RotRL aka "The Heroes of Sandpoint"

Game Master Hunger

Something sinister is happening in Sandpoint and only our heroes can stop it. See what happens when a group loses DM after DM and yet the heroes forge on!


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Lads and Ladies the Heroes of Sandpoint are in need!

We are a group of currently 4 players, one GM, playing in a well worn but lovingly dedicated RotRL game that has passed between a few DMs and recently lost our long time paladin. Care to join us?

We are looking for one, and may be willing to take up to two enthusiastic folks.

Here is the nitty gritty:

Build yourself at level 4 with the following:

20 point buy
2 traits
Max hp at 1st level; roll for subsequent lvls, min 1/2 hit die (ie, if your class uses d6, and you roll a 1 or 2, you get 3 hp + your bonuses)

For gear assume average wealth by level. Please be sure you are outfitted in a sane manner, I would not appreciate your character coming in with 2 magic items and no clothes. ;-p

My message to prospective players is build prepared to interact with a group that has good character dynamics. Concept first mechanics second. If you want to build an Invulnerable Rager or a witch go for it, but pick something you like and something you think will jive with the narrative. We have a couple of locals and some out of towners so you can be a known (if poorly remembered until now) quantity or you can ride in on your horse cloaked in mystery.

I prefer characters built with some hooks so I have some things to consider in making the game more focused on the players, I think everyone in the thread now has left me a juicy tidbit in their playing or in their histories that I can run with. If you have any ideas for inserting yourself into the game I am open to hear them.

For those who have played RotRL before have no fear as so have some of my current players and due to changes made by previous DMs I have already taken steps to modify the AP to flesh things out, offer some twists and in general make the game a unique experience.

I will leave recruiting open until Friday the 13th at which point I will take what I think are the 4 most promising submissions back to the party to vote on who they would like to see join the game.

Let me know if there are any questions. Either post in the thread or PM me if you like.


What are the ongoing characters like? It might be easier to build to fit a particular dynamic that has emerged.


Yah duh, good call Bill

Let's see.

We have a bard/rogue arcane duelist who is generally pretty warm/light hearted , local born but only recently returned as of the start of the AP. He is currently dancing around a flowering relationship with Ameiko Kaijutsu whose long lost brother was another PC that came and went in our version of Golarion. (Camillo Duin)

We have an earnest and warm cleric of Gozreh. Another local. He tends to be the flex hitter mechanically, he heals, he fights smart and in general serves as the primary "straight man" of the group now that the paladin has left. (Rullis Stillman)

We have an incredibly grumpy wizard. *insert wave to BoggBear here* Former resident of Riddleport and resident information hoarder. Has taken a couple of risks to this point expand his knowledge base that might be "dangerous" in the long run. Known for his substantial appetite. Tends to acidic/sarcastic humor and generally quarrels with: (Vidar Ekstrand)

Our gruff and somewhat blase Half Orc Oracle/Barbarian. Out of towner from the hinterlands and beyond Spectacular damage. Spectacular appetites of his own. Dry humor. Very direct. Tends to sort of shrug at a lot of things or just hits them in the face if they prove too mean. Cunning though and not a "thug". (Kithian Darlock)

Formerly we had a hal-elf paladin of Abadar (Kerrec Valorian) who tended to be the "oh my goodness" voice of the party but was known to rib the others from time to time. We also had a humna samurai (Toshio Kaijutsu) who had tension with the bard over dating his sister but found a good niche of respect with the barbarian and the rest as a confident fighter. He even started to get a sense of humor.

The big "twists" so far that are outside of the main AP involve the deeper relationship with Ameiko, a wizard that had been helping the goblins of Thistletop/Nualia that was possegsing a goblin body (and left behind some things to investigate later), a rare tome of Thassilion magic that impart information to the user at some heretofore unknown price, as well as just some deeper work and development around certain relationships with local members of the community.

Currently the group has a "patron" style relationship with Aldern Foxglove and have just started investigating a grisly murder having just returned from a local sanitarium where an unexpected confrontation with a necromancer and his "traps" have left the group with more questions and little answers.

Hopefully that all helps flesh it out a bit.

I'll be honest that the reason I scooped up DMing the games was because of the character interactions. These guys have been great at making it a game that has a lot of flavor. I suppose I am biased at this point having run for a while but its a good group.

Sovereign Court

Dotting for interest. Will put up a character by Monday. My profile will list me as being involved in some games. Maybe you and the party might find my style of writing suitable.


Interested. I have to upgrade his stats, but I hereby present Thorgrund Stormcloud, dwarf ranger (skirmisher).


I too would have to upgrade him, but here is Kompden Rizzlewind, a gnomish sorcerer with the sylvan bloodline and a pet roc...the flying kind. He will dip one level of synthesist as a manifestation of the First World influence that has taken over his life, and I'm contemplating a one level dip in nature oracle as well (depending on the GM's interpretation of how one of the revelations would work). His history and personality can be found in the profile.


I'm tentatively thinking about applying with some sort of polearm martial class. I've had a half-orc redeemer paladin concept that sounds fun bouncing around in my mind. He could tie in nicely if he arrives late after hearing of the troubles (aka goblin craziness) afflicting Sandpoint. He'd be a worshipper of Sarenrae seeking to lead monstrous humanoids towards redemption.

If I don't go that route, I'd be tempted to go with a lore warden fighter. I'm thinking he'd be a scholar interested in the Thassilonian ruins in the region. I'm not to familiar with the point you're at in the campaign (having never played it) so I might need some help tying in the lore warden if I go that route.


Are there any classes you're not allowing, DM Devon? Are the ACG Playtest classes in the running?


Hey Devon! You know my consistency in posting and that I'm good at "the roleplaying" :-). I'm considering a Sin Magic Specialist from Riddleport specializing in Sloth magic (conjuration). Karethas has only whetted my appietite for exploring arcane conjurers.

Here's the details of the arcane school if you are not familiar:http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools /paizo---arcane-schools/classic-arcane-schools/thassilonian-specialist

Personality wise, I'm thinking of someone like a toned-down Hedonbot from Futurerama. Not so extreme, but a slightly effete, foppish type, very fond of the finer things in life. He had the easy life in Riddleport, but ran afoul of one of crime lords there and left in a hurry. He is not a paragon, but is generally pleasant and helpful especially when he can make it in his own interest. I think I would use traits and stats to make him socially proficient.

Character hooks could include:
Prior association with your current Wizard or being brought in as a favor to their patron.
He would also be very interested in the Thassilonian tome in the party's possession.

I know you have a wizard, but I think I can work to not try to step on his party role toes. You seem to have arcane, healing, roguishness, and hitter/tank types covered, so some overlap was going to happen.

I'm out-of-town this weekend, so crunch will have to wait until Sunday or Monday.


There isn't anything I am opposed to outright at this point save the ACG playtest stuff. I tend to be pretty flexible.

I am not one to shy away from approaching players if I think they are abusing the system or distorting "reality".

My aversion to playtest stuff is mostly about stability and balance. If someone feels absolutely passionate about it they are always welcome to make their case.

I am ultimately going to have the group decide who comes in so I am fine to roll with whatever. MY instinct is they will be drawn more to concept than anything else. That said, my players can chime in if they have anything they think we need.


I'm interested!Devon, do you allow Featured Races? I wanted for some time now play with a half-orc aasimar paladin. If its not allowed, I go for a human paladin. I will work on a background and post here in a bit. :)


I'll be applying with a elven Bladebound Kensai Magus. She is posed to enter the game as a distant cousin of Shalelu, who has been coerced into a 'vacation' to the quaint backwater countryside that her cousin resides after suffering from, what is perceived as at least, post traumatic stress from her duties as a roving agent of Kyonin.


I'm not opposed to the other races but you can't be an aasimar and a half-orc can you? My knowldge is pretty good on the advanced books but that might have passed me by...


Well, I think you can.

Non human aasimar:
Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such as lizardfolk, catfolk, tengus, and others, can also produce aasimars, though given these races’ exotic appearance, members of the more common races may have trouble telling such aasimars apart from their kin.

You can check the complete text here: Aasimar.

:)

The Exchange

Oh yah, duh I see. Funny to see a half-orc with those stat boosts but I think the notion has promise. I don't see any trouble there.


I've had this Urban Ranger I've wanted to play for ages ...a private investigator in D&D ...think Elliot Gould in the Long Goodbye with a longsword. Maybe he'll name it The Long Sword. Statting up now! His fluff is done and easy ...world-weary but secretly hopeful, he's seen the depths humanity can fall to, but he's seen hints of the beauty, as well. And reading up to where you guys are at this point, it makes good sense to bring in a private dick!


Still updating him, but I'd like to present Nym as a candidate. Assuming anniversary campaign traits? One trait will be Forlorn, and the other will be Scholar of the Ancients.

Nym was born and raised in Ridleport to a pair of former adventurers. His parents were fine raising their children in a human city, learning human culture, just so long as they held on to their acestral traditions. Each in their own way Nym and his sister Faey dissapointed their parents. Faey took to magic in the form of alchemy, and Nym took to swordsmanship in the style of the Aldori dueling masters.

Tension rose in the Vallidorn house until the siblings decided to take to the road as adventurers. Faey traveled to Korvosa on her own journey, and Nym made his way along the Lost Coast, ultimately finding himself in Sandpoint.

Having grown up in a city built on the ruins of an ancient civilization Nym was delighted to find not only The Old Light, but a local sage who specializes in Thassilon. The two hit it off, and Nym proved to be an apt pupil, learning both the history and language from Bordent. In return for lessons Nym would often travel to distant towns in search of rare texts or rumors concerning the Thassilonian empire.

Nym has recently returned from such a trip to find a great deal of going ons in the town...


Dang. I thought I posted my guy.

He's an urban ranger/spirit ranger ...he talks to the spirits of cities to help him solve crimes. Philip Marlowe meets Jack Hawksmoor, I guess. A skill monkey that compliments your rogue/bard and specializes in different arenas, but can still do full melee combat. I really like this guy.

Here he is. Due to modifiers his skill list is long-looking, but I figured this was the easiest way.:
Philius Ghoulsmoor
Male Human Ranger (Urban Ranger/Spirit Ranger) 4
CG Medium Humanoid (Human)
Init +1/+3 Sandpoint ; Perception +11/+13/+13/+15
--------------------
Defense
--------------------
AC
hp 38
Fort +5, Ref +5, Will +3
--------------------
Offense
--------------------
Speed
Melee:
Melee:
Melee:

--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12, Int 14, Wis 14 , Cha 14
Base Atk +4; CMB +6; CMD 17
Feats :
1st (Human): Skill Focus Bluff
1st: Skill Focus: Diplomacy
2nd Combat Style (Ranger): Shield Focus
3rd: Alertness
Traits: Fast Talker, Affable

Skills:
Bluff 13 (2+4+3+1+3)
Bluff Humans 15
Diplomacy 12 (2+4+3+3)
Diplomacy Gather Information 14
Disable Device 8 (1+4+3)
Disable Trap 10
Heal 9 (2+4+3)
Knowledge (local) 9 (2+4+3),
Knowledge (local) Sandpoint 11
Knowledge (local) Sandpoint Humans 13
Perception 11 (2+4+3+2)
Perception Traps 13
Perception Sandpoint 13
Perception Traps in Sandpoint 15
Perception Humans 13
Perception Humans in Sandpoint 15
Sense Motive 8 (2+4+2)
Sense Motive Humans 10
Stealth 8 (1+4+3)
Stealth Sandpoint 10
Survival 9 (2+4+3)
Survival Tracking 11
Survival Sandpoint 11
Survival Tracking Sandpoint 13
Survival Humans 11
Survival Tracking Humans 13
Survival Tracking Humans in Sandpoint 15
Languages: Common
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Class Abilities
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Favored Enemy (Humans)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacycheck to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Fighting Style: Weapon and Shield

Favored Community (Ex): Sandpoint
At 3rd level, the urban Ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local),Perception, Stealth, and Survival skill checks. An urban Ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).
At 8th level, and every five levels thereafter, an urban Ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.
Trapfinding (Ex)
At 3rd level, an urban Ranger can find and disable traps, as the rogue class feature of the same name.
Spirit Bond (Ex)
At 4th level, instead of forming a bond with his hunting companions or an animalcompanion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Ranger can cast augury as a spell-like ability with a caster level equal to his Ranger level. In addition, he can call upon these spirits to cast any one Ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way.

EQUIPMENT:

gp


Okay, I did a brief background for my H-orc.

I'm posting it for you Devon, if there's something you did not agree, please tell me. :)

I still need to buy some things, but I thing it will be some potions.

Garruk Metaltusk:
A brute of a Half-orc. All Garruk wanted was live as normal as a half-orc can live.
Plagued by gruesome dreams all his childhood, vivid battles against hordes of shrieking, twisted demons. He knew his life was meat to fight the evil, but he did not wanted it.
He fled the Torag church. His only home, place where he was found as a baby.
He was robbed of all things he took from church. With no food or money, he tried to steal. However, he could never blend in. He often ended beat up. He tried to be a blacksmith apprentice. However, that was not for him either.
Many years of his life, Garruk wandered from city to city, town to town, village to village and could never settle in.
His dreams began to get worse, he could barely sleep anymore. He gave in. Went to the first Torag church he saw and began training his training.
Years later, already a Paladin of Torag, Garruk Metaltusk was assigned to help an adventure’s group to investigate some rumors. They fought vicious orcs, and hordes of goblins. But they were just to many. When a big orc in a fullplate appeared, they knew the battle was lost.
Using his own life as shield, his group left him to die, while they fled to safety.
Garruk thought that his time had come, but Torag Had another plans. His aim were true. Every swing of his hammer found a target. Time was a blur, he did not knew how much time had passed, it was night and the battlefield was a mess of blood and bones. Exhausted, he fell asleep. He woke up to discover his armor in tatters, his backpack was lost in the fight, the only thing was still clean, was his holy symbol. The black armor of the orc he took it as a spoil. It was not difficult to adjust it for him.
He hunted down his team members. It would not be good to kill then, even if he wanted. But scare then was another thing altogether…
Now he is travelling for Sandpoint. A little coastal town, rumored to be plagued by strange murders. It is not what he want to do. However, how can he defy what he was made for?

Personality:
Garruk know how to speak when he wants to. He always seems to be in a bad-mood, always complaining how his life is. However, he is loyal to his friends and implacable to his enemy’s. Nevertheless, he always give them a chance to surrender, before tasting his hammer

Garruk Metaltusk.

Hit Dice:

2: 1d10 + 2 ⇒ (6) + 2 = 8 This one was good.
3: 1d10 + 2 ⇒ (2) + 2 = 4 Nah 5+2 = 7
4: 1d10 + 2 ⇒ (1) + 2 = 3 Bleh 5+2 = 7


Very cool to see all this interest and the wide variety of ideas. Welcome and good luck to all! Looking forward to reviewing the candidates after everyone has has a chance to post their builds.


Well I have a Paladin Hobgoblin. AKA this profile.

Background:

Was born to a middle status Hobgoblin house. Was third cousin to the matriarch. My father was a clergy of the goblin religions and raped a lesser hobgoblin women. Our houses Matriarch was assassinated i n the great game of political advancement. After our houses fall I met a women who would be my wife. After years I cheated on my mate and kept it a secret till it was discovered. I was sentience to a trial by water. Instead I attacked and killed the leaders who ordered my demise and ran off with my wife and horse stolen from the leaders of the church. I soon cam into conflict with humans. A party of warriors and a Dwarf Cleric inflicted great wounds on me and brought me to my knees to beg for the life of my wife and child. The Cleric gave pity, and I passed out. I awoke in a bed chamber at a temple. The Dwarf and my wife was there. The dwarf was staring out a window into the snowed mountain. He spoke "you will owe a dwarf a life debt. Odd for I never heard of goblin kind ever owing a dwarf." He got up and left locking the door. My agility showed as I worked to pick the lock as we were on the 4th floor. Using my magic I was born with I attempted an escape with no resistance. Till I got to the gate the Dwarf was there and look at me with his pity filled eyes. It raged me "I want out". He looked at me for a time and muttered "You won't get far this is man territory. We can house and your family." "Why care for us Earth-man" "Because it is what's right." This started my different life a new one.


Putting together an Ifrit Ploracle -- Paladin 2/Oracle(battle) 2.

Don't think that I will overlap with the barb/oracle as I will be a tank (heavy armor, lame curse, shield, bastard sword). Plan is to go mostly oracle hereafter, perhaps with one or two paladin levels for abilities.


I have an idea for a Gnomish Cavalier from Whistledown based on a character I played in an RotRl game that sadly perished before we left Sandpoint. She basically is a giant hunter ever since a trio of Hill Giant brothers devastated the outskirts of her town in some sort of game they played.

I do have a question though: Would you be ok with me using the Giant Weasel Companion from RoW #1 as opposed to the later version from Bestiary 4? Asking because B4 basically turned a very fun and unusual companion (with Attach and the such) into a boring dime a dozen beasty.

The Exchange

Since there has already been a strong interest shown by folks out there I am going to reel back the recruit close to 7pm EST on Monday the 9th. REmember that I was pointing out that folks should focus primarily on concept so for those folks with busy lives I will take whatever you come up with to the group. If anyone who has already posted as of this message needs an extra day to get things written up, drop me a line. Otherwise I look forward to bring my top choices to the group Monday night. Thanks everybody!


Hey DM Devon,

I posted you a private message a day or two ago, but I don't know if you got it? I'd like to submit this fellow.

The Exchange

Sorry about that Rotolutundro, I got it but I spaced on the response. (But I had looked at your barb so he was in the running) but I appreciate the follow up.


Never mind the Giant Weasel question, Daji will be riding a boar into battle (forgot she'd start lvl 4 so she could already have one).

She is a Gnome with an intense hatred of Giants, particularly Hill Giants and Ogres. She rides into battle on her faithful boar and mostly employs her lance in combat, though she isn't above using dirty tricks to topple a giant. She uses the Emissary archetype and is a follower of the Order of the Dragon. She is a friendly sorts who thoroughly enjoys life, with the exception of her Giant hunts which she considers a grim necessity.

Background, first bit as I ran out of time:
Daji's story begins in the town of Whistledown, which is mostly populated by Gnomes. Her family had been swineherds at the edge of town for many years, taking great pride in the many breeds they "created" and the quality of the meat they produced. For Daji this all ended when a trio of Hill Giants attacked their farm to steal pigs. Not only did the assault cost them many pigs, including several unique ones, the giants also killed her cousin and aunt and destroyed part of the archives where they kept records of the breeding. While the rest of her family wanted to rebuild she swore vengeance.

Shortly after she joined a mercenary group that specialised in taking down giants and consisted mostly of Dwarves. With them she learned how to fight and survive out in the wilds and she travelled through most of Varisia with them.
She thoroughly enjoyed their time with them but when they were called back to Janderhoff to fight Fire Giants underground she respectfully declined. Forays into caves and ruins were perfectly fine but the prospect of spending months if not years underground was too much for her.


I would like to submit Brek Boulderstep, Blacksmith in Sandpoint.

Hitpoint Rolling: Hitpoints + Con + Starting Hitpoint: 3d10 + 12 + 10 ⇒ (9, 7, 4) + 12 + 10 = 42 +1 for the rolled 4. Total 43 hitpoints.

Brek Boulderstep:

Brek is a long time resident of Sandpoint, having inherited a small smithy, making anything from nails, horseshoes to pots. Now and then, he crafts an excellent piece of armor that he sells in order to keep things going.

Someone as important as him for most of the metal working he does, he is largely ignored since Brek doesn't really come out and socialise with others. He's just known as the smith and left to his own devices. That could change.

Kind and open hearted but quiet and not given to showy affection. His worship of the God of Forges Torag reflects his inner calm and is not so easily startled.

Brek is going to be a stonelord mostly and he is fine to be your tank.
He's also a bit slow but as tough as rock.
He's also going to be able to aid in crafting only that he has no caster levels.


I have been thinking about this since I came across it late last night. At first I considered submitting a magus (Kensai) that I have been thinking about for a while, but the fluff is not quite there.

So instead, I would like to submit Zandu Eugenovitch Petranov, a varisian Inquisitor of Desna; another idea whose fluff has been on a back-burner for a while.

Bacground & History:
Zandu was born the son of a Cleric of Desna, and steeped in her ways from an early age. He was groomed to follow in his fathers footsteps and become a Cleric in his time.

All that changed when he came of age. As a coming of age gift, he was given a kapenia (family scarf) and went off to the nearby town with his friends to celebrate. While he was celebrating the local Chelaxian Sheriff took it in his head to round up all the passing Varisians for no other reason than because he could. Zandu and his friends narrowly escaped, but his family and the caravan they were travelling with were taken into custody.

Unsure of what to do, Zandu prayed to Desna and received a dream in which he was charged to free the captives. Together with his friends, he began a campaign to get the captives released. Taking the name "Gossamer", by which he prefers to be known to strangers, he stole from the Sheriff, distributing the money to the poor and oppressed, and before long was being hailed as a folk hero.

Finally the authorities stepped in: decreeeing that the sheriff had overstepped the mark, he was stripped of office and the captives set free. However, they would offer no pardon for Gossamer and increased the bounty on his head.

Zandu, seeing that his work was done and that things were getting too hot in Cheliax, decided it was time to leave. His family had died in captivity; his friends went East, but Zandu, responding to a dream in which a distressed Varisian lost the swallowtail that had alighted on his head, knew that he had to return to Varisia.

Travelling the old trade routes into Varisia, Zandu wandered through Korvosan territory and ended up alongside lake Syrantula, where he celebrated the swallowtail festival. After lingering a few days, he set out for Wartle, planning to follow the trade route North along Ember lake.

Along the way, however, he heard of Goblin attacks on the Swallowtail festival at Sandpoint. Hearing that the attacks had been foiled by a plucky band of adventurers heartened him somewhat, nevertheless he felt that such sacrilege should be investigated, and set out for Sandpoint. The nearer he got, and the more he heard about strange goings on in sandpoint, the more he felt that this is what Desna had called him to Varisia for.

In Sandpoint he went immediately to the Cathedral, and introduced himself to Father Zantus. Father Zantus for his part was quite relieved to see someone like Zandu, as he had been praying for some weeks for someone who could assist the company of adventurers who had taken up the mantle of protectors of sandpoint.

It is father Zantus, then who introduces "Gossamer" to Lord Foxglove and the other members of the group.

Personality:
Zandu looks very much like a typical Varisian, and has no real distinguishing feature. In fact he is quite unremarkable, which makes him ideal as a revolutionary. He is perceptive and wise, and fairly smart; planning out activities with a great deal of care.
However, he is dedicated and focused and will often ignore social niceties when he is set upon a course. When not focussed on a case, or when he seeks relevant information, he can be charming and diplomatic, though if he is thwarted, he can turn downright scary.

Crunch will follow when I have put it all together.


Actually; I think I will change his name to Babotchka (Varisian for Butterfly).


PirateDevon wrote:
Sorry about that Rotolutundro, I got it but I spaced on the response. (But I had looked at your barb so he was in the running) but I appreciate the follow up.

No worries, I spaced on the level you wanted, myself. In the process of fixing it now.

Edit: Done, at least I think I caught everything.


Here is the fluff and crunch for the Sin Magic Specialist Wizard I spoke of above. The fluff is a little rushed, so pardon any mistakes. I can fix that if selected.

Ursion Fluff:

Ursion was born the son of a wealthy minor Korvosian noble. He showed a talent in the arcane arts in his early education, so his father had him enrolled in the Acadamae, the premier arcane college of the city. Since he was a child Ursion was fascinated by the huge pyramid, the Grand Mastaba, that dominated the cityscape. This initial inspiration led him to study Thassilonian philosophies of magic. Ursion was a naturally gifted young man, but was lazy and rather hedonistic. He vastly preferred indulging his physical desires in the lower class districts of the city than spending time studying. By the time Ursion had graduated from the Acadamae the young man's indulgences had embarrassed his father enough. His father sent him on an extended trip to study the Irespan in Magnimar and the Cyphergate in Riddleport to remove him from the attention of higher society in Korvosa. The seedier side of Riddleport swallowed Ursion whole. He was soon indebted to Boss Croat, a crime lord specializing in illicit substances, and disowned by his father. Ursion talked Croat into allowing him to pay off his as a arcane adviser and lackey. After several years serving Croat, Ursion realized he was never going to escape the crimelord's grasp and sought for a way to escape. He remembered Aldern Foxglove who he had met some years earlier, and he knew that the man had somehow ended up near Sandport. Due to careful planning and some clever misdirection, Ursion was able to escape on a ship to Sandport carrying several expensive magical items the half-orc had loaned him.

Ursion is a rather rotund young man in richly made, but threadbare clothing. He is often found in a tavern, loudly telling stories and making friends. Friends who soon find themselves inexplicably buying the charming man food and drinks. Ursion has several marketable skills and abilities, but finds the idea of "honest work" abhorrent.

Ursion Crunch:

Ursion Crispin
Male Human (Chelaxian) Wizard 4 Sin Magic Sloth Specialist
N Medium Humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 21 (3d6 ⇒ (3, 1, 5) = 9) +4 favorite class
Fort +1, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 4):
--------------------
Statistics
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Str 8, Dex 10, Con 10, Int 22, Wis 13, Cha 14
Base Atk +2; CMB +1; CMD 11
Feats Augment Summoning, Improved Familiar, Scribe Scroll, Spell Focus (Conjuration)
Traits Rich Parents, World Traveler (Diplomacy)
Skills Appraise +10, Bluff +6, Diplomacy +10, Knowledge (arcana) +13, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +13, Linguistics +10, Perception +6, Profession (cook) +5, Sense Motive +5, Spellcraft +13
Languages Abyssal, Auran, Common, Draconic, Ignan, Infernal, Terran, Thassilonian
SQ acid dart (9/day), arcane bonds (Zing, zhyen [air]), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, opposition schools (evocation, illusion), share spells with familiar, specialized schools (conjuration), summoner's charm (+2 rds)
Combat Gear Potion of cure moderate wounds, Alchemist's fire (3); Other Gear Handy haversack (26 @ 73.62 lbs), Headband of vast intelligence +2 (Sense Motive), Bedroll, Cooking kit, Courtier's outfit, Everburning torch, Flask, Flint and steel, Ink, black, Oldlaw whiskey (per bottle), Parchment (5), Perfume/cologne, Pot, Scroll case (5 @ 0 lbs), Shaving kit, Signet ring, Soap, Spell component pouch, Spellbook, Tent, medium, Tobacco, Waterskin (4), Wine, Corentyn (per bottle), Wine, fine (per bottle) (2), 95 GP, 5 SP, 6 CP

Zing Carries 2 Alchemist Fires

Light Horse with riding saddle

extra 1st and 2nd level spell in spellbook
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Special Abilities
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Acid Dart (9/day) (Sp) 30' Ranged touch attack deals 1d6+2 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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.

Sczarni

Presenting: Babotchka (so far)

Still to do: HP and Equipment

Sczarni

Just one question:

Under Ultimate Equipment, in the wondrous items section: Slotless items there is an item called snapleaf. It does not say how often it can be used, or if there is any limit. Does this mean it can be used at will or is there a FAQ about it that details how often it can be used?


The Snapleaf was an item from a previous RPG Superstar contest. If I remember the item correctly, it was a relatively 'cheap' one-time use item shaped like a leaf that you snapped in half to use the ability from it. Snapping it unfortunately destroyed the item to active the powers.


At 750gp, the snapleaf couldn't be anything but 1-time use, I would think. Otherwise, you'd be able to cast feather fall AND invisibility at will in the same immediate action as often as you wanted.

Anyway, Sean K Reynolds confirmed it's a one use item here.


Kompden hp rolls:

1d8 ⇒ 1 Yikes! 4
1d6 ⇒ 2 Yikes! 3
1d6 ⇒ 1 Yikes! 3

Good grief! Poor gnome!


Hp rolls for Erna, his pet roc:

1d8 ⇒ 6
1d8 ⇒ 7
1d8 ⇒ 3 so 4

Kompden is updated to 4th level


I'm working on a Carnivalist Rogue. Varisian scumbag type of guy. Prolly originally from Sandpoint who has now returned cause he's gotten himself into too much trouble and has vowed to stay away from crime. I'm currently looking into the player's guide to find links to tie him into sandpoint.


1d10 + 2d8 ⇒ (9) + (7, 5) = 21 <-- Nice

Working on the background now. Might have it done later today.

Paladin/2 - Oracle(battles)/2


Dal Selpher wrote:

At 750gp, the snapleaf couldn't be anything but 1-time use, I would think. Otherwise, you'd be able to cast feather fall AND invisibility at will in the same immediate action as often as you wanted.

Anyway, Sean K Reynolds confirmed it's a one use item here.

That's interesting. A single-use scroll of feather fall costs 25gp. A single use scroll of invisibility costs 150gp; Total 175gp - nowhere near the cost of a snapleaf. Granted, they both go off simultaneously, making it marginally higher utility, but even so.

OTOH a 50 charge wand of feather fall costs 750gp - the same as a snapleaf. That would have suggested to me it is multi-use.

But if it has been confirmed as single-use, so be it. I will find something else.


Gavmania wrote:
Dal Selpher wrote:

At 750gp, the snapleaf couldn't be anything but 1-time use, I would think. Otherwise, you'd be able to cast feather fall AND invisibility at will in the same immediate action as often as you wanted.

Anyway, Sean K Reynolds confirmed it's a one use item here.

That's interesting. A single-use scroll of feather fall costs 25gp. A single use scroll of invisibility costs 150gp; Total 175gp - nowhere near the cost of a snapleaf. Granted, they both go off simultaneously, making it marginally higher utility, but even so.

OTOH a 50 charge wand of feather fall costs 750gp - the same as a snapleaf. That would have suggested to me it is multi-use.

But if it has been confirmed as single-use, so be it. I will find something else.

It's all about action economy... try drawing that wand and wanding yourself some featherfall while you're falling of a castle wall...


What are my chances of making it in this PBP?


Alex is right, it's also the fact the snapleaf is an immediate action to use. That's a big deal.


Ah, that makes more sense.

Either way I can't afford at this stage to spend 750gp on a single-use item (unless it enables me to pwn all encounters for the rest of the adventure, lol)


Here's the alias/profile for Rikash's lore warden submission: Zurisatro Jubrayl Vascari, the Great Warrior Scholar of Varisia. I had a nice post with most of my crunch and a little backstory ready to go to get a little feedback, but I lost it. :( I'll take some time tonight to get the post back together.


Alex Mack here. Here's my submission Lukain Calinova a converted crook, looking to find a place for himself.

Esmeralda the Bilge Rat familiar is his best freind whom he met and befriended during his time in the prison of Korvosa.

I'll get my crunch finished tomorow or more likely Wednsday.


Dal Selpher's post is my understanding as well.

There is some argument to be made that it may be multiple use given the targeting restrictions of feather fall (ie. you need to be falling) but if SKR claims it is 1 time I will run with that until official errata indicates otherwise or clarifies the targeting issue.

AS to your question Jasper I will only say that I shrunk down the recruiting window because I was happy with the number and diversity of the applications and I didn't want folks who posted earlier in the thread to lose out in the noise of the later posts.

I will make it clear that I am going to amend one other aspect of my forwarding process. Since I have (in my mind) a clear conflict of interest with Tirion and TheDorf as I have played with both of them for a long time and have much more information of what they are capable of as players, I will be forwarding 4 additional choices to my group. I want to give folks who do not have an established relationship with me to have a chance to be looked at by my other players without my biases getting in the way and this seems like the best way. Hopefully that makes sense to everyone.


One question I have while I'm building up my skills, does the party need someone to be a face? It seems like that might be Camillo's role (amongst others?) but I might be able to find some spare points for it if needed.


The group has a certain charm about it and has done fairly well when needing a face but the loss of the paladin does inhibit the group in that way. Things may be harder as they leave the town more often (where they are respected and known) and go into the bigger cities. I would say that they are not "deficient" but a boost wouldn't hurt.

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