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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(Movie Trailer Voice) Thirty have entered...Only 4-6 will be chosen...

Liberty's Edge

Good luck to everyone and their lovely characters!


Indeed, good luck all, it looks like whomever is selected it'll be a good group


Good luck to all and to all a... err... well... good luck!


Good luck to everyone. There are a lot of good submissions out there.

I do not envy Phntm888's job.


Good luck everyone!


Good Luck all.

RPG Superstar 2012 Top 32

If anyone wants a way to kill some time while you wait, you can check out my Wild Wild East recruitment and brainstorm character concepts for it in case you're not one of the lucky few...


Kargas Stormscar wrote:
(Movie Trailer Voice) Thirty have entered...Only 4-6 will be chosen...

KAMPAIGN KOMBAT!

...What? Too much?

coughs

Good luck everyone, and godspeed making those picks Phntm. See y'all on the other side.


Yes good luck to all


Good luck to everyone.


The anticipation. It is killing me... no wait, that's my cold.


You need some good ol' Cure Disease.
Cries at the use of Rpg Doctoring...


Good luck everyone, the tension is sooo high right now!


hmm... It's Monday in Japan...

Baldric pops in and looks around for an announcement that deep down he knows hasn't been made yet.

drat.


And monday where I am in Australia


Tanrov, What's the future like?


Wet and dreary.. for a generally hot place like Perth it sure has been raining, cloudy and cold alot lately.


I believe it would be Monday for all, now (if only barely for some).

In other news, the choices have been made. First of all, I'd like to say that this was not easy, as you all put forth several excellent submissions. This eventually came down to a choice of party balance and group interaction.

Second, some of you have been wait-listed, in case either a player who was selected initially does not report, or if someone drops out. If I find that I need one of the people on the wait list, they will receive a PM from me, so keep an eye out.

Without further ado, here is the final list:

Laufey Gemshrike, Half-elf Bloodrager (Urban, Arcane Bloodline)
Talia Burrows, Half-Elven Unchained Rogue
Rasmorn Nikas Nesvyn von Natterhorn, Gnome (Bleachling) Wizard (Conjurer)
Isabella Monstrance, Aasimar Cleric
Yasu, the Blue Hood, Tiefling Ranger
Wenona Ordescu, Human Fighter (Sensate)

Those of you who were chosen, please report to the Discussion thread. Best wishes and future luck for all of you.


Congrats folks! Godspeed with the game, and to everyone else I bid you the best of luck next time!


Yay! I will be reporting in as soon as my alias is secured!


congrats everyone.


Congrats to the chosen.


Congrats.


Congrats, everyone chose.


Congrats everyone. Have fun.


Greetings and salutations! It seems attrition has taken its toll on this Rise of the Runelords campaign, and we need to find ourselves someone to fill in! This Re-Recruitment will remain open for 1 week, ending Tuesday, October 23, 2018 at 11:59 PM EDT (GMT -5). I will announce the selections the next day. A preference for a melee/switch-hitter character has been expressed, although a dedicated archer would likely be welcome, as well.

If you are familiar with Rise of the Runelords, the party is currently beginning to explore Thistletop, and consists of:
-Half-elf Urban Bloodrager
-Aasimar Cleric of Reymenda
-Half-Elf Unchained Rogue
-Bleachling Gnome Wizard (Teleportation specialist)

Submission rules are below:

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 your submission, but you will need to make one if you are chose.

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. 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.

Level: 3

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: Standard WBL for 3rd level. You can self-craft items before the game starts if you can pass the roll by taking 10.

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 tell me a bit about your character's early adventures (you are 3rd level after all). Try to end in the Sandpoint area. If you choose a particularly exotic race or your class isn’t one necessarily local to Avistan (Samurai, Ninja, etc.), tell me about the character's journey to the area - that should be an adventure in and of itself.

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?

I look forward to seeing what you all put together!


Interested and will asjust soon
Eastern time zone.


Playing at constructing a Fighter (Archer)/Cleric (Ecclesitheurge) of Erastil. Starting with the 2 level dip in Fighter and expecting to stay Cleric afterwards. Extremely capable archer for a Cleric. A full spell level behind the power curve as a Cleric, though, so almost purely support-based.


Something I should have made clear above, I will be getting the current party's input before making my decision, as well. Plan accordingly.


I will dot.


Doesn't really change the build near-term, but it alters the build's growth . . ..

Given Erastil's Blessing, which changes attacks with a longbow to being Wisdom-based instead of Dexterity-based, could the archery tree feats be taken (for longbow use only, obviously) based on Wisdom instead of Dexterity?

Again, not a key to the character concept. AT ALL. Just looking at potential advancement paths. Item Creation Feats seem potentially better choices for the group, regardless.


Here is my submission. I hope you like it.
He is more of a front line type with the ability to throw daggers if the need should arise but mostly a front line dex fighter.
This is the alias for the riding dog as well.
Bellum


@hustonj - I'm going to say no. Since it only specifies that Wisdom replaces Dexterity for attack rolls, and not for all purposes related to longbows, Wisdom cannot replace Dexterity for feat pre-requisites.

Cade Goodbarrel:

While I know Inspired Finesse gives you Weapon Focus (rapier) and Weapon Finesse with rapiers and counts as the feat for prerequisites, you appear to only have Fencing Grace under your Feats spoiler. You are level 3, and should have another.

Don't worry too much about carrying capacity - I find it more annoying to calculate than anything else. Just don't try to get too absurd with it.

I'm guessing you're replacing the mount you get from the trait with the riding dog? I don't have an issue with it, if so.

I am curious about the family rapier. You seem to imply that it needs two gems and an ioun stone to unlock its power. Were you thinking of something specific with it mechanically, or is this just some flavor you're using for it?


Cool. Good answer.


@ Gm Phntm888

I fixed the feats.. I had one picked just never added it to the character sheet..LOL Kids and late night tend to make things blurry after awhile.

The backstory with the rapier was meant for flavor and is totally up to the your discretion as to how you would like to proceed with that. It can be just what it is and never anything else or it could be a side adventure of your choosing...I like to give a bit of an open end to some things in my character backgrounds to allow DMs a chance to create some fun stories.

Character has been update.
Thank you for allowing the Dog. It was from a previous RotRl game and it meshed nicely with the character.


I present Faolan, son of Birger, originally from Turtleback Ferry.

Lots of spoilers, but I hope the group likes what's hiding within them.

I am in USA Central Time Zone.

Faolan Birgerson of Turtleback Ferry

Description:
This man's Ulfen heritage is writ nearly as large as, well, most Ulfen men. His red hair, one of the brighter Autumn reds displayed by oak trees, reaches just past his shoulders, with three braids on the left side of his face but none on the right, with a braid starting at each temple tied together in the back to restrain the rest of it. His pale skin hides behind a slightly patchy beard, cut close but not shaved. His clothing appears to be well made, but is all simple garments in unremarkable shades of brown His shirt and the lining of his cloak provide a shock of a darker hunter green. The clasp of his cloak appears to be a holy symbol of Erastil.

Despite the obvious Ulfen heritage, and his height, standing roughly 6' 1", he does not have the bulk most expect Ulfen men to display. He's just too thin. He probably weighs little more than 160.

He is without armor, but is armed. A bow, arrows, and a common sword are visible.

The young man seems relaxed and approachable. He's quick to smile, and quicker to listen rather than control a conversation.


Background:
Born and raised in Turtleback Ferry, Faolan had a reasonably normal childhood, except for the ongoing threat of an ogre raid now and again. As with most Ulfen boys, he was expected to find a way to become a strong combatant, but he just never started filling in like his cousins. His mother, Lani, tried to get him to be a farmer, or a craftsman. His father, Birger, pushed Faolan to work with the Black Arrows, and they were happy enough to teach him once he was old enough. He just wasn't very good at combat, regardless of what they tried to train him. As they were ready to send him home to learn something else, a visitor to Fort Rannick appeared, Uwe. Uwe was dressed in very plain looking clothing and interacted with everyone as though he wasn't important. This allowed him to listen to Faolan where others had been directing him.

As Faolan was practicing with the bow one day, working hard to get the form the way he had been told, Uwe laughed as he interrupted the practice. He took the bow from the youth's left hand and put it in his right, turned the boy 180 degrees in place, and then stood in front of him and talked to him, encouraging him to get the feel of the bow this way, to allow his body to bend the bow and release the string. He kept Faolan distracted, even as the youth tried to do everything backwards from how he had been taught. From a 20 arrow end, 12 were in the target, and 3 gathered roughly around the center. But his left arm was already tired, unused to the work of bending the bow instead of holding it. Uwe's visit ended only a couple of days later, and he wandered back out into Varisia.

The Black Arrows were able to train the left-handed young man far easier when they let him use his left hand. He didn't seem to have a great deal of talent for combat, but he learned the skills. There's always someone bigger, someone faster, someone smarter, someone who knows more. You have to work to take best advantage of what you have, not to face their strength, but to use yours against their weakness. Faolan was allowed to join the Back Arrows on patrols, and blooded himself against Ogres only a few months after Uwe figured out he was left-handed.

When Uwe returned, Faolan had filled in. Not as much as anyone might have hoped, but some. This time Uwe worked with him more directly, breaking him of the habit of drawing and aiming, and teaching him instead to bend and flow. It was an entirely different way of using the bow, but it looks identical to the average person. While they were going through these lessons, they talked of community, and family, and service to those around you. Faolan learned that Uwe was a Cleric of Deadeye, and began learning what that meant. As Faolan internalized the new archery style, Uwe asked him to spend some time wandering with him instead of continuing to patrol with the Black Arrows. The rangers didn't stand in his way, probably because they were hoping he would eventually return as an even more capable contributor to their organization.

The Cleric and his new apprentice wandered the surrounding area, with Uwe showing Faolan the difference a single man could make in the lives of others by caring and helping, by working with neighbors to get them to work together. He began educating the young man about the known gods, the history and depth of Erastil, and his relationship with the other gods. Once he believed that the young man knew enough to continue his education on his own, he made a point of stopping in a crossroad and asking Faolan which way he thought they should go. Thinking there was another lesson at hand, the youth picked a direction he hadn't been, ready to defend it as an opportunity to see and learn more. Uwe smiled and clasped his arm. A good choice. When we meet again, tell me what you've learned. And the older man turned in the opposite direction.

A few weeks later, Faolan found himself in Sandpoint, looking at the new cathedral.


Combat Stats:
Init +1 (Dex+1)
Speed 30'

BAB+2 Melee+3 Ranged+3 Longbow+5 CMB+3 (Str+1, Dex+1, Wis+3)

Standard
Longsword +3 for 1d8+1 @ 19+, S
MW Darkwood Str (+1) Composite Longbow +7 for 1d8+1 @ x3 over 115', P (MW, Weapon Focus, Erastil's Blessing)

Full
MW Darkwood Str (+1) Composite Longbow +5/+5 for 1d8+1/1d8+1 @ x3 over 115', P (MW, Weapon Focus, Erastil's Blessing, Rapid Shot)

Point Blank Shot - +1 Attack/Damage on ranged combat when target within 30'
Precise Shot - No penalty for ranged combat when target in melee
Deadeye Bowman - With longbow, ignore cover provided by 1 intervening person when ONLY 1 person provides cover
Regional Recluse (Turtleback Ferry) - +1 Damage versus Giant type creatures

HP 24 (1x10+1x6+1x5+3x1)

AC12 T11 F11 CMD14 (Bracers+1, Dex+1, Str+1, BAB+2)

Shield of Faith - adds +2 Deflection for 1 minute

Fort+6 (Base+3, Base+2, Con+1)
Ref+1 (Base+0, Base+0, Dex+1)
Will+5 (Base+0, Base+2, Wis+3)


Daily Clerical Abilities:
** Orisons ** DC 13
1 Detect Magic
2 Light
3 Purify Food and Drink

** Level 1 ** DC 14
D Divine Favor
1 Deadeye's Lore
2 Shield of Faith

Touch of Good (6/Day) You can touch a creature as a standard action, granting a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.

Blessing of the Faithful ("at will") As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn.

Calming Touch (6/Day) You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions.

Channel (6/Day) 1d6 DC 14


Skills and Languages:
2 + Int+0 + Skilled+1 + Background+2 for 5 Ranks total per Fighter or Cleric Level (+1 Favored Class Bonus for Cleric Levels)
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 1-Acrobatics 1+0+0
+ 0 Appraise 0+0+0
+ 2 Bluff 2+0+0
+ 1-Climb 1+0+0
+ 6+Craft (Bowyer) [background] 0+3+3(+2 MW Tools)
+ 0 Craft (other) 0+0+0
+ 2 Diplomacy 2+0+0
+ 2 Disguise 2+0+0
+ 1-Escape Artist 1+0+0
+ 1-Fly 1+0+0
+ 3 Heal 3+0+0
+ 2 Intimidate 2+0+0
+ 4 Knowledge (Religion) 0+1+3
+ 6 Linguistics [background] 0+3+3
+ 7 Perception 3+3+0+1 Hawkeye
+ 2 Perform (any) 2+0+0
+ 1-Ride 1+0+0
+ 3 Sense Motive 3+0+0
+ 6 Spellcraft 0+3+3
+ 1-Stealth 1+0+0
+10+Survival 3+3+3+1 Regional Recluse(+2 MW Survival Kit to get along in wild, deal with severe weather, keep from getting lost, avoid natural hazards, predict the weather)
+ 1-Swim 1+0+0

Languages Known: Giantish, Shoanti, Skald, Taldane, Varisian


Feats and Traits:
** Feats **
1 Point-Blank Shot
F Precise Shot
H Weapon Focus (Longbow)
F Erastil's Blessing
3 Rapid Shot

**Traits **
Campaign: Student of Faith: 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.
Regional: Regional Recluse (Turtleback Ferry): You gain a +1 trait bonus on Survival checks and a +1 bonus to damage on all attacks against creatures of the giant type.
Religion: Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.


Domains:
Community (Home)
Granted Powers

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.

Domain Spells: 1st—alarm, 2nd—shield other, 3rd—glyph of warding, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes’ feast, 7th—guards and wards, 8th—cure critical wounds (mass), 9th—miracle.

Good (Archon)
Granted Powers

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—divine favor, 2nd—align weapon (good only), 3rd—prayer, 4th—holy smite, 5th—dispel evil, 6th—planar ally (archons only), 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).


Gear:
3,000 budget
530 MW Darkwood Str (+1) Composite Longbow (1d8+1/x3/110'/1.5#/P)
340 MW Durable Darkwood Arrows (40) (3#)
510 Darkleaf Cloth Explorer's Outfit (4#) (sturdy boots, breeches, a belt, a shirt, a vest, gloves, a cloak, a wide-brimmed hat)
x55 MW Artisan's Tools (Bowyer) (5#)
x50 MW Survival Kit (5#) (a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, a small utility knife, and a guide to identifying flora and fauna)
x50 MW Backpack (4#)
xx5 Spell Component Pouch (2#)
xx1 Belt Pouch (.5#)
xx1 Wooden Holy Symbol (-#) [configured as cloak clasp]
xx3 Holy Text - Parables of Erastil (1#)
xx5 Holy Text - Horns of the Elk (1#)
xxx.1 Bedroll (5#)
xxx.x.1 Soap (.5#)
xxx.1 Hammock (3#)
100 Spider's Silk Rope, 50' (4#)
xx3.5 Trail Rations (7 Days) (7#)
x75 Ioun Torch
250 Traveler's Any-Tool (2#)
1000 Bracers of Armor +1
x15 Longsword (1d8/19+/4#/S)

2993.7.1 for 52.5#

6.2.9 coin on hand, Light encumbrance
<= 50# Light (~/-0/30'/x4) (58# w/ backpack)
<=100# Medium (+3/-3/20'/x4) (116# w/ backpack)
<=150# Heavy (+1/-6/20'/x3) (175# w/ Backpack)


Fighter (Archer) 2:
Alignment: Neutral Good.

Hit Die: d10.

Class Skills
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Table: Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, Hawkeye +1

Class Features
The following are class features of the fighter.

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Hawkeye (Ex)
At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd.

This ability replaces Bravery.


Cleric (Ecclesitheurge) 1:
Alignment: Neutral Good

Hit Die: d8

Class Skills
The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Table: Cleric
Level BAB Fort Ref Will Special Spells Per Day 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting 3 1+1 — — — — — — — —

Class Features
The following are class features of the cleric.

Weapon and Armor Proficiency
An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies.

Ecclesitheurge’s Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domain Mastery
At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.

This ability alters the normal domain ability.

Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge’s next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.

This ability replaces the increase to channel energy gained at 3rd level.


Ulfen Human:
Ability Score Racial Traits: +2 racial bonus to Wisdom.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Cleric

Attributes:
20 Pt Buy
Base Race Start
3 13 +0 S 13 +1
3 13 +0 D 13 +1
2 12 +0 C 12 +1
0 10 +0 I 10 +0
7 15 +2 W 17 +3
5 14 +0 H 14 +2


Dotting for interest.

This seems to be an opportunity for a Virtuous Bravo Paladin Of Shelyn and bladed Brush with a Glaive...


I've been wanting to get into a Rise of the Runelords game recently. I will attempt to get something up tonight or tomorrow.

My idea is to play a slayer leaning more on the ranged side of things but having the option to be a switch hitter if needed.

Grand Lodge

This sounds great, I have an eventually Wildshape Dino druid, who can gain 3 attacks for a few minutes a day atm and is a full caster and has a very Fast (60ft) Velociraptor companion.

THe Druid has a decent AC, good hp and is reasonably combat effective, the animal companion is a great compliment and the spellcasting helps.

They are a great team.

Timezone +8 (Hello from the future)


Here is my submission. He's a switch-hitter using a starknife. At higher levels, he'll be able to do some fun shadow travel stuff.

Stats:

Galdon Strife
Fighter (Gloomblade) 3
CG Medium fetchling humanoid (human)/outsider (native
Init +4; Senses darkvision 60 ft.Perc +4, SM +0

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Defense
--------------------
AC 17, touch 14, flat-footed 13
HP 31
Fort +6, Ref +6 (+8 vs cold and electricity), Will +3 (+4 vs fear)

--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 shadow starknife +9 (1d4+5/x3)
Ranged +1 shadow starknife +9 (1d4+5/x3) or composite longbow +8 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks monster hunter (+1 attack/damage vs aberrations/magical beasts)

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 12
Base Atk +3; CMB +3; CMD 17
Feats Point-Blank Shot, Starry Grace, Weapon Finesse, Weapon Focus (Starknife)
Traits Indomitable Faith, Monster Hunter, Weathered
Languages Aklo, Common
SQ bound to Golarion, bravery (+1), favored class: fighter (+3 HP), skilled (+2 Stealth), shadow blending, shadow resistance (cold/electricity 5), umbral escort
Skills Acrobatics +8, Intimidate +5, Knowledge (geography) +7*, Knowledge (planes) +7, Perception +4, Sleight of Hand +7*, Stealth +12 (*Background Skill)
Combat Gear cloak of resistance +1, darkleaf studded leather armor, mwk cold iron starknife, silver starknife, composite longbow, acid (2), alchemist's fire (2), holy water (2), potion of cure light wounds, wand of cure light wounds (25 charges)
Other Gear fighter's kit, rope (knotted, 50'), grappling hook, 237 gp

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Special Abilities
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Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.

At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)

At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.

At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.

This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).
--------------------
Future Plans
--------------------

Continue in gloomblade fighter. At 4th, take Gloomstorm to make blades as a free action, and start to focus more on ranged feats (precise shot, clustered shot, etc.). Thinking about taking Flickering Step into Dimensional Agility chain at much higher levels.

History:
Galdon was born in the depths of Nidal, and while he is a fetchling, his family has lived on the Material plane for many generations, and he found it easy to blend in with the human children that surrounded him. While live in the dark country is grim in the best of circumstances, Galdon's youth was mostly normal until he was given as a squire to a member of the Umbral Court on his 13th birthday.

The youth was not, himself, mistreated, but the dark halls of his master's house were haunted by far-away screams, and he lived with a constant sense of forboding. More than once, he saw his master summon a shadowy blade from thin air and cut down a courtier who had displeased him. More disturbing, perhaps, was when the master would summon the blade to make thin incisions into his own flesh, while muttering dark prayers to Zon-Kuthon. Luckily, the master usually preferred to suffer such self-inflicted rituals in solitude, so witnessing them was as rare as it was upsetting for the fetchling.

As he grew older, Galdon learned to mold shadow-stuff himself. Unsurprisingly, he took to it naturally, and he was surprised at the ease with which the shadows lept into his hands, forming cruel hooked blades or serrated daggers. One day, the master told him that he was ready to go to the next level of his training. After conjuring a shadowy kris, the master instructed Galdon to draw it across the back of his hand. Seeing the droplets of blood well up on his hand made Galdon feel queasy and faint. As he went to sleep that night, he tossed and turned in fevered dreams, until a figure appeared and stretch out a cool hand to his forehead. In his dreams, she had glossy black skin dotted with luminescent stars, white hair, and eyes that seemed to hold entire galaxies in their depths. She took him by the hand, and led him out through the walls of the manor and into the hills outside the city. Standing on the top of a tall hill, she spread released his hand and spread iridescent wings that had been invisible until then. Without a word, she rose into the air, disappearing into a star-shaped blink off to the north. Galdon felt irresistibly drawn in that direction.

When he awoke, Galdon was on a dewy hillside far from town. He looked back once toward his former home, then started his long trek north.

Appearance and Personality:

Galdon appears to be a slight human with long white hair, streaked with black. He tends to fad into the background during social situation. He is a pleasant conversationalist and enjoys traveling with a group, though he occasionally has nights where he likes to sit in the silence far from the campfire. His only distinguishing physical feature is a livid scar across the back of his left hand.

Timezone: US Eastern Time (GMT -5)


TClegg1024 wrote:

Dotting for interest.

This seems to be an opportunity for a Virtuous Bravo Paladin Of Shelyn and bladed Brush with a Glaive...

I think my submission will change.... I have an idea for a Cavalier Emissary....


Arkon:

It looks like you may have spent an extra skill point - I count 13.

You get 3 traits total - you need to choose another.

How did Arkon's teacher know of Sandpoint? Varisia is a bit of a distance from the Realm of the Mammoth Lords - there isn't much trade between them.

Galdon:

Mechanics look good. What made Galdon head towards Sandpoint?

hustonj:

Looks good.

Current Submissions
Cade Goodbarrel - Halfling Swashbuckler (Inspired Blade)
Faolon Birgerson - Human (Ulfen) Fighter (Archer) 2/Cleric (Ecclesitheurge) 1
Arkon the Thunderer - Oread Druid (Saurian Shaman)
Galdon Strife - Fetchling Fighter (Gloomblade)

Dotted
TClegg1024 - Cavalier Emissary
Ictoo - Slayer

TClegg1024 - There will be instances where your mount may not be able to go somewhere with you. Please keep that in mind when designing your character.


GM Phntm888:
He is making his way to the Crown of the World. (He's had dreams of communing with the Northern Lights.) He has an almost-irresistible urge to help people though, so he's been slaying monsters and trying to right wrongs in any villages that he passes through. Logistically, I figure he headed north from Nidal, skirted the mountains by following the coast of Conqueror's Bay, then took a boat from Korvosa to Magnimar. He was restless after the sea journey and decided to set back off over land, which landed him in Sandpoint.


Hello! I am going to get you a leveled-up version of the Goliath Druid that I’ve been trying to play for a few years, tonight.

With respect to animal companions, does the spell carry companion solve most of your concern with larger companions?

Grand Lodge

GM:

"It looks like you may have spent an extra skill point - I count 13."

Fixed.

You get 3 traits total - you need to choose another.

Fixed, byadding the birthmark trait, whch I should have had their anyway, which is the whole thing about the dripping leaf tattoo in his story.

How did Arkon's teacher know of Sandpoint? Varisia is a bit of a distance from the Realm of the Mammoth Lords - there isn't much trade between them.

This was supposed to be a vision that the teacher had, that his student had a greater destiny that would serve the Dinosaur spirits purposes at the great temple of Sandpoint.

This revolves around the fact that the happenings of the AP are quite momentus and Gozreh wants to be a part of that via his servant.

Would you like me to write that into the back story?

Just as a note - I also applied for this game in the original recruitment, as Tanrov Shadow-Graxt, he is in another game now, so I'm trying a different char.


Barely submitting in time, please see below:

Level 3 Sven Juttebar:

Sven Juttebar
Male half-orc (Ulfen) druid (goliath druid) 3 (Pathfinder Player Companion: Giant Hunter's Handbook 20, Ultimate Wilderness 187)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +11 (+13 to not be surprised in a surprise round of combat, +12 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 23 (3d8+6)
Fort +7, Ref +5, Will +8
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +4 (1d6+2) or
. . mwk scimitar +5 (1d6+2/18-20) or
. . mwk scythe +5 (2d4+3/×4) or
. . shortspear +4 (1d6+2) or
. . shortspear +4 (1d6+2) or
. . shortspear +4 (1d6+2)
Druid (Goliath Druid) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—barkskin, carry companion
. . 1st—enlarge person (self only) (DC 14), heightened awareness[ACG], obscuring mist
. . 0 (at will)—create water, detect magic, grasp, guidance
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Alertness, Combat Reflexes, Power Attack
Traits fate's favored, giant ambivalence, giant slayer
Skills Acrobatics -1 (-5 to jump), Bluff +3 (+4 vs. giant subtype creatures), Climb +3, Diplomacy +5, Handle Animal +5 (+7 vs. Naesehorn while worn), Heal +7, Knowledge (geography) +7, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (religion) +2, Perception +11 (+13 to not be surprised in a surprise round of combat, +12 vs. giant subtype creatures), Sense Motive +6 (+7 vs. giant subtype creatures), Spellcraft +7, Survival +7, Swim +3; Racial Modifiers +2 Spellcraft
Languages Common, Druidic, Giant, Orc, Skald
SQ half-orc druid, nature bond (elasmotherium [bodyguard] named Naesehorn), orc blood, primal bond, primal empathy, primal size, primal summons, shared vigilance, trackless step, tribalistic, wild empathy, woodland stride
Combat Gear scroll of cure light wounds, scroll of cure light wounds, wand of enlarge person, acid (5), burst jar[UE] (2), holy water, tar bomb, tar bomb; Other Gear dragonhide breastplate, darkwood heavy wooden shield, club, mwk scimitar, mwk scythe, shortspear, shortspear, shortspear, bedroll, canteen[UE], chalk (10), crowbar, holly and mistletoe, masterwork backpack[APG], mess kit[UE], powder[APG] (10), silent piton[UW] (2), spell component pouch, sunrod (6), tindertwig (2), wooden holy symbol of Desna, 56 gp, 4 sp
--------------------
Special Abilities
--------------------
+1 natural armor in Wild Shape Add +1/3 to the druid’s natural armor bonus when using wild shape.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Sacred Tattoo +1 to all saves.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Tribalistic +2 to attack rolls and skill checks to aid another of your ethnicity.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Sven's Background:

Sven is a towering half-orc with long blond braided hair. He has pale, blue-green skin, and green eyes. He wears a hodgepodge of traditional ulfen garb and druidic wear, with both in various states of patched disrepair.

Sven was born in the Nolands, to an Ulfen shieldmaiden that was exiled from the Land of the Linnorm Kings for reasons she would never discuss. He had a hard life, growing up between two worlds and never being accepted by either. His small village was under constant threat of attack from Ulfen raids, giants, and even occasionally drow, but managed to get by with a mix of careful diplomacy and defenses. He fought with people in town, and was easy to anger, but managed to contribute in a positive way.

His mother trained him to learn traditional Ulfen weapons with the hope that he would become a barbarian or ranger of reknown, but he had other ideas. He travelled outside of town and trained in shamanistic traditions from an old orc druid that lived nearby and who called on Sven secretly to train him. He appreciated nurturing of this potential connection, and decided to follow in the orc's footsteps - though perhaps focusing more on some of the primal magic that seemed to be bound to Varisia's heart.

Not long after his 16th birthday, the village was sacked and destroyed by a band of ogres and stone giants, with the only survivors being him and his mother, and only by the pity of a stone giant who knocked them out and whisked them south after Sven foolishly challenged the giant to "single combat."

Sven is now fascinated by giants, and has an abiding interest in giantkind. He does not know why the giant spared him nor his mother, but doubly exiled, they travelled south to a settlement outside of Riddleport, and away from the mountains. Along the way, Sven attracted the help of a large, furred rhinoceros that he named "Naesehorn" (which is Skald for rhinoceros). His mother had no interest in living near giantish communities, and told Sven to strike out to the south if he wanted to learn more about the history of Giants. She recommended that he join the Pathfinder society, which she was once a member of, as they had extensive libraries, and he was instructed to travel to Magnimar to do so.

Sven grew up with his mother's faith in Desna, and has a traveler's and explorer's wanderlust. He appreciates her kinship with the road, and tries his best to do good but his anger can sometimes manifest in less positive ways. He loves traveling, exploring, and learning new stories, but is particularly fascinated by the lore of giants and their history in Varisia. He doesn't understand them well, but has a feeling he himself may have some giant blood.

He has recently travelled to Sandpoint for the dedication to the new cathedral.

Planned Progression:

Druid to 6, then Ranger 1, then more druid. Possibly will pick up Barbarian or Bloodrager 1 as well. Combat feats will be Gorum's divine fighting style, vital strike, etc. He He is theoretically a pretty strong melee fighter, especially after level 6 when he gets wild shape, and will be decent with a bow at some point as well. He also brings utility which your party might need, as I don't see any other nature-oriented characters in the current party.

Posting Availability and Timezone:

I post from the EST (GMT+4) time zone, and am most active from 8:00 am -9:00 am, 1:00 pm -2:00 pm, 5:00 pm - 6:00 pm, and 10:00 pm -12:00 am, on weekdays. Weekends are a crapshoot, but almost always get a post up every day for any game that I'm in (as warranted).

Please let me know if I've made any mistakes or if you have any questions, I'd be happy to adjust to whatever conditions are to be warranted.


Litejedi - Yes, carry companion is fine. I just wanted to make sure no one planned a mounted combat build that they couldn't use half the time.

Recruitment is Closed. If you did not get your character finished in time, I am sorry, but this is the deadline. The following submissions are complete:

Sven Juttebar - Half-orc Goliath Druid
Arkon the Thunderer - Oread Saurian Shaman Druid
Galdon Strife - Fetchling Gloomblade Fighter
Cade Goodbarrel - Halfling Swashbuckler (Inspired Blade)
Faolon Birgerson - Human (Ulfen) Fighter (Archer) 2/Cleric (Ecclesitheurge) 1

I will make the announcement of who has made it in either tomorrow or Friday, once I have gathered the current PCs' input.


I'm still waiting to hear from one person. If I don't hear from them by later tonight, around 8:00 PM EST, I'll make the decision then.


Okay, the decision has been made.

Cade Goodbarrel, please report to the Discussion thread!

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