Rise of the Runelords with a Twist

Game Master Shadow Bloodmoon

Rise of the Runelords Anniversary Edition with some Variant Rules in Play

Maps, etc.


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In honor of GM's Day, I'm allowing myself time to start two (!) new campaigns, this one and a Savage Rifts one. I am not a stickler for time, as I myself am not the best of posters, especially when the wife and I go on vacation for weeks on end, but that being said, I expect some sort of commitment to once every other day if not more, even if it is to simply add to roleplay.

I am a story person more than a tactical gamer, so I hope to delve into each person's background during the game to make the game seem more real to each character.

Here's the deal though... I like to mess with variant rules and I want to try a couple here.

1. 3d6 v. d20...making the bonuses mean something. I was pondering doing both this and variable bonuses, but I will stick with one major change at this point.

2. Limited Resource Dice... here's the fun one.. In this, all limited resources (meaning ammo, food, item charges and yes, even spells) have a die attached to them rather than a set number. Roll a 1 and you go down a die. This occurs until you are down to exactly one item. I borrowed this rule from IntWisCha, so it isn't mine, but I like it, so I want to play with it and see how it works in game.

3. Players Roll all the dice. Your fate is completely in your hands, even defending against an attack...

4. I haven't decided on any others at this point, as I want to keep the variants to a minimal, but if there are other suggested variants you'd like to try, speak up, this is the game to do it in...

If this sounds like something you'd be interested in, feel free to Dot in with a character idea and concept. And welcome to Sandpoint, see yourself as we see you...

Sovereign Court

I'm interested. I've never tried these rules before, but would be a nice break from the norm. Since you are open to variants, and are more into story, have you considered the social combat or influence stuff from ultimate intrigue? (just got the book :)

character concept:

I just got the Healer's Handbook and I'm interested in playing an Oracle with the Succor mystery and the Pei Zin archetype from the book. Probably Aasimar. I end up being a healer and buffer to the party. I'd be a wandering herbalist expanding my selection of herbs in an attempt to help/cure others. Simple character.

What are your thoughts on character creation? Is this going to be PFS or homebrew rules?

Thanks


1: so you roll 3d6 instead of 1d20 each time you need to do something like make an attack? If so, I see that it would force more "average" results, and eliminate some of the extreme results, like rolling a 1, 2, 19, or 20. Does 3 or 18 have special meaning? (Like auto-fails, crits and the like?)

2: So if I am a wizard and I have 3 spells, I roll something like 1d3, and only "lower" my die size if I roll a 1? So basically as long as I keep rolling 2s and 3s I could get theoretically endless spells? Most likely I would only get a few extra but I would never get less.
"Buy in bulk guys!"

And while your doing variants, would you be up for allowing SOP?
There is some fun stuff in there that I would like to use if I can :)


I'd be interested as a dwarven guide ranger, here to see if the goblins need to be put down again as they were in her elder sister's day.


Interesting alternate rules.....been thinking about a Slayer lately...


To answer your questions:

1, yes 3d6 makes a more average roll, making bonuses that much more important. here is a link to the rules: Bell Curve Rules

2, That's pretty much it in a nutshell. Spells would reset every day and ammo when you bought it...

3, SOP.. honestly not familiar with it, but given time I could read up and possibly allow it.

As for actual character creation, I'm going standard rules, 4d6 drop lowest 6 times, arrange as you like. Roll for money. If you want to use Influence and Social Combat from Intrigue, I'm all for it. I want you guys to feel part of the world and not just characters in it.

So far we have a Pei Zin Oracle, a Dwarven Ranger and a Slayer... Interesting Mix..


4d6 ⇒ (3, 5, 5, 1) = 14
4d6 ⇒ (6, 3, 1, 4) = 14
4d6 ⇒ (3, 5, 1, 3) = 12
4d6 ⇒ (6, 1, 4, 4) = 15
4d6 ⇒ (1, 3, 1, 2) = 7
4d6 ⇒ (6, 3, 2, 6) = 17
6-11-13-13-14-15
Hm.. Maybe a barbarian?
Gold: 3d6 ⇒ (1, 1, 3) = 5 x 10 = 50gp


4d6 ⇒ (3, 4, 1, 1) = 9 = 8
4d6 ⇒ (6, 4, 6, 2) = 18 = 16
4d6 ⇒ (1, 1, 2, 3) = 7 = 6
4d6 ⇒ (2, 6, 3, 6) = 17 = 15
4d6 ⇒ (1, 1, 4, 5) = 11 = 10
4d6 ⇒ (3, 5, 4, 2) = 14 = 12

Huh, some low, some high ....


4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (3, 5, 3, 2) = 13
4d6 ⇒ (3, 3, 3, 5) = 14
4d6 ⇒ (4, 5, 5, 5) = 19
4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (4, 3, 4, 6) = 17
18, 11, 11, 15, 18, 14. Better than I had any reason to expect.


Wow, avr, those are some nice rolls

Not done with the sheet and everything yet, but here's Yrdek Tordul. Let me know if you have any critiques.

Sovereign Court

4d6 ⇒ (1, 6, 3, 3) = 13
4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (6, 2, 1, 6) = 15
4d6 ⇒ (6, 6, 6, 1) = 19
4d6 ⇒ (1, 5, 2, 5) = 13
4d6 ⇒ (6, 2, 1, 4) = 13

12, 17, 14, 18, 12, 12. Not bad at all, better than my horrid dice rolls!!


Forgot about this: Starting cash: 5d6 ⇒ (2, 4, 5, 2, 2) = 15 x10 = 150 gp


I'd like to join, if you're willing, though I must admit I am new to playing on this forum. Not new to Pathfinder or RPGs. I'd like to play a Kobold Sorcerer who's a living mascot for the Rusty Dragon and the adopted daughter of Ameiko Kaijitsu.


First draft of Maerra Solrinslag

Maerra:
Maerra Solrinslag
Female Dwarf Guide Ranger 1

Str 18, Dex 15, Con 13, Int 11, Wis 20, Cha 12
HD: 1d10+2, HP 12
AC 17, FF 15, Touch 12, CMD 17
Fort +3, Reflex +4, Will +5
Initiative +2, Speed 20
Perception +9, +11 noticing stonework (darkvision 60’)

Traits
Friends and Enemies (campaign, RotRL)
Defensive Strategist (religion, Torag)

Feats
Possessed Hand

Dwarven waraxe (Attack +6, damage 1d10+5, 20/x3, S; assumed in possessed hand, other weapons assumed to be used w/buckler arm)
2 light hammers (Attack +4 melee/+2 thrown, damage 1d4+4, 20/x2, B, 20’ range)
Dagger (Attack +4 melee/+2 thrown, damage 1d4+4, 19-20/x2, P or S, 10’ range)
Armoured coat
Buckler
Ranger’s kit
Healer’s kit
2 gp

Class abilities
Ranger’s Focus (+2 attack/damage vs 1 target, swift action, 1/day)
Track +1
Wild Empathy +2

Race
Slow and Steady
Hardy
Stability
Greed
Stonecunning
Darkvision 60’
Slag Child
Weapon Familiarity

Trained Skills
Survival +11, +12 tracking (1R, class +3, wis+5, race+2)
Heal +11 (1R, class +3, wis+5, kit +2)
Perception +9, +11 notice stonework (1R, class +3, wis+5)
Climb +5 (1R, class +3, str+4, ACP -3)
Knowledge (geography) +4 (1R, class +3, int 0)
Ride +3 (1R, class +3, dex+2, ACP -3)

Untrained skills
Appraise 0, +2 on precious metals/gems
Stealth +1

Scarab Sages

DM ShadowBloodmoon wrote:
3, SOP.. honestly not familiar with it, but given time I could read up and possibly allow it.

Here are a couple discussions that can give you a good general idea about SoP:

Spheres of Power; What's the Big Deal? (Paizo forums)
Spheres of Power, impressions and experiences? (Reddit)

I've been itching to play SoP for a long time. I also like the idea of a cartomancer witch (from The Harrow Handbook), though, so I'd be happy whichever way you go on this.

Scarab Sages

Apologies for the double post--I don't see an Edit button on my prior post. Does that appear somewhere initially and disappear after a time, or am I just overlooking it?

Here's more helpful stuff: http://spheresofpower.wikidot.com/using-spheres-of-power


At first blush, Yrdek and Maerra look decent, I will take a much closer look once we get things finalized. By the way, the info for Players Roll All the Dice is Here., for those who haven't seen it. I'm looking to make it work in this format. That being said your AC will become your Defense Roll, which is pretty much AC-10...

@DaGreatJL413- That sounds intriguing.. stat her up and we'll go from there.

I'll look over the spheres of Power stuff later today, but I am intrigued by it, so I'm interested to see how it plays. Stat up a character with it and I'll look at how it plays out with the Cascading Dice rules.

Oh and yes, I think the EDIT link vanishes after 1 minute...

Scarab Sages

Ability Score Gen:
4d6 ⇒ (3, 5, 5, 2) = 15 = 13
4d6 ⇒ (5, 6, 2, 3) = 16 = 14
4d6 ⇒ (5, 3, 3, 2) = 13 = 11
4d6 ⇒ (2, 5, 6, 5) = 18 = 16
4d6 ⇒ (1, 4, 3, 4) = 12 = 11
4d6 ⇒ (3, 3, 1, 5) = 12 = 11

Doesn't seem too bad. I'll get that 16 up to 18 after a racial modifier and make it my casting stat, should be fine.


4d6 ⇒ (4, 1, 3, 5) = 13
4d6 ⇒ (1, 1, 3, 5) = 10
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (2, 1, 4, 2) = 9
4d6 ⇒ (2, 5, 6, 5) = 18
Are you ok with me playing a mesmerist?

Sovereign Court

I'll be respectfully dropping out, found a group. Thanks.


I think I will do so as well, but because I'm having a hard time with this character concept. I don't know, I'm just having a hard time making something I will enjoy. Hope everyone has fun!

Scarab Sages

Table of people who have expressed interest:

Player / Character
  • Kay Leafwalker / ___ (pei zin oracle)
  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • servant6 / ___ (barbarian)
  • DaGreatJL413 / ___ (kobold sorcerer)
  • Keante / ___ (something using SoP)
  • Paranoid Oldman / ___ (mesmerist)


I haven't modified it for 'players roll all the dice' yet, but here's Maerra as an alias.

Scarab Sages

Alright, finally settled on what I'm going to do: a hedgewitch with the triple goddess archetype and the astrology tradition.


hmm... unfortunate that we lost a couple, but thanks for your interest guys. Looking good so far with the remaining ones. Seems to be a magic/psionics heavy group (other than our slayer), but that should make for some interesting tactics and metaphysical in game discussion...

So, yes, the mesmerist is cool, as is the hedge witch. Thanks Keante for putting that list together. I want to narrow things down and try to start this weekend if possible.


Starting Wealth: 3d6 ⇒ (6, 1, 2) = 9
By ten is 90. Gear up time.


Hm, looks like you're pretty full, but I wouldn't mind putting my name in as a backup or such.

Character idea- Ghoran alchemist or druid.


Also, after dropping the lowest my stats are a net of +2. I'm looking at 12, 9, 10, 10, 8, 16. Obviously this is pretty terrible luck. So there are some options here based on what you, as GM, want to allow. In the best outcome for me, I reroll and hopefully get something better. In the next best scenario, I could get a limited point buy (10-15) or a heroic npc array to have some decently rounded stats. Or I could just take my rolls as they are right now. Whatever you decide is reasonable, I can find a way to make it work. My main concern with the current stats is surviveability -especially with bellcurve rules- considering that my initiative, perception, AC, HP, and fort save are all going to be pretty bad.


Davia D wrote:

Hm, looks like you're pretty full, but I wouldn't mind putting my name in as a backup or such.

Character idea- Ghoran alchemist or druid.

There's one character completed so far and two people have dropped. Roll away!


Ok, let's try this diceroller out..

4d6 ⇒ (6, 6, 2, 5) = 19
4d6 ⇒ (4, 3, 1, 4) = 12
4d6 ⇒ (4, 4, 5, 6) = 19
4d6 ⇒ (3, 6, 6, 4) = 19
4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (3, 2, 2, 4) = 11

Ok, yea, these are good rolls ^^ 17 16 16 15 11 9, I got a lot of options here.

Glad I got that 17, means I can have an acceptably high int score even with the Ghoran minus. Lilyroot the Alchemist is on.

Scarab Sages

I was surprised I couldn't find this image from Blood of Fiends among the avatar options on the site: Rakshasa-spawn. I found an alternative among the catfolk options, though I don't like it quite as much. It will do.

My Aurica Movici alias is rather bare at this point, but I'll fill it in as I finish statting out the character.


@Paranoid: I usually run games with a minimum of a +1 average spread for characters and I'm trying to stay away from point buy. I am hoping with the 18 you have in there, it will round out where you are going with the Mesmerist idea and we can play up the other 'disabilities' as you will. I believe there are some traits and feats that allow you to sub-in your Cha for other rolls if I am not mistaken. Just can't think of the name of them right off the top of my head. With you having mostly average stats though, it will help me figure out (scale) whether or not 3d6 is actually a viable alternative to the usual d20 rules. That and this is an experiment for all of us. Has to be a baseline somewhere :-)


3d6 ⇒ (1, 6, 1) = 8 x 10 = 80 gp


Stats:

Aurica Movici
Female Tiefling (Rakshasa-spawn) Hedgewitch (Triple Goddess) 1
Chaotic Neutral Medium Outsider (native)
Init +3; Senses Perception +3; low-light vision, darkvision 120ft
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 [base 10, DEX +3, leather armor +2]
hp 9 (1 HD; 1d8+1)
Fort +1, Ref +3, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +0 (1d4, x2)
Ranged destructive blast (ranged touch) +3 (2d6, x2)
--------------------
Magic
--------------------
Caster Level 1; MSB 1; MSD 12; Concentration +5
Casting Drawbacks Somatic Casting, Focus Casting, Magical Signs; CAM: CHA
Spell Points 6
Death - CL 1; DC 14; Duration 1 round; Range Medium (110ft); Talents Greater Ghost Strike; Drawbacks Necromantic Limit(reanimate)
- Ghost Strike exhausting strike
Destruction - CL 1; DC 14; Duration instantaneous; Range Close (25ft); Talents Greater Serendipity; Drawbacks Neutrality
- Destructive Blast default
Fate - CL 1; DC 14; Duration concentration; Range 20ft radius; Talents Greater Blast; Drawbacks Shape Focus(default)
- Consecration serendipity
Life - CL 1; DC 14; Duration instantaneous; Range touch; Talents
- Invigorate 1 temp hp, can't go above max hp, lasts 1 hour
- Cure spend 1 SP, heal 1d8+1; harm undead (Will half)
- Restore spend 1 SP
Light - CL 1; DC 14; Duration 1 min; Range Medium (110ft); Talents
- Glow
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 11, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Fiend Sight
Traits Vagabond Child (regional), Family Ties (campaign)
Languages Common, Infernal, Varisian
SQ Prehensile Tail can retrieve small stowed objects as swift action
Other Gear leather armor, compass, small steel mirror, silk rope (50ft) [spent 40 out of 80 gp starting wealth]
Skills Bluff +12 (to convince of a lie; +8 other uses), Diplomacy +8, Kn. Arcana +4, Kn. Local +5, Perception +3, Sense Motive +3, Sleight of Hand +8
--------------------
Special Abilities
--------------------
Celestial Aura 20ft radius, benefits apply to all allies; 1 at a time
- Moon +1 Fort saves; 1 temp hp that refreshes at start of my turn
- Star +1 to Perception and Initiative checks

Notes: For tiefling racial traits, I took Maw or Claw in place of the spell-like ability (giving me those 2 claw attacks), Prehensile Tail in place of fiendish sorcery, and Beguiling Liar in place of skilled.

Scarab Sages

Updated list!

Player / Character


  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • servant6 / ___ (barbarian)
  • DaGreatJL413 / ___ (kobold sorcerer)
  • Keante / Aurica Movici (tiefling hedgewitch)
  • Paranoid Oldman / ___ (mesmerist)
  • Davis D / Lilyroot (ghoran alchemist)

@DM ShadowBloodmoon: I picked three general drawbacks for Aurica's casting.
Somatic Casting means she must have a hand free for gestures and can't wear heavier than light armor (like a bard; medium or heavy armor will incur a chance of spell failure).
Focus Casting means she must have in hand and wave about a focus item (which could be stolen from me, sundered, etc.). I wanted this focus to be a harrow deck. I don't actually have enough money for one, though--apparently they cost 100 gp. Might we hand waive that and let her have one?
Magical Signs means I can't hide from anyone nearby the fact that I am casting magic. I want these magical signs to manifest as glowing representations of harrow cards that appear and float in the air around Aurica as she casts a sphere ability.


Stats: 4d6 ⇒ (4, 5, 1, 1) = 11
Stats: 4d6 ⇒ (1, 4, 4, 6) = 15
Stats: 4d6 ⇒ (2, 2, 3, 5) = 12
Stats: 4d6 ⇒ (5, 3, 6, 4) = 18
Stats: 4d6 ⇒ (4, 3, 3, 5) = 15
Stats: 4d6 ⇒ (1, 1, 2, 6) = 10


I think with that roll the character I want won't be possible, so I'm stepping out. Have fun with your game everybody!


Unfortunate DaGreat, I would have liked to see her played out.

Looks good Keante. As for the Harrow Deck, Wizards start off with a spellbook automatically and they cost 100gp, I see no problem doing the same with a Harrow Deck.

Scarab Sages

Player / Character


  • Joseph Bonkers / ___ (something using SoP)
  • avr / Maerra Solrinslag (dwarven guide ranger)
  • Spazmodeus / ___ (slayer)
  • Keante / Aurica Movici (tiefling hedgewitch)
  • Paranoid Oldman / ___ (mesmerist)
  • Davis D / Lilyroot (ghoran alchemist)


DM ShadowBloodmoon wrote:

@Paranoid: I usually run games with a minimum of a +1 average spread for characters and I'm trying to stay away from point buy. I am hoping with the 18 you have in there, it will round out where you are going with the Mesmerist idea and we can play up the other 'disabilities' as you will. I believe there are some traits and feats that allow you to sub-in your Cha for other rolls if I am not mistaken. Just can't think of the name of them right off the top of my head. With you having mostly average stats though, it will help me figure out (scale) whether or not 3d6 is actually a viable alternative to the usual d20 rules. That and this is an experiment for all of us. Has to be a baseline somewhere :-)

Awesome :D

Limited options are part of the fun. It's looking like a Half-orc CG mesmerist, built around the overlooked mastermind alternate racial trait. The stats are going to force me to dip classes pretty often (mostly skill based) to pull off what I have in mind, but I think its all going to work out fine. Oracle for ac, and then a couple in alchemist for more party buffs, and some summoner for an additional on-call skill monkey to fill any gaps in the party seems like a pretty good build.


Quite preliminary:

Spoiler:
Lilyroot, Alchemist Grenadier

Species: Ghoran
Class: Alchemist
Archetype: Grenadier
Alignment: Neutral Good
Sex: Plant
Gender: Female
Height: 5'5"
Weight: 145 lbs
Age: 43
Class: Alchemist
Campaign: Rise of the Runelord

Hair color: Red, leaves
Eye color: Dark Green
Skincolor: Green and brown

Str 9 -1
Dex 16 +3
Con 18 +4
Int 15 +2
Wis 11 +0
Cha 17 +3

Initiative +7; Senses Perception +1; Low-light vision

AC 18, touch 13, flat-footed 15 [base 10, DEX +3, natural armor +2, studded leather armor +3]
hp 11 (1 HD; 1d8+1)
Fort +6
Ref +5
Will +0
Resist
Immune Mind-affecting effects, paralysis, poison, polymorph, sleep, stunning

Speed: 30 ft.
Melee: Mace -1 (1d6-1 x3)
Ranged: Bomb +3 ranged touch (1d6+2 / 3 splash DC 12), +3 shortbow (1d6-1 x3)
CMB: -1
CMD: 13

Racial abilities:
Natural Magic- 1/day Detect Poison, Goodberry, purify food & drink
Ghorus Seed- As a full round action, expels a seed. Gains 1 negative level. When seed is planted, grows duplicate in 2d6 days w/ reallocated skills. Original dies when new one sprouds.
Doesn’t Sleep

Light dependent- Takes 1d4 constitution damage every day without sunlight.
Delicious- -2 vs grapples with bite attacks

Alchemy
Bombs (5/day)

Extracts per day:
1 level

Extract Formulae known:
Disguise Self (10 min/level, change appearance with illusion, +10 disguise check)
Targeted Bomb Amixture (1 round/level, bombs deal base damage + 2x Int and lose splash)

Traits:
Reactionary (+2 Initiative)
Exile (+2 Initiative)

Feats:
Extra Bombs

I'll do skills and such later


That's the most charismatic alchemist I've ever seen. My dwarf with her mere 12 Cha is slightly troubled by all the 17s and 18s flying around.

You know that disguise self won't let you appear as a creature of a different type, right? You could pretend to be a mi-go or a yellow musk creeper but not a human.


Dotting in!

4d6 ⇒ (5, 3, 3, 6) = 17 = 14
4d6 ⇒ (1, 2, 6, 5) = 14 = 13
4d6 ⇒ (5, 5, 3, 6) = 19 = 16
4d6 ⇒ (2, 2, 1, 4) = 9 = 8
4d6 ⇒ (4, 3, 2, 5) = 14 = 12
4d6 ⇒ (3, 5, 3, 3) = 14 = 11

A pretty even roll, I have to say. I'll think about maybe doing up a rogue or something.


avr wrote:
That's the most charismatic alchemist I've ever seen. My dwarf with her mere 12 Cha is slightly troubled by all the 17s and 18s flying around.

Really I rolled so well I don't know what to do with all my numbers (that's a 15+racial) ^^; I could swap it with wis, but I don't really need will save either. Maybe strength, though it's not really what I pictured in concept...

Quote:


You know that disguise self won't let you appear as a creature of a different type, right? You could pretend to be a mi-go or a yellow musk creeper but not a human.

Oh snap! Yea, gonna change that out, not the most useful formula there!

Also while I'm at it, rolling starting wealth...

3d610 ⇒ (444, 469, 529) = 1442

*Edit* try again because putting 'x 10' in the code does not work!

3d6 ⇒ (3, 3, 1) = 7 = 70 gp, a reasonable amount.

Scarab Sages

Aurica has a bit of a rogue about her--and I mean that to describe her character and personality, not her capabilities in terms of game mechanics. I could have put that high stat in Intelligence and made that her casting ability, but I want her to be an alluring and sometimes deceptive character, so Charisma seemed the better choice.

She was raised among Varisians, and suffered perhaps less stigma for her rakshasa-like appearance than she might have if she had grown up in a settlement like Sandpoint. She has the Family Ties campaign trait, which means she is one of the family for the Sczarni (Varisian crime family).

Sleight of Hand and Bluff are the only decidedly roguish skills that Aurica has a rank in, so I'm sure she won't step on the toes of an actual rogue.

She's also not at all an academic type when it comes to her magic. I did put a rank in Knowledge (Arcana) in her stats as detailed above, but really I'd rather put that rank somewhere else (like Stealth). She doesn't have enough ranks to cover Spellcraft, either (unless I would move the Arcana rank there--but that's not really what I want, either). If Aurica is in the party, my preferred situation would be that another character would be able to cover that area of skills if it suits them, and I would move Aurica's rank from Knowledge (Arcana) to Stealth.

Scarab Sages

I would have liked to have put a rank in Profession (fortuneteller), too. Hmm.

@DM ShadowBloodmoon: Have you tried any of the skill variants like Background Skills, Grouped Skills, or Consolidated Skills? Consolidated Skills seems the most complicated to me. If I were picking them, I'd want to try Background Skills and Grouped Skills together.

Background Skills is pretty simple--gives everyone a couple extra ranks that have to be spent on skills that are generally less useful for adventuring.

Grouped Skills looks really interesting to me--I think it would be cool to try.


Lilyroot, like most Ghorans, was originally from Nex. As Ghorans don't properly reproduce and the secret of their creation had been lost, Lilyroot decided to turn to the new art of Alchemy to try and find a new method of making new Ghorans.

Some.. objected to her experimentations, viewing it as against the order of things, so she fled north (having to plant her seed once on the way), and chose Varisia chasing the legends of ancient ruins there, wondering if perhaps the knowledge of the past there could shed some light- at the least, being in Varisia seemed safer for her health.


Hia, just checking back in, I am still unsure what I will go but I am thinking about it. (Just got another big recruitment finished up and now I will have a bit more time).
\^_^/


Wrote this up to give an idea of Aurica's actual abilities--

All Day Long:
Exhausting Strike (from Death sphere): Medium ranged touch attack makes target fatigued for 1 round but Fortitude save negates.
Destructive Blast (from Destruction sphere): Close ranged touch attack deals 2d6 bludgeoning damage (still magical, so bypasses DR/magic; also subject to spell resistance).
Greater Serendipity (from Fate sphere): Standard action to start, maintain concentration with Move action. 20ft radius. All allies gain +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. All enemies suffer a -1 penalty to attack rolls, skill checks, ability checks, and saving throws.
Invigorate (from Life sphere): Grant 1 temp hp on touch. Can only be used if target is at least 1 hp below their max. Doesn't stack with any other temp hp (so no use for this if Moon aura is up).
Glow (from Light sphere): Medium ranged touch attack. Object or creature becomes outlined with light (of any color) as a candle, -20 penalty on Stealth, negating bonuses from invisibility, blink effects, darkness, etc. Free action to change from candle light to light as torch (20ft radius normal light; additional 20ft raise light level by one step up to normal). Glow lasts 1 minute (no concentration).
Moon Celestial Aura (from class feature): 20ft radius. All allies get +1 bonus to Fort saves and 1 temp hp that refreshes every round at the start of Aurica's turn. Also increases light level by one step up to normal. Swift action to start. Remains up until dismissed as free action.
Star Celestial Aura (from class feature): 20ft radius. All allies get +1 bonus to Perception and Initiative checks. Also increases light level by one step up to normal. Swift action to start. Remains up until dismissed as free action.

Costs Spell Points:

(1 SP) Exhausting Strike: fatigue 1 round even on successful save, failed save means exhausted for 1 minute.
(1 SP) area Exhausting Strike: close range cone, make attack roll against every target in area.
(1 SP) Cure (from Life sphere): heal 1d8+1 hp.

The Exchange

I will see if i can roll up a front liner.
4d6 ⇒ (2, 1, 5, 2) = 10
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (1, 2, 1, 4) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (4, 5, 1, 6) = 16
4d6 ⇒ (1, 5, 5, 6) = 17
wow 9 10 7 6 15 16 that looks like a +0 over all reroll?

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