Rise of the Runelords

Game Master Bpa144

An ancient evil is awakening, and they have their sights set on the cozy town of Sandpoint. Will Sandpoint's new group of heroes be able to stand against this evil or will the be overwhelmed?


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Pathfinder Rulebook Subscriber

I just got the new anniversary edition for Rise of the Runelords. While I have been running it for my RL group, I have wanted to run it as a pbp for a while. This is my first experience GMing a pbp game, and I have only GMed for my RL group and some PFS. I am looking to run with only 5 PCs.

Character creation rules are as follows:
20 PB
Start at level one
Starting gold is 150gp
All classes and archetypes from core rules book, APG, UM, UC and the first chapter and some parts of chapter 2 & 3 of the ARG are allowed.
All core races are available.
The following races and their sections from the ARG are also available:
aasimar, catfolk, changelings, dhampir, fetchling, gripplis, ifrit, kitsune, oread, sylph, tengu, tiefling, undine.
2 traits, one being a campaign trait from either the Players guide, or the trait section of the APG.
No evil characters.

Some house rules::

Weapon Finesse and Agile Maneuvers are one feat.
No leadership feats.

If a one is rolled when attacking there is a chance of a critical fumble.
to confirm a critical fumble roll a d20 again and add either your dex or strength based on what type of weapon is used. Melee weapons use strenght (or dex if using weapon finesse), and ranged weapons use dex. your total must be 10 or higher to prevent a critical fumble. If you fumble either you drop your weapon if in melee or the string of your bow breaks, which requires you to use a move action that provokes and attack of opportunity to fix,

Three natural 20s in a row are an auto kill.
I reserve right to add and take away from this list at anytime if I find that something is not working out.

I plan on ending recruitment on Friday.


Made this one for another game and would love to actually get to play him. Feel free to ask any questions.


What's first level HP? Rolled, max, or houserule?


Pathfinder Rulebook Subscriber

Max Hp at first level.


I was about to say I wanted to play an old-fashioned human fighter for a change but then saw James. So...I'm thinking a rogue that is centred around being combat. More of an assassin than a thief. I have an old character that would work well.


Dotting for a Sylph Alchemist, would you allow alternate racial traits from the ARG? Its up on D20PFSRD


Pathfinder Rulebook Subscriber
James Pollick wrote:
Made this one for another game and would love to actually get to play him. Feel free to ask any questions.

Looks good, how ever devotee of a fallen god is nto a trait found in any of the sources I have allowed. If you could change that please.


Pathfinder Rulebook Subscriber
Aroach1188 wrote:
Dotting for a Sylph Alchemist, would you allow alternate racial traits from the ARG? Its up on D20PFSRD

Yes, all the sections in ARG that race I have allowed are opened.


Hi Thandiin has been made for another recruitment. I'll edit him a for yours later when. I'm not posting from a phone. This will give you the idea of him. Note I am running runelords for a home group so know spoilers but will be careful with IC and OOC information.


I've tried to play this wizard in several PbP's that have curled up and died. I'll need to make some minor edits, but he is basically good to go.


I would like to submit this character, JUST modified to submit to another proposed Rise of the Runelords PBP game.

Adjusting him back would make his attributes: S11/D16/C12/I14/W12/H14 and would require dropping the third Trait listed. I'm keeping the profile set to his request because I applied there first, barely.


Bpa144 wrote:
James Pollick wrote:
Made this one for another game and would love to actually get to play him. Feel free to ask any questions.
Looks good, how ever devotee of a fallen god is nto a trait found in any of the sources I have allowed. If you could change that please.

No problem.

Grand Lodge

Sylph Alchemist checking in. Backstory to come


Karnag grew up in a remote mining village in Mindspin Mountains. He trained as a soldier and defender of his people. They were located near several giant enclaves, so his training was focused speciifcally on those foes.
This past winter, they suffered several major attacks, and the leader of the soldiers pushed for the townspeople to move to a more secure location. However, they had just discovered a large vein of gold, and refused. The following day three separate bands of giants attacked all at once. The town was wiped out. Karnag had been knocked unconscious and covered in the snow.
Left for dead, he stirred several hours later, crawled away from the town towards the nearest road, and collapsed just as he reached it. He awoke two days later in a wagon bound for Sandpoint. A passing caravan, leaving Janderhoff, had found him, and taken him in. He arrived in Sandpoint two days before the festival is to take place.
He has decided to embrace the view of Angradd, and is taking the battle to his enemies rather than wait to defend against them. He longs to return to the mountains to avenge his family and village, but waits until he has the strength.

Stat Block:

KARNAG RENINGUN CR 1/2
Male Dwarf Paladin (Warrior of the Holy Light) 1
LG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 15. . (+5 armor)
hp 12 (1d10+2)
Fort +5, Ref +0, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Greataxe +4 (1d12+3/20/x3) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 15, Dex 10, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus: Greataxe
Traits Outlander - Exile, Resilient
Skills Acrobatics -4, Climb -2, Diplomacy +6, Escape Artist -4, Fly -4, Knowledge (Religion) +4, Ride -4, Sense Motive +4, Stealth -4, Swim -2
Languages Common, Dwarven
SQ Aura of Good (Ex), Giant Hunter +1 to attack/+2 to tracking, Greed, Hardy +2, Slow and Steady, Stability +4, Stonecunning +2
Combat Gear Greataxe, Scale Mail;
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.


I will get a character up by tomorrow.

Liberty's Edge

Hello Bpa144. Good to see you. It's always interesting to go from playing in a game with someone to playing a game run by them, and ditto for the reverse. So a chance to see how you DM and how baldwin plays, at the same time, sounds fantastic.

I shall download the Player's Guide and have a character posted by tomorrow. I'm going to give the PF druid a try, probably a half-orc for the feral flavor.


In looking at the players guide I didn't see campaign traits listed. There were feats but no traits.


There are two player's guides, If you look in the new player's guide there are traits. The link is HERE


Thanks Thandion.

Liberty's Edge

Aw, man, so only the ARG huh, not ____ of Golarion?


It's getting late. Here's my (NeoSeraphi's) submission, just the barebones specs for now, will update with awesome backstory tomorrow.

A few questions for the DM:

Spoiler:

1. The Serpent Shaman archetype has some unclear wording so I would like to request some clarification- Does Emil get Wild Shape at level 6 instead of level 4, or does he get normal Wild Shape at level 4, and then when he reaches level 6 it starts augmenting itself based on the creature he shapes into?

2. The animal companion page lists a group of feats for animals to take, and neither Improved Unarmed Strike nor Improved Grapple is on that list. I can understand Improved Unarmed Strike not being allowed, but as Ratatosk is a constrictor, would it be possible for him to take some sort of feat that improves his grapple ability? Maybe something like this:

Improved Grab (Monster):
Prerequisites: Dex 13, Grab special attack
Benefit: You receive a +2 bonus to your CMB and CMD involving grapple.

Greater Grab (Monster):
Prerequisites: Improved Grab, Large Size or larger, BAB +6
Benefit: You receive an additional +2 bonus to your CMB and CMD involving grapple. This stacks with the Improved Grab feat.

Just some ideas.

3. I gave Emil the Toothy racial trait without thinking about it, which gives Emil a natural bite attack (1d4 piercing, primary natural). It replaces Orc Ferocity, and it's from Orcs of Golarion. I wasn't sure if that got reprinted in the ARG, so I'm asking you if it's okay straight out. Additionally, I took the City-Raised alternate trait, because the PFSRD doesn't state its sources for the alternate traits, so I don't know which ones are in the ARG and which ones are in OoG (I only know that Toothy is from OoG because I found out at a PFS game). If you have problems with either of these traits, I will of course replace them with the standard half-orc racial traits.

Thanks for your help. Will see you tomorrow.


Here's my submission: a dhampir heretic inquisitor who calls himself "Prophet," or "the Prophet." I'm spinning ideas around fluff-wise, but it's late and I'm tired and it'd probably end up garbled junk if I tried to write it all now. I'll try and get it up tomorrow, along with his gear. I'm thinking switch-hitter between ranged and melee, with focus on mobility and stealth.


Pathfinder Rulebook Subscriber
Emil Snakecharmer wrote:

It's getting late. Here's my (NeoSeraphi's) submission, just the barebones specs for now, will update with awesome backstory tomorrow.

A few questions for the DM:
** spoiler omitted **...

1. I believe you only get wild shape at level 6 instead of 4. This is due to the fact that you get totem transformation with out changing anything out for it.

2. I am going to say no on this, and here is why. The Grab special ability the snake has gives it a +4 bonus already to grapples and to maintain grapples, so you already get those two feats without having to get them.

3. Both of those were reproduced in ARG so you are good to go there.


Throwing Tendal's hat in the ring.


Pathfinder Rulebook Subscriber

Current list of submissions:
-James Pollick(Male Human Two handed fighter)
-Thandion(Male Elf Magus, needs some editing)
-Berenwyr(Male Elf Wizard, needs some editing and a back story)
-Gudada Purrun(Male human Rogue)
-Akaash(Male Sylph Alchemist, still needs back story)
-Karnag Reningun(Male dwarf paladin warrior of holy light)
-Emil Snakecharmer(Male half-orc snake shaman druid, needs back story)
-The Prophet(Male dhampir heretic inquisitor, still needs back story and gear.)
-Tendal Deverin(Male Human wizard)

I know more people have shown interest, but these are the only characters so far.


Baldwin the Merciful's submission is Jiessi Denisse, Female Aasimar Cleric 1 of Desna.

I don't own, nor have I played this campaign.
I will be an active poster.

I will work on the background and fluff tomorrow.


Applying with Ramos the Herald. I will be modifying the character tommrow/wensday to meet your requirements for stats / backstory and traits. I see Ramos as a melee support cleric, using touch based attacks to cripple monsters, while supporting the party via supplmental spell casting and healing. I focused my build based on Touch of Chaos, forcing an creature to roll a d20 twice and always take the lowest score.


On the topic of editing here is Thandion edited for 20pts

Background:
Growing up Thandion was often bored. Everything thing took so long in elvish society and while his friends and classmates didn’t seem to mind it drove Thandion crazy. It wasn’t that he struggled at his schooling; he did in fact do very well. That was part of the problem he didn’t see the point of endless repetition of facts for memorisation or drills in the field. When he found out about the lesser races he immediately fell in love, their short lives forced constantly changed. Some of the changes were huge affecting the whole world like the fall of Thassilon Empire. He desired to make a difference to the world like the Empire had. Before he left the elven land his parents believing all lesser races to be barbaric ruffians made him train to defend himself. So after 10 more never ending years of studying the traditional mixing of magic and sword play Thandion was free to make his own way in the wider world.

He started by just wandering from town to town, city to city getting work where he could to play his way, mostly as caravan guards as that allowed for both travelling and making a living. After a few years of this he realised he would never make a difference in this way and made up his mind to study how to make a difference through the study of the Thassilon Empire. So he continued to travel but now from library to ruin to local experts.
The old light and Brodert Quink that brought him to Sandpoint but it was Mary Kesk that kept him there. She was amazing, passionate, dynamic, beautiful and kind. Mary was the daughter of the local jewellers was in training to be an actress. Thandion and Mary quickly feel in love and married, something neither parents supported. Realising that he needed to make a life in Sandpoint he joined the town watch where his skills were useful and further honed.
Life was wonderful even perfect, Mary’s career was taking off, Thandion was making a difference, changing Sandpoint for the better. They had bought a small house and Mary was even pregnant something rare in elf and human relationships. Then the everything feel apart, the Chopper struck and struck again, everyone in the town watch got frustrated even angry trying to catch this murderer, Thandion was working the night shift when it happened, he arrived home to the site of blood, the Chopper had struck again, his Mary and their unborn child were dead. Thandion lost it, he saw a man running away down the street, and flew into a rage giving chase cut the man down and cut into the body again and again. When he regained control the street was awash with blood and young man now in several pieces did not have a weapon on him. He had been young Tony Tesarani, an apprentice baker, running to get supplies for the morning bake.
Thandion distraught with his love’s death and his own murder of an innocent, and barely able to control his own anger he fled the town. When he was back in control of himself the next day he returned and it was all over. The Chopper had been caught and killed. Tony’s death had been attributed to his final killing spree. Thandion anger grew again; his wife stolen and his revenge for it had also been stolen by Chopper’s death. His guilt over his part in the final night feed his anger further and seeing the accusation in the eyes of everyone was too much.
The only thing he could do was to get away. He left Sandpoint and has spent the last 5 years in self-appointed exile, and now he feels back in control of his emotions. He has recently returned to Sandpoint to make amends for his wrongs. Upon entering the town he felt his anger start to flair again but he was able keep under control this time, but just in case he still sold his sword. While Thandion had planned to tell Tony’s mother of the true reason for his death, everyone seems happy with the explanation that he was killed by Chopper and Thandion isn’t sure that his revelation would do anything but open old painful wounds.

Morals:
Thandion believes strongly in justice and process for the law. If at all possible he will never do lethal damage, firstly so the culprits can be brought to justice for every victim to see but also so he never again kills an innocent person again.

Reason for being in Sandpoint:
Sandpoint is his adopted home, while he has been away for a time he returned to face his demons.

Discription:
The eyes of this weary elf stand out at first glance. Most of his face is shadowed by his leather cap but his eye glare out seeming to accuse any movement of malicious intent. The remainder of his face while defaulting to tired grimace breaks into genuine smiles and laughs when interacting with people.
Like most elves he is tall and lithe, but not so much to stand out particularly. He appears to be fit and well-muscled, like to baker who spends hours kneading dough rather than the black smith or the logger. His clothes while immaculately clean are more practical and weathered than the average elf.
As he walks he maintains the balance of an experience swordsman, and wearing a light chain shirt but at his belt in an empty scabbard. Next to the scabbard, tucked into his belt is a sap.

Note on style:
While Thandion has done something bad and yes sad, but I don't see him as a sad character, he hit rock bottom 5 years ago and know heading back towards a happier end of the spectrum. If this is too drama ridden for the campaign let me know.

Male Elf Magus 1
Lawful Good Medium Humanoid/Elf

Init +2

Defence
AC 17, touch 13, flat-footed 14 (Normally)
hp 9 (+1 from favoured class)
Fort +3, Ref +2, Will +0 (+2 vs enchantment spells and effects)
BAB +0

Offence
Spd 30 ft.
Melee
Sap + 2 (20x2 1D6 + 2 non-lethal)
Ranged
None

Statistics
14 Str, 14 Dex, 12 Con, 18 Int, 7 Wis, 12 Cha
Base Atk +0; CMB +2; CMD 14

Tower Elf racial traits:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magicuser, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

Feats

Enforcer:
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Skills
Diplomacy 0 ranks = +1
to gather information = +3 (+2 from Racial trait)
Intimidate 1 rank = +5
Knowledge (Arcane) 1 rank = +9 (+1 from trait)
Knowledge (Dungeoneering) 1 rank = +8
Knowledge (History) 1 rank = +6 (+1 from trait)
Perception 0 ranks = - 2
Ride 1 rank = +6
Sense motive 0 ranks = -2
get a hunch about a social situation = +0 (+2 from Racial trait)
Spellcraft 1 rank = +8

Concentration = +9 (+4 int, +1 Caster level, +2 trait, +2 Racial trait)

Languages Common, Thassilonian, Elven, Varisian, Draconic, Gnome, Skald

Traits

Scholar of the Ancients:
Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Focused Mind:
Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Special abilities

Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Magus spell casting
Cantrips (DC 14) In Spellbook: acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark.
Memorized: Detect Magic, Light, Prestidigitation
First level spells (DC 15) In Spellbook: Enlarge Person, Frostbite, Ray of Enfeeblement, Shield, Shocking grasp, True Strike, Vanish
Memorized: True strike, Shield

Equipment:

Sap 1gp
Chain shirt 100gp
Spell component pouch 5gp
Spell book 15gp
Backpack 2gp
Wedding ring 5gp (based on signet ring)
Cash 22gp


elf witch. might need to change a little bit of stuff, but background in profile. fills in arcane, can also easly do healing and face skill.


Here posting Anduriel.

An Angelkin-Aasimar Paladin (if that is ok, I've put a reference in the character sheet to the SRD). If not I might have to change a few things. If it's OK, then could I take the Incorruptible Alternate racial trait ? Thus making Anduriel the complete warrior of heaven he really is.

Have to finish the equipment, write up a backstory and ponder the Oath of Vengeance. Should be done today.


RotRL Campaign Traits

Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.

Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.

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.

Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.

Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.

Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.

Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Favored Son/Daughter: You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you.
In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
-Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn): Ameiko is one of Sandpoint’s most inf luential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you—as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
-Belor Hemlock (town sheriff ): Belor, Sandpoint’s no nonsense arm of the law, is like the uncle you never had. The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.

Black Sheep: You were born and raised in the town of Sandpoint. You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you.
In addition, you can choose any one notorious citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits.
-Aliver “Pillbug” Podiker (apothecary): Everyone suspects sweaty, shifty-eyed Pillbug sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and Pillbug will continue to sell you poison as long as you don’t spread the word.
-Titus Scarnetti (bitter nobleman): Scarnetti Manor was hit hard recently, and the revelation of Scarnetti’s ties to Sczarni criminals damaged his reputation as well. He’s eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for Scarnetti gives you a +1 trait bonus on that skill, and it is always a class skill for you.

Outlander: You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.
-Lore Seeker: The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You’ve studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You’ve come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
-Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
-Missionary: You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.


Jiessi Denisse's backstory is now complete.

I like the critical fumble houserule.


Here, as promised, is my assassin/rogue. As it stands there is one cheat - I really love using the rapier with weapon finesse. It really works for the character. The problem is that I'm supposed to have a BAB of +1. I don't but would love to use the feat if possible.

I'd also like to review my class skills if I were successful in joining the group.

This is the second incarnation of Corvus Raaf. The first is still wandering the sewers of Riddleport.

Corvus Raaf:

Female Human
Rogue 1
CG Medium Humanoid
Deity - Cayden Cailean

Primary Statistics
STR 11 +0
DEX 14 +2
CON 10 +0
INT 16 +3
WIS 12 +1
CHA 14 +2

Secondary Statistics
HP 6
AC 12
Touch 12
Flat-Footed 10
Initiative +2
Perception 12*
Speed 30ft

Fortitude +0
Reflex +4
Will +1

CMB +0
CMD 12

Combat
tbc

Class Skills
Appraise +4, Balance +3, Bluff +2, Climb +3, Diplomacy +2, Disable Device +5, Disguise +4, Escape Artist +4, Forgery +5, Gather Information +2, Hide +4, Intimidate +6, Jump +1, Knowledge (local) +3, Listen +3, Move Silently +4, Open Lock +4, Perform Dance +4, Perform Oratory +4, Search +5, Sense Motive +3, Sleight of Hand +4, Spot +3, Swim +1, Tumble +3, Use magic Device +3, Use Rope +3

Traits
Child of the Temple - You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Charming - You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Feats
Armor Proficiency, Light
Persuasive - +2 bonus on Diplomacy and +2 bonus on Intimidate
Simple Weapon Proficiency
Weapon Finesse - Use Dex instead of Str on attack rolls with any medium light weapon, Aldori dueling sword, elven curve blade, rapier, whip, or spiked chain; shield armor check penalty applies to attack rolls

Class Ability
Sneak Attack - Deal +1d6 dmg vs. foe within 30' if denied Dex bonus to AC/flanked; may only deal extra nonlethal dmg w/ nonlethal weapon; must be able to see/reach vital spot, so concealment prohibits sneak attack

Equipment
Tbc

Money
150gp

Background
From an early age, Corvus was destined for life as a priest. Pious as a child, she was fortunate enough to be noticed by an abbot that was on his way to take charge of a monastery. The abbot convinced Corvus' parents to release her to his keeping - as she was no doubt destined to join the Order of the Keeping.
Alas, the abbot was not virtuous and groomed the young Corvus - as he did with many pretty young girls he had convinced families to hand over to the church.
Corvus knew the teachings of the church were not congruous with how she was being treated - and when a new young girl was brought to the monastery and was abused by the abbot, Corvus saw this as a test of her faith.
She considered her beliefs and decided that the acts occurring at the monastery were not appropriate and she confronted the abbot. He laughed at her; then beat her and promised to rape her. She picked up a nearby candlestick and calmly bludgeoned him to death.

Corvus knew her version of events would not be believed but she also refused to turn her back on her deity. Once more, she faced a moral dilemma. Deciding to act in a selfless way and believing it was her duty to protect others, she took up the role of a virtuous avenger.
Running from the monastery, she looked for wrongs to right when others would turn a blind eye. This led to a life as a vigilante assassin. When those who transgressed were above the law, she saw that justice was done. Before long, she found herself in a prison cell, where she happened upon a few fellow inmates and between them they escaped the jail and they found the first available ship to take them from the wretched place.
Many people would pigeon-hole Corvus as a rogue, but she sees herself more as a stealthy assassin, and has tried to develop her skills that way. She takes on contracts that require someone to be eliminated - but she never seeks payment. Her lack of strength means she always plans to get close to her victim and will use stealth or her charisma to achieve that 'kill.'
As young women go, Corvus is tall and thin. With her tendency to dress in shades of grey and with her pale skin, long, straight dark hair and pale grey eyes; she looks gaunt and at times almost ill.
She may not be strong, but she is agile and uses this to compensate when others underestimate her abilities. She's smart and also charming when it suits her. She'll never lose that desire to right wrongs, but time in a cell has taught her that she can help no-one from the inside of a jail. Next time, she'll choose more wisely who to help, why and how.


Presenting Morstralla Fullvault
Female Dwarven Cleric of Abadar

Crunch:
MORSTRALLA FULLVAULT
Female Dwarf Cleric of Abadar 1
LG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +2
--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15. . (+5 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Warhammer +0 (1d8/20/x3)
Ranged Light Crossbow +2 (1d8/19-20/x2)
Spell-Like Abilities Inspiring Word (5/day)
Cleric Spells Prepared (CL 1, 0 melee touch, 2 ranged touch):
1 (2/day) Divine Favor (DC 13), Command (DC 13), Bless
0 (at will) Create Water, Mending, Stabilize
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 10, Wis 15, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Point Blank Shot
Traits Fast-Talker, Student of Faith
Skills Acrobatics -2, Bluff +7, Climb -4, Diplomacy +6, Escape Artist -2, Fly -2, Ride -2, Sense Motive +6, Stealth -2, Swim -4 Modifiers Silver-Tongued Haggler (+1) (5/day)
Languages Common, Dwarven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Nobility, Cleric Domain: Trade, Greed, Hardy +2, Hatred +1, Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2
Combat Gear Light Crossbow, Scale Mail, Warhammer;
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead.
Cleric Domain: Nobility Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Cleric Domain: Trade Associated Domain: Travel
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inspiring Word (5/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Silver-Tongued Haggler (+1) (5/day) (Su) +1 Bluff, Diplomacy, or Sense Motive
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Student of Faith You cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Background and Description to follow.


Background:
Morstralla Fullvault was born in Magnimar, but raised in Sandpoint. Her mother brought her and her brother to Sandpoint when they were young. They lived with Morstralla's uncle, Volioker Briskalberd, initially, but eventually acquired the shop/house on the corner of High Street and Tower Street (across from Savah's) and her mother opened Fullvault's Boots and Shoes. Morstralla learned to haggle while working for her mother out front. She knew early on that she didn't want to be a cobbler by trade. She decided to pursue a career in the clergy. The chapel was plainly visible from her upstairs bedroom and she became enamoured with its goings on (weddings, celebrations, etc.). She offered to help rebuild after Highpriest Tobyn died in the fire and she was accepted as an acolyte under Highpriest Zantus.


Background and Appearance up.


Birch33 wrote:

Here, as promised, is my assassin/rogue. As it stands there is one cheat - I really love using the rapier with weapon finesse. It really works for the character. The problem is that I'm supposed to have a BAB of +1. I don't but would love to use the feat if possible.

Begging your pardon, but you might be remembering 3.5 there. The Pathfinder Weapon Finesse feat has no prerequisites, so any class can take it at level 1.

Am typing up my backstory as we speak. Expect an update within half an hour.


Backstory:

Spoiler:

Emil was born in an orc tribe to a young orc woman who had been recently entreating with the neighboring town of Sandpoint. Unfortunately, he did not stay with his people very long.

Tensions with the local goblins tribes were high for Emil's clan, and rather than risk trifling with the goblins and their powerful worgs and maniacal alchemists, Emil's chieftain decreed that the tribe needed to move away, towards the Western Shores of Golarion.

Emil's mother, smitten with the human she had met in Sandpoint, refused to leave, however, she knew she would not be accepted in the town proper. However, a group of Sczarni living in a camp near town were more than willing to take her in, and so Emil's mother raised her son happily in a balanced state between the wild and the city.

When Emil was six years old, he was out playing in the forest, where he came into contact with a strange creature he had never seen before. The creature was long and slender. It looked almost like a root growing from the ground, but it was clearly alive. The creature turned to him, its eyes focusing in on him, and then it seemed to draw into itself, almost like a rope being coiled up. Emil deduced the creature was an animal, and reached forward to pet it gently, but the creature lashed out at him!

Sharp teeth gripped Emil's hand as he cried out in pain. The strange animal held him tightly and began to wrap its body around him, squeezing. But this wasn't a hug like his mother gave him. Emil found it hard to draw in breaths. He was scared. The pain in his hand was only getting worse, too. Emil started to cry, begging the creature to let him go, but that was a mistake. With each attempted cry, the child wasted more and more of what was left of his breath. Finally, something inside him snapped.

Emil was no longer concerned for his safety. He was in a fight for his life. And if that creature wanted to bite, well, it should be prepared to be bitten back. The instincts possessing Emil forced his mouth open, and for the first time in his life, Emil used his unnaturally large canines to violently chomp down on a living creature. The snake immediately released his hand, but kept its grip on him. The two looked each other in the eye, before the snake hissed once, seeming to notice for the first time what a large and powerful creature it was attempting to swallow. The snake slowly uncoiled itself and slithered away. Emil dropped to his knees, choking and gasping for air.

He went home and told his mother everything that happened. His mother was worried at first, but when he described the fatal embrace he received, she sighed in relief. "That was just a constrictor, honey. They're not venomous. As long as you got away, you'll be just fine."

But Emil wasn't fine. He had been really hurt by that creature, and for no reason! So the next day, Emil ventured into the forest to seek the creature. He found the snake in a tree. The wound on its back had not fully healed yet. Emil couldn't understand why, but when he looked at the snake, and the snake looked back at him, he felt some kind of connection.

Rather than attack the snake, Emil got down on his hands and knees, gently reaching out to the snake as he had done before. He wasn't a violent child, he had just been curious the whole time. And now he wanted to see if the animal was still angry, or if it had just overreacted out of curiosity too.

The snake seemed to calm itself as it watched the child's beckoning, as it heard his gentle words. The snake slithered closer to him, and Emil gently stroked it. He brought the snake back to the encampment, and asked his mother to help him treat the wounds.

The Sczani, who had been Emil's teachers and helped him interact with the humans in the city better, were angry and offended that the child brought a predator into their camp, but Emil's mother would have none of it. To her, the union was perfect. She could see from the way the snake allowed her son to hold it that it would not hurt anyone unless provoked, and to her, that was the same as her son. A dangerous monster on the outside, but a gentle and kind creature in reality. So rather than argue the point, she simply left the encampment, and sought to stay in Sandpoint. She purchased a very small house on the outskirts of town under the table, where Emil's father came to bring food and supplies and visit his wife and son every week.

Emil grew up with the snake, who he named Ratatosk, and continued to play in the forest. Though he made friends with a lot of animals, none was ever closer to him than his beloved companion. Emil learned the language of the trees, a secret that nature taught him with whispers in the wind and echoes in the leaves. And Emil knew that nature had truly given him a gift.

He discovered his magic when he was around fourteen, and able to freely walk around the city, returning any cold or distasteful looks he received. Ratatosk often draped himself around his master's neck, and the snake enjoyed hissing at cats and dogs they passed. Emil playfully scolded his pet whenever Ratatosk upset a neighbor, but otherwise he let the snake do as it pleased.

Emil is older now, and his magic has matured to the point where he is able to control it to some degree. He is waiting for his chance to make his mark on the world, and to discover what kind of man he will be.

RPG Superstar 2013 Top 8

Any chance of a goblin? I have a concept for a very curious goblin, exiled for being able to read. He still likes blowing things up but he is not cruel. Might start as barbarian and then multiclass into cleric or alchemist or whatever strikes his fancy. If not, I'll try something else.


I'll throw my hat in the ring. Stats and background are in the profile. He still needs final proofreading, but I'll get that done soon.


Emil Snakecharmer wrote:
Birch33 wrote:

Here, as promised, is my assassin/rogue. As it stands there is one cheat - I really love using the rapier with weapon finesse. It really works for the character. The problem is that I'm supposed to have a BAB of +1. I don't but would love to use the feat if possible.

Begging your pardon, but you might be remembering 3.5 there. The Pathfinder Weapon Finesse feat has no prerequisites, so any class can take it at level 1.

Am typing up my backstory as we speak. Expect an update within half an hour.

Thanks for that. I'm seeing how easily I can participate just using an iPhone (which means 24/7 posting - not just when I have a PC or books at hand). RPG Scribe says it is Pathfinder compatible but won't let me create the character with Weapon Finesse.

Sometimes you just can't beat paper and a pencil.


I've got a Tiefling Witch that's interested in this. Get back to you on stats and backstory.


Pathfinder Rulebook Subscriber

@Anduriel: No angelkin, sorry, but you can use the Incorruptible racial trait.

@Wolfwaker: Sorry but no goblins since Sandpoint is a somewhat small town and goblins have caused trouble in the area, I don't think they would except a goblin.

Shadow Lodge

Refugee from a RotRL game that died in the first level of play.

Not too keen on defining my character as a 'class' but more of what they do. But for (obvious) statblock/upkeeping sake, is going to be a fighter (maybe lorewarden, or regular).

As for reasons to be in sandpoint (and trait): Hired hand for the Scarnetti household ("That's Mister Scarnetti to you!")

As for his backstory, he has one already (in profile). But to be honest feels a bit forced, (will come up with something more realistic (in a fantasy setting!) when not at the office).

May make a new alias (don't know how people without last/family names are treated).

As always, any advice/criticism is welcome!

(Edit:) Looking over the request you sent out for recruitment (so I may have missed it) but... what exactly is your criteria? Is it requesting a full stat block (traits/feats/description/goals/character relationships (if any) with npc's?) Just a background and a concept? Or the more the better?


Birch33 wrote:
Emil Snakecharmer wrote:
Birch33 wrote:

Here, as promised, is my assassin/rogue. As it stands there is one cheat - I really love using the rapier with weapon finesse. It really works for the character. The problem is that I'm supposed to have a BAB of +1. I don't but would love to use the feat if possible.

Begging your pardon, but you might be remembering 3.5 there. The Pathfinder Weapon Finesse feat has no prerequisites, so any class can take it at level 1.

Am typing up my backstory as we speak. Expect an update within half an hour.

Thanks for that. I'm seeing how easily I can participate just using an iPhone (which means 24/7 posting - not just when I have a PC or books at hand). RPG Scribe says it is Pathfinder compatible but won't let me create the character with Weapon Finesse.

Sometimes you just can't beat paper and a pencil.

You should also note that one of the listed House Rules in the first post is that Weapon Finesse and Agile Maneuvers are a single Feat, so, your CMB should be a +2.

Yes, ESPECIALLY with House Rules, you need to use pen and paper (even if virtual) instead of somebody else's software assumptions to get the character correct.

RPG Superstar 2013 Top 8

Bpa144 wrote:

@Anduriel: No angelkin, sorry, but you can use the Incorruptible racial trait.

@Wolfwaker: Sorry but no goblins since Sandpoint is a somewhat small town and goblins have caused trouble in the area, I don't think they would except a goblin.

No problem, I'll come up with something else, probably a druid or a cleric.


I would like to offer my services. I have updated his profile to show his stats. I will work on my back story and post it. I am submitting a halfing rogue (bandit).


Merric Donnodash is a native son to Sandpoint. His family makes a living “performing” on Festival street and praying on the obscenely wealthy visitors the town attracts. Merric takes great care to avoid detection and honestly takes no more than he needs to. He steals for his family’s sake. He lives by his father’s rule “Don’t get caught with your hands on the purse strings!” Reactionary trait He longs to adventure outside his native home to prove his mettle and start his own future. As a child he used to sneak to the outskirts of town and sneak glances of goblins on Junk Beach learning how to see the value of discarded objects. Goblin Watcher trait Merric realizes the benefits of strong companions who can stand with him when his size or quick wits cannot get him out of the sticky situations, so he is always on the lookout for travelers of a certain caliber.


This would be my first pbp campaign, but I would not normally have an problems posting daily.

@Bpa144 Please let me know if you need any additional information.


Ok, interested :)

Am thinking of a Samsaran Monk (Ki Mystic/MoMS) who is fascinated, almost obsessed, with the Thassilonians and Azlant. Would that work?

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