
GM Drake |
3 people marked this as a favorite. |

Hello, and welcome to my first PbP game!
I've decided to do Rise of the Runelords, using the anniversary edition. Since this is my first time GMing a PbP game, I want to keep it simple, so for now I'm planning to just do the first book of the AP, Burnt Offerings. This will give me a good feel on whether this method of GMing is for me, while not dedicating myself to something I may not enjoy for years. When we reach the end of the book, if I feel comfortable with this way of GMing, and you players are willing, we'll continue on through the AP and finish it up. I will be picking about 4 people, and am open to picking a good entry from a new PbP player. :) Other information is below.
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Character Creation
Level - Start at level 1
Point Buy - 25, no stat below 10
Races - All core; featured races in ARG will be case-by-case
Class - No Occult or Gun-based classes/archetypes; classes must use unchained versions; intrigue classes are iffy (meaning: convince me they can fit throughout the AP {1-6} and you'll be fine)
Skills - We'll be using the Background Skills found in PU: 2 per level; will have Artistry and Lore skills
Traits - 3, one of which must be a Campaign Trait from the free Rise of the Runelords Anniversary Edition Player's Guide; no drawbacks for now
Alignment - All Good, Lawful Neutral, or True Neutral
Equipment - Max starting gold
Background - Each character will need a background describing the events up to the start of the AP, which will be the beginning of the Swallowtail Festival; also, a brief description of the character and his/her personality as well; interesting comes before min-maxing in picking order
Sources - You can use any Paizo licensed material
Leveling - I'll let you know when to level up, so no experience for you guys to track
Special Ideas - I am open to special ideas for characters, backgrounds, etc.; however, I will try to get back to you asap whether I will allow it or not, and allowing it is not a guarentee of being selected
Complete - Only fully made characters will be taken into consideration when recruitment ends; if recruitment ends early, I may leave a little leeway to that
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Expectations
Material - Access to Dropbox (you don't need the download anything to see the files I'll upload); access to the free Rise of the Runelords Anniversary Edition Player's Guide
Commitment - As stated above, if you want to submit a character, be fully committed for at least the first book of the AP, which is Burnt Offerings
Roleplay - While this is a classic adventure with lots of combat, there is a huge amount of good roleplaying in here. If you want a solely hack'n'slash adventure, this probably isn't it.
Daily Posts - Be ready to post daily; if your character has nothing to add or do in a scene, simply check in on the Discussion tab and say so; don't go missing, or you will be botted; check out more on this in my profile
Communicate - Tell me if something's wrong; point out errors; let me know if you're not having fun; throw out those crazy ideas onto the table; basically, feel free to ask or tell me anything, and I'll be willing to answer sincerely and work with you
Familiarity - I'm alright with people who have experience with RotR, just post that upfront when you make your character; as long as you are fully certain that you can separate in-character knowledge from out-of-character knowledge, we'll be fine; no metagaming
Know Me - Check out more information on my profile; no, seriously
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About Me
I am used to the rules of Pathfinder and have played game IRL. However, after moving away from the group, I started to lose hope. Then I stumbled on PbP games and hope was restored! I am fairly familiar with the systems, outside of Occult Adventures which is why I won't be allowing it. All other limits are to keep this simple for my first PbP game (outside of guns; I've never liked the higher tech guns in my worlds).
As for GMing, I've done a few games in other systems after I moved, but I didn't have the best of players and they didn't go so well; yeah, my siblings are the type that like Aggrevation or Sorry, not complex rpg's. Anyhow, I am new to GMing Pathfinder and hope to be a great GM for all my players. If you feel I could improve on something or if I'm doing something wrong, let me know. If you don't, I'll probably just keep messing up, so help me help you.
For style, I enjoy the rule of fun and cool more than forcing every minute rule just rightly into place. I will be doing the Perception and Saving throws for combat or when immediate action is needed. Otherwise, I use spoilers to give a chance for players to roll and see it immediately if they made it. *Attention* Do not open any spoiler in-game if it's not for you or you didn't make the roll unless you are fully sure you can keep the meta-information outside of your character's actions. I know I enjoy knowing what's going on everything and can keep it separate, so I'll give you the chance.
Anything else will be on my profile, which you should check out.
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Time Limit - I'll give this two weeks and close recruitment on the 15th sometime; one because this is RotR and one because I'm new. Or, I will go until I feel I have a good, large pool to choose from (about 20). After recruitment closes (which I will post when it has) I will take one week to choose the party, as well as post the day that the choices will be made. Once the party is selected, they will have a full 24 hrs to respond before runner-ups are contacted.
Questions - Feel free to ask me any questions, concerns, ideas, etc. I consider open-minded when it comes to ideas and stuff.

Zira Mitsobar |
1 person marked this as a favorite. |

Zira
Female ratfolk rogue (unchained) 1 (Pathfinder RPG Bestiary 3 231, Pathfinder Unchained 20)
CG Small humanoid (ratfolk)
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. disease
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Offense
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Speed 30 ft.
Melee tailblade +4 (1d2) or
. . 2 claws +4 (1d4)
Ranged hand crossbow +4 (1d3/19-20)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 10, Dex 17, Con 12, Int 17, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Sharpclaw[ARG], Weapon Finesse
Traits business venturer, magical knack, merchant family
Skills Acrobatics +5, Appraise +8, Craft (alchemy) +9, Diplomacy +6, Disable Device +4, Escape Artist +5, Knowledge (local) +8, Linguistics +7, Perception +7, Profession (merchant) +6, Sense Motive +5, Stealth +9, Swim +2, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Common, Draconic, Gnome, Halfling, Undercommon
SQ cleanliness, cornered fury, surface sprinter, trapfinding +1
Other Gear chain shirt, crossbow bolts (20), hand crossbow, tailblade[ARG], backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 15 gp
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Special Abilities
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Cleanliness +2 vs. disease, exceeding disease save by 5 counts as 2 cons. saves,
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surface Sprinter Gain low-light vision and 30 ft. base speed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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so i made a mr punchy, still working on background.
Dagon
Male dwarf unchained monk 1 (Pathfinder Unchained 14)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 13, touch 13, flat-footed 12 (+1 Dex, +2 Wis)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee unarmed strike +5/+5 (1d6+4 plus 1d4 bleed)
Ranged cold iron shuriken +2/+2 (1d2+4)
Special Attacks flurry of blows (unchained), hatred, stunning fist (1/day, DC 12)
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +5; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Belier's Bite, Deflect Arrows, Improved Unarmed Strike, Stunning Fist
Traits friends and enemies, merchant of katheer, reactionary
Skills Acrobatics +5 (+1 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb +8, Linguistics +1, Perception +6, Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Thassilonian
SQ dwarf monk, rock stepper
Combat Gear heatstone[ISWG]; Other Gear cold iron shuriken (50), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1 gp
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Special Abilities
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-1 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
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.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Stunning Fist (1/day, DC 12) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
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Purple Crystals |
1 person marked this as a favorite. |

Hello everybody and happy new year! I'm new here in paizo, tho I have PBP in other pages. I've been interested in playing pathfinder for a while, and so I just made a character. Working on the fluff, right now. Never heard of Burnt Offerings before, tho.
Male Inspired Blade (Swashbuckler, Ad. Class Guide, 56; 125)
Medium Humanoid, Chaotic Neutral
Init +3
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Statistics
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Str 12, Dex 16, Con 11, Int 14, Wis 12, Cha 16
Feats: Profient with simple and martial weapons, light armor and buckler, Dodge (+1 AC), Dueling Cape (Can use cape or cloth as buckler and spend 1 panache to entangle a foe)
Traits: Charming (+1 Bluff or Diplomacy on people sexually attracted to you), Killer (Critical hit modifier added to damage after critical hit), Hagfish Hopeful
Skills: Acrobatics +7, Bluff +7, Diplomacy +7, Intimidate +7, Knowledge (Nobility) +6, Perform (String instruments) +7, Sense Motive +5, Sleight of Hand +7
Languages: Common, Elven, Dwarven.
Gear: Leather Armor, Noble outfit, 2x Manacles, Hourglass, Lute, Small mirror, whetstone, Inkpen, ink and 5 x paper sheets, snuffbox (wood), half a pound of tobacco, Swashbuckler kit: Backpack, bedroll, flint and steel, iron pot, mess kit, rope, soap, 10 torches, 5 days of trail rations, waterskin, 99 gp, 7 sp
Defense
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AC 16 (17 with buckler), touch 14 (+2 armor, +3 Dex, +1 Dodge)
hp 10 (1d10)
Fort +0, Ref +5, Will +1
Offense
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Speed 30 ft.
Melee: Rapier +5 Dmg: 1d6+1, 18-20x2
Base Attack +1 (+2 With rapier); CMB 2; CMD 14
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Special Abilities
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Deeds: Can use Swashbuckler and Inspired Blade deeds consuming Panache points (5 Panache points)
Inspired Panache: Can use both Charisma and Intelligence modifiers as panache points. Only recovers panache with a critical hit.
Swashbuckler finesse: Can benefit of the Weapon Finesse when using small or one handed piercing weapons. Can use Cha instead of Int for Feat prerrequisites. Counts as weapon finesse.
Inspìred finesse: Can benefit of Weapon Finesee feat with Rapiers, and gain Weapon Focus: Rapier.

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This is my Submission for a Half-Orc Summoner named Gavrin Dooli.
GAVRIN DOOLI
Male Half-Orc summoner 1
NG medium humanoid (orc, human)
Init +2; Senses Darkvision (60 ft.), Perception +2,
Languages Common, Draconic, Giant, Orc, Thassilonian
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Defence
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AC 15, touch 12, flat-footed 13
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5
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Offense
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Speed 20 ft. (4 squares)
Ranged light crossbow +2 (1d8/19-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 12
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Spells
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Known Summoner Spells (CL 1st, Concentration +4):
1st (2/day) - enlarge person (DC 14) , rejuvenate eidolon, lesser
0th (at will) - acid splash , daze (DC 13) , guidance (DC 13) , light
CLASS Spell-Like Abilities: summon monster 1 ( 6/Day)
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Abilities and Skills
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Abilities: Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 16
Skills:
Diplomacy +8(+1Rank, +3Class, +3Cha, +1Trait)
Intimidate +6(+3Cha, +2Trait +1Trait)(+10 if Eidolon is Large from Enlarge Person)
Knowledge (Arcana) +7(+1Rank, +3Class, +2Int, +1Trait)
Knowledge (History) +7(+1Rank, +3Class, +2Int, +1Trait)
Perception +2(+2Wis)
Spellcraft +6(+1Rank, +3Class, +2Int)
Stealth -1(+2Dex, -3Armor Check)
Use Magic Device +7(+1Rank, +3Class, +3Cha)
Background Skills:
Craft (Armorsmithing) +6(+1Rank, +3Class, +2Int)
Lore (Desnan Faith) +6(+1Rank, +3Class, +2Int)
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Possessions:Medium Load 49.9Ibs
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outfit (scholar's); studded leather; dagger; Light Crossbow; Crossbow Bolts (10); ; Backpack; Blanket; Bread (Loaf) (x5); Canteen; Cheese (Hunk) (x2); Mess Kit; Waterskin (Filled); Canteen; Belt Pouch; Spell Component Pouch;
Gold Remaining: 45gp
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Feats
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Extra Evolution
The Summoner gains one extra evolution point to their evolution pool. They can take this feat once at level 1, and again at level 5 and every 5 levels after that.
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Special Abilities
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Weapon and Armor Proficiency
Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Cantrips
A summoner learns a number of cantrips, or 0-level spells, as noted on Table 1-5. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.
Eidolon
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su)
At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster I (Sp)
At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
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Racial Traits
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Intimidating (Ex)
Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Orc Blood (Ex)
Half-orc count as both humans and orcs for any effect related to race.
Sacred Tattoo (Alternate)
Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity (Ex)
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
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Chosen Traits
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Scholar of the Ancients (Campaign Trait)
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.
Trustworthy
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Twinned Presence
Your eidolon-and your connection to it-makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.
Toros is an Agathion with a humanoid shape who looks like a fox with grey fur.
TOROS
Male Eidolon eidolon 1
NG medium outsider (Biped)
Init +1; Senses Darkvision (60 ft.), Perception +4,
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Defense
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AC 15, touch 11, flat-footed 14 (+4 Natural Armor, +1 Dex)
hp 7 (1d10+1)
Fort +3, Ref +1, Will +2, +4 bonus on saving throws against poison and petrification.
Resistances: Electricity 5
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Offense
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Speed 30 ft. (6 squares)
Melee bite +4 (1d6+3/x2)
Melee claw +4/+4 (1d4+3/x2)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +4; CMD 15
Atk Options Power Attack (-1AB, +2Damage)
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Abilities and Skills
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Abilities Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Skills
Disable Device +5(+1Rank, +3Class, +1Dex)
Perception +4(+1Rank, +3Class)
Stealth +5(+1Rank, +3Class, +1Dex)
Survival +4(+1Rank, +3Class)
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Evolutions
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Bite (Ex)
The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Claws Arms (Ex)
The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks that deal 1d4 damage. This is a Primary Attack.
Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Improved Natural Armor (Ex)
The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once, plus one additional time for every 5 levels the summoner possesses. Each additional time it's taken, the bonus increases by 2.
Limbs (Arms) (Ex)
The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
Limbs (Legs) (Ex)
The eidolon grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the eidolon's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.
Eidolon Progession Lv.1
Starting at 1st level, agathion eidolons gain the resistance (electricity) evolution. They also gain a +4 bonus on saving throws against poison and petrification.
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Special Abilities
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Link (Ex)
A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.
Resistance (Ex)
The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Select one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resistance 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time the eidolon selects this evolution, it applies to a different energy type.
Resistance to Electricity (Ex)
You may ignore 5 points of Electricity damage each time you take electricity damage.
Share Spells (Ex)
The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
Bonus Skills
The Summoner may choose an additional 4 skills the Eidolon gains as class skills. (Acrobatics, Disable Device, Heal, Survival)
Five Things about my Character
1. Gavrin Dooli is a half-orc from Sandpint Village. His mother, Margol Dooli was a Blacksmith who had been captured and made a slave by a tribe of Giants in the Mindspin Mountains. His father was an orc named Urgash, who was also a slave. Margol turned to Urgash for protection in return for becoming one of his women. When she became pregnant she knew she would rather risk escape than see her child grow up as a slave to giants. She was able to successfully escape and fled as far west as she could, ending up in Magnimar.
When she gave birth she named her son Gavrin. Gavrin was nothing like either of his parents. He lacked his father’s orcish strength, and his mother’s skills. While he could be quite charismatic, he had trouble connecting with anyone because of his heritage as a half-orc. Instead he often found that he turned to his love of history, and his devotion to Desna. He spent much of his time studying ancient ruins as a young boy. One time he found himself in more trouble than he could handle, and when he called out for divine aid, an Agathion answered. An anthropomorphic grey fox appeared before the charging skeletons that had been guarding an old ruin he’d been exploring and ripped them to pieces.
Today he spends much of his time exploring old ruins and various temples to Desna. He has come to Sandpoint to see firsthand the Swallowtail Festival he had heard about.
Description: Gavrin is about 5’ tall. He has tanned skin with a slight greenish tint to it, black hair, and brown eyes. He short and slightly overweight. Unlike the typical orcish stereotype, Gavrin is not very strong, although he does bear an orcish tattoo on his left bicep that he got in Magnimar a few years ago. It has the orcish word for “Freedom” written on it, in honor of his father, who helped his mother to escape from slavery when she became pregnant with him.
Personality: Gavrin is fairly attractive for a half-orc, and gets along well with most people, but he tends to spend most of his time talking about other people instead of himself. He tends to keep his own inner thoughts and emotions closed off from others, and it takes a long time for him to trust anyone. He was teased as a child for being a half-orc and is a little touchy about that. He is both ashamed and intrigued by his orcish heritage, and has an irrational fear of centipedes.

GM Drake |

I will be providing this character, I would use the Bolt Ace archetype, however if you don't want that I can easily make him a slayer or ranger or something of that sort.
will update his crunch at a later time.
I'm not very familiar with the Gunslinger class, but if the class really does replace the guns like. I believe I read, then it's okay.

GM Drake |

Announcement! I finally remembered what I knew I was forgetting to put in the recruiting post.
I would like each person to 'fav' (using the + button on the post) three or more characters you would really like to adventure with. Doesn't have to be immediate, but it will help me see what you people find interesting.

Tarric Abol |
6 people marked this as a favorite. |

Tarric Abol, librarian, mildly lost devotee of Irori, stands...The Swallowtail Festival? In Sandpoint? Fascinating...did you know that the first recorded instance of the swallowtail release was in Absalom when it was just a small coastal town during the Age of Destiny? Jerjal the Younger writes of it in "Methods of Worship" and dates it to 75AR. I honestly believe it to be from much earlier...
I will finish up resetting Tarric's stats. I really enjoyed playing him in some previous campaigns. He is just a good guy.

Iriesys Gladomain |

Out and about at the moment, but an Elven Branched Spear, or perhaps Glaive, with Bladed Brush, focused Elven fighter sounds fun, if I manage to bring it together the way I want to. Is VMC an option? I think a Lore Warden VMC Bard could make quite the potentially interesting mundane fighter.
Edit: Combat Stamina?

GM Drake |

So with the Merchant Family trait, can i be from sandpoint? They know me, i know them. Local merchant that has helped the town earn more coin? =^.^=
The Merchant Family has you starting as a relative of one of the four main families in Standpoint, so you'd probably be born and raised there.
Out and about at the moment, but an Elven Branched Spear, or perhaps Glaive, with Bladed Brush, focused Elven fighter sounds fun, if I manage to bring it together the way I want to. Is VMC an option? I think a Lore Warden VMC Bard could make quite the potentially interesting mundane fighter.
Edit: Combat Stamina?
No VMC, just regular multiclassing as I'm more familiar with it. No combat stamina, as it adds even more bookkeeping to addled PbPs.

Laucian Prydralin |

I'm not familiar with the AP, so I still have to clean up my History section to fit, but I'll post this character now for consideration since interest seems to be ramping up.
Meet Laucian Prydralin, an Enchanter who was himself enchanted with the Thassolin ruins. Much of his time is now spent writing in order to convince the people of Varisia that they should strive for their former greatness, though he (not to mention I) does not know the full extent of what that might be.

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6 people marked this as a favorite. |

Here is my half-orc Investigator
Male Half-Orc (City-Bred, Scavenger) Investigator (Empiricist) 1
LN Medium Humanoid
Init +0; Senses Darkvision 60 ft., Perception +6
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Defense
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AC 15 Touch 13 Flat-foot 12
HP 8
Fort +0 Refex +5 Will 2
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Offense
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Speed 30ft (20 / Medium Encumbered)
Melee Whip +1 (1d3+1) or
. . Longsword +1 (1d8+1)
Ranged Shortbow +3 (1d6)
Infusions Prepared (CL 1st)
. . 1st Detect Secret Doors, CLW, Shield
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Statistics
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Str 13 Dex 16 Con 10 Int 18 Wis 10 Cha 12
Base Atk +0 CMB +2 CMD 14
Feats Point-Blank Shot
Traits Adopted: Scholar of Ruins, Mathematical Prodigy, Scholar of the Ancients
Skills Appraise +6, Climb +2, Diplomacy +5, Disable Device +5, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Planes) +8, Perception +6, Sense Motive +4
Languages Common, Orc, Abyssal, Draconic, Giant, Gnoll, Thassilonian
Combat Gear Leather Armor, Whip, Longsword, Shortbow (40 arrows) Other Gear Alchemy Crafting Kit, Backpack, Bedroll, Belt Pouch, Flint and Steel, Ink, Inkpen, Messkit, Torch (4), Rations (2), Waterskin, Formula Book, Thieves' Tools, Silk Rope, Grappling Hook, Powder (4), Vermin Repellent (2), Acid (2)
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Special Abilities
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Inspirational Pool 4/day
Free Inspiration Knowledge, Linguistics, Spellcraft
Orc Ferocity
Trapfinding +1
ruins. When negotiating with the chief of an orc tribe for the right to pass through their lands, "anything" included taking the chief's
runtish daughter, Glasha, as his wife.
The pairing proved beneficial for both parites. While love never really entered into the relationship, they both came to appreciate the
other's strengths and worked together well on the road. Eventually, the marriage resulted in a single child with a sharp intellect and
an innate desire to learn.
Richard instructed Simon in the scientific principals involved in researching and documenting past civilizations and included him in
his research, taking advantage of his small size and natural darkvision. However, Richard often got distracted with his work, and
Glasha was always an outcast with the rest of the expedition. More often than not, the two were left to forage for what food and
supplies they could find.
Eventually, Simon grew into a man. His size no longer afforded him an advantage over other members of his father's expidition and he
had more and more trouble getting good assignments due to racial prejudices. He decided that it was time to set out on his own and try
to make a name for himself.
Saying farewell to his parents, he gathered what supplies he could and set off for Varisia to explore the largely unknown ruins of
Thassalonia. First stop, Sandpoint.

GM Drake |

Is the Outlander-Lore Seeker trait legal for this campaign? It was in the original RotR player's guide, not the Anniversary edition, but it is in the APG (which you mentioned as a source). It is quite powerful but then again that may be needed in this AP.
It does seem a little op, so let's allow it, but you choose only one spell to give the boost to.

GM Drake |

I'm working on a concept for a ranged tiefling slayer (sniper, stygian slayer). Is tiefling going to be ok for this AP? If so, how do you feel about variant racial abilities?
I believe it would be alright, and it would provide a lot of roleplaying opportunities when facing temptation to give in to their roots in this AP. Variants are allowed.

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Ollkar
Male dwarf unchained monk 1 ( Pathfinder Unchained 14)
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
hp 12 (1d10+2)
Fort +4 (+2 trait bonus vs. disease and poison), Ref +4, Will +3; +2 bonus vs. nauseated, sickened, or
ingested poisons, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee unarmed strike +4/+4 (1d6+3)
Ranged Shuriken +2 (1d2+3)
Special Attacks flurry of blows (unchained), hatred, stunning fist (1/day, DC 13)
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Statistics
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Str 16, Dex 12, Con 15, Int 10, Wis 17, Cha 11
Base Atk +1; CMB +4; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Improved Unarmed Strike, Ironguts APG, Meditation Master, Stunning Fist
Traits grounded, hagfish hopeful, wisdom in the flesh
Skills Acrobatics +7 (+3 to jump, +9 on balance-related checks), Appraise +0 (+2 to assess non magical
metals or gemstones), Diplomacy +1, Knowledge (history) +4, Knowledge (religion) +4, Perception +7 (+9
to notice unusual stonework), Perform (dance) +4, Sense Motive +7, Survival +3 (+5 to find food for only
yourself); Racial Modifiers +2 Appraise to assess non magical metals or gemstones, +2 Perception to
notice unusual stonework
Languages Common, Dwarven
Other Gear 150 gp
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Special Abilities
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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.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironguts +2 save vs. sickened, nauseated or ingested poison. +2 Survival to find food for yourself.
Meditation Master Meditate 1 hour after 8 hours of rest to get +1 Insight bonus to any roll over next day.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Ollkar Hailed for a hill dwarf community, his parents were brewers and he grew up with a taste for drink
and all drink at that. Ollkar grew up to learn the meditative ways of his grandfather, who was a scared
man in his clan.
Ollkar never traveled to Sandpoint prior to the destruction of the cathedral but after it had been destroyed he did travel there to indulge in the local taverns of the town.
With the completion of the Cathedral Ollkar thought it would be a good time for he himself to enter the HagFish contest, he has always like to drink and knows that nothing a human can create will be enough to stop a dwarf and one that has trained in the monastic ways as he has.
Can I use the Drunken Master archetype while using the unchained monk?