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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dwilhelmi:

That's fine with Hero Lab's carrying capacity. It's weird that I checked Archives of Nethys and yet couldn't fine it. I must have just missed it. Ah, well.

Everything else looks good. Please make sure to note the Favored Class Bonus in the stat block (it annoys me that HeroLab doesn't automatically list it, but that's more pet peeve than anything).

Something I forgot to ask: There is a Thassilonian scholar in Sandpoint named Brodert Quink, who has a rather strange theory. He believes that the Old Light in Sandpoint is not, in fact, an old, ruined massive lighthouse, but an ancient weapon that could hurl fire great distances. Would Rasmorn be familiar with him, and what does he think about this strange theory?

Completed Submission List
Jesse Heinig - Isabella Monstrance, Aasimar Cleric
rdknight - Laufey Gemshrike, Half-elf Bloodrager
Raltus - Urlog, Half-Orc Fighter (siegebreaker)
The Chess - Roet Heineous, Half-Orc Unchained Monk
Vetus Relator - Aurex the Blessed, Kobold Paladin (Chosen One) of Apsu
Robert Henry - Kunala, Human (Shoanti) Trapper/Falconer Ranger
SAMAS - Bellis Aleste, Halfling Alchemist (Construct Rider)
DBH - Talia Burrows, Half-Elf Unchained Rogue
Sapiens - Mamise Iwani, Kitsune Oracle (Spirit Guide)
Bringer of Stories - Imoya, Ifrit Sorcerer (Crossblooded, Fire Elemental/Red Dragon)
Xunal - Jago Ostwig, Halfling Arcanist
rungok - Yasu the Blue Hood
Demon Lurking - Ellerion Lanethriellyn, Elven Investigator (Empriricist)
Aldizog - Aroden the Returned
Simeon - Amhanar Vadaresh, Psychic (Formless Adept)
CrusaderWolf - Kargas Stormscar, half-orc Bloodrager (air elemental bloodline)
Tharasiph - Tanrov Shadow-Graxt, Tiefling Inquisitor
Dawnic - Leanor Kandelu, Half-Elf Inquisitor (Living Grimoire)
Orannis - Wenona Ordescu, Human Fighter (Sensate)
Seth86 - Cerenity, Aasimar (Azata-blooded) bard (lotus geisha)
haruhiko88 - Kordin III, Human Brawler
F. Castor - Joneth Revane, Half-Elf Swashbuckler (Inspired Blade)
nate lange - Baldric Moore, Human Fighter (Lore Warden, Martial Master)
Gnomezrule - Kitster, Catfolk Slayer
Rostam - Karrick Taro, Orc Ranger (Guide)
dwilhelmi - Rasmorn Nikas Nesvyn von Natterhorn, Gnome (Bleachling) Wizard (Conjurer)

In Progress
Jovich - Cade Goodbarrel, Halfling Swashbuckler (Inspired Blade)
Grizzly - Noirin Runesong, Aasimar Brawler (Shield Champion)
CircadianRythms - Arliden, Aasimar (Azata-blooded) Bard

Interested
stormcrow27 - Undine Witch (Winter Witch)
Lincoln Reynolds - Gunslinger
Spazmodeus
Narrater

Sitting pretty at 33 dots, with most submissions ready to go. Remember, Recruitment closes to new players at 11:59 PM EST tonight, so those who are interested have only about 7 hours left to get on the list!


GM:
Rasmorn would most certainly know of him, and would likely have sought him out at some point for a discussion about Thassilonian history. Rasmorn would most likely have tried to visit anybody anywhere in the region that might be able to shed light on the Thassilonians, given how big of a passion it is to him.

Likely, Rasmorn would not dismiss the theory, and would seriously consider it. However, he would ultimately decide that he disagrees with this interpretation. The use of a woman likeness, particularly with the one bare breast, indicates nourishment and care far more than it does any sort of violent action. Given the nature of the light, pointing out to sea like it does, there is just nothing there that would give the indication it is a weapon. Is it possible? Certainly. With the inaccessible door at the base, it certainly seems like it is more than just a simple lighthouse. However, without more evidence available, he would not be convinced.


@Dawnic: You...I see what you did there.


GM:
You are quite correct, it looks like I calculated incorrectly. I dropped a point of Dexterity, which should I think make the character legit attribute-wise.

Good point regarding the noble clientele; I altered the backstory somewhat, adding in a move to Magnimar. The character would have began his training when he was about seventeen, and been at the bardic college for approximately five years. Before returning for the Swallowtail Festival, he would have been conducting some research on the Thassilonian Empire.

The favored class bonus was an extra HP, for 10 total HP.

Yeah, Linguistics was for Celestial. Bonus languages from Intelligence were Abyssal and Goblin. Thassilonian is from the trait.

Let me know anything else you have questions on or if my sheet is out of order!


dwilhelmi - Sounds good. I like it.

CircadianRythms - Everything looks good.

So, earlier I should have said 8 hours not 7. Regardless, there are now a little over 3 hours until new recruitment closes!


Been following this for a while, glad I checked in tonight and saw deadline changed. I'm working up my PC now.


GM Phntm888:

Having some attachment to Sandpoint will not be a problem. Although I did not explicitly state it in the characters background, I was thinking that Noirin would have spent some time there, probably long enough for her to get to know her relatives and grown fond of the town. This would be why she would have chosen it as the place where she would want to settle down and try and start her own business.

I'll add something into the background to this effect.

Was there anything else? I know that we're getting down to the wire and the final selection and just want to make sure that I'm in serious contention for a spot. :)

Updated character link


Menus

Here is the character sorry for taking so long to get something up. still doing some touch up on him and filling out background stuff I am not fully happy with.


David's Bard... In progress


I was interested in joining as well and I've been thinking up a tiefling wizard. But I don't think I'll be able to work on the character before Thursday.


As long as you posted a dot before 11:59 PM EST, you have until Friday, September 30 to finish up your submission, unless everyone has posted their final submissions before then.


Gm:
I picked the favored daughter trait, which is nifty. Would the bonus to knowledge local by any chance apply to Kordin's lore (Sandpoint)?


Grizzly:

Looks good to me. You should have a chance at contention.

Narrater:

Which city was he born and raised in?

Where did he travel with his uncle and the group during his training?

Has anything specific brought him to Sandpoint, or does he just happening to be passing through as the time for the Swallowtail Festival arrives?

Why Lamellar instead of chain shirt? Since Lamellar is considered an Eastern armor in Pathfinder, I'd like to know how he got such an exotic armor.

What three spells did you choose to go with the Lore Seeker trait? Please include them in the stat block.

Where is his Favored Class Bonus going?

Ajax Samulkin:

I see it is still in progress. Please note that Varisian ethnicity does not get you the Varisian language for free.

Don't forget to choose your Background Skills and spells.

He seems a very atypical bard. Could be interesting.

What language is his tattoo in?

Kordin:

Sure, why not?


GM:
It seems like you're already reviewing characters... Do I have any chance of being chosen as I am right now? Would expanding his background make a worthwhile improvement to my chances? I don't really want to change my background but I could add more details: about my time in the military academy, about who my parents are and where they're from, etc.


Baldric Moore:

I've been reviewing characters as they've been submitted. Some have had errors I've pointed out to them - Point Buy, missing skill point, etc., and others have made mechanical choices that haven't been well-reflected in their backstory - or have had holes in their backstory that didn't quite fit with the existing lore.

The fact I didn't have any comments for you means that your mechanics were spot on and your backstory made sense. That being said, if you were to expand on your time at the military academy, it certainly won't hurt your chances.


GM:
I picked background skills based on backstory, took some spells and picked languages.

I thought for some reason that humans got a regional language, so I'll just use linguistics to pick up Varisian.

Having gotten the tattoo locally it is Thassilonian, unless you think there is a better fit.

Hoping I'll get to play him, been thinking about the pc on my ride into work for the past two weeks:)

Can the human fcb add cantrips onto spells known?


Ajax:

Apparently, humans getting a regional language is something that happens, but it's nothing I've ever heard of before, so I'm not doing it.

Thassilonian is fine, I was just curious.

I see no reason the human FCB wouldn't apply to cantrips, seeing as they are at least one spell level lower than the highest spell level you can cast.

Completed Submission List
Jesse Heinig - Isabella Monstrance, Aasimar Cleric
rdknight - Laufey Gemshrike, Half-elf Bloodrager
Raltus - Urlog, Half-Orc Fighter (siegebreaker)
The Chess - Roet Heineous, Half-Orc Unchained Monk
Vetus Relator - Aurex the Blessed, Kobold Paladin (Chosen One) of Apsu
Robert Henry - Kunala, Human (Shoanti) Trapper/Falconer Ranger
SAMAS - Bellis Aleste, Halfling Alchemist (Construct Rider)
DBH - Talia Burrows, Half-Elf Unchained Rogue
Sapiens - Mamise Iwani, Kitsune Oracle (Spirit Guide)
Bringer of Stories - Imoya, Ifrit Sorcerer (Crossblooded, Fire Elemental/Red Dragon)
Xunal - Jago Ostwig, Halfling Arcanist
rungok - Yasu the Blue Hood
Demon Lurking - Ellerion Lanethriellyn, Elven Investigator (Empriricist)
Aldizog - Aroden the Returned
Simeon - Amhanar Vadaresh, Psychic (Formless Adept)
CrusaderWolf - Kargas Stormscar, half-orc Bloodrager (air elemental bloodline)
Tharasiph - Tanrov Shadow-Graxt, Tiefling Inquisitor
Dawnic - Leanor Kandelu, Half-Elf Inquisitor (Living Grimoire)
Orannis - Wenona Ordescu, Human Fighter (Sensate)
Seth86 - Cerenity, Aasimar (Azata-blooded) bard (lotus geisha)
haruhiko88 - Kordin III, Human Brawler
F. Castor - Joneth Revane, Half-Elf Swashbuckler (Inspired Blade)
nate lange - Baldric Moore, Human Fighter (Lore Warden, Martial Master)
Gnomezrule - Kitster, Catfolk Slayer
Rostam - Karrick Taro, Orc Ranger (Guide)
dwilhelmi - Rasmorn Nikas Nesvyn von Natterhorn, Gnome (Bleachling) Wizard (Conjurer)
Grizzly - Noirin Runesong, Aasimar Brawler (Shield Champion)
CircadianRythms - Arliden, Aasimar (Azata-blooded) Bard
David Bross - Ajax Samulkin, Human Bard

In Progress
Jovich - Cade Goodbarrel, Halfling Swashbuckler (Inspired Blade)
Narrater - Menus, Half-Orc Magus (Hexcrafter)

Interested
stormcrow27 - Undine Witch (Winter Witch)
Lincoln Reynolds - Gunslinger
Spazmodeus

All but 5 submissions complete. If people get their submissions up quickly, I may even be able to start picking players this weekend.


Submission good to go. Central time zone (GMT-4 or -5). Changed hp fcb to another spell known.


GM Phntm888:

GM Phntm888 wrote:
Which city was he born and raised in? + Where did he travel with his uncle and the group during his training?

I left these intentionally vague to allow things to be added later in campaign to build GMing hooks from but if you want I can add cities and areas in the background.

GM Phntm888 wrote:
Has anything specific brought him to Sandpoint, or does he just happening to be passing through as the time for the Swallowtail Festival arrives?

The timing is coincidence but the selection of sand port was due to the relative nearness of ruins to the town

GM Phntm888 wrote:
Why Lamellar instead of chain shirt? Since Lamellar is considered an Eastern armor in Pathfinder, I'd like to know how he got such an exotic armor.

I didn't think Lamellar was an exotic armor since it was historically used throughout Europe, Asia, and the Middle East. I was using the Ultimate Equipment guide when selecting equipment and it didn't indicate it as a "Eastern Armor" if its a problem I can change it probably to studded leather. I selected it mainly because I figured it would fit a band of mercenaries that would have to take care of there own armor while on the road sometime with little support.

GM Phntm888 wrote:
What three spells did you choose to go with the Lore Seeker trait? Please include them in the stat block. + Where is his Favored Class Bonus going?

Over site on my part will get those added.

Narrater wrote:
I did wish to ask how you would rule on a couple of Trait, Feat and spell interactions.

the first is the Helpful trait and Swift Aid Another feat. I see it as providing the full +3 benefit when using a swift action for aid another. I was mainly thinking of using it to provide a little martial support while hexing since it fits the Magus's style of casting and attacking in the same round.

The second is enforcer + frostbite spell when used with Spellstrike. most DM's I have played with permit the frostbite nonlethal damage to enable the enforcer feat but not everyone so I wanted to check first.

And lastly I was thinking of taking the additional trait feat later on and wanted to see if that would be ok. I am asking the questions up front because I see them as important to how the character will eventually play.


@GM Phntm888 - I reposted everything about Karrick for your convenience. My answers to additional questions asked are the bottom four spoilers.

Karrick Tarro Back Story:

Karrick Tarro is an orc who came on a raid from the Hold of Belkzen when he was far to young to be of any use in it. He had simply been caught up in the moment and ended up here in Varisia. Getting lost from the raiding party, Karrick ended up fending for himself in the wilds of Varisia.
Eventually, he encountered a settlement, so small as to have no name. He ventured in and eventually found work for a small amount of food and a place to sleep, after braving the small amounts of abuse and fear the towns folk had for him. This arrangement went on with various people in the town, who needed his strength but who were not quite comfortable with the orc.
After a year in the hamlet, Karrick was out side of town felling trees for the local cooper. He heard shrill voices coming from the edge of the forest, maybe a hundred feet away. Grabbing his ax and going to investigate, Karrick found a small group of goblins, maybe 10 in all. Crying out and yelling to raise the alarm, Karrick started back to the hamlet at a run, wanting to get everyone safe inside the buildings.
At the edge of the town, Karrick looked back and saw the goblins about half way from the forest to the town, and he turned around now that the alarm was raised. He braced himself and prepared to do what he could to slow the marauders. Gripping his ax, Karrick moved towards the goblins and began to fight as best he could, though it was not pretty.
After a series of exchanges, Karrick managed to slay a goblin, though was quite injured in the process. Turning he saw the others had managed to set fire to the few buildings in the hamlet, though the townsfolk had made it off down the road.
With arms filled with loot, the remaining goblins came out from the burning buildings and saw Karrick standing over the body of their slain comrade. Dropping their goods, they pulled their weapons and rushed him. Karrick ran, trying to get to the road and go the opposite way of the townsfolk, wanting to lead the goblins away before he died. Before he made it vary far, they cut him off and so he fought. After bringing a second goblin down, the others over powered him and he sunk to his knees beginning to topple over. As he blacked out he could hear the cries of men entering battle, the twang of arrows and the beat of hooves.
Upon waking, Karrick was in the company of three men beside a fire. Their cloaks and clothing flecked with blood and their mounts tied up a dozen feet away. Upon the mens cloaks a bow an arrow was emblazoned.
Noting he was awake, one of the men turned to him, "I am Carl, my companions are Eric and Joshua. We would like to hear the story of the orc who protects a hamlet of humans"
Clearing his through, Karrick recites his story, being given food and water while he does so. Upon completion of the story, Carl speaks again,
"Given what you've told us, we should move on soon, to get to the townsfolk you say got away. After that, I would like you to come with us, you are a good fit for the ways of Old Deadeye"
Over the next week, Karrick had Carl explain more of Erastil, and decided he liked it. Under Carl's tutelage, Karrick grew stronger and more competent, though he still favored the axe over the bow. After a few years under Carl's tutelage, Karrick ventured out on his own to see the construction of new cathedral in Sandpoint and lived there for a few years making the town his home. He is now very excited to see it in its completed state...

Karrick Tarro Stats:

Male Guide Ranger 1 (Worshipper of Erastil)
LG Medium Humanoid (Orc) 
Init +4; Senses Darkvision 60, Perception -1 
-------------------- 
Defense 
-------------------- 
AC 18, Touch 16, Flat-footed 12 (+6 Armor, +2 Dex) 
hp 12(1d10+2) 
Fort +5, Ref +4, Will +1
Defensive Abilities Ferocity
Weaknesses none
-------------------- 
Offense 
-------------------- 
Speed 30 ft. (20ft in armor)
Melee  Greataxe +4 (1d12+4 /x3) or Dagger +4 (1d4+3 19-20/x2) or Light Flail +4(1d8+3 /x2)
Ranged  Longbow +1 (1d8+3 /x3) or dagger +1 (1d4+3 19-20/x2)
Special Attacks Ranger's Focus

-------------------- 
Statistics 
-------------------- 
Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 7 
Base Atk +1; CMB +4; CMD 16 
Feats  Power Attack
Traits  Student of Faith, Reactionary(+2 initiative), Life of Toil (+1 Fort)
Skills(6 Ranks, 1 FCB, 2 BG skill ranks, ACP-6)  Climb 7 (1 rank), Knowledge (Dungeoneering) +4 (1 ranks), Knowledge(History) +1 (1 BG skill rank), Knowledge (Nature) +4 (1 ranks), Knowledge (Religion) +1 (1 ranks), Linguistcs +1 (1 BG skill rank) Perception +5 (1 ranks), Stealth +6 (1 ranks), Survival +5 (1 ranks) 
Languages Common, Orc, Varisian
SQ Ferocity, Weapon Familiarity (Greataxes/Falchions/Orc weapons), Dayrunner, Track, Wild Empathy
Combat Gear Great Axe[12 lbs], Longbow[3 lbs], 40 arrows[6 lbs], dagger x 5 [5 lbs], Light Flail, chainmail [40 lb]
 Other Gear 1Rangers Kit(includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)[28 lbs], silver holy symbol 1 gp

Appearance and Personality:

Appearance

Karrick is about average Orc around 18 years old with darker green skin, standing 6'3 and weighing 265 lbs. He is well built and muscular, though edging toward the looking lean instead of over built.

Karrick as scars on his hands, arms, chest, face, back and legs from both growing up in the rough atmosphere Orc tribes are and from the common labour he did to support himself after he left.

Personality

Karrick is quiet, as others usually seem wary of him and he wants them to have their peace and comfort. He is always willing to help others, though they may not always want his help. He is not good with words and says the wrong thing, or is ignorant of local customs more often than he would like.

Karrick also takes his faith very seriously, and is an ardent supporter of Erastil. He will try to defend the faith and faithful as best he can, as well as the rest of the community of Sandpoint, for while they may not all like him he sees them all as worthy of his protection, and so that he can start to make up for all the wrong his race has done to others.

Integrating into Sandpoint:

Karrick's initial attempt at joining life in Sandpoint was difficult. The general pushback by the public made him think twice about it, and so he spent his first year in the area camping out amongst the outlying farms, dealing with what troubles arouse to prove his good intent and being deferential and polite to all he met, regardless of how they treated him. Occasionally this pattern would wear on him, testing his patience and when it did, Karrick would retreat into the hills or forests surrounding the area to let his patience return to him.

After a bit more than a year of this, the people were noticeably less hostile and so he deemed it time to try to integrate into the town again. This time, though many were still hostile, enough people had heard of the strange orc that he could generally do business without much trouble. On his second entry into Sandpoint, both Kendra Deverin and Belor Hemlock made a point of approaching him to warn him off of causing trouble, but other than that they left him alone.

Since his first accepted entry into Sandpoint, Karrick has returned when he needed/desired to, always trying to be gracious in the face of the peoples dislike of him, though still lived out side the town. On a few occasions he set himself back by becoming angry with the townsfolk. In these instances, Karrick would make amends as needed and then visit the cathedral to pray for guidance, and do his best to keep his name as a calm and collected individual intact. On every journey to Sandpoint, Karrick made it a point to visit the new cathedral being build, marvelling at its construction and awaiting its completion...

Quick timeline summary, Karrick spent 1 year entirely outside Sandpoint and two years occasionally venturing into Sandpoint a few time a month but generally staying in the outlying farms. He calls Sandpoint home but that is more due to it being the closest town than actually living there

Interactions with Shalelu and other people:

Any interaction with Shalelu would have been very non-confrontational on Karrick's end, doing what he would need to to deescalate any situation with her. He would treat her with respect due to what she does and offer to help if she would allow it. Karrick is open to a chance at any form of friendship she would offer and would be willing to coordinate travelling based on her suggestions to protect as much of the area as possible.

Unrelated to Shalelu, Karrick would also inform Kendra and Belor of his willingness to help if the opportunity presented itself, and would do so for no/minimal reward.

Karrick would also try to foster good relations with Ameiko and Jargie, to make visiting the inn or tavern a more comfortable experience. He would do this so that he can bot enjoy a drink/the atmosphere and so that he could listen to gossip in the establishment so that he could better be informed about the needs of the town and surrounding area.

For other notable individuals and the rest of the population, Karrick would try to avoid those his presence upsets, mainly to keep things calm in the area around him, and would try to make friends with those he could.

Karrick's Code:

I also envision Karrick having the following ideals to support and give direction to his lawfulness, the code is almost entirely the Erastil Paladin code as per the Archives of Nethys with a few changes as noted below

- My community comes first, and I will contribute to it all that I can. If I don't give something back who will?
- When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, then I quell the danger.
- I shall keep an open mind of others, and seek to understand why they act in the way they do. I shall not pass judgement on another without understanding why they committed the acts they did. I shall also not allow not understanding to stay my hand against those who would threaten the weak and innocent.
- I show respect to my elders, for they have done much. I show respect to the young, for they have much to do. I show respect to my peers, for they carry the load, and I shall carry it with them.
- I shall not be swayed by the lure of money or power, my honor comes from within and from my reputation. Mine is pure and upstanding and I will repair it if broken or tarnished, and not act upon mere accusations of such. I stand by my decisions and live so that none shall have cause to blame me.

On the points I left out of my code from Erastil's Paladin code,

- The point about teaching the poor to contribute omitted as there is not much Karrick believes he can teach them
- The point about keeping to the old ways, the true ways is omitted. This is because it is a point of contention between him and others who follow Erastil, as he believes that keeping an open mind and being flexible to change is needed for the betterment of his community.

Other Stuff and Mechanic Notes:

As noted upthread, the candidates are melee heavy. I am planning on taking the Archery Combat style. Mechanically this is so I can switch hit, but story wise this is to show my devotion to Erastil and to further improve Karrick's connection to his Deity, despite his disadvantages.

I am also considering taking the Urban Ranger archetype as well, if you will allow me to alter my class a bitk. This will mechanically allow me to be more versatile in my skills role and is more thematic I believe as well. I plan on using the Favored Community mechanic to emphasis the locales that are most accepting of Karrick.

Also, if I do take the Urban Ranger archetype I will be wanting to replace the Reactionary Trait (+2 initiative) with the following combat trait,

Nature's Mimic: Your knowledge of nature informs your fighting style, and that style gives you insight into related aspects of the natural world. You gain a +1 trait bonus on all Knowledge (nature) checks, and Knowledge (nature) is always a class skill for you. You can make Knowledge (nature) checks pertaining to animals that correspond to your style feats untrained.

So that I can regain knowledge nature on my class skills list, as K(Nature) is very thematic for Karrick but Urban Ranger trades it out.

If you have no objections to those changes I will change his stat block.

Other than that, Karrick is a less of a push over than the Integration into Sandpoint section would make him seem, but I am trying to keep things concise. Also, trying to reconcile his personal beliefs with the general beliefs of the followers of Erastil is a source of internal conflict for him as much as the prejudice he faces.


Hey guys - I'm stepping out of this recruitment. Good luck and have fun :)


I think I have finish the corrections...


GM/Phantom- I have updated/expanded my background considerably.


Neatened up Tanrov a bit, copied Jesse's links for feats and traits style.


Narrater:

The reason I bring up the "why lamellar" is because I view it as a kind of discounted chain shirt, since it has almost the same benefits but is 40 gp cheaper. Since I gave max starting wealth, the price shouldn't be an issue for a class that would like a more protective light armor. By categorizing it as an Eastern armor, it gives players a chance to come up with a story explaining how they acquired it. I've posed the same question to a couple of other submissions who picked lamellar, so it's not just you.

It was also used more throughout Eastern Europe than Europe as a whole, and I view Varisia as more of a Western European type setting.

Since Swift Aid reduces the Aid Another benefit to +1, and Helpful increases the Aid Another benefit to +3 instead of the standard action +2, I'll allow the combination to provide a +2 bonus when using Swift Aid. Helpful gives an increase, but the benefit is still reduced in swift vs. standard action.

They work together, but only the damage from the frostbite spell applies to the duration. If you spellstrike using frostbite, the damage from your weapon does not extend the duration, since it is lethal damage.

Additional Traits is fine, provided you follow the wording of the feat when selecting the traits.

Rostam:

Everything looks okay to me.

I'm fine if you want to do the Urban Ranger, but the AP does have significant parts of wilderness to it. Your call.

Nature's Mimic is fine.

Cade Goodbarrel:

You seem to have missed the Strength penalty from Halfling - Strength should be 8, otherwise the point buy doesn't work.

Main Gauche attack should only do 1d3 damage - Fencing Grace only applies to rapiers.

Your attack mod with the rapier is 1 too high, as is the ranged attack modifier. Your melee attack modifier and modifier for the main gauche should be +1, since Inspired Finesse only gives the benefits of Weapon Finesse to the rapier.

Winner's Luck is not one of the Rise of the Runelords campaign traits. Please choose a campaign trait from the player's guide. You can find it here for free.

You forgot to list your +1 rank in Sleight of Hand as the other background skill.


GM Phntm888:

Just to let you know since I forgot to mention it I am operating in EST.

I was curious about the background I take it that your cool with leaving some things open to integrate in your campaign later.

GM Phntm888 wrote:
The reason I bring up the "why lamellar" is because I view it as a kind of discounted chain shirt, since it has almost the same benefits but is 40 gp cheaper. Since I gave max starting wealth, the price shouldn't be an issue for a class that would like a more protective light armor. By categorizing it as an Eastern armor, it gives players a chance to come up with a story explaining how they acquired it. I've posed the same question to a couple of other submissions who picked lamellar, so it's not just you.

I could simply say that the monster hunting group had a member who was originally from Tian Xia and learned their armor forging skills there or something similar but all I really wanted was a cheap and easy to fix/replace armor that a mercenary group might supply to a junior member and something that gives that rough and tumble mercenary feel(I was balancing against its protective qualities of coarse but the 1 point ac difference isn't a make or break for me). Wasn't really looking for anything that would be unusual for the region so I will just change it to studded leather to keep the feel I was looking for.

GM Phntm888 wrote:
It was also used more throughout Eastern Europe than Europe as a whole, and I view Varisia as more of a Western European type setting.

I tend to associate it mostly with the vikings and maybe the mongols if I think about it but that's probable more my bias so whatever.

GM Phntm888 wrote:
Since Swift Aid reduces the Aid Another benefit to +1, and Helpful increases the Aid Another benefit to +3 instead of the standard action +2, I'll allow the combination to provide a +2 bonus when using Swift Aid. Helpful gives an increase, but the benefit is still reduced in swift vs. standard action.

I wanted the full bonus of coarse but that seems like a good compromise It wouldn't come into play until 9th level anyways so I would have plenty of levels to bring you to my way of thinking. :) lol

GM Phntm888 wrote:
They work together, but only the damage from the frostbite spell applies to the duration. If you spellstrike using frostbite, the damage from your weapon does not extend the duration, since it is lethal damage.

That's how I read it as well so cool.

GM Phntm888 wrote:
Additional Traits is fine, provided you follow the wording of the feat when selecting the traits.

Good to know.


GM Phntm88:

Added the below to Tanrovs Background and a black ceremonial robe inlaid with silver and holy water vial to his gear (Only just found the reference even though i've looked through Pharasma info several times)

Online Pharasma Info

He preaches a part of the day to those who will listen, insisting that the Goddess of Death should be represented in the Great Temple that has been built "For she oversees life til death and determines a souls final fate for it's actions in between, what could be more important", he reviles the undead as an abomination and advises any to tell him so that he can deal with them.

Tanrov also gives out small medallions with Pharasmas image to pregnant women freely to protect the child. (noted in equipment spent 8gp)


GM Phntm888:

GM Phntm888 wrote:


You seem to have missed the Strength penalty from Halfling - Strength should be 8, otherwise the point buy doesn't work.
Main Gauche attack should only do 1d3 damage - Fencing Grace only applies to rapiers.

Your attack mod with the rapier is 1 too high, as is the ranged attack modifier. Your melee attack modifier and modifier for the main gauche should be +1, since Inspired Finesse only gives the benefits of Weapon Finesse to the rapier.

Winner's Luck is not one of the Rise of the Runelords campaign traits. Please choose a campaign trait from the player's guide. You can find it here for free.

You forgot to list your +1 rank in Sleight of Hand as the other background skill.

I think I have everything correct or corrected...I hope

Stats fixed

Main Gauche fixed also...I could not find a description for the weapon...is it like 3, and 3.5 where..The Main Gauche, or "left hand" in french, is a parrying dagger known to be wielded in the off hand while wielding a long blade, such as a rapier in the dominant hand. While wielding a main gauche in your off hand, you receive a +1 dodge bonus to your armor class.

Attack bonus for Rapier should be +7 BAB+1, Size +1, Fencing Grace +4, Weapon Focus +1
Range should be +6 BAB+1, Size +1, Dex +4

Fixed Trait..sorry I thought it was a campaign, it was a regional.
Fixed Sleight of hand...


Regarding the main gauche, I am not really sure there is such a weapon statted out in Pathfinder.

Regarding Fencing Grace, it appears to require the other hand to be unoccupied for the feat to work.

Fencing Grace


Offhand, if you'll forgive the pun, the only weapon of that type I can think of is the Deer Horn Knife, which is an exotic monk weapon.


Narrater:

Everything looks and sounds good.

Tanrov:

That's fine. It's a nice addition.

Cade:

I couldn't find any such stats for a main gauche either, so I was going to treat it as a dagger held in the off-hand.

I missed the size bonus completely - your rapier and ranged attack numbers are correct.

Everything else looks good - but see below.

Looking at the wording of Fencing Grace again, I think we just found one of those gray areas. I suspect it comes down to what the definition of a hand being occupied means. Is a hand occupied if you're just holding something, like a torch or a rope, or do you actively have to be doing something with it, like attacking? Let me do some research and thinking to figure that out.


I remember somewhere it was said you can use a buckler with fencing grace as the off hand was free, but if that hand is doing anything (weapon, torch, etc) you would lose the benefit. Theoretically you could use fencing grace and if you needed to switch to a dagger have a spring loaded wrist sheath with a dagger in it for emergencies.


So, it appears that, in general, a hand counts as occupied as long as it is holding something, regardless of what that object may be. The exception is the Swordmaster's Flair, which specifically has text that allows the hand to count as empty despite holding it for the feat purposes.

The fact they intentionally left it vague is annoying, but must be dealt with. So, I'm going to say that you will lose the benefit of Fencing Grace if holding something in the other hand. That way I stay consistent with the rules as they are implemented across the game.

What Paizo needs to do is create an actual main gauche item, since the rapier-main gauche style was quite popular at one point, especially in France. I imagine there are several people who would like to play that style of Swashbuckler.

EDIT: As everyone's character has moved from the "In Progress" category to the "Completed" category, and I haven't heard from the three remaining dots, I will be reaching out to them to see if they are still interested.

Liberty's Edge

I found this question about Slashing Grace, which has the same wording as Fencing Grace.

FAQ:
Slashing Grace: In the 2nd printing errata, what exactly does it mean that “You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied?” Can I use a shield? What about a buckler? Can I use flurry of blows? Brawler’s flurry? Two-weapon fighting? Spell combat? Attack with natural weapons? What if I throw the weapon? What about swordmaster’s flair?
Slashing Grace does not allow most shields, but bucklers work because they don’t occupy the hand. Flurry of blows, brawler’s flurry, two-weapon fighting, and spell combat all don’t work with Slashing Grace. Attacking with natural weapons beyond the weapon you chose for Slashing Grace also does not work. Slashing Grace only works with melee attacks, not thrown attacks with a melee weapon. Swordmaster’s flair should have a sentence added to it that says “Carrying a swordmaster’s flair counts as having that hand free for the purpose of abilities that require a free hand, though you still can’t hold another object in that hand.”


Yep. That FAQ was one of the things I used as the basis of my decision.


The reason they don't let you use a rapier and main-gauche with fencing grace (or slashing grace) is concerns over game balance. The high Dex requirements for two weapon fighting limit how strong you can be (and therefore how much damage each attack can inflict). The fear is that if you can deal damage based based on Dex you remove that limit. Something like a goblin becomes far more deadly- their rapier and main-gauche would only do 1d4 and 1d3 (for being small), but their +1 size bonus off-sets half the two weapon penalty and with a +4 racial bonus to Dex they can easily have +5 or 6 to hit and damage (just from the stat) at very low level.


But they can use a buckler... makes for a nasty archer...

Bow, buckler and sword, switch between weapons as needed and get tasty shield goodness as well.

Using slashing grace and Bow feats.. requires a fighter or Slayer, but can be done.


GM Phntm888:

I was planning on taking bot Urban and Guide archetypes as I believe they stack.

Urban Replaces

- Favored Terrain
- Endurance
- Woodland Stride
- Camouflage
- Hide in Plain Sight

Guide Replaces

- Favored Enemy
- Hunter's Bond
- Evasion
- Improved Quarry
- Improved Evasion

This lets me keep my connection with nature and nature skills, expands my skill set and allows me to use the Favored communities to showcase the level of acceptance I have earned in various places a bit better.

I will make the stat block in the next day or two, but my background will not change


Thanks for letting me know GM Phntm888, Looking forward to seeing who is selected.


Imoya:
Just a heads up, but Knowledge (Local) is not considered a Background Skill.


So, 2 of the 3 have said they're backing out, due to either time constraints or an inability to come up with a satisfying character concept.

Rostam is doing a slight rework of the mechanics of his character, so I'll give the third person until he finishes that up to let me know if he's still interested. If not, once Rostam has that up, I will begin the decision process. Expect it to take two or three days to get through all of these great submissions and make final decisions.

You haven't made it easy for me, so well done, all of you.


Eek Gads!
How dare I be so daft.
Guess Ill throw down Linguistics.


Hey GM Phntm888, I'm not happy with Kunala's build, the more I try and adjust it the less I like it. I am pulling him out of the application process. Have a good game and thanks for running it. Good luck everyone!


Sorry to hear. Best of luck in your gaming pursuits.


Karrick Tarro Stats:

Here is the new stat block. Only changes where Reactionary to Natures Mimic and a rank in K(Dungeoneering) to Disable Device. Adding the Urban Ranger archetype didn't actually need any other changes at level 1

Male Urban Guide Ranger 1 (Worshipper of Erastil)
LG Medium Humanoid (Orc) 
Init +4; Senses Darkvision 60, Perception -1 
-------------------- 
Defense 
-------------------- 
AC 18, Touch 16, Flat-footed 12 (+6 Armor, +2 Dex) 
hp 12(1d10+2) 
Fort +5, Ref +4, Will +1
Defensive Abilities Ferocity
Weaknesses none
-------------------- 
Offense 
-------------------- 
Speed 30 ft. (20ft in armor)
Melee  Greataxe +4 (1d12+4 /x3) or Dagger +4 (1d4+3 19-20/x2) or Light Flail +4(1d8+3 /x2)
Ranged  Longbow +1 (1d8+3 /x3) or dagger +1 (1d4+3 19-20/x2)
Special Attacks Ranger's Focus

-------------------- 
Statistics 
-------------------- 
Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 7 
Base Atk +1; CMB +4; CMD 16 
Feats  Power Attack
Traits  Student of Faith, Nature's Mimic , Life of Toil (+1 Fort)
Skills(6 Ranks, 1 FCB. 2 BG skill ranks, ACP-6)  Climb 7 (1 rank), Disable Device +6 (1 ranks), Knowledge(History) +1 (1 BG skill rank), Knowledge (Nature) +5 (1 ranks), Knowledge (Religion) +1 (1 ranks), Linguistcs +1 (1 BG skill rank) Perception +5 (1 ranks), Stealth +6 (1 ranks), Survival +5 (1 ranks) 
Languages Common, Orc, Varisian
SQ Ferocity, Weapon Familiarity (Greataxes/Falchions/Orc weapons), Dayrunner, Track, Wild Empathy
Combat Gear Great Axe[12 lbs], Longbow[3 lbs], 40 arrows[6 lbs], dagger x 5 [5 lbs], Light Flail, chainmail [40 lb]
 Other Gear 1Rangers Kit(includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin)[28 lbs], silver holy symbol 1 gp


Okay, since the third person who hasn't completed their submission has yet to contact me and say they're interested, I shall assume they are not. Recruitment is now fully closed, and I will announce my decisions either Monday or Tuesday.


Crossing fingers, good luck everyone!


Woo, and now builds the thrill of the wait...
Best of luck everyone!


Can't wait to see who gets picked. Good luck to everybody.


Good luck everyone! This is a high tension waiting period for sure!

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