DM Carbide runs *! Rise of the Runelords !*

Game Master John Woodford

Today: 4727 AR, Autumn Equinox

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Hello, all!

I have a group that just had a TPK in book 1 of Rise of the Runelords, but want to continue the story. So, we are looking for 2 new players to help fill their ranks in hopes of helping the new party survive. As such, you will be submitting a 3rd level character to join the existing party of 3 other new 3rd level characters.

The current party consist of:
Reynard Freeman, a male Tiefling Alchemist (Beastmorph/Vivisectionist)
Druamin, a male Dwarf Druid
Trox, a male half-orc Fighter

We are looking to fill in with a full arcane caster and a support character of some sort.

While we shoot for a daily posting rate, I will warn you that we tend to move a bit slower than that. So please only apply if you can handle a relaxed pace. Also note, this group began June of 2018, so it has been over a year still in Book 1. So expect a long haul.

If this hasn't scared you off, then...

Characters are PF1e, built with 20 pt, only Paizo materials, 3000 gp initially, and no alternative or house rules. I don't have any restrictions on other rules, but know that the closer you match our need, the more likely you are to be selected.

Deadline for submissions is Oct 19. That gives you a week and 2 weekends.

Feel free to ask questions here or by PM if you prefer.


Dotting for interest.
I've never finished RotR, stranded somewhere at end of book 2, but that was so long ago.

There's another RotR recruitment thread going on, for which I had many other ideas to play with.

One is a Wizard with a Focus on Combat Maneuvers, using a whip to disarm (or trip) enemies when he's not casting spells. Or using spells to perform those combat maneuvers.

If you don't mind this idea GM, I can have the crunch up this weekend.


Dotting for interest with a character who had originally been for Jade Regent. Luckily, very little of his backstory needs altered at all.

I didn't pick much specific mechanical stuff, having been waiting for the player selection, but Simon is an Archivist Bard who in combat will focus on identifying weaknesses and whatnot while providing battlefield control and buffs, and out of combat will be a very efficient skill monkey and king of knowledges, being a big ol' nerd.

I've not played RotR, and all I've really read was the first half of Burnt Offerings, so I at least know what's already happened!

Grand Lodge

I will be sumitting an evangelist cleric. Full on support bot!


Where in the story do you think you'll be (re)starting from? I've played RotRL through the catacombs under the glass factory but that's the extent of my knowledge.

Also, I looked in the discussion thread and it seems like you were using background skills, feat tax blog post rules, and 2 traits (with one campaign trait preferred). Is that all still correct?

Dark Archive

Dotting


I had this character in another Rise of the Runelords game that ended. I have levelled her up to 3 and made a few changes (the original game was a core rulebook only game, so I took advantage to change a few things around). I also updated her backstory to fit in with the new game.


So I may need to tweak this guy slightly, mainly switch his Suspicious trait back to a Campaign trait I think...
Oh, and bump him up to third level, Second Level spells baby!

Now I have played in a previous Rise PbP that made it at least into the second book, but that was with a different character. Will that be a problem? It has been several years since then.


So it seems we did allow background skills and feat tax rules. http://michaeliantorno.com/feat-taxes-in-pathfinder/

@Rocan - I have no issues with your concept. If you can pull it off it could be quite handy!

The story will be picking up in the middle of Thistletop. Well after the glassworks.


Okay, I have Claudia adjusted for feat tax and background skills.

Are we going to be joining the group in Thistletop, or meeting in Sandpoint and then moving to Thistletop?


So, the scene is that the previous party just died in Thistletop. Once character escaped (since they were fleeing from a fear spell), and has just run into Sandpoint to tell the Sheriff in the pub that you all (players old and new) just happen to be currently visiting.


Meet Rowena Morgan. Rowena is a rehash of a character I originally had been playing as part of IRL Jade Regent game. I had such fun with her that I decided to see if she would perhaps fit in your Rise of the Runelords game.

I started playing a play by post of this AP that died very quickly while still at the beginning stages of book one. Rise of the Runelords is the one AP I've really wanted to play through since I began playing Pathfinder.


Karson McBright offers his Knowledge and arcane power to the people of Sandpoint.

I haven't played Rise of the Runelords.


Heya GM Fuzzfoot, here's my crunch for my Whip Wizard, Lakota Jonas, a human woman with a penchant for uncovering and investigating old lore and myths. She quite takes after her father who has unfortunately passed on.
I know much of her backstory already, but I'll put that up tomorrow.
If you have already a wild guess about what it might be, there's hints in the crunch.
I'm not sure if I take more hitpoints or more skills as FCB.

BTW: Are you okay with me having a minor Ioun Stone (and a Wayfinder) from the beginning? It's a simple one to help me survive longer when at negative hitpoints.

Lakota Jonas:
Lakota Jonas
TN Medium Humanoid (Human), Transmuter (Enhancement) Wizard 3
Init +0; Senses ; Perception +0
DEFENSE AC 10, touch 10, flat-footed 10 (+0 Dex, +0 armour)
hp 20 (6 + 2d6 + 6)
Fort +4, Ref +2, Will +4;
Defensive Abilities ;
OFFENSE
Speed 30 ft.,
Melee Dagger + 4 (1d4+3/20)
Melee mwrk Whip + 5 (1d2+3/20) (+2 to Disarm and Trip)
Ranged Heavy Crossbow → + 1 (1d10/x3)

STATISTICS
Str 16 (15+1) , Dex 10, Con 14, Int 18 (16+2), Wis 10, Cha 8;
Base Atk +1; CMB +8 (+2 to Disarm) ; CMD 18 (BAB +1, Str +3, Int +4)(+2 vs Disarm)
Feats: Arcane Discovery (1st)(Knowledge is Power), Combat Expertise (1st Human), Improved Disarm
Skills: Linguistics 3 ranks (+10), Knowledge (Arcana) 3 ranks (+11), Knowledge (History) 3 ranks (+11), Spellcraft 3 ranks (+10), Appraise 3 ranks (+10), Knowledge (Local) 3 ranks (+10)
Languages: Common, Thassilon, Elven, Halfling, Gnome, Dwarven, Infernal, Abyssal, Celestial, Giant, Goblin, Undercommon

Combat Gear: Dagger, mwrk whip (Ancestral weapon/Bonded Item)
Other Gear: spellbook, journal of her father: professor Jonas, Cloak of Resistance +1, Tourmaline Sphere (+2 Con when Dying, 1000gp)
Encumbrance: lbs; Light Load, (Light Load up to 76lbs, Medium up to 153lbs, heavy up to 230 lbs)
Carrying capacity: 15 lbs Light Load
Money Left: 1000 gp

Traits:
Heirloom Weapon: Whip proficiency
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.
Special Abilities
Arcane School: Transmutation
Opposition schools: Necromancy & Enchantment
Physical Enhancement (Su) (+1 Str)
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.

Arcane bond → Bonded Item: Professor Jonas's Whip
Racial Traits:
Base Speed 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.

Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Favored Class Bonus ()
Spells
Level 0: Detect Magic, Mage Hand, Read Magic, Prestidigitation, Message
Level 1: Enlarge Person, Magic Weapon, Alter Winds, Shocking Grasp, Comprehend Languages, Mage Armor, Shield
Level 2: Bull's Strength, Pilfering Hand


I would like to submit my hydrokineticist, Faywen! Faywen is pretty versatile and can hit enemies both at a range of 120 ft or in melee with kinetic blades, so she can change tactics as the situation demands. With kinetic healer, she can also heal people many times throughout the day for 2d6+5.

I'm happy to answer any questions you might have.

Background:
At a height of just over four and a half feet, Faywen Marisal towers over the halflings, gnomes, and small children of Magnimar, but not much else. Even so, her marid ancestry makes her stand out in any crowd. As an undine, Faywen's seafoam green skin, emerald hair, glassy, ice-blue eyes and pointed, fin-like ears set her apart from the other residents of the City of Monuments. Like most of her kind, Faywen tends to braid her hair tightly and wears clothing that won't billow or tangle when swimming underwater. Her clothing favors dark shades of blue with silver accents.

While all undine have a powerful and deep connection to the sea, Faywen's goes further even than most. Rare even among her own people, Faywen can breathe water as easily as air and manipulate its currents, and her newly developing abilities as a hydrokineticist feel like a blessing from Gozreh herself.

Faywen lives in the district of Beacon's Point with her parents Dhem and Sadhun. Dhem, her father, is a priest of Gozreh, and has raised Faywen to be a devout follower of the Wind and Waves. Sadhun, her mother, is a historian specializing in Thassilonian history, an interest she also passed on to her daughter. Faywen herself makes a living by diving into the waters off the coast near the Irespan and searching for artifacts that others can't reach without magical aid.

It's after receiving a letter from a friend in Sandpoint describing the goblin attacks and related trials that Faywen decides to set out for the small village. Between the undead, organized goblins, and who knows what else, there is clearly something unnatural going on and she feels compelled by her god to investigate.

Faywen
Female Undine kineticist 3
TN Medium outsider (native, aquatic)
Init +3, Senses darkvision (60 ft.); Perception +7
=================================================

DEFENSE:

AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 shield)
hp 30 ((3d8)+12)
Fort +7, Ref +7, Will +4
Resistances cold 5
=================================================

OFFENSE:

Speed 30 ft. Swim 30 ft.
Melee Water kinetic blade +6 (2d6+5)
Ranged Water kinetic blast +6 (2d6+5) 30/120ft
Infusions Extended Range (Form), Kinetic Blade (Form)
Wild Talents Kinetic Healer
=================================================

STATISTICS:

Str 8, Dex 16, Con 17, Int 12, Wis 12, Cha 10,
Base Atk +2; CMB +1; CMD 14
Feats Precise Shot, Weapon Focus (Kinetic Blast)
Skills Acrobatics +8, Appraise +2, Knowledge (Arcana) +3, Knowledge (Geography) +3, Knowledge (History) +5, Knowledge (Nature) +7, Perception +7, Stealth +9, Swim +11, Use Magic Device +5
Background Skill Appraise 1x, Knowledge (Geography) 2x, Knowledge (History) 3x
Traits Indomitable Faith, Scholar of the Ancients,
Languages Aquan, Auran, Common, Thassilonian
SQ amphibious, basic hydrokinesis, burn, darkvision, elemental defense, elemental focus, elemental overflow, energy resistance, extended range, gather power, hydrated vitality, infusion, kinetic blade, kinetic blast, kinetic healer, languages, medium, native outsider, normal speed, shroud of water, simple blasts, universal, water, water blast, weapon and armor proficiency, wild talents
Combat Gear potion of reduce person, potion of remove fear, potion of cure light wounds (2), potion of protection from evil, potion of shield of faith,
Other Gear cloak of resistance +1, explorer's outfit, +1 leather armor, backpack (masterwork), 490 gp
=================================================

RACIAL ABILITIES:

+2 Dexterity, +2 Wisdom, -2 Strength
Undines are both perceptive and agile, but tend to adapt rather than match force with force.

Amphibious (Ex)
You have the aquatic subtype, but you can survive indefinitely on land.

Amphibious (Ex)
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Darkvision
Undines can see in the dark up to 60 feet.

Energy Resistance
Undines have cold resistance 5.

Hydrated Vitality (Ex)
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per day per level with this ability, after which it ceases to function. This racial trait replaces water affinity.

Languages
Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Medium
Undines are Medium creatures and receive no bonuses or penalties due to their size.

Native Outsider
Undines are outsiders with the native subtype.

Normal Speed
Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

TRAITS:
Indomitable Faith
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

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.

CLASS FEATURES:
Basic Hydrokinesis
Element water; Type utility (Sp); Level 1; Burn 0 You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

Burn (Ex)
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Elemental Overflow (Ex)
At 3rd level, a kineticist's body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability's other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist's body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% x her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Gather Power (Su)
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su)
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. The descriptions of infusions begin on page 17.

Kinetic Blast (Sp)
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15-16.

Shroud Of Water
Element water; Type defense (Su); Level -; Burn 0 You surround yourself with a shroud of water, ice, or both that protects you from harm. The shroud can either cover your body, functioning as armor, or float around you and block attacks, functioning as a shield. It grants either a +4 armor bonus to AC or a +2 shield bonus to AC, and you can change the type of bonus as a standard action. This bonus increases by 1 for every 4 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the bonus by 1 until the next time your burn is removed. You can increase the bonus multiple times in this way, but it can't be increased by more than 50% of its starting value. When you change the shroud to grant a shield bonus, any bonus in excess of this limit doesn't apply, but it remains if you change the shroud's bonus type again. Whenever you accept burn while using a water wild talent, the water coalescing around you allows your shroud to grant both the armor bonus and the shield bonus for 1 round. You can dismiss or restore this effect as an immediate action.

Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level-some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Water
Kineticists who focus on the element of water are called hydrokineticists. Hydrokineticists master the flow of water or the numbing chill of cold, and they are known for their versatility and flowing forms, like the ever-changing currents.
Class Skills: A hydrokineticist adds Knowledge (nature) and Swim to her list of class skills.
Wild Talents: 1st-basic hydrokinesis, cold adaptation, heat adaptation, icewalker, kinetic cover, kinetic healer, pushing infusion, quenching infusion, slick; 2nd-entangling infusion, veil of mists; 3rd-cold snap, impale, torrent, water manipulator, waterdancer; 4th-ice sculptor, spray, watersense; 5th-chilling infusion, shimmering mirage, waterdancer (greater); 6th-ice path, suffocate; 7th-cloud, fragmentation; 9th-tidal wave.

Water Blast
Element water; Type simple blast (Sp); Level -; Burn 0 Blast Type physical; Damage bludgeoning You slam a single foe with a stream of water.

Wild Talents
A kineticist can use wild talents-magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents.

WILD TALENTS/INFUSIONS:
Extended Range
Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none Your kinetic blast can strike any target within 120 feet.

Kinetic Blade
Element universal; Type form infusion; Level 1; Burn 1 Associated Blasts any Saving Throw none You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power. You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Kinetic Healer
Element(s) aether or water; Type utility (Sp); Level 1; Burn 1; see text Saving Throw none; Spell Resistance yes
With a touch, you can heal a willing living creature of an amount of damage equal to your kinetic blast‘s damage. Instead of paying the burn cost yourself, you can cause the recipient to take 1 point of burn. If you do so, the recipient takes 1 point of nonlethal damage per Hit Die he possesses, as usual for burn; This damage can’t be healed by any means until the recipient takes a full night’s rest.


Dotting. I am currently building a grippli vexing dodger rogue that will focus on dirty tricks and intimidate to debuff enemies.


Miles Norman, Arcane Healer Bard, statted up and ready.


I got an idea, but is VMC ok?


Interest!

Dark Archive

Hello all. This is my, Grandloung's, submission, Erond Niroden. You can find a full character sheet in the profile, the background here, and a rationale and role below that. I think he can really help support the group I designed him to support a whole party in multiple ways. Please have a look.

Background:

Within the Mierani Forest, Erond was raised by a druid's circle of which his mother the head. It was the region’s eldest druidic circle which works to overcome the malady that afflicts the heart of that wilderness. His father, a local militiaman, and lived in town. Child care and druidic education was the responsibility of the whole circle, so Erond had, by default, a large family. He did, however, spend half his time in the small barracks that housed the town’s militia. Bored most of the time, do to the lack of other children and teens Erond to took to training with bow and like some of the other more wiry men in the barracks often under the supervision of Sheriff Belor Hemlock. An average fighter for his age he made his mark as a team player whenever he worked in a team on exercises, his group usually coming out victorious. At the Circle with his druidic family, he studied nature and magic.

So was Erond’s life growing up, a week in town, a month with the circle. There was no fixed time in either place. Erond came and went. Every couple of weeks he, his mother and his father would spend the weekend together in the woods. At the end of their time together, his mother would return to her duties at the Circle and his father to his small command. As a child, the parting was hard but adjusted as he got older. As an adult, they maintain this tradition. In the rare instances when Erond and his mother are in town, they will go to the poorer areas and bring goodberries for as many people as their power will allow. It’s a small gesture they hope it helps. The only other time they all spent together was on hunts. They would range throughout Varisia tracking different creatures based on the time of year and the area most of which would be untrackable to the untrained. Along the coastal and southern lands, deadly animals, vermin, goblinoids, and the occasional undead harass Varisia’s civilized peoples and would be dispatched. The forests, hills, and plateaus beyond play home to deadlier animals, savage humanoids, and fey, while within the land’s wildest realms dwell magical beasts, fierce dragons, and tribes of savage giants (Monster Hunter). Hunting of these most dangerous beasts was beyond that of the family.

When on patrol Erond dons his leathers, calls for Amarok and they leave town. Erond searches for those forces which bring imbalance to the world. Erond has been thrust into the center of conflict recently as the factories of Palin's cover have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy and an important Sandpoint trading partner. These aggressions have spread throughout Varisia, leading to many of the caravans requiring escorts to avoid attacks. Erond often meets the caravans half way and guards them for the western half of the journey. This tension has put Erond at the crossroads of some of the druids and the citizenry, having to assure the people of Sandpoint that these tensions will not directly affect them. His monster hunting experience got him assigned to a particularly gruesome case 5 years ago tracking the Chopper a case that is now simply called The Late Unpleasantness (Monster hunter trait). Though this chapter has come to an end, the town has not felt quite right since. There are very few people that understand this balance between nature and civilization. Fortunately, Niska Mvashti is a bright and often brooding seer specializes in guiding people and providing advice through visions. Like many hinterland druids, Erond visits regularly and has become friends with her Daughter Koya though her daughter is not a druid like Erond. It has been said that Erond's druidic roots run deep and that he may be related a reclusive old druid named Biston.

When not on duty, Erond serves as a deacon and guardian of the new Sandpoint Cathedral. His family have been active supporters of it since it was first proposed and strong advocates for the representation of nature through the inclusion of Gozreh, and Erastil.

I have looks at the current members and I have tried to put together a character tailormade to support the group.

Role/ rationale:

Erond is an evangelist cleric. That is to say, he has cleric spells (buffs, removal, healing, restoration etc.) to support the group as well as inspire courage. Erond has a familiar designed to intimidate (supporting casters and melee folks) and act as a replaceable scout when need be. Erond has scribe scroll so the group will always have access to all the situational spells like align weapon communal, as well as the removal spells and restorations they may need.

Finally, Erond is a bow user allowing him to support with specialty arrows trip, special materials, splinterclould.

Feel free to check out my posting history is you like.


Alright, here's a sheet for Alatus Cator, aasimar paladin of Ylimancha. Focused on archery, with a pretty cool (I think, at least) archetype trading away spellcasting.

Short background and some other description stuff:
Alatus has been touched by the divine his entire life. Descended from a family of fishermen and devoted cultists of Ylimancha in Magnimar, Alatus clearly showed the influence of his patron from birth. Initiated at an earlier age than most, he took to the duties of worship quickly, becoming a favored priest in the cult. However, Alatus wasn't satisfied with simply being a fisherman and part-time clergy, especially as he took on more and more roles and responsibilities within the somewhat-unorganized cult. Instead, he decided to take a route that not many expected or imagined: becoming a dedicated holy warrior. With no established hierarchy or procedure to follow, Alatus took matters into his own hands, declaring himself protector of the fishermen and coastal communities in Magnimar and its surrounding territory in Varisia, and began training rigorously to channel his patron's power through body and bow.

Alatus was helped along on his journey by the fact that he had been, among other roles, the cult's well-liked ambassador to the other faiths in Magnimar. Keen to learn as much as he could from the other churches' vast knowledge and experience, he spent as much time with other paladins and priests as he spent on his own duties, soaking in everything from history and planar theory to the basics of healing wounds with or without magic. Alatus had planned a trip to Sandpoint for the opening of its new cathedral, but he was delayed by unexpected church business in Magnimar, missing both the festival and the attack that followed. Finally free enough to travel, the paladin is finally able to make his way to Sandpoint, wary of rumors regarding the influence of demons in the town, including Pazuzu - Ylimancha's mortal enemy.

Teal-skinned and feathered from head to toe, Alatus doesn't quite resemble a human, though he was born to a human family. He wears a shiny golden holy symbol and armor emblazoned with the seagull symbol of his patron empyreal lord, though he also carries with him gifts from other churches, an intricately decorated glaive from a priestess of Shelyn and a pair of Pharasmin ritual daggers, as well as a giant backpack.

Optimistic, inquisitive, and perhaps a bit naive, Alatus maintains a calm and cheery disposition. He's always friendly and happy to help, as long as those asking aren't doing anything questionable. He tends to be somewhat protective of his friends and allies, and believes in the best of people - except demons and demon-worshippers, especially those associated with Pazuzu, because of Ylimancha's influence.


Putting together a (core) Cleric of Erastil. Got a couple more mechanical decisions to make (Feats, Skills, Gear - nothing of consequence, right?), but it is late . . .. And I have a Scouts BSA meeting tomorrow night, so I probably won't get to look at those choices until Wednesday.


TerrorOfDeath's Submission, will work on the fluff later.


Lakota's Background:

Lakota Jonas her father was a known dungeon delving man, known for his vast knowledge of old cultures, customs and mythology. His expertise was sought out across the region of Varisia. Not particularly strong, he was very charming and attractive, albeit in a rough way. A master in quick and innovative thinking, he often used everything in his surroundings to get any treasures or lore he wanted or needed.
His tools of the trade were a whip and a handcrossbow.

For Lakota, her father was an amazing dad when he was home. Telling incredible stories of his adventures, of the people he met, the friends he made. He left out the situations of being in tight spots or almost death, but Lakota knew he was sparing her.

Growing up Lakota followed in her father's footsteps, just like her older brother Tyke. Though where Tyke was as headstrong and arrogant at some times like his father, Lakota was more careful, knowing that she wouldn't want to take as many risks as they were. Preferring to lend her skills to adventuring groups rather than try to go dungeon delving or ruins exploring alone.
About a year and a half ago, a lean and dextrous woman with a long dark-brown braid of hair and two ingenously made repeating handcrossbows came to the Jonas' house. Alas she came bearing bad news and put a familiar looking whip into Lakota's hands.

"I've come across this whip on my journey into the Temple of Anko Whart in the Mwangi Expanse. Everyone knows who this whip belongs to. I'm sorry."

"How.. How did he die?" Lakota replied.

"An unforeseen Spike Trap I imagine, at least that's where I found him. Just after a snake pit."

"Figures,", Lakota sighed "He's always hated snakes. Made him careless. Thank you for delivering this back to me."

Lakota kept her father's whip close to her heart as she finished her magical academy studies. Now she's the one that some people talk about, mostly adventuring groups. "Do you see her? That woman with the massive arms? She's actually a wizard!"
She wants to be prepared, if that means transforming her physical abilities to do so, then fine. No one at first glance would say she is a wizard and that's good. Surprising a foe by disarmming them on one occasion and blasting them with lightning next is sure to make an impression if they live to tell the tale.


alright got the fluff/background


dotting. Building a gnome Voice of the Wild Bard with the Eager Performer campaing trait. Has some arcane spell power, but mostly useful as a support character. Only Background missing.


I think I've figured out who this Cleric is. Still need to do the background and description write-ups, but, here's the pure mechanics:

Combat:
Init +2+ (Dex+2, Eyes of the Hawk+2)
Speed 20' (30' W/O Pack)

Melee +3; Ranged/Finesse +4; CMB +3 (+4 Finesse) (BAB+2, Str+1, Dex+2)

Standard Attacks
Darkwood Str +1 Composite Longbow +6 for 1d8+1 over 110' @ x3 (P, 60 arrows)
(Ranged+4, MW+1, Weapon Focus +1, Precise Shot, Ignore 1 source of Soft Cover)
MW Cold Iron Light Mace +5 for 1d6+1 @ x2 (B, Cold Iron)
(Finesse+4, MW+1)
Mithral Dagger +5 for 1d4+1 over 10' @ 19+ (P or S, Silver)
(Ranged or Finesse+4, MW+1, Precise Shot)

AC 16, T 12, F 14, CMD 15 (Armor+4, Dex+2, BAB+2, Str+1)

HP 21 (8+2x5+3xCon+1)

Acid Resistance 5
Cold Resistance 5
Electricity Resistance 5

Fort +4 (Base+3, Con+1)
Ref +3 (Base+1, Dex+2)
Will +6 (Base+3, Wis+3)


Magic:
** Orisons ***: DC 13 (10 + Wis +3 + Spell Level +0)
A Detect Magic
B Stabilize
C Light
D Purify Food and Drink

** Level 1 Spells **: DC 14 (10 + Wis +3 + Spell Level +1)
Domain: Bless
A Abundant Ammunition
B Unbreakabe Heart
C Divine Favor

** Level 2 Spells **: DC 15 (10 + Wis +3 + Spell Level +2)
Domain: Shield Other
A Goodberry
B Lesser Restoration

** Channel **: DC 14 (10 + 1/2 Level [+1] + Cha +2 + Student of Faith +1)
5 / Day @ 2d6

Calming Touch: 6 / Day
Heal 1D6+3 and removes fatigued, shaken, and sickened conditions

Daylight 1/ Day


Skills:
Class 2 + Int +0 + Favored Class +1= 3 Trained / Cleric Level + 2 Background / Cleric Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational){+Normally Overridden}[Any notes]
+ 2-Acrobatics 2+0+0-ACP
+ 0 Appraise 0+0+0
+ 2 Bluff 2+0+0
+ 1-Climb 1+0+0-ACP
+ 6+Craft (Bowyer/Fletcher) 0+3+3(+MW Artisan's Tools+2) [Background]
+ 0 Craft (Other) 0+0+0
+10 Diplomacy 2+3+3+Aasimar+2
+ 2 Disguise 2+0+0
+ 2-Escape Artist 2+0+0-ACP
+ 2-Fly 2+0+0-ACP
+ 3 Heal 3+0+0
+ 6 Knowledge (Religion) 0+3+3
+ 2 Intimidate 2+0+0
+ 8 Perception 3+3+0+Aasimar+2{+Eyes of the Hawk+1} [Darkvision 60']
+ 2 Perform (Any) 2+0+0
+ 9 Profession (Farmer) 3+3+3 [Background]
+ 2-Ride 2+0+0-ACP
+ 3 Sense Motive 3+0+0
+ 2-Stealth 2+0+0-ACP
+ 3 Survival 3+0+0
+ 1-Swim 1+0+0-ACP

Armor Check Penalty: -3 -0 W/O Pack

Languages Known: Celestial, Taldane


Feats & Traits:
** Feats **
1 Precise Shot
3 Weapon Focus (Longbow)

** Traits **
Campaign: Student of Faith: You cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Religion: Deadeye Bowman: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.


Gear:
3000 GP Budget
1100.0.0 Mithral Shirt (+4/+6/-0/10%/10#) [W]
x230.0.0 Darkwood Composite Longbow Str +1 (1d8/x3/110'/1.5#/P) [W]
x310.0.0 MW Cold Iron Light Mace (1d6/x2/4#/B) [W]
x502.0.0 Mithral Dagger (1d4/19+/10'/.5#/P or S) [W]
xxx3.0.0 Arrows, Common, x60 (9#) [WPP]
xx50.0.0 MW Backpack (4#) [W]
xxx1.0.0 Belt Pouch (.5#) [W]
xxx5.0.0 Spell Component Pouch (2#) [W]
FREExx Explorer's Outfit (8#, sturdy boots, leather breeches, belt, shirt, jacket, gloves, cloak, and wide-brimmed hat) [W]
xxxx.1.0 Bedroll (5#) [P]
xxx1.0.0 Flint and Steel (-#) [Bp]
xxxx.2.0 Mess Kit (1#) [P]
xx10.0.0 Knotted Silk Rope (5#) [P]
xxx2.0.0 Waterskin, x2 (@4#, 8#) [P]
xxx2.5.0 Trail Rations, x5 (5#) [P]
x100.0.0 Gold Holy Symbol (1#) [Bp]
xx25.0.0 Silver Holy Symbol (1#) [W]
xx25.0.0 Holy Text (2#, Parables of Erastil) [P]
xx25.0.0 Holy Text (2#, Horns of the Elk) [P]
xx55.0.0 MW Artisan's Tools (Bowyer/Fletcher) (5#) [P]
xxx1.0.0 Arrow, Grappling (.5) [P]
x100.0.0 Set of 4 matching Platinum Rings for Shield Other [Bp]

[Bp] - In Belt Pouch
[P] - In Pack
[W] - Worn

For 2547.8.0 spent and 75# weight (35.5# w/o Pack), leaving 452.2.0 GP on hand.

Light <= 50# [58# w/ Pack] (By armor)
Medium <= 100# [116# w/ Pack] (+3/-3/20'/x4)
Heavy <= 150# [175# w/ Pack] (+1/-6/20'/x3)


Cleric of Erastil:
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis (see Additional Rules).
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills: The Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.
Class Features
Spells Per Day
Level BAB Fort Ref Will Special
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 [b]Aura, channel energy 1d6, domains, orisons
3 1+1 - - - - - - - -
2nd +1 +3 +0 +3 —
4 2+1 - - - - - - - -
3rd +2 +3 +1 +3 Channel energy 2d6
4 2+1 1+1 - - - - - - -
4th +3 +4 +1 +4 —
4 3+1 2+1 - - - - - - -
5th +3 +4 +1 +4 Channel energy 3d6
4 3+1 2+1 1+1 - - - - - -
6th +4 +5 +2 +5 —
4 3+1 3+1 2+1 - - - - - -
7th +5 +5 +2 +5 Channel energy 4d6
4 4+1 3+1 2+1 1+1 - - - - -
8th +6/+1 +6 +2 +6 —
4 4+1 3+1 3+1 2+1 - - - - -
9th +6/+1 +6 +3 +6 Channel energy 5d6
4 4+1 4+1 3+1 2+1 1+1 - - - -
10th +7/+2 +7 +3 +7 —
4 4+1 4+1 3+1 3+1 2+1 - - - -
11th +8/+3 +7 +3 +7 Channel energy 6d6
4 4+1 4+1 4+1 3+1 2+1 1+1 - - -
12th +9/+4 +8 +4 +8 —
4 4+1 4+1 4+1 3+1 3+1 2+1 - - -
13th +9/+4 +8 +4 +8 Channel energy 7d6
4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
14th +10/+5 +9 +4 +9 —
4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6
4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 -
16th +12/+7/+2 +10 +5 +10 —
4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 -
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6
4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 —
4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6
4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 —
4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): 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 one 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 one 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 who worships 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 casts 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 channeled 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.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domains:
** Animal (Feather) **
Granted Powers: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

** Community **
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Calming Touch (Sp)]: You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.
Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—mass cure critical wounds, 9th—miracle.


Aasimar (generic):
Ability Score Modifiers: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Attributes:
20 point buy
Points Race Level Gear Current
+3 13 +0 13 +0 13 +0 13 S 13 +1
+5 14 +0 14 +0 14 +0 14 D 14 +2
+2 12 +0 12 +0 12 +0 12 C 12 +1
+0 10 +0 10 +0 10 +0 10 I 10 +0
+7 15 +2 17 +0 17 +0 17 W 17 +3
+3 13 +2 15 +0 15 +0 15 H 15 +2

Advancement Plans:
** Feats **
Erastil's Blessing


A young elf with his hood drawn enters I hear you're looking for someone familiar in the arcane, I might be able to help you with that.


Just finished some changes to the character.


Ellioti wrote:
dotting. Building a gnome Voice of the Wild Bard with the Eager Performer campaing trait. Has some arcane spell power, but mostly useful as a support character. Only Background missing.

Richard Hamster:

Richard Hamster
Male Gnome bard 3 Archetypes Voice of the Wild
CG Small humanoid (gnome)
Init +2, Senses darkvision (60 ft.); Perception +4
=================================================
DEFENSE
=================================================
AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 shield, +1 size )
hp 27 ((3d8)+9)
Fort +5, Ref +6, Will +4
Bonus +1 on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet., +2 vs. illusion spells or effects, +4 vs. Bardic Performance, sonic, and language-dependent effects
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee masterwork whip +6 (1d2)
Melee masterwork longspear +4 (1d6/x3)

Innate Spell-Like Abilities Charm Animal (DC 16, 3/day), Daze (DC 15, 3/day)
Bard Spells Known (CL 3rd (enchantment 4th); concentration +7)
1st (4/day)-call animal, grease (DC 15), hideous laughter (DC 17), timely inspiration
0th (at will)-detect magic, ghost sound (DC 15), mage hand, message, prestidigitation, read magic
=================================================
STATISTICS
=================================================
Str 10, Dex 14, Con 16, Int 8, Wis 10, Cha 18
Base Atk +2; CMB +1; CMD 13
Feats Spell Focus (Enchantment), Varisian Tattoo
Skills Acrobatics +5, Bluff +8, Climb +5, Diplomacy +8, Escape Artist +5, Knowledge (Nature) +8, Perception +6, Sense Motive +4, Spellcraft +3, Stealth +9, Use Magic Device +8
Background Skills Handle Animal +12, Perform (Wind Instruments) +13
Traits Animal Friend, Eager Performer
Languages Common, Gnome, Sylvan
Consumables scroll of animal purpose training (inquisitor cl 1) x3
Gear masterwork whip, explorer's outfit, cloak of resistance +1, masterwork leather lamellar, darkwood shield, masterwork backpack, wayfinder with cracked turquoise sphere, darkwood longspear, masterwork flute, 7 gp
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SPECIAL ABILITIES
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Traits
Animal Friend You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet.
Eager Performer Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one
Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Class
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 15 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 15) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Nature Magic At 1st level, a voice of the wild can select a 1st-level druid or ranger spell as a bard spell known instead of a spell from the bard spell list. The voice of the wild can select another druid or ranger spell (of any bard spell level he can cast) at 4th, 7th, 10th, 13th, and 16th levels. If he chooses to learn a new spell in place of an old one, he can exchange a druid or ranger spell for another.
Song of the Wild (Su) The voice of the wild can use bardic performance to grant an animal aspect to an ally, as if using the hunter's animal focus class feature. The ally must be able to hear or see the performance. The voice of the wild uses his bard level as his hunter level for determining the effect of the animal aspect. The bard can affect a second ally with this performance at 10th level and a third at 17th level.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
Wild Knowledge (Ex) A voice of the wild adds 1 to all Knowledge (nature) checks. He can use Knowledge (geography) and Knowledge (nature) untrained.

Race
FC Bonus Bardic Performance Round (3x) Add 1 to the bard's total number of bardic performance rounds per day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Explorer (Knowledge (Nature)) Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice.
Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Bleachling Magic Gnomes with this racial trait treat their caster level as 1 higher for the purposes of divination spells they cast. Additionally, if the gnome has a Wisdom or Charisma score of 11 or higher, she also gains the ability to cast charm animal as a spell-like ability three times per day. The caster level for this effect is equal to the gnome’s level, and the DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces gnome magic.
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BACKGROUND
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Richard was born in whistletown as the youngest of 5 children. He was named after a famous knight from traditional folk stories, but didn't live up to the name. He was always the odd one that took nothing serious. He couldn't hold any useful profession, but prefered playing with animals or the flute. The only contribution he made, was when he some money performing for travelers at the inn.
Much too often for his mother, he left town completely to journey to the Malgorian Mountains or the Sanos Forest. Rumours emerged that he incidently found the gate to the fey realm and was enchanted by it. But this was an excuse by his mother, to explain his oddball behaviour. He didn't and he wasn't. He simply prefered his freedom and the company of fey and animals. He did like playing his flute, especially for others to listen and enjoy, but he wasn't particularly picky for whom he played.
Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, he decided to try his luck getting stage time there. Since he was never a townsfolk person, this fit right in with him, as he prefered such a small village ten times over the big cities.
After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, he took it upon himself to travel to Sandpoint and meet him in person, trusting his immense talent and charming influence will get him what he wants. The announcement of the opening of the new cathedral made this an even better opportunity, because even more visitors would be able to hear his flute.
So he said his family goodbye and set of. Because of his dreamy nature, however, he got sidetracked during his journey and spent a lot of time fooling around with a faun, Ailean, he met. They had some fun jam sessions with their panpipe and flute. Lot's of creatures stopped in to listen. That he was often using his Fascinante ability, he doesn't know. He just assumes he's really good at piping.
Eventually, he managed to miss the cathedral openining ceremony. In hindsight, regarding recent events, he was probably lucky.

Dark Archive

Polished off the bag of support scrolls and quiver of useful arrows. I think everything for Erond (evangelist support cleric) should be done. Good luck everyone.

Apperance and Attitude:

Erond keeps a high and tight military hair cut and wears leathers of deep green and brown, most of which is concealed by a dark brown waxed canvas cloak with a high hood. In the forest, he typically dons Erasitilian facepaint. As a backline fighter, he knows his varied duties. To the inside of his cloak are pockets and straps containing numerous scrolls and potions to ensure he can successfully fulfill these roles.

Erond is a calm hunter most at peace in nature, as well as the Sandpoint Cathedral. He tries to venerate Eristal in all his actions. This dedication means helping the families, farms and hunter his nature tends toward the quiet, so is rare attempts at proselytizing have fallen flat.


Alright just finished the finishing touches to the character.


Like many of the other applicants here, I already applied to one of the other RotRL recruitments going on right now. I hemmed and hawed about whether or not I wanted to apply here as well but I just had an idea I like that might fit with your group. What time is the deadline tomorrow?


About to leave for a scout campout. Looks like I didn't get any story written. <shrug> Life happens. I will be happy to do so if I get selected anyway, but I expect that to be a pretty big strike against me.


You have the full day tomorrow.


I'm in another campaign with hustonj, and they've been wonderful, so I hope that they can get their character finalized for you. :)


This character is a (very) different version of the same character I’m submitting in the other recruitment, so the alias I would use is currently populated with the other version... I’m only going to join one game so if I get accepted to this one I’ll withdraw from the other recruitment and switch over the alias. All my stats and background are below, the skills and spells I’m more than willing to adjust (if selected) based on what other party members have covered, and I left potions/scrolls unpicked for the same reason. The nutshell version is that Bill is an optimistic, gregarious sorcerer but a dullard; he travels with a mountain lion and a talking thrush who serve as his advisors.

Bill

Racial Abilities:
Human
Bonus Feat
Fey Magic (replaces skilled)
- low-light vision
- diplomacy and perception are class skills
- SLAs (1/day when in plains): create water, know direction, purify food and drink, speak with animals

Class Abilities:
Wildblooded Sorcerer 3
Bloodline: Sylvan
Arcana- animal companion
Woodland stride- move through natural undergrowth without taking damage or being slowed

Traits, Feats, and Skills:

Traits:
favored son (Ameiko) [campaign]
house of green mothers pupil [magic]

Feats:
1- familiar bond
Human- improved familiar bond
Sorcerer- eschew material components
3- boon companion

Skills (2 -1 Int):
Diplomacy +13 (3 ranks +3 class +4 Cha +3 familiar)


Spells:
0th (DC 14): acid splash, dancing lights, detect magic, mage hand, prestidigitation
1st (6/day, DC 15): color spray, enlarge person, entangle, obscuring mist

Equipment:
+1 silk ceremonial armor, +1 cloak of resistance
longspear
traveler's outfit
holly & mistletoe
backpack: 3 days rations, a pretty rock, handful of wild flowers, dried apple slices; 750g worth of potions/scrolls
belt pouch: 51 gold

Combat Stats:

Str 10; Dex 14; Con 12
Int 8; Wis 12; Cha 19

HP: 20 (3d6 +3 Con +3 FCB)
AC: 14 (touch 12, flat-footed 12); CMD: 13

Fort +3; Ref +4; Will +5

Longspear +1, 1d8; 20/x3
Acid splash +3 (touch), 1d3 (acid)


Background:
Bill is a simple, friendly man. As a young child he was discovered wandering the wild plains east of Windsong Abbey by an aging druidess. She spent days searching for any sign of his family, to no avail, before deciding to raise him herself. From an early age he demonstrated an unusual connection to the natural world and his adopted mother tried to instruct him in the traditions of the House of Green Mothers, where she had studied many years earlier on the other side of the world. Unfortunately, he proved a poor student despite his aptitude for magic.

A nomadic lifestyle was already growing wearisome for the older woman and the addition of a young child exacerbated that feeling. So, the pair settled in the hinterlands outside Sandpoint where they lived as tenant farmers on a small but fertile plot. Bill grew to be a young man, and made friends with a very special thrush named Archimedes, before his mother died peacefully in her sleep. For several years after that he lived alone on the farm and made frequent trips into town to meet and talk to people. At first he was taken advantage of several times, until he befriended a local innkeeper, Ameiko Kaijitsu, who helped him sell his wares and made sure he always had a room to stay in when he was in town. When Bill made friends with a mountain lion he named Mister Whiskers, she was the one who suggested getting some barding so that people in town would know he wasn’t a wild animal.

Bill missed most of the goblin attack at the Swallowtail Festival because he and Mister Whiskers were watching a grumpy old dwarf drink gross water at the Hagfish, but they did save an elf who was being chased outside of the bar. The elf gave Bill some fancy elf armor and a big spear and paid him for an escort to Nybor. Bill happily obliged and has just arrived back in Sandpoint to tell Ameiko, and anyone else who will listen, about his journey.

-----------------------------------------

Mister Whiskers:
Mountain Lion companion
Size Small; Speed 50 ft.
+7 perception; +6 Initiative

Str 12, Dex 22, Con 13, Int 2, Wis 12, Cha 6

HP: 19 (3d8 +3 Con +3 toughness)
AC 22 (+2 armor +6 Dex +3 natural armor +1 size); CMD: 18
Fort +4; Ref +9; Will +4

Attack: bite +9 (1d4+1, plus trip), 2 claws +9 (1d2+1)
Special Attacks:
Special Qualities: low-light vision, scent

Feats: toughness, iron will
Equipment: leather barding


Archimedes:
Thrush familiar [sage]
Language: common

Knowledge [arcana] +5
Knowledge [geography, history, nature, religion] +4
Knowledge [dungeoneering, engineering, local, nobility, planes] +0


Briandel Quialian

Magus(Esoteric)

Male

Elf

True Neutral

Stats:

Rac Mod
Str 10
Dex 16 + 2 = 18
Con 8 + 2 = 10
Int 16 + 2 = 18
Wis 10
Cha 10 - 2 = 8

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Racial Abilities
----------------

Ability Score: +2 Int, +2 Dex, -2 Con
Type: Humanoid
Size: Medium
Base Speed: 30

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards(and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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Class Abilities
----------------

Diminished Spell Casting:
Arcane Pool:
Spell Combat:
Unarmed Spellstrike:
Magus Arcana: Close Range
Cantrips:

-------
Traits
-------

Student of Faith:
Precise Treatment:

------
Feats
------

Dodge:
Weapons Finesse:

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Languages
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Common, Thassilonian, Varisian,

Skills:

Acrobatics: 3 + 4 + 3 = 10
Appraise:
Bluff:
Climb:
Craft: 1 + 4 + 3 = 8
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal: 3 + 3 = 6
Intimidate:
Knowledge(Arcana): 3 + 4 + 3 = 10
Knowledge(Dungeoneering): 1 + 4 + 3 = 8
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics: 1 + 4 + 3 = 8
Perception: 1
Perform:
Profession:
Ride:
Sense Motive: 1 + 3 = 4
Sleight of Hand:
Spellcraft: 3 + 4 + 3 = 10
Stealth:
Survival:
Swim:
Use Magic Device: 1 + 4 + 3 = 8

Spellbook:

1- Burning Hands, Chill Touch, Corrosive Touch, Touch of Combustion, Shocking Grasp, and Shield.

Spells per day:

0-4
1-3

Combat Stats:

Initiative: 4

--------
Offense
--------

BAB: 2
CMB: 2
Attack Damage
Unarmed Strike 1d20 + 4 1d6

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

HP: 8 + 5 + 5 = 18
AC: 10 + 4 + 2 + 1 = 17
Touch AC: 10 + 4 + 1 = 15
Flat-Footed: 10 + 2 = 12
CMD: 10 + 2 + 4 = 16
Fortitude: +3
Reflex: +1 + 4 = 5
Will: +3

Equipment:

Monks Outfit
Magus Kit
Tattoo Kit
Waterproof Bag
Spellbook

Appearance:

Tall, Lanky, Muscular, and Tattooed to the hilt Briandel looks the part a wild man.

Personality:

Briandel is blunt and gruff he’d rather communicate in a grunt than say anything outloud. However this does mean he’s witless just inarticulate.

Character Backstory:

Growing up in an Elven city he alway felt that his people had become too disconnected from nature in their ivory towers. And he would know what it’s like being stuck in an Ivory tower for he was forced to study magic in one for much of his youth. Rebelling against this he took the path of the magi rather than a full blown wizard as was expected of him. Feeling over the resentment and teenage rebellious spirit, but not over the disconnection with nature he began to wander naked in the woods. Leaving his Weapons behind with his cloth he learned to fight unarmed. Initially embarrassed he might go Druid on them his family was intrigued when he emerged with his own style of fighting. Although they wish he would come back and take his place amongst his people, they have Faith he will eventually settle down and live a “normal” life. However Briandel envisions a future of endless adventure learning all the magic he can.


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OK, thanks everyone for your submissions. I hope to have a decision by tomorrow, but the way my week has been going, it may take a few days.

Dark Archive

Thanks for the update GM Fuzzfoot.


GM Fuzzfoot wrote:
You have the full day tomorrow.

I really didn't. That's why I posted what I did.

In a cellular dead zone, with only a phone, while I'm working with and responsible for a large group of youth? I'm just now getting back on-line.


I think “You have the full day tomorrow” was directed at me... I asked what time the deadline was right before you posted about your schedule.


:facepalm: I think you may well be right. Always important to check for alternate context in an open discussion thread. <sigh>

Failures happen.

My apologies if I caused any discomfort with a bad assumption.


yes, sorry! That was a response to Giant Halfling. I should have quoted... no worries.


So, I know the deadline is past. I still took a few minutes to cobble together a quick sketch of the Erastilian Cleric's background, and a name.
Quinton.

Quick background sketch:
Quinton spent his earliest years like so many other people, on a farm with his parents and siblings. As he was approaching puberty, an itinerant priest of Erastil visited their little village. He recognized that Quinton isn't completely human, and started keeping that village on his path as he wandered.

Flint made teaching Quinton a pet project. After stopping and providing some basic instruction about 8 times, Flint asked for permission to take Quinton on his wanderings, to more fully educate him in the ways of Erastil.

The two of them roamed Varisia for years, Flint getting older and older while Quinton aged far more slowly. Quinton slowly internalizing what it means to be a leader in worship for followers of a god of community. Plain-spoken diplomacy is the root of all interaction while visiting communities, trying to get them to pull together, even while petty selfishness and greed pushes them apart.

One day, as he had for a few years, Flint asked Quinton which way he should go at an intersection. Quinton picked a direction, one he didn't remember having taken previously, and Flint smiled, wished him well, and went a different direction. That was Quinton's graduation from his apprenticeship as a Cleric of Erastil.

Quinton came to Sandpoint for the Swallowtail festival, and supported the population during the surprise attack, but he was busy healing individuals and helping the group work together to see past the attack while the group started their adventures.


Thanks - I got slowed more than usual due to some family medical issues. Nothing serious but wrecked my schedule :)


Sorry to hear that.

Dark Archive

No worries take your time.


1 person marked this as a favorite.

Happens. Real life and our families are far more important than these games can ever be.

Seems like your priorities are in the right place.


And I withdraw. Just got picked up for another game.

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