GM Rednal's Rise of the Runelords: AE (Inactive)

Game Master Rednal

Foxglove Manor (Attic)
Foxglove Manor (Upper Floor)
Foxglove Manor (Ground Floor)
Foxglove Manor (Basement)
Foxglove Manor (Caverns)

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That's right - Sandpoint needs you... and rather badly, if rumors of dark forces mustering out of sight are to be believed. Of course, before that happens, there's a little matter about some goblins you'll have to deal with...

Character Creation:

Maximum Characters Selected: Three

Level: 1 (Standard Gestalt Rules. No XP - I'll be letting you know when you level.)

Mythic? No. But you will get one or two bonus abilities from the mythic list - explained in the spoiler below.

Templates? Yes - one template of up to +1 CR Adjustment, or +2 if you also take the Young template. Note that you must sacrifice a class level to apply a template (so you'd be something like Fighter 1/Template at 1st Level), and I reserve the right to deny any template for any reason. Those with limited-use powers are more likely to be accepted than permanent, powerful changes. Don't choose the Advanced template, either - go for something with real flavor and an effect on who your character is. If you want a template but aren't sure what would work, describe to me what you think would work well for your character - I have the Advanced Bestiary, and I'm sure I can find something that would fit.

Point Buy: 25

Alignment: Non-Evil/Backstabbing

Classes: Any Paizo (except Synthesist Summoner)

Races: Core or Featured

HP: Max per Hit Dice

Skills: 1 bonus skill point per level, spent on a Craft, Profession, or Perform skill

Starting Gold: 150, spend as you wish

Traits: 2, 3 with a drawback - one must be a campaign trait from the RotRL:AE Player's Guide. (You're assumed to be familiar with that, by the way)

Sourcebooks: Any Paizo. 1001 Spells and Deep Magic are also acceptable as references for magic. Other 3rd Party content is available by request only.

Special Bonus: This is the first game where I will be offering [Soul Points]. What are those? To keep it short and simple, they're my version of PFS Boons, and you'll earn one each time you complete a section of the adventure (there's several sections in each chapter, so you'll have a tidy collection by the time you're done). Should you get into another game I run - and I'm often recruiting when things seem too quiet - you'll be able to exchange Soul Points for bonus feats and traits, iconic items from a past character, and more! They can also be redeemed within the current game, though you won't get quite as much out of them if you go that route. Note that anything new you pick up should fit into your character's ongoing story - so don't ask for a trait saying you're from a rich noble family if your backstory says you were a poor gutter-rat. Obtaining such benefits is like admitting to something you haven't told others before, not reworking history.

So far, so good? All right, here's the rest of what you need to know...

Relevant Character-Building Info:

Aside from your crunch - which should be geared towards fulfilling multiple roles, not doing one thing unusually well - I'll be taking a close look at your backstories. In fact, your backstories will be one of the largest factors in my final decision, showing me that you are A) Dedicated enough to actually make one, and B) Capable of decent writing.

Incidentally, good writing trumps all, but I don't mind seeing reasonably creative twists - for example, being a current slave (perhaps assigned to protect another player?) instead of an ex-slave.

Additionally, prior to the start of the adventure, I will be performing a Harrowing on each character - complete with rolls made here on Paizo's forums, and interpreted for your character based on what you've told me about them. Your character will obtain one or two mythic abilities that represent the results of the reading, as selected by me. You won't be true mythic heroes, but you will be a bit larger than life.

Finally, tell me how consistent you can be with your posting. I'm aiming for at least 1 post a day in this game - if your life is uncertain and you're not sure you can commit to a full adventure path, then this game may not be for you.

Recruitment will remain open until next Saturday


I have a few ideas, definitely interested.

Gah! I keep telling myself I should not apply to another PBP and you keep offering up delicious gestalt temptations! I'm already in a ROTRs PBP at the moment, though.

ok would these 3rd party classes/systems be available? rider (I know this guy is a longshot but worth trying) (once again a longshot, albeit a beloved one)

I'd like to stick with Paizo's classes for this game - choices like the MCAs are fun (as is Pact Magic - which I've actually used part of in the past), but not quite what I'm looking for in this particular adventure.

Dark Archive

Dot. I'll see what I can throw together!

Shadow Lodge

Decisions decisions
I love gestalt,
Sorcerer/ninja's always fun,
I could go kitsune, take the realistic likeness feat, for maximum master of disguise-ness, later take fox shape because that's dead useful for a ninja.
character image

I'd like to play a character that is part Bolt Ace, but as you may already know the Bolt Ace doesn't swap out the Gunslinger's Gunsmith ability, which was most likely an oversight. Would you mind if I swapped the gun for something, either a weapon or some extra cash, and the Gunsmith feat for Rapid Reload?

Shadow Lodge

If I'm not mistaken you can normally sell the gun for 4d10 ⇒ (9, 1, 7, 8) = 25 gp

That would work, sure.

I'll accept that swap for cash - and you may replace the Gunsmith feat with Rapid Reload. I would offer a sort of thematic replacement... but at 1 GP for 10 bolts as the normal price, I don't think you'll even bother crafting the bolts to begin with.

Cheers. Let's see what we can do.

Sorta dot, pending the answer to two questions:

(1) I'm new to gestalt rules, would that be okay?
(2) I've played this AP up through somewhere early in Book 3 so I'm not sure if that sort of thing is a deal-breaker or not.

Shadow Lodge

In effort of full disclosure I played the first encounter before the game died
Played a conjurer wizard (my only wizard since playing pathfinder)

@Lady Ladile: Just ensure you're familiar with them! The full list is available here:, and you can also search for references and theories on character builds. Everyone starts somewhere, after all, and I'd be a pretty poor GM if I expected everyone to come to the table as an expert in every minor bit of non-standard rules I choose to add in. ^^ I should also be able to double-check your math in my builder to ensure it's all correct. More importantly, I do allow the use of the retraining rules, and will be allowing that for free at first level if you find there's something in your build that's very off in practice.

@Lord Foul II: I don't think that's enough to throw off your enjoyment of this game. XD Though I also plan to start around the first encounter - the bits before that probably work better on the tabletop than they do in PbP.

@All: A few general notes - as this is a play by post game, I'll be rolling some things for you (Initiative, some saves, etc.) in the interest of saving time and keeping the game moving. Also, you will not be held to rigid initiative order - enemies will act together, and PCs may post in any order between each of the enemy's actions. I highly encourage you to post earlier instead of later - this helps prevent slowdowns. If you have reroll abilities, I will retroactively apply those at your request, even if it happens after the results are revealed (whether or not a reroll says this is normally allowed) - this is a bonus you get for not always getting to roll certain things yourself.

Sounds good and I'll be sure to read them carefully! Thinking a Bard/Oracle character unless a better idea comes to me, but it might take me a day or two to get things in order and posted.

This looks incredible good! And I already have a character in mind going to work on it now. I do have a question how do you feel about players creating world elements in their backgrounds?

Dark Archive

I've got a concept for a Dwarf Druid (Nature Fang)/Barbarian (Invulnerable Rager). He'd be a faithful Toragian and all about defending the earth (read: mines, caves, etc.) and he is VERY enthusiastic about what he does.

He came from the Wastes:

Diego de Losada was born in Alkenstar, that legendary lands of mutants, guns and wild magic. Diego de Losada had a normal childhood, a loving family and seemed on track to have a good life. Indeed he seemed to be destined to become a shield marshal, one of the most prestigious careers in Alkenstar society.

Then a mana storm swept in and Diego's life was changed forevermore, he survived the storm but was changed... For a week he lay in bed as his mother desperately tried to save his life, her ministrations allowed him to survive the plague. On the final seventh day however he changed, unlike most mutants his skin remained the same sun tanned, pockmarked color it had always been. His left hand by contrast did not, his left hand and indeed much of his arm opened up as bone sprouted, tearing painful and bloody holes in his flesh.

It was clear to all what Diego had become, a mutant. And their was only one answer to mutants: The Bullet. His father as it so happens did it, calling it "merciful", he left Diego's seemingly dead body out in the desert to rot. Despite being shot in the head Diego was not dead, his mutant body seemingly refused to die. From then on the once kind, dutiful boy became a hardened, callous mercenary: The very antithesis of a shield marshal...

Mutant, Mercenary, Mage Killer, Legend:

After his supposed "death" Diego wandered the Wastes, he fought, he killed, he stole and eventually acquired an old, battered pistol from the bleached bones of some shield marshal. This seemed to have awakened something in Diego, a burning need to get out of the hellhole known as the Mana Wastes.

Diego made his way to the border with Geb and threw his lot in with the undead nation, as it turned out this was the right thing to do. The undead really didn't give a damn that he was a mutant, hell that was an advantage from their perspective: Mutants made perfect mercenaries in the war with Nex. Diego soon proved to his undead employers to be everything they could have wanted a fast, brutal killer who was immune to the magic of their enemies.

Soon enough Diego had amassed enough favor with his employers to gain a boon, they offered to make him a member of the undead and perhaps elevate him to the nobility of Geb. Diego summarily rejected the offer and instead requested a ticket out of Geb to Avistan. The undead while being thoroughly evil got him his ticket out of Geb, perhaps realizing that just as he was immune to Nex's magic he was immune to theirs...

Diego arrived in Galt and then made his way to Adoran and from their to Cheliax. In Cheliax he found ready employment from many factions ranging from individual diabolists to Hellknights, in Cheliax anyone could appreciate the value of someone practically immune to magic. During his one year furlough Diego amassed enough wealth to journey to Magnimarr.

Once again his talents proved immeasurably useful to him, his resistance to magic combined with his gunpowder and appearance made him a favorite among law enforcement in the city of monuments. Eventually however Diego tired of law enforcement and has gone to Sandpoint for some R&R and perhaps some "recreational" shooting...

I'll do appearance and personality later on. I know the Mana Wastes Mutant template might be a bit OP so to balance it out may I suggest that the template itself replaces the entire second class my character would gain through gestalt? I would also like to reflavor the "Monster Hunter" trait, Diego hunts the biggest game of all: Mages.


Human Mana Wastes mutant Gunslinger 1
CN Medium aberration (augmented humanoid, human)
Init +4; Senses darkvision 60 ft.; Perception +8


AC 19, touch 14, flat-footed 15 (+3 armor, +4 Dex, +2 natural)
hp 13 (1 HD; 1d10+3)
Fort +5, Ref +6, Will +3; +4 vs. mind-affecting effects
Defensive Abilities DR 5/cold iron; Immune disease, poison; SR 12


Speed 30 ft.
Melee slam 2+ (2d8+1)
Ranged Pistol 5+ (1d8)


Str 12 (10+2), Dex 18 (16+2), Con 16 (14+2), Int 10, Wis 16, Cha 8 (10-2)
Base Atk +1; CMB +2; CMD 16
Feats Point Blank Shot, Extra Traits
Traits Monster Hunter, Larger then Life, Seeker, World Traveler
Skills Knowledge (local) 5+, Intimidate 3+, Survival 7+, Sense Motive 7+, Perception 8+
Languages Common
SQ deformed arm, Grit 3/3, Deeds (Up Close and Deadly, Gunslinger’s Dodge, Quick Clear)
Equipment battered pistol, studded leather armor (25 gp), gunsmith's kit (15 gp), bullets 30 (3 gp), black powder (dose) 30 (30 gp), 78 gp.

Roll for deformity1d4 ⇒ 1=Deformed Arm

@Brass: It depends on the world element. XD Technically, ANY background would be a world element - just keep it in line with Golarion lore and you should be fine.

@Viluki: In general, I'm very cautious about any template that grants DR and/or SR. That's far more powerful than player characters are intended to have in the early stages of the game, so unfortunately, I can't accept that template even if it replaces both class levels.

Shadow Lodge

Seranov wrote:
I've got a concept for a Dwarf Druid (Nature Fang)/Barbarian (Invulnerable Rager). He'd be a faithful Toragian and all about defending the earth (read: mines, caves, etc.) and he is VERY enthusiastic about what he does.

Just a friendly reminder you can't cast while raging unless you're a bloodrager or rage prophet

You can get a similar effect from alchemest or mutagenic fighter
And there's a gnool only oracle mystery that gives rage

I am highly interested in this...

Well, I've decided to try and go for a completely nonmagical character. I don't know how yet, but I know he's going to be native to Sandpoint. Oooooooh, I know! Backstory will becoming in first.

Shadow Lodge

Hey doombringer, how'd the tomb of horrors go?

Dark Archive

Lord Foul II wrote:
Seranov wrote:
I've got a concept for a Dwarf Druid (Nature Fang)/Barbarian (Invulnerable Rager). He'd be a faithful Toragian and all about defending the earth (read: mines, caves, etc.) and he is VERY enthusiastic about what he does.

Just a friendly reminder you can't cast while raging unless you're a bloodrager or rage prophet

You can get a similar effect from alchemest or mutagenic fighter
And there's a gnool only oracle bloodline that gives rage

Didn't have any real intention of casting while Raging. He'll use his spells mostly for buffing and support, and then just hit stuff with his weapon. They're mostly there to give him options, not to be his focus.

Additionally, it looks like that Gnoll archetype is 3PP.

Shadow Lodge

Fair enough
I personally would take a rout that kept my options open, and taken one of the mentioned options, but it's your character and it's your business how you want it done

As to it being third party the DM said that such would be potentially available

Five years. Five years, and she still saw his face whenever she closed her eyes. Five years, and the people of Sandpoint still blamed her for not catching him sooner. Five years since that bastard killed dozens of innocent people. Five years since she last held her husband or her son in her arms. Five years and all the drink in the world could not make her repress the memories of the mass murderer Jervis Stoot, otherwise known as The Chopper.

Zova Lex was still a rookie back then; just a wide eyed kid who had been taken under Sheriff Hemlock’s wing as a new guard and investigator. She was happily married with a local store owner who thankfully was able to stay at home with their two year old son, Andrei. Those were happy times. The reality of the world had not yet sunk in for Zova, nor most of Sandpoint for that matter. It was a safe little place, free of care, where the people could live out their lives in relative peace.

That all changed with the Chopper’s first victim. Sandpoint was relatively devoid of violent crime so it came as a surprise to everyone, especially the City Watch. Trusting in the skills of his favored rookie, Sheriff Hemlock sent Zova to investigate, supervising her in every step of the process. At some point, she interviewed an artisan named Jervis Stoot about what he saw... and to this day the fact that she let the killer lie to her face still haunts her. She found that he was a bit eccentric... but she could never have guessed that he was the killer.

There was not enough evidence to go on, and not even the local inquisitors had a lead. Then the next body appeared. And another. And another. Fear ruled the streets of Sandpoint, for a carnage of this scale had never even been imagined. One night, an entire family had been murdered, and the streets literally ran red with blood.

And that was the night she could have stopped him. The sick bastard had been hiding, watching as the people screamed and panicked at the sight of the bodies on the street. Zova had only just seen him out of the corner of her eye. Alerting Hemlock to the masked man’s presence, the two tried to quietly subdue him. At that moment, The Chopper decided to run. Hemlock and Zova chased the scoundrel across the city streets, running their damndest in an attempt to catch him. In a burst of desperate speed, Zova reached out and attempted a grab at his cloak... only to miss, stumbling, and tripping Hemlock in the process.

The Sheriff always said that he never held any hard feelings against her for letting the killer go free. She had been the one to spot him in the first place, and that was enough to earn his respect. The people of Sandpoint didn’t see it that way. In the weeks that followed, as the body count rose, Zova found herself on the receiving end of tossed rocks, vicious verbal lashings and even death threats.

But nothing could be so bad as to what happened next. Walking home one night, she noticed that her door was opened. When she walked inside, everything that she held dear in life was lying on the floor, lifeless. Her family was one of the last victims of The Chopper.

She was there when Hemlock put the pieces together. She was there when he tried to escape for a second time and though the official reports say differently, she was the one to strike him down. The city, however, needed a hero and she understood this, so pleased with Hemlock to take the credit. The city would not celebrate the person who let the killings go on for so long.

Five years since that day and now there are rumors of The Chopper’s ghost wandering Sandpoint. Still a city guard, Zova asked for some personal time off to investigate this claim. If there was anyone who most deserved to stay within the grave, it was that killer. There was no way she would allow the circumstances to be any different.

Fair warning. The back story is pretty dark.

I am using this alias for recruitment for another campaign, but since I'm almost sure the competition is too stiff for me to make it into that one, here is my character sheet. The information in the alias section here on paizo is only accurate for the other campaign, not this one. The information on myth-weavers (the link) is accurate)

This was actually a pretty MAD class idea to pull off. I wanted to go for an investigator (not the class) type feel and so needed good wisdom for Perception and Sense Motive. Then again, that idea also needs good Charisma for Diplomacy, Bluff and Intimidate (which detectives need in abundance). And I also needed a fair bit of intelligence as playing a dumb investigator... is not a good idea. And in order to be decent at combat, I needed a decent dex and strength so I can switch off between my bow and rapier, both f which I am fairly good at XD

As for my class levels, I pulled of the completely nonmagical aspect well I think, with barbarian representing her pent up rage, aggression against the criminals who run the streets and past criminals such as Chopper (as well as martial training from her time as a city guard). The level in swashbuckler and the archetype I chose allowed her to be a decently charismatic sort, and always being ready to save the day.

It was actually really fun making the background and the build ^_^ Hopefully it gets me somewhere. I also forgot to mention, I can post at least once a day, but always have a computer available so you can definitely expect me to post whenever I am needed.

Hmmmm... will I be allowed to play as a Magus/Dragon-Sage Sorcerer?

You mean a Crossblooded/Wildblooded Draconic/Sage-bloodline Sorcerer? Looks like it's legal to me. What roles are you looking to fill?

Gish really. The Magus will bring me some spellcasting and combat ability, most importantly the ability to merge the two, with the Kensai adding to my combat. Whilst the sorcerer gives me more blasting options, as well as some buffing/control options as well. Dragon's Disciple will also let me increase by combat ability even more.

I so wish Pathfinder has its own version of Iaijutsu Focus, with the new Path of War feats, it would work amazingly with the Kensai...

On an entirely different matter, does the forums have a subscribe/alert system anywhere?

So here’s my submission: Biter.
Hunter. Warrior. Thug. Thief. And all-around bad-ass. :)

Appearance & Persoanlity:
Biter is an exiled warrior-hunter. His large size, powerful stature, and incredible speed mark him as a unique among his kind.

Now, of course one has to balance this incredible size against that of his society... to a human, he is still child-sized. His skin is a dark grey-green, with the iconic goblin red pupil-less eyes and face-dominating mouth full of massive teeth. Biter is shy of 3 feet tall, with a powerful build on his otherwise diminutive frame. His face and skin is scarred and torn, and his attire is not much better. His clothes are rudely sewn-together leathers clashing against obviously-stolen-or-salvaged articles from gnome or halfling folk. Dirty studded leathers peek out from underneath. Lashed on bones and animals claws create a spiked appearance, and tied to one of the rings piercing one of his torn ears is one small black feather and one larger white feather of some sort. His gear is likewise assorted and ragged-looking … a sling of javelins, an old rust-pitted cold iron morningstar, and a soiled and oft-patched-and-repaired canvas sack acting as a backpack. And slung across his back, easily twice his own height (though he wears and wields it comfortably) is a human-sized bastard sword, regripped to fit into his tiny hands (mechanically, this is a small greatsword, but it’s s much cooler and in-theme for a goblin-sized Conan-type to be monkey-gripping a largish human weapon).

And standing protectively at his back is a dappled wolf with her own well-worn leather armor. She’s easily twice Biter’s size and just as scarred and torn up.

Biter is loud, proud, headstrong, and intolerably obnoxious. He balances these things by also being a resilient and dangerous combatant—despite his size. By being a far-more-than-capable hunter who recognizes the strengths of his size, innate stealth, and patience. And by being absolutely unwavering once on the trail of a quarry or in the face of an adversary. He makes no apologies for who and what he is, but at the same time can be incredibly touchy about his goblin heritage. No one hates goblins more than Biter … no one. Other than his constant companion Cinder, Biter has very few friends in this world, and similarly few places that could ever be considered home. The notable exceptions being his old adventuring buddy Ameiko and her Rusty Dragon (and, by a loose extension, Sandpoint itself).

This is the story of Tekhegaan, a most unusual goblin.

The Beginnings of Biter
Ripnugget hasn’t always ruled Thistletop. Before him was another chief … Tekhegaan’s father. As the offspring of a leader of a goblin tribe that roosted just north of the small town of Sandpoint, Tekhegaan should have been on the road to greatness within the goblin community… especially given his natural strength, speed, and cunning. Circumstances would hold a different fate for him, though.

Ripnugget took control in the way all strong chiefs do … violently. And while the surviving warriors and champions of the old chief were allowed to swear allegiance to the new leader, such was not the case for any of the old ruler’s blood. In the days after the change of power, Tekhegaan—still a young goblin—became universally hunted. Even the survivors among his former “friends” sought to roll his head in front of Ripnugget to curry favor. Tekhegaan fought and snuck his way out of Thistletop to flee, barely surviving.

Tekhegaan got a brutal lesson in what it means to be a goblin. From that day, he’s hated them, and has striven to become something much, much more.

The Creation of a Legend
(Well, in his mind, anyway.)
The next few years were difficult but pivotal for the young goblin. He grew to powerful proportion (considering his race) and learned that instruction can come from nature as well as all the peoples he encountered as he ranged the Lost Coast. His early experiences taught him that any one individual can be capable of good or evil, though it’s a lesson he doesn’t apply to the intensely hated goblins.

He came to embrace the Laws of Nature, which are simple but cruel. Eat or be eaten. Trust to instincts. This day is what you get, so take advantage. Also, he realized how large the world was, and an insatiable appetite for discovery and thrills set into his bones.

But nature wasn’t the only place he traveled, much less learned defining lessons. With so many rivers and roads in Varisia depositing their goods and travelers in Magnimar, it’s no surprise that Tekhegaan found his way to the City of Monuments, as well. It was a challenging time for Tekhegaan, but one well-used. He learned far more about the larger world, about different people and cultures, he learned to speak Taldan … or, at least, his own broken version of it. And as he applied his kill-or-be-killed, everything goes mentality to civilization, he also learned a few new skills … namely the most un-civilized talent for bypassing the traps and locks these long-legs used to hide what they wanted hidden.

With this new world-view came a revelation: Tekhegaan was a weak name. A goblin name. He needed a new name. A hunter's name. A warrior’s name. A survivor’s. So—in what seemed like a moment of brilliance after much agonizing—he chose a simple, straight-forward, but illustrative name: Fighter. Unfortunately, his mastery of common was fairly lacking, and he inadvertently named himself Biter. It stuck.

New Friends
In time, Biter’s wanderlust set in, and our goblin hero—with a new name and a few new skills—skulked back out from under the lights and vaulted architecture of Magnimar and into the rolling hills, wide moors, and dark forests of the Lost Coast once more. He took on the life of a wanderer and adventurer, at least as much as a goblin can. And in this time, two events of note happened that would change his life forever. Both involved adventuring and—in no surprise to anyone ever—both involved women.

One winter, Biter found himself in a bit of a territory dispute with the goblin hunters of the Brinestump Marsh while a wolf pack with too many alphas found itself in a similar dispute in the same location. Both underdogs, both outnumbered, and both feeling an unexplainable companionship to the other, the two bonded over a week’s worth of violence, fire, pain, and near-death-experiences. In the end, the two were forced to flee … bloody, scarred, burned, but inseparable from that day forward.

It was also during this time in his life that Biter -- now backed by his new companion Cinder -- ran into a particularly interesting set of dire straits surrounding some varisian highwaymen, two hill giants, one case of mistaken identity, an innkeeper of questionable sexual-preference, a bag of loot of questionable ownership, and a then-adventurer Ameiko. Needless to say, the tale is long, convoluted, and best told over a couple of pitchers of ale. In the end, Ameiko claims that she saved Biter's tail from a giant's cook pot, while Biter claims he saved her (far more attractive) hide from being skewered not once, not twice, but thrice from the end of some highwaymen's blades.

Since then, Ameiko is one of Biter's few actual friends. And any level of grudging acceptance the goblin 'enjoys' in Sandpoint lies squarely at the gracious words and social pull of the Sandpoint tavern-keeper. (Favored Son: Ameiko) Given that, Sandpoint is a frequent haunt of the pint-sized warrior, and one of the few places that he'd consider anything like a 'home'. Its inhabitants scowlingly put up with his stunted swagger and boisterous shenanigans, but only so long as he respects their rules and generally stays out of people's business and way.

Being one of Biter's only actual friends, he would give anything to protect her.

Today, the Rusty Dragon is as close to a home as Biter has … making Sandpoint something akin to his range. It’s a tenuous balance, really, because other than a few exceptions, no one in Sandpoint really appreciates the goblins’s presence. And, as a matter of practical safety on everyone’s part, there’s a bit of an unstated rule that Biter not be seen openly anywhere in town other than inside Ameiko’s Dragon. On the rare times that he’s in town and must be out publicly, Ameiko tells him to wear one of her bright red minkaian-marked scarves on his head … a declaration of who he is. Still, it’s an incredibly rare thing.

Generally, Biter doenst’ come to Sandpoint all that often. When he does find himself in town, he pretty much stays out of sight … either inside the Rusty Dragon or in the wilds outside the city walls (where he also usually leaves Cinder). And on those times that he does find himself in town, he seems drawn like a lodestone to Junker’s Edge … watching malevolently for those hated creatures to pick through the town’s trash … hoping one will give him an excuse to repay them for old bloody debts.

Biter functions primarily as a scout, tracker, and melee specialist (and he won’t be a half-bad ranged combatant, either). He’s got the skills for trap-finding/trap-breaking (other than magical ones). Cinder brings additional melee power and utility, and her primal nature (Eidelon abilities) will allow her to pack more punch than a normal animal companion. The hunter levels also provide Biter some divine magic utility (from Druid/Ranger lists) that range from team buffing, limited opponent debuffing, and healing.

And he packs all this in a nice, compact 3-foot frame. :D

Crunch (Biter, then Cinder):
Biter (Barb/Hunter)
Goblin barbarian (invulnerable rager) 1/hunter (primal companion) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 26, 97; Pathfinder RPG Advanced Player's Guide 79; Pathfinder RPG Advanced Race Guide 114)
CN Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 14 (1d12+2)
Fort +4, Ref +6, Will +2
Speed 40 ft.
Melee cold iron morningstar +4 (1d6+2) and
. . longtooth +4 (1d10+3/19-20)
Ranged javelin +6 (1d4+2)
Special Attacks rage (6 rounds/day)
Hunter (Primal Companion) Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—faerie fire, resist energy, summon nature's ally i
. . 0 (at will)—detect magic, detect poison, mending, purify food and drink (DC 12)
Str 14, Dex 18, Con 14, Int 12, Wis 14, Cha 6
Base Atk +1; CMB +2; CMD 16
Feats Power Attack
Traits armor expert, goblin watcher, vagabond child (urban)
Skills Acrobatics +8, Appraise +2, Climb +6, Diplomacy -2 (-4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +9, Handle Animal +2, Perception +7, Ride +12, Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +16, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ animal companion, fast movement, pride, primal transformation, wild empathy -1
Other Gear studded leather, cold iron morningstar, javelin (5), longtooth, sack, thieves' tools, waterskin, whetstone, 2 gp, 8 sp, 8 cp
Special Abilities
Animal Companion (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Goblin Watcher +5 to Appraise checks to determine most valuable item in a hoard.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal companion (or self if companion dies).
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
hp 13 (+4)
Fort +5, Ref +5, Will +1
Speed 50 ft.
Melee bite +2 (1d6+1)
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Combat Reflexes
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Guard, Heel
Skills Perception +5, Stealth +6; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, attack, attack any target, come, defend, down, guard, heel
Other Gear leather wolf barding
Special Abilities
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


I know enough about this AP to know this is a possibly problematic character submission. Interestingly enough, this character was originally built specifically to play in this AP … a game that never got off the ground.

Please let me know if you have any questions or concerns, Rednal. This is an AP I’ve always heard great things about, and that I’d love to try out with Biter.

Shadow Lodge

When does recruitment end?
I'm a little busy this weak as I'm about to go on a short vacation, but I can make time to finish up my crunch if it's soon

@Lord Foul: Recruitment ends on Saturday.

@Biter: It's true that I am rather unlikely to accept a goblin character for this campaign. XD There are, ah, plot-relevant reasons for that. Fun backstory, though!


Going to Gestalt this character from pure Cavalier (Daring Champion) to Cavalier (Daring Champion)/ Arcanist (Blade Adept) which should adequately fulfill both Arcane and Melee roles.

EDIT: If a character takes the young template, and a +1 template (say Celestial) they don't need to lose a level on one side of their gestalt right? Additionally, am I correct in assuming that templates with sliding degrees of +CR must be paid for in full at character creation?

GM Rednal wrote:
@Biter: It's true that I am rather unlikely to accept a goblin character for this campaign. XD There are, ah, plot-relevant reasons for that. Fun backstory, though!

Yep. I understand that. The DM who was originally going to run the game with me worked through some of that with me. My hope is that—given a backstory that gives him solid reason to be emotionally invested in Sandpoint, absolutely hate goblins, and in town for the Swallowtail Festival—he could take actions early in the game to rise above the (understandable) prejudices that the townsfolk could have for him.

If you're uncomfortable with it, that's understandable. I think he'd be a great addition to the game.

@Biter: You've clearly put a lot of work into your character - and as a player and a GM, that's something I both acknowledge and respect. ^^ The focus on hating goblins is also a plus for him, and I think I could make him work within the campaign - but I won't make my final decisions until the end of the recruitment period. You're also welcome to submit a second character for consideration if there are any other ideas you'd like to try.

Completely understood,and I appreciate it. I'd love to play in this AP as Biter. He's one of my favorite characters to write, and well ... ya know, he was made for it. :) That said, I'll put some thought to the second concept thing. I have a second one I've been noodling on, but I can't get the pieces to hang together as I want them to. Though, maybe you can help...

possibly spoiler-y question:
My second concept is mainly a Samsaran or human Dark Tapestry Oracle build (still working on the gestalt angle). The idea at its most basic is that he's a guy who used to be around this area for a few reasons ... tied loosely to the Kaijitsu (sp?) family insofar as he's an entertainer and investigator. He left town months ago to do some of his own investigations on some of the ancient rumors he'd heard about Varisia. No one has heard from him since. He'll come walking back into town, but he'll be obviously changed. His eyes will be an ink-black, and he'll only have foggy memories of who he was or why he left. His mind has been shattered an fragmented by something he found during his investigations.

Are there any ties to the Dark Tapestry in this adventure? I love the idea that he found some kind of ruin with still-active connections to these incredibly old, incredibly powerful, and incredibly alien powers. When he messed with them, they did a number on him. He's now an unwitting host to lingering effects of that power. He's kind of the good guy who doesn't really know it, and exhibits dark and eery powers.

Any light you can shed? Or anything you can give me to help this hang into the AP better? I don't necessarily want it spoiled ... i just don't like characters in AP's that don't feel incorporated into the plot and story.

For the Dark Tapestry itself? No. A few related elements do exist in the adventure, but nothing for the Tapestry proper. That said, it shouldn't stop you from trying to integrate things if you can. For example, I have a Wrath of the Righteous game where I play an Oracle/Summoner with a major Tapestry connection... and an alternate summoning list of Lovecraftian horrors. Basically, my goal is Weird vs Evil and reminding the demons that the forces of good and light aren't the only things they need to be afraid of. XD

Most themes are about how you work them and the connections you create. A character with an odd, alien power may be searching for a connection of mystic energies - or just trying to connect with people instead, as a balance for the strange powers they channel. Be creative!

And, when in doubt, read the Player's Guide for more suggestions on what will work.

Aside from the Celestial and Half Celestial templates, I cannot find anything that I feel fits Tanwen. GM, the Half Celestial template is of a sliding CR cost, +1 - +3 would it be necessary to pay for the template in full at first level?

+3 is a stronger template than I'm accepting for this game. If nothing fits your character, then don't worry about it and just stick with class levels - there's more than one way to play up a theme. ^^

Howdy again, for consideration, I present: Vincent Bloodmoon: Dhampir Slayer(Vanguard)/Oracle(Lunar)

Roles: Melee/Heals/Some Face/Outdoorsman

Vincent is originally from Ustalav. His mother was a noblewoman and champion of Sarenrae like her family had been for generations. She had not shown much interest in settling down, but months after returning from a quest, she gave birth to Vincent. The family was overjoyed that the line of champions would continue. It took a while for concerns to be raised. Not only would strange happenings occur around him, such as objects falling off shelves for no reason, but when he played with other children, he gained a reputation for being a "biter".

The family had the boy tested and were devastated to discover that he was dhampir. His mother offered no explanation, though it would not have helped. The family sent the boy away because of the shame that he would bring them. He was raised in the church of Sarenrae in Sandpoint, far away from his family. More than a century has passed, and it is doubtful that he is remembered at all by his distant cousins. But Vincent remembers.

Posting rate: Easily several times a day, Saturdays being an exception where once is more likely.

If you have any thoughts or corrections, please let me know.

Question: How do you feel about Wildblooded variants for Eldritch Heritage? Some DMs don't mind, others very much do. Specifically, the one I'd be interested in is Pit-touched Infernal.

Dark Archive

The more I think about it, the more I am actually starting to consider a Half-orc Bloodrager with the Giant template. Would this be okay? After 1st level he'd probably go into Bloodrager/Oracle.

He'd be the scion of a tribe of orcs that had been destroyed by infighting. He was then taken in by a wizened sorcerer who taught him to combine his innate martial ability with potent arcane might. I've got to expound a little bit on this in my head, but it's a start. :)

I actually own RotRL, and was running it for my friends, but I can very easily keep that metaknowledge from effecting my playing in this game.

A giant bloodrager sounds... quite fearsome. XD I'll have to see the actual crunch to make a decision - I would like to avoid going TOO far beyond the expected power level for characters, though I do plan to increase challenges as-necessary.

What about this template? It fits Tanwen's choice of deity if nothing else, I will already need to rewrite the background anyway.

Spells, specials, flight, and DR right away? ...Probably a bit too much, even with the Young template's adjustments. XD; However, I could be persuaded to allow a modified version of the template that takes the most unbalancing aspects out and keeps it at +1.

The young template with that one would be -6 Str, that's no carrying capacity whatsoever, so I wanted to avoid using young with it anyway.

I'm not tied to the template, but adding some sort of fey or celestial heritage would fit the character. Or something tied to the plane of fire may work as well like this which is a 3pp template and honestly seems weak for 2 cr to me, more so if the creature lacks any natural attacks.

Slyness wrote:
Question: How do you feel about Wildblooded variants for Eldritch Heritage? Some DMs don't mind, others very much do. Specifically, the one I'd be interested in is Pit-touched Infernal.

Sorry, edited a few things in my post, this may have slipped by. Not that I think I'll have the feats for it, but a dhampir can dream of bat wings.

Also added in the Craft skill point.

@Slyness: Wildblooded bloodlines are no problem at all.

@Tanwen: Alternatively, there's the Fire Infused template, though I would limit the uses of the breath weapon (to, say, three/day).

Actually, that looks great, and the stat bonuses are perfect I'll have to see what I can do with that.

"Bonus" may not be the right word... XD Pretty sure the increases and decreases are about the same. Still, it's definitely a workable option!

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