Rise Of The Runelords

Game Master Wivvy

Let's see who the brave heros of Sandpoint will be.
Google Docs Battle Map
Sandpoint Map
Sandpoint Glassworks Map


1 to 50 of 127 << first < prev | 1 | 2 | 3 | next > last >>

Hello everybody! For my first time GM-ing I have decided to do the Anniversary Edition of Rise of The Runelords AP. I will be taking one or two players as I already have two or three slots reserved. Posting once a day is fine, but I would prefer at least 2-3 posts a day. Also, I like to use maps and other images for a better experience, so if Google Docs is a problem for you then I would suggest you look elsewhere.

Backstories:
For your backstories you will need to describe why you are in Sandpoint for the Swallowtail Festival. I am really big on fluff. While crunch is important, a strong backstory is what can set your submission apart. Your story needs to make me do one or more of three things: laugh, cry, or fist pump and shout "Hell Yeah!" Fluff also needs to make sense with the traits you take as well.

Character Build:
Race/Class: Any Paizo (no third party)
25 pt. buy
2 traits (one from Rise of the Runelords Player's Guide)
Average gp
No CE (CN is okay, but you can't use it as an excuse to be CE)
Anything third party is wasting your time, and min/maxing is wasting your time.

Okay well I think I've covered the basics, let me know if you see anything wrong.


Dotting for interest ! About to go to bed so will work on character later. Lol


.


Matrina Salicci is the half-elven bastard daughter of a minor Taldan noble. Abandoned by her mother shortly after birth, and a terrible embarrassment to her father's wife, Martina was raised with great privilege, but little parental care and affection. As a child, Martina hoped that training as a duelist would bring her the recognition she craved from her father, but it was to no avail. She did have a talent for swordplay, however, and she soon discovered that while she could not easily get the respect she craved from her peers, their fear of her prowess felt almost as good, and was much easier to obtain. She terrorized the students in her class, but as long as she observed a few ground rules and continued to be their star student, the instructors did nothing to stop her.

Martina's confidence soared, and it was with great pride that she strode into her graduation, fresh from a victory in her final exhibition match as a student. Looking around, she saw the hall buzzing with families, lovers, and friends of the other students...but no one for her. Even her best, it seemed, would not be enough to purchase her father's attention. And yet, Martina refused to resign herself to a life of obscurity. She is determined to some day, somehow, force her family to recognize her. She has left Taldor behind, chasing wild tales of monsters and giants in the Varisian hinterlands. She will not return home without a trophy that even her father will not be able to ignore.

Character Build:
Martina Tristram, Half-Elf Cavalier 1, Order of the Cockatrice

N Medium humanoid (Half-Elf)

Init +2; Senses Perception +3

Defense

AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)

hp 12 (1d10+2)

Fort +4, Ref +2, Will +1

Offense

Speed 30 ft.

Melee
Longsword +5 (1d8+4 Slashing, 19-20)
Heavy Shield Bash +5 (1d4+4 Bludgeoning)
Ranged

Statistics

Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 13

Base Atk +1; CMB +6; CMD 16

Traits
Monster Hunter: +1 Attack/Damage rolls against aberrations and magical beasts
Bully: +1 Intimidate, Intimidate is always a class skill.

Feats
Skill Focus: Intimidate, Swap Places, Power Attack

Skills
Diplomacy +5, Handle Animal +5, Intimidate +8, Perception +3, Ride +6, Sense Motive +5

Languages Common, Elven

Special Qualities
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

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

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Combat Gear
Scale Mail, Heavy Wooden Shield, Longsword, Warhammer, Cold-Iron Dagger, 4 vials of Acid, Cavalier's Kit (animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin), 24gp.


Wivvy! (I'm in Allence's Last Hope with ya!) Decided to GM a game, eh? Mind if I dot in? I can realistically handle one more PbP campaign.

What classes are the reserved players taking? I'm thinking of rolling up a monk. Also, since you don't seem to have any limit on Paizo-created races, do you have any particular aversion to Samsarans? I had an idea for a Samsaran monk character a while back that I thought was pretty cool, and tying in the Sandpoint and/or Swallowtail Festival would be easy.

Basic idea:
The character (name, gender, and a few other specifics still to be determined) is based heavily around the idea that Samsarans follow a cycle of endless reincarnation, and can carry over some vague memories and impressions from previous lives. As a monk, the character is a little different from the norm: rather than being trained my a master in some esoteric martial tradition, this character is taught by his/her own memories from a past life in an obscure fighting style that has been forgotten for centuries.

The character has been haunted since early childhood by terrifying memories of his/her most recent incarnation's terrible death. S/he retains this memory more vividly than any other, even able to get distinct impressions of the murderer's face, and upon reaching young adulthood has begun traveling the world, following any clues s/he can extrapolate from these memories to solve the mystery of his/her own murder. That chase has led the character halfway across the world, all the way to Sandpoint.

Personality-wise, the character would likely be a bit naive and awkward, and almost comically serious, but very odd (one would pick up an awful lot of weird habits over countless lifetimes, eh?).

There's still a lot of work to be done, but that's more or less the concept. O_o If you like it, I can whip up a character build by tomorrow. (I'm thinking a high-dex, high-wis agile type.)


Dotting

I want to make a sylph planar oracle

Air head. literally. ADD in a way. She's distracted easily, she travels as the wind takes her. Entire concept is based around air/wind. So a festival? Sounds like fun... or maybe... kitten! no. Festival. Yes. fun. Lots to do


Call me interested.
But I would be interested on the 3 reserved slots. Could you tell us aa bit about them.


As far as the three(actually it's more likely to be two) slots reserved, I'm still waiting on more solid feedback, but count on an arcane class, and a melee class. But go ahead and make the character's you want, I'll make them change their builds to balance out the party (that's what they get for procrastinating.)

Budd the C.H.U.D wrote:

Wivvy! (I'm in Allence's Last Hope with ya!) Decided to GM a game, eh? Mind if I dot in? I can realistically handle one more PbP campaign.

What classes are the reserved players taking? I'm thinking of rolling up a monk. Also, since you don't seem to have any limit on Paizo-created races, do you have any particular aversion to Samsarans? I had an idea for a Samsaran monk character a while back that I thought was pretty cool, and tying in the Sandpoint and/or Swallowtail Festival would be easy.

Basic idea:
The character (name, gender, and a few other specifics still to be determined) is based heavily around the idea that Samsarans follow a cycle of endless reincarnation, and can carry over some vague memories and impressions from previous lives. As a monk, the character is a little different from the norm: rather than being trained my a master in some esoteric martial tradition, this character is taught by his/her own memories from a past life in an obscure fighting style that has been forgotten for centuries.

The character has been haunted since early childhood by terrifying memories of his/her most recent incarnation's terrible death. S/he retains this memory more vividly than any other, even able to get distinct impressions of the murderer's face, and upon reaching young adulthood has begun traveling the world, following any clues s/he can extrapolate from these memories to solve the mystery of his/her own murder. That chase has led the character halfway across the world, all the way to Sandpoint.

Personality-wise, the character would likely be a bit naive and awkward, and almost comically serious, but very odd (one would pick up an awful lot of weird habits over countless lifetimes, eh?).

There's still a lot of work to be done, but that's more or less the concept. O_o If you like it, I can whip up a character build by tomorrow. (I'm thinking a high-dex, high-wis agile type.)

Budd! Sounds great (I smell a sidequest). Go ahead and build it whenever you get the time.


What do you need in the background to be there? as mentioned, i have a concept, now to flesh out background


Seth86 wrote:
What do you need in the background to be there? as mentioned, i have a concept, now to flesh out background

The only things that are required is for you to be in Sandpoint and for your history to match your trait. Although, I like the idea of tying in players histories and giving the party the opportunity to do some sidequests, and the more in-detail your backstory is, the easier I can do that. It doesn't have to be long, just fun.


Favored Son/Daughter
You were born and raised in town or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy.

Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen from below as an ally; depending on the person you pick, you’ll get different benefits.

Local noble and Innkeeper

Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure.

She was born to a local farm community. Her heritage never came into question, even with obvious ties to something that wasn't normal. She worked on the farm, always talking to things no one could see. She loved birds and the wind and rain. On stormy days she would go outside and just sit and enjoy the weather. Through many books and study she eventually learned who and what she is. She delved deeper into the planar studies learning all she could of them.

With time she even made friends with people in town, through many questions and honost curiosity. many days she would spend hours in the local inn reading the books she manage to borrow/lend/buy

That's what i have so far


I think I will offer the service of my dwarven Zen Archer monk.


Interested, I'm thinking in a scholar that got traped in ancient times in a falling structure, but saved and mantained in extasis/slumber by a protector being, just to awake in the actual Golarion, with some memory loses and an angel-like being at his side (actually a summoner with his eidolon)-

With Scholar of the Ancients and World Traveler traits, he can be a bit of the party-face and a dedicated buffer.

He will make use of his summon abilities per day, only summoning its eidolon as a last resort, but playing it as ever present, just incorporeal and transluced, as rp element with no game effect, if possible.

Question: Wivvy, is Augment summoning compatible with the summoning ability?

initial crunch:
???? ????, The Angel protected
Male Human Summoner 1
[Favored Class - HP:0 Skill:1]
NG Medium humanoid (human)
Init +2 Senses Perception + 0
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 armor)
hp 10 (1d8 +2 )
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged
--------------------
Special
--------------------
Summoning: 7/7day
Spells: Base DC: 14
Cantrips: Detect magic, light, mending, daze
Level 1 (2/2day): Grease, Shield
--------------------
Statistics
--------------------
Str 10
Dex 14
Con 14
Int 14
Wis 10
Cha 18 (+2 human)

Base Atk +0; CMB +0; CMD 12
--------------------
Feats
--------------------
1-Spell focus: conjuration //-Augmented summoning

Skills 6/level (2class+1 human+1FCB+2Int)
Craft (Int)
Diplomacy (Cha) (1) 9
Fly (Dex)*
Handle Animal (Cha)
Knowledge (arcana) (Int)(1) 7
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int) (1) 7
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int) (1) 6
Knowledge (religion) (Int)
Linguistics (Int) (1) 6
Profession (Wis)
Ride (Dex)*
Spellcraft (Int)
Use Magic Device (Cha) (1) 8

*Armor penalty -0

Languages: Common, Thassilonian(trait), Celestial,
--------------------
SQ
--------------------
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

--------------------
Gear
--------------------
bagpack, blanket winter, flint & steel, dagger,
Total weight: /58(light) 116(medium) 175(heavy)
GP: SP:
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
Traits
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy)

Creation rules:
Race/Class: Any Paizo (no third party)
25 pt. buy
2 traits (one from Rise of the Runelords Player's Guide)
Average gp
No CE (CN is okay, but you can't use it as an excuse to be CE)
Anything third party is wasting your time, and min/maxing is wasting your time.


Okay! I feel I'm going to go with a Vishkanya Rogue. I have the entire premise of the story floating around in my head but unfortunately I'm at work at the moment and have plans to do stuff after. -_-
I should be able to post story latest by tomorrow. Will work on the character build as I can.

Sovereign Court

Sixteen miles into the Varisian forests, we were on patrol when Julen first saw his marriage crumbling away. They were still two fresh-faced lovebirds, come to Varisia to escape his father's disapproval.
...
It was too much of a change.
When he got back to town, they both fought to save their relationship. The entire time neither was really happy. In the end they were fighting each other, and fate. Now he is a little lost, a little more stern for the experience.

But on sunny days when the breeze enters town from the west, he remembers the day of their landfall. On those days when their eyes meet in Sandpoint Streets he can see her eyes sparkle again.

My friend, that is what haunts Julen the most.

I have a human unbreakable fighter from a faltered Jade Regent group. I'd like to submit him for this. He probably needs to be reworked in crunch. Nevertheless, Ladies and Gentleman, I would like to acquaint you with the charming an inescapable Julen Brelade.


Sounds fun, I will try to get a concept written up for you.


I'll look through my stock of characters, as I have at least one that was written for this AP.


Would you allow the ACG playtest stuff, changing to the new version as soon as the book is out? I've been wanting to try a sling using Halfling Warpriest for quite some time now.


I present Davtumal Millstone, a slightly crazy gnomish alchemist.

Davtumal Millstone:
Davtumal 'Dav' Millstone
Male Gnome Alchemist 1 ( Pathfinder RPG Advanced Player's Guide 26 )
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +4 (+2 trait bonus vs. disease and poison), Ref +4, Will +2
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d3+1/19-20) and
longspear +2 (1d6+1/×3)
Ranged bomb +4 (1d6+2 Fire) and
flask thrower +3 (1d6+1/×3) and
sling +3 (1d3+1)
Special Attacks bomb 3/day (1d6+2 fire, DC 12), +1 on attack rolls against goblinoid and reptilian
humanoids
Spell-Like Abilities (CL 1st; concentration +2)
1/day—flare (DC 11), prestidigitation, produce flame
Gnome Spell-Like Abilities (CL 1st; concentration +2)
1/day—dancing lights
Alchemist Spells Prepared (CL 1st; concentration +3):
1st—cure light wounds , true strike
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 15, Int 15, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Brew Potion, Splash Weapon Mastery, Throw Anything
Traits etymologist, hagfish hopeful
Skills Appraise +6, Craft (alchemy) +8 (+9 to create alchemical items), Linguistics +7, Perception +8,
Sleight of Hand +6, Survival +6, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2
Perception
Languages Common, Draconic, Elven, Giant, Gnome, Goblin, Sylvan
SQ alchemy, mutagen

Gear leather armor, dagger, flask thrower, longspear, sling, alchemy crafting kit, backpack, bedroll,
belt pouch, belt pouch, blanket, winter, chalk (10), chalkboard, charcoal stick (10), fire carrier, flask, flint
and steel, sunrod, tindertwig (2), traveler's outfit, travelling formula book, vial (5), waterskin, 5 gp, 1 sp, 7
cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (3/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
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 bonus to attack vs goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 12) (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.
--------------------
Appearance: nothing particularly notable, a bit on the wild side, but nothing too far out of normal

Personality: Hyper, loves fire (which he usually tries to downplay, given the recent history of the town), can be a bit crazy and wild, but
tries to keep it contained so as not to scare or frighten people

One of many middle children born to a small brewer in Magnimar, Davtumal, who goes usually goes by Dav, also found the processes involved quite interesting, but quickly grew bored of simply making ales. Through some personal experiments on his own and some tutolage from a local alchemist (provided after some of his personal experiments did not go entirely as planned), Dav has learned the basics of alchemy,
and hopes to learn enough to open his own shop one day. In the meantime, he helps out the Deverin family, who routinely ally with his family on business deals.

Roughly 5 years ago, his duties with that family took him to Sandpoint to help deal with the aftermath of the Late Unpleasantness. Falling in love with the town and it's potential, Dav requested to be allowed to
stay, and now helps out at Two Knight Brewery while getting semi-covert lessons on the side from Aliver Podiker. He has made it his goal to win the coins from Hagfish challenge, both because the coin would help him open his own shop, and for the sheer challenge of it. He is generally seen a bit crazy, but no more so than most gnomes. He is generally liked and respected by most in town, though his moderate, centrist views on the politics between the four families and his sometimes not entirely covert lessons from Aliver occasionally causes minor difficulties.

DISCLAIMER: I have run the first part of this AP before. It won't affect the progression of the plot, as I prefer to have that play out through the character's point of view, not my own as a player, but it will mean that I will be more likely to sprinkle in random NPC interactions and recent history a bit more, something I have tried to give a reasonable in game explanation for.


GM does this character meet your approval?

Note that I have run through a bit of Runelords, but only through two encounters in the first book and nothing more...

I am assuming Emerging Guns is the firearm rules?

Sczarni

I would like to throw my hat in the ring with this character. Just two things to point out:

1. I need to upgrade him from a 20 point buy to a 25 point buy.

2. He's designed from the ground up as a "balanced" fighter/rogue multiclass. So when you see him at first level as only a fighter-1 there will be aspects of his skill selection and build that won't make sense until he hits second level and picks up rogue.


One question is are we allowed to ACG classes. If so anyone who does can update when it comes out, if not I have still have plans.


I can answer for Wivvy, yes ACG classes are allowed as he's playing one in my game and we're both nerding out over them... Also I'm buyin it as soon as it comes to the local shop, so we'll be able to catch up on the changes easily. Which one are you thinkin?

I'm one of those reserved spots, and there are pretty assuredly only gonna be two reserved spots for us, Wivvy's IRL brothers.


I was thinking of using Hunter, I've had a character since I've started playing that never truly belonged to one class and now I think I've found his niche


Cool! Just so you guys know, you may see me posting for Wivvy a few times this week as he is a bit preoccupied.

I generally prefer to play either damage heavy or accuracy heavy characters, but that requires a good healer... I was thinking about playing a Skald or an investigator if the cards fall right though...


great thing with hunter is that you can do druid/bard style healing but you have to dedicate all your slots to it


Crunch done all I need is fluff now.


I fell in love with the investigator. He is the research character, but very customable. Also the swashbuckler can be very effective, if somewhat limiting your weapon style.


How much downtime is there in Rise of the Runelords? If I made a dwarven magus who crafts his own weapons and armor, would I have a chance to do that?

Sczarni

And he's now a 25 point buy. Let me know if there's any more information you need.


sarpadian wrote:
How much downtime is there in Rise of the Runelords? If I made a dwarven magus who crafts his own weapons and armor, would I have a chance to do that?

Depends on how it is run. There are potential opportunities scattered throughout, but it all comes down to how the DM chooses to play out the scenarios.


There is some downtime between books but not much during. Also Wivvy so you know I've GMed book one and touched the beginning of book two, but I don't remember most of it so you should be safe.


I, too, have run through book 1, and aside from details about Sandpoint itself, which is a really well built and interesting town, I don't really foresee a problem, as each party and DM is going to end up telling a slightly different story.


Fluff should be up to spec. This character is currently built on a twenty point buy, so I will need to update him to 25, which will mostly consist of bringing anything currently below ten up to ten, most likely.

Edit: All info is on the sheet itself.

second edit: Scratch previous statement regarding updating because that should be done now...


gm:
I would appreciate it if you could check for anything that you feel is missing. I enjoy making characters and writing backstorys and I use it to improve my language abilities.


Interested!


some corrections with its eidolon and added history for:

Valt Skyddade, The Angel protected:

Valt Skyddade, The Angel protected
Male Human Summoner 1
[Favored Class - HP:0 Skill:1]
NG Medium humanoid (human)
Init +2 Senses Perception + 0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
hp 10 (1d8 +2)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged
--------------------
Special
--------------------
Summoning: 7/7day
Spells: Base DC: 14 +1 for conjuration spells
Cantrips: Detect magic, light, mending, daze
Level 1 (2/2day): Grease, Shield
--------------------
Statistics
--------------------
Str 10
Dex 14
Con 14
Int 14
Wis 10
Cha 18 (+2 human)

Base Atk +0; CMB +0; CMD 12
--------------------
Feats
--------------------
1-Spell focus: conjuration //-Augmented summoning (human)

Skills 6/level (2class+1 human+1FCB+2Int)
Craft (Int)
Diplomacy (Cha) (1) 9
Fly (Dex)*
Handle Animal (Cha)
Knowledge (arcana) (Int)(1) 7
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int) (1) 7
Knowledge (local) (Int)
Knowledge (nature) (Int)
Knowledge (nobility) (Int)
Knowledge (planes) (Int) (1) 6
Knowledge (religion) (Int)
Linguistics (Int) (1) 6
Profession (Wis)
Ride (Dex)*
Spellcraft (Int)
Use Magic Device (Cha) (1) 8

*Armor penalty -0

Languages: Thassilonian(trait), Common, Celestial(Int), Terran(Int), Varisian(Lin)
--------------------
SQ
--------------------
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A summoner casts arcane spells drawn from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell's level.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 2–7. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.
Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).
Life Link (Su): Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

--------------------
Gear
--------------------
backpack, blanket winter, flint & steel, dagger, studded leather
Total weight: 26/33(light) 66(medium) 100(heavy)
GP:39 SP:5
--------------------
Special Abilities
--------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat: Humans select one extra feat at 1st level.
Traits
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Diplomacy)

Iophiel יופיאל (Eidolon)
Celestial outsider Summoned 1
Biped
Starting Statistics:
Size Medium; Speed 30 ft.;
AC 13 (+2 natural armor, +1 Dex) Can they wear armor??
Saves Fort 3(good), Ref 1(bad), Will 2(good);
Attack
+5/+5 claw (1d4+4)
+5 greatsword 2d6+6 (no greatsword atm, no money)
Ability Scores
Str 18 (+2 Evo)
Dex 12
Con 13
Int 7
Wis 10
Cha 11
Feats: Martial Weapon Proficiency :Greatsword
Free Evolutions claws, limbs (arms), limbs (legs).
Evolutions (3) Improved Natural Armor (1), Ability Increase (Ex)(2): Str+2

Darkvision (Ex): The eidolon has darkvision out to a range of 60 feet.
Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.
Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Background:
Valt.... awake.... Valt....

Valt heard the whisper of a voice in the distance, slowly pulling out of his slumber, as if it weren't really directed to him.

Valt.... it is time... to awake... Valt

Again, Valt heard the voice. This time, less staggered, he will swears the voice does not come from the distance, but from the inside, as if it was his own conscience talking to him. Valt tries to open his eyes, but he was unable at that time; meanwhile, his other sense overtake it, first touch, noting moisture and a hard surface, then the smell, noting a stale stench and dust, then taste, showing thirsty and with an earthy taste on his mouth. Where am I? I..I can not remember it... I'm on the floor?

VALT, AWAKE

This time was no doubt, the voice resonated strongly on his mind, making him open his eyes finally.

who is? What the? Says Valt alarmed and confused. It's eyes wide open barely can see in the dim light that enters the place he lays. He sees now he is covered in dust, and some fungus growing on top of it, all the place filled in webs and what it looks to be plant roots. Valt tries to remember where he is or what happened to him, but nothing comes to his mind.

Uh, the voice calls me Valt, that I figure its my name, but can not even remember that. I must... must go out of here. How long have I been here? What I'm sure about is that voice is not speaking on my mother tongue, thought I can understand it perfectly.

Valt, get up... it is time... for you... to awake... finally
Valt tries to get up, but its muscles does not obey properly, atrophied by the long slumber. He then decides to crawl in direction to the dim light origin. Valt growls in pain as his muscles and articulations aches for the effort. Finally he get to the light origin, finding too a little water trickling out from the ceiling. Totally thirsty, Valt thanks it, licking the dirty surface to get some of the scarce water. After several minutes, the young man started to burrow the loose terrain up his head, filling the room he was with more and more light.

Finally he was out. A fine rain was falling, cleaning him from his dirt, and refreshing his mouth, now with clean fresh water. And the most beautiful being he has ever seen was just in front of him, smiling. The being, with silver hair and pearly skin, has a couple of feathered wings spread on his back, and a smile with the virtue to easy the soul. A luminous mark on his front calls Valt's attention as if it where familiar.

Who are you?

Iophiel is my name, Valt. Hears Valt in his mind. Lots of questions starts to form in his mind, but the being interrupts him.

Sorry, but I does not have much more time. I came to awake you as it is the time. I protected you for so long, you lived far more time than any mortal even dare to dream about, in your deep slumber. Now your time to be awake has come. Go, regain your strength and health and be aware, Valt. I left you with an image of myself, merely a carcass of my power, but will suffice for now...

But wait... hey WAIT! But the voice of Iophiel never to be heard, just the echo of it in the carcass she left to protect me.

That was a year ago, in that time I meet people from all around, found a peaceful coastal town called Sandpoint and made some friends. Now I'm going to celebrate the commemoration of the consecration of the town’s new temple, know widely as the Swallowtail Festival, with my good friend Zandu.

Creation rules:
Race/Class: Any Paizo (no third party)
25 pt. buy
2 traits (one from Rise of the Runelords Player's Guide)
Average gp
No CE (CN is okay, but you can't use it as an excuse to be CE)
Anything third party is wasting your time, and min/maxing is wasting your time.

Grand Lodge

Is there a specific deadline for this?

Sovereign Court

Ace Matthews wrote:

Cool! Just so you guys know, you may see me posting for Wivvy a few times this week as he is a bit preoccupied.

I generally prefer to play either damage heavy or accuracy heavy characters, but that requires a good healer... I was thinking about playing a Skald or an investigator if the cards fall right though...

That's pretty cool. I may tweak Julen to be more of a roaming Paladin/Barrister Cleric of Abadar. The Player Guide for Rise inspired me a bit there.

Do you know what alignment you guys are likely to play? (No point in Paladin if we want to be Barbarian/Skald Brigade from the north!)

Pumped up some new Fluff

Diary of his mentor Keetan Lawblade:
One Year Ago, Julen arrived fresh-faced and light as a feather. He was in a new land, full of hope. He was in love. It was Spring in Korvosa, as the story goes.
Zara, his wife had married him on the rough sea voyage from Cassomir. Cassomir the port-fortress of Taldor, where Julen’s father was an Admiral in the Taldan fleet. The fleet he loved more than his own children. The children who left Taldor behind.

Julen was the last and latest to abandon the old man. By Julen’s account, he stood before the old man and called him out for his stern nature. He berated his father’s every weak point, and then left before any curse could escape the salty admiral’s mouth. “I let him have his fleet.” Julen would say.

If I had known him then, I would have sharply instructed him. “Half-elf women are twice the trouble” I would say, “and Calistrians are more than any man can handle.” But that was before I knew him. He married the girl anyway.

She wanted to fit right in at Korvosa. She heard about the balls and the dresses. Julen, he didn’t have two copper to scrape together and fresh off the bat they were both in a bad way. I suppose it was a case of too much change, too fast. There are certain unaccountables, even in the daylight, which most strangers to Korvosa are ill prepared for.

Master Brelade made one smart decision. He came to me for help when they threatened him. Certainly, he’d received some training, but there must be some Chellish blood in the boy. When we sprung our trap, his face was cold as stone. It was not the face of a spoilt Beardling. It was the face of a Justicar, an Arbiter, even.

So, I gave him a chance. He has been a quick study. Intent. Perhaps he is more like his father than even he realizes, because the woman Zara left him shortly after that. We don’t talk about it much. Who among the order needs a distraction. The restless wicked are about! Oh, and there are a great many scum in these parts!

I have no doubt he will carry the law well. Today I send him on caravan to his first assignment, to assist the preparations for the festival in Sandpoint this year. Even a Lone Wolf such as I knows when his pup is true and ready. He had best acquit himself well.


Strife, Heavens Oracle

Alias page up for review. Thanks for taking a look.


So I've been working on my character sheet in PCGen, but it doesn't seem to handle Samsarans very well, so this is taking longer than I thought. I'm thinking of going for the Monk of the Four Winds archetype. (Boy, I wish they'd hurry up with that full-BAB d10-HD version of the monk I keep dreaming about!)

I'm off work tomorrow, so I'll try to get a mostly-finished version of the character up then.


So here's the first Glance at my submission. My first non martial class too, sort of. Skalds aren't really non martial are they? Anyway, this is Yngwie (pronounced Ing-way) the Tiefling Skald. So frickin Metal...

@Budd, have you peeked at the ACG? The Brawler has a d10 and a full BAB, and is less WIS based. We should have the real ACG before this starts so I can help you tweak it.


@Yngwie - I was thinking the same thing about the Brawler class. I've actually decided to reskin my samsaran character as a Brawler instead of a Monk. I kind of promised myself not to play a Monk again until the "Unchained" book came out, because I hear that might have the version of the class that I've been waiting for.

Anyhoo, I've finished (I think everything) for my character, and am ready for the GM's perusal. I think I pretty much got everything.

All the crunch:
Xai Bailong
F Samsaran Brawler/1
Chaotic Good Medium Humanoid (Samsaran)
Init. +3; Senses Perception +6, low-light vision

==DEFENSE==
AC 17, touch 14, flat-footed 13 (+3 armor, +3 dex, +1 dodge)
hp 12/12 (1d10+1+1)
Fort +3, Reflex +5, Will +2
Defensive Abilities Lifebound

==OFFENSE==
Speed 30ft
Melee unarmed strike +5 (1d6+3) OR shortsword +4 (1d6+3 / 19-20)
Ranged dart +4 (1d4+3) OR javelin +4 (1d6+3)

==STATISTICS==
Str 16, Dex 16, Con 12, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Improved Unarmed Strike, Dodge, Weapon Focus (unarmed strike)
Languages Common, Samsaran, Thassilonian, Tian

==Skills==
(5 skill ranks/level)
Acrobatics* +6
Appraise +1
Bluff -1
Climb* +6
Diplomacy -1
Disguise -1
Escape Artist* +2
Fly +2
Handle Animal* -1
Heal +2
Intimidate* -1
Knowledge (Dungeoneering)* +0
Knowledge (History)* +5
Perception* +8 (Shards of the Past)
Ride* +2
Sense Motive* +6
Stealth* +9 (Shards of the Past)
Survival +2
Swim* +2

==SPECIAL ABILITIES==
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level. NOTE: With only 8 Charisma, Xai cannot use this ability as of yet.
Shards of the Past (Ex): A samsaran's past lives grant her bonuses on two particular skills. A samsaran chooses two skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes. (Perception, Stealth)
Martial Maneuvers (Ex): At 1st level, a brawler can spend a move action to gain the benefit of a combat feat she doesn’t possess for 1 minute. The brawler must otherwise meet all the feat’s prerequisites. She may use this ability a number of times per day equal to half her brawler level (minimum 1). If this ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. (Additional text omitted until it becomes relevant.)
Martial Training (Ex): At 1st level, a brawler counts her total brawler level as fighter levels and monk levels for the purpose of qualifying for feats. She counts as a fighter and monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe).
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength bonus (not half ) on damage rolls for all her unarmed strikes. Usually a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

==Inventory==(used 103.1/105gp)
shortsword (10gp)
studded leather armor (25gp)
darts (6/6) (5sp - 3gp total)
javelin (2/2) (1gp - 2gp total)
backpack (2gp)
samsaran life wheel (25gp) - This handheld wooden spool spins freely within a boxlike housing. Inscribed upon the exterior of the spool are dozens of samsaran prayers along with names or symbols associated with a samsaran's past lives. Samsarans believe that spinning the wheel during meditation strengthens the spiritual connections between their former lives. If a samsaran meditates with her wheel for at least 10 minutes about a Knowledge (history) question relating to her own history or the histories of her past lives, she gains a +1 insight bonus on the check.
incense (10 sticks) (10gp)
bedroll (1sp)
mirror (10gp)
flint and steel (1gp)
trail rations (6/6) (5sp - 3gp total)
silk rope (10gp)
soap 2/2 (5sp - 1gp total)
waterskin (1gp)
2gp, 9sp

==TRAITS==
Bullied - You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes.
Scholar of the Ancients - Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

All the fluff:

==BACKGROUND==
As are all samsarans, Xai Bailong was not born, but reincarnated, possessing inherent memories of her many past lives. Most of these memories are but dreams, flitting about in her consciousness. Unfortunately for Xai, one of these memories is far more distinct than the rest:

She lies on her back, breathing labored, in unbearable pain. Where is she- a temple? A man stands over her, tall, clad in red, his face obscured, like a blur- but she can make out the long, pointed ears of an elf. He stoops down over her, straddling her body, and she can almost make out the terrible smile upon his face. Fade away, the blur-faced man says, fade away, Bailong, and may your fists vanish with you unto the dusts of time.

His hand plunges into her chest- she hears bone breaking and blood splattering- and the memory ends abruptly.

This vision has haunted Xai all her life.

It is not common for samsarans to recall the deaths of their previous lives, much less in such gruesome detail, and Xai's mentors were deeply troubled by the story told them by the teary-eyed youth. To distract her from her horrifying memories, the elders placed Xai in martial training, hoping it would give her the strength to push through this distraction and seek true enlightenment.

This training was hell for Xai, however. She excelled in fighting, but would often strike out against her teammates with techniques none of them- including her instructors- had ever seen before. These outlandish techniques came to Xai from the memories of some incarnation far in the past, and through her research, she learned of the Bailong (White Dragon) Thundering Palm style, which died out centuries ago after all its remaining practitioners were hunted down and killed. Realizing that she had inherited a fighting technique that was now unique in all the world, she began to practice it in secret, using incense and her life wheel to tap into her past life memories. Slowly, as years passed, she began stitching the foundation of the Bailong Thundering Palm together from these piecemeal memories.

She progressed through her studies, and became especially fascinated by the ancient Thassilonians, learning their languages and traditions, as they, too, were a mystery nearly lost to the ancient past. Her fellow students of the martial arts showed her no quarter and mocked her techniques, despite the fact that she rarely lost in sparring matches.

But that vision of her terrible death continued to haunt her- becoming more and more vivid as she entered adulthood. It was tied to her fighting style somehow, she was sure. "May your fists vanish with you" rang in her ears, and made her blood boil. In the eastern lands, "fist" was often used in reference to one's fighting style... was she remembering the death of the Bailong Thundering Palm's final practitioner? The elf who had murdered her... was there some chance that he might still live, that he could answer for his crime? As long as these questions remained unanswered, Xai would never be able to live happily or pursue enlightenment. She set out from her mountain temple and began to wander in search of answers, following the lightest breadcrumb trail of clues from her memories westward, crossing mountains and seas until finally arriving in sleepy Sandpoint. Unsure of what this little city has to do with her memories, Xai settles in for a short stay and prepares to investigate any leads that trigger one of her flashbacks.

==PERSONALITY==
Xai is reserved, quiet, and can be quite shy- when lacking in confidence, she sometimes stutters. However, as a result of habits retained from her many previous lives, she is prone to bouts of strangeness, and has some truly odd habits. She is usually very kind and forgiving, but distant- and when she goes into battle, the aggression she displayed in some of those previous incarnations comes bubbling back to the surface.

==DESCRIPTION==
Xai is a tall, lean, pleasant-faced samsaran woman with pale blue skin and black hair peppered with white strands, cut at chin-length but rather wild, save a single braid that hangs in the back. She wears studded leather armor of a Tian-style design over loose-fitting and airy clothing, with breeches that tie off at mid-calf and a number of elaborate bracelets and anklets, and is almost always barefoot if she has a choice in the matter. She has an ethereal, almost delicate appearance, but upon closer examination, her possesses a kind of springy, wiry strength.

Lemme know if this is acceptable! If I get in, I'll make an alias then.


Hi all! I'd like to submit Haewyn Norric for this campaign. She's a fairly flexible Dervish Dancer Bard from the Shadow District who's traveling to Sandpoint upon the pretense of inspecting the new Cathedral. In reality, the (relatively) young Aasimar is trying to get an audition with Cyrdak Drokkus because she's been blackballed from all the theaters in Magnimar. She was originally made for a RoTRL game that never made it to the first encounter, so I figured why waste a backstory? Here are her stats and background, and let me know if you have any questions/suggestions!

Der Flurff:
The Underbridge of the Irespan is no place for a child to be raised, but raised there Haewyn was. The young Aasimar was born to a single mother who was horrified when her newborn child matured at an unnatural rate. Haewyn reached adolescence in a period of a few months, where her age then slowed to an equally unnatural rate. As Haewyn’s Mother grew older, Haewyn remained a child for two decades.

Haewyn lived a normal life of a child in the Shadow district: living in fear, staying inside, and avoiding the brigands and gangbangers in the streets. As time went on, the young girl became more and more adventurous, to the point where she could stand the confines of her home no longer: When she was about ten, but looked as though she was 5, she began hanging out with some of the other street rats behind her mother’s back.

As they were playing in the street one day, her aasimar powers manifested in a small confrontation: a boy was bullying another child, and Haewyn didn't like it. A halo suddenly fizzled to life above her head. The bully was so shocked he began to cry, and the other children stood fascinated. Not noticing what had happened, Haewyn proceeded to monologue for a few minutes, then realized exactly what everyone was pointing at, hovering over her short shock of blonde hair. She ran home to her mother, who, not knowing what to do, immediately took the child to the only priest she knew: Father Viri, a Cleric of Sarenrae who often volunteered around the Shadow district.

Viri took the girl's halo to be a miracle, and offered to train her as his apprentice if she showed signs of divine talent. Haewyn's mother agreed that this way was best for her admittedly strange daughter, and that the Shadow district was no place for a girl her age with such attention grabbing abilities.

After careful analysis, experimentation, and divination, Father Viri was able to determine that Haewyn's absent father had a celestial ancestor many generations ago. He taught Haewyn how to control her rather benign powers of light production, and then asked her if she wanted to learn more. Now 20 years old, but looking only 8, Haewyn said "Yes" and began training for the priesthood.

Haewyn was hardly a natural cleric, however. While she saw swinging a scimitar as simple task, she struggled immensely with meditation, clerical work, and the sheer concentration required to perform divine magic. Viri was lost. How could it be that the descendent of divine beings could not perform divine magic? The elderly priest divined daily, pulled favors amongst the clergy, and researched obsessively for the answer. One day, it came to him in the form of a Commune Spell, when Viri was truly losing hope: “Is Haewyn even descended from an Angel?!”



“No.” Was his answer. Viri was crushed… until he remembered how well Haewyn took to dancing. How well she sang. How reasonable her arguments always seemed. The next day he prepared to commune again, this time asking the right question: “Is Haewyn Norric descended from a Lillend Azata?”



“Yes.” Viri was ecstatic! He had been going about it all wrong! Instead of a Cleric, Haewyn was destined to flourish through the arts! He immediately pulled Haewyn from her courses on prayer and divine spell preparation, and placed her under the tutelage of Kate Velder. Velder had earned fame for being the first clergywoman to perform at the Triodea, Magnimar’s great opera house, and her abilities and skills as a Dervish Dancer of the faith were second to none. Kate was no pushover. She trained Haewyn hard, but only because she knew of the girl’s sheer talent. She had seen lesser candidates fail or fall in battle due to their overconfidence in their talent, and there was no way she would allow such a jewel as Haewyn to follow in their footsteps.

Kate, a human, was already old when she began to teach Haewyn. Soon after Haewyn's fiftieth birthday, Kate began to decline. When she passed, Haewyn returned to Father Viri and began helping him to support the less fortunate in the shadow district. She also found that she was terrific at another vocation: crime fighting. Between her philanthropy and her occasionally holding thieves at sword-point, Haewyn became known as "The Angel of the Underspire." She liked the title, and began performing her duties with her halo out. Before, she had felt ashamed about what made her different, but now she felt safe and loved in a community that appreciated her.

All the while, Haewyn trained her skills and pursued dance like a madwoman. After being turned down for several roles at the Triodea, she was approached by Kassiel Iylmrain, the de-facto boss and star performer at the theater. He gave her an ultimatum: “Look kid, you’re good. There’s no question that you’ve got what it takes to make it here one day, so just be glad you’re a woman. If you were a man with that kind of talent, I’d destroy you before you could set one foot onstage. But you’re not. You’re an extremely beautiful young woman, and I have… exotic tastes. Let’s make a deal: you put out, and you’re onstage. Hell, you can be the lead if you keep that halo out during-“


Kassiel felt compelled to stop talking after she had drawn her scimitar to his throat. Though an impressive swordsman himself, he had made the mistake of coming unarmed. Haewyn had made the mistake of angering a much more powerful Bard. Kassiel stepped back, made a sweeping motion with his hands, and intoned “Vidtrio Bist!” Haewyn felt like she was being deflated. She gasped for air, only to find she could not. Her breath had been stopped, her lungs collapsed, and she fell to the floor. 



Haewyn gained consciousness many hours later. She had been taken back to Father Viri’s cell. The priest told her of Kassiel dragging her limp form out of the Theater, announcing to the city square, “This is what happens to those who threaten me! Do not repeat this one’s mistakes!” Along with her lungs, Haewyn’s theatrical prospects had been severely damaged: no theater in Magnimar would allow her to audition, much less perform.

That’s when she began to hear about Cyrdak Drokkus in Sandpoint, and his small but prosperous theater. While maintaining her presence in the Underspire, and helping others more directly, she helped herself to writing long and beautiful letters to Cyrdak about the injustice being done to her in Magnimar. 

After receiving no response for weeks, Haewyn decided to take things into her own hands. Using the Swallowtail Festival and the consecration of the new multi-denominational cathedral as an excuse to leave Magnimar, (“Well somebody’s got to inspect this cathedral, Viri. We can’t just expect laypeople and Clerics of other faiths to get our lady Dawflower’s message exactly right.”) she set off with the intention of confronting Cyrdak Drokkus, foraying into her dream of following in Kate’s footsteps.

Personality
Haewyn is a composite person. In her sixty years of living, she draws from her hard days in the shadows of the Irespan, the discipline of the Clergy, and the exhilaration of performance. She tends to be carefree until the moment she zeroes in upon what she wants. Despite her worship of Sarenrae, Haewyn is prone to lying in order to serve the greater good (which sometimes can be her greater good).

Appearance
From a distance it may seem that Haewyn is simply a beautiful human female, but closer inspection would deem such a description impossible. Haewyn's hair has the exact color and luster gold, and her eyes shine as though there were emeralds in her irises' stead. Her skin remains pale from growing up in the Shadow District, and seems immune to tanning in any way. Over her light armor, Haewyn will always wear a combination of an entertainer's costume and the robes of a Cleric of Sarenrae, enmeshing the two in the most peculiar but effective of ways.

Der Kruench:
Haewyn Norric
Female Azata-Blooded Aasimar (Musetouched) Bard (Dawnflower Dervish, Sound Striker) 1 (Pathfinder Campaign Setting: Inner Sea Magic 0; Pathfinder RPG Ultimate Magic 0)
NG Medium outsider (native)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +0; +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +4 (1d6+4/18-20) and
. . unarmed strike +0 (1d3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1), battle dance: inspire courage
Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—glitterdust (DC 17)
Bard (Dawnflower Dervish, Sound Striker) Spells Known (CL 1st; concentration +6):
. . 1st (3/day)—charm person (DC 17), grease
. . 0 (at will)—daze (DC 15), ghost sound (DC 15), prestidigitation, summon instrument
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 12, Wis 7, Cha 20
Base Atk +0; CMB +0; CMD 14
Feats Dervish Dance[ISWG], Revered Guidance
Traits eager performer, strength of the sun
Skills Bluff +10, Diplomacy +12, Disguise +6, Escape Artist +8, Intimidate +6 (+8 circumstance vs. evil creatures), Knowledge (local) +5, Knowledge (religion) +5, Perception +2, Perform (dance) +12, Stealth +8; Racial Modifiers +2 Diplomacy, +2 Perform (dance)
Languages Celestial, Common, Goblin
SQ battle dance, halo
Other Gear studded leather, arrows (40), scimitar, shortbow, 32 gp, 10 sp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Revered Guidance (Human) +4 on Diplomacy checks with creatures of the selected subtype.
Strength of the Sun +1 CHA-based checks during the day.

Sovereign Court

(Hoping to hear from Wivvy and bros before I submit anything.)
*What do you brothers think you will play?
*The original player guide had Feats instead of Traits. May we select one of these in lieu of a campaign trait?

I really like that Samsaran Brawler concept by the way. Kudos on a great idea Budd/Chudd!
lots of cool ideas. That one just stands out to me.


Thanks, man! There are a lot of really good characters being submitted for this one.


@Julen: Download for free the anniversary edition player guide of RotRL here


I'd like to submit Yulia Mulberry, Warpriest of Cayden Cailean. She mostly wields the sling though has a rapier as backup.

Crunch is in the profile

Background:
Yulia was born as part of the Halfling contingent of a Varisian caravan. While her childhood was nothing special as far as the children of Varisian travellers go, both the joys of the tight knit family unit and the ostracization from outsiders.

A brutish attack by two hill giant brothers brutally ended her happy childhood. Their aggressive attack obliterated most carriages and they killed any who tried to stop them as they plundered the food stores and ate the horses. All that was left for them to do was flee.

Once the dust had settled most people of the caravan returned in hopes of securing anything of value that was left and burying their dead. To their own disgust they found most of their dead gone, taken by the giants. While most people gathered their belongings and started to move down the road towards the nearest town the young Yulia swore vengeance, swearing she'd take down ten giants for every life lost.

The caravan split up shortly after, not able to sustain the entire group without their wagons and horses. Yulia's family moved to Magnimar where she eventually fell in with the followers of Cayden Cailean, more or less forgetting about her oath. When recently the news of giant attacks started to increase she decided this was the one chance she'd get to get back fulfil the oath she made as a child.

When she moved to what she deemed the frontier of giant attacks she arrived in the town of Sandpoint. Here intent was to move east from there, heading for the other border of Varisia to Janderhoff, assuming the Dwarves would be more than willing to help her. When she arrived in Sandpoint she came across the preparations for the Swallowtail Festival and, as a proper Caydenite, couldn't resist and figured a delay of a few more days wouldn't hurt.

1 to 50 of 127 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Rise Of The Runelords All Messageboards

Want to post a reply? Sign in.