Leinathan's Rise of the Runelords (Inactive)

Game Master leinathan

Drawn into an evil conspiracy by a vicious goblin attack, will the PCs be able to prevent the Rise of the Runelords?

Map of Sandpoint

Kingmaker Information

Battle Zones in Sandpoint

Foxglove Manor Map


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I've decided to try to GM another campaign to keep myself more occupied here on the boards, and to see how to better run this campaign.

So, I've decided to run Rise of The Runelords, Anniversary Edition.

I'll be looking for four or five characters with an accurate statblock and a fleshed-out backstory and interesting personality. Now, I am not looking for short novels, but I should be able to extrapolate some of your character's reactions to others from the backstory.

Character Creation Guidelines:

Races: All Core races are allowed, along with Aasimar, Tiefling, Drow, Dhampir, and Duergar. I am considering the underground races because of a very interesting character that sprung from allowing them before, so standards are high regarding those. In addition, if you are human, you must choose one of the three ethnic backgrounds detailed in the Player's Guide.

Classes: No class or archetype that uses guns will be allowed, and Ninja, Samurai, and Summoner are also disallowed. All other classes listed in the PRD are allowed.

Alignment: Only Chaotic Evil will be officially disregarded, but Chaotic Neutral and Evil characters had better know how to play nice and have a legitimate reason to be in Sandpoint and defend it.

Stats: Stats will be generated via 20 point buy, with an additional 1 point given for being Chaotic or Lawful, and an additional 2 points given for being Good or Evil.

Traits: Two traits can be chosen, one must be a campaign trait chosen from Here, and the other can be any trait.

Extras: All characters will receive Weapon Finesse for free. We'll treat it as a property of finesseable weapons. Starting gold will be the average for your class. Each character will also be granted one free skill point that must be spent on a Craft, Perform, or Profession skill to reflect the character's background. Characters will also be making a comeliness roll, 4d6, dropping the lowest, and adding your Cha modifier.

Sources: You can be using the CRB, the Advanced Player's Guide, Ultimate Combat & Magic, Ultimate Campaign, and I will be expecting you to use The Player's Guide to this campaign.

I'll be asking a lot of questions about the characters that I'm interested in, and will likely choose characters in the next two weeks, but I'm willing to wait as long as it takes to make a party that I can be invested in. If you have any questions or if I missed anything, go ahead and ask. Otherwise, please begin.


I would be very intrested in trying to get into a RotRL game and I have a Lava gnome alchemist or a human Barbarian that I would like to get into here :) I will see about getting them up in the next day or two.


Leinathan is a fantastic DM. Everyone should play his game.

I'd totally submit for this one but I'd feel like I'm hogging him.

RPG Superstar 2015 Top 16

Oh man, so tempted to app the duergar that I keep not-finding a campaign home for...


What is a "lava gnome", perchance?

Hey, Yoricks, feel free to submit. You're a great player and I like those.

Go ahead! Just make sure he's plausible :D


Dotting for interest.

HAivng oinly ever DM'ed the adventure path 'back in the day' I must admit to really looking forwards to playing through the adventure as a charcter (If chosen)

As for race? I do like what a freind has managed to do with the Drow. So would like to work on something like that if possible.

Am also quite happy to take a -2 to perceptopn during the day because the charcter is weearing 'shades' all the time. ;)

As for actual class?

No real idea. I have an interesting 'Magus' build. An interesting 'Ninja/Monk' idea that pretty does nothing but knock people out at mid to higher levels.

Or...I might look into 'Alchemist'

Also...there's a Sorcerer/Ranger idea I've had in my head for a while.

EDIT: Interesting...just saw you "No Ninja' policy. Might I ask why?

Very much cheers to you and yours.


I'm not entirely sure that shades would be a thing to exist. You'd have to go with the dayrunner alternate trait or eat the light sensitivity.

No ninjas because they necessitate Eastern heritage, and I prefer Varisian characters for this AP. (not ethnic Varisians, but rather people that live in Varisia).

RPG Superstar 2015 Top 16

Plausible! Well. That'll be up for you to determine, of course. ;) But I've put a fair bit of thought into him, at least. I've specc-ed him mechanically as a ranger before, but I'm playing a dwarf ranger in another campaign, so let's try him as a rogue-- the class is far less important to me than the backstory, for this character....

Backstory:
The duergar known as 'Pick' is a bit of a strange duck. Well, he's a strange duergar, and it's possible he doesn't know what a 'duck' is (those not being common critters in the Underdark), but the point stands... *hem*

There is a specific tribe of duergar, an off-shoot from the rest of their race, who Delved Too Deep and found a Balrog, I mean, Cthulhu. Driven collectively mad by this encounter, the race has taken on a collective goal of keeping That Which Sleeps.... asleep, and keeping the damn noisy surface races from making a lot of noise and waking it up.

As they view it, they are saving the world.

Pick is, originally, one of this tribe, though it's been some time now since he was among them. He fled the caverns of his tribe a long time ago (running from a drow war-party), and eventually emerged in what was, to him, the extremely baffling and frightening surface-world. As Duergar are not, of course, that accepted on the surface, Pick has traveled from place to place trying to avoid scrutiny of any sort; he prefers to hole up during the day, or, if he must move about in daylight, to skulk and sneak and use his racial gift of invisibility. He scavenges for food and pilches what he needs to survive.

He appears gruff, stoic, and foreboding at first glance, but a lot of this is due to having literally no clue how to express himself, as individual expression of any kind was greatly frowned upon in his mad tribe, who viewed it as all too likely to violate their terrible purpose.

In truth, despite being a grown duergar, Pick is almost painfully naive about the surface world, and simultaneously appalled and fascinated by it. Everyone is so NOISY, and colorful, and vivid, and he's pretty sure they're going to wake up the Sleeper, and this terrifies him--- but he also can't help but hungrily observe surface society and be fascinated by the bonds of loyalty, camaraderie, and affection that are so foreign to him.

So, to clarify a little here: I am not wishing to play the psionics variant duergar race. Pick is, mechanically, a 'straight' duergar. I simply have loved the HELL out of that Cthulhu-esque flavor text for the psionics duergar ever since I read it, and really really want to work it into a character-- it's so perfectly creepy and fascinating all at the same time.

Also, while the race is described as 'mad', I am certainly not wishing to play a fly-off-the-handle insane giggling psychotic. I actually see Pick's alignment as being in the realm of Lawful Evil but growing towards Lawful Neutral: he is not a sadist or a monster, he is someone who was raised in what is essentially a cult, and is now experiencing the novelty of ways-of-thinking foreign to that.'Ethics' are not something he has been taught (only the necessity of keeping the Sleeper quiet) but that doesn't mean he cannot learn them. He would almost fanatically loyal to any comrade that had done him a good turn.

He is very obedient to authority, very pragmatic, and very quiet. He tries to avoid outright conflict of social natures because he understands quite well he will only survive in the surface world if he avoids being perceived as a threat.

I have a lot more regarding how and why he fled from the lands below at all, but out of of respect for your reading patience I am keeping it short. *looks up at wall of text* ....errrr. Sort of short.

Appearance:
Pick is clearly a dwarf by his build and height; only the unusually dark hue of his skin tells otherwise. He takes pains to keep covered up in heavy robes and cloaks as much as possible. A pair of smoked-lensed goggles tops his head, ready to be pulled down against bright lights in a pinch.

He has no beard, but he also often forgets to shave, so he is frequently white-stubbled. This means that there are visible scars around his mouth-- a series of round puckers on his upper and bottom lip. Those familiar with injuries may realize that it looks as though his mouth had been sewn shut at one point.

Stats:
Pick
Male Duergar Rogue (Scout) 1
LN Medium Humanoid (dwarf)
Init +4; Senses darkvision 120 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+2)
Fort +2, Ref +4, Will +2; +2 bonus vs. spells and spell-like abilities
Immune paralysis, phantasms, poison; Resist duergar immunities
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee Club +3 (1d6+3/x2) and
. . Dagger +3 (1d4+3/19-20/x2) and
. . Heavy pick +3 (1d6+3/x4)
Ranged Sling +2 (1d4+3/x2)
Special Attacks sneak attack +1d6
Spell-Like Abilities Enlarge Person (self only) (1/day), Invisibility (self only) (1/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Martial Weapon Proficiency (Heavy pick), Weapon Finesse
Traits Outlander: Exile, Ruthless
Skills Acrobatics +4 (+0 jump), Climb +1, Craft (traps) +2, Disable Device +3, Disguise +3, Escape Artist +0, Fly +0, Knowledge (dungeoneering) +4, Perception +6 (+7 to locate traps), Ride +0, Sense Motive +6, Sleight of Hand +4, Stealth +8, Swim +1
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability, trapfinding +1
Other Gear Chain shirt, Club, Dagger, Heavy pick, Sling, Sling bullets (10), Backpack (empty), Bedroll, Crowbar, Dwarven trail rations (2), Grappling hook, Silk rope, Smoked goggles, 2 GP, 8 SP
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white vision only).
Duergar Immunities +2 racial bonus to save vs. Spells and Spell-Like effects.
Enlarge Person (self only) (1/day) (Sp) Cast Enlarge Person once per day.
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Invisibility (self only) (1/day) (Sp) Cast Enlarge Person once per day.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Ruthless You gain a +1 trait bonus on attack rolls to confirm critical hits.
Slow and Steady Your base speed is never modified by encumbrance.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

As per your discussion of no 'shades' -- if Smoked Goggles would not work for that, then I will happily take the Daysighted racial trait for Pick instead, etc.


Oh no, no, no. This Duergar race is the right one. Mechanically, at least. You're free to keep the racial history. Just want to make sure you're using this one.

Where'd you find the smoked goggles? In what way would he be motivated to adventure? How would he react to a party member doing something he disagrees with? Also, please elaborate on the "fleeing the Underdark" thing.

Also, I did forget something. I WOULD like everyone to format their crunch in much the same way that dien formatted Pick's. Like a monster stat block.

EDIT: Pick gets one more point for point buy. As a Lawful character, he buys with 21 points. In case it wasn't clear:

LG, LE, and CG characters buy with 23 points (as would CE characters, but those are disallowed)
NG, NE characters buy with 22 points
LN, CN characters buy with 21 points
N characters buy with 20 points.

RPG Superstar 2015 Top 16

Yes, that is what I am saying: mechanically he IS the duergar race you linked, I am just flavor-texting the racial history stuff.

Smoked goggles are in the Advanced Player's Guide.

*writes up the rest*


Dotting for interest.

RPG Superstar 2015 Top 16

More on Pick:
Even as a child-dwarf, Pick was far more curious than a proper duergar of his tribe should have been. He was frequently scolded for being too loud, too questioning, too investigative, and too free-spirited, sneaking off on his own.... by the standards of his tribe, which, uh, means that he would probably have been about average for a human child.

After one especially flagrant offense against the sacrosanct rules of silence for his tribe, Pick, an adolescent at the time, had his mouth sewn shut as a 'lesson'. Stricken by this, he vowed to do better and to be a proper duergar, respectful and obedient to the letter of whatever orders the elders gave. In time, it was agreed on that he had learned his lesson, and the threads were removed.

Amid his tribe, one does not choose one's profession or trade: it is decided for you by the elders. It was agreed on that Pick's natural skills made him a good scout in the tribe's never-ending skirmishes with the drow, svirnefblin, and other denizens of the Underdark. Pick served loyally for several decades as a runner through the tunnels, spying on enemy movements and slaying foes in the deep darkness.

One day, he and several of his fellow scouts surprised a lone drow. They sprang upon her, only to in turn be surprised by drow arrows and drow spells-- it had been an ambush from the start. In the ensuing savage battle, Pick was badly hurt and fled, out of a strong sense of self-preservation (another taboo thing in his culture).

He survived his initial injuries, but the knowledge that he had betrayed both his brothers-in-arms and, in a sense, his entire culture (the proper thing to do would have been to sacrifice himself and fight to the bitter end, after all; his life should have been nothing in the face of the tribe's needs...) he could not bring himself to return to his own tribe. Instead he turned his steps upwards, leaving his home caverns ever further behind.

The tales of the surface world, with its burning eye in the sky and its overwhelming openness, had given him nightmares as a child. Now he sought it out like some men seek out great heights, in order to stare down into the abyss in fear. On some level he thought he might burn to nothing if he ever did reach the open air, but, of course, that was not the case. The sun hurt his eyes, but didn't destroy his flesh. Blinking and stumbling, he emerged to wander the world, a curious shadow.

Why he might adventure: I see him as being honestly very curious about the world, although being poor at expressing that. He wants to learn and understand.

Most of what he knows is battle and ambush, so 'adventuring' as a career is considerably more his comfort zone than anything else he could possibly do. He also is currently without purpose, and when you've spent most of your life being given a very definite and strict purpose, that's a hard psychological state to be in. Having ORDERS again, having a goal, would be immensely comforting to him. It almost wouldn't matter what the goal was, just as long as he felt he was useful.

Conflict with party members: If he perceived someone as his superior, he would accept their actions without any dissent, no matter how little they made sense to him. If he perceived someone as his equal, he would take the dispute to whoever he perceived as the 'leader', expecting them to settle it. I realize adventuring parties often don't have a clear 'leader' but Pick will probably try and figure out who the leader is in his own mind, regardless of whether the rest of the party thinks there is a leader or not. He comes from a world of orders and inviolate authority: to question those would easily get you killed.

As I said, he understands that his survival as a duergar is a very tentative thing on the surface world. He would not provoke people intentionally, and would try and flee things like... a commoner screaming at him in the marketplace, for instance.

Ah yes, I did understand the point buy, I just forgot that extra point. *goes to add* There, added it in now, bumped Con to 14.


leinathan wrote:

I'm not entirely sure that shades would be a thing to exist. You'd have to go with the dayrunner alternate trait or eat the light sensitivity.

No ninjas because they necessitate Eastern heritage, and I prefer Varisian characters for this AP. (not ethnic Varisians, but rather people that live in Varisia).

Ah...okay...interesting reasoning for your Ninja views. *Bows*

*Laughs* Actually, by the term' shades', I was referring to the 'Smoked lensed goggles' that one can easily buy in the Equipment guide. (^_~)


I see that those are actually a thing, and I am totally cool with those goggles.

Interesting duergar, dien. I might have more questions for you once we've got a greater volume of characters.


I am very interested in joining as a Dwarven ranger, here's the full statblock. It's good to go out of the box, working on the background.

Questions:
1. Can I get the Magical Knack trait?
2. If I'm chaotic good, am I going to have +3 stat points?
3. Can we use ultimate equipment even just for the kits like ranger kits?
4. Do you mind suggesting a favored enemy and terrain or you want me to just find out for myself?


-Yes, you may take that trait.
-Yes, CG characters buy with 23 points.
-Can't you just buy the things in the kits individually? I might prefer that you do that.
-Goblins are great for an initial favored enemy, and giants remain a big enemy throughout. Human is always good for every AP. Forest and urban are good favored terrains.


Just a point about the 'Kits'?

I'm pretty sure they don't "Give any discounts" for what's inside them being bought "In bulk" They do, however, make really handy 'starting points' when picking equipment for characters. :)

Would I be okay with taking the variant Sorcerer ability which gives an 'Animal companion'? Can't remember the name of the exact thing atm.

So..if my character is Lawful/Chaotic/Good...I get +6 points? XD

Wishing all the very best.

RPG Superstar 2015 Top 16

Quote:
"The listed price for the kit includes a small discount for purchasing these items as a group."

Kits are discounted.


Well, I mean, you can take kits as long as none of the items in there are particularly weird. Just make sure you spell out all of the individual items that you have.

You're talking about a bloodline? I could have sworn there was one that granted an animal companion. Find it for me and then we'll talk about that, kay?

By the way, that would be a no. Even if a character could be Lawful Chaotic Good, they'd still only get 24 points to buy with.


http://paizo.com/threads/rzs2pt1e?DM-Bigrins-Shattered-Star-looking-for-23- new#36

Are you in favor of somewhat randomized characters, Leinathan? Because I love using DM Azure Zero's method for adding some extra spice to my character. Basically, I pick four races, two classes per role (assault/skilled/divine/arcane) and after that is settled, four archetypes and I get my character.

If you want, you can add a race or two and a couple of archetypes to the list :)

Assault: Cavalier, Barbarian.
Skilled: Alchemist, Rogue.
Divine: Cleric, Oracle.
Arcane: Wizard, Witch.
Races: Human, Duergar, (mind adding two more?)


I'm interested because I've never done an AP and this is a very good one from what I here. I plan on playing a dwarf, either paladin or cleric based on party composition. If we need a fighter, I'm not adverse to play one. Is this going to be a play-by-post, because I have never played in one of those either, and wouldn't mind trying it. I have been playing pathfinder for about 2 or 3 years now, and D&D 3.x for 3 years before that. I will have the backstory up later.

RPG Superstar 2015 Top 16

I do second the question about this being PBP or not-- my schedule probably only allows for PBP, so if it's meeting on a weekly live night, I'll have to withdraw my application.


Oh, I wasn't aware that another thing wasn't an option. Yes'm, this is going to be a PbP, here on the forums.

Jimmy, do you mean to say that you pick a class and race randomly and form a character from those? And to ask if I wish to throw two races into your proverbial pot? Well, my contributions to that are gnome and elf, and I'll be judging on the quality of the character, not on how random it is. Feel free to do that, though.

RPG Superstar 2015 Top 16

Woot-woot for PBP!


Why he might adventure

He has been around Varisian trade routes. He has seen many deaths due to traders not knowing the terrain, not preparing for the creatures residing on those routes. He wants to prevent any of those to him useless deaths. He joined the guards mostly for their escorting services required by political figures and traders alike.

Conflict with party members

He will follow orders as long as he thinks it's for the good of the many. He doesn't mind to be the follower or the leader. He respects the balance of life and he will not hesitate to slay whoever wants to disturb it. He does not follow a deity or a worship a god, he only follows good and hates evil.

Sorry for stealing your format dien, Morgrrym is pretty much good to go!

RPG Superstar 2015 Top 16

Not a problem!


But of course.

Assault: Cavalier, Barbarian.
Skilled: Alchemist, Rogue.
Divine: Cleric, Oracle.
Arcane: Wizard, Witch.
Races: Human, Duergar, Gnome, Elf.

Assault/Skilled: 1d100 + 1d100 + 1d100 + 1d100 ⇒ (59) + (39) + (86) + (90) = 274
Divine/Arcane: 1d100 + 1d100 + 1d100 + 1d100 ⇒ (69) + (90) + (27) + (33) = 219
Rogue, Oracle.
Final: 1d100 + 1d100 ⇒ (58) + (87) = 145
Oracle.

Race 1: 1d100 + 1d100 ⇒ (92) + (67) = 159
Race 2: 1d100 + 1d100 ⇒ (63) + (72) = 135
Human, Elf.
Final: 1d100 + 1d100 ⇒ (92) + (70) = 162
Human Oracle.

Archetypes: Standard, Black-Blooded Oracle, Dual-Cursed Oracle, Seer.
1d100 + 1d100 + 1d100 + 1d100 ⇒ (19) + (32) + (42) + (77) = 170
Seer.

.. so a human oracle (seer), that's a cool setup! Time to invest some of my starting money in chickens ;-)


Evil, Good: 1d100 + 1d100 ⇒ (42) + (16) = 58
Evil.
Chaotic, Lawful: 1d100 + 1d100 ⇒ (31) + (99) = 130
Lawful.
Male, Female: 2d6 ⇒ (2, 6) = 8
Female.

A shunted seer from Irrisen or the Linnorn Kingdoms. I'll start filling in the details straight away.

Comeliness: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (4) + (5) + (6) = 16

edit: scrap the evil thing, good is more fun to play and I rather give people the chance to play paladins and what not.


interested....thinking a CG Varisian treasure hunter with the bard (archeologist) archtype and the Favored Son trait, being a friend of Ameiko.

I'll see what I can come up with

EDIT: If you'd be willing to allow a Kitsune, I've been wanting to write up one, I'd likely still go with a similar story. A bit of a " Fantastic Mr. Fox" type character


If you can justify why everyone isn't freaked out about him being a kitsune, and explain how he got to being in Sandpoint (as kitsune aren't exactly common), I can allow it. But give me the justifications before you make the character.


well it isn't too hard to imagine a kitsune making the trip over the crown of the world some time ago and remaining in hiding for generations.

I may still end up just making a born and bred varisian adventurer, as I feel like he could have more at stake in Sandpoint.

I'll see what I can come up with for either concept and get back to you, thanks GM!


This this where I suggest playing a bad-azz Wizard and 10 other Arcanes pop up, randomly or otherwise?


Well, so far we've got oracle, ranger, rogue, and unsure. Feel free to play a bad-azz wizard, Sethran, none have popped up quite yet. Most people seem to prefer frontliners in PbP anyway. Casting classes generally get something of a short stick.

Silver Crusade

I'm interested in this! I will modify his stats if selected - currently done up as a PFS-legal character and his profile page has a link to an online character sheet. Again, if selected, I can adjust the format on the profile page with updated info.

Background:
Rhanloi Ehlyss is a seeker of knowledge. His first sixteen years were spent with his human mother, a librarian in a large city. She instilled a love and respect for books and taught him to always search for the truth in texts and scrolls, even those concealed or meant to be hidden. Rhanloi’s time in the library among thousands of books gave him a deep understanding of their value and a broad base of knowledge, but did nothing to develop his strength or fighting skills.

He soon grew restless, and a bit rebellious, and was sent off to live with his elven father in the Mierani Forest. It was during the next 10 years that Rhanloi gained an extensive knowledge of the natural world and the arcane. His father opened Rhanloi’s eyes to magic and began his lessons as a wizard. True to his nature, Rhanloi studied all major schools of magic to be a “Jack of all trades” rather than specializing in any single area. Rhanloi still wears his father’s masterwork silver ring, a constant reminder of his heritage and inheritance.

Over the next 7 years Rhanloi discovered a way to combine the lessons from both parents and established a moderately successful business buying and selling rare books and magical items. Here he learned to appraise the value of more than books, and expanded his knowledge of the arcane. Rhanloi came across many interesting rumors of magical items, the most intriguing item being the fabled Book of Abraham the Mage. This magical codex is supposed to contain all of the world’s knowledge. Rhanloi realized that he could no longer wait for new knowledge to come to him – he needed to go out and find what he was seeking!

Rhanloi is in Sandpoint following leads on Thassilonian texts. He is also looking for a place to establish his own shop - Magnimar is just too large for a young half-elf starting his own business.


I'm focusing on debuff spells with my oracle. As I gain levels, I'll be able to contribute more and more with utility spells such as augury, divination, clairvoyance/audience and general buffs. At level 1 I'll simply be a tanky frontliner, but with lackluster saves and no progression in defenses that won't be an option later on.

I assume that having a mount (horse or camel) won't be a good idea in this campaign, right?


Mounts will be a bad idea about half of the time. Quite a bit of the campaign takes place outside, actually, albeit in mountainous or forested areas. The rest of the campaign is either urban or dungeon-crawl (although there are only a couple of true dungeon-crawls, they're quite extensive).

Rhanloi, do you have a bookshop yet, or are you just trying to get one? Do you see this as being something that actually happens during the campaign, and if so, how are you planning to manage owning a store while adventuring?


A'letta, human oracle:
Female Human (Shoanti)
Oracle (Seer)

STR 14
DEX 10
CON 14
INT 13
WIS 10
CHA 18
Comeliness (16+18=34)

CURRENT:
Hitpoints: 11
Conditions: none.
XP: 0

General:
A'letta (Ah-leh-tah)
LG Human Oracle (Seer) 1
Age: 22
Height: 6"1
Weight: 128 lbs
Init: +2; Senses: Perception +0
Languages: Common, Shoanti, Sylvan.
STR 14 DEX 10 CON 14 INT 13 WIS 10 CHA 18

Feats: (H) Extra Revelation, (1) Fast Learner.
Traits: Outsider (Missionary: +1 CL/DC Doom, Hold Person, Blindness/Deafness), Reactionary (+2 init).
Skills Purchased (7): 1 Knowledge Nature, 2 Survival, 3 Climb, 4Swim, 5 Diplomacy, 6 Perform Singing, 7 Craft Woodcarving (Charms and Trinkets)

Combat:
DEFENSE
AC 20 (4 armor, 4 CHA, 2 shield), Touch 14 (4 CHA), Flat-Footed 16 (4 armor, 2 shield).
HP 11 (1D8+2 con+1 fav class)
Fort +2, Ref +0, Will +2
CMD 16 (2STR, 4 CHA)

OFFENSE
BAB 0, CMB 2 (2 STR)
Spd 30ft

Melee:
Shortspear ATT +2, DMG 1D6+2, x2, Piercing.
Heavy Mace ATT +2, DMG 1D8+2, x2, Blunt and Piercing.
Dagger ATT +2, DMG 1D4+2, 19-20 x2, Slashing or Piercing.

Ranged
Shortspear ATT +0, DMG 1D6+2, x2, Piercing.

Equipment:
In hand: shortspeart + heavy shield.
Worn: chain shirt.

Gear: Shortspear, Heavy Mace, Dagger, Heavy Wooden Shield, Chain Shirt, Ceremonial Mask, Traveler's Outfit, Backpack, Bedroll, Waterskin.

Money: 20GP
STR14 Light Load: 58lbs or less, Medium 59-116, Heavy 117-175.

Special
ORACLE
Curse: (HAUNTED) Retrieving stored items from gear requires a standard action. Any dropped item drops 10ft away. Mage Hand & Ghost Sound added to spells known.
Mystery: (NATURE)(CC Climb, Fly, Knowledge Nature, Ride, Survival, Swim)
Revelations:
-(NATURAL DIVINATION) You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
-(NATURE'S WHISPERS) CHA instead of DEX to AC/CMD.
Orisons

Spells Known
0 (4+bonus): Mage Hand, Ghost Sound, Create Water, Detect Magic, Guidance, Light.
1 (2+bonus): Cure Light Wounds, Doom, Shield of Faith.
Spells Per Day
1 (4)

Background :
Member of the Shriikirri-Quah, the Hawk Clan, a Shoanti tribe. Aletta's father is a blind woodcarver named Ahron. Her mother, Afayah, is an oracle of nature. Ahron one day carved the face of a woman he had never seen into an amulet. He took this amulet, together with other trinkets he had made, to a tribal meeting. Afayah browsed through his goods, saw her own face carved by this blind man and knew it to be an omen.
Aletta was initiated into the secrets of the seers by her mother and taught how to carve wood and how to sing by her father. But where her father was grounded by his blindness and her mother by the shackles of tribal obligations, Aletta had no chains to hold her back when wanderlust struck. Everywhere she looked she saw omens. The birds migrated to the south-east. Obstructions in the rivers and springs made the water flow south-east. When she pressed the knife into the belly of an animal to read the future, she'd always find the intestines pressed to the south-east. Knowing that the spirits are normally more subtle, she took these omens very seriously and told her parents about them. Her father cried, knowing that things he could never see were taking his daughter away from him and her mother instructed her father to carve her a mask. This mask would keep the bad spirits out of her sight so that she would not be led astray. These omens took her to Sandpoint.

Personality:
Keywords: Cheerful, outgoing, frivolous, somewhat whimsical.
Like the spirits, Aletta can be somewhat frivolous. But when the omens come, she turns dead serious. She's used to having to fight for her place in society. Using wit and guile combined with strength and the secrets of the seer she managed to find hers. She is very open and gets along well with cheerful outgoing people. She dislikes those who keep secrets or feel the need to put others down.

Appearance:
Aletta is a tall woman, although not necessarily so by Shoanti standards. Long lean muscles are barely hidden by a light-spun yellow tribal dress and furs, but when duty calls this dress is replaced by Shoanti leathers and fur and a chain shirt. She wears her long auburn hair in a braid slung over one shoulder and has decorated it with many wooden, bone, fur and feather trinkets and charms. Unlike many Shoanti she has no tattoos. These tattoos would tie her to the past, while it is the future she wants to look at. Sharp green eyes compliment her strong jaw line. Her ears are pierced and she owns a plethora of earrings. What she wears depends on the day and what she reads in the signs.
The shaft of her spear is decorated by carvings and her shield is lined with carvings and protective charms.

Future Goals:
To find the source of these omens. To experience life outside of her Shoanti tribe. To explore Varisia. To find out more about herself and what it is that she wants out of life. To find the perfect material for an amulet for her father to decorate - perhaps she'll find her lover this way, ha! To show her tribe that she's a worthy successor to her mother.

Beware, it's a lot of text! I also copy/pasted it to my profile page. If there's anything missing, let me know. I need to type down the adjusted skill modifiers and item weight, but that's it.


Reminder: Comeliness is the roll plus your CHA modifier, not your score. And roll it like you would an ability score, 4d6 and dropping the lowest dice. It's just for fun, really, to tell who's attractive independently of Cha scores.


Ah okay, I rolled it earlier. That means I got 15+4 = 19. I'll adjust it.


A'letta - Oracles do not receive bonus spells known, only the number listed on their spells known table. You also have one too many trained skills (4 class, 1 int, 1 human, for a total of 6). I'm also not certain that you can pick 2nd-level spells for your trait, as the wording is "spells you can cast", no?

Beyond mechanical difficulties, it's a good character, I think. I have a few questions.
-Why is it that she is Lawful Good, when most Shoanti are Chaotic Neutral? What kind of upbringing resulted in such a drastic difference in morality?
-I know why she'd have a motivation to adventure, but what about taking adventuresome jobs? Some of the major adventures of the first part have to do with traipsing about the wilderness (under the employ of the town guard) to kill goblins. Why would A'letta do this?
-Becoming an oracle is not a choice. Who is her patron, and what are its plans for her?


Is a Paladin of Shelyn welcome here?


I read a little bit about the handbook and here's my character. By the way, thanks Krass for not going evil :)

Arteaxe Fireforge has always been brave, cunning, and has shown some degree of chivalry. Born in the city of Sandpoint, he was raised by his father, who was a master crafter and experienced warrior, and his mother, who was a priestess of Torag. He trained with the axe, and liked it, but his favored weapon was a hammer, the same weapon to tend the forge with. He used a dwarven longhammer when training, and quickly grew to master it. The town sheriff, Belor became like his own brother as they grew up together, him growing older with a shorter lifespan and him becoming of age. He is no slouch in the crafting department as he often practices. Because of both of his parents lessons he decided to blend them into the becoming a paladin of Torag. He is never seen without his holy symbol, one carved (by himself) in his hammer, and the other around his neck made out of stone. On his first mission he was sent with church militia on a search and destroy mission of a goblin horde. Losing 6 of the 12 to the hordes of goblins they defeated all of them. He returned home with the news of his parents returning to their home in Ianderhoff. Because he grew up in the town he sent a messenger to tell them that he will be staying to defend the town and fill in as the replacement for his father as blacksmith. He adventurers to stop evil from gaining an upper-hand in the land and has grown up with humans his whole life so has no qualms with them. He likes good ale and good stories. When not working or trying to help solve problems in the community he can be found in the tavern drinking. Although he is lawful good he will brawl if an insult is cast at him. (side note instead of greed as a racial trait I'm taking master craftsmen). He tolerates most classes, including rouges as long as they don't steal from the good folk of the town. He will defend the town and it's members to the death and will not stand for any insult against it, and will challenge those who insult it. He also spends time with the sheriff in the tavern for a drink whenever possible, seeing him as a brother.
Character sheet up in a second, rolled a 14 + 2 = 16 comeliness.


dotting for interest with a 2 weapon fighter...started this campaign as a PbP but only got into the first encounter before it stopped. Will get more up later.


dang why do the good recuitments come up just before I leave for vacation.


A paladin of Shelyn is welcome everywhere. Swords, healing, and ART? Of course! :D
EDIT: Glaives, healing, and art.

A few questions for Arteaxe -

So he's a LG dwarf paladin of Torag? Just makin' sure, it wasn't 100% spelled out for me in big letters.

I thought he and his family lived in Sandpoint? If his parents lost their home in Janderhoff, wouldn't they just move back to Sandpoint, and Arteaxe wouldn't have to be the blacksmith?

How would he deal with somebody committing evil acts against evil people, especially of the town of Sandpoint? (your mention of "stealing from the good folk of the town. Is stealing ever justified?)

Also, I hope you understand that in-game, class is an abstract concept, and discriminating against people with rogue levels doesn't work so well when you don't know for sure who has rogue levels, because they don't exist in-game.


leinathan wrote:

So he's a LG dwarf paladin of Torag? Just makin' sure, it wasn't 100% spelled out for me in big letters.

I thought he and his family lived in Sandpoint? If his parents lost their home in Janderhoff, wouldn't they just move back to Sandpoint, and Arteaxe wouldn't have to be the blacksmith?

How would he deal with somebody committing evil acts against evil people, especially of the town of Sandpoint? (your mention of "stealing from the good folk of the town. Is stealing ever justified?)

Also, I hope you understand that in-game, class is an abstract concept, and discriminating against people with rogue levels doesn't work so well when you don't know for sure who has rogue levels, because they don't exist in-game.

Ya, sorry on my part I could have made that more clear, he is a LG paladin of Torag. If it is an evil act against an evil person he will turn them both in unless the evil act is prevent an evil person from doing some thing evil..... a lot of evil in that sentance lol. As for stealing, yes if it is required for a mission or similar, though he's not happy about it and will insist that it's not honorable. When I say return to Janderhoff I mean his parents lived their before his birth and are returning. Lastly by rouges I probably should have said well-known thieves/assassins, again my fault for not clarifying, I will have tha char up in a second and the comeliness roll was 14+ 2 charisma mod so 16. Hope this help :)


Just want to drop an idea for a character down here. Been nesting on this one for a while.

I know both the Rogue and Ranger slots are pretty much filled - but what the heck.

I'm currently in quite a few campaigns here, so do feel free to pick someone else instead - I just needed to vent the idea is all.

Background:

He had seen what Sandpoint had to offer. He knew the alleys, the taverns and the locals all too well. Growing up in Sandpoint wasn't hard or tough like Magnimar or Korvosa, no - it was a pleasant town with few problems.

Loruk spent a lot of his time watching things. Watching people, animals and the town itself. He loved to sit atop Fatman's Fleabag - the climb well worth the sights that greeted him after his ascent.

To some Half-Orcs, the Varisians of Sandpoint might have seemed strange and brutish, especially if one would sit atop the Fleabag for one night - but to Loruk; this was as normal as it could get.

In time, his mother and foster-father grew old, weathered away and died - as humans do. He never did respect his foster-father like he did his mother, as she had the same affinity for tracking and animals as Loruk did. He cared for both none the less, as they did for him.

They never told him anything about his real father, but Loruk did not care. His foster-father was a good a father as any - and he never complained or felt drawn towards the orcish tribes. He was at peace in Sandpoint, and cared much for both the townsfolk, the animals and even the poor goblins tribes in the wilderness.

It all changed after the 'Chopper', though.

Loruk never saw the horror the other townsfolk did, and after the horrible crimes the 'Chopper' inflicted upon the community - the Half-Orc's absence during the ordeal made him feel like an outsider for the first time in his life.

Loruk had left the town a few months prior, leading a group of Goblins he had watched for quite some time - trying to help them understand that not everything needs to be burned or killed. His nickname, 'Boss', was a reward from being a "good strong big-chief" for the Goblins.

Unfortunately, the small tribe all perished when 'Glitters' - the tribe's alchemist - convinced the other goblins to stack up enough "boomy-stuffs" to blow themselves into the sky - stating that this was the best plan of all time for goblin espionage. One could say that the entire goblin tribe went out with a bang.

Upon his return to Sandpoint, he could feel the stares from the other townsfolk - blaming him, perhaps, for the 'Chopper's long killing spree. "You're a good shot with that bow of yours, Loruk. You should have been here. You could have done something." Those words stung deeper than any dagger or broken glass at a Fleabag-brawl - and would haunt the Half-Orc for years to come.

Spending more time atop the Fleabag than usual, Loruk hopes and daydreams that one day the townsfolk will forgive him, and that he can redeem himself to those that once called him friend.

Link to Alias (statistics etc) Alias of Cutler.


What would you think of a LG Shoanti Monk? (okay half-blooded Shoanti)

Comeliness: 4d6 - 2 ⇒ (6, 4, 2, 4) - 2 = 14


Quick question, are you allowing the rich parents trait, and if not do you know any traits that provide bonuses on craft or heal?
Edit: if not then I got a total of 180 gp


Skills - I get 1 more from my favored class bonus (fast learner lets me pick the +1 HP and skill point).
Bonus spells known - I get the Cure spells and my Haunted curse gives me Ghost Sound and Mage Hand.
Trait - they need to be on the oracle spell list. If you think the trait to be too powerful, I'll go for the +2 initiative instead :)

She was raised by her father who is a kind person who knows that there are those who rely on society to take care of them. Alone, he'd had gotten old thanks to being blind. Her mother sees order where there is none as a seer and acts as a voice of reason in her chaotic tribal society. She's definitely somewhat of an outlier, if not outsider, within her society but she's a born oracle after all.

As for a patron deity, oracles don't need one. Unless you rule that they do, if so I'll go for Andoletta, an Empyreal lord. Even her name makes sense in that regard, ha.

And as to adventuring, she probably runs into the one problem most of us run into: she is out of money, finds that the local community needs help and guidance and acts out of kindness and the knowledge she has to skills to aid them. She's out there to do good and to find her own path.

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