
GM Tierce |

Against my better judgement, the gods of Golarion are demanding tribute, and I have decided that the tribute will be in the form of a pbp campaign. Rise of the Runelords Anniversary Edition!
This will be a heavy RP campaign and as a result, the minimum posting requirement is lower then most campaigns. Posting will be at a minimum of three times a week and must have at least a paragraph. This also means that extensive character backgrounds are a must.
Crunchy Bits
20 point buy - only one dump stat and no stat higher then 18 (even after racial modifers)
HP: Max at level one, average on following
Traits: Two, one from the Player's guide for the campaign
Equipment: Average starting gold
Content: All Pathfinder Material, no 3PP
Races: Any, except for the race builder
Classes: Any
Party Roles: Will go by treantmonk's concept of party roles, combat healers are out, controller arcane classes and skill monkies are a must
Recruitment will be open for two weeks for time to write backgrounds. 4 or 5 Players will be chosen.
Good Luck

Ryuko |

I plan to submit James, son of John, a fairly simple family man and Sandpoint native smith who takes up a hammer during the goblin raid amd never has the chance to put it back down. He'll be the reluctant adventurer type, who truly wishes to simply return to his wife and son, but whose powerful conscience and overdeveloped sense of community would never allow him to turn away if he thinks he can still help his friends and neighbors.
Mechanically I think I'll make him a human fighter, two-hander archetype. He'll be fairly simple in tactics but not stupid or foolish. A man with a huge hammer and a wish to keep his town, family and friends safe, and stay alive until he can return to them.

GM Tierce |

@Ryuko - are you married to the idea of a human? Blacksmith who takes up his hammer really says dwarf to me, and the foehammer archtype from the ARG would be pretty good for that

Ryuko |

I considered that too but... I dunno. I'm envisioning him as an everyman sort which makes human better to me. I suppose I could play him as a dwarf though I don't think I'd take the foehammer type. I'm making him less a "trained fighter" and more a "tough man who picks up tricks as he goes". Starting feats are Power Attack (He's a big guy who's not well trained), Toughness (Gotta be tough to work in a forge) and Iron Will (He's got something more than gold and glory to fight for). I suppose he could work with another race but human is how I imagine him.

scranford |

I am thinking about an Aasimar Cleric of Shelyn, who travels to Sandpoint to check out the new temple there. Not a Dudly Dooright...he's seen some things, but still a paragon of goodness. I'll hero lab up something, then post with background to follow.
Abraham Silver
ABRAHAM SILVER CR 1/2
Male Angel-Blooded Aasimar (Angelkin) Cleric 1
NG Medium Outsider (Native)
Init +0; Senses Darkvision; Perception +3
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DEFENSE
--------------------
AC 15, touch 10, flat-footed 15. . (+5 armor)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Glaive +2 (1d10+3/20/x3) and
. . Morningstar +2 (1d8+2/20/x2)
Ranged Sling +0 (1d4+2/20/x2)
Special Attacks Dazing Touch (6/day)
Spell-Like Abilities Alter Self (1/day), Dazing Touch (6/day), Lightning Arc (6/day)
Cleric Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 14), Bless, Charm Person (DC 14)
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Clergy Member (1/week), Student of Faith
Skills Acrobatics -4, Climb -2, Diplomacy +7, Escape Artist -4, Fly -4, Heal +9, Knowledge (Religion) +4, Ride -4, Stealth -4, Swim -2
Languages Celestial, Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su), Cleric Domain: Charm, Cleric Domain: Cloud, Spontaneous Casting
Combat Gear Glaive, Morningstar, Scale Mail, Sling;
--------------------
TRACKED RESOURCES
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Alter Self (1/day) (Sp) - 0/1
Clergy Member (1/week) - 0/1
Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su) - 0/8
Lightning Arc (1d6+0) (6/day) (Sp) - 0/6
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SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Clergy Member (1/week) +1 on Diplomacy checks with ordained members of your religion, and you can request aid.
Cleric Channel Positive Energy 1d6 (8/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Charm Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain: Cloud Associated Domain: Air
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (6/day) (Sp) Melee touch attack dazes target.
Lightning Arc (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Zack Muad'Dweeb |

Since there was a rush of skill-monkey rogues early on, I'm gonna go with dwarf deep earth sorcerer.
One question for GM Tierce:
There's an alternate racial ability for dwarves called Stonesinger:
"Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait."
Would you allow that it would work with the deep earth sorcerer bloodline as well?

Cuàn |

I'd love to tag along with a Half-Elf Wild Caller, Summoner. He himself would end up as a buffer with some debuffs as well, while the Eidolon would obviously be a BSF, possibly with some single target control via grappling.
He'd be a bit of a knowledge monkey but I also intend to have him put his high charisma by grabbing some face skills.
I'll get the full crunch and background done a little later.

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FW checking in to dot the thread and wave a very interested flag on this game. I have joined a couple of now defunct games of this in the past but we never made it very far into the first encounters.
I'll take that time but I'm looking at a support bard. Probably a Varisian gypsy smart and a natural adventurer. I have played a dwarven one before but the reputation of RotRL makes me keener to make a more optimised spellcaster.
Cheers

Twigs |

In that case, sweet! I'll throw my hat in the ring. We've a lot of submissions, but I'd love to play a greedy, craven scoundrel of a rogue or a Korvosan or Elven/Gnomish wizard. I'm open to whatever else, barring a fighter, as I've got two in active pbps right now.
I tend to favour more "clean slate" character backgrounds that don't undercut the AP's plotline too much, or long-lived races that have lived long enough to have whole other lives. The middleground doesnt excite me too much, too many dead family members and revenge pacts. I'll see what i can come up with regardless, but I'll do my best to tie in with the theme of the AP.
Also I can more or less guarantee regular posts. I have a 16 hour week at the moment.

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I've got to get him entered into the system here, but the character I would like to submit is a fighter, Rolf "the pacifist", who usually works as a caravan guard. Some "Rolfisms":
"When I call myself a pacifist people look at me funny and then point out the armor I'm wearing and all the weapons I'm carrying. They seem to think that I am lying to them. But nevertheless it is true. I don't like violence. I just happen to be good at it and it pays well."
"Violence usually doesn't solve anything. Unless you're good at it."
"Those who would want me to temporarily abandon my pacifism for mere filthy lucre had better have a lot of filthy lucre."
Rolf will usually use a spiked chain in combat because it gives him advantages when trying to disarm and trip people, thus potentially winning fights without having to kill people. When working as a guard on a caravan that has an established route and visits the same places on a regular basis, one doesn't want to go killing people in bar fights and other assorted minor altercations in towns and inns along the way. That leads to blood feuds and loss of business for the caravan that hired the guard. However, if the caravan gets jumped by raiders/bandits in the middle of nowhere then that's a different sort of problem. The best means of demonstrating the value of pacifism to caravan raiders may very well be to kill them all and let the Gods handle it. At the very least it demonstrates the problems involved with resorting to violence if you're not good at it

Festric Copperscale |

Name: Blixa Gratzuldash
Race: Gnome
Class: Ranger
Favoured Enemy: Humanoid (Goblinoid)
Blixa is missing a few cards from his Harrow deck.
He's spent the better part of his life recently obsessing over ways to kill goblins. It's become an art form. His weapons of choice are "Bowser's Revenge" and "Pokey". "Bowser's Revenge" is a dogslicer that he renamed and repurposed after taking it off a dying goblin. It has a picture of a dog's face growling on one blade face and the other face has a dog lapping up what would be blood from the blade edge. "Pokey" is a light pick that he uses in his offhand. Blixa collects goblin ears, tans them and displays them from a ring on his belt. He has nearly a dozen currently. He usually writes some humourous quip on the ear leather to offend other goblins even more - they love that. The concentration of goblin tribes near Sandpoint led Blixa to use it as a base of operations for his artistry. Blixa's not really certain why he hates goblins so much, certainly all gnomes despise goblins a little, but Blixa's hatred for them is extreme ragekill. He didn't always feel this way towards them, in fact it developed relatively recently a few years back.
Blixa was near a runewell of wrath when it activated and it transformed his normal feelings for goblins to that of a murderous obsessive wrath of them.
Crunch to follow.

Festric Copperscale |

Male Gnome Ranger 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 14. . (+3 armor, +2 Dex, +1 size)
hp 13 (1d10+2)
Fort +4, Ref +4, Will +1
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee (Standard) "Bowser's Revenge" +4 (1d4+2/19-20/x2) OR "Pokey" +4 (1d3+1/20/x4)
Melee (Full) "Bowser's Revenge" +2 (1d4+2/19-20/x2) AND "Pokey" +2 (1d3+1/20/x4)
Spell-Like Abilities Speak with Animals (1/day)
--------------------
STATISTICS
--------------------
Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Two-Weapon Fighting
Traits Goblin Watcher, Suspicious
Skills Acrobatics +1, Appraise +1, Climb +1, Craft (Armor) +6, Escape Artist +1, Fly +3, Handle Animal +4, Knowledge (Nature) +4, Perception +4, Profession (Tanner) +5, Ride +1, Sense Motive +2, Stealth +9, Survival +5, Swim +1
Languages Common, Gnome, Sylvan
SQ Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex), Hatred +1, Illusion Resistance, Track +1, Wild Empathy +1 (Ex)
Combat Gear "Bowser's Revenge", "Pokey", Studded Leather Armor; Other Gear Artisan's Tools: Craft (Armor)
--------------------
SPECIAL ABILITIES
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Goblinoid).
Goblin Watcher +5 to Appraise checks to determine most valuable item in a hoard.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Cuàn |

Here is Karas "Beast Heart" Milar, a Half-Elven Wild Caller who only recently discovered isn't in fact a full-blooded Shoanti. Crunch is in the alias behind the name.
Born to a Shoanti mother near the Churlwood, Karas has been part of the Shriikirri-Quah, or Hawk Clan, since his birth. Not knowing who his father was for many years he grew up among the children of the clan where the fact he matured a little slower than the others was considered an omen of a long and healthy life rather than him being not entirely human.
At the age of 10 Karas became the apprentice of one of the tribe's shaman and the historian of his tribe. Intrigued by what was to be learned from the past he and his mentor eventually travelled to the lands of the the Skoan-Quah (Skull clan) where Karas was to learn the true extent of his people's history. While Karas didn't really have a problem with the different habits of the Skoan his mentor wasn't very comfortable around them and returned home after leaving Karas in the care of the one Skoan friend he did have.
Among the Skoan Karas discovered the origin of his people, how they came to be and even found where the shamanistic traditions started. He started studying the magic of that era.
During this period Karas started receiving visages of a strange creature, hawk-headed but with that was a mix of bear and cougar. While at first he only saw this creature it eventually started talking to him, telling him how to use the magic of old to bring him to his world. Convinced that he was talking to his totem animal, strange as it was, Karas did as instructed. Once the ritual was done he was indeed faced by the creature which then jumped him. While Karas thought it would devour him it in fact only licked his face.
The next day he showed the creature to the Skoan historians, first starting with the ones that had been teaching him. Scared at first and later confused they soon came to the conclusion this wasn't the magic of the tribes and wasn't truly a totem animal, though very close. They then sent him back home together with an elder who was to explain the situation to Karas' own people.
When the shaman's of his own people also were convinced that this was not in fact their tribal magic but could be a strange, new offshoot Karas' mother came forth. She told all present what she had been keeping secret for more than 18 years: Karas' father wasn't another Shoanti, he was a soldier and sorcerer from Magnimar and though he didn't look like a real Elf the man had had his similarities with the Elves that sometimes came to the Churlwood. After many days of talking the shamans came to the conclusion that the only explanation was that Karas' magic was in fact a combination of Elven or father's magic and the magic of the clans.
That same year Karas underwent his coming of age ceremony after successfully completing all his trials. It was two days after the ceremony that he decided he would go in search of his father. While the clan's chief and shamans disagreed at first they were swayed by Karas' mother, for what child did not deserve to know who his parents where, and what use was knowing history when you didn't even know your own?
After several months of further training he would then leave. His clan organised a small feast to wish him good luck before he left.
Having recently returned from Magnimar Karas has learned that his father was indeed a sorcerer and soldier under command of the city of Magnimar but also that he was away at sea at the moment, sent to fight the pirates from Riddleport.
Disappointed by the course of events he was on his way back when he landed in the town of Sandpoint. Upon hearing there would soon be festivities there he decided to stay a little longer, curious about the traditions of the outlanders and in need of some entertainment.

Twigs |

Dotting. I'll apply in a few days if I don't get into the other AP I'm applying for, but it hasn't gone well for me in the past when I've joined more than, so I'm only applying for one at a time at this juncture.
Glad to see you're still about. It'd be great to get a chance to play together again.

Qorin |

Definite dot, but more thought needed on what character to make. The first thought is this half-orc warrior of light paladin. His origin story doesn't quite get him to ROTR, but it's another couple of paragraphs to get it there.
Lawful: He sees himself as a protector of the weak. Growning up in the underworld of Kaer Maga, he has seen how the strong abuse their power when they are not restrained. He believes that order is the only way to keep the weak safe from harm.
Good: He is relentless enemy of all that is evil, and he sees things very black and white. He can detect evil at will, so he isn't going for any discussions of subjective evil. It is, or it isn't, and he can tell.
At the age of 12, he went to the house of a young mother who had borrowed money to heal her sick son. The child had died of his disease despite the prayers of the phony clerics who had taken her money, and it was Qorin's task to send a message. Unable to bring himself to murder the young woman and orphan her other children, he found the con artists who had tricked her, in the process of bilking an elderly man whose wife lay on her deathbed.
The falchion had hung on the wall, collecting dust for years since the old man had settled down with his wife and given up adventuring. Qorin looked at the false priests and could almost taste the evil in their hearts, and he grabbed the weapon in both hands. The fight was short and in the end, all the thieves were dead but one. Qorin was wounded by a poisoned dagger, and barely able to stand, but he offered the last thief his life if he took Qorin to their hideout.
The thief agreed, and led Qorin there. The young half-orc gave him his life, but kept his tongue, to stop him destroying any more lives with his lies. He found a trove of treasure, and paid for a true cleric to stop the poison before it killed him. He paid the cleric to ease the old woman's suffering. When he was recovered, he paid off the young woman's debt, but when he brought the money to the boss, there was the same sickening evil that he had felt with the thieves.
He knew he would die if he fought the gang-leader, but he announced that he could no longer work for an evil man. Knowing he would not be allowed to live long if he stayed, he left Kaer Maga.

Qorin |

Male Half-Orc Paladin (Warrior of the Holy Light) 1
LG Medium Humanoid (Orc)
Init +1; Senses Darkvision; Perception +0
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
hp 13 (1d10+2)
Fort +4, Ref +1, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Falchion +4 (2d4+4/18-20/x2) and
. . Gauntlet (from Armor) +4 (1d3+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Ranged Crossbow, Heavy +2 (1d10/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 17, Dex 13, Con 14, Int 8, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Power Attack -1/+2
Traits Brute (APG) Monster Hunter (ROTR)
Skills Acrobatics -4, Climb -2, Escape Artist -4, Fly -4, Intimidate +9, Ride -4, Stealth -4, Swim -2
Languages Common, Orc
SQ Aura of Good (Ex), Orc Ferocity (1/day)
Combat Gear Chainmail, Crossbow, Heavy, Falchion;
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.