little bit of information go a long way. It makes the trait fall in line with her eventual spontaneous casting. She doesn't know how she knows, but she somehow does know when she needs to. If you'll forgive the analogy, when it comes to handling weird things, she's of the Buffy Summers school, not Kendra Young's. She can nail the landing without endless study and practice.

As for coming to Sandpoint, she's actually found that she likes Varisians quite a lot after spending some time with them. They're fun, and it gives her room to loosen up a bit when she's around them compared to the people she's used to. She's heard plenty of tales from them about this or that fantastical creature, and had begun to realize life as a caravan guard will always be a hand-to-mouth existence. She's found she's "good at" figuring out creatures sculpted by magic, and decides that putting a couple or three heads on the wall would be a way for her to gain some notice and move up a little in the world. Reputation Reputation Reputation. :)

If you have a preference for either of the approaches to a campaign trait, I'd be perfectly content to adopt it.

Grand Lodge

Combat stamina?


Hi Phntm! Definitely interested. Would it be okay to play a Zen Archer but with the Unchained Monk? :)

Sovereign Court

GM Phntm888:
Some points regarding the Late Unpleasantness for Isabella!

* Isabella was dismayed and disgusted by the Chopper events - she has trouble understanding how someone can become so bent. She recognizes that everyone deals with tragedy in their own way, but the murders caused her a good deal of grief. As a local, she knew these people, she did business with them, they were her friends. It was a very frightening time, especially because it was extremely early in her first steps on the path to becoming a cleric. This tested the embrace of her faith; how many tragedies does one person have to face in life?

* Isabella had a distant relationship with Tobyn. While they shared similar ethical goals, Isabella has always had some difficulty with the Desnan faith - to her, dreams are not as important as dealing with the reality of what is happening to people in the physical ("real") world. Tobyn's decision to foster Nualia meant that Isabella saw in Tobyn a reflection of her own parents, but she wonders if some of Nualia's resentment stemmed from Tobyn having overbearing expectations for his heavenly foster daughter. Isabella did mourn his loss in the fire, and was shocked at the destruction wrought in the town.

* Isabella saw Nualia like a cousin, albeit a troubled one. The two never seemed to agree on their callings. To Nualia, the attention fawned upon her by people was unwanted; to Isabella, when people came to her for blessings and guidance, it was an opportunity for her to try to make their lives better. In a way they were opposite forks on the same path: Nualia tried to reject her heritage and bitterly resented it; Isabella saw it as something to be embraced, through both pain and joy, as a life experience. While the two never fought, they were never on good terms - Nualia thought it was unfair that Isabella seemed to have a "better life without all the fawning and demands and pressure" (a counterfactual statement, given what happened to Isabella's family) while Isabella could never figure out how to reach her erstwhile "cousin" and get her to move on from her tragedies and grow from them.
NOTE: In real life I have a cousin who became a cocaine addict, so this is perhaps a slightly familiar thread for me.

* When Nualia was locked away, Isabella tried to visit her, but Father Tobyn blocked this attempt. Isabella never did figure out what was wrong, whether it was an illness, a long siege of melancholy, or Tobyn trying to control Nualia to "correct" her. Isabella also had to face the queries of the townsfolk who concocted all manner of rumors about the situation - no, Isabella wasn't going to go into seclusion too; no, it wasn't because this was how they get their angel wings; no, Isabella wasn't sick, it wasn't some kind of evil plague that was taking away the god-touched and divine first.

* Isabella's relationship with Father Zantus is much better than her connection to Tobyn. Zantus' multidenominational leanings make it easier for Isabella to approach him and deal with him on religious matters (even if her own faith is considered a very fringe one). She is a supporter of the new cathedral project and very excited by the prospect that many different faiths can come together to achieve good things for the community.

Let me know if there are any more questions!

Liberty's Edge

Dotting! Plan to submit a Sensate Fighter, an aspiring monster-hunter of the Varisian region, looking to put her training at the hands of a master bounty hunter to the test!


Yup, but the witch has other attack magics, and the winter witch also can overcome cold resistance and immunity. Plus we get hexes, and hexes is the bestes of them precious.


Sapiens - By my estimation, a Kitsune would be worth 10 RP, so they're fine.

Laufey - The second interpretation fits the flavor of the character most, so please use that.

Raltus - I'm playing it by ear on that one. If I use it, I will likely lean towards making it Fighter Only.

The Chess - Zen Archer okay, Unchained Monk okay, but the archetype cannot be used with the Unchained Monk. The Zen Archery feature (use Wisdom to make ranged attacks with a bow) replaces the Monk's maneuver training, which the Unchained Monk does not have.

Jesse - Thank you very much for that.


Orannis - That is a fascinating archetype I didn't even realize existed. It looks genuinely intriguing.

stormcrow27 - So I read, but I still feel obliged to warn you.

Completed Submission List
Jesse Heinig - Isabella Monstrance, Aasimar Cleric
rdknight - Laufey Gemshrike, Half-elf Bloodrager

In Progress
DBH - Talia Burrows, ? Unchained Rogue
Robert Henry - Kulana, Human (Shoanti) Trapper/Falconer Ranger
Vetus Relator - Aurex the Blessed, Kobold Paladin (Chosen One) of Apsu
Seth86 - Cerenity, Aasimar (azata-blooded) bard (lotus geisha)

Interested
stormcrow 27 - Undine Witch (Winter Witch)
Ouachitonian
Sapiens - Kitsune Oracle?
Raltus
The Chess - Zen Archer/Unchained Monk?
Orannis - Sensate Fighter


GM Phntm888 wrote:
Okay, so I should have included this in the character creation guidelines, but I would like everyone to list what their Favored Class Bonus is. That way I can get all of my math right.

Kunala's class bonus will be +1 hp,, a minor caveat my time zone is EST but I will be doing most of my posting in the wee hours of the morning,

Speaking of which, I should have Kunala's sheet posted tonight, eer I mean tomorrow morning.

Grand Lodge

Urlog:

Urlog Gunnar
Male half-orc fighter (siegebreaker) 1 ( Pathfinder Player Companion: Heroes of the Street 11)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +4
—————
Defense
—————
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee armor spikes +4 (1d6+3)
Ranged javelin +1 (1d6+3)
Special Attacks breaker rush
—————
Statistics
—————
Str 17, Dex 11, Con 14, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Combat Stamina, Spiked Destroyer
Traits giant slayer, linebreaker (belkzen), steel skin
Skills Acrobatics -5 (-9 to jump), Bluff +0 (+1 vs. giant subtype creatures), Craft (blacksmith) +4,
Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Perception +4 (+5 vs. giant
subtype creatures), Profession (soldier) +5, Sense Motive +1 (+2 vs. giant subtype creatures), Survival +5;
Racial Modifiers +2 Intimidate, +2 Perception
Languages Common, Giant, Goblin, Orc
SQ orc blood, spiked destroyer
Other Gear armor spikes chainmail, javelin (2), bedroll, belt pouch, flint and steel, hemp rope (50 ft.),
masterwork backpack APG, mess kit UE, pot, soap, trail rations (5), waterskin, 41 gp, 1 sp
—————
Special Abilities
—————
Breaker Rush (3 damage) (Ex) When bull rush or overrun foes, deal damage to foes.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Spiked Destroyer You can attack with your armor spikes while using bull rush or overrun.
Prerequisite: Proficient with armor spikes.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack
Spiked Destroyer [Combat Trick] Spend 4 stamina post bull rush or overrun to use Spiked Destroyer as
free act.


I will update her story later today. Just after 12am here

GM:

I chose an extra +2 CHA instead of the SLA as you mentioned in the character gen section. I plan on making her a huge flirt. =^^=

Grand Lodge

Fluff:

Urlog was trained for 1 thing and 1 thing really well, to break the lines of humans who stood in his way. He was the bastard son of a lesser Orc Chief who is no more. Urlog was drafted into larger clan even as only a half-human (as the Orc's like to put it) he was still large like his fellow line breakers. Urlog was good at his job, very good, he smashed and crashed using his armor and his speed as his weapons.

One day while preparing for an assault against the humans, Urlog questioned his Band Leader why they must always fight the Humans. Urlog was beaten unconscious for his question, he later woke on the border to Last Wall, he was stripped of all his possession save some under clothes and his families great helm that he wore. He ventured into Last Walls boundaries, knowing that he could be a displaced Half-Orc seeking asylum. He made his way though the county even signing on with a Merc band who was pushing Bandits raiding out of the Forests in the south.

He stayed with Merc band for a few years, venturing to Varisia to see the great cities there. After a while he heard of Giants raiding towns in Varisia, Urlog made his way there to help combat enemies he had grownup around. He lead many sorties against the Giants, slaying many with Merc band. After a while they continued to head south, his band continued back towards Last Wall but Urlog knew that if he were to pass through Belkzen again with the band he would endanger them more than if they were alone. He decided to stay in Sand Point as they seemed to have a goblin problem and Urlog thought maybe he could bring the goblins to heel and make them productive.

Sovereign Court

Forgot a couple background/personality bits - will update sheet.

GM Phntm888:

* Isabella is very tactile - she likes to hold and touch things, and she likes to give and receive hugs from her friends and relatives. (This is generally a bad trait in adventurers, but...)
* She currently supports herself as a healer (helping out Hannah Velerin at Hannah's) and also acts as a sort of sounding board for townspeople who are having hard times (in modern terms, a grief counselor, though that sort of official title/profession probably doesn't exist in Golarion).


Raltus:

I can't find Linebreaker. Could you link the trait for me?

What is your favored class bonus?

Since you seem to have a good chunk of gold left over, may I suggest picking up another weapon? In case you fight something that has resistance against piercing damage. A battleaxe or longsword, perhaps? Your call in the end.

Cerenity:

Ah, I see. Now the math adds up correctly. Favored class bonus?


Alright, still polishing out the finer details but the bulk of the groundwork is done and his background and motivations in Sandpoint were already expounded fairly well in the initial post. I will still include a more exhaustive background when I get the opportunity.

This is the alias for Aurex. I still have to crunch the numbers with his inventory and add a spoiler with details for his Emissary Familiar(Vox the Ioun Wyrd).

I'll be finishing the remaining details over the next two days.

Grand Lodge

Orc trait

Favoured class bonus is Skill

I will pick up a Hand Axe and Hammer and silk rope


Rebuilding as a simple unchained monk, no archetypes. :)

Sovereign Court

Incidentally, if anyone else is playing a Sandpoint local, I'm all for shared character background elements with Isabella. :)


Alright thanks! I'll rewrite to merge Monster Hunter more completely.

Did you have an opinion on adding primalist as well as urban for archetypes?


Here is a more completed Talia Burrows. Half-elf Rogue.

Talia:

TALIA BURROWS

Female Half-Elf (Varisian) rogue 1, CG medium humanoid (elf, human)

Init +6; Senses Low-Light Vision, Perception +9,

Languages Common, Cyclops, Draconic, Elven, Osiriani, Thassilonian, Varisian

AC 15, touch 12, flat-footed 13, hp 9, Fort +1, Ref +4, Will +0, +2 vs. enchantment spells and effects

Ranged light crossbow +2 (1d8/19-20)
Melee rapier +2 (1d6+1/18-20)

Base Atk +0; CMB +1; CMD 13

Atk Options Sneak Attack 1d6,

Abilities Str 13, Dex 15, Con 13, Int 16, Wis 10, Cha 12

Special Qualities Adaptability, Elf Blood, Elven Immunities, Finesse Training, Keen Senses, Low-Light Vision, Multitalented, Trapfinding,

Feats Improved Initiative, Skill Focus (Perception), Weapon Finesse

Skills Acrobatics +5, Appraise +3, Artistry +3, Bluff +5, Climb +4, Craft (Untrained) +3, Diplomacy +5, Disable Device +6, Disguise +1, Escape Artist +1, Fly +1, Intimidate +1, Knowledge (History) +8, Knowledge (Local) +7, Perception +9, Perception (Trapfinding) +10, Perform (Untrained) +1, Ride +1, Sense Motive +4, Sleight of Hand +5, Stealth +5, Swim +4,

Possessions studded leather; outfit (explorer's); thieves' tools; rapier; Light Crossbow ;

Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex)

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Scholar of the Great Beyond (Knowledge (History)) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Sneak Attack (Ex)

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Fluff:

Talia grew up loving history and exploring the countless old ruins that lay all around the Varisian landscape. She would practice on any lock or trap she could find, and would come home covered in dirt and dust from scrambling through local ruins.

She lives in Magnimar and hires herself out as a specialist for the many expeditions that explore Thassilonian sites.

Talia is a slender, tanned Half-elf woman, cheerful and friendly. With thick black hair tied back practically and warm green eyes.

She enjoys travelling, meeting new people and the thrill of finding something long lost. Working as a trapfinder on expeditions has made her very perceptive. She can handle herself in a fight, and survive in the wilds, but prefers to work with people who bring skills to the table.

Talia hates people who are destructive, cruel, or enjoy fighting for no other reason than a love of violence.

She's taken the two scholar traits, Scholar of the Ancients for her campaign trait, and Scholar of the Great Beyond for Knowledge History.


Jesse Heinig wrote:
Incidentally, if anyone else is playing a Sandpoint local, I'm all for shared character background elements with Isabella. :)

Not a local. But a regular. Id be happy to share =^^=


GM Phntm888 wrote:

As long as they don't replace the same class abilities, dual-archetype is fine.

I would note that the horse gained through Blood Steed does not advance in level. Eventually you may also get to a point where you're teleporting everywhere and the steed become superfluous, but I love the flavor of the trait. Very appropriate for a Shoanti.

GM Phntm888 this is RH's Shoanti ranger, (trapper/falconer)

The class abilities do not overlap.

I like the flavor that both the horse and falcon add. Neither were selected for their "combat" skills and both can be left to roam. So leaving them for a period of time will not be an issue.

Is there anything else that you would like to see or know?

Also, I was looking for a language (on Google translate) for Shoanti, I was hoping for something similar to a native American language, but I am having no luck. Does anyone have any recommendations?


Kunala wrote:


Also, I was looking for a language (on Google translate) for Shoanti, I was hoping for something similar to a native American language, but I am having no luck. Does anyone have any recommendations?

Maybe Maori, Samoan, Hawaiian, or possibly Swahili? They all seem to have an overflow of syllables that would make for fun times. Hell, maybe even separate tribal dialects?


Took the +1 HP
Time Zone : GMT+2

When i go home i will edit profile to reflect the character =^^=

Grand Lodge

My time zone is EST -5:00 Ontario, Canada


Alright, I feel like I've finished the alias but I could have missed something. Figured I'd crush the remaining I had left before passing out for work tonight.

Also, I'm EDT Melbourne, FL.

Liberty's Edge

I'm new to all of this but would love to get in on this game to really learn the ropes and figure it all out. Lincoln is a level 1 Gunslinger. Link to those close to him. I will post again with backstory, stats, etc.

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