GM Runescarred Dragon's RotR [High-magic] (Inactive)

Game Master Dragoncat

Mark Level; 739/1300XP (1)
Annotated Map of Sandpoint
Map of Varisia
Boneyard
Boars


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Three hours left, now.

Saturday Daud looks updated, albeit I don't think the fluff is there yet.

We're also holding out for Isemon. You can make it, my man!


I'm really very excited. Good luck to everyone!


Best of luck!


I finally got freed up at work. Just in time to go add more backstory!

Silver Crusade

GM Runescarred Dragon wrote:

Three hours left, now.

Saturday Daud looks updated, albeit I don't think the fluff is there yet.

We're also holding out for Isemon. You can make it, my man!

FINISHING IT UP RIGHT NAO! I'VE HAD TIME TODAY!

Silver Crusade

BWAAAAAAAAAA!!!!!!!

Vitals:

HP:12(14)
1 = 1d10+2

Fortitude +4(6)
+2 Class
+2 Constitution
(+2 Id Rage)

Reflex +1
+0 Class
+1 Dexterity

Will +2(4)
+0 Class
+2 Wisdom
(+2 Id Rage)

MaB +5(7)
+1 BaB
+4 Str
(+2 Id Rage)

RaB +2
+1 BaB
+1 Dex

CmB +5(7)
+1 BaB
+4 Str
(+2 Id Rage)

CmD 16(18)
10 Base
+1 BaB
+4 Str
+1 Dex
(+2 Id Rage)

AC/T/FF 14/11/13(12/9/11)
10 Base
+1 Dexterity
+3 Armor
(-2 Id Rage)

Perception +9
+1 Rank
+3 Class
+3 Skill Focus
+2 Wisdom

Stealth +10
+1 Rank
+3 Class
+3 Skill Focus
+2 Racial
+1 Dexterity

Linguistics +2
+1 Rank
+3 Class
-2 Intelligence

Lore (Spirits) +2
+1 Rank
+3 Class
-2 Intelligence

Id Rage 7 rounds/day

1 FCB: +1 Round of Id Rage

Equipment:

Eartherbreaker 40g
Starknife 24g
Machete 10g
Parade Armor
1g

Racial Abilities:

Practiced Hunter Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Feats & Traits:

Skill Focus - Stealth
Source PRPG Core Rulebook pg. 134
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Skill Focus - Perception
Source PRPG Core Rulebook pg. 134
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Defiant Luck
Source Advanced Race Guide pg. 1
You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.
Prerequisites: Human.
Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Special: If you are using the optional hero point system, you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.

Monster Hunter
Source Rise of the Runelords Anniversary Edition Player's Guide pg. 4
Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Principled
You hold yourself to a strict code of behavior that guides all of your decisions and actions. Benefit: You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

The Follower
Source Occult Mysteries pg. 37
Requirement(s) 30 Neth - 17 Kuthona
You are born under the sign of the dark figure that trails the Caravan—the specter of death itself. You receive a +2 bonus on saving throws against death effects. All allies within 10 feet of you take a –1 penalty on saving throws against death effects.

Sleepy
Source Quests and Campaigns pg. 23
You must sleep or rest for at least 12 hours each night to get the benefits of a full night’s rest. You take a –2 penalty on saving throws against sleep effects.

Class:

Bloodrager (Id Rager)

Bloodrage (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

An id rager lacks a supernatural taint to his blood, instead drawing power from pure emotion.

Atavistic Avatar (Su)
An id rager chooses one emotional focus to define his core: anger, dedication, despair, fear, hatred, jealousy, remorse (see page 19), or zeal. At 1st level, he gains Skill Focus as a bonus feat in one skill associated with his atavistic focus.

Hatred: Acrobatics or Perception.

When the id rager enters a bloodrage, he gains additional powers as if he were a phantom (Pathfinder RPG Occult Adventures 78) with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilitie whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal.

Hatred
Few things draw a spirit toward the Negative Material Plane like the emotion of hatred. Phantoms with this focus often are blinded by—and blind others with—this powerful emotion. These phantoms are frequently darker and more foreboding than all but those phantoms with the fear emotional focus. Many of them manifest as dark and dreadful knights, their armor bristling with spikes and their hands seeming to grasp barbed and terrible weapons. Other times they appear as tall, gaunt figures staring down arrogantly at those who approach.
These phantoms typically spew a string of curses at their foes, often profane, sometimes poetic. Their auras are pulsating and pitch black, and thrum violently when these horrible phantoms attack.

Weapon Finesse
The phantom gains Weapon Finesse as a bonus feat.

Hated Target (Su)
The phantom can take a move action to designate one creature within its line of sight as a hated target. The phantom gains a +2 bonus on attack rolls against its hated target, and a bonus on damage rolls equal to 1/2 the phantom's Hit Dice (minimum 1). The phantom is so focused on this hated target that it takes a –2 penalty on attack rolls against all other creatures. The phantom can maintain these bonuses against only one target at a time, and these bonuses remain in effect until either the hated opponent is dead or it has been out of the phantom's line of sight for at least 1 minute. When the spiritualist reaches 7th level, the phantom can use this ability as a swift action, and takes no penalty when attacking creatures that are not designated as its hated enemy. The phantom must be manifested in ectoplasmic form to use this ability (unless the spiritualist is 17th level or higher; see Shared Hatred below).

Fast Movement (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

Appearance & Personality:

Wiry and tall Saturday does not give off the appearance of someone who would do well in a fight, but as someone whose body literally runs on spite as the spirits of hatred draw in mass from the astral plane to empower their vessel this young man is actually quite physically formidable. Possessing gaunt, sharp features and piercing red eyes indicative of the Daud family and preternaturally grey hair Saturday still carries a softness and innocence about him, even as he bears the weight of a person's hate a hundredfold. Dark circles accentuate his red eyes, as being the host for the unquiet dead is very tiring, or perhaps he is simply lazy, or enjoy dreaming more than the waking world (can you blame him?). Whatever the case the young man's favorite pastime is without a doubt napping.

Going about he wears layers of dark and dull colors reminiscent of his homeland, in no so part helped with his father's ceremonial armor that had been given to him which he has only recently grew into which bears the starlit tower of the Ustalav flag upon the faded black and purple tabard. Over all of this he wears a thick and heavy travelers coat and hat. .

Backstory:

Born into dreary and dead Ustalav under the shadow of the Tyrant, Saturday was an oddity from the beginning, even when compared to other members of the Daud family. As a baby he would laugh and cry and look on in wonder as babes are apt to do until certain relatives would come into his view. Whatever he had been up to till that point would promptly cease as he turned a silent, hate-filled glare upon the instigator.

To receive such a malevolent greeting from an infant rightly unsettled most who met him, who in turn quickly tried to convince his parents to take him to a priest. But as he exhibited no other odd, let alone harmful, behavior his parents decided to postpone any such visitations till he was older, presuming of course the episodes continued.

They did.

Growing into a small child Saturday would laugh and play as children did until certain relatives were nearby. Whereupon he would become quite and still as he watched them. After many such incidents he no longer glared as he stared at his family members, or rather, he learned not to.

He learned a great many things, things children should learn, things children should not learn, and things no human should ever have to learn. His days growing up in a land of only slightly managed nightmares were spent as a child would spend them in any other area of the world, save for the random bouts of oddity and aloofness that seemed to shrink away as he got older. They only hid themselves better as they watched the Dauds go about their lives.

And then, as children have, he had a birthday. More specifically, a birthday party upon reaching his fifth year. A party that much more than normal amount of his extended family were able to attend. A more than normal amount of Dauds all in one place for one person for one very special day.

Having not had any quiet episodes or moods for awhile his parents and siblings took his silence and meekness this day for simple nervousness at being around so many people for the first time. At being around so many Dauds for the first time. Everyone was happy, as people at parties tend to be, save for the quiet Saturday.

The cousins and siblings were playing, as cousins and siblings did, and the adults were drinking and reminiscing, as adults did. And Saturday was simply quiet. Quiet, and watching. Watching all the Dauds around him who had been alive a lot longer than him, had done more than him, had done much more harm, had caused much more misery than him.

Finally everyone gathered together to eat the birthday feast, and eat they did, save for Saturday, who only watched and looked. Watched the Dauds. And looked at something else. He kept quiet as he watched till one uncle who had had too much drink started to tell stories from his youth. Proud accomplishments for him to remember, and crude nightmares for others to fear. He went on and on talking and remembering as Saturday watched and watched, and glared as the older man leaned closer to tell him a story specifically.

Whatever horror or crudeness was to come out of the man’s mouth never came, instead replaced with a quick gurgle as he found his eye and brain pierced by one of the feast knives Saturday had been watching earlier. Watching and waiting as the man talked, watching and waiting until he got close enough. People screamed, as people who witness a murder tend to do. And Saturday was finally able to start eating his neglected birthday meal.

As in birth, as in death there is an exchange of souls between this world and the next along the river eternal. But sometimes the streams that feed into the much larger river get clogged, or detritus leftover from the river’s uncountable travelers get left behind. Left behind with the urge to scream but possessing no mouth.

And the Dauds had made a great many people scream, had sent many travelers along the river, or had made them wish they had. And all this, this misery, this hopelessness, this hate, it all flowed around this accursed family thick as smog. Unable to do anything this hateful shadow loomed over the Dauds for many years, until one day they found a mouth, or rather, a place to rest. Neither going nor leaving this vehemence lingered till it felt something other than endless hate. A void that wasn't there before called out to the mindless spite, a space to be to filled, a place to go.

What it found was a frail soul just coming into this world, still being made within his mother’s womb. At first a trickle the fragments of the souls and emotions soon began to pour into the new place to go, as if someone had pulled the stopper out of an invisible drain that sucked all the hate down. They found comfort here, in their new home. They had eyes that could see and a mouth that could scream and hands that could hold things. Do things. They were happy here.

They also had no quarrels with priest of the life and death Goddess nor her priests and priestesses, and so they weren’t able to find them when Saturday’s parents took him to the dark chapel the day after his birthday. But they did not like the Dauds, and the Dauds found them plenty, in the form of a quiet boy who simply watched, and waited. Waited for a Daud to go out hunting for deer. Waited for another to fall asleep. Waited for one more to ask Saturday what he was doing all alone out in the middle of the night. ”I’m not alone.” was the last thing that Daud ever heard.

His parents, afraid for themselves and their family as much as they were for their own son, couldn't bring themselves to surrender him to whatever fate the other side had set in motion for him, love and hate being the same side of the coin. And so, with tears and worry and the slightest glimpse of hope, they sent him away. Far, far away.

Traveling with friends of his father who were unaware of him Saturday traveled and grew, but most importantly, he learned and adapted. No longer bound to Ustalav and with no other Dauds around other than the one surrounding them the spirits became at the same time content and restless.

As he grew Saturday tried his best to appease these spirits and to focus their near endless energy, their boundless hate into something good. And he did.

Or the spirits did. They both did, though at this point it was hard to tell where the living ended and the spirits began. But one thing, if only, was for certain. There was more evil in this world Saturday traveled than just the Dauds, and plenty of hate to go around.

A thousand apologies for my lateness, I know it's probably too late but for anyone who does read or look over it any feedback or criticism would be appreciated. GOOD LUCK EVERYBODY! ^w^


Two hours.

This countdown stuff is fun.

:-)


Whew, that was cutting it too close. Figures I'd get swamped at work. Anyway, please look over and let me know if I missed anything. I'll create an alias if picked. I can also change my formulae if needed depending on the role I will be filling.

Ansrath Bannitlarn:
Ansrath Bannitlarn
Male Elf Alchemist 1
CG M
Init +4; Senses Low-Light vision ; Perception +2

--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 leather armor, +4 Dex -1 enc)
hp 10 (1d8 +1 con +1 fcb)
Fort +3, Ref +5, Will +0
Resist Immune to sleep, +2 ST vs enchantment

--------------------
Offense
--------------------
Speed 30 ft.
Ranged Bomb +4 (1d6+4)(R 10’)
Ranged Short bow +4 (1dX+X/x2) (40 arrows/20 blunt arrows)
Melee Dagger +4 (1d4/19x2)
Melee Kumai +4 (1d4/x2)

Formulas: 2
Level 1: Targeted Bomb Admixture

Formula list
Level 1: Bomber’s Eye, Cure Light Wounds, True Strike, Targeted Bomb Admixture, Identify, Crafter’s Fortune

--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Brew potion, Throw anything, Splash Weapon Mastery
Traits Firebug (+1 attack – bombs/splash weapons) , Scholar of the Ancients (+1 arcana & history + Thassilonian)
Skills Craft (Alchemy) +8, Spellcraft +8 (+2 on magic items), Disable Device +8, Know (arcane) +9 , Know (nature) +8, UMD +4, Perception +4, Heal +4, Linguistics +8, Appraise +8, Know (history) +9
Languages Common, Elven, Thassilonian, Sylvan, Draconic, Goblin, Gnome, Giant

Other Gear Alchemist’s kit (alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), Bandolier, Explorer’s outfit

16 GP, 5 SP, 0 CP | Load: 58.5# (Medium)

Encumbrance: Light (33#)/ Medium (66#)/ Heavy (100#)

--------------------
Special Abilities
--------------------
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance

Background Ansrath was born and raised in Crying Leaf. His father was an alchemist and his mother was a druid. Together they ran an apothecary in town where Ansrath began working once he was old enough. He was a fast learner and enjoyed spending his free time scouring libraries for new formulae. While initially his duties involved cleaning up the shop, eventually he started helping create the salves, balms, and potions the shop sold. Occasionally, his family would travel to Riddleport to sell to the pirate ships when they came to port. It was here that he became fascinated with the Cyphergate.

As he learned more about the ancient history of the land, he wondered what secrets lie in the ruins scattered across the area. The more he learned, the more restless he became as he tired of working in the shop and longed to explore. He took advantage of an opportunity to travel to Sandpoint for his parents in order to take possession of the annual order of special bottles from the local Glassworks. He thought it would give him an excuse to travel and visit the museum there.

Silver Crusade

*head*

*desk*

Forgot Appearance and Personality, it should all be up there now. Again, sorry.

Grand Lodge

A blue-haired fellow with strangely feline eyes stands in a corner of my imagination crossing his fingers so hard they may break...which will make playing a lute and casting spells challenging.


Almost there.

Almost there.


The suspense is killing me!


I'm tempted to close recruitment. I've more or less made my choices already, I just need to make sure everyone has a chance to get in.

In other news, I've just ended my most recent session with the trailblazing group. They've just started the end of book one dungeon, and it's a blast. We might quit this campaign though, for reasons. Then I won't have a trailblazing group.

By the way, what do people think of the possibility of death? I did murder one character for the other group, back when they were level one. I'll be editing that particular encounter for you guys, I think, it did have a bit too high damage.

(And people playing spellthieves and other d8 or lower classes, be adviced - negative constitution is not for you if you plan to melee.)

Anyway. Half an hour.


I'll be honest, if my character dies, it'll sting. But hey, if it's a level one character, I can just bring in a new one. I can take it.

Silver Crusade

Death does suck, but hopefully I can recover if it happens to me.


Death happens. I'm a firm believer in the belief that if it is the right thing, for story, drama, or to keep things moving along, that it should happen. Of course, it can happen for no reason, and that's no good either. But the occasional death reminds people of their mortality, which makes the overall game more exciting.


Dragoncat wrote:
I'll be honest, if my character dies, it'll sting. But hey, if it's a level one character, I can just bring in a new one. I can take it.

What if it's in the very end of book 5?

I usually use these rules for death:

If you die, you can either be raised, or roll up a new character. If you reroll, you lose half your accumulated XP.

However, for each level you're behind Mark Level (What a character would have had if it had survived the whole game from the start), characters recieve a +15% xp bonus, until they catch up. I'll keep track of Mark Level if you wipe.

This isn't as bad as it might seem, as half your xp never puts you more than two levels behind. Also, the xp bonus from being underleveled makes you catch up pretty quick.

I also use the 3.5e rules for permanent negative energy levels, just to raise the stakes of that, but I can easily be convinced to drop them, if people think they suck balls.


I can take it. It won't be the first time I've had a character die.

Granted, it'll be the second if that happens, but still...


I started back in 2ED, but I largely cut my teeth on 3.5, so the negative energy levels is not a big deal for me. Just makes Enervation a helluva lot scarier.

Silver Crusade

Yeah, not a fan of permanently losing levels left and right :3


Dragoncat wrote:

I can take it. It won't be the first time I've had a character die.

Granted, it'll be the second if that happens, but still...

I still remember my first character death in a game. Was complete crap, and I didn't know I had a terrible GM at the time, but I never did forget my panic at being ripped apart by a pack of wild, enraged quaggoths.


So can I.

My alchemist got dropped to negative HP, then finished off by a spiritual weapon.

In hindsight, I'm glad she died. When she was reincarnated as an undine (she started as a tiefling), it led to an interesting ongoing plotline where she's being haunted by the spirit of her tiefling half. :)

Oh, and permanent negative levels aren't my thing either.


Oh boy. Glad I'm not playing one of the more in-yo'-face concepts that I have in the back of my skull. Still, If I have a character die, well, as long as it's not because I got slaughtered after getting knocked out during a fight, I think I'll be fine.

EDIT: On character deaths, my first was actually in a PFS scenario (Yeah, yeah, I got started in Pathfinder and in PFS, so sue me.) The GM running the table had knocked my character out when he had the big bad at the end of the scenario bash her skull in when there were other valid targets. It wasn't so much that she died that made me upset, but rather that it was more of a "Dude. Really?" moment on the GMs part.

Although, the most bogus death was when I had a character get blasted by a trap when another player had his character set the thing off. What was really bad was that it was obviously a trap. The whole table was face-palming at that one.


Well. This is it.

Ladies and gentlemen!
Allow me, to present to you;

Lead singer; Dragoncat as Leiia Vantas!
Guitarist; AdamWarnock. As. Sesi!
On the drums; GoatToucher as Horst! Ironbrow!!
And finally, on the bass; Roycilo as Pendrax Ragnack!

Anyway, I think I'll stick with the death penalties and negative energy level rules. I don't think you'll feel it all that much, to be honest.

My apologies to all those that did not get in. I was swarmed in fantastic characters, you've not missed the mark by much. In the end, I went with what my gut told me.

Regardless, those four of you should head over to the discussion thread! I'll have an introductionary post up for you, and I'll send a pm to those who made it, just to make sure they're aware.


Thanks for picking me, GM! :)

Best of luck to the rest of the (frankly REALLY worthy) applicants!


Congrats to everyone who got in. There were some fantastic submissions. I hope to game with you all later!


Woohoo! Thank you so much for picking Sesi. I'll be right over. I just need to update some stuff in her alias.


Thank you GM RD for the opportunity. Congratulations and good luck to those who got in.


Congrats and good luck to those who made it. There were some great characters. This has got me thinking about rolling up an alchemist for pfs though, so it was a meaningful exercise. Thanks.

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