Rise of the Rune Lords (Inactive)

Game Master fatmanspencer

We will be looking to complete this AP so be prepared for the ride.

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I know, I know, everyone just about has done this one, but, I have never finished the the adventure as either a GM or as a player. So with that said, I will be gming this for all interested

Deadline is 1 week from today, so 2359 on 8/18

Rules:
All Paizo products are approved, but no variant rules. That means no race builder, no variant classes, and other game system changes. This will be just your average run of the mill RotRL game.
No 3pp
I post at least once a day, but if players interact enough or it calls for it, I can post multiple times a day.(Mostly this will be for combat)
I would prefer the group not murder each other, so try to keep it LE and above.
I would like to read this, as this is a story we are telling. Be detailed with your rping. We all enjoy well written books.
There will be no nudges, meaning you can completely run out of time and the BBEG win. Sometimes there is no happy ending. I would however like to stick to the AP


What are considered variant classes? Does this mean archetypes?

I'm definitely interested. I've gotten through the first 2 books but never really got the overarching story. Would be nice to see that and get to the end of this.


Dot with a few following questions:

1) 20 PT buy or some variation on rolling?
2) Starting HP max or rolled? How about as progression happens?
3) Background Skills in effect or not?
4) You say no nudges, which is fair, but will advancement feel natural? (I have played part of the first book a few times... there is a lot of random events that happen or not seemingly at the GM's discretion.)
5) Two trait max or can a drawback be taken for a third?
6) Starting wealth max, average, or rolled?

... I am sure I will have more, but will stop for now.

;)


dot

Sovereign Court

I am interested, starting lvl I take it is 1?


The Emerald Duke wrote:

Dot with a few following questions:

1) 20 PT buy or some variation on rolling?
2) Starting HP max or rolled? How about as progression happens?
3) Background Skills in effect or not?
4) You say no nudges, which is fair, but will advancement feel natural? (I have played part of the first book a few times... there is a lot of random events that happen or not seemingly at the GM's discretion.)
5) Two trait max or can a drawback be taken for a third?
6) Starting wealth max, average, or rolled?

... I am sure I will have more, but will stop for now.

;)

1) 20 PT buy

2) Max at lvl 1, average or you may roll, but must keep result

3)No

4) I will try to keep it close to the AP, but I do not recall any being at really odd points

5) 2 traits, 1 which I would prefer to be campaign, or 3 and 1 drawback, 1 which I would prefer to be campaign

6) Average. Which I believe at lvl 1 for a rogue for example is 140


GM Sapphire Fox wrote:
I am interested, starting lvl I take it is 1?

Yes, starting at lvl 1


Slayde77 wrote:

What are considered variant classes? Does this mean archetypes?

I'm definitely interested. I've gotten through the first 2 books but never really got the overarching story. Would be nice to see that and get to the end of this.

Missed your question at first. Archtypes are not variant classes to me. They are themes.

One rule I did not mention. A nat 20 will not autconfirm. Roll it again and get another nat 20 and something great happens. You can rolls a nat 20 to hit the dragon, and by rolling a second 20 to confirm, you just behead it. However, this will work both ways


I take it we can build toward prestige classes?

Grand Lodge

Dot for extreme interest, will have a bio in before deadline


Seth86 wrote:
I take it we can build toward prestige classes?

IF you so wish to.


=^^=

Thanks. I'm thinking of Slayer going for Red Mantis


I'm interested. I haven't done PbP yet, though, so I don't have a character sheet up quite yet.

The Exchange

Very interested! I must be one of the few that has never played this campaign!

Are unchained classes allowed?
What are the race restrictions if any?


Pathfinder Roleplaying Game Superscriber

I have also never played RotRL, but would love to try. I'm thinking diviner wizard, a cleric or an arcanist. I'll get a character together over the weekend.


All races that have a stat block for play can be used. So no driders, but undines and naiads and the like are allowed. Read the players guide, it'll give a better sense of where you start at, so you may find some races not as welcomed


fatmanspencer wrote:


One rule I did not mention. A nat 20 will not autconfirm. Roll it again and get another nat 20 and something great happens. You can rolls a nat 20 to hit the dragon, and by rolling a second 20 to confirm, you just behead it. However, this will work both ways

So... two questions on this one:

1) I take it you mean that if you roll a 20 for one of the foes our characters are facing, then roll a second 20, the rule applies to them as well... am I understanding you correctly?

2) Are you using critical misses (nat 1s) as well? If so, will you have to roll a confirm die?

As one last follow up, about how many people are you looking for to run this? I know that this often will shift depending on the quality of submissions and who you think will synergize with each other, but a ballpark estimate would be appreciated.

I should have something in the works by Monday or so.


1) Yes
2) I am unsure. While I love the idea of something horrible happening, I may leave that to the group, since a skill roll of 1 does not auto fail.

I would like 4, since this will be my first PbP gming. I've ran enough tables I can say I know what I'm doing when it comes GMing, where six I'm good with, but for a first time I would say 4. But just like at the ball park, you might find yourself drafted if something happens.


Pathfinder Roleplaying Game Superscriber

To be clear, your house rule is intended to replace the standard rule on critical hits?

If so, what happens to weapons with a larger crit range?


have you thought of using the background skills from unchained?

I have a barbarian from a previous RotRL game that ended. we did not get past book 1


Edward Sobel wrote:

have you thought of using the background skills from unchained?

I have a barbarian from a previous RotRL game that ended. we did not get past book 1

I had asked that earlier, I believe the answer was they were not going to be allowed. (Reference here, question 3.)


ahh, thanks I missed that question...

oh well, time to recalculate.


Tarondor wrote:

To be clear, your house rule is intended to replace the standard rule on critical hits?

If so, what happens to weapons with a larger crit range?

It is only on nat 20. So it doesn't change crit ranges.

Sczarni

alright, Ed here...

here is my submission so far.

will have to proof read the backstory to make sure it works like I am hoping it does.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I have previously run this adventure path though it has been some time and I heavily modified the adventure but I understand if that would disqualify me from consideration.

I'm considering a shoanti, there's rules for implanting ioun stones in one of the books, very difficult but can be done. When one of my players pointed these rules out to me I got the image of a shoanti with their tattoos all around an ioun stone as it's center piece would be kind of striking and cool so I might aim to do that, way way down the line.

Sovereign Court

This is GM Sapphire Fox, and this is my character submission for RotRL AP


Javik the Blessed, Synth summoner. I have played through some of the first book, so I used what I knew to build a character with deep ties to Sandpoint and motivations for adventuring through the AP.

Sczarni

Rolling on the Runes, Laughing. Honestly, after playing most of this adventure, I really didn't know that anything was time important. Mostly because we lost a lot of characters, playing fast-ball with the beasties. This led to us weeks, in character, finding more replacements to feed to monsters so we can use their gear-laden bodies to progress the characters still alive.

What I'm getting at is this: Will you roll on encounter levels for loot, or is loot limited to what you find in the adventure. Because I can tell you, it's not a lot. It's very, very little.

Also, is that a Synth Summoner? Sweet moggly-boggly!


1 person marked this as a favorite.

Your FACE is moggly-boggly!


Here is a divine submission for the game. Finn is a former gambler who had a conversion experience and has dedicated his life to following Lady Luck (Desna) and trying hard to do good works instead of being the scoundrel he was before.

Obviously, he will take the Luck Domain and build around that theme as he advances. He did play in Runelords game that ended after the first fight.

I have also run this game through book 2 in the past, but would look forward to seeing it as a player. Of course, will keep any remembered secret knowledge secret (unless someone pays the right price...).

Hopefully, you'll look on Finn with favor, and his lucky streak will continue...

Crunch:
Lucky Finn McDonaugh
Human (Chelaxian) cleric of Desna 1
NG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee morningstar +1 (1d8+1) or
starknife +1 (1d4+1/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—bit of luck, touch of chaos
Cleric Spells Prepared (CL 1st; concentration +5)
1st—bless, divine favor, true strike[D]
0 (at will)—detect magic, guidance, read magic
D Domain spell; Domains Chaos, Luck
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 11, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Defiant Luck[ARG], Selective Channeling
Traits fast-talker, fate's favored, sandpoint faithful
Skills Acrobatics -2 (-6 to jump), Bluff +7, Diplomacy +6, Profession (gambler) +8, Sense Motive +8
Languages Common
SQ doubt
Other Gear studded leather, heavy steel shield, crossbow bolts (20), light crossbow, morningstar, starknife, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Desna)[UE], silver holy symbol of Desna, spell component pouch, trail rations (5), waterskin, 10 gp, 20 sp, 10 cp
--------------------
Special Abilities
--------------------
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Fluff:
Finn was a foundling. Growing up in an orphanage in Magnimar, Finn quickly became a child of the streets learning to beg and steal for his food. He was caught stealing from a local gambler who took pity on the youth and taught him the grift instead. Finn refined his act all over the city, baiting, switching and swindling folks here and there. It was a comfortable enough life and he always seemed to have Luck on his side. One step ahead of the bad guys or the law.
After swindling a friar of Desna, goddess of luck and wandering, Finn's Luck changed. Suddenly, he couldn't do anything right. His bets all failed, his gambling hot streak turned ice cold. His mentor was caught and beat to death by those he had swindled.Finn himself was beaten near to death, and then the law came calling.

Locked up in Magnimar, but never a religious man, he was set to swing from a noose for thieving, when he took a chance and prayed to Desna. Lady Luck took pity on the man, and gave him back his lucky touch.

When the priests of Abadar granted that one condemned man be spared on a holy day, of course, by luck, it was his lot that was drawn.

Now free, and dedicated to his patron the Goddess of Luck, Finn has tried to dedicate his life to Good, following the dictates of the Lady of the Stars, he has been trying to live up to his jailhouse vows. He cashed in the last of his hoarded winnings to buy some armor and weapons, and will try to live a life of adventure, rather than crime -- doing good works and spreading his luck to others. The access to divine magic and healing is a wonder to him and he is still unsure of his place in the Church or his relationship with the Dreamer.


Crayfish Hora wrote:

...

What I'm getting at is this: Will you roll on encounter levels for loot, or is loot limited to what you find in the adventure. Because I can tell you, it's not a lot. It's very, very little.

I am unsure if you ran the old version or the anniversary, but when I played the anniversary/ dm was decent with the loot. Having not looked to hard at the loot, I can adjust as needed, but until then I will have to say it'll be RAW

Sczarni

I played in the anniversary. Between four party members, I'm sure only two of us got magical items. We had to ask the DM to roll for random loot. But that's just my experience.

Dodekatheon wrote:


Your FACE is moggly-boggly!

This I can agree on.


Pathfinder Roleplaying Game Superscriber

I'd love to play in this game.

To avoid alias bloat, I'll post the character here. If invited to play, I will create the alias for this game.

Riathan of Thoska, Elf Arcanist (school savant):
Riathan of Thoska
Male elf arcanist (school savant) 1 (Pathfinder RPG Advanced Class Guide 8, 78, Pathfinder RPG Advanced Player's Guide 147)
CG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -2 (1d4-2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks arcane reservoir (1/4), consume spells
Arcanist (School Savant) Spells Prepared (CL 1st; concentration +5)
. . Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 12, Int 19, Wis 11, Cha 14
Base Atk +0; CMB -2; CMD 9
Feats Spell Focus (conjuration)
Traits scholar of the ancients, student of philosophy
Skills Acrobatics -2 (-6 to jump), Bluff +2 (+4 to lie (as a result of using Int instead of Cha)), Diplomacy +6 (+8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +8, Perception +6, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, First Speech, Goblin, Orc, Thassilonian
SQ elven magic, opposition schools (abjuration, necromancy), shift 7/day (5 feet), specialized school (teleportation[APG]), summoner's charm (1 round)
Combat Gear alchemist's fire; Other Gear crossbow bolts (10), dagger, light crossbow, backpack, bedroll, belt pouch, earplugs[APG], flint and steel, ink, inkpen, mess kit[UE], pot, signal whistle, soap, spell component pouch, torch (10), trail rations (5), twine (50')[APG], waterskin, 10 gp, 1 sp, 6 cp
--------------------
Tracked Resources
--------------------
Alchemist's fire - 0/1
Arcane Reservoir +1 DC or CL (4/day) (Su) - 0/4
Consume Spells (2/day) (Su) - 0/2
Crossbow bolts - 0/10
Dagger - 0/1
Shift (5 feet, 7/day) (Sp) - 0/7
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
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 dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5 feet, 7/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Riathan's background:
Riathan was born among the elves of the Mordant Spire, to a militant and xenophobic clan dedicated to the preservation of their isolation and hidden treasures. But Riathan was different. Dedicated at an early age to knowledge of the outside world and the study of languages and magic, he was an outsider in his own home.

When he was thirty, Riathan met a another young elf seated in the crook of a tree deep in the forest where no road ran. The newcomer welcomed him and offered to share his wine.

He and Riathan drank and sang and traded boasts until the stars had wheeled halfway through their nightly course and Riathan had fallen asleep. He awoke alone and cold, and could find no sign of the previous night's fire or the young man. But from that day forward he began to grow in power and knowledge of the arcane, losing interest in the compulsion of his people to dig among the Azlanti ruins.

Shunned by his family, Riathan moved to the island of Thoska and traded with the men of the Lands of the Linnorm Kings, performing magical services in exchange for food and books. Long he studied, becoming proficient in esoteric schools of thought and strange methods of approaching magic. When a century had passed, Riathan's studies made him realize that he had encountered Sinashakti, Empyreal Lord of journeys, joy and messengers.

Impressed, Riathan dedicated himself to the pursuit of goals the Empyreal would approve of. He has taken joy wherever he could find it, in wine, song, lore, lovers, friends and even in war.

Riathan has no permanent abode, and seldom remains in one place for long, though he often returns to favorite places and old friends.

Sczarni

OK Noro's story has been updated and is included in the alias


ok as I was putting this character back together, I found another character that I created for a runelords game but was never able to get him in for anything beyond the opening scenes.

Now I am conflicted as to which one to present.

I could present both, but I would like to hear from the GM first if this is something I could do.


Dotting.

I have a cleric in a run that fizzled and would like to try a cleric again. I will create over the next few days.


@Edward
I'm going to have to say only one to keep it fair for the others. However, your character could always met an untimely end and you wish to continue to play, and so you already have one somewhat ready.


fatmanspencer wrote:

@Edward

I'm going to have to say only one to keep it fair for the others. However, your character could always met an untimely end and you wish to continue to play, and so you already have one somewhat ready.

ok then I will stick with my current submission for now.


Dotting for interest. I've never had the opportunity to do RotRL or any other AP for that matter. It's something I'd quite like to get a crack at.

Torn between a hunter and a ranger, haven't decided yet.

Scarab Sages

posting for submission, gnome sorceror. right now he's got faerie dragon bloodline which is 3pp so will rework that... gladly taking recommendations


Please accept my submission of: Ansley Tanner

History:

Ansley watched the good father sleep, his breathing ragged his chest barley moving.

I have not had long enough to train and now it is down to me to make the pilgrimage to Sandpoint and represent my town. I guess Desna has blessed me… some… not enough to turn back the clock for Father Whistlestop though. What can I expect, I came to the faith so late in life. Still I will honor my word.

The priest chest rose and fell slower and slower on his death bed until, near midnight, it stopped. Ansley did not weep as she rose and rang the church bell three times to single what had past. Knowing he had to be on the road she said a short prayer and headed for the churches old horse for the ride to Sandpoint.

After 52 years I am leaving home. Whistlestop said Desna had spoken to him and I would be needed. Not sure who will need an old former warrior turned priestess but I will I trust his, and more importantly Desna’s guidance.

Anyone in town could see a familiar figure leaving in the night. The former head of the guard had her shield on her back and weapon at her side as she slowly rode out.

Crunch:

Ansley Tanne
Female human cleric of Desna 1
CG Medium humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee heavy mace +2 (1d8+2) or
. . starknife +2 (1d4+2/×3)
Special Attacks channel positive energy 5/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, longstrider[D], magic weapon
. . 0 (at will)—create water, detect magic, light
. . D Domain spell; Domains Luck, Travel
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 14, Int 13, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel, Heavy Armor Proficiency
Traits armor expert, student of faith
Skills Diplomacy +4, Heal +7, Profession (soldier) +7, Sense Motive +7
Languages Common, Goblin
SQ agile feet (6/day)
Other Gear scale mail, heavy wooden shield, heavy mace, starknife, backpack, belt pouch, flint and steel, holy text[UE], spell component pouch, trail rations (5), wooden holy symbol, 31 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Scarab Sages

background:
Pharithstilis's parents were the slaves of a powerful wizard of Nex. Their master was particularly cruel, and performed a variety of arcane experimentations using them as test subjects. When Pharithstilis was born, his parents, fearing he would share their fate, made a daring escape. His father made the ultimate sacrifice ensuring the infant gnome and his mother reached freedom.

The young mother first found refuge in Osirion, but her former master had agents who were able to track her down. Again she fled and stowed away on a trading vessel bound for Cheliax. There she settled and raised her child in relative security amongst the Gnomish population in Brastlewark.

When Pharithstilis began exhibiting arcane abilities beyond that of most gnomes, talk began to spread. Soon enough, her history caught up to her and again she had to flee. This time, a long trek northward, on foot, to the quiet Gnomish town of Whistledown. The trip was hard, and Pharithstilis lost his mother somewhere in the Uskwood. Trading his obsession for crafting weapons for safe passage among caravan after caravan, Pharithstilis finally made it to Whistledown. There he fell into a group of followers of Desna, and together they traveled in mirth to Sandpoint for the Swallowtail Festival.

description:
Pharithstilis is still young, brash, and wide-eyed, even for a Gnome. His life on the run has left him with a love for travel and adventure, and what at times can be an unbearable anxiety. His new group of friends describe him as high-strung and jumpy. His only consolidation at times is a small hand mirror which his mother gave to him soon before she perished, "So you can watch your own back."

character sheet:

Pharithstilis Euduethistle
Male Gnome Sorcerer 1
CN Small Humanoid (Gnome)
Init +3; Senses Low Light Vision; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+0 armor, +1 Dex, +0 natural)
hp 7 (1d6)
Fort +2, Ref +1, Will +2
Resist none
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Light Crossbow +2 (1d6/19-20/x2)
Melee Dagger -2 (1d3/19-20/x2)
Special Attacks None
Spell-Like Abilities Dancing Lights, Ghost Sound, Prestidigitation, Speak With Animals (1/day)
Flare (3/day)
Sorcerer Spells Known (CL 1):
Level 0 (inf/day) Resistance, Detect Magic, Read Magic, Daze
Level 1 (4/day) Color Spray, Hypnotism
--------------------
Statistics
--------------------
Str 10 (+0), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB -1; CMD 10
Feats Arcane Talent
Traits Naturally Gifted, Outsider: Exile
Skills Acrobatics +1, Appraise +1, Bluff +4, Climb -1, Craft (Weapons) +3, Diplomacy +4, Disable Device +0, Disguise, +4, Escape Artist +1, Fly +1, Handle Animal +0, Heal +0, Intimidate +4, Kn. Arcana +5, Linguistics +0, Perception +6, Perform (Comedy) +4, Ride +1, Sense Motive +0, Sleight of Hand +0 (+2 to conceal small objects), Spellcraft +5, Stealth +5, Survival +0, Swim -1, Use Magic Device +0
Languages Common, Gnome, Sylvan
SQ name (dc XX), name
Other Gear Light Crossbow, Crossbow Bolts (20), dagger, dilletante's outfit, common backpack, obsession log, mirror
--------------------
Special Abilities
--------------------
Low Light Vision
Defensive Training +4 dodge bonus to AC against creatures of Giant subtype
Illusion Resistance +2 racial bonus against illusion spells and effects
Keen Senses +2 racial bonus to Perception skill checks
Obsessive +2 to Craft(weapon) skill checks
Gnome Magic +1 to DC of illusion spells, gain dancing lights, ghost sound, prestidigitation, and speak with animals as spell-like abilities (1/day)
Hatred +1 to attack against reptilian and goblinoid humanoids
Fey Thoughts Gain Sleight of Hand and Stealth as class skills
Naturally Gifted Gain an additional use/day of any one spell-like ability gained through Gnome Magic
Outsider: Exile +2 to initiative
Arcane Talent Gain Open/Close as spell-like ability (3/day)
Fey Bloodline Arcana spells of compulsion subschool gain +2 to DC
Laughing Touch (Sp) melee touch attack, target creature laughs uncontrollably for 1 rd, can only move and act defensively, can not be affected again for 24hrs (3+Cha/day)
Dillettante's Outfit+2 circumstance bonus to sleight of hand checks made to conceal small objects


Revised Ansley Tanne
I thought she made a better dwarf.

Story:

Ansley watched the good father sleep, his breathing ragged his chest barley moving.

I have not had long enough to train and now it is down to me to make the pilgrimage to Sandpoint and represent my town. I guess Desna has blessed me… some… not enough to turn back the clock for Father Whistlestop though. What can I expect, I came to the faith so late in life. Still I will honor my word.

The priest chest rose and fell slower and slower on his death bed until, near midnight, it stopped. Ansley did not weep as she rose and rang the church bell three times to single what had past. Knowing he had to be on the road she said a short prayer and headed for the churches old horse for the ride to Sandpoint.

After 52 years I am moving on from my adopted home. Whistlestop said Desna had spoken to him and I would be needed. Not sure who will need an old former city protector turned priestess but I will I trust his, and more importantly Desna’s guidance.

Anyone in town could see a familiar figure of a well knowen dwarf leaving in the night. A bit stooped with age but known to be very tough. The former head of the guard had her shield on her back and weapon at her side as she slowly rode out.

Crunch:

Ansley Tanne
Female dwarf cleric of Desna 1
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy mace +3 (1d8+3) or
. . starknife +3 (1d4+3/×3)
Special Attacks channel positive energy 5/day (DC 11, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, longstrider[D], magic weapon
. . 0 (at will)—create water, detect magic, light
. . D Domain spell; Domains Luck, Travel
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 12, Int 12, Wis 16, Cha 11
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Extra Channel
Traits armor expert, student of faith
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Diplomacy +4, Heal +7, Perception +3 (+5 to notice unusual stonework), Profession (soldier) +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
SQ agile feet (6/day)
Other Gear scale mail, heavy wooden shield, heavy mace, starknife, backpack, belt pouch, flint and steel, holy text[UE], spell component pouch, trail rations (5), wooden holy symbol, 31 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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All right, decided on a ranger. Nothing fancy, but hey.

Crunch:

Theron Istral
Male Human (Varisian) Ranger (Infiltrator) 1
NG Medium humanoid (human)
Init +4; Senses Perception +5

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +1

OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
Ranged longbow +5 (1d8/x3)
Special Attacks humanoid (goblinoid)+2

STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot
Skills Handle Animal +4 , Intimidate +4 , Knowledge (Dungeoneering) +4 , Knowledge (Nature) +4 , Perception +5 , Stealth +7 , Survival +5 , Survival (Follow or identify tracks) +6 , Swim +5
Traits giant slayer, magical knack (ranger)
Languages Common, Varisian
SQ track +1, wild empathy +1
Gear/Possessions studded leather, longsword, longbow, outfit (traveler's), arrows (60), backpack, bedroll, belt pouch, flint and steel, trail rations (5 days), rope (hemp/50ft), waterskin

SPECIAL ABILITIES

Giant Slayer Your family's village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Humanoid (Goblinoid) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Magical Knack (Ranger) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Background:

Theron’s memories of his little village are often quite distressing. There are pleasant memories of festivals, family, and friends. But alongside those are less pleasant ones. Homes engulfed in flames. Panicked voices desperate to escape. Massive, brutish figures running amok. Loved ones being cut down.

Theron was born in a small, quiet hamlet in a rather remote part of Varisia. He and his twin sister Adara had a fairly typical upbringing for most of their early childhood. At about nine or ten, though, life as he knew it came crashing down around him. A roving group of giants descended upon the village, taking what they could and torching the rest, killing indiscriminately all the while. While Theron managed to escape with his father, his mother and sister were not as fortunate. His mother was cut down during the attack, and his sister became separated from him during the chaos and vanished. Adara’s body was never found during the aftermath, and for a long time Theron held out hope that Adara had made it to safety somewhere, somehow. As the years went by, though, that hope dwindled to almost nothing.

For years after the destruction of their village, Theron and his father flitted from caravan to caravan, settlement to settlement, spending extended periods of time living in the Varisian wilderness. Theron’s father made it his purpose in life to teach his son not only how to survive, but how to fight. He became obsessed with learning how to kill giants and prevent a repeat of what happened to their family, and every bit of knowledge he found he passed on to his son. This obsession changed him, though, and his behavior would at times confuse Theron. He would often disappear for days at a time, even weeks, leaving Theron to fend for himself wherever he was, be it in a town or at a campsite at the edge of a forest.

And so it was that Theron Istran spent his adolescence, wandering Varisia. Years later, upon reaching the age of adulthood, he was gifted a kapenia by his father. Shortly thereafter he disappeared once more, only this time he didn’t come back. Theron attempted to track his father, but to no avail. He was simply gone. Without any other options, Theron continued with his current lifestyle living on the fringes of civilization. He would hunt and explore, sell goods when money was needed, and aid travelers braving the dangers of the Varisian wilderness when the opportunity arose. In recent months rumors had begun circulating through the countryside of giants on the move again. Eager to help whoever he can against something like that, Theron made his way to the town of Sandpoint, offering his services in whatever capacity would be most useful.


Sorry about the delay, getting over a cold. Working on a brawler that is likely to have been a Sandpoint native of some form or another. Should have things sorted out for him tonight or tomorrow morning.


I have the crunch done for a human sorcerer ... working on fluff. Will definitely have it done before the deadline


...

Scarab Sages

Still tweaking Pharithstilis. Please treat whatever is under the alias description at the deadline to be my official submission.


Because I find it helpful when someone does this.

Submissions so far that I am seeing.

Noro Kasuri - Female Human Barbarian (Brutal Pugilist, Drunken Brute)
Theron Istral - Male Human (Varisian) Ranger (Infiltrator) 1
Tathaniise Mortis - Female sylph unchained rogue 1
Jarik the Blessed - Half-elf Synthesist Summoner 1
Riathan of Thoska - Male elf arcanist (school savant) 1
Pharithstilis Euduethistle - Male Gnome Sorcerer 1
Lucky Finn McDonaugh - Human (Chelaxian) cleric of Desna 1
Ansley Tanner - Female human cleric of Desna 1


Pathfinder Roleplaying Game Superscriber

Riathan of Thosk's player here. I'm off to GenCon in the morning. Here's hoping I come back to find I'm playing with you folks!

Have a great week!

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