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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Added Trapper as a free Profession and altered the +1 skill point in swim to +1 local.

Everything should be in order now - just need to add the goblin story to the profile.


A'letta wrote:

Once you've created the alias you simply go to the profile page .. paizo.com/people/nameofthatalias .. and you click on edit my profile :)

@ Leinathan, should I replace the Missionary trait or can I use the old trait?

You can use the old traits or the ones that Loruk posted down.

@Edward, you probably won't be back in time for party selection, but you ought to be back in time for a game start, so if you want to throw a character into the mix, it wouldn't be too obtrusive to the game.

Where's Sethren, the wizard? And where are the rest of our arcanists? I'm surprised to not see any bards.

We're doing good on submissions so far. My mind's gears are turning.


ShadowyFox wrote:

I'm toying with 3 different ideas: a cleric, a hexcrafter magus, or an alchemist.

Are there any appropriate archetypes for alchemist that you would suggest? I've never played RotRL or seen it played.

Well, the alchemist archetype kind of depends on your backstory, what kind of character they are. I can't think of any that would be thematically INAPPROPRIATE, as long as you handled it carefully.


Comeliness: 4d6 ⇒ (2, 5, 5, 1) = 13-1-1= 11!


I'm working on a bard!


Sethran is here...


Does he have a background?
Also, how is it that he can use Toppling Spell at 1st-level?


Any problems with my characters?

Silver Crusade

Crunch:
Rhanloi
Male Half-Elven Wizard 1 / Rogue 0
NE Medium Humanoid
Init +4; Senses: Low-light vision; Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Base Atk +0; CMB +0; CMD 12
Melee: Quarterstaff: Attack +2, Damage 1d6
Ranged: Light Crossbow: Attack +2, Damage 1d8; Hand of the Apprentice Quarterstaff (7/day): Attack +4, damage 1d6
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 18, Wis 13, Cha 10, Com 12
Skills: Acrobatics (+2), Appraise* (+8 [1 rank]), Bluff (0), Climb (0), Craft* (+4), Diplomacy (0), Disguise (0), Escape Artist (+2), Fly* (+2), Heal (+1), Intimidate (0), Kn. Arcana* (+9 [1 rank][trait]), Kn. Dungeoneering* (-), Kn. Engineering* (-), Kn. Geography* (-), Kn. History* (+8 [1 rank]), Kn. Local* (-), Kn. Nature* (+8 [1 rank]), Kn. Nobility* (-), Kn. Planes* (-), Kn. Religion* (-), Linguistics* (8 [1 rank]), Perception (+3), Perform (0), Profession* (5 [1 free rank]), Ride (+2), Sense Motive (+1), Spellcraft* (11 [1 rank][Focus]), Stealth (+2) Survival (+1), and Swim (0).
Languages: Common, Elven, Draconic, Sylvan, Goblin, Thassilonian
Other Gear: Bonded Ring: 1/day cast any known spell
--------------------
Special Abilities
--------------------
Lore Seeker: +1 trait bonus on Knowledge (arcana) checks. Pick three spells on your spell list - they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Elven Reflexes: +2 trait bonus on Initiative checks.
Elven Immunities: Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Weapon Finesse: Free Feat - With a light weapon, rapier, whip, or spiked chain you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Skill Focus (Spellcraft): You get a +3 bonus on all checks involving the chosen skill.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Hand of the Apprentice: (Universalist feat) You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
--------------------
Spell Book
--------------------
*Lore Seeker (+1 caster level, +1 DC)
+Spell Focus - Enchantment (+1 DC)
===========================
Level 0 - DC 14
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze+: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic*: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead*: Deals 1d6 damage to one undead.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Touch of Fatigue: Touch attack fatigues target.
Level 1 - DC 15
Comprehend Languages: You understand all spoken and written languages
Charm Person+: Makes one person your friend (DC 15)
Identify*: Gives +10 bonus to identify magic items
Mage Armor: Gives subject +4 armor bonus
Reduce Person: Humanoid creature halves in size
Sleep+: Puts 4 HD of creatures into magical slumber (DC16)


Background (the nitty-gritty): A lover of all things ancient, Sethran found himself in Kaer Maga at a small little known annex of his university. He'd been buried in books for years. But, he loved Thassilonian history, language and culture... so interesting (Thassilonian Scholar Trait).

A week ago, he was summoned and given his first field assignment. It seems some of his own research was put together by those more experienced than him. Prophecies interpreted, evil is afoot, something sinister... Is it ever good?

But, at Sandpoint?!

He knew his work was good, solid... Someone who looked at it must have been mistaken. It happens, but no use arguing over it. He needed a vacation, anyway. And, as luck would have it there would be a festival. He liked the pageantry.

This would be good, he'd be back in no time. These old dusty tomes would no doubt keep.

Alternatively, I had a reboot thing which could be incorporated.

A battle hardened Elven Wizard meets up with Sethran as he's leaving the annex, on the ship over to Sandpoint, or the morning of the festival.

They chat having much common ground, but the forlorn Elf gives the advice of "trusting your companions and being true to yourself", which sticks and causes Sethran to develop into more of a bad-azz and less of a bookish nerd, theoretical wizard. Possibly setting up a multi-class/dip into Rogue (or something) for 2-3 levels.

Unbeknownst to Sethran that was actually him... future/alternate. Who's team failed to stop the Runelords. He was the sole survivor. He of course knows enough to not give any information away. And focused only on unlocking in Sethran what might help him reach his full potential and succeed.

================================

For Toppling Spell, he can only use it on Magic Missile @ 1st Level.

Magical Lineage: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: Pick one spell (Magic Missile) when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

================================

Also, Crafting... I was intending on being a Magic Item Crafter. Per RAW, nothing super fancy. Is that OK?

================================

Then there's the Crossbow. He'll be using a crossbow, a big one eventually. All RAW, but maximizing damage output. Maybe 3d8+5 by 4th level (an Elf can dream)?

================================

Comeliness: 4d6 ⇒ (5, 4, 5, 5) = 19

RPG Superstar 2015 Top 16

Dien is submitting some back-up characters in case the duergar is a no-go given racial considerations in the party.

Cyrene, elf alchemist:

Appearance & Personality:
Cyrene is a thin, solemn-faced elf, of indeterminate middle years, who regards the world from behind a pair of round-lensed glasses. With his grey robes, grey eyes, pale skin, and silvery hair, he seems almost colorless, both in appearance and demeanor.

He is serious and studious, and has little patience for 'fooling around' or 'nonsense'. He socializes poorly, with his mild disdain for chit-chat leaking through to all he says and does. His positive or negative opinion of others is delightfully free of racial considerations, but is instead related to how intelligent he thinks you are. Cyrene is stubborn and a little bit arrogant; he rarely makes jokes but when he does they tend to be rather sarcastic.

Cyrene believes in ordered and stable societies: he needs functioning economies and markets in order to be able to pursue his own researches and obtain ingredients. On general grounds, he disapproves of banditry as being disruptive and inconvenient.

Background:
Cyrene is native to the elven town of Crying Leaf, in Varisia. His family was well-to-do and followed a long tradition of arcane study. Cyrene dutifully studied spell-casting as a youth and all of the other things he was expected to be interested in: poetry, nature, the history of the elven people... But his true interests lay in an especially volatile branch of the occult: the particular, and often dangerous, blending of substances innate to alchemy.

Alchemy is not unknown among the elves, but it's not a tradition afforded the same sort of respect as 'high' magic-- his family, at least, considered it more the sort of experimentation better left to gnomes or humans. Cyrene soon ran out of available texts and mentors for his experiments. He requested dispensation to study abroad, which was denied-- it was bad enough their son was a closet case who liked to blow up pristine sections of nature, but the idea that he could think that he could learn anything from non-elves! Le gasp, le scandal. Cyrene was told 'no' and the family sat down to tell him that while mixing saltpeter and newt's tongue as a hobby was all well and good, he really had better get serious about his education.

Cyrene said 'yes, father, yes, mother'-- and ran away from home at the first opportunity. He has traveled to both Magnimar and Riddleport, seeking masters to apprentice himself to in the name of learning. He seems to not care a whit whether he learns from an elf, human, or even an orc-- it is the knowledge he pursues for its own sake. He is dedicated to his craft, but he is also coming to terms with the fact that outside of Crying Leaf and his family's wealth, study takes money..! Of which he has little left. He will grudgingly seek 'employment' if it means a) ready coin and b) the chance to test his experiments in the field and c) exposure to new substances and reagents.

Ultimately, Cyrene seeks to explore the elven ruins of Celwynvian, believing that much lost knowledge may wait in the lost city.

He is in Sandpoint tracking down rumors of a particular locally available seaweed that is supposed to have interesting alchemical properties.

Stats:
Cyrene
Elf Alchemist 1
LN Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Club +0 (1d6/x2)
Ranged Bomb +4 (1d6+3 Fire/x2) and
. . Longbow +3 (1d8/x3)
Special Attacks bomb 1d6+3 (4/day) (dc 13)
Alchemist Spells Prepared (CL 1):
1 (2/day) Cure Light Wounds, Bomber's Eye
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 17, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Brew Potion, Point Blank Shot, Throw Anything, Weapon Finesse
Traits Accelerated Drinker, Outlander: Exile (Sp)
Skills Acrobatics +0 (-4 jump), Appraise +7, Climb -3, Craft (alchemy) +7 (+8 to create alchemical items), Escape Artist +0, Fly +0, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +7, Ride +0, Sleight of Hand +4, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +0, Swim -3, Use Magic Device +4 Modifiers alchemy +1
Languages Celestial, Common, Draconic, Elven, Goblin
SQ +1 formulas in formula book, elven magic, mutagen (dc 13)
Other Gear Hide shirt, Arrows (20), Club, Longbow, Bedroll, Backpack, alchemy crafting kit, beltpouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail ration (5), waterskin, Formula book, 13 GP, 10 SP
--------------------
Special Abilities
--------------------
+1 formulas in formula book Add one extract formula from the alchemist’s list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons
Comeliness 4d6 ⇒ (3, 4, 2, 6) = 15 = 13

RPG Superstar 2015 Top 16

Dien is submitting some back-up characters in case the duergar is a no-go given racial considerations in the party.

Syrma, halfling oracle:

Appearance & Personality:
Syrma's small, cheerful face-- as well as her hands, and any other visible skin-- has constellations marked in blue ink tattooed over it. Her hair is a blonde so pale it appears almost white, and her eyes are an unnaturally vivid shade of blue. She dresses in a much-patched and many-pocketed blue robe, stitched with stars and the moon.

Syrma affects a dreamy persona, often claiming to hear 'the stars' or Desna herself. In truth she's a shrewd businesswoman and knows that this persona is often what people expect of a fortune-teller. Syrma is canny and cagey, and a little wary of the 'big folk', but she has a good heart and has a large collection of friends who come to her for guidance or counsel. She also has a soft spot for underdogs, and will jump to the defense of anyone she thinks is being bullied.

Background:
Syrma's family was part of one of the itinerant Varisian caravans that travel from town to town, entertaining the 'normals' with juggling, dancing, music, and fortune-telling-- the latter being what Syrma's mother dealt in. At her knee, Syrma learned how to read a Harrow deck and caress a crystal ball. From her father, who had been a sailor before making his way inland, she learned a passion for the stars and a love for Desna. Father and daughter would name the constellations as they traveled from place to place.

Syrma was happy enough in the caravan of travelers, but as she has grown older she has become more and more interested in a true worship and study of the heavens, as opposed to the good-natured swindling of townsfolk that the caravan engages in. She performed a reading for herself that told her she would only truly learn to follow the stars when she struck out in her own orbit. It's possible she 'read' exactly what she wanted to read into the cards.... but either way, her parents gave her their blessing, and Syrma packed a few belongings and bade farewell to the caravan when it left Sandpoint.

She is still in Sandpoint, listening to rumors and watching the stars. She supports herself by doing card readings and 'divinations' for others, but she feels something greater is waiting in her future, and has resolved to be ready when it arrives.

Stats:

Syrma
Female Halfling Oracle 1
NG Small Humanoid (halfling)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+1 shield, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d3/19-20/x2)
Ranged Sling +4 (1d3/x2)
Oracle Spells Known (CL 1):
1 (4/day) Cause Fear (DC 15), Cure Light Wounds, Weapons against Evil (DC 15)
0 (at will) Resistance, Detect Poison, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Extra Revelation, Weapon Finesse
Traits Outlander: Missionary, Dangerously Curious
Skills Acrobatics +2, Bluff +5, Climb -1, Escape Artist +2, Fly +4, Knowledge (planes) +5, Knowledge (religion) +6, Perception +7, Profession (fortune-teller) +6, Ride +2, Spellcraft +5, Stealth +6, Survival +1 (+3 to avoid becoming lost when using this), Swim -1, Use Magic Device +9
Languages Common, Elven, Halfling
SQ automatically stabilize, fearless, mysteries (heavens), oracle's curses (consumed), revelations (coat of many stars +4 [1 hours/day], lure of the heavens [no tracks])
Combat Gear Acid; Other Gear Buckler, Dagger, Sling, Sling bullets (10), Backpack, masterwork (12 @ 6.64 lbs), Blanket, Compass, Fortune-teller's deck, quality, Hammock, Ink, black, Inkpen, Journal, Magnet, Mirror, Twine (50'), Waterskin, 17 GP, 6 SP, 9 CP
--------------------
Special Abilities
--------------------
Automatically Stabilize Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 the lethal damage you took. You automatically stabilize when brought below 0 hit points.
Coat of Many Stars +4 (1 hours/day) (Ex) +4 AC.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Consumed Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties. Whenever you take lethal hit point damage, you take an additional number of points of nonlethal damage equal to 1/2 th
Fearless +2 racial bonus vs Fear saves.
Fortune-teller's deck, quality +1 to Profession: Fortune-Teller or Profession: Medium
Lure of the Heavens (no tracks) (Su) You no longer leave tracks.
Comeliness: 4d6 ⇒ (6, 1, 3, 4) = 14 = 13 + 4 = 17


well might as well roll the comeliness score:

comeliness: 4d6 ⇒ (6, 2, 2, 1) = 11 - 1 for a nice average 10


OK character completed and in profile...


It's in the profile, tell me what you think gm.


Ok finally have time to make a post with Davorik the two weapon fighter (scimitar and lt shield). The crunch and background are in the profile except for 1 feat as trying to make a final decision (toughness, power attack, weapon focus, shield focus...so many options) is the alternate racial trait for humans available to exchange the bonus feat and skill points for a +2 to any stat? If so I would up str by 2 to 18.

ThE gist of it is local boy sees his home attacked by giants. He is too late to get their to help and doesn't have the training anyways. To fix that he heads to Sandpoint and joins the militia and town guard to be better prepared the next time a threat arises.

Comeliness roll 4d6 - 1 ⇒ (5, 6, 3, 5) - 1 = 18 drop the 3 for a 15 comeliness.

Please ask any questions as I would love to be in this campaign since I only wetted my appetite my first time around. Also good to post at least once a day.


How is initiative being decided with combat? Is it individual turns based on initiative, group initiative, split initiative in two groups? Just wondering as I have been involved in both and favor the split or initiate for PbP. Slit allows for a rogue to still have high initiative to get a sneak attack in.


I would like to use a character I once had in a Rise of the Runelords game. We never got past the first fight in sandpoint with the goblins so I really have no knowledge of the AP.

Here is Xogar. If you would be willing, the original build had the archetype Redeemer from the advanced race guide. Would you be willing to let me keep it? I really like the way he turns out with this.

He also has the Warrior of the Holy Light archetype as well.

I altered the gear, money, and the additions you mention in the opening post to match this game.

Comliness roll:
4d6 ⇒ (6, 4, 6, 4) = 20

Comeliness Total: 19

Please tell me what you think.


Working on the stats right now, but I would like to throw in my intent to play an Inquisitor of Abadar, a semi-retired hunter of monsters that used to scour the edges of civilization for big nasties in order to tame those lands. He retired a few years ago, when his band was wiped out almost to a man, and now lives in Sandpoint as a trapper and bureaucrat in the Sandpoint Hunter's Guild. He is also a volunteer in the Sandpoint militia.

In what way would he be motivated to adventure?
Arturus was born in Sandpoint, and worked locally as a hunter, but spent many years abroad; first as an adept clergyman of Abadar, then as a member of the Civiliziers - a group which works to tame the fringes of civilized lands, expanding the influence of Abadar's Law. They travel in fairly large bands(20+), hunting destructive creatures and protecting citizens who live on the borderlands. Early in his career, his band had the misfortune of crossing paths with a young green dragon, and was decimated. Arturus survived, but returned home to a simpler life, and though he seems more subdued, a spark can be seen behind his eyes whenever he hears stories of Big Game passing through the local taverns.

Stats:
Arturus Caeldhon, Human Inquisitor of Abadar 1
Age] 42
Deity] Abadar
Alignment] Lawful Good

Current HP] 10
AC]15
Afflictions]
XP] 0/1300

Str] 12
Dex] 15
Con] 12
Int] 14
Wis] 14
Cha] 12

HP] 10
AC] 15 FF] 13 T] 12
ACP] -1 MD] +3 CMD] 14
[F] 2+1= +3 [R] 0+2= +2 [W] 2+2= +4

Attack, Base] +0
Attack, Shortbow] +2, 1d6
CMB] +1
Init] +2

{Traits}
Sherrif] Once per session get help with legal problems, aid from the town guard, or one-time +10 bonus on Bluff, Diplomacy, or Intimidate vs one local
Fate's Favored] Luck bonuses increased by 1
Friend in Every Town] +1 trait bonus on Knowledge (local) and Diplomacy; Knowledge (local) a class skill
Doubt] Take a -4 penalty for 1 hour after a failed skill check

Favored Class, Inquisitor] +1 HP
Languages] Common

{Class}
Domain, Travel] +10 to Speed
Agile Feet] Ignore difficult terrain for 1 round, 3+Wis/Day
Judgement] 1/Day apply Judgement
Monster Lore] Add Wis to Knowledge checks to identify creatures
Stern Gaze] Add 1/2 level to Intimidate and Sense Motive

{Feats}
Big Game Hunter] +1 to attack and +2 damage vs Large
or larger creatures
Point Blank Shot] +1 to attack and damage within 30ft

{Skills}
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha): 1+1= +2
Disguise (Cha)
Heal (Wis): 1+2+3= +6
Intimidate (Cha): 1+1= +2
Knowledge (arcana): 1+2+3= +6
Knowledge (dungeoneering)
Knowledge (local): 1+2+3= +6
Knowledge (nature): 1+2+3= +6
Knowledge (planes)
Knowledge (religion)
Perception (Wis): 1+2+3= +6
Profession (hunter) (Wis): 1+2+3= +6
Ride (Dex)
Sense Motive (Wis): 1+2= +3
Spellcraft (Int)
Stealth (Dex): 1+2+3= +6
Survival (Wis): 1+2+3= +6
Swim (Str): 1+2+3= +6

Acrobatics (Dex)
Appraise (Int)
Disable Device (Dex)
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Cha)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics (Int)
Perform (Cha)
Sleight of Hand (Dex)
Use Magic Device (Cha)

Weapon Proficiencies] Simple weapons, hand crossbow, longbow, repeating crossbow, shortbow, light armor, medium armor, shields

Inventory]
Money] 30 gp 1sp
Studded Leather, +3 AC, +5 MD, -1 ACP
Shortbow
Quarterstaff
Arrows x40
Adamantine Arrows x3
Silver Arrows x14
Cold Iron x10
Fire Forged Arrow x4
Vermin Repellent x2

Magic Items]

Weight] 29.5 lbs.
Encumbrance] 43/86/130 lbs.

Stowed]
Money] -
Backpack
Holy Text of Abadar
Hooded Lantern
Flask of Oil x3
Waterskin
Trail Rations x3
Bedroll
Compass
Flint & Steel

Weight] 19.5 lbs.

Spells Per Day
0] -
1] 2

Spells Known
0]4] Brand, Disrupt Undead, Guidance, Light
1]2] Divine Favor, Magic Weapon


Repost...edit timer ran out!

Working on the stats right now, but I would like to throw in my intent to play an Inquisitor of Abadar, a semi-retired hunter of monsters that used to scour the edges of civilization for big nasties in order to tame those lands. He retired a few years ago, when his band was wiped out almost to a man, and now lives in Sandpoint as a trapper and bureaucrat in the Sandpoint Hunter's Guild. He is also a volunteer in the Sandpoint militia.

In what way would he be motivated to adventure?
Arturus was born in Sandpoint, and worked locally as a hunter, but spent many years abroad; first as an adept clergyman of Abadar, then as a member of the Civiliziers - a group which works to tame the fringes of civilized lands, expanding the influence of Abadar's Law. They travel in fairly large bands(20+), hunting destructive creatures and protecting citizens who live on the borderlands. Early in his career, his band had the misfortune of crossing paths with a young green dragon, and was decimated. Arturus survived, but returned home to a simpler life, and though he seems more subdued, a spark can be seen behind his eyes whenever he hears stories of Big Game hunts passing through the local taverns.

Stats:
Arturus Caeldhon, Human Inquisitor of Abadar 1
Age] 42
Deity] Abadar
Alignment] Lawful Good

Current HP] 10
AC]15
Afflictions]
XP] 0/1300

Str] 12
Dex] 15
Con] 12
Int] 14
Wis] 14
Cha] 12

HP] 10
AC] 15 FF] 13 T] 12
ACP] -1 MD] +3 CMD] 14
[F] 2+1= +3 [R] 0+2= +2 [W] 2+2= +4

Attack, Base] +0
Attack, Shortbow] +2, 1d6
CMB] +1
Init] +2

{Traits}
Sherrif] Once per session get help with legal problems, aid from the town guard, or one-time +10 bonus on Bluff, Diplomacy, or Intimidate vs one local
Fate's Favored] Luck bonuses increased by 1
Friend in Every Town] +1 trait bonus on Knowledge (local) and Diplomacy; Knowledge (local) a class skill
Doubt] Take a -4 penalty for 1 hour after a failed skill check

Favored Class, Inquisitor] +1 HP
Languages] Common

{Class}
Domain, Travel] +10 to Speed
Agile Feet] Ignore difficult terrain for 1 round, 3+Wis/Day
Judgement] 1/Day apply Judgement
Monster Lore] Add Wis to Knowledge checks to identify creatures
Stern Gaze] Add 1/2 level to Intimidate and Sense Motive

{Feats}
Big Game Hunter] +1 to attack and +2 damage vs Large
or larger creatures
Point Blank Shot] +1 to attack and damage within 30ft

{Skills}
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha): 1+1= +2
Disguise (Cha)
Heal (Wis): 1+2+3= +6
Intimidate (Cha): 1+1= +2
Knowledge (arcana): 1+2+3= +6
Knowledge (dungeoneering)
Knowledge (local): 1+2+3= +6
Knowledge (nature): 1+2+3= +6
Knowledge (planes)
Knowledge (religion)
Perception (Wis): 1+2+3= +6
Profession (hunter) (Wis): 1+2+3= +6
Ride (Dex)
Sense Motive (Wis): 1+2= +3
Spellcraft (Int)
Stealth (Dex): 1+2+3= +6
Survival (Wis): 1+2+3= +6
Swim (Str): 1+2+3= +6

Acrobatics (Dex)
Appraise (Int)
Disable Device (Dex)
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Cha)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics (Int)
Perform (Cha)
Sleight of Hand (Dex)
Use Magic Device (Cha)

Weapon Proficiencies] Simple weapons, hand crossbow, longbow, repeating crossbow, shortbow, light armor, medium armor, shields

Inventory]
Money] 30 gp 1sp
Studded Leather, +3 AC, +5 MD, -1 ACP
Shortbow
Quarterstaff
Arrows x40
Adamantine Arrows x3
Silver Arrows x14
Cold Iron x10
Fire Forged Arrow x4
Vermin Repellent x2

Magic Items]

Weight] 29.5 lbs.
Encumbrance] 43/86/130 lbs.

Stowed]
Money] -
Backpack
Holy Text of Abadar
Hooded Lantern
Flask of Oil x3
Waterskin
Trail Rations x3
Bedroll
Compass
Flint & Steel

Weight] 19.5 lbs.

Spells Per Day
0] -
1] 2

Spells Known
0]4] Brand, Disrupt Undead, Guidance, Light
1]2] Divine Favor, Magic Weapon

Appearance, Personality, and Habits:

Comeliness = 10
Arturus looks grizzled, but by no means haggard or ill-kempt. Rough and weathered, yet not too worn. Typically wearing a suit of broken-in leathers and hunting drabs, he carries a shortbow and quarterstaff for protection. He wears a bone carving of a key - Abadar's symbol - around his neck.

He spends his time in neat halves between ranging the safer parts of the local forestlands for meat and pelts, and helping to run the Sandpoint Hunter's Guild as a mid-level bureaucrat. Issuing permits, tracking and apprehending poachers, and keeping track of the local fauna is almost a full time job in and of itself, but the pay...well the pay sucks. In his free time, he tries to make up the difference by working as a trapper.

Liberty's Edge

Marking for interest...I like the slightly unusual creation guidelines, but it's been a long day. Sleep will help, will look again tomorrow to make a comeliness roll and see if that sparks any ideas.


*Skips into thread* (^_^)

Hey-YA there! I bin told about somat going on fer adventure here's abouts?

So..there be a character behind this avatar, with all sorts of baggage an' stuffs. I be popstin' ta' show whut I be capable of, sort of thing, since I done have no time ta' be showin' off me truly creative side o' things. (^_^)

So...as a stop gap...Here's Suny! (^_^)

Still thinking of and trying to work up a good enough back story for a Drow to be skulking around Sandpoint. Got some ideas, just no time to put them to page. Trying to show I can at least keep my end up.

Very much cheers to all.


Wow this thread exploded 8D
BTW a lava gnome is a racial subtype of gnome, its a flavourful title is all :P

Gnome wrote:


Lava Gnomes Fascinated by the power of magma and living in vast caverns beneath active volcanoes, lava gnomes are considered hot-tempered and dangerously unstable even by other gnomes. Lava gnomes have the darkvision and pyromaniac alternate racial traits.

Grand Lodge

Dotting for interest.

Fluff:
Deaf from birth, Yunnie was ever the introvert halfling. Being unable to hear also meant he was unable to communicate effectively. His closeted ways developed a kindness for living creatures and plants, in place of the social community he never had.

Perhaps Desna visited Yunnie's dreams and found a strong want for companionship and a tender heart to care for others, for one day, Yunnie heard a voice. A calling, by an unfamiliar name. The voice bid him to visit the town of Sandpoint, where a new cathedral was being erected.

Not knowing what would happen, Yunnie decided to trust in the soft, warm voice of Sarenrae and left his home to follow the only thing he could hear.

Concept:
Yunnie is a Halfling Oracle of the Community Guardian archetype. He is cursed with a natural deafness and has the mystery of Life, possibly by the grace of Sarenrae. He fulfills a position of party healer, little more.

Stats and whatnot:
Str10, Dex14, Con14, Int12, Wis12, Cha18 (23 Point buy for being Chaotic Good)
Traits: Student of Faith, Caretaker
Background skill: Profession (Medic [or something similar])
Comeliness: 4d6 + 4 ⇒ (5, 2, 6, 5) + 4 = 22

I have chosen to omit the main portion of the statblock because it is information that is redundant at this point of time. If you would like me to include it, please let me know. However, I do believe that majority of what you wish to see is here.


Aye! I looked in when I could while busy in Real Life and was all,

(O_O)

Three pages worth of posts!

As a quick and dirty method fer makin' a character, am happy to edit this Suny down to fit tha' guidelines set by tha' DM. (^_^)

Also, the Sorcerer 'Blood line' which allows for an 'Animal companion' (Not a 'Familiar) is 'Sylvan Bloodline' found here Pathfinder PRD

(^_^) Very much cheers to all.

*Bounces and skips about*

Grand Lodge

Submitting an alternate class for back-up.

Fluff:
Yunnie was always the cheerful gnome, the life of whichever party he was at. He always found it easy to get along with others, often at the expense of his dignity.

A careless joke landed him in trouble with a group of Sczarni sellswords, who weren't the cheerful, easy-going half of the family. Yunnie was abducted and almost killed, if it weren't for a Sczarni cousin who happened to follow the sellswords. The trouper found it amusing that Yunnie could jest on the verge of death and decided to take him under his wing.

Years have passed since then. Yunnie is now an accomplished trouper, reeling in profits for the family. However, he yearned for larger stages and grander plans. Having not heard from an acquaintance in awhile, Yunnie decided to see if Cyrdak Drokkus was still looking for an apprentice in the town of Sandpoint.

Concept:
Yunnie is a Gnome Bard of the Prankster archetype. He finds humor regardless of the situation and constantly uses plights to crack jokes. (Think Tyrion Lannister!)

Crunch:
Str10, Dex16, Con13, Int10, Wis10, Cha18 (23 Point buy for being Chaotic Good)
Traits: Eager Performer, Rapscallion
Background skill: Perform!
Comeliness: 4d6 + 4 ⇒ (3, 3, 2, 6) + 4 = 18


It's 4d6, drop lowest ^^ not that it matters much.


Grand Moff Vixen wrote:

I would like to use a character I once had in a Rise of the Runelords game. We never got past the first fight in sandpoint with the goblins so I really have no knowledge of the AP.

Here is Xogar. If you would be willing, the original build had the archetype Redeemer from the advanced race guide. Would you be willing to let me keep it? I really like the way he turns out with this.

He also has the Warrior of the Holy Light archetype as well.

I altered the gear, money, and the additions you mention in the opening post to match this game.

Comliness roll:
4d6

Comeliness Total: 19

Please tell me what you think.

Ugh, I just checked the link for Xogar and realized that it just let back here. I fixed it.


I have to admit, I find Sethran quite OFFENSIVE!


Decided to say screw it and try to make an evil character anyway. Presenting Kyra Arkona, Hungry Ghost Monk.


Barbarian, Bard*, Fighter, Rogue4d100 ⇒ (36, 45, 20, 23) = 124

Sorcerer, Magus, Cleric*, Oracle4d100 ⇒ (68, 10, 85, 78) = 241

Bard* or Cleric2d100 ⇒ (81, 52) = 133

Human, Half elf, Halfling, Kitsune*4d100 ⇒ (79, 29, 51, 97) = 256

archtypes: Archaeologist*, Sandman, Daredevil, Street Performer 4d100 ⇒ (56, 39, 35, 20) = 150

The dice want me to make a Kitsune as well...I'll see if I can come up with a solid enough background to sell the concept.


@Sethran: I like what I see, but I'm a tad confused about what's going on. Can you post ONE more coherent background without some ooc stuff mixed in there?

@Noro: Why wouldn't she simply be arrested for beating up two children in the street instead of getting a job? Also, would you want the brother to be involved in the campaign in any way?

@Temerith: You are aware that the purpose of this campaign is to STOP runelords, right? And your character wants to become one? Also, you just found ancient Thassilonian tablets...what, sitting on the ground in a bush? Clarify?

@Davorik: Where is he from? Yes, that alternate racial trait is just fine. In terms of initiative, I generally have everyone post what their action is and then compile a summary post of what happened that round before declaring the next. Oh, another question about your character. How did he find out about his home town, and what was his initial reaction? Thirdly, how can he reconcile his obligation to his town guard job?

@Arturus: Is he using the middle-aged stat modifications? How did he survive the green dragon attack when nobody else did? How would he react to...er...SMALL game? Would he be motivated to adventure again for less than huge mythical creatures?

@Suny: I'm a bit confused. Is your character an aquatic elf fighter? Why would she live on land?

@Eryda: How are you planning to have your oracle communicate with other people?

@Grand Moff Vixen: Those archetypes are totally dandy. However, many of the creatures in this campaign are monstrous. Would he plan to try and diplomatize all of them? Is there a circumstance in which he wouldn't?

@Kyra: The Arkona family is not really an appropriate family to be descended from. Sorry, spoilers, but they're rakshasas, and as I can see, you are not a rakshasa. Besides that, is she self-motivated at all or does she only do what her parents tell her to do?

ONE DAY I'm gone and THIS. Jeez. Gotta say that I like it.


leinathan wrote:
@Grand Moff Vixen: Those archetypes are totally dandy. However, many of the creatures in this campaign are monstrous. Would he plan to try and diplomatize all of them? Is there a circumstance in which he wouldn't?
Redeemer (Paladin) wrote:
a half-orc paladin recognizes that often] those who are monstrous are not necessarily evil and that sometimes even those who are evil became that way because of circumstances and misfortune.

I think the line from the Redeemer archetype sums it up nicely.

Xogar would not try to reason with all of them. He understands when it is time to fight and when it is time to talk. The art of diplomacy is knowing when to talk and when to fight.


leinathan wrote:


@Noro: Why wouldn't she simply be arrested for beating up two children in the street instead of getting a job? Also, would you want the brother to be involved in the campaign in any way?

ONE DAY I'm gone and THIS. Jeez. Gotta say that I like it.

to be honest, that was left out to condense the story a little. so best way to answer that is she most likely was arrested but when you are a person of interest with organized criminal family (mafia) you tend to have a quick release.

as far as Lou goes, I do have a character sheet for him but other than cameo as the cook at the Rusty dragon he should have to other involvement in the story. Lou was actually designed for a Jade regent game but after over a year he has yet to get into one that has gone anywhere.


I have a few minor questions for you, Lein.

First off, do you mind a player who is going to be running his own RotR soon, and as such, knows quite a bit about the campaign? As long as the player is willing to keep player knowledge different from character knowledge, of course. (And to be fair, mine is a Psionic Rise of the Runelords, so its a bit different)

Second off, what is the deadline for character submissions?

And thirdly... I forgot what I was going to ask for thirdly..


I don't mind, as long as you aren't a cheatyface and you're active and you've got an interesting character.

Well, it's probably going to be another four or five days as I focus on character development, but I'm not setting a definite deadline. You're going to know when it's soon, when I select characters that I DEFINITELY want, but the deadline is when I have a full party.


its called fighting fire with fire and heres the story on the tablets to clarify. Also do remember that the Runelords were pretty much at each other throats. And a question GM for a wizard are you looking for a trickster or a battle mage(if so I can readjust or create a new character)?

finding the tablets:

Temerith gingerly walked down the path from Sandpoint he haad walked a total of thirty miles in five days. He had in all ways become sick of Sandpoint, the abuse, beatings and mockery were more then he could stomach. To this end Temerith had begun wandering and had walked the down this old, dusty road towards...somewhere. He then found a sideroad and what looked like from his vantage point a forsaken house on a hill. He walked up to the house and examined it's outside area for signs of whether or not it was inhabited. It was not the roof had holes in it the sise of melons, the windows had long since collasped and the door was a just a few hunks of wood in the entrance. Temerith carefully entered looking for signs of whether it was simply decay or a battle that had caused the cottage to look like a ruin.

No battle had done the place in, food on the table was rotting and the place smelled of death. He entered the center room of the cottage where the smell was the thickest. The corpse was that of a wizard his flesh was rotting, his eyes had been pecked out and his hands rested near a set of tablets. The tablets were engraved with beautiful writing, they were obviously old yet they showed no signs of where. They were perfect slabs of black marble with golden writing. In curiosity Temerith touched one and his mind was sucked in...to another time and place.

So another comes to my home, seeking knowledge of an age where magic ruled supreme and men were mighty. But first you must prove yourself worthy.

The speaker was a woman in stunning robes of emerald, sapphire and teal. Her hair also seemed to be a shimmering mass of colors, like a rainbow. Her eye's were the most striking feature, for they glimmered with a proud and mighty intellect. The eyes were also judging him...for what reason he did not know. She then made a motion with her hands and I saw something enter my field of vision. It was horrible, a beast of massed writhing tentacles and it was charging towards me. I then remembered what the woman had said and I listened, their was no noise just the image and that was all it was...an image. I simply stood their waiting for the beast to charge through me and so it did, I fealt nothing as it's sprectral form ran through me.

The speaker's eyes seemed to narrow and inquire of me then she made an approving nod at me.You are not even versed in the basics of magic yet you recognized what that was, you are worthy of being taught the secrets of the Runelords...assuming you can keep up. Now sit before me your lessons begin now, fail and I will rend your mind apart succeed and I can ensure you that you will rise to great heights. You may even raise yourself to be the next Runelord of Pride...assuming you actully are intelligent for that may have simply been a fluke of luck. The question is will you prove me wrong or right?


leinathan wrote:
I don't mind, as long as you aren't a cheatyface and you're active and you've got an interesting character.

No cheatyfacing here. Even if I know what to expect, I play my character based on what HE would do in any given situation, even if it gimps me. Like playing a Goblin Cleric back in the day and playing like a goblin.. even if it nearly got me killed a dozen times (and finally succeeded once).

As for what kind of character I would make.. I might bring back my old RotR character that was in a campaign that fell apart extremely early on.. he's a Shoanti Oracle/Sorcerer. Since we didn't get past level 1, he was still only an Oracle at the time.

That.. or I might bring in a Gnome Enchanter who goes Bloatmage. Fat little tub of lard who yells at his minions to do his work for him while he (at low levels) waddles around or (at high levels) floats around.


@leinathan
Do you have an example of a character you definitely wanted into your campaign? You make me curious as to what kind of application that would be.

Also if we have some more time I'm giving Korham's background some more thought, perhaps elaborate on some events some more.


I want what you want, in terms of crunch, but I would like an actually complete crunch in his profile, as opposed to what you have.

Was the runelord actually contained within the tablets or was it something else?

How did the wizard die?

So I'm guessing that your character is Evil...how can you prove that he'll prove nice, given that he's a selfish and power-hungry wizard looking to rule the world?


Hehehe a gnome bloatmage is a concept that thoroughly amuses me, I have to say.

A character that I definitely would want is a character that I would not have to motivate to complete the goals of the campaign, that would play nice with other party members and would be interesting to interact with, both as GM and as other PCs, and would have a substantive contribution to the party, mechanically.


Well, perhaps I should give my Oracle of Stone another thought through, monks tend to be somewhat underrated still.


leinathan wrote:
@Kyra: The Arkona family is not really an appropriate family to be descended from. Sorry, spoilers, but they're rakshasas, and as I can see, you are not a rakshasa. Besides that, is she self-motivated at all or does she only do what her parents tell her to do?

They aren't all Rakshasas. The Guide to Korvosa lists them as having a population of something like 20-25% who are human. And goes so far as to mention that a lot of their more brutal members have been humans who didn't want to be outdone by the Rakhasa family members. I can definitely up the motivations more, provided you think the family is okay? Otherwise I can figure something else out entirely.


leinathan wrote:


@Arturus: Is he using the middle-aged stat modifications?

Aye. I'm not so sharp as I once was, but capable enough. Good enough to eyeball a gobbo at 30 yards, at that!

leinathan wrote:


How did he survive the green dragon attack when nobody else did?

I wasn't the only survivor, but of me band of twenty-five - good lads, all of em, if a little green(mostly 1st and 2nd level experts) - only me and a couple others survived. We were ambushed! We had pursued an enraged owlbear into a vast swamp - it had been terrorizing some locals - when this great hulk of a beast came out of nowhere, spraying acid and bellowing! Fortunately for me, I and a few others were out gathering wood and searching for tracks and owlbear-sign - it's too bad we didn't see the dragon-sign previously...truth be told, we heard the dragon, ran to the edge of camp, and immediately fled. It is my great shame that I didn't try to help those poor sods. I went straight back to Restov, wrote a report and a resignation, and immediately retired back to Sandpoint.

OOC: Arturus has the "Doubt" drawback to reflect this intense shame and lack of self-confidence.

leinathan wrote:


How would he react to...er...SMALL game? Would he be motivated to adventure again for less than huge mythical creatures?

Small game is me bread and butter these days. I hunt to earn my keep, and a few silvers besides - mostly meat and pelts. If the Guild or the Militia has troubles - gobbos, ferocious beasties, miscreants, etc - I've been known to help as I can. *Arturus sighs* It's not exciting, but it pays the bills, and earns me more than enough favors around town. Seeking adventure is a young man's game, though. I'll not be looking for a grand hunt any time soon.

OOC: He needs a solid small-time adventure to build up his confidence. He is definitely looking for the right opportunity to redeem himself, but more likely than not would need to be thrust into it. If Sandpoint or its citizens were in danger, for example, he would certainly rise to the occasion.


Here is the updated list of submissions so far; again hope it's not missing anyone:

Pick - Duergar Rogue
Mongrrrym - Dwarf Ranger
A'letta - Shoanti Oracle
Arteaxe Fireforge - Dwarf Paladin
Boss Loruk - Half Orc Urban Ranger
Korham Ashia - Shoanti Monk
Khalbar Bloodsong - Shoanti Barbarian
Rhanloi - half-elf Wizard
Sethren - elf Wizard
Lady Pasara - Human Paladin
"Lucky" Finn - Human cleric of Desna
Cyrene- elf alchemist
Syrma - halfling oracle
Noro Kasuri - human barbarian
Temerith Rhunn - Tieflng wizard
Davorik - human 2 weapon fighter
Xogar - paladin
Arturrus - Inquisitor of Abadar
Yunnie - either a halfling oracle or gnome bard (either way not very tall)
Kyra Arkona - evil Monk

I think that's up to date so far. DM, can you say anyone is either definitely in or definitely out at this point to narrow down the list a little? What about party size 4,5,6?


In that case, I have another question for Kyra - is she a vassal of the Arkona family that knows they're rakshasas or not? I think its fine, I suppose, but as far as I understood, the humans that live in the Arkona home are more...dominated slaves or humans that think the Arkonas are humans.


Sethran can help trick out a Monk. Maybe combat maneuvers, against small foes at first, then tripping giants? Very cool.

Can craft Bracers of Brawling, sweet! Gadgets... Tools of the trade.


I was thinking party size 5. I haven't quite decided on anyone for sure, but there are certainly frontrunners and people that I'm not considering at all. Not gonna reveal those, of course, cause spoilers...I'll reveal it when I'm down to about 8-10 people...but holy crap, 20 submissions.


leinathan wrote:
In that case, I have another question for Kyra - is she a vassal of the Arkona family that knows they're rakshasas or not? I think its fine, I suppose, but as far as I understood, the humans that live in the Arkona home are more...dominated slaves or humans that think the Arkonas are humans.

She certainly needn't know. I think it's more interesting that way.

The slavery bit is interesting, though. I hadn't read/considered that. I'll mull it over and see if I come up with a better relationship. I hadn't wanted to get too into the family, but a bit more might be okay.

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