Rise of the Runelords

Game Master jimibones83

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This recruitment's for a RotR game tailored to people who wish to post frequently. If you cant check in several times/day then you should probably pass on this one. Ill be checking in at least 3 times/day myself to see if there's input needed from me.

Creation:

- 20 point buy
- 2 traits, 1 must be a campaign trait. Additional trait with a drawback's fine
- No evil
- Hero points
- 200gp to start
- All paizo material approved (emerging guns if someone wants to play a gunslinger, otherwise I'll stick to the typical no guns in Golarion)
- Core and featured races, but beware, I typically only like 1 obscure race per party. A party consisting of a catfolk, tengus, a ratfolk, and a kobold is unlikely, so I'm unlikely to group them. I have no problem including one of them in a group that consists of more traditionally humanoid creatures though.
- I don't really care to use 3p material, but I love psionics, so if you want to use DSP's psionics that's fine. Psionics will be taught in select monasteries. If no one wants to play psionics, then much as my decision on firearms, they simply wont exist.

Anything I missed?

Obviously, incorporate your campaign trait into your background. Other than that, I'm not to picky about your backstory. I'm ok with just a few sentences a lot of the time. I'm mostly concerned that the game is realistic and fast paced. I'd also like to make sure posts are well organized and properly formatted though.

This will be the first pbp I've run but I figure I can work out how to handle maps during recruitment. I've heard of people using maptools and google maps so I'm going to check those out, but I'm open to suggestions.

I'll post a deadline when and if enough interest is shown.


1 obscure race per party? Sorry, all you non-core races. I'm afraid you'll have to skip this one. Mighty Kus-Kus is gonna take the lead from here!

Uhm, yeah, this is Kus-Kus, a kobold fighter with an ego. I have to retool him for this AP, but for the most part, he's largely unchanged.


Submitting Natalia Irvington, female human sorceress of impossible bloodline.
With this bloodline, she will later also pick up craft construct.

Crunch

Spoiler:

Natalia Irmington
F Human Sorcerer lvl 1
Impossible bloodline
NG
--------------------
DEFENSE
--------------------
AC: 11, 11 Touch, 10 Flat.
Hp 9 (1d6+2+1)
--------------------

OFFENSE:
Melee:
2x Dagger +1(1d4, 19-20 x2)
Shortspear +1 (1d6, x2)

Ranged:
Sling +3 (1d4, x2)
--------------------
Initiative +3
--------------------
Save rolls: Fort: +2, Ref +1, Will +2
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Charisma
Fav class: Sorcerer
Fav class bonus: +1 HP & +1 skill point from Feat

Str 10, Dex 12, Con 14, Int 13, Wis 10, Cha 18
Base Atk +0 CMB -1; CMD 11
Languages: Common, Giant

Skills:
-Bluff +10
-Diplomacy +13
-Kn. [Arcana] +5
-Kn. [Engineering] +5

Skillpoints per lvl 4 (2 +1 int +1 feat)

Feats:
-Fast learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
-Persuasive: +2 to Diplomacy & Intimdate checks

Traits:
-Exile: You gain a +2 trait bonus on Initiative checks.
-Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. [Diplomacy]

Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.

Skilled replaced by:
-Silvertongued
Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Spells known:
Lvl 0 at will : Daze, Ghost Sound, Jolt, Read Magic.
Lvl 1 5 a/day : Color spray, Magic Missile.

Bloodline powers:
Disorienting Touch (Sp): At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier

Inventory:
Dagger x2 4gp 2lbs
Spear 2gp 6lbs
sling --gp --lbs
Bullets x20 2sp 10lbs
Backpack, common 2gp 2lbs
Case, scroll 1gp 1/2 lbs
Book, journal (50 pages) 10gp 1lbs
Charcoal 2 sticks 1gp --lbs
Parchment x4 8sp --lbs
Loaded dice 10gp --lbs

Average gc 70
31 gp spent
39 gp left.
22 1/2 lbs = Light load

Background

Spoiler:

Natalia Irvington was born in Magnimar. Her father an engineer and her mother a sorceress, she picked up the best of both. Her father taught the curious girl much about contraptions and devices, while her mother taught her spells. Thus Natalia became a bit of an arcane gearhead, puzzling with a wrench while utilizing her arcane powers the moments she needed them. Like her colorful use of colorspray, with which she knocked out some people snooping around her father's workshop.

Her father was part of the city's engineering devision. Usually his devices worked and served to benefit the city. But a jealous colleague sabotaged a new invention, causing it to explode and kill a council member's son. This incident caused the three of them to be exiled from the city and after a while they decided to settle down in sandpoint. She quickly made some friends, having an innate charm and a rapid talk.

Appearance & Personality

Spoiler:

Natalia has long black hair. Two lines of tattoos on her cheeks give off a mysterious but fine look on her face. About 6ft, she's not the smallest either.

Natalia is a gearhead, she's curious about devices, contraptions and constructs. She uses her arcane spells if the odds are looking bad.
She's got a smooth talk and a charm most people find hard to resist, often getting people to open up while they normally wouldn't.

Currently i have access to a PC during the entire day, no problem posting as such.


Would you mind a lawful evil character, I can guarantee that he won't disrupt the party or their goals. The back story and crunch should be complete but I just need to recheck the crunch to make sure it fits your criteria.

I can post multiple times per day so I welcome your level activity as a gm.


Dotting. I'll have something up later. I can usually post 3-4 times a day (some days more).


Got around to fixing up Kus-Kus' stat crunch, profile and background!

Stats:
Kus-Kus
Male Kobold Fighter 1
N Small Humanoid (Reptilian)
Deity: Apsu, Faction: None, Homeland: Varisia

Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 19 Touch 13 Flat-footed 17 (+4 Armor, +1 Buckler)
HP 15/15
Fort +3 Ref +2 Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cutlass +2 (1d4+1/18-20) or Shortspear +2 (1d4+1/x2)
Ranged Shortspear +3 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Toughness, Quick Draw
Traits Wild Forest Kobold, Reactionary, Black Sheep (Apothecarist)
Drawback Pride
Skills Perception +4, Stealth +6, Survival +8
Languages Draconic, Common
Combat Gear Chain Shirt, Buckler, Cutlass, Shortspear (10)
--------------------
Equipment
--------------------
Cutlass
Chain Shirt
Buckler
10 Shortspears
Fighter's Kit (minus torches)
Crowbar
Large Scorpion Poison (2 doses)
34 gp 1 sp


History:
Kus-Kus was hatched from the Timberrot tribe of kobolds, located in northern Varisia. Born the biggest and decidedly strongest of his clutch mates, Kus-Kus developed a habit of sparring with his "siblings" to determine pecking order, and he was almost always on top, if not close to it. If there was ever such a thing as a jock within kobold tribes, Kus-Kus fit the bill to perfection.
Growing up into a formidable warrior, his habit for competition become infamous in his warren tunnels. He had developed something dangerous for a kobold: an ego. However, it was hard to argue with his skills and the results of his raids. Kus-Kus wears trophies of impressive kills to this day, including tusks, fangs, old paws, and even a belt made from the hide of a purple worm that he'd defeated single-handedly. His aim with a shortspear was unheard of, and the speed with which he could hurl them was exceptional. He had even managed to pilfer a passing caravan, and although he was sent packing, it was not without it's rewards; a small cutlass suited to his size was among the prizes he'd garnered.
But even with his contributions to the tribe, his constant self praise and adulation ran everyone's nerves thin. At 18 years old, Kus-Kus was finally sent packing from his home (though he swears he'd simply grown bored of being cooped up in a hole in the ground.) Striking out on his own, Kus-Kus became a notable predator on the surface world, his sneaky physique and hunting skills making him a perfect hunter, tracker and minor bounty hunter. Moving further and further south, Kus-Kus eventually ended up in Sandpoint, making a living on delving into the forest depths at night, delivering news, packages and even hunting the local goblins part-time.
The locals of Sandpoint are reluctant to trust the little lizard; with the constant threat of goblins nearby, a kobold would seem to signal a new threat to worry about. His nigh insufferable behavior also makes him a pain to put up with. However, Kus-Kus has proven himself time and again to be of little danger to Sandpoint, if not a valuable asset. His comfort with delving into the woods and ruins at night proves highly effective at avoiding goblin ambushes, since most of the goblins are off snoozing away. His sneakiness also means he can get closer to the tribes than any larger being could manage, and report on their activities.

Personality:
Kus-Kus is impressively selfish, always considering how things will benefit himself and himself alone. While this means it's difficult at times to motivate him, it also makes it predictably easy to figure out what will appeal most to him. Kus-Kus has a love of gemstones and shiny, potentially valuable objects, and hordes them all for himself, parting with it very rarely.
Kus-Kus is notably arrogant as well, never missing an opportunity to praise him or admire himself in any reflected surface. He often says he was gifted with "all the good looks of a dragon and none of the extraneous bulk." He thinks the world of himself, and never misses an opportunity to gloat or brag about himself or something he's done.
In spite of this, when Kus-Kus sets his mind to some sort of cause, you can be sure he'll fight ceaselessly to defend it. Even if it seems he's turning tail and running, he is really falling back to recalculate his tactics, planning to return later to deal a nasty blow to those who have driven him off.
Oddly enough, as much as Kus-Kus loves gems and glittery things, and for all his selfish tendencies, he would never steal out of someone's hand: he would much rather earn it himself than have it handed to him.


Karl Sarvo wrote:

Would you mind a lawful evil character, I can guarantee that he won't disrupt the party or their goals. The back story and crunch should be complete but I just need to recheck the crunch to make sure it fits your criteria.

I can post multiple times per day so I welcome your level activity as a gm.

No evil here. I started to type my reasons but it became an essay lol, so I just figured I'd give an easy answer. I don't mind people playing evil, but the game needs to be tailored for it in my opinion.

Liberty's Edge

Interested, hope you don't mind I have mastered the first book already.
For starters I would propose a Varisian Sorcerer or Rogue. Working on it. Or maybe a Shoanti brave.


jimibones83 wrote:

This recruitment's for a RotR game tailored to people who wish to post frequently. If you cant check in several times/day then you should probably pass on this one. Ill be checking in at least 3 times/day myself to see if there's input needed from me.

** spoiler omitted **

Obviously, incorporate your campaign trait into your background. Other than that, I'm not to picky about your backstory. I'm ok with just a few sentences a lot of the time. I'm mostly concerned that the game is realistic and fast paced. I'd also like to make sure posts are well organized and properly formatted though.

This will be the first pbp I've run but I figure I can work out how to handle maps during recruitment. I've heard of people using maptools and google maps so I'm going to check those out, but I'm open to suggestions.

I'll post a deadline when and if enough interest is shown.

I forgot to mention hit points. HP will of course be max at first level, average +1 after.


Corsario wrote:

Interested, hope you don't mind I have mastered the first book already.

For starters I would propose a Varisian Sorcerer or Rogue. Working on it. Or maybe a Shoanti brave.

That's no problem, just don't metagame on me. When I think someones metagaming I typically change things up and make them more difficult. It is often easier to deal with the consequences of your character making bad decisions then it is to deal with a GM getting creative to avoid metagaming lol


Narvolo the Barbarian:

EASY TO READ VERSION HERE

Name: Narvolo
Male Human Barbarian – Invulnerable Rager
CG Medium humanoid (human w/Dual Talent Alternate Racial Trait; +2STR/+2CON)
Favored Class Barbarian
Deities: Gorum
Init +2; Rage 11/day; Perception +4
---------------------------------------------------
DEFENSE
---------------------------------------------------
AC 16, touch 11, flat-footed 15
hp 17 (19 w/rage) Nonlethal Damage 0
Fort +6 (+8 w/rage), Ref +1, Will +0 (+2 w/rage);
---------------------------------------------------
OFFENSE
---------------------------------------------------
Speed 30 ft. (20 ft. w/armor + 10’ class bonus)
Melee Earth Breaker w/Power Attack: +4 (2d6+9; 20/x3)
Melee Earth Breaker w/PA & Rage: + 6 (2d6+12; 20/x3);
---------------------------------------------------
STATISTICS
---------------------------------------------------
Str 18 (+4)/22(+6 w/rage), Dex 12 (+1), Con 18 (+4)/22(+6 w/rage), Int 9 (-1), Wis 10 (+0), Cha 9(-1)
Base Atk +1; CMB +(5/7) CMD (16/18) (no-rage/rage stats)
Feat: Power Attack
Traits: Beserker of Society (Combat:Barbarian) 3 more rage per day; Exile (campaign) +2 Initiative

Trained Skills: 1 Intimidate (+3), 1 Perception (+4), 1 Survival (+4)
Untrained Skills: Acrobatics (-3 or +1 for jump), Appraise (-1), Bluff (-1), Climb (+0), Diplomacy (-1), Disguise (-1), Escape Artist (-3), Heal (+0), Perform (-1), Ride (-3), Sense Motive (+0), Stealth (-3), Swim (+0).

Languages Common

Carrying Capacity 100/200/300; (Weapons & Armor Load 44lbs)

Armor: Scale Armor
Other Gear: TBD

Backstory:

Narvolo challenged the leader of his tribe in a battle to claim the leader's wife. Narvolo nearly killed the leader, when the leader's henchmen interferred with the duel by throwing a net over him and subduing him. The leader's wife intervened and stopped them from killing him (her secret lover), and insisted that Narvolo be exiled. Put on a boat, he eventually ended up at the docks of Sandpoint.

Posting frequency:

I'm in multiple games and I run a Council of Thieves campaign. None of them are meeting my posting frequency expectations. As such, i keep looking for a very fast paced game since I'm retired.

Map Program:

You should consider creating an account with Ditzie. It's what I use and in different games. The reason Ditzie is better than google docs is that you can keep track of old positions and new positions with Ditzie. If you do google docs, you will have to probably add a grid to the maps like battleship and ask people to announce their moves from B3-->D14 or something like that. That's not necessary with Ditzie. I can give you a hand if needed. Once you get the hang of it, it's very easy.


@Moondragon Awesome, I'll look into Ditzie. It would be nice to have someone on board to show me the ropes with the maps as well


EXAMPLE OF DITZIE MAP

You just move your character, then hit enter, it generates a new URL, which the player then posts into their post.

How to use Ditzie:

Once you have an account, you make a folder and subfolders, then go to add items and add the pics to the subfolder. Once you have the map and pics you'll need, you need to note the folder's identification # (you'll figure it out when you see it). Then, you go to beta.ditzie.com/[folder #] and you select the map, make it whatever size you want (shift-right click and resize), set it as the background. Then put the stuff you want on the map. Use a black blockout rectangle to block off things (and resize to what you need covered), then lock the blockout so players can't move it. Once you have it set, just hit enter, and it generates a URL. Sounds complicated, but if you do it once or twice, you can make a map in about 2 minutes. Even if you don't pick me but want advice on how to use it or have questions, just send me PM. Ditzie >> Google Docs. The only downside is touchscreen's don't work well with it. You need a mouse.


Alternatively, you could try Roll20. They also have a chat window that saves into a log. You could coordinate something with that.


goggle docs, they are the easiest to use, though the graphics is usually horrible compared to most maps.


Would you accept a human using Racial Heritage: Orc to take Scarred Witch Doctor? Megekki here was rolled-up stats, 12-pt buy equivalent, so I did what I could for him. He got to the 2nd room of the 2nd site in a ROTRL that failed, but I'd like to have his story continue.

He's terribly odd, but if he might fit, I'll roll him back to 1st level and build him to your specs.

If he flat out can't fit, no worries, and good gaming. :)


Rolling up a Cleric of Shelyn for all your healing and buffing needs.


And here she is, a beautiful Mwangi-derived artist from Absalom.

Zheena Marid:
Zheena Marid
Female (Mwangi) (Cleric of Shelyn 1 (Air/Cloud and Charm/Love Domains)
NG Medium Humanoid (Human)
Init +0 ; Perception + 2
--------------------
Defense
--------------------
AC 16
hp 10
Fort +3, Ref +0, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
BAB+0
Melee: Glaive +2 (1d10+3), reach
Melee: Morningstar +2 (1d8+2)

--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 15 , Cha 16
Base Atk +0; CMB +; CMD
Feats : Skill Focus (Diplomacy), Extra Channel
Traits: Outlander/Missionary You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Cure Light Wounds, Sun Metal, Summon Monster I
Simple Disciple (Craft Drawing)

Skills: Craft (Drawing) 5 (0+1+3+1), Diplomacy 10 (3+1+3+3), Heal 6 (2+1+3), Knowledge (religion) 5 (0+1+3+1)

Languages: Common
--------------------
Spells and Special Abilities
--------------------
Channel Energy (Su) 8/1d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Domain Abilities:

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Domain Spells: 1st: obscuring mist, Charm Person

Cleric Spells a Day:
0 (3): Stabilize, Enhanced Diplomacy, Guidance
1 (2+1): Summon Monster I, Sun Metal, Charm Person

EQUIPMENT:
glaive
Chainmail Armor
morningstar
drawing set
silver holy symbol of Shelyn


It's Paizo, but I like to check - do you have any objection to a Words of Power based Sorcerer?


jimibones: can you define 'day'? I can do multiple times, but I'm in Australia (GMT +10) so couldn't really post 11pm-7am reliably.


@Megekki I have no problem with that

@JonGarrett I havent gotten to get into words of power yet, but yes thats fine. It will give me an opportunity to figure out their workings

@Harakani That may be an obstacle for a fast paced pbp game. Sorry man:(


Not your fault! Hope you have a great game, there's some great characters already :)


Aye, there is. Thanx:)


Not required, but extra points if you guys wanna format your sheet something like this. This is a character I play in another game. Obviously "Telepath Powers" would probably be "Class Abilities" for another class, and there would be changes here and there, but something similar would be nice.

(Dont mind the lengthy background, the GM for that game had a bunch of hooks he wanted us to incorporate, so backstories got lengthy)
.

CG Medium Humanoid (Human, Shapechanger)
Init +3

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 17 (3d6+5)
Fort +1 Ref +4 Will +6

OFFENSE
Speed 30 ft.
Melee Dagger +1(1d4/19x2)
Ranged Revolver +5(1d8/x4) Range 20ft. Misfire 1
Ammunition 30

STATISTICS
Base Attk +1 CMB +1 CMD 14
SQ Change Shape, Greater

Traits:

Gifted Mind +2 on concentration checks
Psychoportive Talent 5ft. step as immediate action

Feats:

Gunsmithing create and repair firearms
Overchannel 1d8 damage grants +1ML
Talented no damage from over channeling powers 3rd level and lower

Skills:

Bluff 7 [3 ranks +3 class +1 race]
Diplomacy 4 [1 rank +3 class]
Disguise 28 [3 ranks +3 class +2 race (+20 while using Change Shape)]
Knowledge arcana 10 [2 ranks +5 Int +3 class]
Knowledge dungeoneering 10 [2 ranks +5 Int +3 class]
Knowledge local 10 [2 ranks +5 Int +3 class]
Knowledge nature 10 [2 ranks +5 Int +3 class]
Knowledge planes 10 [2 ranks +5 Int +3 class]
Knowledge religion 10 [2 ranks +5 Int +3 class]
Sense Motive 2 [1 Wis +1 race]
Spellcraft 10 [2 ranks +5 Int +3 class]

Telepath Abilities:

Talents At will while focused
Mental Intrusion While focused, +1 to the DC of mind-affecting powers per 2pp spent augmenting. Does not stack with similar augment, but allows augmentation of un-augmentable powers

Powers:

PP 18 (concentration +10)

Talents
Conceal Thoughts
Detect Psionics
Trick Shot

1st Level
Crystal Shard
Empathic Connection
Fortify
Inertial Armor
Vigor

2nd Level
Compelling Voice
Mental Disruption

Gear:

Worn Dagger, MW Revolver
Readied Ammo
Backpack Cheap Cigars, 10 Tindertwigs, 4 Days Rations,
Coin 463gp

Background:

Found on a temple doorstep as a newborn and raised by monks, not much is known to him of his parents. His best guess is with the odds, that he was conceived by a human woman who didnt know she lay with a doppelganger and was overwhelmed upon his birth. He was found to have a more chaotic nature than the other monks but due to a psionic potential found in him as a toddler, it's often overlooked. The monks are good to him and because of this he has little thought as to his actual birth parents.

As a child he found amusement in his shapechanging ability. As a teeneager he would sometimes seek extra coin when away from the temple by betting on chickens or a hand of cards. A time came when he found himself unable to make good on a bet and some thugs were sent after him to collect. He easily gave them the slip and took another form, but his haste and young age caused him to er. There was an onlooker who caught his transformation with her gaze. Her name was Sapphire White.

She didn't approach him immediately, but instead followed , and when the time was right she befriended him. Over a few months he developed a keen fondness for her. Eventually she felt obligated to tell him that she had spotted him in that dark alley, giving those thugs the slip that day. At first he tried to talk his way out of it, but his silver tongue betrayed him. He was certainly in between a rock and a hard place, but for some reason her side seemed a bit softer, and he decided to come clean with her. For some reason from here on out, Ransaq became the persona he felt most at home in.

When Lady Sapphire decided she wanted to put together a crew, Ransaq filled a much needed role. Between his vast knowledge on many things, several languages spoken, and secret ability to take various form, he would make a wonderful spy when needed. Little did she know he was destined to walk the telepathic discipline, which would compliment his already formidable qualities to say the least.

Ransaq didn't excel at combat. His primary role for the Pathmasters was gathering information. Still, he was brave and used his one attribute, his quick reflexes, to his advantage. He learned to use a firearm to contribute.

When the job came to deal with the Iron Dragons, no one saw what was coming. As Lady Sapphire fell, it seemed to happen in slow motion. All sound seemed to fade away into non existence. She looked him in the eye, and though her lips did not move, he could hear her tell him to run. This is the last thing he remembers before blacking out. He woke up in a bed. A party member informed him that when lady Sapphire fell, there was an explosion of energy that emanated from his body. It did devastating damage to the enemy, but they had already won, and Lady Sapphire had already fallen. They picked him up and carried him out in a hurry. He had been unconscious for 2 days.

After that the group fell apart and went separate ways. Ransaq went back home and mourned the loss of the only true friend he had outside the temple. The monks were eager to hear his stories but recounting them was a painful task. He hesitantly revealed bits of his sorrowed tale of loss over the course of a couple weeks. One of the elder monks eventually explained to him that the surge of power was certainly a psionic manifestation, that the psionic potential they found within him as a child was likely laying dormant and the trauma had awoken it. Shortly after, he made the decision to harness it and use it to finish the job he had started with his beloved friend. When the letter came he hoped it to be an opportunity to do exactly that.

You'd probably notice right away that my attributes aren't present in my statistics block. You could put them in there if you want, I just left them out because there's another place to put them on your character sheet and I didn't feel the need to repeat them.

This took me a little work so if you are willing to do it but would like to know if you've been accepted first or not that's certainly understandable. Like I said, not required anyway, but it would make my job easier. I'll be looking at your sheets nearly as often as you. It would be convenient if they all looked similar:)


Posting for consideration, a human male Varisian evoker

Nicolae Plamen:

Name: Nicolae Plamen
Human Male Wizard (Evoker)
Age 22 Height 5'11 Weight 185 lbs

LN Medium humanoid (Human +2 INT)
Init +4

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex, +4 with Mage Armor cast, +4 with Shield cast)
hp 7 (1d6+1)
Fort +1 Ref +2 Will +3

OFFENSE
Speed 30 ft.
Melee Quarterstaff +1(1d6+1/20x2)
Ranged Dagger +2(1d4+1/19x2) Range 10'

STATISTICS
Base Attack +0 CMB +1 CMD 13/11
Str 13 +1, Dex 14 +2, Con 12 +1, Int 16 +3, Wis 12 +1, Cha 13 +1
+1 Melee, +2 Ranged
Carrying Capacity 50/100/150 (Weapons & Gear Load 57lbs)

Traits:
Reactionary +2 Trait Bonus to Initiative
Scholar of the Ancients (campaign) +1 Trait Bonus to Know (Arcana) and Know (History) Speak/Read Thassilonian
Underbridge Dweller-Magnimar (Drawback) +2 Trait Bonus Perception in Dim Light, Perception is a class skill

Drawback:
Attached (Family Signet Ring) -1 Will & -2 saves vs Fear if item is ever threatened or in someone else's possession
Replaced by Doubt if ever lost or destroyed.

Feats:
Scribe Scroll may scribe arcane scrolls of spells known
Spell Focus (Evocation) +1 DC to Saves for Evocations cast
Varisian Tattoo (Ragario/Evocation) +1 Caster Level for Evocations, cast Dancing Lights 3/day as a spell like ability
Wizard Weapon Proficiencies May use wizard weapons

Skills:
3 class +3 Int +1 Race = 7 ranks
Craft (Alchemy) 7 {1 rank +3 class +3 Int}
Know (Arcana) 8 {1 rank +3 class +3 Int +1 trait}
Know (History) 8 {1 rank +3 class +3 Int +1 trait}
Know (Local) 7{1 rank +3 class +3 Int}
Perception 5 {1 rank +3 class +1 Wis}
Profession (Cook) 5 {1 rank +3 class +1 Wis}
Spellcraft 7 {1 rank +3 class +3 Int}

Languages:
Common, Draconic, Halfling, Infernal, Thassilonian, Varisian

Class Abilities:

Specialized School: Evocation Cast Force Missile 6/day for 1d4+1 damage
Opposition Schools: Illusion and Necromancy Costs 2 spell slots to cast from either school
Arcane Bond (Family Signet Ring) Cast any one spell from spellbook 1/day
Intense Spells Evocation spells do +1 point of damage

Spellbook:
All 0 level Cantrips except opposition schools
First Level: Burning Hands, Charm Person, Mage Armor, Magic Missile, Shield, Sleep

Gear:
Armor: None
Quarterstaff
2 daggers
Gray Family Signet Ring
Alchemist's Fire
2 Artisan's Outfits
Masterwork Backpack
Bandolier
Bedroll
Belt Pouch
Black Vest with swirled "family" lineage
Cooking Kit
Explorer's Outfit (free)
Flint and Steel
Grooming Kit
Hip Flask with 8 oz Whiskey
2 vials Black Ink
2 Inkpens
2 blank Journals
10' Measuring Cord
Mess Kit
2 sheets Paper in scroll case
4 sheets Parchment in scroll case #2
Vial of Cologne
6 parts Brimstone Reagent
10 parts Cold Iron Reagent
6 parts Quicksilver Reagent
3 parts Saltpeter Reagent
Sack
Blue scarf wrapped around neck
Gray scarf wrapped around waist
Red scarf wrapped around right leg
Scrivener's Kit
Shaving Kit
Bar of Soap
Spell Component Pouch
Spellbook (free)
50' Ball of String
Tattoo in Sczarni script "Friend to the Family" on left bicep
Tattoo of Gray Family Crest on right shoulder
Tattoo "Ragario" on left pectoral
Tattoo of Thassilonian Fire rune on right pectoral
2 Tindertwigs
4 days Trail Rations
Traveler's Outfit
Waterproof bag
Waterskin
Wrist sheath for 1 dagger

Coin:
22 gold
2 silver
8 copper

Backstory:
Nicolae, or Nic as he prefers, is an orphaned wanderer formerly of Magnimar. His family died in an accident under the Irespan, a fire the city watch was unable to defeat in time. Nicolae Gray, renamed Plamen or "of the fire" was adopted by a distant relation of the Mvashti family, and for a few years traveled the roads of the Lost Coast, learning spellcraft, alchemy, and evocations from the caravan's storied Harrowers, not to mention less reputable influences from the occasional Sczarni to which he sold his crafted wares. Along the way Nic became fascinated with stories of the Empire of Thassilon, so he began studying the ruins the group often passed, eager to rediscover any lost powers or magic. Struggling the young man learned to decipher the runes often left at such places. Nic has decided to come to Sandpoint as a starting point for furthering his mystical education and delving deeper into the lore of the lost Thassilon. It is the ruined Thassilonian beacon of Sandpoint and not the accidental fire that destroyed his trade wagon which influenced this abrupt decision. Really.

Posting:
I am running an entirely too slow PbP for a group at the company I work at. I work 4 tens, and have access to the net while at home or work, so posting should not be a problem.


Ok, so far...

Natalia- Sorceress
Kuss Kuss- Fighter
Narvolo- Barbarian
Zheena- Cleric
Nicolae- Wizard


Interested working on a Human Rogue.


Pathfinder Rulebook Subscriber

For your consideration I'd like to present...

Blue:

Male Half-Elf Ranger (Wild Shadow) 1
N Medium humanoid (elf, human)
Init +6; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30ft.
Melee longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 16
Languages Common, Elven, Goblin
SQ merchant, elf blood, paranoid, track, wild at heart, wild empathy +4
--------------------
Special Abilities
--------------------
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Track +1 Add the listed bonus to survival checks made to track.
Wild at Heart (Ex) Only add 1/2 your class level to wild empathy checks and 1/4 to follow or identify tracks in urban areas.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Feats:

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Skill Focus (Survival) +3 on Survival checks

Traits and Drawbacks:

Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Elven Reflexes +2 on initiative checks.
Friends and Enemies Daviren Hosk A merchant owns or operates some sort of shop. As a contact, the merchant might impart tidbits of information about other customers and minimal town gossip. He might also give you a discount on goods or services, or extend you a line of credit.
Pride -2 penalty to Diplomancy and Sense Motive checks involving anyone who threatens, accuses or challenges me until that person apologizes.

Skills:

Craft (bows) +5, [1 rank + 1 Int + 3 class]
Handle Animal +5, [1 rank + 1 Cha + 3 class]
Knowledge (geography) +5, [1 rank + 1 Int + 3 class]
Perception +6, [1 rank + 0 Wis + 3 class + 2 racial]
Profession (trapper)+4, [1 rank + 0 Wis + 3 class]
Ride +7, [1 rank + 3 Dex + 3 class]
Stealth +7, [1 rank + 3 Dex + 3 class]
Survival +7 (+8 to track); [1 rank + 0 Wis + 3 class + 3 racial feat]
Racial Modifiers +2 Perception

Gear:

studded leather, arrows (20), longbow, longsword, backpack, belt pouch, charcoal stick (2), earplugs, fishhook, flask, flint and steel, grappling arrow, parchment, sack, waterskin, light horse (combat trained), arrows, bedroll, bit and bridle, blanket, winter, blunt arrows (20), crowbar, feed (per day), feed (per day), fishing net, military saddle, rope, saddlebags, trip arrow (1), whetstone, Money 39 gp, 9 sp, 2 cp

and

Nu:

Male Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ combat riding
Other Gear arrows (40), blunt arrows (20), bedroll, bit and bridle, blanket, winter, crowbar, feed (per day)(7), feed (per day) (23) (kept at Sandpoint stable), fishing net, military saddle, rope, saddlebags, whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
Blunt arrows - 0/20
Feed (per day) - 0/7
Feed (per day) - 0/23
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Blue (a nickname he uses to keep his own name private) is used to spending a lot of time alone and controlling the interaction he has with other humanoids. He isn't anti-social by any means, but he is rather sensitive to insult and offense on account of his difficult childhood. His extremely dark skin and ability to see in the dark suggest that his elven parent was either a drow or dusk elf, but since he didn't his parents, he has no way to confirm it. He spent much of his childhood near Nybor learning to use the shadow of the forest to his advantage as a hunter and trapper and feels he knows the environs around Sandpoint fairly well. He tends toward false bravado to overcompensate his prickly nature.
Blue has been interacting with the townsfolk of Sandpoint for some time and has earned the deep trust of the local stablekeeper, Hosk, who has given him Nu - a short form for the local term for deep black-coated horses. He often comes to town to sell his wares and trade for supplies to pursue his hobbies. Like many elves, he has a knack for magic and will eventually add spellcasting levels and pursue the Arcane Archer prestige class.
What does Blue bring to a party? In addition to feeling protective of these environs, he is a very talented tracker, he knows several tricks for dealing with one of the local menaces - goblins (at least based on the "Goblin Watcher" campaign trait; if this isn't the case, he can switch it to giants, since the traits suggest these are also a menace), his ranged attacks can soften up the enemy before the fighter and barbarian engage (and later he'll add precise shot, so he can keep on firing), and once he gets attached to people, he will risk his life to protect them, too.


So, I lied. I've reworked Kus-Kus to be a ranger over a fighter. Still formidable, though, if I do say so myself...

Stats:
Kus-Kus
Male Kobold Ranger 1
N Small Humanoid (Reptilian)
Deity: Apsu, Faction: None, Homeland: Varisia

Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 20 Touch 15 Flat-footed 17 (+4 Armor)
HP 11/11
Fort +2 Ref +5 Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortspear +2 (1d4+1/x3)
Ranged Shortbow +4 (1d4/x3) or Shortspear +4 (1d4+1/x3)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Dodge
Traits Wild Forest Kobold, Ambush Training, Black Sheep (Apothecarist)
Drawback Pride
Skills Acrobatics +4, Climb +5, Disable Device +7, Heal +5, Knowledge (Local) +2, Knowledge (Nature) +5, Perception +4, Stealth +7, Survival +7
Languages Draconic, Common
Combat Gear Chain Shirt, Shortbow, Shortspear (10), 80 Arrows
--------------------
Equipment
--------------------
Chain Shirt
10 Shortspears
Ranger's Kit
Healer's kit
80 Arrows (20 common, 20 blunt, 20 whistling, 20 thistle)
Cart & Donkey
10 Bear Traps (cart)
Large Scorpion Poison (2 doses)
37 gp 1 sp


History:
Kus-Kus was hatched from the Timberrot tribe of kobolds, located in northern Varisia. Born the biggest and decidedly strongest of his clutch mates, Kus-Kus developed a habit of sparring with his "siblings" to determine pecking order, and he was almost always on top, if not close to it. If there was ever such a thing as a jock within kobold tribes, Kus-Kus fit the bill to perfection.
Growing up into a formidable warrior, his habit for competition become infamous in his warren tunnels. He had developed something dangerous for a kobold: an ego. However, it was hard to argue with his skills and the results of his raids. Kus-Kus wears trophies of impressive kills to this day, including tusks, fangs, old paws, and even a belt made from the hide of a purple worm that he'd defeated single-handedly. His aim with a shortspear was unheard of, and the speed with which he could hurl them was exceptional.
But even with his contributions to the tribe, his constant self praise and adulation ran everyone's nerves thin. At 18 years old, Kus-Kus was finally sent packing from his home (though he swears he'd simply grown bored of being cooped up in a hole in the ground.) Striking out on his own, Kus-Kus became a notable predator on the surface world, his sneaky physique and hunting skills making him a perfect hunter, tracker and minor bounty hunter. Moving further and further south, Kus-Kus eventually ended up in Sandpoint, making a living on delving into the forest depths at night, delivering news, packages and even hunting the local goblins part-time.
The locals of Sandpoint are reluctant to trust the little lizard; with the constant threat of goblins nearby, a kobold would seem to signal a new threat to worry about. His nigh insufferable behavior also makes him a pain to put up with. However, Kus-Kus has proven himself time and again to be of little danger to Sandpoint, if not a valuable asset. His comfort with delving into the woods and ruins at night proves highly effective at avoiding goblin ambushes, since most of the goblins are off snoozing away. His sneakiness also means he can get closer to the tribes than any larger being could manage, and report on their activities.
And of course, his willingness to delve into the dark means he can fetch the apothecarist the necessary ingredients to make his poisons. And it gives Kus-Kus access to these poisons for his own purposes.

Personality:
Kus-Kus is impressively selfish, always considering how things will benefit himself and himself alone. While this means it's difficult at times to motivate him, it also makes it predictably easy to figure out what will appeal most to him. Kus-Kus has a love of gemstones and shiny, potentially valuable objects, and hordes them all for himself, parting with it very rarely.
Kus-Kus is notably arrogant as well, never missing an opportunity to praise him or admire himself in any reflected surface. He often says he was gifted with "all the good looks of a dragon and none of the extraneous bulk." He thinks the world of himself, and never misses an opportunity to gloat or brag about himself or something he's done.
In spite of this, when Kus-Kus sets his mind to some sort of cause, you can be sure he'll fight ceaselessly to defend it. Even if it seems he's turning tail and running, he is really falling back to recalculate his tactics, planning to return later to deal a nasty blow to those who have driven him off.
Oddly enough, as much as Kus-Kus loves gems and glittery things, and for all his selfish tendencies, he would never steal out of someone's hand: he would much rather earn it himself than have it handed to him.


Birok Hammerbrau, Dwarf Alchemist submitted for approval.

(He's 25pt buy now, I'll whittle him back to 20 tonight)


jimibones83, how about ACG playtest classes? I always thought a Shoanti would make a great Brawler...


mellowgoth wrote:

jimibones83, how about ACG playtest classes? I always thought a Shoanti would make a great Brawler...

No problem with that

Shadow Lodge

Eleazar Wheelock:

CN Medium Humanoid (Human)
Init +4

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 Dex, +4 Armor)
hp 8 (1d8)
Fort +1 Ref +6 Will +1

OFFENSE
Speed 30 ft.
Melee Rapier +3/+1 (1d6+3/18-20, x2)
Melee Dagger(5) +3/+1 (1d4+3/19+3-18x2)
Melee Sickle +3/+1 (1d6+3,x2)
Melee Mace,Light +3/+1 (1d6+3,x2)
Ranged Crossbow, Heavy +4 (1d10,19-20, x2)
Ammunition 30

STATISTICS
STR 16, Dex 18, Con 11, Int 12, Wis 12, Chr 10
Base Attk +0 CMB +3 CMD 17

Traits:

Mercenary, +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Resilient: gain a +1 trait bonus on Fortitude saves.

Black Sheep +1 trait bonus on Knowledge (local), +1 trait bonus stealth.

Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Special Abilities:

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Feats:

Two Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Skills:

Disable Device 8 (1 rank, + 3 class + 4 dex)
Stealth 8 (1 rank, + 3 class + 4 dex)
Escape Artist 8 (1 rank, + 3 class + 4 dex)
Sleight of Hand 8 (1 rank, + 3 class + 4 dex)
Sense Motive 5 (1 rank, + 3 class + 1 wis)
Perception 5 (1 rank, + 3 class + 1 wis)
Knowledge (local) 5 (1 rank, + 3 class + 1 int)
Bluff 4 (1 rank, + 3 class)
Diplomacy 4 (1 rank, + 3 class)

Gear:

Worn Studded Leather, Rapier, Light Mace, Sickle, Dagger x 5, Heavy Cross Bow,
Readied Ammmo
Belt Pouch x4, Caltrops x2, Thieves tools, SmokeStick, day
Backpack, lantern (hood), Rope (Silk), oil (2), Bedroll, Whetstone, trail ration 6 days, water skin, Grappling Hook.

Backstory.:

Eleazar grew up in sand point. When he was six a bandit raid killed his father. Eleazar had to learn how to provide for both him and his grief struck mother.He quickly learned how to acquire food, whether it be stealing or doing odd jobs for locals. When Eleazar was twelve, his talents caught the attention of group of Mercenaries called the Leopards of Reavis. Here Eleazar honed combat skill. In addition to normal mercenary activities, The leopards greatest use for Eleazar was for planting incriminating evidence, and intentionally went to prison. When the Leopards asked Eleazar to kill a father in front of his son. Eleazar refused and left. A local noble named Hugh Almaton has since provided work for hugh and his talents.

Liberty's Edge

Retiring my proposal... you have many and good submissions.
Have a great game!


Corsario wrote:

Retiring my proposal... you have many and good submissions.

Have a great game!

thanx for letting us know:)

I also believe we have some good submissions so I'm going to close recruitment. This is what I've got.

Natalia- Sorceress
Kuss Kuss- Fighter
Narvolo- Barbarian
Zheena- Cleric
Nicolae- Wizard
Blue- Ranger
Birok- Alchemist
Eleazar- Rogue


@Birok I like how your character sheet is formatted. Is that just copied and pasted from herolab? I'd be happy for anyone to format their sheet this way as well. The bolds and groupings make it easy for me to read

@Digger Do you have a backstory for Zheena?


As per your convenience, formatted Natalia as well.

Natalia Irvington

Spoiler:

Natalia Irmington
NG Female Human Sorcerer lvl 1
Impossible bloodline
Initiative +3
--------------------
DEFENSE
--------------------
AC: 11, 11 Touch, 10 Flat.
Hp 9 (1d6+2+1)
--------------------

OFFENSE:
Melee:
2x Dagger +1(1d4, 19-20 x2)
Shortspear +1 (1d6, x2)

Ranged:
Sling +3 (1d4, x2)
Ammunition: 20 common bullets.
--------------------
Save rolls: Fort: +2, Ref +1, Will +2
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Charisma
Fav class: Sorcerer
Fav class bonus: +1 HP & +1 skill point from Feat

Str 10, Dex 12, Con 14, Int 13, Wis 10, Cha 18
Base Atk +0 CMB +0; CMD 11
Languages: Common, Giant

Traits

Spoiler:

-Exile: You gain a +2 trait bonus on Initiative checks.
-Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. [Diplomacy]

Feats

Spoiler:

-Fast learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
-Persuasive: +2 to Diplomacy & Intimdate checks

Skills

Spoiler:

-Bluff +10
-Diplomacy +13
-Kn. [Arcana] +5
-Kn. [Engineering] +5

Skillpoints per lvl 4 (2 +1 int +1 feat)

Racial adjustment

Spoiler:

Skilled replaced by:
-Silvertongued
Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Spells & Bloodpowers

Spoiler:

Spells known:
Lvl 0 at will (DC 14): Daze, Ghost Sound, Jolt, Read Magic.
Lvl 1 5 a/day (DC 15): Color spray, Magic Missile.

Bloodline powers:
Disorienting Touch (Sp): At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier

Gear

Spoiler:

Weapons
Armed : Spear
On belt: Dagger x2
On belt: Sling
Readied Ammo: Bullets x20

Adventure gear
Backpack, common
Case, scroll
Book, journal (50 pages)
Charcoal 2 sticks
Parchment x4
Loaded dice

Background

Spoiler:

Natalia Irvington was born in Magnimar. Her father an engineer and her mother a sorceress, she picked up the best of both. Her father taught the curious girl much about contraptions and devices, while her mother taught her spells. Thus Natalia became a bit of an arcane gearhead, puzzling with a wrench while utilizing her arcane powers the moments she needed them. Like her colorful use of colorspray, with which she knocked out some people snooping around her father's workshop.

Her father was part of the city's engineering devision. Usually his devices worked and served to benefit the city. But a jealous colleague sabotaged a new invention, causing it to explode and kill a council member's son. This incident caused the three of them to be exiled from the city and after a while they decided to settle down in sandpoint. She quickly made some friends, having an innate charm and a rapid talk.


@jimi yes ...been posting from phone but will be at a desktop momentarily.


Yes, it's from Hero Lab. I'll post it here so you can get an idea for the formatting.

Birok Hammerbrau
Male Dwarf Alchemist 1
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex)
hp 12 (1d8+4)
Fort +5 (+2 trait bonus vs. disease and poison), Ref +4, Will +1; +2 bonus vs. nauseated, sickened, or ingested poisons, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +2 (1d8+2/×3)
Ranged bomb +3 (1d6+3 Fire)
Special Attacks bomb 4/day (1d6+3 fire, DC 13), +1 on attack rolls against goblinoid and orc humanoids
Alchemist Spells Prepared (CL 1st; concentration +4):
1st—cure light wounds, enlarge person (DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 16, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Brew Potion, Ironguts, Throw Anything
Traits hagfish hopeful, blooded
Skills Craft (alchemy) +7 (+8 to create alchemical items), Heal +5, Knowledge (nature) +7, Perception +5 (+7 to notice unusual stonework), Profession (brewer) +5, Spellcraft +7, Survival +5 (+7 to find food for only yourself); Racial Modifiers alchemy
Languages Common, Dwarven, Giant, Gnome, Goblin
SQ mutagen
Combat Gear acid (3), alchemist's fire (2); Other Gear studded leather, battleaxe, alchemy crafting kit, backpack, bedroll, belt pouch, flask, flask, flask, flint and steel, rope, sunrod (2), trail rations, waterskin, custom valuable, 53 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blooded +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hagfish Hopeful +2 trait bonus on Fortitude saves against disease and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Ironguts +2 save vs. sickened, nauseated or ingested poison. +2 Survival to find food for yourself.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Zheena backstory:
Zheena was born to Mwangi-descended parents after they immigrated to the metropolitan city of Absalom. They worked hard to make sure she could have more options than they had ever dreamed of for themselves. Their devotion to her ran into its first obstacle when it became clear that her childhood desire to be an artist when she grew up was not going away. It took them a bit to get used to it, but, as a 15-year old Zheena once told them, "You came here to give me more choices. Wouldn't it be counterproductive to now limit them?"

Begrudgingly, they continued to buy her art supplies as she sketched all day, it seemed. Soon enough her talent began to shine through, and the initial reservations her parents had vanished. Neither parent had ever had enough time for any specific deity's worship, not out of lack of belief or spirituality, just out of sheer lack of time. So, at first, neither did Zheena. But one day as she was walking the city, looking for things to sketch, she came upon the temple district. Many of the temples were ...stodgy, ugly, too utilitarian. Or evil, there were some that were obviously too evil. But Shelyn? Now this was a goddess she could worship.

She began taking art lessons at the temple and made sure to pay attention to what the clergy did other than art, too. Healing, protection, love ...all these seemed to be extensions of the artistic dedication and admiration of true beauty. She threw herself into the church full-throttle.

But now her initial training is complete. She was given a choice as one of the priestesses of the temple in Absalom, or to go out into the world as a missionary. Between that which she had known all her life and the unlimited possibilities of an even greater world around her, she chose the missionary work.

She arrives in town ready to spread the gospels of love, beauty, and art, but if anyone would work against the freedom to do these things, she is more than ready to take up her glaive as Shelyn herself has, and protect that which she believes.


Nicolae Plamen
Male Human (Varisian) Wizard 1
LN Medium humanoid (human)
Hero Points 1
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
--------------------
Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . dagger +1 (1d4+1/19-20) and
. . quarterstaff +1 (1d6+1)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 1st; concentration +4):
1st—burning hands [S] (DC 15), mage armor, sleep (DC 14)
0 (at will)—acid splash, detect magic, prestidigitation
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Statistics
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Str 13, Dex 14, Con 12, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +1; CMD 13
Feats Scribe Scroll, Spell Focus (evocation), Varisian Tattoo
Traits reactionary, scholar of the ancients, underbridge dweller (magnimar)
Skills Craft (alchemy) +7, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +7, Perception +5, Profession (cook) +5, Spellcraft +7
Languages Common, Draconic, Halfling, Infernal, Thassilonian, Varisian
SQ arcane bonds (arcane bond [ring]), attached, force missile, hero points, intense spells, opposition schools (illusion, necromancy), specialized schools (evocation)
Combat Gear alchemist's fire, reagent, brimstone (6), reagent, cold iron (10), reagent, quicksilver (6), reagent, saltpeter (3); Other Gear dagger, dagger, quarterstaff, - arcane bond ring -, artisan's outfit (2), backpack, masterwork, bandolier, bedroll, belt pouch, belt sheath, vest, cooking kit, flint and steel, grooming kit, hip flask (worth 1 gp, 0.5 lb), ink, black (2), inkpen (2), journal (2), measuring cord (10 ft.), mess kit, paper (2), parchment (4), perfume/cologne, sack, scarf, scarf, scarf, scrivener's kit (worth 2 gp, 1 lb), scroll case, scroll case, shaving kit, soap, spell component pouch, spellbook, string or twine, tattoo, tattoo, tattoo, tattoo, tindertwig (2), trail rations (4), traveler's outfit, waterproof bag, waterskin, whiskey (per cup), wrist sheath, gray family signet ring (worth 5 gp), 22 gp, 2 sp, 8 cp
--------------------
Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Attached (Family Ring) If your attachment is threatened, -1 Will & -2 save vs. fear
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Alright guys, what I think I'm going to do instead of singling out 2-3 people to boot, I'm going to go ahead and allow all 8 to play. Yur backstories were all reasonable and I just don't want to cut anyone out, so I figured I'd just cut recruitment before it got to large and work with a slightly oversized group:)

I'm going to start going through everyone's crunch to check for errors. If you haven't yet made an alias or formatted it in 1 of the 2 ways I've requested, now would be a good time. If your name is on this list then you are in.

Natalia- Sorceress
Kuss Kuss- Fighter
Narvolo- Barbarian
Zheena- Cleric
Nicolae- Wizard
Blue- Ranger
Birok- Alchemist
Eleazar- Rogue

Beware, with a group this large, losing someone won't be a big deal. I'm pretty comfortable targeting someone who has become an infrequent poster in battle(que evil Disney laugh)

I should be able to browse through everyone's crunch and get an intro posted by the end of the weekend, feel free to expect everything to be ready to begin by sunday


Wow, thanks. I've created Narvolo alias. The profile should be to your liking. The PDF link in the homepage is 1 page w/Rage stats, 1 page without rage, and the last page is equipment.

I cut Intel to 8 and Charisma to 10, so the point cost total is unchanged. Please note: i used the alternate human racial trait duel talent, so the points won't add up if you don't account for that. In exchange, there is only one feat and no skill boost.

Lastly, since you gave us 200gp to start with, Earthbreaker + Chainmail is 190, and a spent 6 more on a few basic supplies. Thus, my AC is 1 higher than my original post, which included only scale mail. The skills were adjusted to account for the new armor penalties and the +0 charisma modifier.

Looking forward to a faster game.


Likewise, thanks jimibones.

Shadow Lodge

Some minor edits, forgot to mention 1/6th rogue talent for favored class, and got dex and armor bonus mixed up as source but actual AC values are correct.


@Narvolo Yurs was actually the only sheet I had completely went over before I posted. I did notice the trait. Though I was unfamiliar with it and had to look it up, it all added up after I did:)


Once your aliases are complete, please post in the discussion tab so I can view them easily without having to dig through everyone's alternate aliases. Thanx!


Nic is ready to spend some time exploring around town. The caravan has left him in the dust, but that's probably for the best. No sense dwelling on the past, while absent mindedly turning the ornate dragon entwined rune ring on his finger.


jimibones83 wrote:
Once your aliases are complete, please post in the discussion tab so I can view them easily without having to dig through everyone's alternate aliases. Thanx!

You need to post first so it opens up.


Narvolo wrote:
jimibones83 wrote:
Once your aliases are complete, please post in the discussion tab so I can view them easily without having to dig through everyone's alternate aliases. Thanx!
You need to post first so it opens up.

ah, ty sir

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