Rise of the Runelords (Inactive)

Game Master ElegantlyWasted


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2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13

Ooh, a 35 PB. I've got a lot of options with this...


Varak Suur wrote:
So far the only one with Student of Faith XD and the weirdest character of the bunch. I like it :3

Hopefully there is no Chewbacca rule.


Kitster wrote:
Varak Suur wrote:
So far the only one with Student of Faith XD and the weirdest character of the bunch. I like it :3
Hopefully there is no Chewbacca rule.

Agreed XD I'd love to be in a crazy party! Pathfinder meets Mass Effect


OK count me out for now.
Just got accepted into a different PbP and need to focus somewhat.

Good luck everybody!


Ah, my competition begins to fall by the wayside ... eexxxcellent ...

/mineisanevillaugh


I love everyone's character! It's all very exciting. I'd kind of like to watch the festivities even if I don't get in, but I probably can't; I do want to play Runelords some day and that would unfortunately mean spoilers. C'est la vie!

Varak Suur wrote:
Agreed XD I'd love to be in a crazy party! Pathfinder meets Mass Effect

My character is not all that crazy himself, but he would love to be in a crazy party! Mass Effect is one of my favorite series. And Mass Effect did have Shepard. "Standard" human or not, they fit in with all the craziness just fine. :)

He'sDeadJim wrote:

OK count me out for now.

Just got accepted into a different PbP and need to focus somewhat.

Good luck everybody!

Thank you! Have fun at your game!


Best of luck, Jim! Have fun!


No, come back Jim.... we love you.


Alright, I've decided on a gnome Feyspeaker druid, with the Growth domain (subdomain of plant). Still working out the details, but I have a general idea of a backstory in my head, so I'll have her ready soon!


Ok, I think I've got my character almost all worked out, just need to finish the background.

But I do have one question: With the a consolidated Athletics Skill, does this impact the number of skill points the characters should have?


TPJ wrote:

I'm new to PF and PbP, but I'd be interested in joining.

[dice=Stat 1]2d6+6
[dice=Stat 2]2d6+6
[dice=Stat 3]2d6+6
[dice=Stat 4]2d6+6
[dice=Stat 5]2d6+6
[dice=Stat 6]2d6+6

Though I think I'll try my luck with the 20-point buy.

It turns out my initial roll came out to 20 points, so with the racial bonus and some thinking I made it workable.

Krusk Vrogor - Half-Orc Bloodrager (Steelblood, Aberrant Bloodline) - Monster Hunter

Because every party can use a meat shield, and this guy looks to be more fun than the Human Ranger I'd started working up.

Statistics:

Krusk Vrogor
Male Half-Orc bloodrager 1 Archetypes Steelblood,
CN Medium humanoid (orc, human)
Init +0, Senses darkvision (60 ft.); Perception +5
=================================================
DEFENSE
=================================================
AC 16, touch 10, flat-footed 16 (+6 armor, )
hp 12 ((1d10)+2)
Fort +4, Ref +0, Will +1, +1 on Reflex saving throws against trample attacks.

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee greataxe +4 (1d12+4/x3)
Melee handaxe +4 (1d6+3/x3)
Melee greatsword +4 (2d6+4/19-20)
Special Attacks Staggering Strike,

Bloodrager Spells Known (CL 1st; concentration +3)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 17, Dex 11, Con 14, Int 9, Wis 13, Cha 14,
Base Atk +1; CMB +4; CMD 14 (15 vs overrun)
Feats Aberrant Tumor
Skills Intimidate +8, Perception +5, Survival +5,
Traits Armor Expert, Mercenary, Monster Hunter,
Languages Common, Orc
SQ aberrant bloodline, bloodrage, bonus bloodrage rounds, darkvision, indomitable stance, intimidating, orc blood, orc ferocity, weapon and armor proficiency, weapon and armor proficiency, weapon familiarity,
Combat Gear rations (trail/per day) (3),
Other Gear greataxe, outfit (cold-weather), breastplate, bedroll, backpack, common, pot (iron), handaxe, greatsword, 79.6 gp
=================================================
SPECIAL ABILITIES
=================================================
Aberrant Bloodline There is a taint in your blood, one that is alien and bizarre.

Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 7 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.

Bonus Bloodrage Rounds Increase the bloodrager's total number of bloodrage rounds per day by 1.

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.

Indomitable Stance (Ex) At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

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

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Power-Hungry You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Staggering Strike (Su) When you confirm a critical hit, the target must succeed a Fortitude saving throw (DC 12) or be staggered for 1 round. These effects stack with the Staggering Critical feat. The target must save against each effect individually.

Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Weapon and Armor Proficiency A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance. This replaces the bloodrager's armor proficiency.

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.

Background:

The Ten-Minute Background
Five Things About Krusk Vrogor
1) Krusk is a Half-Orc Bloodrager of the Steelblood Archetype. He is of the Aberrant bloodline, tainted with ancient, dark forces.
2) Krusk's mother was an adventuring Sorcerer, also of the Aberrant bloodline. His father was part of an Orc Barbarian tribe. Their pairing was surprisingly amicable.
3) Krusk's parents vanished when he was young; presumed dead.
4) Krusk was raised by members of his native Belkzen tribe. His Aberrant bloodline was considered unusual even for them. They trained him in the ways of the Steelblood.
5) Krusk spent years in the company of a Halfling Ranger and learned to become a soldier of fortune, helping towns eliminate unwelcome creatures of all types, until they had a falling out over his new abilities.
Goals
1) Krusk has imagined mounting the Sandpoint Devil's head on a wall ever since he first heard of it.
2) Krusk also figures he needs treasure to eventually build a fortress with a wall worthy of holding the Sandpoint Devil's head.
Secrets
1) Krusk constantly hears voices from his Aberrant Tumor, captivating him to seek more power and wealth.
2) Krusk's parents are not only alive, but held captive in the same other-dimensional plane that is the source of his bloodline.
People
1,2) Krusk's parents, Lem (father) and Ursul (mother). Lem was an Orc Barbarian and Ursula was an adventuring sorceress. They met on opposite sides of a battle and it was an unlikely case of love at first sight. Or as Krusk tells it, "Mom probably hooked up with Dad to cheese off Grandpa. He never really liked Orcs and she knew it. But she was always into that hippy-dippy love and magic crap."
3) Alton Leagallow, a Halfling Ranger and once a slave of his people. He'd earned his freedom with his impressive skills and managed to join the tribe by proving his worth. He and Krusk became friends and spent a few years working together, wandering through various parts of the Inner Sea as soldiers of fortune. When Krusk's bloodline began to manifest, Alton became fearful, and ran off in the middle of the night, taking their lastest and rather large bounty with him. Krusk is wary of trusting halflings now.
Memories
1) Krusk remembers the first time his mom showed him magic. It was the most amazing thing he ever saw. For the first time in his life he felt the darkness recede.
2) Krusk remembers the shadows whispering to him as a child, telling him to be stronger.
3) Krusk remembers the pain of the frequent beatings he took growing up as part of his training. He's vowed that nobody will beat him like that ever again.

Though if he seems a bit too extreme, the ranger is almost done and just needs a background.


ScrubKai wrote:

Ok, I think I've got my character almost all worked out, just need to finish the background.

But I do have one question: With the a consolidated Athletics Skill, does this impact the number of skill points the characters should have?

No


Argh... do I have to have a campaign trait? The RotRL campaign traits are really bad, and I can't possibly twist my character's story to fit any of them. Is it alright if I just skip that, and only have one trait?


I suppose so. The campaign traits are meant to give you reasons to be in Sandpoint and give a small mechanical bonus but if your backstory covers the reason for being in town that's cool with me

Grand Lodge

Arkon is now ready... student of faith trait.

He is built around Druid helpful spellcasting, summoning and at lvl 6 being able to assume his role as badass dinosaur of many shapes and sizes and is very effective in combat.

Grand Lodge

Let me submit Ren for your consideration.
It's my take on a classic rogue adventurer to go with a classic adventure path.

Stat block and 10 Min background done. (Although I'm more then willing to change either if it would fit better) If work stops being crazy, I'll probably expand one of the memories into a regular background write up and add a description one of the nights this week.

As for references, you are welcome to look at any of my other PbP characters here to check out posting habits, play style etc.


So on top of the points for the background, do you also want a regular one as well?


GM Wasted, I present to you Alkan Arrow-Seeker, a shaoti paladin of Erastil. I would like you to look him over, for I was unable to come up with a second secret for him, and I would like to hear any suggestions or criticism for Alkan.


I'm always available for feedback regarding Tassira, GM. :)


2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18

Heh...kind of wanted to see what I would roll. Not too shabby!

52 point buy.

My one question is, if I submitted a character, would there be prejudice against having those kinds of stats? I suppose I could waste a stat to offset it, like a wizard with amazing strength he would never use, or a barbarian with 18 charisma!


He said it will mostly be be based upon the backgrounds of the character, how they are and do they come to life on the page. If you feel it is too high, try a 20 PB to off set this,but otherwise, it is the fate of the dice.


Sizma Karnovic wrote:
So on top of the points for the background, do you also want a regular one as well?

It's not necessary, but the more you hav, the more I get to know your character and the more likely I will be to select you.


Would it be alright if we took two campaign traits instead of one? Monster Hunter and Goblin Watcher seem to fit Wisp's theme.


The Wisp wrote:
Would it be alright if we took two campaign traits instead of one? Monster Hunter and Goblin Watcher seem to fit Wisp's theme.

Those aren't campaign traits. The RotRL campaign traits are

Outlander, Black Sheep, and Favored Son/Daughter.


...not according to the RotRL Anniversary Edition Player's Guide.


Dragoncat is correct. However you may only have one trait of any particular category, as per the Trait rules in the APG.


Anniversary Edition? S$#+, am I using the wrong player's guide?


@Newbonomicon - quite possibly.


I believe I linked to the correct one in my initial post. Not much is different in the Anniversary Addition except some additional Traits.


Newbonomicon wrote:
Anniversary Edition? S!!#, am I using the wrong player's guide?

Reposted here for convenience: Rise of the Runelords Anniversary Edition Player's Guide

I hope you can find a Campaign Trait you like in the Anniversary Edition, Newbonomicon. :)


2 people marked this as a favorite.

Alright, Newbonomicon here again, and I've finished my character!

Character sheet, on Myth-Weavers

Backstory:
Quisli Japewhim had never been an excellent judge of character. Like many gnomes, her curiosity often got the better of her, and her jovial nature let her get along with just about any group of people. In her youth, she got along with her family, who taught her the ways of the fey. When she left home, she got along with the dwarves of the Mindspin Mountains, especially her friends in the Coppermint family. More recently, though, she found herself getting along with the notorious Sczarni.

As unsavory as they may have been, though, Quisli learned quite a bit from her criminal friends. She learned all about life in the big city, and how to get around the law, as well as all sorts of helpful tips you can only get in the seedy underbellies of Kaer Maga and Magnimar.

By the time she came to Sandpoint, Quisli had nearly forgotten her druidic roots. Will she return to the ways of the fey, or is she so lost in criminal life that she can never return? Only time will tell.

If you'd like me to elaborate on anything, feel free to ask.


Quisli Japewhim wrote:

Alright, Newbonomicon here again, and I've finished my character!

Character sheet, on Myth-Weavers

** spoiler omitted **

If you'd like me to elaborate on anything, feel free to ask.

it looks like to be drugue (druidic rogue)...what a wonderful and interesting combination


Quisli Japewhim wrote:

Alright, Newbonomicon here again, and I've finished my character!

Character sheet, on Myth-Weavers

** spoiler omitted **

If you'd like me to elaborate on anything, feel free to ask.

Cool! I've had my eye on Feyspeaker ever since I bought Ultimate Intrigue. It will be nice to see one in action hopefully.

It's great to see other Family Ties characters, too. It will be funny if multiple players end up visiting that trait's NPC. I'm thinking of calling him "Uncle Jubrayl."


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If we have multiple Family Ties characters, we can probably work it in that we're traveling together.


Quisli Japewhim wrote:
If we have multiple Family Ties characters, we can probably work it in that we're traveling together.

Sounds great! Here's hoping. I find it to be a really interesting trait because it associates you with shady people, but everything else is open-ended. In my character's case, it causes a conflict with him on a Good/Evil Axis. With your character, it seems to cause a conflict on a kind of Nature/Civilization Axis. Very flexible trait. :)


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Added small backstory for added fluff.


I like your backstory, Sizma. I believe that's three characters with Family Ties, each of them being a unique take on the trait's story. We could be like, Team Family Ties!


Background:

The first thing he remembers is the storm. He must have fought the hurricane for days, until at last he staggered ashore and collapsed on a beach.
After escaping the lands of the Red Mantis in his fisherman guise, Aroden made his way north, the dream from the beach echoing in his ears. “Thassilon rises.” That must have been why he took mortal form again. Yes. He knew the Runelords would return, and sought to rally his followers against them, but Asmodeus took the side of Thassilon and threatened a war that would set Golarion ablaze. This was the only way. That is what happened, right? Yes, he thinks.
Asmodeus had taken advantage of his absence, of course, but he was sure that Iomedae and Milani would in time set things right. The girls had good instincts and a knack for inspiring others. His mission was to deal with the enemies of Old Azlant.
He traveled to Varisia to confront his old rivals. He shall best the Runelords by using the divination magic that they scorned. And if he learns some of their tricks along the way, well, that is human knowledge and he is God of Humanity.

Appearance:

Aroden is a tall human male with long black hair and a beard. He looks exactly like his classical depictions, except when he is traveling in one of his guises.

Five Things:

1) Every now and then he wonders; is he literally Aroden reincarnated, or merely figuratively so? In the latter case, he is an amnesiac human of extreme magical potential who for some unexplained reason knows a great deal about Aroden, and who will undoubtedly ascend to godhood in his own right and assume Aroden’s role. It is, then, a largely academic difference that does not overly concern him.
2) He is driven and confident. He could be described as “LG with LN tendencies,” as he is not overly compassionate towards enemies and is will use necromancy spells when necessary. Still, he will go out of his way to protect the innocent and fight for justice.
3) As God of Humanity, he is naturally partial to humans. He likes elves, dwarves, gnomes, or halflings, and feels a certain noblesse oblige towards them. As the greatest of races, humans must use their power to help the others. An encounter with an aged half-elf priest of Aroden in Absalom has challenged his views.
4) He feels a degree of contempt for most other wizards. Nearly all of them that he has encountered in his travels have proven pathetically weak and socially inept. What happened to the example he set? Certainly there is value in studying, but not at the total sacrifice of all else.
5) He does not mind if others think him insane, as long as they fight for the right. His allies have the choice to accept his help or not (like the +2 sacred bonus to attack rolls, saving throws, and skill checks when he swings his sword around and shouts “BEHOLD MY GLORY!!”)

Two Goals:

1) Obviously, I’d like Aroden to have some clue about what is going on with his apparent “reincarnation,” and if he is not truly the god, how he came to have so many memories of Aroden.
2) I’d like divinations to be valuable. That is, I think it would be cool if (with proper forethought on my part) Aroden could help overcome, avoid, or thwart obstacles with divination magic. First of all, since the Runelords scorn divination, it would be fun to beat them with it. Second, as a player, I feel PFS relies a little too heavily on “buff and kick in the door” rather than gathering information. Would like a change.

Two Secrets:

1) He has vague, disturbing dreams of the darkness between the stars. It is not an empty void. Something is there.
2) The Red Mantis Assassins are after him. Just in case he really is Aroden reborn, they are determined to kill him before he can re-ascend.

Three People:

1) Sabriel, a skeptical elven ranger, is a follower of Milani. Aroden saved her life from Asmodeans in Cheliax. Although she still thinks him mad, she does wonder if he is who he claims to be. It was Aroden’s death that allowed the Asmodeans to take over her country, and she hopes that when he finishes this task he will return to help her. She traveled to Varisia a few months before he did, and may be around somewhere.
2) Kavor Doan is a dwarven pirate who helped Aroden and Sabriel escape Cheliax. He thinks Aroden is a con artist and wants to get in on the ground floor of starting this cult. As a result, he pretends to believe everything Aroden says. Still, he is good-hearted (CG) and thinks that Aroden could do a lot of good by giving hope to people. Aroden, for his part, feels indebted to the dwarf and is uncomfortable mentioning that a dwarf cannot be the High Priest of the God of Humanity. He does suspect that the dwarf is more interested in money than theology.
3) The Grey Watchman’s pursuit led Aroden and Sabriel to flee Cheliax. Little is known about this inquisitor of Asmodeus, as he is fond of using disguises (though the grey scarf is ever-present).

Three Memories:

1) His first memory from this incarnation is swimming through a hurricane – the Eye of Abendego. He washed up on the shores of Mediogalti Island.
2) He has many memories of his godhood, from slaying Tar-Baphon in 896 AR to grieving over his herald Arazni when the lich slew her three thousand years later. This latter is the most vivid… one does not think of the gods as helpless and weeping. He knows that somewhere his mind is the reason why he was unable to save her.
3) After escaping Cheliax, he ended up in Absalom, where he met a priest of Aroden. This half-elf had become a priest at a young age, despite his mixed heritage, and had held onto his faith throughout the turmoil of the past 110 years. Aroden was stunned by the man’s perseverance, and began to wonder if his views on the greatness of the human race needed re-evaluation – clearly this half-breed was meant to teach him something. He was able to restore the man’s eyesight through some miracle that he cannot explain.

Character Sheet:

Aroden
Human (Focused Study, Heart of the Sea) Wizard (Exploiter)
LG Medium Humanoid
Init +3; Perception +4
-----------------
DEFENSE
-----------------
AC 13, touch 13, flatfooted 10 (+3 Dex)
HP 10 (1d6+4)
Fort +3, Ref +3, Will +2
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee Longsword +2 (1d8+2/19-20x2)
Ranged Heavy Crossbow +3 (1d10/19-20x2), Dagger +3 (1d4+2/19-20x2), or Bola -1 (trip)
-----------------
STATISTICS
-----------------
Str 14, Dex 16, Con 16, Int 19, Wis 11, Cha 13
BAB +0; CMB +2; CMD 15
Feats Scribe Scroll, Divine Fighting Technique (Inspiring Sword), Skill Focus (Perception)
Traits Scholar of the Ancients, Heirloom Weapon
FCB Wizard +1 Hit Point
Skills (6 per level) Arcana +9, History +9, Religion +8, Spellcraft +8, Perception +4, Swim +8
Languages Common, Varisian, Celestial, Aklo, Goblin, Thassilonian
Equipment Spell component pouch, spellbook, dagger, longsword, bola, heavy crossbow, 20 bolts, backpack, 2 wineskins, traveler’s outfit, scroll of Mage Armor, scroll of Shield, scroll of Protection from Evil
Special Arcane Reservoir (4 pts), School Understanding (Foresight: 7/day)
Cantrips Daze, Detect Magic, Dancing Lights
Spells (2/day, DC 16) Vanish, Mage Armor, Shield, Protection from Evil, True Strike, Ray of Enfeeblement, Magic Missile
Current encumbrance: 29 lbs (light)
Money 14.5 gp


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Team Family Ties lol. Our caravan was a side show.


Raven Zarelli wrote:
I like your backstory, Sizma. I believe that's three characters with Family Ties, each of them being a unique take on the trait's story. We could be like, Team Family Ties!

Maybe, I don't know.

Grand Lodge

Getting quite a stable of characters for this PbP.
That's pretty cool, although it does mean we are all less likely to be chosen.


1 person marked this as a favorite.

If needs to be said. I picked catfolk because I think they are thematically interesting not because of any furry fetishes.


Rulla "Ren" Krumpt wrote:

Getting quite a stable of characters for this PbP.

That's pretty cool, although it does mean we are all less likely to be chosen.

That's true. It's been nice to get to know all the other applicants though. Maybe someone will have more free time if they're not selected and make their own campaign, that others here can join. Or maybe two or more people that weren't selected apply to something else and get in together. It's all good. We're like all in a class (or thread) together! Pathfinder networking!

Always Wasted - Runelords Thread Of 2016


Raven Zarelli wrote:
Rulla "Ren" Krumpt wrote:

Getting quite a stable of characters for this PbP.

That's pretty cool, although it does mean we are all less likely to be chosen.

That's true. It's been nice to get to know all the other applicants though. Maybe someone will have more free time if they're not selected and make their own campaign, that others here can join. Or maybe two or more people that weren't selected apply to something else and get in together. It's all good. We're like all in a class (or thread) together! Pathfinder networking!

Always Wasted - Runelords Thread Of 2016

Indeed loads of good characters in this recruitment, wish I could start one for some of you but I don't own the AP and got quite a bit to do with my own Hell's Rebels and being venture agent in society


Well, what could be done is that one or two whom are GMs with the material and or other material grab from those unpicked. However, I will note that my experience with such has not always been successful.


I have been toying with the idea of two tables but...I'm not really sure I want to.
I don't know. I'll see how I feel when I'm selecting characters


HEy GM Wasted I'm not interested in joining this...I have far to much on my plate and you have far to many interested players already but I just wanted to pop by and give my plug for Clarence Mugman(Chrona Agni), Praetor Rysewell, Oyzar, The Archlych, and Elegantlywasted as they're all current players of mine and rock!


GM Wasted wrote:

I have been toying with the idea of two tables but...I'm not really sure I want to.

I don't know. I'll see how I feel when I'm selecting characters

Two tables might prove to be a bit too big of a workload, but then again this is just me speaking from personal experience. Just run as many tables as you feel comfortable with.


GM Wasted wrote:

I have been toying with the idea of two tables but...I'm not really sure I want to.

I don't know. I'll see how I feel when I'm selecting characters

Definitely don't overwork yourself if it doesn't sound fun. This is a AP instead of a module so it could get pretty nuts with 2 tables. If you think you can handle it though I wouldn't mind either. Eager to do play so I guess we'll just have to wait and see


Normally I wouldn't bat an eye at it, but I've had to cover for injured people at work and am moving in a month, soooo...
Yeah.
I'm going to see how I feel. If there are just too many characters that I want to select I might do it but have my posting rate be every other day...
Like I said, we'll see how I feel over the weekend!

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