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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He took Extra Rage, and forfeited his 1st level blood power for a familiar (I can't remember in which book this feature appears, but it appears xD)


Ah, I missed the feat (I hate trying to navigate these stat blocks, hence why I never use them), but I don't remember seeing the familiar option when looked up the class and archetypes. Is it something any caster can do or something?


I looked it up and it's a rule from Familiar's Folio. You give up your first level power and gain bloodline spells one level later.


Drek'Thar is correct on all accounts ;)


I present Beetly Firesticks, the Goblin Rogue, skilled with both traps and torches:

Background:
Beetly Firesticks has not yet earned the name 'Firesticks'. He gave ot to himself only just recently after aquiring two marvellous everburning torches with flames from the big city (Magnimar).
Beetly is from the Mosswood clan near sandpoint and like any other goblin, he wants to be famous and respected. Because of his skilled handling of burning sticks, he believed to have a chance to once become chieftain. But all the burning sticks he could find, steal or scrounge eventually burned out. He needed something to last longer. An unquenchable fire that no goblin could extinguish.
One day, while stealthily followling two longshanks through the forest, he overheard an interesting conversation. (Yes, Beetly can understand longshanks!) Apparently there was a huge longshank city with a monument that hold a flame. And as he understood it, this flame never went out. And one can go there and get a part of this flame. "Founderflame" they called. Whatever that meant. By now he knows that the flame symbolizes the founding of the city and that they call the city Magnimar. Whatever. Beetly went to the city and sneaked through its streets. He got to the monument, ignited two of his torches with the magical fire and got out again. Nobody noticed Beetly. He's just too good for longshanks to spot him.
With his new torches that would never extinguish, Beetly was invincible. On his long way back, he robbed several travelling merchants and aquired many valuables. Among others, a wonderful cloak that was probably far too pretty for any goblin to own and an extremely well made leaf armor that he took from an halfling wizard. The wizard also had several useful scrolls and potions, of which Beetly had used almost all of them already. It was fun though! He kept one scroll that he would use to impress his tribe that he is the master of all fire.
While interogating the not-so-longshank, Beetly noted that longshanks are much cleverer than average goblins. Actually, he always feeled that most goblins are pretty stupid and thus thought himself superior. During his journey home he wondered if being chieftain was actually worthwhile. Maybe he was destined for even greater things?
When he arrived back in the sandpoint area, he heard the stories of the failed goblin raid at sandpoint and of the longshanks praised as heros for defending the village. He didn't pitty his former peers, because it was obviously a stupid plan. Why they do it? he asked. Well, he wanted to be on the winner side for once and be a hero, too. With a self-made white flag he neared the village and demanded to speak with the heroes.
"I am Beetly. Beetly Firesticks!" He showed them his skillful, but somehow unimpressing handling of two torches. "I am not with the goblins that attacked you. Those were stupid goblins. I am clever goblin. I want to be hero like you. I can be helpful. I know area very well. And I have super torches!"

Crunch:

Beetly Firesticks
TN male Goblin unchained Rogue 4
Init +5
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DEFENSE
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AC 20, touch 16, flat-footed 15 (+4 armor, +5 Dex, +1 size)
hp 35 (4d8 +8 con +4 fcb)
Fort +4, Ref +10 (Evasion, +4 to catch fire), Will +3
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OFFENSE
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Speed 30 ft.
Melee Torch/Torch +9/+9 (1d4+5 bludgeoning + 1d2+1d4 fire) (3 BAB, 5 Dex, 1 size, 1 enhancement, 1 trait, -2 TWF)
SQ Sneak Attack +2d6, Debilitating Injury
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STATISTICS
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Str 10 (12-2), Dex 20 (16+4), Con 14 (13+1), Int 13, Wis 13, Cha 8 (10-2)
Base Atk +3; CMB +2; CMD 17
Skills Acrobatics +12, Bluff +3, Climb +3, Disable Device +16, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Escape Artist +9, Perception +12, Sense Motive +8, Stealth +16, Swim +3, Use Magic Device +6
Background Skills Appraise +5, Craft (Traps) +5, Profession (Lamplighter) +8, Sleight of Hand +10
Feats Torch Fighter, Two-Weapon Fighting, Burn!Burn!Burn!
Traits Rough and Ready, Giant Slayer
Languages Common, Goblin
Gear
2x masterwork Founderflame Torch, 1400gp (2x scroll of Masterwork Transformation 450gp, 2x Founderflame Torch 250gp)
2x cold-iron Dagger, 8gp
Darkleaf Cloth Studded Leather +1, 1775gp
Cloak of Resi +1, 1000gp
mw thieve's tools, 100gp
2x Potion of Cat's Grace, 600gp
scroll of Fireball, 375gp
742gp
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SPECIAL ABILITIES
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Racial
Over-Sized Ears While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.

Class
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Evasion At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Rogue Talents
Combat Trick — Gain a bonus combat feat
Slow Reactions — Opponents damaged by your sneak attack may not make attacks of opportunity

Traits
Rough and Ready When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons.
Giant Slayer Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.


DM ShadowBloodmoon wrote:
If Zarque is built on the Original rules, we should probably stick with those unless Zarque wants to update to Ultimate...

Having examined what I've built (why is there no list of changes they made?!), the only real difference is my healing talent Revitalize, which the new rules nerfed, though the difference wouldn't be noticed much till much later. I originally planed on greater healing to improve the fast healing from 1 to 3, but the new rules don't allow that.

So I'll go with what you want on that front.


Stepping out for now, guys. Have fun!


Since it's 'official' at this point, let's all update to Ultimate for Spheresof Power, that way we're all on the same page with rules. I have similar trouble with Savage Worlds because of the Adventure edition.

So, the hard part is narrowing down the choices. We still have 3 active players and my max is usually around six. I love the fluff stories you guys are coming up with, it gives me a lot to work with. Unless I missed someone, here is the list I have (thanks for taking a look Archlich):

Kejal, HalfDrow Shifter
Captivating Caprice, Human wannabe Vigilante
Grenz, Half Orc Brawler
Beetly Firesticks, Goblin Rogue

My two concerns are with the Half Drow and the Goblin from a story perspective. The Half Drow we can work in, but most people know that drow are evil elves and the elves that live in Sandpoint will have a biased opinion towards Kejal. As will most of the people. We can still roleplay that out, but just so you are aware for future reference. As for the Goblin, playing a goblin is fun, but with the recent attacks, the bias towards them is hatred at best, including the Mosswood tribe. While they haven't yet identified all of the five tribes that were involved, Mosswood's proximity to Sandpoint makes them as good a scapegoat as any. That and the current heroes may not take a liking to a creature they spent a majority of their time killing. That said, I don't control the players, they can make their own decisions on that matter.

My vote would be for Grenz and Caprice, and possibly Kejal.
I'll let the others post their thoughts and hopefully we'll have a final decision in the next day or two. Otherwise, the submission window is closed. Good luck everyone!


DM ShadowBloodmoon wrote:
As for the Goblin, playing a goblin is fun, but with the recent attacks, the bias towards them is hatred at best, including the Mosswood tribe. While they haven't yet identified all of the five tribes that were involved, Mosswood's proximity to Sandpoint makes them as good a scapegoat as any. That and the current heroes may not take a liking to a creature they spent a majority of their time killing. That said, I don't control the players, they can make their own decisions on that matter.

Well,they're heroes. They should know the concept of redemption. And here's a Goblin who didn't take part in the attacks and wants to learn more about the concept of non-evil. Obviously, I specifically chose the race for the RP opportunities for the other players, for the GM and for myself.

As for the tribe, it's obviously interchangeable, if that specific one is causing special problems.


@DM SBM: I think you forgot one

That said, I would like to thank all of the applicants for doing your part to keep our adventure going. Good luck to all!


DM ShadowBloodmoon wrote:
My two concerns are with the Half Drow and the Goblin from a story perspective. The Half Drow we can work in, but most people know that drow are evil elves and the elves that live in Sandpoint will have a biased opinion towards Kejal. As will most of the people. We can still roleplay that out, but just so you are aware for future reference.

Well, one alternate way to do it is that since Rise of the Runelords is before Second Darkness, Drow above the surface are incredibly rare, and most non-elves wouldn't know anything about the Drow, likely being more curious than anything. Along those same lines, Elves would be incredibly anxious about my presence.

I'm totally fine with either option, they both present interesting roleplaying opportunities, and as Ellioti said, that's the main impetus for the decision to play this race.


DM ShadowBloodmoon wrote:

...

So, the hard part is narrowing down the choices. We still have 3 active players and my max is usually around six. I love the fluff stories you guys are coming up with, it gives me a lot to work with. Unless I missed someone, here is the list I have (thanks for taking a look Archlich):

Kejal, HalfDrow Shifter
Captivating Caprice, Human wannabe Vigilante
Grenz, Half Orc Brawler
Beetly Firesticks, Goblin Rogue

...

Hey, you missed me, Khamul Froghoth, small Medium at large in the wilds of Varisia


Just dropping in to say I am still here - been 'watching' the conversation.


One thing I have been reminded to mention, and it is important, is our pacing is a bit slower than most of the games on the forums. There are times when even I don't post for a couple of days for various RL reasons. If we're in combat and it's been a while, I will bot people to a point in the story that makes sense. I'm looking to engender verisimilitude in the game and so if it takes you guys a bit to write out a good RP post, I'm cool with that. We try to stay around the 2 day limit though, especially in the middle of combat. If our pacing is a bit too slow for your tastes, consider this a fair takeaway. You can call out now if you wish, no harm, no foul.

That said, I did miss Khamul in my perusal of the thread, my apologies. I looked him over and I do like the backstory there. The crunch looks clear too.

So here are things as they stand, based on comments from the others, we're looking at the following:

Grenz- in
Khamul- in

As for the third, out of Kejal, Caprice and Beetly, that will depend on everyone's responses to the following:

1. Are you as a player okay with our slow pace?

2. As your character progresses, what are your goals for them, story wise?

3. As your character, what do the people of Sandpoint, including the Heroes, mean to you?


Thank you DM ShadowBloodmoon!

Let me know when it is ok for me to post with Grenz in Discussion?


Thank you, a finalized Alias will be created. I will dot in in a bit...


DM ShadowBloodmoon wrote:
1. Are you as a player okay with our slow pace?

totally. In my experience, no game that wants to do a 1/day rythm can keep this up for long.

DM ShadowBloodmoon wrote:
2. As your character progresses, what are your goals for them, story wise?

Fame and Glory, to become the greatest Goblin ever! How, you ask? By uniting longshanks and Goblins against their common enemy and earning the respect of both races.

DM ShadowBloodmoon wrote:
3. As your character, what do the people of Sandpoint, including the Heroes, mean to you?

they used to be just neighbours. Now, they are unfortunate victims of what must be a great missunderstanding. Beetly will try to pour oil on troubled water and wants to help the heroes get behind this!


Grenz and Khamul, you can dot in when you are ready. It's been about a week since the actual raid, so be thinking of what you've been doing since.


1. Are you as a player okay with our slow pace?

One time my GM posted after an unannounced two year hiatus to see if there was still interest and I responded positively, picking up where we left off. I hope we won't be QUITE that slow :P, but I'm chill with slow stories.

2. As your character progresses, what are your goals for them, story wise?

The biggest thing is exploring "What actually makes a hero, and what is the proper mindset for one". Her Vigilante identity is pure vanity. She wants to be a cool hero, because she wants adoration and fame. It's a purely selfish reason. As she develops as a character, I want her to realize that and slowly come around to an actually heroic mindset, caring less about her own image and more about genuinely helping people.

3. As your character, what do the people of Sandpoint, including the Heroes, mean to you?

I'm hoping that the Heroes can serve as the example to Idun of what a hero is actually supposed to look like. Idun wants to help, but is putting herself first, and the Heroes could provide a demonstration of what's better. I read about a page of the Gameplay page, and the good guys seem very unambiguously good, so I think that can work as a character arc.

As for the people of Sandpoint, what's a hero without someone to protect? I can go as in depth or light as you like on Idun's family in Sandpoint that I established in her backstory. I played Iron Gods once, and I had my character have a daughter in Torch, and that was a pretty good way to anchor an otherwise fairly loose character.

--

TLDR - Yes, I'm fine with slow. I'm hoping for Idun to go from doing the right thing for the wrong reason to the right thing for the right reason. Heroes to learn from and family to keep safe.

Sorry, realized I was a bit verbose.


DM ShadowBloodmoon wrote:
1. Are you as a player okay with our slow pace?

Not a problem for me!

DM ShadowBloodmoon wrote:

2. As your character progresses, what are your goals for them, story wise?

3. As your character, what do the people of Sandpoint, including the Heroes, mean to you?

The idea of heroes is something that's pretty foreign to Kejal, as is the idea of putting yourself in harm's way to protect people that you don't even know - her idea of heroes are those who have captured many slaves, spread influence and glory of Mazmezz, bolstered their particular house, and amassed wealth. There isn't really a scale of "doing good".

It's worth noting, too, that Kejal doesn't pull a Drizzt and disagree with the Drow way of life - her desire to change is about survival. Embracing the different way of life is something that would take some time. It'll start as the spider waiting in its web, pretending to be something else, but over time, yeah, my goal for her story-wise is to have doing good actually alter her perceptions and lead to her caring about both those around her and their cause.

I think Books 2 and 3 in particular will provide some great areas for her to shine - investigating a serial killer and then a savage band of ogres are things that she can draw parallels to her own people in, and learn/change/adapt from, seeing her people in a whole new light. (And I'm not familiar with books 4-6, but she'd be well on the road to change by then).


Alright players, I have read your responses and I am going to put it to the players and then we will hopefully make our final decision for the third player by tomorrow morning. Hopefully...


Man, don't talk about books 2 or 3! Some of us haven't read nor played them!


After a vote by the current players and going over the responses, we have decided to accept Caprice as our third new addition to the game. Go ahead and dot in when you are ready.

As for Kejal and Beetly, I would like to keep you on as runners up should we lose another player in the future. I want to thank you for your interest and your submissions. The backstories were well written and I could easily see them fitting in the story later on, should it come up. Happy gaming!


Thanks very much for the consideration! Enjoy, everyone.


Just some stat rolls to see if I can get a character together.
4d6 ⇒ (2, 2, 2, 5) = 11
4d6 ⇒ (3, 5, 2, 6) = 16
4d6 ⇒ (6, 3, 2, 5) = 16
4d6 ⇒ (3, 6, 2, 5) = 16
4d6 ⇒ (3, 4, 1, 6) = 14
4d6 ⇒ (2, 1, 5, 4) = 12

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