Nameless GM's Rise of the Runelords (Inactive)

Game Master SinBlade06

The adventure that started it all! Time to head back to Sand Point!

Map Link

Out of Combat:
Goblins: UP
Shadrick: UP
Narekk: UP
Ellizz: UP
Tobar: UP
Marcus: UP


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Welcome friends! Introduce yourselves, share experiences, what have you.

As soon as I have a full team of four, open up the gameplay thread.

For everyone's benefit, please read through the Rise of the Runelords Anniversary Edition Player's Guide. If you want to go with a campaign trait, please let me know.

Again, as soon as we have a full team, we'll get you guys started!

One question I have for everyone, will you be ok with having a 5th NPC joining you? I've actually not played this adventure path myself, and I'd love to join you guys!

Again, can't wait to start!


Hi all, doesn't worry me assuming you think that it won't distract. You can always drop the NPC later if its not working.

Sovereign Court

Hiya, I actually just got into a different RotR game, but it's still in the formation stages and I'm not sure if it will actually take off. I've made a character for this one just on the off chance that the other one folds:

Tobar Iverrov, male human gunslinger (pistolero) - This character fills the ranged skirmisher role. He's fast and perceptive, not too talkative, but willing to take risks. Because I am an oddball, I plan to have him eventually multiclass into monk (martial artist).

I have a couple other potential characters if the DM doesn't like gunslingers or if the party composition won't support it.

Of course, all this is kinda contingent on whether the other game takes off -- I don't wanna take up space in two games and prevent someone else from playing if the first game actually launches!

Liberty's Edge

Hi guys very happy you'll have me joining this module.
I'm still very much a novice but and as such I woul dlike to play an alternate version of my unchained rogue. Mstr Yukian Raiken. An assassin type Rogue.

My only experience with pathfinder comes from the PFS events. So I am not to sure on how/when we will be playing it on the forums. Can de GM or another helpful soul point me in the right direction?


Forums ate my post!! Oh well.

VerbalTech! Welcome to the forums! Please understand that this can be a fairly slow medium, but overall can have better turnouts, since you don't need to make time out of a busy schedule to post.

If you need some help with how to post, check out this link, which is where we first met. It has some very good information on how to make a proper post.

Just for practice, I want you to post a combat roll in your next post. You've got two goblins, one on either side of you. The one on the left is bleeding pretty badly, the other is cackling and giggling like mad after scoring a hit on you. How would you handle this situation?

Also, if your character is currently on physical paper, I'd like a digital record of that character. I'd suggest a Myth-Weaver account to help you out, or potentially any of the numerous character generators around the internet. Make yourself an alias and post as Yukian here so I can see what it looks like.

Jesse, I like what you're going for. For Gunslingers, I have the following stipulation: You can't buy or craft advanced firearms, nor can you buy early firearms, but you can buy the materials to make ammo and firearms. With 1 point into Craft (Alchemy) you can make your own alchemical cartridges without having to roll it. You can also make regular ammo for the same reason.

Tim! Now that you see our current team, what class are you thinking of going into? Bard, Sorcerer, Wizard, Alchemist, Witch, Magus, or Archanist? I'd rather you didn't go Summoner, as even the Unchained version is a little hard to handle.

Good luck everyone!

Sovereign Court

The Nameless GM wrote:

Jesse, I like what you're going for. For Gunslingers, I have the following stipulation: You can't buy or craft advanced firearms, nor can you buy early firearms, but you can buy the materials to make ammo and firearms. With 1 point into Craft (Alchemy) you can make your own alchemical cartridges without having to roll it. You can also make regular ammo for the same reason.

Just to be clear, this means I can't start with any black powder or bullets, because I can't buy them? I have to wait until we have downtime in the game and make some?


VerbalTech you might also find this useful

I want something that is normally taught/studied thus making it odd that he taught himself. I'm thinking I'll have a go at putting him together as a Archanist, but will full back to wizard if I can't make it look right. Alternatively I can go Magus if we don't have a front liner (I was already plannign to make him fairly strong to reflect his profession as a farmer.)


Jesse Heinig wrote:
The Nameless GM wrote:

Jesse, I like what you're going for. For Gunslingers, I have the following stipulation: You can't buy or craft advanced firearms, nor can you buy early firearms, but you can buy the materials to make ammo and firearms. With 1 point into Craft (Alchemy) you can make your own alchemical cartridges without having to roll it. You can also make regular ammo for the same reason.

Just to be clear, this means I can't start with any black powder or bullets, because I can't buy them? I have to wait until we have downtime in the game and make some?

Oh! Sorry, I over looked that. An indeterminate amount of time takes place before the adventure, long enough for you to make your own ammo, but not long enough to fix your starter pistol.

Yes, I'm effectively giving you extra starting gold, but you'll put it to good use, I'm sure.

Any other questions?

Sovereign Court

Nope, that covers that.

Sovereign Court

Also, it looks like you don't have a Recruitment thread hooked to this! If you wanna get a full team you should probably do that. :D

Dark Archive

Male

Hi, I'll be joining as the 4th spot! I'm planning to run an Inquisitor with the Sanctified Slayer archetype... it will help VerbalTech's rogue a lot, expecialy with a couple of teamwork feats.

Also hi Jesse! (Carinna from your Kingmaker game!)


And that, friends, is a full team!

So far I see we have the following:

  • Unchained Rogue
  • Pistolero(Gunslinger)
  • Arcanist
  • Sanctified Slayer(Inquisitor)

Seems like a fairly well rounded team to me!

Longears, I'd like to know who your deity is, since that will determine quite a few things about your character.

Again, I'd like everyone to make sure they have read the Rise of the Runelords Anniversary Edition Player's Guide so we all know where we're going.

As soon as we have character sheets/aliases made, we can get started!

Dark Archive

Male

He is a Tiefling and his deity is Szuriel (Horseman of War). He is TN and should be played almost as a servant of Gorum...

My ideas for him would be that he knows the end will come, sooner or later, and when it comes, it will be a bloody war. He travels looking for great opponents with two goals: first to fight (he loves to) and second to send to his master fierce warriors. He is a tactician, and likes to study the war.

He is more like a harbinger of war instead of a fierce cultist that wants war to erupt everywhere.

Also, any thoughts about background skills?


I've looked at the Background Skills rules, and while I like the idea of them, I'm going to leave it up to you guys.

Vote on whether or not you want to use the Background Skills rules in your next post everyone!

Background skill rules can be found here, but they work like so: There are a small number of skills that don't really have any purpose outside of adventure, such as Knowledge Nobility, Craft, Perform or Sleight of Hand. These skills are in their own seperate list, and every time you level up you gain an additional 2 skill ranks for those skills and those skills alone.

Take a look at the rules and post your thoughts on the matter. I like to make my players happy with their game!

Dark Archive

Male

I vote to use it... IMO it is a great system that allows us a couple of points to fluff our PCs, without taking a skill point from a more useful combat oriented skill.

Also, if you see any problem with Szuriel, I can change to Gorum easily.

EDIT: Changing Szuriel to Gorum.

Dark Archive

Male

Also, do you require the Fiendish Heritage feat to select the Variant Heritages?

Sovereign Court

I like Background Skills and wholeheartedly endorse them.

Dark Archive

Male

Here is Narekk Wyrmtongue, ready for some action!

Sovereign Court

Ooo, based on that roster we don't have any healing.

Dark Archive

Male

Narekk could take a clw as one of his spells... but not sure it will change our situation that much

Sovereign Court

If really needed I could switch to playing a healing witch (I have one built and unused), but I would feel like I'm missing out on the gunslinger. ;)


I offer you an ultimatum for the healing situation:

I wanted to have an NPC join you for myself, since I haven't actually played this game either! I could make him a Cleric for healing you guys.

OR

I can give Narekk a free Wand of Cure Light Wounds. Consider it a gift of your Lord in Iron, who hopes you stay alive long enough to face his truest test of your battle prowess.

As for having to take the Fiendish Heritage for the Variant Heritages, I'm going to want to see what you want to exchange first, then I'll decide if you need the feat or not.

Speaking of feats, Narekk can't take Weapon Focus at 1st lvl. Weapon Focus requires a +1 BAB, and Inquisitors have +0 BAB at 1st lvl.

And I gotta ask, did you find that picture and made a character after him, or did you draw it or something? Cause it looks awesome!

Dark Archive

Male

Firstly, I picked a tiefling just for flavor, since his stats did not help a inquisitor (+2 Dex, +2 Int, -2 Cha), the Skilled (+2 Bluff and Stealth) also doesn't suit the concept of Narekk and the darkness spell is kind of mee...

I'd like to get the Oni-Spawn variant (+2 Str, +2 Wis, -2 Cha), Skilled (+2 Disguise, +2 Intimidate) and alter self. All these changes are really benefical for Narekk (even alter self, aiming for the +2 str aspect).

You can look at this changes in two ways:

1 - I'm only buffing him without any loss;
2 - I'm doing the same as taking a elf/wizard, elf/rogue, dwarf/cleric, etc.

Also sorry for the Weapon Focus, don't know why I forgot about the requisit of +1 BAB.

For the Picture, it is from the book Numeria, Land of Fallen Stars. I usually look for a cool Picture and then make a PC after him. LOL

Oh, and a cleric NPC would be nice, since giving Narekk a wand would means only out of combat healing, since he would be in melee almost all the time!


I like where you're going with this, Longears.

Since you know where you're going with this, you don't need to take the Fiendish Heritage Feat and simply change your stats to match your Oni Heritage.

What will your new feat be?

Anyone else have any questions? VerbalTech? Tim? Any questions?


I like your avatar Sir Longears (:

Just putting together my character Marcus Danebridge. I like background skills but also happy to live without them.

I'm also not worried about healing, we can but a wand of CLW with our first lot of money which Narekk can use (or be given one or have a npc a long who can heal). Having weaknesses in parties can enhance the game (or destroy them one or the other).

Dark Archive

Male

Yours are not bad also Tim!

So... not sure yet about the feat, but thinking about Improved Initiative, and thanks for the heritage!

Also, VerbalTech needs some help with his PC, just ask!

Dark Archive

Male

Narekk is updated. Changed his feat to Intimidating Prowess as well as his traits to a more menacing build. Planning to persue the Dazzling Display-Shatter Deffense tree.

Also changed his background to a more Gorum-like flavor. Also, despite being a tiefling, he had no contact with outsiders (he doesn't even know he is a tiefling - even his Alter Self ability, he thinks it just makes he feel stronger), and was raised by orcs. Any objections of changing his initial languages from Common, Abyssal to Common, Orc?


I like the changes and you have my permission, on one condition.

Teiflings can choose from Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc as bonus languages. Orcs get fewer languages.

If you change over to Common, Orc as your languages, you'll also change to your available bonus languages of Abyssal, Draconic, Giant, Gnoll, and Goblin. I'll also throw in Infernal since it makes sense you'd learn the language of your unknown ancestors.

Dark Archive

Male

Agreed!


Male Half-Elf Cleric/1 | AC 17/10/17 | F+4, R+0, W+6 | Per +6, Init +0 | HP 11/11

Gentlemen! I am your healer for this team! It will be a pleasure to fight along side you!

Everyone take a look at my profile and how I have it set up. This is how I'd like your aliases set up, complete with the status bar for HP, AC, and saves.


HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |
Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch

Sorry for how so I've been. I came down with the flu on Thursday and just coming out of it now.

This is an unfinished version of Marcus, I'll fill in the holes soon.


More than fine Marcus! Don't push yourself for us, we'll be just fine!

That is two characters down, three to go!

I will be sending private messages to those who haven't submitted a character/alias, and unless they reply within, say, three days (by 11/19/15), I will withdraw their request for submission and I will scrounge for (a) new player(s).

Until then, we are almost good to go!


Male N strix barbarian//cleric//guardian 20 | HP: 500/500 | AC: 70 (64 Tch, 55 Fl) | CMB: +22, CMD: 80 | F: +30, R: +23, W: +35 | Init: +11 | Perc: +44, SM +42 | Speed 40 ft., fly 60 ft. | Active conditions: none.

So here is Narekk, complete! I usually use my profile this way... it has all the info you requested.


HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |
Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch

Everything done but for equipment. I couldn't see how much we have to spend. On the other side equipment is no important to Marcus's abilities anyway.


I thought I said earlier that your starting gold is the average starting gold for your class. My mistake.

Your starting gold is the average starting gold for your class.


HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |
Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch

You probably did and I was blind. Anyway equipment isn't going to have a big impact on anything


Whelp, I haven't received a response from VisualTech, so we have to let him go.

Thankfully, we have a backup.

Ellizza is a gnome transmuter who will be joining us instead. Yes, we'll have two magic users. Big whoop, it'll be fun to see them clash and click!

I've sent a PM to Ellizza and hopefully she'll be around soon!


HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |
Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch

If Ellizza is going transmuter I'll have to make some changes. I haven't written in the background yet but the basic idea is that Marcus found a old book which was one of the runelords's spellbook. He puzzled over and translated and learnt magic from it. I was going to go with the rune lord of greed who was a specialist in transmuting so had a focus in my spell list. I'll change this probably to Sorshen, Runelord of Lust (Enchantment)

Dark Archive

Male

Sad to hear about VisualTech... his rogue would be an awesome combat buddy for Narekk. Now, your char, Devis Goldheart, will not be 'just' a healing backup, since Narekk would be the only melee in the party.

The big problem now is that we have no 'face' and no skills, with Marcus and Ellizza making the same role...

Any possibility of Ellizza playing another class?

Grand Lodge

Rakshasa-Blooded Sorcerer 1; HP 8/8; AC 12, touch 12, FF 10; CMD 12; Fort +0, Ref +2, Will +2 Init +2, Perception +0, speed 30 ft Skills
show:
Bluff +9 (+14), Diplomacy +6, Disguise +7, Knowledge Arcana +5, Perform +10, Sense Motive +2

If you're willing to take on a fifth, I had submitted a tiefling sorcerer for another PbP of RotR and ended up not being selected. He's outstanding as a party face.
(It's the character I'm posting this as, in case you're interested. If you're set on staying at four, I can totally respect that. I unfortunately arrived at the party unfashionably late. Alternately, I could play something other than this sorcerer if you just really need something other than arcane.)


Male Half-Elf Cleric/1 | AC 17/10/17 | F+4, R+0, W+6 | Per +6, Init +0 | HP 11/11

Talathel, I must ask how you found this thread. I thought I had removed it from the recruitment thread.

But! Since you found us, and my NPC can take a backseat as well as run as your +1 during the actual adventure, I'll take you on if you're interested.

Still waiting on the response from another player that was interested, but we'll see what happens!

Grand Lodge

Rakshasa-Blooded Sorcerer 1; HP 8/8; AC 12, touch 12, FF 10; CMD 12; Fort +0, Ref +2, Will +2 Init +2, Perception +0, speed 30 ft Skills
show:
Bluff +9 (+14), Diplomacy +6, Disguise +7, Knowledge Arcana +5, Perform +10, Sense Motive +2

I can join?!?!? Outstanding!! Guess Christmas came early this year!

The thing in the recruitment thread says it is closed and the post is being moved to discussion, but it is still showing up in recruitment.

EDIT: As stated earlier, I can play another character/class if needed. I think this character fits the idea of RotR really well, but if we're overloaded for arcana or some such, I could go with my melee focused skald. He's kind of got multiple personality disorder, but still makes a heck of a party face.

Sovereign Court

Well, unless Ellizza changes up, we're looking at three arcanists!

* Marcus Danebridge (Transmuter)
* Ellizza (Transmuter)
* Talathel (Sorcerer)

And my gunslinger doing . . . not much. :)

Scarab Sages

Elven Skald/1;11/11 HP; 17 AC, touch 13, FF14; F+3, R+3, W+3; CMB +2, CMD 15 Init +5; Perception +5; 30 ft mvmnt
Skills:
bluff +6, diplomacy +6, perception +5, perform (singing) +6

Okay, this is my skald. Feel free to peruse him. I'll have to do some reconfiguring to make him work for this. He was created for an adventure that was starting at 4th level, so I'll have to reconfigure things, but imagine him lower level and he should work pretty well, I think.


HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |
Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch

Ok Marcus character sheet is done, altered spell lists and spent my 70gp.

I'll get onto writing up full background soon.


HP 9/9 | AC 10/10/10 | F+3, R+0, W+3 | Per +1, Init +0 |
Uses per day remaining:
0/3 1st level spells, 1/4 Arcane Reservoir, 7/7 Beguiling Touch
Jesse Heinig wrote:

Well, unless Ellizza changes up, we're looking at three arcanists!

* Marcus Danebridge (Transmuter)
* Ellizza (Transmuter)
* Talathel (Sorcerer)

And my gunslinger doing . . . not much. :)

Sounds fun. Something will die quickly, either us or them.

Marcus has switched to enchanter, I think it makes for a more interesting character anyway. (Lots more opportunities to be corrupted by his own magic)


Male Half-Elf Cleric/1 | AC 17/10/17 | F+4, R+0, W+6 | Per +6, Init +0 | HP 11/11

Doesn't look bad at all...just one thing, Shadrick. You start at level 1 with your class average for starting gold (105g for a skald).

I'd recommend making an alias of Shadrick and making him level 1, that way he doesn't have to have all these posts under his belt and he can properly participate in PbP Society events. I don't mind that you're using a Society character, I just wanted to you know that this is technically a homebrew.

Speaking of Homebrew, the only houserules I will imply are as follows:

  • A double natural 20 (nat 20) on an attack and critical confirm will automatically do maximum damage.
  • Hero Points can be turned in for an automatic nat 20 on any d20 roll, but only before the actual roll is made. Your maximum Hero Points are equal to your character level.
  • Should your character suffer an untimely end, funding for a proper spellcasting can be found or scrounged up for revival. In the event of funding being unavailable, a new character can be made with GM permission.
  • All divine spellcasters, regardless of magical origin, must have a holy symbol of their preferred deity. If the deity has an affinity for a different material than wood (ie iron for Gorum, gold for Sarenrae, etc.), purchasing said material will provide a bonus based on divine spellcasting class. Clerics will add a +1 to the DC for their Channel Energy, for example, while Inquisitors will recieve a +1 to social skills (Intimidate, Diplomacy, Bluff) as long as their holy symbol is shown.

    This character (Devis Goldheart) is the GMNPC, and while he isn't a PC, he is your hook for what you need and/or want to do. He's the one you go to if you need assistance for the story.

  • Scarab Sages

    Elven Skald/1;11/11 HP; 17 AC, touch 13, FF14; F+3, R+3, W+3; CMB +2, CMD 15 Init +5; Perception +5; 30 ft mvmnt
    Skills:
    bluff +6, diplomacy +6, perception +5, perform (singing) +6
    Devis Goldheart wrote:

    Doesn't look bad at all...just one thing, Shadrick. You start at level 1 with your class average for starting gold (105g for a skald).

    I'd recommend making an alias of Shadrick and making him level 1, that way he doesn't have to have all these posts under his belt and he can properly participate in PbP Society events. I don't mind that you're using a Society character, I just wanted to you know that this is technically a homebrew.

    Speaking of Homebrew, the only houserules I will imply are as follows:

  • A double natural 20 (nat 20) on an attack and critical confirm will automatically do maximum damage.
  • Hero Points can be turned in for an automatic nat 20 on any d20 roll, but only before the actual roll is made. Your maximum Hero Points are equal to your character level.
  • Should your character suffer an untimely end, funding for a proper spellcasting can be found or scrounged up for revival. In the event of funding being unavailable, a new character can be made with GM permission.
  • All divine spellcasters, regardless of magical origin, must have a holy symbol of their preferred deity. If the deity has an affinity for a different material than wood (ie iron for Gorum, gold for Sarenrae, etc.), purchasing said material will provide a bonus based on divine spellcasting class. Clerics will add a +1 to the DC for their Channel Energy, for example, while Inquisitors will recieve a +1 to social skills (Intimidate, Diplomacy, Bluff) as long as their holy symbol is shown.

    This character (Devis Goldheart) is the GMNPC, and while he isn't a PC, he is your hook for what you need and/or want to do. He's the one you go to if you need assistance for the story.

  • He's not actually a Society character. I just used a character spot where I've thrown a bunch of GM credits from Society play and don't have an actual character, so rebuilding him won't be an issue.

    Scarab Sages

    Elven Skald/1;11/11 HP; 17 AC, touch 13, FF14; F+3, R+3, W+3; CMB +2, CMD 15 Init +5; Perception +5; 30 ft mvmnt
    Skills:
    bluff +6, diplomacy +6, perception +5, perform (singing) +6

    Okay, level and equipment appropriate Shadrick reporting for duty.
    Are we going with the idea that the heroes are random strangers who arrive in the same place, or do we want to have some sort of adventuring party/traveling companions concept?

    Sovereign Court

    RotR assumes that you all happen to be in Sandpoint, but some of you may be locals (if you took a campaign Trait that gives you a local tie). In my case, my character is originally from a family farm to the east of Sandpoint, but spent a lot of time in town. If you are a local, we've probably met.

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