Rise of the Runelords (Inactive)

Game Master Blue Drake

Book One - Burnt Offerings

Place - Sandpoint
Time - 24 Rova 4711 AR, Sunday

Combat & Map - Turn 1

Intiative Order:
Enemies
Heroes


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Raltus wrote:
Can I use the Drunken Master archetype while using the unchained monk?

Yeah, just switch out the ki powers that used to be class features.


My submission:

He's a studious young gnome who has a vivid imagination that often comes to life in his illusions. I'll provide more of his background in a following post.

You indicated no stats below 10 in your build rules. I assume you meant before racial adjustments. Correct?

Pfflÿs:
Pfflÿs - Sorcerer (Illusion)
Male gnome sorcerer 1 (Pathfinder Player Companion: Animal Archive)
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, enhanced diplomacy, ghost sound (DC 15), mending, prestidigitation, recharge innate magic[ARG], spark[APG] (DC 14), speak with animals
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—color spray (DC 16), silent image (DC 16)
0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation
Bloodline Arcane
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 14, Int 14, Wis 12, Cha 19
Base Atk +0; CMB -2; CMD 9
Feats Effortless Trickery, Eschew Materials
Traits etymologist, magical lineage, scholar of the ancients
Skills Acrobatics +1 (-3 to jump), Bluff +9, Diplomacy +5, Intimidate +8, Knowledge (arcana) +7, Linguistics +7, Perception +9, Sense Motive +3, Sleight of Hand +5, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Varisian
SQ arcane bond (Pferryt, weasel [pilferer]), bloodline arcana (+1 DC for metamagic spells that increase spell level), fey magic, gnome magic
Combat Gear reagent, silver; Other Gear bedroll, belt pouch, candle (10), chalk, familiar satchel[UE], flint and steel, masterwork backpack[APG], mess kit[UE], pot, sack, silk rope (50 ft.), soap, trail rations (5), waterproof bag[UE], waterskin, 37 gp, 10 sp, 10 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
--------------------

Dark Archive

well so far you are the only one to make that assumption.

EDIT: did that sound snarky? Not sure i wanted it to or not...


Valjoen_KC wrote:


You indicated no stats below 10 in your build rules. I assume you meant before racial adjustments. Correct?

After. I figure 25 is high enough without total minmax. :)


If you have any open slots left I would like to take a crack at rise of the runelords. Don't have time to post details of would be character if able to take part. If I have a chance later will try.


Still open, though I am thinking of ending it early. Have 20+ apps in 3 days.


GM Drake wrote:
Still open, though I am thinking of ending it early. Have 20+ apps in 3 days.

No surprise there. It is a rather popular AP that always gets tons of submissions. :)


I thought I could go at least a week, but I underestimated the power of the Runelords. I think I'll go roll a new character now. :)

Anyway, I do think I'm going to end the submission window on Sun, so if anyone wants in or wants to change something, do so before then. I'll start choosing characters after that.


It said in the character creation section that arg races are case by case what do you mean by that exactly? I'm guessing it means that some are allowed while others aren't. I'm just asking about the ifrit and tiefling race that's all.


You can submit one of either, but as with the others, it will have to be a good one with a background that fits into RotR and the proper motive to stay. Example: a goblin has about 0 chance has actually fitting into RotR, at least as a PC.

Liberty's Edge

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Ok, I've made my own Unchained Monk, possibly the third among the candidates. He's a Scaled Fist, the idea is having him take the Dragon Disciple prestige class after dipping either Sorcerer or Bard.

Connor Alpenbaum, Human Scaled Fist:

Connor Alpenbaum
LG Male Human Unchained Monk (Scaled Fist) 1
Init +2; Senses Perception +4
Height 5'8'' Weight 170 lbs.

--------------------
Defense
--------------------

AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Cha)
HP 11
Fort +3, Ref +4, Will +0 (+2 against sleep, paralysis, stun, +3 (Cha) against mind-affecting)
--------------------
Offense
--------------------

Speed 30 ft. (ignore difficult terrain on charge, run or withdraw)
Melee +1 BAB, +3 Str, +1 focus
- Unarmed Strike +5 (1d6+3)[Bludgeoning] x2
- Flurry of Blows +5/+5
- Stunning Fist DC 13 3/day
Ranged
- Javelin +3 (1d6+3)[Piercing] x2
--------------------
Statistics
--------------------

Str 17, Dex 14, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 19
Favored Class Bonus +1 HP
Feats
- Improved Unarmed Strike (monk bonus)
- Stunning Fist (monk bonus)
- Dragon Style (monk bonus 1st)
- Weapon Focus(unarmed strike) (human bonus)
- Dodge (first level)
Traits
- Monster Hunter (+1 atk and dmg against aberrations, mag.beasts)
- Steadfast Personality (Cha to Will against mind-affecting effects)
- Dangerously Curious (+1 to Use Magic Device, UMD as class skill)
Skills(ranks) 5 ranks/level
- Acrobatics +6 (1 rank, +2 Dex, +3 class)
- Intimidate +7 (1 rank, +3 Cha, +3 class)
- Perception +4 (1 rank, +0 Wis, +3 class)
- Stealth +6 (1 rank, +2 Dex, +3 class)
- Use Magic Device +7 (1 rank, +3 Cha, +3 class)
Background Skills
- Craft(cooking) +4 (1 rank, +0 Wis, +3 class)
- Perform(string instruments) +7 (1 rank, +3 Cha, +3 class)
Languages Common, Varisian

SQ Flurry of Blows, Stunning Fist
Mundane Items
Encumbrance small/86-173-260 lbs. (light load)
Money 60 gp

Background
Few creatures in this world are as fearsome and powerful as dragons are. Saying that power courses through their veins is not an exaggeration, as dragon blood carries their own magic. Connor's parents belonged to a cult of sorcerers of the draconic bloodline, devoted to harvesting and drinking red dragon blood, using it to achieve a higher state of consciousness and magical might. They were also completely insane.
Connor was born from a woman addicted to dragon blood, and a quite powerful draconic sorceress as well: had he grown up among the cult, he would surely have been taught to harness the raw power in his veins into raging fire. Fate had other plans, and those plans were made manifest when a cadre of Iroran paladins attacked the cult's lair. After an intense fight, the shining Blue Hand camped over the profane symbols of the sorcerers, who now lay dead in pools of magical blood.
It was here that Connor was found, a crying toddler in a crib. Although they sensed the corruption in his blood, they took it upon themselves to guide him towards righteousness. He was given to Sara and Lydia Alpenbaum, a paladin and a cleric of the Master of Masters, who were looking for a son to adopt and raise as their own. With them, and with the Church of Irori, Connor grew up, a boy strong of body and head, somewhat brash and hot-headed, but with a good heart, just like Sara.
When he was fifteen, Sara and Lydia abandoned the Church due to divergent opinions, and set out as indipendent monster hunters, roaming Ustalav, Taldan and Varisia. Soon, Conor was good enough to help them in a scrap, or to act as a scout using his natural grace. Those were good days. Connor was happy, roaming the world, vanquishing monsters and meeting new people. However, it did not last. While the two women and the kid had braved evil and darkness, it was time that hampered them. Sara's sword arm grew weaker, Lydia's back pain became overwhelming, and they decided to retire, find a quiet place to live a good life and help people with small actions instead of the sword. Sandpoint looked just like the perfect place.
About seven months after they had arrived, the Swallowtail Festival began...

Appearance
Connor is a tall, muscular young man with a head of flame-red, unruly hair and black eyes. He prefers to dress in clothes that don't hamper his movement, usually dyed in bright colors. On his face is a perpetual cocky, slightly amused smirk.

Personality
Connor is hot-headed and brash, but growing up in the church of Irori taught him the discipline needed to master martial arts and progress towards self-improvement. He respects the authority that comes from experience, since following his mothers' orders was necessary to be safe in a scuffle, but he won't blindly obey uneasonable commands unless he trusts who's giving them.
He's friendly, sometimes overbearing and nosey, but he tries to be as reliable as he can.


Are you allowing the rich parnets trait?


GM Drake wrote:
Valjoen_KC wrote:


You indicated no stats below 10 in your build rules. I assume you meant before racial adjustments. Correct?
After. I figure 25 is high enough without total minmax. :)

As a gnome, Pfflÿs, had an 8 after racials. And although I had raised him to 9 already, I'll bump him to 10 and rework the crunch.

Pfflÿs:

Pfflÿs - Sorcerer (Illusion)
Male gnome sorcerer 1 (Pathfinder Player Companion: Animal Archive)
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, enhanced diplomacy, ghost sound (DC 15), mending, prestidigitation, recharge innate magic[ARG], spark[APG] (DC 14), speak with animals
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—color spray (DC 16), silent image (DC 16)
0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation
Bloodline Arcane
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 14, Wis 11, Cha 19
Base Atk +0; CMB -1; CMD 10
Feats Effortless Trickery, Eschew Materials
Traits etymologist, magical lineage, scholar of the ancients
Skills Acrobatics +1 (-3 to jump), Bluff +9, Diplomacy +5, Intimidate +8, Knowledge (arcana) +7, Linguistics +7, Perception +8, Sense Motive +2, Sleight of Hand +5, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Varisian
SQ arcane bond (Pferryt, weasel [pilferer]), bloodline arcana (+1 DC for metamagic spells that increase spell level), fey magic, gnome magic
Combat Gear reagent, silver; Other Gear bedroll, belt pouch, candle (10), chalk, familiar satchel[UE], flint and steel, masterwork backpack[APG], mess kit[UE], pot, sack, silk rope (50 ft.), soap, trail rations (5), waterproof bag[UE], waterskin, 37 gp, 10 sp, 10 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
--------------------


Are crossbows OK? If so could I use the bolt ace archetype?


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Updated Pfflÿs, the Illusionist.

Crunch:
Pfflÿs - Sorcerer (Illusion)
Female gnome sorcerer 1 (Pathfinder Player Companion: Animal Archive)
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, enhanced diplomacy, ghost sound (DC 15), mending, prestidigitation, recharge innate magic[ARG], spark[APG] (DC 14), speak with animals
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—color spray (DC 16), silent image (DC 16)
0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation
Bloodline Arcane
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 14, Wis 11, Cha 19
Base Atk +0; CMB -1; CMD 10
Feats Effortless Trickery, Eschew Materials
Traits etymologist, magical lineage, scholar of the ancients
Skills Acrobatics +1 (-3 to jump), Bluff +9, Diplomacy +5, Intimidate +8, Knowledge (arcana) +7, Linguistics +7, Perception +8, Sense Motive +2, Sleight of Hand +5, Spellcraft +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Orc, Shoanti, Sylvan, Thassilonian, Varisian
SQ arcane bond (Pferryt, weasel [pilferer]), bloodline arcana (+1 DC for metamagic spells that increase spell level), fey magic, gnome magic
Combat Gear reagent, silver; Other Gear bedroll, belt pouch, candle (10), chalk, familiar satchel[UE], flint and steel, masterwork backpack[APG], mess kit[UE], pot, sack, silk rope (50 ft.), soap, trail rations (5), waterproof bag[UE], waterskin, 37 gp, 10 sp, 10 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
--------------------

Background:
Pfflÿs is a gnome of many interests, and her constant bantering with anyone who is standing nearby, not to mention with herself, is a testament to his overactive mind. Her first love was that of history. As a young gnome, whose father was a traveling 'salesman' of ancient and religious artifacts, as well as the best gnomish fireworks in all of Golarion, she spent many years crisscrossing the Varisian landscape. Every ancient Thassilonian monument her caravan passed, became the site of a heroic adventure that Pfflÿs played out in her mind.

It was during this time that his skill as a linguist became evident. Pfflÿs would listen to all sorts of people talk, some using their native language while others employed other rare languages in an effort to communicate without understanding of a business adversary. She often translate for her father and quickly developed fluency in draconic, giant, goblin, orc, Shoanti, Thassilonian and Varisian. In fact, it was her fascination with draconic that led her to the grand library in Korsova. There she 'acquired' several ancient arcane texts which she studied with an intensity that bordered on obsession.

While her innate arcane talents as a gnome with an abundance of fey heritage were always present, her obsessive dedication to the arcane arts manifested itself on a journey to Magnimar from their home just across the river from Wartle in the Sanos Forest. Pfflÿs was staring at an ancient structure of the Thassilonians, day-dreaming of a life as a heroic, swashbuckling champion battling a fire-breathing dragon who had nested in the ruins hording its treasure. Suddenly the guards mobilized, racing to protect the caravan from becoming collateral damage in an epic battle. Woman and children burst into tears screaming for their lives, and the entire caravan burst into fleeing mode. The terrified shouts of her father as their cart rambled forward brought Pfflÿs back to reality. Her concentration of her day-dream gone, the dragon and his opposition faded from view, leaving the entire caravan talking of witchcraft for the remainder of the quiet journey.

Knowing she was the source of the illusion, Pfflÿs spent the next several years in seclusion once again taking her dedication to her newly found powers to an unhealthy obsession. Deep in the forest, she developed her art of imagery making all sorts of visual and auditory illusions. She is able to detect and discern all types of magical auras and even cause small objects to be lifted and moved with just a wiggle of her finger. Her most notorious incantation is the vivid burst of color that she can emit from her hands at a moment's notice. Many of the woodland creatures in the Sanos Forest have fallen victim to the mischief of the young illusionist and her color spray. However, her opus, as she has named it, is the small ball of smoke that seems to find her daily and continually circle her hands and head. Pfflÿs has developed the effortless mastery of a single illusion throughout a day. This small ball of smoke can erupt at anytime into a darkened cloud out of which any number of things may come to life... or perhaps burst into a ring of fire that encircles his prey... or perhaps coalesce into a gargantuan boulder that hovers, threateningly above. In addition, her ever-scheming mind creates various noises and sounds to enhance the illusory trick.

With her father's health failing, her mother has asked her to accompany her father to Sandpoint as he delivers a supply of gnomish fireworks for the Swallowtail Festival. Upon her arrival, she delivers the goods as promised, then makes her way to the Rusty Dragon to get a drink and perhaps catch a song at the renowned establishment. Can't get to uninhibited tonight, Pfflÿs. Tomorrow is the festival and the firework display must go as planned if you wish father to be paid properly.


Taylor Coleman wrote:
Are crossbows OK? If so could I use the bolt ace archetype?

Yes


Taylor Coleman wrote:
Are you allowing the rich parnets trait?

Yes


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Here is Osru Lassem, tiefling slayer (sniper).

Spoiler:
OSRU LASSEM
male tiefling slayer 1 (sniper)
chaotic good medium outsider (native)

Init +6; Senses darkvision; Perception +5

DEFENSE
AC
17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 13 (1d10 +2 Con +1 FC)
Fort +4, Ref +6, Will +1
Special Defenses resist cold 5, electricity 5, fire 5

OFFENSE
Speed
30 ft
Melee bite +3 (1d6+2)
Ranged composite longbow +5 (1d8+1, x3, 110' range, P)
Special Attacks studied target

STATISTICS
Str
14 (+2), Dex 18 (+4), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 10 (+0)
BAB +1, CMB +3, CMD 17

Feats
Proficiencies:
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Traits
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.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
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.

Skills 6 skill points/level +1/level (Int) +2 background = 9
Acrobatics +7, Bluff +2, Craft (Bows) +5, Diplomacy +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +6, Perception +5, Sense Motive +5, Stealth +9 AC Penalty -1

Languages
Common, Draconic, Infernal, Varisian

Racial Abilities
Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

SQ
Studied Target:
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track.

GEAR
Combat Gear

composite longbow (+1 Str), 40 common arrows, 40 blunt arrows, studded leather armor, 2 flasks acid

Other Gear
explorer's outfit, monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 41 gp

FLUFF
Description

Osru looks particularly infernal. He has a snout-like mouth with huge teeth and a tail. He dresses in the Chelaxian style and speaks with that accent.

Personality
Osru tries to minimize the Chelish and fiendish elements of his upbringing, but they come through sometimes nonetheless. He is generally positive and engaging with people but quick to respond when he sees oppression. Beyond that, he is still trying to find himself as an individual out from the thumb of Asmodeus. When it comes time to snipe, he is all business.

History
Osru hails from Cheliax, where he was born into a moderately influential family. He was raised and trained well with the aim that he would be a strong archer for Asmodeus. However, the beliefs of the community he grew up in just never sat right with Osru. He eventually left his home and family and journeyed to Varisia where he found the cult of Desna while staying with some Sczarni who had taken him in. He has traveled to Sandpoint for the famed Swallowtail Festival. Where he will go next he knows not; for now he is just enjoying his freedom.

Age 70

Question: If I have craft(bows), can I make my bow and arrows before we begin for half-price? I have figured them at full price for now.


I love this AP! I joined an IRL group at the start of the 2nd book and it demolished due to scheduling issues around level 15. :-/

I'll try to get something worked up quickly.


It does seem that Runelords gets the highest submission rate and there is a good reason.

I was about to start RotRL for the first time when I lived in NYC but ended up moving and new town doesn't have a gaming community, well at least that is out of high school and not just playing magic the gathering.


Tundran wrote:
Question: If I have craft(bows), can I make my bow and arrows before we begin for half-price? I have figured them at full price for now.

Hmm. I'll allow it if you roll the craft rolls here in a post to determine success (time doesn't matter, but failure may make it cost more). You can take 10. All others can follow this guide as well, though no magical weapons/gear.


Friday I plan to gather all the submissions and list then so that you'll have a few days to point out if I'm missing someone. Remember, the submission period is ending early this coming up Sunday.


Here's crunch for Nejant, an inquisitor of Shelyn (Sin Eater Arch). I'll get her backstory in soon.

Stat Block:

===Nejant===
True Neutral Sin Eater (Inquisitor of Shelyn)
Female Gnome HP: 12 (1d8+4)
Init: +1 Senses: Low-Light Vision: Perception +8, Sense Motive +7
Speed: 20ft (15ft)
===Defenses===
AC: 18 Touch: 12 FF: 17 (+6 Armor +1 Dex +1 Size); +4 vs giants
Fort: +5 Ref: +1 Will: +4; +2 vs Charm/Compulsion/Illusion
===Offense===
Melee:
Glaive +3 (1d8+3/x3)
Cold-Iron Dagger +3 (1d3+2/19-20x2)

Ranged:
Hand Crossbow +2 (1d3/19-20x2)

SQ: Judgement 1/day: SLA: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (ea 1/day)

===Spells===
Concentration +3
Level 0 → Acid Splash, Create Water, Disrupt Undead, Stabilize
Level 1 → 2/day → Command (DC 14), Cure Light Wounds

===Statistics===
Str:15 Dex: 12 Con: 16 Int: 10 Wis: 14 Cha: 12
BAB: +0 CMB: +1 CMD: 12
Feats: 1) Breadth of Experience
Traits: Unswaying Love (+2 vs charm/compulsion), Eager Performer (+1 Perform & +1 DC to Command Spell), Talented (All Perform Skills are Class Skills)
Trained Skills: Diplomacy +5, Intimidate +6, K (Religion) +8, Perception +8, Perform Lute +5, Sense Motive +7: Can roll all K untrained due to feat w/+2
Background Skills: Lore Shelyn +2, Profession (Soul Purifier) +8
Alternate Racial: Explorer (+2 on climb and K Religion)
Language(s): Common, Gnome, Sylvan
Combat Gear: Cold-Iron Dagger, Glaive, Hand Crossbow, 30 Crossbow Bolts, Four-Mirror Armor
Other Gear: Inquisitor’s Kit, Lute: 45g

===Notable Class Abilities===
Eat Sin (SP):At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).
Eating the enemy's sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor's level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.
At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

Monster Lore: Add Wis to Knowledge checks to ID monsters

Stern Gaze: Add ½ level to Intimidate and Sense Motive checks (minimum 1)


Just need to finish up shopping for my gear, otherwise Zella is good to go. Everything should be complete by tomorrow.

Grand Lodge

Updated Ollkar:

Ollkar
Male dwarf unchained monk 1 ( Pathfinder RPG Advanced Player's Guide 110, Pathfinder Unchained 14)
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
—————
Defense
—————
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
—————
Offense
—————
Speed 20 ft.
Melee unarmed strike +4/+4 (1d6+3)
Ranged shuriken +2/+2 (1d2+3)
Special Attacks flurry of blows (unchained), hatred, stunning fist (1/day, DC 13)
—————
Statistics
—————
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), Craft (alchemy) +4, Diplomacy +1, Knowledge (history) +4, Knowledge (religion) +4, Perception +7 (+9 to notice unusual stonework), 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 shuriken (5), ale (per mug) (10), backpack, belt pouch, blanket, Cayden brew (per mug), Dwarven stout (per mug) UE (10), meditation book, silk rope (50 ft.),
soap, trail rations (5), waterskin, 91 gp, 2 sp, 5 cp
—————
Special Abilities
—————
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.


It's a recycled alias, so please ignore the previous posts...

I give you Nejant Zahn's backstory. Thank you for your consideration.

Backstory:
Nejant Zahn was born into a family of artists. Although talented in her own right with the lute, she failed to match up to the varied talents of her siblings. One by one, they each found employment within the theatre of Magnimar. Sadly, Nejant found only rejection.

Each time she was turned away, the young gnome died a little inside. She knew she was meant to support the art! The beauty in Golaria needed protecting! Her friends were running off to join the Pathfinders. Everyone knows the reputation they have…

Nejant found herself wandering aimlessly around the massive city. Had the gods forsaken her? Looking up, she found herself in a beautiful garden surrounding a large shrine to Shelyn. Renewed hope flooded the pink haired woman as she rushed up to it.

”What should I do?” she cried. ”I wish only to serve! To preserve the beauty this world has to offer!”. Breaking down into tears, she fell silent.

A kind, soft voice interrupted her sorrow ”Der be other ways to serve m’dear. If you truly wish to save this world, perhaps serving the god of d’ arts is the best way.”

Looking up to see a bearded face marred with scars, the dwarf added ”We can’t all be pretty, eh? Some need protect dem that are.”

The two spoke for a while before the man called Agrank took her inside. Over the next few years, he trained her. Taught her the tenants of the faithful and how to use the sacred glaive. Nejant became skilled in saving lost souls. She found solace in helping others regain their beauty on their way to the boneyard.

She never lost her dreams of performing on stage though. Hearing rumors of a theater in Sandpoint re-ignited her dreams. The temple could do without her for a while… Afterall, they had other purifiers…

So, she wrote to Cyrdak Drokkus and waited. And she waited some more. Rude! She didn’t expect him to guarantee her a leading act sight unseen. She was only asking for a chance to prove herself. An interview if you will. At the very least, he could send her a refusal! Fine then!

She put in for some well earned leave and headed out. Cyrdak is going to get a piece of my mind! Well….at least I get to see the festival. I hear there are many acts to enjoy. It’s only right for Shelyn’s faithful to enjoy them. Maybe I’ll get to play my lute anyway.

Pulling out her wooden friend, she began to absently pluck away as she walked. ”Sandpoint, Here I come.” she said with a smile.


Dotting, I have an idea for a half elven ranger whom I feel would fit right in here. I'll try to get a submission up in the next 24 hours


GM Drake wrote:
Tundran wrote:
Question: If I have craft(bows), can I make my bow and arrows before we begin for half-price? I have figured them at full price for now.
Hmm. I'll allow it if you roll the craft rolls here in a post to determine success (time doesn't matter, but failure may make it cost more). You can take 10. All others can follow this guide as well, though no magical weapons/gear.

I've started Aroden with some scrolls of spells from his book at half cost because of the wizard bonus Scribe Scroll feat. Should I remove those but keep the feat, or switch it to a bonus Spell Focus as in PFS?


You'll be good. I good with scribe scroll/etc feats being used.


I think I just realized the confusing part in my statement. Whoops. To actually make that last statement more clear: I'm good with magic items such as potions, or scrolls, but no self-made magical weapons, armor, wondrous items, etc. Not that I know of a way to do that at Lv 1 with a limited gp, but that's what I had meant. Sorry for any confusion there.

Finally, I've posted an excel sheet here. This sheet will show who's submitted who with what classes and races. So far, I only know of one new (read, haven't PbP'd before) player.

I require a background and fully stated (though not necessarily an alias) by the time recruitment ends. I've put a 'Y' under Background for those who have it, and a 'Y' under Fin if it seems everything's in order and finished. Other markings...random notes...some of which I've actually lost track of but don't want to delete. One row does have the campaign traits.

If you see something wrong, holler at me, and I'll get it fixed, at least on the offline version.

Oh, and the tier separation is just an organization thing for me to help separate entries. Not necessarily going to pick from each one.


Excel sheet looks fine to me, my character seems to be on there correctly. Finishing up/ changing around my equipment list and then my sheet will be complete.


I will take 10 for a 15 on crafting, which will cover me for all my ammo plus a composite longbow with no str bonus.

Also fixed my traits:

Spoiler:
OSRU LASSEM
male tiefling slayer 1 (sniper)
chaotic good medium outsider (native)

Init +6; Senses darkvision; Perception +5

DEFENSE
AC
17, touch 14, flat-footed 13 (+3 armor, +4 dex)
HP 13 (1d10 +2 Con +1 FC)
Fort +4, Ref +6, Will +1
Special Defenses resist cold 5, electricity 5, fire 5

OFFENSE
Speed
30 ft
Melee bite +3 (1d6+2)
Ranged composite longbow +5 (1d8, x3, 110' range, P)
Special Attacks studied target

STATISTICS
Str
14 (+2), Dex 18 (+4), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 10 (+0)
BAB +1, CMB +3, CMD 17

Feats
Proficiencies:
A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).
Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Traits
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.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skills 6 skill points/level +1/level (Int) +2 background = 9
Acrobatics +8, Bluff +2, Craft (Bows) +5, Diplomacy +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +6, Perception +5, Sense Motive +5, Stealth +10 AC Penalty 0

Languages
Common, Draconic, Infernal, Varisian

Racial Abilities
Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

SQ
Studied Target:
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Accuracy: At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track.

GEAR
Combat Gear

composite longbow, 40 common arrows, 40 blunt arrows, masterwork studded leather armor, 2 flasks acid

Other Gear
explorer's outfit, monk's kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 44 gp

FLUFF
Description

Osru looks particularly infernal. He has a snout-like mouth with huge teeth and a limp, forked tail. He dresses subtly in the Chelaxian style and speaks with that accent.

Personality
Osru tries to minimize the Chelish and fiendish elements of his upbringing, but they come through sometimes nonetheless. He is generally positive and engaging with people but quick to respond when he sees oppression. Beyond that, he is still trying to find himself as an individual out from the thumb of Asmodeus.

History
Osru hails from Cheliax, where he was born into a moderately influential family. He was raised and trained well with the aim that he would be a strong archer for Asmodeus. However, the beliefs of the community he grew up in just never sat right with Osru. He eventually left his home and family and journeyed to Varisia where he found the cult of Desna while staying with some Sczarni who had taken him in. He has traveled to Sandpoint for the famed Swallowtail Festival. Where he will go next he knows not; for now he is just enjoying his freedom.

Age 70

Scarab Sages

I have never PvP'd before (at least never for an RPG).

My other alias (which was created after this one) is a PvP-lite add on to a FtF campaign to continue gameplay in between sessions.


@ Tundran @ Simon Hollybaker
Alright. I'll note those on my sheet. Will update the online one Sun (or Sat if there are a lot more submissions).


OK now Fulito should be correct... thanks for the info GM.

added the Halfling trait of Helpful


Noted. :)


would you allow the "never stop shooting" trait to work with crossbows inplace of firearms?


Yeah.


5 people marked this as a favorite.

It's a little rough around the edges, but here is my submission. Meet Raniero Cavalcante, a wild stalker ranger with a chip on his shoulder and a sword in hand.

Statblock:
Raniero Cavalcante
Male Human Ranger (Wild Stalker) 1
N Medium Humanoid (Human)
Init +3
Senses Perception +10
--------------------
Defense
--------------------
AC: 17, touch 13, flat-footed 14
HP: 13
Saves: Fort +4, Ref +5, Will +4 (+2 vs. Emotion and Fear effects, +2 vs. Enchantments)
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . Bastard sword +4 (1d10+4/19-20) or
. . Dagger +4 (1d4+3/19-20) or
. . Shortspear +4 (1d6+4/ x2)
Ranged
. . Shortbow+4 (1d6/x3, 60ft range) or
. . Shortspear +4 (1d6+3/ x2, 20ft range)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats: Iron Will, Skill Focus (Stealth)
Traits: Giant Slayer, Disillusioned, Beastkin (Wolves)
Skills: *Climb +5, Handle Animal +4, Intimidate +4, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +10, *Stealth +8, Survival +7
*ACP applies (-2)
Languages: Common, Elven
SQ: Strong Senses, Track, Wild Empathy
Gear: Bastard Sword, Shortbow, 40 arrows, 3 Shortspears, Dagger, Chainshirt, Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) 10pp, 19gp
--------------------
Special Abilities
--------------------
Giant Slayer You gain a +1 trait bonus on bluff, perception and sense motive and a +1 bonus on attack and damage rolls against foes of the giant subtype.
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Beastkin: You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you (wolves).
Strong Senses : At 1st level, a wild stalker's life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability). This ability replaces the ranger's first favored enemy ability.
Track: (+1) Add half your level to survival checks to follow tracks.
Wild Empathy: (+1) Influence animals as if using Diplomacy.
--------------------
Racial Abilities
--------------------
Low-light Vision
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Background:

Raniero Cavalvante was born shortly after his parents decided to retire from their life of adventuring. His father had suffered a grievous injury, and upon recovering realized that his days as a travelling sell sword must soon come to an end. He made the choice to return to his homeland of Varisia with his wife, an elven ranger from the woods of Kyonin, and together they purchased a small farm where they intended to live out the rest of their days together in peace.

Three years after the birth of their son, disaster struck. A rampaging band of giants wandered south from the Storval Plateau, and upon discovering the peaceful farmstead in the middle of the night they razed it to the ground. Raniero’s parents fought back as best they could, however it had been too long since they had raised a sword to a foe such as these, and they were quickly overrun. Raniero’s mother wrapped her child in a soft blanket of lamb’s wool, and with a kiss handed the precious bundle to her faithful wolf, Dwin. She stood in defiance as the giants closed in on her home, buying enough time for the mighty wolf to carry its precious cargo off into the woods.

The next nine years were hard on the boy. Dwin was a clever beast, and cared deeply for the boy but ultimately, he was still but a wolf. Raniero grew strong and swift, and became a consummate hunter in his own right. He was confused at the difference between his apparent father and himself, but found happiness in the thrill of the hunt. Time had begun to take its toll on the old wolf however, and he soon realised that he would not be able to care for the boy for much longer.

Dwin took young Raniero back to the ruins of his old home, hoping to find someone who could step in and help the boy to find a home among his own people. A new home had been built a half-mile north of the old farmhouse, which had been razed to the ground but left alone out of respect to the owners who had given their life defending it. After some searching of the ruins, the boy found an old steel chest, charred and blackened by the flames. He pried it open, and to his amazement found strange objects unfamiliar to him. An old sword, heavy and worn from years of use, along with a small journal bound in faded green leather and a bag of coins. These items, strange and unusual though they seemed, felt precious to him and so it was that he decided to keep them.

The owner of the new farmhouse, a half elven trader named Gallian, was a childhood friend of Raniero’s father who had decided to rebuild the property to honour his fallen comrade.. When he discovered the boy sleeping amid the ash and charred wood, he saw an uncanny resemblance to his old friend. After a little coaxing, he managed to convince the feral child to come in to his home, and eat his first cooked meal as Dwin slipped away into the woods.

Years passed, and Gallian taught the boy to read and write both of his parent’s tongues. The journal, which had belonged to Raniero’s mother, gave the child his name and a sense of belonging. However, as Raniero grew, his longing to return to the hunt took a new direction. Upon discovering what had happened to his parents, he became vengeful and longed to seek out the giants who took away his family. He taught himself to fight with his father’s blade, and eventually Gallian apprenticed him off to some travelling caravan guards for a year to hone his skills.
Hearing of the recent giant activity around Sandpoint convinced Raniero to accompany Gallian to the Swallowtail festival as a guard.


I have a feeling that I used up my three votes too quickly.


Almost home. So tomorrow i can update everything and also cast my "votes"


You can 'vote' more than three times. Three times was what I was looking for as a minimum, though not required since I forgot to post it with the main start-up post.


1 person marked this as a favorite.

I'd love to join with Xandra Farcini. She's a Gnome Oracle raised in a Varisian caravan. She's a devotee of Desna and her shadow, the Black Butterfly.

Background is under construction.
Basic idea is that she was found when she was little more than a baby by a Varisian caravan that raised her as their own. As she was found with a pendant of Desna's holy symbol around her neck she was raised by the troupe's elder. When the elder passed away she moved to another troupe's elder. This happened half a dozen times and as such Xandra feels more connected to the Varisian people as a whole than any caravan in particular.
In her late teens she started getting visions of her goddess, or more accurately of the shadow of her goddess. Desna herself was always just out of sight. This also was when her other abilities started to surface, abilities a simple Gnome had no business having. Like the ability to see in the darkness.
These days she fell in with a group of Sczarni. While she isn't involved in any criminal activities herself she knows they are and they are in trouble. She's now in Sandpoint for two things. First to take part in the Swallowtail festival, which is sacred to her goddess. Second to contact an old friend of her new family in the hopes he can help them out.

She has the Deaf curse, but I understand that that one has quite an impact on the game and also affects the rest of the party. If it's too much I'll swap it out for Haunted.


2 people marked this as a favorite.

Half-Orc Bard (dervish dancer) on pilgrimage from Magnimar for the dedication of the new Sandpoint Cathedral...

Appearance:
Race: Half-Orc
Gender: Male
Age: 22
Height: 5' 5"
Weight: 222 lbs.
Eyes: Indigo
Hair: Ebony

Iaqo is no typical Half-Orc. For starters, he is relatively short -- so much so that some might mistake him for a soft target. Compounding the overall impression of genteel foppishness are his particular tastes in fashion: fine courtly garb in noble blue, dutifully maintained, adorns a tailored chain shirt of polished steel mesh. A cream-colored silken sash across his waistband cummerbund holds a burnished scimitar and an exotic scorpion whip. Pantaloons and boots, both richly-hued, complete the ensemble to dashing effect.

Iaqo keeps his dark brows and mustache expertly trimmed, and his luxuriant black hair is slicked back with shine to accent his distinguished widow's peak and premature male-pattern baldness. His skin is of greenish tint, but his features are predominantly human rather than orcish. Aside from petite pearly white canines just peeking up from his heavy-jawed mouth and his high upturned nose with prominent nostrils, he could pass for a ruggedly handsome human of aristocratic lineage.

History:
Iaqo was born into the worst poverty, living his childhood as a street urchin in the Underbridge slums of Magnimar. As a boy, he was the constant target of bullying both because he was too 'orcish' to be well-liked by the predominantly human Shadow district gangs and because he was too puny to gain favor among the few half-orcs who also made the place their home. Just to survive, Iaqo adopted the persona of a pathetic and pitiful clown, a simpering and servile little guttersnipe who did ridiculous pratfalls, performed self-deprecating stunts, and endured humiliating taunting simply to garner some small semblance of acceptance from the strong, cruel, and calloused criminals and scoundrels who surrounded him.

Everything changed for him, though, when a small group of Sarenites, on a mission of compassion to bring food, comfort, and spiritual enlightenment to the slums, took a particular interest in him. Iaqo was just on the cusp of adulthood, and he'd nearly perfected his 'act' of tragicomic dance. The Sarenites were impressed with his skill, and offered him the promise of a better life than the fear and self-loathing of his current desperate occupation. And so Iaqo eagerly accepted, moved into their temple in the posh Summit district, and began an intense period of battle dance training, spiritual renewal, religious education, and inner enlightenment.

When he emerged months later, Iaqo was a wholly different person, transformed into a confident, talented, ambitious young disciple of Sarenrae, eager to make his mark of good upon a wicked and wounded and waiting world. But every questing hero needs a pilgrimage, and when Iaqo heard of the upcoming dedication of the new Sandpoint Cathedral -- a holy temple housing an altar to Sarenrae -- he immediately decided to attend. And if he also got the opportunity to perform his battle dance for the citizenry in the renowned Sandpoint Theater -- to the glory of the Dawnflower, of course -- all the better!

Personality:
Iaqo fancies himself a gentleman of high art, deep emotion, fervent devotion, and impeccable skill. He strives to always behave with chivalrous manners, though a thuggish orc-born arrogance lurks just beneath the surface of his polite civility. A delightful conversationalist, Iaqo exhibits elegant diction, careful enunciation, a prodigious vocabulary, and a penchant for well-balanced and finely-turned phrases. In all, Iaqo comes across as an aspiring gentleman of refined taste, social grace, and well-manicured grooming.

Iaqo is also a devoutly religious person, having dedicated himself to the service of Sarenrae, whose church he credits with his own personal redemption from a life of endless shame and listless ennui to one of great passion and deep purpose. While not exactly pious, he nevertheless honors the goddess in his own ways, through his devotion to the dervish dance, his determination to offer redemption when possible, and his overall attitude of service to the good people of the world.

Stats:
Iaqo D’Ardah

Male Half-Orc Bard (Dervish Dancer) 1
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +4 Armor, +2 Shield)
hp 10 (1d8+2)
Fort +4, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron scimitar +3 (1d6+3)
Ranged
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike
Traits Eager Performer (Perform:dance), Fate’s Favored, Illuminator
Skills Bluff +6, Diplomacy +8, Intimidate +8, Knowledge (local) +7, Perception +4, Perform (dance) +8, Sense Motive +4 Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc, Thassilonian, Draconic
Gear Spiked Gauntlet (5gp, 1lb.), Sling (free, 0lbs.), Bell (1gp), Candle (1cp), Chalk (1cp), Charcoal (5sp), Fishhook (1sp), Flint and Steel (1gp), Parchment (1 sheet) (2sp), Sewing Needle (5sp), Signal Whistle (8sp), Tindertwig (1pg), Oil (1sp, 1lb)
Special Abilities
--------------------
Dervish Weapons: Scimitar, Kukri
Cantrips
Spells
Bardic Performance: 7rnds/day
* Battle Dance
Inspire Courage +1
Fleet: +10' Speed
* Countersong
* Distraction
* Fascinate

Silver Crusade

Lubella Heathertoes Sings at the Swallowtail Festival!
The Desert Rose of Katapesh will Enchant you with Songs of Romance and Adventure!

Here is my submission: Lubella Heathertoes. a halfling Dawnflower Dervish Bard and Eager Performer.

Stats:

Lubella Heathertoes
Female halfling bard (dawnflower dervish) 1 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 14 (1d8+6)
Fort +4, Ref +7, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d3/19-20) or
scimitar +5 (1d4+4/18-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), battle dance: inspire courage
Bard (Dawnflower Dervish) Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, expeditious retreat
0 (at will)—detect magic, light, mage hand, read magic
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 13, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 13
Feats Dervish Dance[ISWG], Toughness
Traits eager performer, ease of faith, resilient
Skills Acrobatics +2 (-2 to jump), Diplomacy +8, Escape Artist +6, Knowledge (geography) +5, Knowledge (religion) +5, Linguistics +5, Perception +6, Perform (sing) +8, Spellcraft +5, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Halfling, Kelish, Varisian
SQ battle dance
Other Gear chain shirt, crossbow bolts (10), dagger, light crossbow, scimitar, sling bullets (10), backpack, bedroll, blanket[APG], chalk, sewing needle, soap, trail rations (2), waterskin, wooden holy symbol of Sarenrae, 20 gp, 7 sp, 8 cp
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Special Abilities
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Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Background:

Lubella was born into a lower class Halfling family in Katapesh. Her father died of plague when she was 14, and the remaining family was plunged into poverty. Lubella was sent to serve on an estate of the Church of Sarenrae, where her talent was quickly recognized, and she was groomed to enter the Cult of the Dawnflower. Lubella disliked the rules and structure of her training, and began getting into trouble.

After a series of “Incidents” a transfer was arranged to the Temple of Sarenrae in Korvosa (sending the problem to someone else). As a junior member of the staff, Lubella is the designated errand-runner and odd job person. After a year and a half, she is starting to get a bit bored with her mundane duties.

When someone was needed to take a shipment for the new shrine in the Sandpoint Cathedral, to be consecrated during the Swallowtail Festival, Lubella volunteered. An aspiring songstress, she is hoping to be able to sing during the ceremonies. She has also written to Cyrdak Drokkus, the proprietor of the Sandpoint Theatre, requesting an audition, but has not heard back.

Personality:

-Lubella is highly altruistic; she will devote considerable energy to helping people she doesn't know. Wealth is unimportant for it's own sake - it only matters as a mean to helping others.

-Lubella will associate with evil creatures if the greater good is served, or if she feels that they could be redeemed.

-Violence is a last resort; diplomacy is her preferred option.

-Lubella aspires to live by the Paladin Code of Sarenrae, although she sometimes falls short (although she comes closer than she would give herself credit for - she is filled with doubts that she doesn't live up to the high standards of behavior that she sets for herself).

Party Role:

Main Skill Competencies: Bluff*, Diplomacy, Sense Motive*, Stealth
*=2nd level
Combat Role: Melee fighter (moderate damage, strong defenses). Lubella seeks to fight the most dangerous opponent, despite her diminutive stature. She has minor healing abilities (cure light wounds).
Note: Her bardic Inspire Courage bonuses only apply to herself.

Gameplay Posting Samples:

I have been playing Lubella in a PBP Carrion Crown Game, which unfortunately seems to be grinding to a halt (or maybe it's just a very slow game - I was hoping for something closer to 1 post per person per day).

Gameplay Thread
Posting as PCScipio (aliases aren't supported)


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Zelladania wrote:
I have a feeling that I used up my three votes too quickly.

me too, but at least you got more votes than I did.

I post just so new comers know I am here.


I like the idea of +ing characters you like. Certainly makes me more invested in the campaign (that odds are against geting in lol).


Updated sheet. I have 19 completely finished submissions, with two more finishing up soon. I have 5 others not finished yet, and till Sunday to submit/update/finish for everyone.


Hmm...We have some pretty good entries, and I found a whole lot of free time just now. As long as I manage to sort through all the entries in time, I'll decide on team members Tuesday after recruitment ends on Sunday around 4:30am eastern standard time (GMT-5 I think). That will give me time to sit and think, while also checking any other submissions between now and Sunday. As long as those chosen respond quickly, we'll start right away. For my first recruitment for a PbP, this has gone pretty well.


@GM Drake, I'm working on creating a full alias for Raniero to round out my submission a little more, I'm hoping to include some details on his motivations, appearance and personality. Is it ok if I post it up sometime in the next few hours?

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