GM Woran's Rise of the Runelords

Game Master Woran

sandpoint information

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GM cheat sheet:

[dice=initiative Vitro]1d20 + 3[/dice]
[dice=initiative Justin]1d20 + 3[/dice]
[dice=initiative Snowflake]1d20[/dice]
[dice=initiative Dayo]1d20 + 7[/dice]
[dice=initiative Eoghan]1d20 + 2[/dice]

[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps

[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]

[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]

[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]

[dice=Stealth Vitro]1d20 + 5[/dice]
[dice=Stealth Justin]1d20 + 4[/dice]
[dice=Stealth Snowflake]1d20 - 1[/dice]
[dice=Stealth Dayo]1d20 + 4[/dice]
[dice=Stealth Eoghan]1d20 + 5[/dice]


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Dead Suns:

Ok everyone time to start! I hope we will all have fun together.

First things first: What AP to play? I've deliberately not picked anything yet, as there are too many good APs to play.

PFS sanctioned AP's are:

Rise of the Runelords (I have a preference for this, but do not let that decide for you)
Carrion Crown
Jade Regent (not actually an option as one of you is already playing this, but I'm listing it for completion's sake)
Skull & Shackles
Shattered Star
Reign of Winter
Mummy's Mask
Iron Gods (I am already playing this myself, so not very handy)
Giant Slayer.

For short descriptions of the stories, you can check the AP's page here

Once we decide on the AP, you can all start building a character. Pretty much everything goes, but I have a few character building rules:
- 20 point buy, or you can roll for your stats. But if you roll, you're stuck with it. No going backsies because you rolled bad ;)
- I have no banned content, but if you want to play evil, you have to post your character concept, and the others get to vote on it. Evil in a neutral/good party can work, but the team has to be on board for it.
- If everyone decides to be Evil, that is fine by me.
- As a GM I do get to veto your character concept it its too insane ;)
- Campaign traits for the AP we are playing are allowed.
- All races are good, but if you want to play something really weird or overpowered, you got to have a good story for it, and I might impose a few drawbacks on you.

While everyone's PbP may vary, I find Painlords guide to PbP a good read. It has advice for both players and GM's and its a good read. Check it out here.
Lets all have a great adventure!


M Large Canine Level 3 druid

I've already played most of jade regent, so that being off the list is one big deal.


Good morning, one and all! (It's morning here, at least.)

I am quite the greenhorn to AP play, and the only AP I'd vote against (Hell's Rebels, I'm currently in a game of that) isn't on the list, so I'm pretty amenable to anything that is there. I can likely be talked into anything. :)


I have DMéd the Rise of the Runelords ages ago, so I wouldn't mind playing it, but I will be a bit quiet the first book


Dead Suns:

Hawkshaw GM'd book one.
I personally dont have a problem with that.

Silver Crusade

I have read most APs to a greater of lesser extent (AP subscription ^^) but I really don't have any preference for a specific campaign.


So then we're waiting for one or two more folks to check in whether they have any preference, it sounds like?


Dead Suns:

I count four:

BigNorseWolf (no preference)
Redblade8 (no preference)
Hawkshaw (mild preference for Rise of the Runelords?)
Sebastian (no preference)

We still have one player needing to weigh in.


I might have a dislike for Skull and Shackles, because I played plunder and peril, and I'm not a fan of very specific type of terrain theme (in this case water).

Grand Lodge

Hmm sneaks in, waves.

If everyone else has no preference and the GM and Hawkshaw want Rise of the Runelords, go for Rise. It's a great introductory AP. I hope you don't mind me invading your thread. I've been curious about it ever since you messaged me.

Hmm


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Dead Suns:

perception: 1d20 + 5 ⇒ (20) + 5 = 25

Hey! You!

*meep meep meep*
alarm goes off
Intruder alert. Intruder alert.

Nah, just kidding :P
I just talked to our last player. He's in the last stages of selling his house, so a bit pre-occupied at the moment.
He has no preference as to what we will be playing.

So if everyone doesnt have a real preference, I'd like us to play Rise of the Runelords.


RotRL is certainly fine with me.


M Large Canine Level 3 druid

Rise of the ryebreads fine.

Silver Crusade

Rise is perfectly fine ^^


Dead Suns:

Ha. Auto correct bignorsewolf?

I'll gather my resources and gather background information for you all.
In the mean time you can think about your class/alignment and if you want to roll your stats or point buy.
If you want to roll, you can roll 4d6, substract the lowest die. You can roll 7 times, and discard the lowest stat. You dont need to assign your rolls in order, but you can pick what roll belongs to which stat.


Dead Suns:

Just for fun, if I were to roll up a character:

stat roll: 4d6 ⇒ (6, 5, 3, 2) = 16 14

stat roll: 4d6 ⇒ (3, 6, 4, 6) = 19 16

stat roll: 4d6 ⇒ (1, 3, 2, 2) = 8 7

stat roll: 4d6 ⇒ (1, 5, 4, 5) = 15 14

stat roll: 4d6 ⇒ (3, 3, 4, 5) = 15 12

stat roll: 4d6 ⇒ (4, 2, 1, 6) = 13 12

stat roll: 4d6 ⇒ (1, 2, 5, 4) = 12 11

Discard lowest, so I end up with a stat array of 14, 16, 14, 12, 12, 11. Racials still apply after this.
Not a bad roll if I say so myself.

Point buy gives you consistency across the board. Rolling is just a bag of mixed candy: always exiting to see what you are going to get :)


Dead Suns:

So, everyone can download the Rise of the Runelords player guide here

It will give you some general info on Varisia, where this AP takes place. The adventure starts in sandpoint, but with the general info about the other places and cities, you dont have to be from Sandpoint yourself.
The campaign traits can be picked for your character if you want.

It also has a nice map of Varisia and Sandpoint.
For a bit more, spoiler free, background on Sandpoint, you can check here
The six big religions in sandpoint are: Desna, Abadar, Sarenrae, Shelyn, Gozreh, and Erastil.


Thanks. I'd been perusing the PG, trying to figure out what I might play. Still trying to sort out my options. :)


Dead Suns:

Please share freely your character ideas. Brainstorming is awesome :)


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Well, my usual inclination is towards what I call the "apply-axe-to-face" classes, your usual suspects from the full-BAB crowd, and also an irrational attraction to the UnRogue. :) A few other things have also caught my eye, but I'm not really sure where I'd take them (hunter, inquisitor, warpriest, mesmerist, and even wild thoughts of an archaeologist bard*). I don't think most 9/9 casters appeal to me, possible exception of sorcs. Bottom line, I think I've got enough possible different interests that I'm sure I could make a character that puts something helpful on the table.

*Get some smelling salts, I may have surprised Hmm into unconsciousness.


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Dead Suns:

heal check: 1d20 + 2 ⇒ (6) + 2 = 8
Wow, I think you killed her!

;)

But I understand your plight. I usually dont know what to pick, so I always let others pick a character, and the fill in the gaps where needed.

So far: a martial class, results may vary.

I am curious to see what character ideas the others have in mind.


We've gotta get that big syringe of adrenaline like in Pulp Fiction...!

Yeah, I can be fairly elastic in my choices, but I do have my limits. A couple years ago when my local tabletop group started its 4e group, I was the first to the table with my char, a tiefling warlock. The other four dummies proceeded to just bring a grab-bag of other Strikers, to the point where I couldn't in good conscience play the warlock. So I switched to a bard, and was miserable with it. (/shrug)


I tend to play classes I haven't played before.
I currently have:
A fighter barbarian
A sorcerer
A musket master inquisitor
A ninja monk inquisitor (don't ask)
A brawler
A earthbender
A warpriest
A cleric
Dead:
Oracle.
In the wings
Kitsune spiritualist
Nagaji mesmerist
Wayang samurai.

For this AP I was thinking ranger or paladin, or something completely off the track


M Large Canine Level 3 druid

I was leaning towards a ratfolk brown fured transmuter for Arcane support.


Oh yeah, also, Investigators look like they'd be fun if I go off the full-BAB beaten track. :) Specifically, the Psychic Detective.

Grand Lodge

Reports of my death have been highly exaggerated...

Okay, if I were going to accept your invitation and join, what would you need in this party? My favorite classes are bards and oracles, but I could be talked into playing something else, like that new fey speaker druid archetype...

Yes, I'm weakening. I've rolled a 1 on my will save.

Hmm

EDIT: Would you be open to me coming in a little late?


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Hold it.

Whoa-whoa-whoa-whoa-whoa-whoa-whoa.

You play bards...?

:D

EDIT: what level does ROTRL tend to go to, anyway? That might help me make a decision. Like, I have a strong urge to play a Bloodrager/Dragon Disciple, but what's the point if you can't get to the point of turning all the way into a freakin' dragon. :)


I have spoken with Woran, and she opted for me to play a magic user, since I already have a lot of martial characters. Since BigNorseWolf wants to play an arcane caster, I'll go Divine. Since I already have played a cleric and an oracle, I'm reading into the Shaman class, and I like it.


so, something like this:
Unnamed Hero
Aasimar shaman 1 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +1, Ref +1, Will +6; +2 vs. death, energy drain, negative energy, or necromancy spells, +2 vs. death
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 4/day (DC 14, 1d6)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 15)
Shaman Spells Prepared (CL 1st; concentration +5)
. . 1st—bless, cure light wounds; detect undead[S]
. . 0 (at will)—detect magic, guidance, light
. . S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +0; CMD 11
Feats Fey Foundling[ISWG]
Traits sacred touch, student of faith
Skills Diplomacy +5, Heal +8, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ deathless spirit, spirit animal
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fey Foundling Magical healing works better on you
Shaman Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal If spirit animal is slain, cannot use spirit magic or prepare new spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


M Large Canine Level 3 druid
Redblade8 wrote:

Hold it.

Whoa-whoa-whoa-whoa-whoa-whoa-whoa.

You play bards...?

:D

EDIT: what level does ROTRL tend to go to, anyway? That might help me make a decision. Like, I have a strong urge to play a Bloodrager/Dragon Disciple, but what's the point if you can't get to the point of turning all the way into a freakin' dragon. :)

I may be able to help you with that...

Share Transmutation (Su)

At 9th level, the brown-fur transmuter can target others with her transmutation spells. A brown-fur transmuter can expend 1 point from her arcane reservoir to change any transmutation spell with a range of personal to a range of touch. Such a spell automatically fails on unwilling creatures.

Silver Crusade

I still toy with the idea to lobby for the inclusion if this particular archetype into PFS (maybe with some limits), but I really would like to try the eldritch archer magus archetype in a campaign to see how it performs.


M Large Canine Level 3 druid
Sebastian Hirsch wrote:

I still toy with the idea to lobby for the inclusion if this particular archetype into PFS (maybe with some limits), but I really would like to try the eldritch archer magus archetype in a campaign to see how it performs.

experimental evidence ! ITS ALIIIIVE

Grand Lodge

Potential Stat Roll:

4d6 ⇒ (5, 6, 6, 2) = 19 17
4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (5, 2, 3, 3) = 13 11
4d6 ⇒ (1, 2, 3, 4) = 10 09
4d6 ⇒ (5, 6, 6, 2) = 19 17
4d6 ⇒ (4, 3, 1, 4) = 12 11
4d6 ⇒ (1, 1, 3, 6) = 11 10

WOW. If I do this, there go all my good rolls for the rest of the campaign...

Right now it's looking like one of my campaigns has died, or is about to do so, but I'm still GMing a PFS module. When that ends, or the campaign dies for real, there will be more space in my schedule. What pace are you looking to run this at, Woran?

Hmm


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Right now, here's my top contenders for if I make a full-BAB hittin' type guy (not in any order):
1) A Draconic Bloodrager
2) An Unchained Monk
3) A Mutagenic Mauler

Those are the three things I'm most likely to

If I'm needed in a skilled position, I could give the Archaeologist Bard a try, or try another straight-up UnRogue.

Also, I've been meaning to see what happens if I roll...

stat roll: 4d6 ⇒ (3, 2, 2, 2) = 9 7
stat roll: 4d6 ⇒ (3, 6, 6, 1) = 16 15
stat roll: 4d6 ⇒ (1, 6, 1, 4) = 12 11
stat roll: 4d6 ⇒ (4, 6, 6, 5) = 21 17
stat roll: 4d6 ⇒ (1, 2, 5, 3) = 11 10
stat roll: 4d6 ⇒ (3, 5, 4, 6) = 18 15
stat roll: 4d6 ⇒ (1, 6, 6, 6) = 19 18

EDIT: Gorum's spiked jockstrap! I wouldn't feel right using that roll if it "blows the curve" for everyone else; it's ridiculous. I'm gonna set that aside for now, just pretend it isn't there.


Dead Suns:

Wow you two! Awesome rolls!
Those are real sweet if you want to try out a MAD class.

Rise of the Runelords ends somewhere in the 16/17 range.

@Hmm: There is no set pace I want to run. Altough I do expect one post a day minimum to keep things going, it doesnt have to be related to furthering the plot. If you all want some deep intense roleplay moments around the campfire, go for it!
We are not bound to any schedule, and depending on where we are in the story when you have time to join us, I'll find a way go put in you in :)


Mmmh. I opted to make a healer but I can't replace my spells with cures like a cleric. But my Channels do heal. I'm thinking about switching my wis and cha scores. That gives me an extra channel.
And switch fey foundling for selective channeling.


Next idea: oradin. Oracle/paladin healer.


M Large Canine Level 3 druid
Hawkshaw wrote:

Mmmh. I opted to make a healer but I can't replace my spells with cures like a cleric. But my Channels do heal. I'm thinking about switching my wis and cha scores. That gives me an extra channel.

And switch fey foundling for selective channeling.

Fey foundling is amazing on a healer, especially if you pump con and use shield other


That's why the oradin as a healer since the shaman can do it, but the dedication cripples it a bit.
I'll start out as a life Oracle with the channel revelation and the fey foundling feat. Story wise it's amazingly handy.
Level two paladin. With a healing archtype.
Level three paladin : healing hands with the extra revelation feat: life link.
Level 4: Oracle to boost life link
Level 5: Oracle or pally depending how many squishies need life link. Feat: selective channeling


Dead Suns:

So for now:

Redblade: a martial SMASH type
BigNorseWolf: brown furred transmuter as arcane/support
Hawkshaw: Oradin Healer
Sebastian: Arcane archer ranged

I'll poke our last guy to see if he can pop in.

Hmm will jump in later.

Looks like a solid start :)


Dead Suns:

Ok. Our last guy is looking to make a fighter. Not sure yet if he'll take an archetype or go plain.

Grand Lodge

This is sure sounding like you could use a bard or an investigator. Or, possibly, an unchained rogue. @ Hawkshaw: Oradins rock. Lyric the Singing Paladin is an Oradin, and she's awesome.

Hmm


Dead Suns:

A skill monkey would help, altough with a party of six there is a lot of room for skill distribution among characters.
Bard is nice for buffing the party. Rogue brings a lot of skills and melee support. And investigators can help with alchemy and some nice support. All three are good skill monkeys.

I recently took a look at the unchained rogue and I must say Im quite impressed by the class.


Male Half-orc Fighter/Rogue 4 | HP 40/40 (0 NL) |Init +4 | AC 19 (T 15, FF 15) CMD 20+ | F +10 R +10 W +4 | Darkvision, Per +4 | Combat Stamina: 7/7 | Active Conditions: None

<3 my UnRogue. :-)


"Taj" | Female Peri-Blooded Aasimar Swashbuckler | HP 12/12 | AC 15 T 13 FF 12 | CMD | F +2 R +5 W +0 | Init + 3 | Per +4, SM +2 | Speed 30 Ft | Spells: None | Active Conditions: Magic Weapon

Rataji loves your unrogue, too!


I left that one hanging out over the plate for ya, Taj. :-)

DM, if the last member of our little party is doing a fighter more in the heavy-armor Brute model, I still might flex out to an archaeologist so that we've got coverage on that (locks, traps, knowledge) angle from the outset. Keep me posted as his plans develop, k?

Grand Lodge

So... House rules.

Are you going with the current errata on ACG and ARG?

Are you going to allow background skills?

If Redblade picks up trap stuff, I am thinking of going with a Silver Balladeer Bard.

If not, I may go with a Psychic Detective Investigator to be able to help with traps.


Dead Suns:

@Red: he said he'd drop in during the weekend. He finally sold his house. Now that the burdennof it is lifted he crashed a bit. No wonder, after all that stress.

@Hmm: you'll have to fill me in if you want to use something differently. I tend to stick to official rulings, but that is mostly because I mostly play PFS.
I'll read up on background skills and will get back to you on that.


No worries, I know that can be an ordeal. We're looking for a new house ourselves, and I'm terrified of what'll happen when we find something. :-)


you know what. The the dice roll where they fall. My multiclass is MAD and I can't decide which Paladin Archtype to choose. SO let the dice decide:

Stat roll: 4d6 ⇒ (2, 4, 2, 1) = 9 8

Stat roll: 4d6 ⇒ (3, 6, 5, 3) = 17 14

Stat roll: 4d6 ⇒ (3, 2, 3, 3) = 11 9

Stat roll: 4d6 ⇒ (3, 4, 4, 3) = 14 11

Stat roll: 4d6 ⇒ (1, 2, 6, 5) = 14 13

Stat roll: 4d6 ⇒ (1, 6, 4, 4) = 15 14

Stat roll: 4d6 ⇒ (6, 1, 6, 3) = 16 15

Let's work with that

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