Rise of the Runelords Redux

Game Master Loup Blanc

A challenging update to a classic campaign, using new materials and expansions.


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Liberty's Edge

Cale Vatay wrote:

Nice! I could use a buff now and again.

A shield or mage armor or haste
(I know nothing of the Runeguard)

Hey DM? How many people are you thinking of selecting?

One of their powers let's me transfer​ the ability to cast Abjuration spells to allies, such as Shield and such. Most Abjuration is defensive, other Abilites give me the ability to trade spells to grant various other bonuses, including immunities to negative energy, Telepathic links, bonuses when helping or being helped by aid another, and finally become a more powerful attack caster. There's one Ability for each of the seven virtues of a leader, the opposite of the Runelords deadly sins.


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Alright, I'm typing this up in a break of events here, so I won't be giving full character feedback in this post--but expect something like that in the next day or two! (I'd say tomorrow, but it's looking like a long drive home, so maybe Monday for me.) That said, I do want to maintain my own presence here, and give some feedback on comments and questions since my last check-in.

Note: If you responded to my comments, and I don't respond to you, I'm not ignoring you! It just means that everything looks and sounds good to me, so you don't have anything to worry about or change.

Corso Gaczi:
The AC thing is because looking at your profile, you have your AC listed as 10, but touch listed as 12, due to the +2 from Dex. Maybe there's something I'm missing, but I believe your base AC should also be 12?

Jereru wrote:

Maybe too late to dot, I hope not.[/qoute]No worries, you're totally fine. When recruitment starts to close down, it'll begin with a note for no new interest, and a rough deadline for submissions to be finished so I can look them all over. (I say rough because if someone posts their character after I've started but before I've finished, I'll include it in my consideration.)

Gilthanis wrote:
Background has been updated. My copy/paste failed previously

Looks good from my readover. A quick note on your mechanics that I forgot last time--Weapon Focus (and other feats normally dedicated to one weapon) are now applied to an entire weapon group, so you'd have Weapon Focus (hammers) and Weapon Focus (heavy blades OR close weapons), rather than just the earthbreaker and klar.

F. Castor wrote:
Is it always on? Or is it a sort of at will thing, so it can be turned on and off? Because if it is always on, that would make for some darn uncomfortable handshakes and hugs...

Well, I'd say it's always on in terms of flavor--that is, your body is always producing intense, uncomfortable heat, but not so much that a handshake or even a quick hug would cause damage, just be noticeably hot and probably startling. It could certainly put a damper on some activities, but day to day life wouldn't be ruined. I'm also okay with that ability to replace your SLA--it has a mechanical effect, but it seems pretty fairly balanced to me.

Rafael Morganis wrote:
I hope I make the deadline, whatever that might be!

No worries, as mentioned, a deadline for finished submissions won't be for probably a few days yet.

Deiniol Sylvir wrote:
Important build considerations

Good questions, but both are fortunately dealt with by a single feat that's available to you from Path of War: Deadly Agility. I think Dexterity to damage is highly overrated in terms of how powerful Paizo considers it, so I have no problem with a feat making it possible to do it without so many restrictions. Also as a note, Weapon Focus isn't removed, just altered to apply to a weapon group--so if you wanted Slashing Grace for some benefit, you would still need Weapon Focus, it's just that both feats would apply to a full weapon group. (At least the one-handed weapons within that group.) Also, I give sword canes the same stats as rapiers, and they count as rapiers for basically all considerations, so have fun with that.

glibness wrote:
So I've spent the last couple of days thinking of a new character and I think I've got what I'm going to run A Kensai/Eldritch Scion/Bladebound Magus. and a Swashbuckler. Do you see any issue with that before I start building it? I'm going to make it at work tonight/tomorrow before work and will have it up by 12 PST tomorrow. I might want to go levels of Sentinel (The martial perstige class from Inner Sea Gods) is that ok to make or should I not plan on doing that route?

I've got no problems with any of that, although as someone else pointed out, Kensai and Eldritch Scion don't technically stack. If you're interested in playing that build, though, I'm happy to come up with a workaround, so just PM me to let me know!

Δaedalus wrote:
Several Questions

1: I think by a normal reading, instantaneous would be the duration for everything, but I'd be willing to entertain the possibility of altering that for at least some combinations. (Your idea there, for intance, I like and would potentially allow.)

2: I'd restrict that to an extra spell, since words are more versatile, but I'd also be fine with altering it to give you +1/3 of a new word.
3: I believe feats of that sort would apply to spells rather than words, but I'll think on that (and see if anyone else has put forward a good answer and reasoning).
4: Yes.
5: No.

gyrfalcon wrote:
Given that, how do you feel about the Zealot?

One of the big hits about Psionics to me is the Power Point system, so I'd rather people didn't use the Zealot or Sleeping Goddess. I agree that it's thematic, but short of an overhaul to not use Power Points (which I don't have time to do), I don't wnat to include it, sorry. As for the gods, the Peacock Spirit strikes me as a little too on-the-nose for this one for a PC, although a good write-up could change my mind there. Curchanus could certainly be rather interesting, though.

Alekzander Ingerbalaur wrote:
Loup, speaking of feats taxes I just realized I am taking a feat that has almost no benefit in a gestalt game. Could I please get a ruling on it?

Well, it's certainly a feat you could take, but I'll agree it doesn't serve much purpose, so feel free to drop it.

Myst Eye wrote:
Does the unchained rogue get something to replace rogue finese at first level? Maybe weapon focus, close weapons or something like that.

The unchained rogue will retain Rogue Finesse--it just kicks in with Dexterity to damage at 1st level, then again at 3rd and so on. I'll also allow ranged weapons to be taken with that ability, and this also reminded me that I do keep a feat called Deadly Aim with this system, which allows you to add Dexterity to damage with ranged weapons.

Cale Vatay wrote:
Hey DM? How many people are you thinking of selecting?

As mentioned in the first post, I'm looking at 3 to 6 people for this game, depending on a few factors. Ideally 4 or 5.

Alias ad Tempus wrote:
Question: what is your ruling on unarmed strikes and weapon finesse? I understand that Weapon Finesse is gone, but nevertheless: are unarmed strikes considered finesse weapons?

Since unarmed strikes are light weapons by default, they are finesse weapons, yes.

Alias ad Tempus wrote:
PS: Loup Blanc... French? Francophone? Francophile? Or is it an ode to Whitewolf?

A significant chunk of my family is French-Canadian, and I do speak a fair amount of French; it's also a play on my last name and my middle name (which is also my mother's maiden name).


Sorry for making you repeat yourself


Thanks for the reply, that helps to narrow it!


Quote:

The unchained rogue will retain Rogue Finesse--it just kicks in with Dexterity to damage at 1st level, then again at 3rd and so on. I'll also allow ranged weapons to be taken with that ability, and this also reminded me that I do keep a feat called Deadly Aim with this system, which allows you to add Dexterity to damage with ranged weapons.

Ayy!

Is that in additon to Str in case of thrown weapons and composite bows, or does it replace it?


Should of posted this as well. Here is my spell selection

Book of spells:

Wizard spells:
..1st): Endure Elements, Corrosive touch, Mages armor, True strike, Shocking grasp, Burning disarm, Long arm.
..0: Resistance, acid splash , drench, detect magic, detect poison, read magic, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, Bleed, disrupt undead, touch of fatigue, jolt, mage hand, mend, message, open/close, root, arcane mark, prestidigitation.

Arcanist:
..1st): Protection from evil, Identify, Charm person, Color spray, vanish, Feather fall, Floating disc.
..0: Resistance, acid splash , drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, Bleed, disrupt undead, touch of fatigue, jolt, mage hand, mend, message, open/close, root, arcane mark, prestidigitation.


Quote:
Is that in additon to Str in case of thrown weapons and composite bows, or does it replace it?

Replaces it, I think.

Though it brings up an interesting question. Does that mean strength bows (bows with a strength bonus) work with dex too?

And does it applie to ranged touch attacks?


Quote:


Quote:
Is that in additon to Str in case of thrown weapons and composite bows, or does it replace it?
Replaces it, I think.

Though it brings up an interesting question. Does that mean strength bows (bows with a strength bonus) work with dex too?

And does it applie to ranged touch attacks?

Key word there I think is replaces. Can't replace what isn't meant to be there.


GM Loup Blanc wrote:
Δaedalus wrote:


Several Questions

1: I think by a normal reading, instantaneous would be the duration for everything, but I'd be willing to entertain the possibility of altering that for at least some combinations. (Your idea there, for intance, I like and would potentially allow.)

2: I'd restrict that to an extra spell, since words are more versatile, but I'd also be fine with altering it to give you +1/3 of a new word.
3: I believe feats of that sort would apply to spells rather than words, but I'll think on that (and see if anyone else has put forward a good answer and reasoning).
4: Yes.
5: No.

1: Sounds good, a lot of the potential uses for this would be (for example) casting a spell of acid that left its targets writhing in pain, a healing spell that left its targets invigorated, or an ice storm that left victims slowed down.

2: Sounds excellent. This will help my versatility.
3: What this would do is it would allow me to play a blaster that isn't shut down the second you run into an enemy that's immune to your energy. While a normal sorcerer might take fireball for specialization, if I could instead take, say, a low-level ice spell and combine it with a fire-damage Word, I wouldn't lose almost all of my casting power the moment we run into a white dragon. It would help enhance the strengths or WoP while also helping to make up for the sub-optimal nature of blasting.
4: Okay, cool. That helps.
5: Fair enough. It was a stretch.


Question for the brain trust here because my Path-fu is weak today:

Does anyone know of a Feat or Trait that suppresses/hides/alters the deity's 'Aura' that a cleric/warpriest gains?

I realized that's a potentially fatal 'tell' for Raj when infiltrating baddie organizations.

Hmmm... I suppose if no one knows a good means to do it, I'll have to swap out Warpriest for Inquisitor to stay within Raj's concept. The build would work OK that way, just loses some of the nice channeling and broader spell list options.


Nondetection would do it easily.


Alekzander Ingerbalaur wrote:
Quote:


Quote:
Is that in additon to Str in case of thrown weapons and composite bows, or does it replace it?
Replaces it, I think.

Though it brings up an interesting question. Does that mean strength bows (bows with a strength bonus) work with dex too?

And does it applie to ranged touch attacks?

Key word there I think is replaces. Can't replace what isn't meant to be there.

No, that doesn't make sense - it wouldn't work for crossbows. That said, it might work like power attack.


Quote:


Question for the brain trust here because my Path-fu is weak today:

Does anyone know of a Feat or Trait that suppresses/hides/alters the deity's 'Aura' that a cleric/warpriest gains?

I realized that's a potentially fatal 'tell' for Raj when infiltrating baddie organizations.

Hmmm... I suppose if no one knows a good means to do it, I'll have to swap out Warpriest for Inquisitor to stay within Raj's concept. The build would work OK that way, just loses some of the nice channeling and broader spell list options.

Yes but it only reduces the strength. This feat from Heroes of the High Court. pg 21

Spoiler:

Conceal Aura
You can weaken your alignment aura to hide the true extent
of your faith.
Prerequisite: Chaotic, evil, good, or lawful alignment.
Benefit: As a full-round action, you can reduce the power
of the aura generated by your alignment for 1 minute. During
this time, for the purposes of spells that detect alignment,
your aura’s power is lessened by one step (for example, if you
are a 12th-level neutral good fighter, your aura power is faint
rather than moderate). You also gain a +2 bonus on Bluff
checks to send secret messages.


That would sort of work. At 1st level it would make a cleric's aura non-existent to detection and by the time it would register at more than faint, the game expects you to be able to afford a ring of mind shielding, which gives permanent nondetection. It's not perfect, but it might be the best that can be done at 1st level.


That's quite an interesting idea. Thanks for the help!

If I'm reading the 'Detect [insert alignment]' spell correctly and factoring in Conceal Aura... As a 1st lv Warpriest my Aura would be knocked down from Faint to None. Lovely.

At 2nd lv, my base increases to Moderate which would drop to Faint. At that point my deity's alignment of LG would ping (though faintly). So I'd really need to work on getting a ring of mind shielding by that point.

From a meta point of view - that's probably no big deal. From a character perspective, that would be worrying.

Fortunately, I built Raj in HeroLab. :) Think I'll gin him up with Inquisitor and rocking the Infiltrator and Sanctified Slayer archetypes as a backup.

Thanks again for the advice guys, I appreciate it.


Edit: I read something wrong. Nevermind.

Liberty's Edge

Then of course there are those pesky skill unlocks that don't count as spells to determine alighment. Fortunately you have to be standing around for 10 minutes to even be read. Unless they have a prismatic crystal, then it's five but I'm pretty sure someone standing there with a glowing crystal is not gonna avoid attention for long.

My idea however is to take important enemies alive then interrogate them with hypnosis. After all the best information is given willingly.

And if that fails I'll always be able to detect thoughts and rip the information out forcibly


And if they pass their save I am investing in intimidate and heal (heal is the official skill used for torture! Fun!)
((The reason I'm picking up intimidate is because after I get all the bodyguard feats and improved weapon mastery and all that I'm going to be picking up curmudgeon smash, and shatter defenses. And heal is important for a bodyguard for in cave the principal gets hurt anyway)

As a note: if we have anyone with a ranged focus and a class feature that let's you share teamwork feats, that person should check out the betrayal feats (which count as teamwork feats)
They're great.

One of them is like a reverse percise shot. If you miss yoh have to roll to hit the person in melee with the opponent, but you get a +2 to hit and force the opponent to provoke attacks of opportunity.

It's great


Ack--formatting error in my last post. My apologies, everyone. Another quick check-in before I get some shuteye.

Ierox wrote:
Is that in additon to Str in case of thrown weapons and composite bows, or does it replace it?

It replaces the Strength bonus, although you could opt to use Strength instead. (So a raging barbarian would probably throw his javelin with Strength, whereas a skillful archer uses Dexterity.) I've tried letting composite bows stack both attributes, but ultimately it ends up feeling like making you pay for more damage, and spreads out stats where I don't think it needs to do so.

Myst Eye wrote:
Does that mean strength bows (bows with a strength bonus) work with dex too?

I'm not entirely sure how your question differs from the first, but just to clarify, you could use either stat if you have a bow with a Strength rating. So if a ranger has 14 Strength and 16 Dexterity, and has a composite longbow with a Strength rating of +2, he'd normally want to use Dexterity for 1d8+3 damage. But say he gets poisoned and takes 4 Dexterity damage--in that case he'd probably want to swap to Strength to make it 1d8+2, rather than 1d8+1 with Dexterity.

Also worth noting: I allow crossbows to have a high Strength rating, at the same pricing as a composite longbow (100 gp per bonus). After all, you can make crossbows with a higher tensile strength.

Myst Eye wrote:
And does it applie to ranged touch attacks?

Ahh, I should point out: this feat applies to weapons, not everything. So guns, yes; ranged spells, no.

Δaedalus wrote:
3: What this would do is it would allow me to play a blaster that isn't shut down the second you run into an enemy that's immune to your energy. While a normal sorcerer might take fireball for specialization, if I could instead take, say, a low-level ice spell and combine it with a fire-damage Word, I wouldn't lose almost all of my casting power the moment we run into a white dragon. It would help enhance the strengths or WoP while also helping to make up for the sub-optimal nature of blasting.

You make a point... and I do have a soft spot for blasters. I'll lean towards yes to that question, unless I find a good reason against it in my searching.

Rajuna Two-Fangs wrote:
Does anyone know of a Feat or Trait that suppresses/hides/alters the deity's 'Aura' that a cleric/warpriest gains?

I don't know of one off the top of my head, but I will mention: I'm definitely the sort of GM that rolls with the notion of magic being somewhat special in Pathfinder. It's certainly a potential gamechanger, but it's not like every organization has people on call to detect [alignment] on people as they come in or something. Magic is a limited resource, and often a quite costly one. For the same reason that every little wound or ailment isn't cured by a cleric--it takes time and effort and you need to have someone of sufficient level to cast the spell in the first place--every new hire doesn't undergo a magical test battery.

Liberty's Edge

Overall my favorite part of the hypnosis skill unlock is that it doesn't require a save, only a DC. Unfortunately this DC is equal to 20+any modifiers against mind effects (not will saves or Wisdom however) meaning humans, elves, and dwarves are easiest to do.


The hypnotism skill unlock DC is 20+ the subject’s
Will save modifier against mind-affecting enchantment
(compulsion) effects. Emphasis mine.That means it is the total bonus. Otherwise it would be too powerful.

Sczarni

Rajuna Two-Fangs wrote:


At 2nd lv, my base increases to Moderate which would drop to Faint. At that point my deity's alignment of LG would ping (though faintly). So I'd really need to work on getting a ring of mind shielding by that point.

The Hell's Rebels AP has a trait that lets you count as 4 levels lower for auras. However, as a campaign trait, it's a bit stronger than the average, so I'm just mentioning this in the event the GM might be okay with that.

Perspicacious Gao's been updated with his description and a small explanations on his origins. I went for as simple as possible, him travelling due to interest in the world, story, and because his approach on arcane magic was a bit... unorthodox.

I am imagining his somatic/verbal components would be drawing Dtang hieroglyphs in the air with celestial light -
अचानक हराउनु
for Vanish, complete with the light basically blinding others as he disappears, सुरक्षा for Mage Armour, with the glyphs floating around him occasionally, appearing Dr. Strange-style when he's struck, etc.


I'd like to dot for an Ifrit Summoner Bard if I still can


Rajuna Two-Fangs wrote:

That's quite an interesting idea. Thanks for the help!

If I'm reading the 'Detect [insert alignment]' spell correctly and factoring in Conceal Aura... As a 1st lv Warpriest my Aura would be knocked down from Faint to None. Lovely.

At 2nd lv, my base increases to Moderate which would drop to Faint. At that point my deity's alignment of LG would ping (though faintly). So I'd really need to work on getting a ring of mind shielding by that point.

From a meta point of view - that's probably no big deal. From a character perspective, that would be worrying.

Fortunately, I built Raj in HeroLab. :) Think I'll gin him up with Inquisitor and rocking the Infiltrator and Sanctified Slayer archetypes as a backup.

Thanks again for the advice guys, I appreciate it.

There's a Campaign Trait in Hell's Rebels that does that. Not sure if the GM would allow a campaign trait from a different AP:

Fed-Up Citizen


I'm going to drop out, actually. While I appreciate how awesome I could make a blaster here, I'm just.... having trouble getting him to be good at anything else. I can barely get enough skills and it's about as MAD as they come, with wisdom, despite still being needed to counteract Crossblooded, is the closest thing I come to as a dump stat. I'm just not getting it to mesh.

Thanks for the consideration.


Thanks for yet more traits and options folks!

GM Loup Blanc wrote:
I'm definitely the sort of GM that rolls with the notion of magic being somewhat special in Pathfinder. It's certainly a potential gamechanger, but it's not like every organization has people on call to detect [alignment] on people as they come in or something. Magic is a limited resource, and often a quite costly one. For the same reason that every little wound or ailment isn't cured by a cleric--it takes time and effort and you need to have someone of sufficient level to cast the spell in the first place--every new hire doesn't undergo a magical test battery.

I appreciate your candor. In the end, having looked at both builds, I like the more gritty and morally ambiguous Inquisitor option. It fits better with the concept in my head, makes him far more believable as an infiltration and dirty tricks expert, and just seems more fun to play. :) He'll still be a decent support character, just in a somewhat different way. He'll offer more offensive team capabilities and subtle buffs while still retaining a fair amount of healing magic.

Liberty's Edge

Alekzander Ingerbalaur wrote:

The hypnotism skill unlock DC is 20+ the subject’s

Will save modifier against mind-affecting enchantment
(compulsion) effects. Emphasis mine.That means it is the total bonus. Otherwise it would be too powerful.

*looks at the rules again* ah, true I dont use the rules often so don't judge me for making mistakes. But what advances faster? My skill your your saves? Because it is calm and doesn't need much work, I can take ten, and if I built myself with skill-focus, a familiar that grants bonuses to diplomacy, and traits that boost it as well, I can easily get hypnosis without an issue. And that's against most low level NPC of course. Higher level NPC are oviously harder. But typically commoners aren't that strong willed. I could typically convince a guard or merchant to do something simple.

If I want something else from a stronger person then I would have to resort to standard rolls, and such. And on top of that it's only useful once a day. I'm not planning on breaking anything with it, only making some Social interaction easier. Perhaps peaceful interrogation, but nothing truly game-breaking.

I'm gonna be relying more on Detect thoughts than skill unlocks. Perhaps the examination of a long dead body or the reading of a magic item would be useful, but truly most of the skill unlocks can be obtained easier by casting spells. Infact, would you rather cast suggestion, or treat it like your victim rolled a nat 20 on his save?


Well with this new information about Deadly Aim (dex to damage on bow) I'm unsure if I want to up my dex and 'dump' my strength down a little currently 15 str and 16 dex. I think overall staying as I am and being a little more rounded might be ok and it really doesn't play into my character to be overtly dexy


I'm keeping my str where it is so I can take the advanced weapon training later that gives me x1.5 weapon training when I use one stat to hit and the other to damage


Also
Skill unlocks vs spells

Yes but skill unlocks are cool and don't cost any resources except time

Liberty's Edge

Cale Vatay wrote:

Also

Skill unlocks vs spells

Yes but skill unlocks are cool and don't cost any resources except time

that's why I have aura goggles and a prismatic crystal.


I've a herald caller cleric I've been trying to get into RotRL and a fighter/sorc/DD I've been trying to get into gestalt. I'll have to think and submit one of them for this.


Nixis Dra'nor wrote:
Cale Vatay wrote:

Also

Skill unlocks vs spells

Yes but skill unlocks are cool and don't cost any resources except time

that's why I have aura goggles and a prismatic crystal.

I can't seem to find those items, but from context I assume they let you use skill unlocks faster?

trawets71 wrote:
I've a herald caller cleric I've been trying to get into RotRL and a fighter/sorc/DD I've been trying to get into gestalt. I'll have to think and submit one of them for this.

advice/comontary on dragon disciple:
Always a fan of dragon disciple it's fun and versatile, fighter works our decently with it, but you need an archetype that gives up armor training and with your good will save you don't need bravery. Maybe free hand fighter?

or you play a hell knight and just don't wear armor till mid level,
Downside is that with this option you'd be required to be an Aasimar with a 1 level dip in some other casting class like oracle or arcanist

advice/comentary on herald caller:
I hadn't heard of herald caller before because I don't often play clerics, but dang that looks potent
Maybe you could gestalt that with Drill Sergeant fighter or Cavalier or something to get your martial abilities back and then some+being able to share your teamwork feats and weapon training bonus with your summons (and party members) or maybe druid to get more summons and a second domain

@DM and everyone else: I apologize if I am posting here too much, I'm just excited and anxious and want to help.
I'll be better about it when we actually get selected.
Edit:put it in spoilers in case advice/commentary is unwanted


huh. longest this has gone without someone responding yet.

Liberty's Edge

Those items can be found here strangly in the wierdest place ever...


@GM Loup Blanc

I read your feedback, and fleshed out more background. Please let me know if there is anything else I can do. :)

More Background!:

Integrating into Sandpoint was difficult at first. Despite the kind ministrations of Father Tobyn and the safety of the church, there were many adjustments that had to be made. She was no longer in a large city filled with hustle and bustle, but a frontier bordertown where everyone knew everyone. She no longer had dark alleys to hide when she was frightened, and anonymity was no longer a shield when passerby knew her name and face. She had grown up maintaining constant vigilance to keep herself safe, and it took some time for her nerves and imagination to calm down when confronted by safety and trust. Father Tobyn was always there to encourage her -- he praised and encouraged her to form new relationships with townsfolk, stayed by bedside after her frequent night terrors, and tutored her in the ways of Desna to help bring peace to her mind.

In time, by slow and careful steps, she became a member of the community. She became an adherent of Desna under the tutelage of Father Tobyn, and maintained a friendly (if distant) relationship with his other foster daughter Nualia. She attended primary school at Turandarok Academy and learned about the world from the kind and exotic Ilsoari Gandethus. She found a best friend in Sabyl Sorn, and spent the majority of her free time at the House of Blue Stones learning martial arts and self-discipline from her father Enderaki. While still guarded at times, within a few seasons she found herself smiling and laughing and living in ways she never thought possible.

There was one she did not get along with, however -- Jubrayl Vhiski. And no, they are not related! Well, perhaps they are fifth or sixth cousins, but she despised the man. It was an open secret that he was head of the local Sczarni, and to Tsura he represented everything wrong with her previous life in Magnimar. She avoided him at all costs. Perhaps some day she would let him know what she thought of him (with words and fists), but that would have to wait for another day.

Life was peaceful and good... unfortunately, good things do not last forever. The Late Unpleasantness happened. Tsura's world was rocked. A string of disappearances and the discovery of their grisly murder were soon followed by a fire that took the life of the man who became her second father. Tsura wept for Father Tobyn, and for the peace she thought she had found. A malaise took her that lasted for nearly a season. She ate little, slept most of the day, and spent what energy she had in crying. The new priest, Father Zantus, tried his best to comfort her, but there was little he could do. He was a stranger, albeit a kind and friendly stranger, and she was in no mood open herself to trust again.

It was Sabyl who saved her. Not with sympathy or kind words. No, Sabyl saved Tsura by grabbing her by the scruff of the neck and dragging her bodily out of the chapel. She dragged her through the streets, despite Tsura fighting and protesting loudly, all the way to the House of Blue Stones. Sabyl ordered Tsura to spar with her. Tsura refused, and was promptly walloped. She attempted to leave the monastery several times and received more physical admonishment. Bruised and bloodied, heartbroken, Tsura finally snapped. She fought Sabyl in a blind fury, putting all of her frustration and anger and sadness into her blows. Sabyl blocked them with ease, wild and undisciplined as they were in her rage. When her muscles ached and she was exhausted, Sabyl embraced her, and Tsura cried. No more tears of sadness, but tears of relief. Tsura moved into an apartment adjoining the monastery and became the assistant teacher under Sabyl. She found new purpose. She blended the teachings of Desna with the self-perfection of Irori, and found that they brought peace to her soul.

Day to day, most of Tsura's time is spent maintaining the House of Blue Stones and teaching any who wish to learn. She volunteers for guard patrols with Sheriff Hemlock, and takes a special delight in helping to keep Sandpoint safe from burglars and cut-purses. She likes to unwind at the Rusty Dragon, drinking (in moderate, of course) and laughing and singing with the citizens of Sandpoint.


Trying to list everyone
Tell me if I missed you and you are still here
Alekzander Ingerbalaur: male aasimar Sorcerer/barbarian

Koran Lashorn Male Suli Sorcerer//Paladin 1

Hammersteone Dwarf Male fighter (foehammer)/ranger
Shara Alazna Female Human Arcanist (Blood arcanist)/Fighter 1

Deiniol Sylvir Male Elf (Investigator/Magus) 1 (Psychic Detective/Hexcrafter/Bladebound)

Rafael (JAF0), aasimar paladin/monk (divine hunter/zen archer)

Nixis Ven Dra'Nor Female Elf Psychic/Tattooed Sorcerer 1*

Cale'Anon Vaty Male Elf Magus (kensai, Bladebound)/Fighter (eldritch guardian, mutagenic warrior) *

Tsura Vhiski female Human Warlord (Steelfist Commando) 1 / Monk (MoMS, Scaled Fist) 1

Rajuna Two-Fangs Male human (Varisian) Unchained Rogue (Knife Master) 1 / Inquisitor (Infiltrator & Sanctified Slayer) 1

Perspicacious Gao Zhi Human male Unchained Monk 1 (Perfect Scholar)/Sorcerer (Empyreal) 1

*linked back stories.

Liberty's Edge

Seems alot if people had Sorcerer in mind ^-^

But always teamed with some Melee or non-spellcaster. I am full spellcaster! A twig with a cannon.


you missed me...

Rafael (JAF0), aasimar paladin/monk (divine hunter/zen archer)


Me...as Hammerstone


Stil here!!!!!


Still here, just bogged down with real life and etc.

Still working on the backstory for my Arcanist-sin mage.


You missed me, Cale.


Trying to list everyone attempt 2
Tell me if I missed you and you are still here
Alekzander Ingerbalaur: male aasimar Sorcerer/barbarian

Koran Lashorn Male Suli Sorcerer//Paladin 1

Hammersteone Dwarf Male fighter (foehammer)/ranger
Shara Alazna Female Human Arcanist (Blood arcanist)/Fighter 1

Deiniol Sylvir Male Elf (Investigator/Magus) 1 (Psychic Detective/Hexcrafter/Bladebound)

Rafael (JAF0), aasimar paladin/monk (divine hunter/zen archer)

Myst Eye (Mysty) Halfling Sorcerer (Djinn bloodline)/Rogue 1

Uriel Leveton Aasimar Inquisitor (Spellbreaker)/Fighter

Whakau Whakau male tengu oracle 1/paladin 1

Nixis Ven Dra'Nor Female Elf Psychic/Tattooed Sorcerer 1*

Cale'Anon Vaty Male Elf Magus (kensai, Bladebound)/Fighter (eldritch guardian, mutagenic warrior) *

Tsura Vhiski female Human Warlord (Steelfist Commando) 1 / Monk (MoMS, Scaled Fist) 1

Rajuna Two-Fangs Male human (Varisian) Unchained Rogue (Knife Master) 1 / Inquisitor (Infiltrator & Sanctified Slayer) 1

Perspicacious Gao Zhi Human male Unchained Monk 1 (Perfect Scholar)/Sorcerer (Empyreal) 1

Ruaidhrigh Katanalisko male Lava Gnome Cavalier/Pyrokineticist 1

*linked back stories.


Could be fun not a single full divine caster in the bunch

Liberty's Edge

Who needs Divine when Psychic or witches exist? ... Well really there are no healers in general on that list.


Lol I could take a very small number of healing spells later.


You also missed:

Corso Graczi
Caleb Rook
Whakau Whakau
Uriel Leveton
Emilio Deivon
Myst Eye
Torvin Gallus
Dakash Naan
Teiidae


I play oracles fairly often and have been bmeaning to try out the new herbalism druid nature bond
if only inspiration had gone that direction instead of this one
That being said I am very fond of Cale'Anon now.

Ps: holy crap there are a lot of people in this game


Pathfinder Roleplaying Game Superscriber

just for fun:

alternative physical features: 1d100 ⇒ 25
alternative physical features: 1d100 ⇒ 11
alternative physical features: 1d100 ⇒ 89

also: will you allow aasimar/tiefling characters a roll on the variant racial abilities table?

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