Runelord_GM Rise of the Runelords PF2E

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I don't even want to be honest about how long it took me to figure out Half-Elves aren't gone, and let's be honest, I am going to call them "ayurveda" now because that is the first thing that came into my head when I figured it out


This is Ollie-Twist with my character submission! The backstory is still very much a WIP, but I think I'm hitting the limit on the amount of work I can do on one character in one day. I also said I was planning on statting out both a witch and an oracle, but I sat down to work on the witch and the idea absolutely ran away with me, so I guess that's that decision made.

I'm not SUPER familiar with 2e, so progression plans are definitely subject to revision as we go, but currently my thoughts are either pursuing alchemist dedication or herbalist archetype to go with the witch's Cauldron feat for making potions and oils, or taking the Familiar Master archetype, though that's more of a "I just think it's cool" thought than it is a "this is what's going to be worth doing in my role as support" decision. I do want to stick with mostly support by buffs/debuffs, emergency heals, and eventually item crafting, but the exact details on how we get there might be a little fuzzy.

Let me know if there's anything I'm missing/is confusing/needs to change, but otherwise I'll keep poking at this backstory over the next few days and be done soon.


Dark Netwerk wrote:
(I've been away from gaming a few years but I seem to recall moving between versions relatively seamlessly before).

That's odd. They have usually been quite confusing for me. The only exceptions were minor updates like 3.0 -> 3.5 -> Pathfinder.


I don’t know if I’ll hit all the questions:
The uncommon races are viewed as oddities especially in Sandpoint, where 96% is human.
I will pick the character concepts that most appeal to me but a cleric can be vital especially when enemies deal 20 or more damage per hit.
If the Lantern King is evil, I have issues with that as a deity.


Not the guy who brought up The Lantern King
but he's CN, not evil.


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Then no issue with Lantern King.


That actually brings up a good question. Remaster did away with alignment, switching to Edicts and Anathemas. In 1e, The Latern King was CG/CN/CE, in 2e went to CN/CE, but their E&A don't really imply heavily evil themes. So how do you want to approach that? Are you sticking to Alignments, or are you going to try and have more of an E&A delve with characters?


I am sticking with alignments to have a general idea of a character’s morality and each deity’s outlook.


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Just wanted to get my purrty face on this page....

Wat? Too early...lol.

EDIT!

I am considering as Free Archetype
Champion Dedication (2nd; FA)
Or Captivator (4th; FA)
Or
Acrobatic ,

Dependant on party make-up....


Philo Pharynx wrote:
That's odd. They have usually been quite confusing for me. The only exceptions were minor updates like 3.0 -> 3.5 -> Pathfinder.

Maybe the incrementalism between those editions is what I'm most remembering, since they did span (and last for) some years. But I don't think there was much of a stretch between AD&D and 3.0. New or modified rules, certainly, but character creation sort of followed the same path. PF2E (and 5E is likely in the same boat judging by the CRPGs) seems to be a totally different system for me when it comes to creation (and likely playstyle). Different method for stats, hiding half-elves and half-orcs under heritage, starting funds, gear costs, etc.

Anyhow, I didn't mean to derail the recruitment thread. I've been using the Pathbuilder app to create a Aiuvarin human (half-elf) fighter focusing on archery (point blank stance feat). I'll start putting together a quick background and populate an alias with the stat block and post when it's ready.


Runelord_GM wrote:
I am sticking with alignments to have a general idea of a character’s morality and each deity’s outlook.

Good to know. My sorcerer would be CN and the monk would be NG.


Dark Netwerk wrote:


Anyhow, I didn't mean to derail the recruitment thread. I've been using the Pathbuilder app to create a Aiuvarin human (half-elf) fighter focusing on archery (point blank stance feat). I'll start putting together a quick background and populate an alias with the stat block and post when it's ready.

I don't think I've ever had a 2e character creation session not talk about the mechanics lol. Since you're using Pathbuilder, look through the Archer free archetype. Unless you're wanting to do a different archetype for thematic reasons, it'll help free up some class feats for you. Just something to consider is all.


On second thought, probably going to submit a Syncretist Cleric of Imot and Otolmens, unsure of race, but probably not Catfolk. Seems like a hilarious enough concept.


KyleS wrote:
Runelord_GM wrote:
I am sticking with alignments to have a general idea of a character’s morality and each deity’s outlook.
Good to know. My sorcerer would be CN and the monk would be NG.

Don't Monks have to be Lawful? Or is that a change in PF2e? Still figuring this edition out. Pathbuilder is helping, but not all inclusive. LOL


Valthrik Malhyn wrote:
KyleS wrote:
Runelord_GM wrote:
I am sticking with alignments to have a general idea of a character’s morality and each deity’s outlook.
Good to know. My sorcerer would be CN and the monk would be NG.
Don't Monks have to be Lawful? Or is that a change in PF2e? Still figuring this edition out. Pathbuilder is helping, but not all inclusive. LOL

Def not all inclusive, actually on the core classes are cited as Remastered. I think I thought sorcerer was always a core clase, but I guess not


Valthrik Malhyn wrote:
KyleS wrote:

Good to know. My sorcerer would be CN and the monk would be NG.

Don't Monks have to be Lawful? Or is that a change in PF2e? Still figuring this edition out. Pathbuilder is helping, but not all inclusive. LOL

That was a change with 2e. Alignment for the most part got an overhaul in how it was applied in 2e, considering that everything they did essentially made it feel as if it was a required sacred cow. Classes were no longer tied to a specific alignment restriction. The only one that had any was the champion, and that was only dependent on which tenet you chose. The tenets you could chose from however were limited by the deity you chose to fight for, so if your deity was only chaotic alignments, then you could only pick chaotic tenets. So this allowed for people to play a paladin without being forced to a specific viewpoint.

Ceven Valdemar wrote:


Def not all inclusive, actually on the core classes are cited as Remastered. I think I thought sorcerer was always a core clase, but I guess not

Sorcerers have always fluctuated on being core or not. They weren't an actual class until 3.0 was released, then were a splat book for 4e, then core again in 5e. And then considering that spell schools were completely overhauled for the Remaster, it makes sense that they didn't get included in PC1.


Runelord_GM wrote:
I am sticking with alignments to have a general idea of a character’s morality and each deity’s outlook.

Ah. Will add Alignment back in. Khala would be “N” and her relationship with deities would be “NH” for “not healthy”. Stolid lip-service mixed with righteous anger.


Ok, I've reworked my character build while deciding between him and a 1/2 elf version, but I'm keeping him human. In doing so, I learned a lot and made some adjustments.

Also, I've finally (mostly) figured out the familiar system, and he has one that's akin to a Faerie Dragon, but much weaker, obvs. I'm going with younger, and as he ages (I gain xp) he'll get another ability or two. Open to ideas, beyond that. If that's ok?

Grimble the Dragon:
Familiar

AC 15; HP 5
Fort +4; Reflex +5; Will +7 Perc +5

Size: Tiny; Senses: Low-Light
Speed: 25; Fly: 25

Abilities
1. Dragon
2. Fly
3. Speech

New-ish character crunch is in my Profile. Backstory coming tomorrow.


Just a little scene....

Brief tail....:
notes Triodea

You do realize that Magnimar's Demographics consists of
13,307 humans, 821 halflings, 659 dwarves, 655 elves, 493 gnomes, 166 half-elves, 164 half-orcs, 163 others.

The orange and black Amurrun grins mischievously at his mentor. Standing 6' and nicely muscled, the Catfolk strikes an appearance.
Amurrun are in that last "163 others" category.

Looking quite perplexing at the tiger-appearing performer, his mentor (Silas Weatherby, Dance Instructor at the Triodea) can only shrug.
Not certain what this has to do with this act, Caine? Kassiel Iylmrain is the boss. And the boss says you start this particular number in the box.

Caine's blue eyes glance forlorn at the fore mentioned box with a sigh.
Who the f~+# is Schrödinger and why an Amurrun?


Happy New Year to yall!

DM, I'm currently building a Tengu Thaumaturge, who will eventually take the Harrower archetype.

Lore-wise, he was raised in Sandpoint, and his grandparents traveled to Varisia together with the Kaijitsus, as part of their guards & servants, when they fled Minkai over a century ago. (I'll write up a detailed backstory, and happy to work with you to change anything that doesn't work with the lore you're building for your own campaign.)

For now, it occurs to me that with the remaster, tengu (like all ancestries) can be Aiuvarin or Dromaar (mixed elven or orcish heritage).

Aiuvaran says,
> You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry,

My question: What happens when someone from an ancestry that already has low light vision takes the aiuvarin heritage? Do they instead gain darkvision?


No, unless stated otherwise, it doesn't increase.


Since no one has submitted a healer yet, I present Professor Krowys. Syncretist Cleric of Imot and Otolmens... basically just a mathematician with divine spellcastingm. Will probably keep updating the fluff over the next few days.

I've always loved clerics that aren't actually part of any kind of church or the like, it's always tickled me how odd the cases can get, especially when the gods they worship might not have any kind of official worship buildings or priests. I don't think either of the previously-neutral gods would require sanctification, so I think I have the character sheet finished? Basically a newcomer to 2nd edition, as I've only made two characters before, both of them gunslingers.


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Added background to Selina and a bad-ass image for her. She is complete.


Updated Summary of Applicants:
Complete:
NotEspi - Human Bard (complete)
Lucendar - Human Rogue complete
GM Dinketry - Gnome Cleric
Dorian - Catfolk Swashbuckler
Cloakedinsmoke - Tengu Gunslinger
Violant - Human Cleric

Incomplete:
Snarffleflox - Human Wizard, missing background.
Oceanshield - Human Giant Instinct Barbarian - missing physical description.
Ollie-Twist - Halfling Witch - missing her connection to Sandpoint - why is she there?
Scranford - Half-Orc paladin, missing background.
Ceven - Champion of Desna, missing stat block and background.
KyleS - you can make one submission - missing backstory and connection to Sandpoint

Expressed interest:
Philo
MadScientistWorking
Azjauthor
Calabaniang
Dark Netwerk
Gyrfalcon

Again, if I missed someone, let me know.


When do you plan on selecting the party?


Runelord_GM wrote:
For the curious, Recruitment will close on Sunday, January 7th at 6:00 PM EST. You have plenty of time.

@PROF - recruitment will end on the 7th :)


Ah. Ok. Added this to profile:

Physical Description:
Khala appears as a tall, pale, snow-haired woman, broad of shoulder and corded with muscle. Unlike most Shoanti, even those of the Skoan-Quah who often use ash and paste to make themselves pale, Khala really *is* pale, possibly a gift of her part-Kellid grandfather Kav, and whispers abound that the blood of the witches of old Sarkoris flows in her veins. A carved blackened rib of some aquatic creature sits at her brow keeping her voluminous hair out of her eyes.

Khala’s left eye is surrounded by a dark whorl tattoo, and the eye itself is odd - both pupil and iris a strange sheen of ebon. Happily, Khala prefers to wink this eye just before she swings her greatsword, so the last thing her enemies see is the flash of a dark portal to the Boneyard.

As a member of the Skull clan, Khala favors bone ornaments braided into her hair and stitched, lashed and sewn to her armor, greaves, gauntlets and boots - a wolf skull sits at her groin. A harpoon case on one side of her back carries two harpoons, one of greater size than the other; and on the other a sheath for her fell oversized greatsword carries that blade when it isn’t in its usual place in her grip.


Yep, I'm planning on working through the rest of the backstory and connection to Sandpoint over the next day. I've also got Honey's alignment currently down as chaotic good, but that might shift more neutral good, I'm realizing that a chaotically-aligned fate patron might be a little contradictory. Or maybe that just makes the character more interesting, I haven't fully decided.

I'm really enjoying seeing all the submitted characters, though, it's been fun keeping up.


Correct, Recruitment ends on the 7th!

Updated Summary of Applicants:
Complete:
NotEspi - Human Bard (complete)
Lucendar - Human Rogue complete
GM Dinketry - Gnome Cleric
Dorian - Catfolk Swashbuckler
Cloakedinsmoke - Tengu Gunslinger
Violant - Human Cleric
Oceanshield - Human Giant Instinct Barbarian.

Incomplete:
Snarffleflox - Human Wizard, missing background.
Ollie-Twist - Halfling Witch - missing her connection to Sandpoint - why is she there?
Scranford - Half-Orc paladin, missing background.
Ceven - Champion of Desna, missing stat block and background.
KyleS - you can make only one submission - missing backstory and connection to Sandpoint

Expressed interest:
Philo
MadScientistWorking
Azjauthor
Calabaniang
Dark Netwerk
Gyrfalcon

Grand Lodge

Man, so late to the party... I would love to play this, but you will have a hard enough time choosing as is! Good luck everyone!


This is the profile I plan on using for my half-orc champion (Paladin). I'll update the profile ASAP.
Background

Spoiler:

History:
Lilly had heard tales of racism... but they seemed to almost be fantasy. Growing up in Nybor as a second generation Dromaar family she was neighbors and friends with many other half-breeds and grew to accept this as normal.

Though most of her features resembled her human ancestry her great size and bulk, the greenish tint of her skin, and her slightly distended fangs revealed the orc side of her ancestry. She wasn't vain by nature but was very proud of her long thick raven black hair. With brown eyes and a fair complexion, she stood out mainly due to the fact she was always the biggest child her age in Nybor.

She was always defending those less fortunate than herself, and hated bullies so it was natural for her to begin worshiping Shelyn. Something about all the books she read on hopeless romance resonated deep within her, and she longed to find her one true love. She had dated many of the local boys but found them lacking in one way or another until she met Brodrick. He was a human which was unusual enough in Nydor, but he encompassed everything she thought was desirable in a lifelong mate. Fortunately, he felt the same way. As in all great tragedies however their love was not to be. Brodrick was gored by a giant bore during a hunt and she broke down when his battered body was brought back to Nybor for a burial.

Her soul broken Lilly fell into a great funk and stopped eating, or even leaving the house. She even tried to end her own life by cutting her own wrists but was found and healed by her parents and friends. Still destitute she was gifted a small book by a friend. The Seven Pangs of Longing. The Heroine of this book even shared her surname. There was an inscription in the back of the book that urged the readers who connected with this to turn to Naderi for guidance and strength. Lilly did. Hope returned to her life and with it resolve to find this unrequited love. But where to look?

Through countless hours of sitting in the local taverns listening to Traveller's tales she came to hear of a new Cathedral being built in the town of Sandpoint. In fact, she heard that Shelyn was one of the gods that the temple would be devoted to. Nybor was not considered a dead end, and considering Shelyn's past connections to Naderi she had no idea of a better place to start. So with tearful good-by's and promises to stay in touch she set off for this distant city... hope in her heart.


Presenting Gair!

I ended up shifting a bit from my original plan as I saw we already had a witch applying and I also was stuck by inspiration for a Oracle! Gair is a young boy scarred deeply by the late unpleasantness seeking to make a new name for himself by using his newfound powers!

Party wise as a Lore Oracle he is a general caster with an emphasis on buffing/debuffing and utility especially knowledge!

Background:
Gair was born the only child of Veznutt and his wife Giovanna a gnome family living on the northern outskirts of Sandpoint. At around 11 Gair began working at the Sandpoint Chapel across the street from his childhood home under Father Tobyn. While there he became familiar with the six primary deities of Sandpoint. He quickly developed a fondness for the divine and the care the gods have for mortals but eschewed the choice of a patron deity choosing instead to hold them all up as paths to truth.

He continued to work at the Chapel. As he grew he took a role of slightly more import there. On his 15th birthday he became the head scribe and bookkeeper for Sandpoint’s chapel and by extension the town as a whole. Father Tobyn became a sort of second father to Gair as he spent more and more time working with him. By the time he was 17 he rarely left the temple as the clerics could create lights for him to read and write by late into the night so his father wouldn’t have to purchase oil.

He kept working and living in the Chapel until the Late Unpleasantness began when he was 23. After the 6th murder Giovanna insisted that Gair move back into their house so they could all be together and keep an eye on each other. Her worries, as it turned out, were justified. Just 4 weeks later the Chopper would claim Giovanna as his 24th victim, taking her from where she slept in the house they shared and killing her elsewhere.

Gair and, in particular, Veznutt held themselves responsible for failing to notice when Giovanna was taken. As a result Veznutt resolved to hold Gair closer to himself and so he transformed their house into a shop for books, maps, charts and all sorts of paper products that Gair had learned to scribe. Gair then officially left his position at the church just 3 days before the fire that consumed the Chapel.

Living next door to the Chapel Gair noticed long before most of the town that the fire had begun. He rushed into the burning building hoping to save Tobyn. But as he stepped into the fire he felt his spirit leave, replaced by some divine will. Though Gair has no memory of what he did he has been told that he rushed headlong into the library of the Chapel rather than the living quarters. When he got there he began to gather the thousands of volumes in the library and place them in a circle around himself.

When he once again awoke within his own body he saw the building burned to the ground around him. But he found himself situated within a circle of unscathed wood and paper. The pages from the books having formed the outline of a protective rune against fire. When witnesses finally arrived on the scene and found the burned remains of Father Tobyn and a half dozen other attendants along with Gair untouched naturally there were questions. many of those were quickly replaced with yet more questions after seeing Gair’s pupils which had taken the shape of ever-morphing runes.

As it turned out the collective power of the six gods represented at the Chapel had imbued Gair with their powers to preserve what they could from it. However, this revelation left him ostracized and resented by many in the community because he survived when so many others died. His father once again took him in and reopened their house as The Way North a book and map store which Gair took care of as the primary merchant and caretaker. He has held his position there since but he also has looked for opportunities to clear his name in Sandpoint and associate it with something other than tragedy.


Appearance:

Gair is a young frail gnome boy. His skin is a pallid grey almost the color of parchment, its consistency isn’t far off from parchment either. His most striking feature though is his eyes. His pupils seem to shift between different runic shapes, often eclipsing his irises which are forest green. His chestnut brown hair is usually kept combed over framing his square face which is accented by a small goatee. He often wears a fine tunic of brown and tan silk along with thin leather boots that extend past the base of the tunic.

Personality:

Used to being outcast Gair tries to extend conversations he is in and often is rather successful owing to his charm. However when in unwelcoming environments he can become a bit clammy. The spirits of knowledge whirring through his head at all times occasionally get the better of him causing him to spurt out random facts and opinions that are not his own, but they often keep some of his charm.

Stat Block:

Gair Parooh
Alignment NG Size Small Ancestry/Heritage Gnome (Wellspring heritage) Class Oracle
Perception +4;
Languages Common, Draconic, Elven, Fey, Gnomish, Goblin
Skills Arcana +6, Crafting +6, Deception +7, Diplomacy +7, Lore: Library +6, Lore: Mercantile +6, Nature +4, Occultism +6, Performance +7, Religion +4, Society +6
Str -1, Dex +1, Con +1, Int +3, Wis +1, Cha +4

Items Backpack, Clothing (Fine), Playing Cards, Writing Set, Writing Set (Extra Ink and Paper), Basic Crafter's Book, Merchant's Scale, Religious Symbol (Wooden) of Desna, Abadar, Sarenrae, Shelyn, Gozreh, and Erastil, Artisan's Tools (Scribing), 10 Chalk, 2 Rations, Soap, Waterskin, 1 Bedroll, Flint and Steel, Rope, 5 Torches, Studded Leather Armor, 40 Bolts, Staff, Hand Crossbow

AC 16; Fort +4, Ref +4, Will +6
HP 17

Speed 25 feet
Melee Staff +2 (2H d8), Damage 1d4-1/1d8-1 B
Ranged Hand Crossbow +4 (Crossbow), Damage 1d6 P

Empathetic Plea (Audatory, Emotion, Gnome, Mental, Visual) Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack.
The way you cringe or use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a Diplomacy check against your attacker's Will DC.
Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.
Success The creature takes a -2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is -4 if you're an expert in Diplomacy, -6 if you're a master, and -8 if you're legendary.
Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Divine Spell Repertoire DC 17, attack +7; Daily Slots 1st: (2/2)
Cantrips Forbidding Ward, Read the Air, Message, Approximate, Detect Magic, Read Aura, Bullhorn
1st Quick Sort, Bane, Command

Focus Spells (2 points)
Brain Drain (Uncommon, Cursebound, Enchantment, Mental, Oracle)
2 actions; Cast material, somatic, Range 30 feet; Targets 1 creature, Saving Throw Will
You probe the target's mind to glean knowledge. This deals 1d8 mental damage with a basic Will save. If the target fails the save, you sort through the stolen memories to attempt a single check to Recall Knowledge. Choose a skill that has the Recall Knowledge action, and use the target's skill modifier for the check.
Heightened (+1) The mental damage increases by 1d8.
Scholarly Recollection (Uncommon, Cleric, Concentrate, Focus, Fortune)
Reaction; Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in.
Speaking a short prayer as you gather your thoughts, you're blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result.

Additional Feats Bargain Hunter
Additional Specials Wellspring Gnome (Religion) (Bullhorn), Lore Mystery: Additional Lore (Lore: Library), Low Light Vision, Mystery Lore, Mystery Domain Spell: Knowledge, Oracular Curse, Revelation Spells,
Pathbuilder URL


Valrik's CS is complete, as I've added his physical appearance and backstory to my profile.

Grand Lodge

Interest expressed.

Deciding between a Varisian Sorcerer (Imperial) who is oddly drawn to ancient Thassilonian sites or a Tien Staff Magus studying at the mage academy.

I have quite a bit of experience with this AP. I've played in and ran the first few books more than once. I played in a game up to the start of book 6. I don't have full recollection of everything, but still. If this disqualifies me, I understand.


Aeshuura, I agree with you. The list of applications is impressive.
Dax, your prior knowledge of the AP will not affect your application, as long as you keep them separate in-game. The decision is yours.

Updated Summary of Applicants:
Complete:
NotEspi - Human Bard (complete)
Lucendar - Human Rogue complete
GM Dinketry - Gnome Cleric
Dorian - Catfolk Swashbuckler
Cloakedinsmoke - Tengu Gunslinger
Violant - Human Cleric
Oceanshield - Human Giant Instinct Barbarian
Snarffleflox - Human Wizard
Calabanian - Gnome Oracle
Scranford - Half-Orc Champion (paladin)

Incomplete:
Ollie-Twist - Halfling Witch - missing her connection to Sandpoint - why is she there?
Ceven - Champion of Desna, missing stat block and background.
KyleS - you can make only one submission - missing backstory and connection to Sandpoint

Expressed interest:
Philo
MadScientistWorking
Azjauthor
Dark Netwerk
Gyrfalcon


Hi, this is Gyrfalcon, submitting…

Riuzi Rik-Tuk, the Tengu Thaumaturge (and one-day Harrower):

Appearance and Personality
Reference Image

Riuzi is a young male tengu who dresses in more-or-less traditional Varisian flowing, colorful clothes and scarves. He has a bird-like attraction to bangles and shiny things, which translates to him having many bangles, necklaces, and earrings dangling from him at any given time. (On most people it would cross over to garishness, but with his charm and magnetism he’s able to pull it off.)

While he only stands 4’10” tall, he has a bit more muscle under his feathers than the average tengu. When he thinks there might be danger he wears studded leather under his colorful scarves and bangles, and carries a steel shield that used to be his grandmother’s in Minkai.

Riuzi typically has an easy smile in his crow-like eyes, and is gifted at putting others at ease. He’d typically rather avoid a fight through a bit of diplomacy or deception…but he isn’t afraid to fight with his beak, when he needs to.

Backstory

”Hmmmm, that’s an interesting question. Why did Grandma Tsutara and Grandpa Marrak travel with the Kaijitsu family aalllll the way from Minkai to Varisia?” Riuzi’s mother Skwavi gently groomed her neckfeathers with her beak, considering. ”I know they worked for them. Your grandmother was a guard, I believe, and your grandpa a chef. But why did they come all this way? They never spoke much of it. Your grandpa…I bet he’d have gone wherever, just for adventure and a chance to learn new cuisines. I sometimes got the sense that it meant more for your Grandma…but that maybe she promised someone not to talk much about it? If there’s more she knew, it died with her.

”Anyway, that was such a long time ago, and I was never terribly interested in old things. Mostly I was just busy making a life for us, especially after your father disappeared…”

The dwindling Rik-Tuk family are all that are left now of a small group of Tengu that once worked for the Kaijitsu family, and fled with them from Minkai to Varsia over a century ago. Some of the Rik-Tuks continued to migrate over the last hundred years–wandering Varisia and beyond–but a few took roost in Sandpoint.

Riuzi never met his grandparents and barely recalls his father. His mother was born right here in Sandpoint, and she chose a Varisian first name for him. When Riuzi was a teenage fledgeling and starting to explore beyond his family, he would sit entranced for hours in the Rusty Dragon, watching the gamblers and fortune-tellers. After a few weeks of watching–and no small amount of cajoling–Riuzi managed to persuade Zendo Marisciu (a Varisian fortune-teller who was getting on in years) to teach him how to read peoples’ fortunes with a deck of Harrow cards.

Zendo taught him the basics…and then marveled as he realized that Riuzi had an inborn power to coax power and real knowledge from the Harrow cards (and also from other relics and esoterica that the young tengu sometimes found in the Junk Beach or in a mostly-collapsed ruin a little ways outside of town). Before long, Riuzi was rarely seen without a deck of cards in his hand…and the cards somehow dance around and rearrange themselves of their own accord.

Now, Riuzi is ready to stretch his wings (literally and metaphorically). He’s found a few minor, broken trinkets that he’s sure must’ve been Thassilonian, but he wishes he could find more, and learn about the wonders and horrors of that bygone age. In the meantime, he lives with his mother Skwavi, who works at the Glassworks. Riuzi spends a great deal of time playing cards, reading fortunes, and hanging out with his mentor, Zendo Marisciu. He still loves listening to the old Varisian fortune-teller’s wild tales, and indulging the old man’s tendency to wax philosophical on esoteric topics of all sorts.

Mechanics and Party Role
Riuzi Rik-Tuk is a Tengu Thaumaturge, with intent to take Harrower for his Free Archetype
His implement is The Tome (which, in his case, is a pack of old harrow cards).
Background: Fortune-Teller
Future archetype: Harrower
Party roles:
* Secondary martial (melee/switch hitter, reasonable damage, somewhat squishy)
* Can use Esoteric Lore (+7) to Recall Knowledge regarding haunts, curses, and creatures of any type…and (thanks to the Diverse Lore feat), can Recall Knowledge about any other topic as well, at
* Good Face skills (Deception Diplomacy, Intimidate) +6
* Ability to choose +2 skills / day to be trained in as well, as needed.

Motivation: Riuzi grew up in Sandpoint, his mother and his mentor both live here, and he’s plenty motivated to keep Sandpoint safe. More generally, he’s excited by the idea of exploring ancient ruins to find relics and other esoterica, which he has an intrinsic draw to and connection with.

EDIT -- BTW, I'm very happy to modify my backstory either to better work with your plans and vision (Runelord_DM), and/or to collaborate with the party that gets selected.


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That is a beautiful artwork/image Riuzi, and all ready to be made into a map icon!


So after I built my character using a character sheet, my CRB pdf, and AoN, my ability scores just seemed really off to me. So I just fired up Pathbuilder to see what I was missing and low and behold, I only gave myself the boosts for ABC and not the four free additional ones you get in step 6. So I will be rejiggering all my modifiers for Avian and updating his page.

Also, I will be switching out Gunsmith background, probably for Bounty Hunter, since the Gunsmith perks aren't firearm-specific and I get trained in Crafting from Munitions Crafter anyway. Bounty Hunter is the closest background to my character concept other than gunsmith but I'll take another look around the background pages.


Since we now have a fortune teller submission, I reserve the right to switch the background selection to a toy maker. I was on the edge with fortune teller and toymaker when I was making her, it makes sense narratively, and doesn't change mechanics too much. Besides, the bard she is only a con fortune teller for a single week in the year, anyway.

So just putting that out there.


I have to agree, Riuzi. Nice artwork there!

I have been trying to find one for Caine, but nothing has spoken to me as yet.


Lilly Reference Image:

LilRothic.


The new Ceven is coming shortly; he's actually a Druid, then Ranger, then Champion of the Green Faith


OceanshieldwolPF and Dorian, thanks for the picture love for Riuzi! I'm very happy with it. I'm a visual thinker, and I often iteratively co-create a character's backstory, appearance, crunch, and image together. Sometimes I still draw my own, but recently I've been playing with Midjourney (AI art tool). It's often excellent for making reference images (and if I play with it early enough in the process, sometimes I have a happy accident that leads my imagination down a different path).

Here are a couple other recent ones: A halfling battledancer (aside: PF says "Halfling skin tones tend toward rich, tawny shades like amber or oak", but the illustrations for them are overwhelmingly white-looking. Midjourney helped me create one that better matched my imagination, and Golarion canon).

I also used it to come up with an image for a tengu inventor who I hope to someday play in a Season of Ghosts campaign...and again, there isn't likely to be any existing art for a character idea like this.

AI image generation has many possible implications as a new technology–not all of them good–but I'm happy to use it for personal projects like this (where I'd never have hired a professional, nor been able to paint it anywhere near this well myself).


Okay, I've got Honey's backstory all figured out and written! Also definitely willing to tweak and change things in the backstory to work with any GM ideas/other player backstory stuff. Let me know if there's anything else you need from me, but I think this should be set!

Liberty's Edge

Ok...I am interested in this game and am looking to create a character. Looking to make a ratfolk monk hehe

Grand Lodge

Here is Kazzi for your approval.


I echo the pic love, Gyrfalcon - love that halfling battledancer pic! These are some great characters - I appreciate the effort from everyone.

Updated Summary of Applicants:
Complete:
NotEspi - Human Bard (complete)
Lucendar - Human Rogue complete
GM Dinketry - Gnome Cleric
Dorian - Catfolk Swashbuckler
Cloakedinsmoke - Tengu Gunslinger
Violant - Human Cleric
Oceanshield - Human Giant Instinct Barbarian
Snarffleflox - Human Wizard
Calabanian - Gnome Oracle
Scranford - Half-Orc Champion (paladin)
Gyrfalcon - Tengu Thaumaturge
Dax Thura - Human Sorcerer
Ollie-Twist - Halfling Witch

Incomplete:
Ceven - Champion of Desna, missing stat block and background.
KyleS - you can make only one submission - missing backstory and connection to Sandpoint

Expressed interest:
Philo
MadScientistWorking
Azjauthor
Dark Netwerk
Daniel Stewart

If I missed anyone, let me know.


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Ceven Valdemar wrote:
The new Ceven is coming shortly; he's actually a Druid, then Ranger, then Champion of the Green Faith

Ceven Valdemar Druid 1

Spoiler:

N - Medium - Human - Aiuvarin
Perception +7; Low-Light Vision
Languages None selected
Skills Acrobatics +5, Athletics +1, Intimidation +4, Lore: Plane of Air +4, Medicine +7, Nature +7, Religion +7
Str +1, Dex +2, Con +0, Int +1, Wis +4, Cha +1
Items Unarmored
AC 15; Fort +3, Ref +5, Will +9
HP 16
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 25 feet
Primal Prepared Spells DC 17, attack +7; 1st Runic Weapon, Heal; Cantrips Prestidigitation, Guidance, Illuminate, Ignition, Light
Focus Spells (2 points) Pest Form Duration 10 minutes You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities: • AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. • Speed 20 feet. • Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) • Low-light vision and imprecise scent 30 feet. • Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4. Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
Untamed Form Duration varies You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell. When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form's rank. Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls.
Heightened (2nd) You can tranform into shapes listed in animal form.
Untamed Shift Duration 1 minute You transform just a part of your body. Choose any one effect that matches an untamed order feat you have.
• Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they're transformed by this spell, but you must have a hand free to attack with it.
• Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
• Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
• Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
• Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet. Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.
Additional Feats: Aiuvarin, Animal Empathy, Cat Fall, Elven Weapon Familiarity, Untamed Form
Additional Specials: Anathema, Druidic Order (Untamed Order), Voice of Nature, Wildsong

https://pathbuilder2e.com/launch.html?build=628368


Ceven Valdemar wrote:
Ceven Valdemar wrote:
The new Ceven is coming shortly; he's actually a Druid, then Ranger, then Champion of the Green Faith

Ceven Valdemar Druid 1

** spoiler omitted **...

Untamed Order?

EDIT

Looks just like Wild Order? Revised name, I take it.

Going to take some getting used to....lol.


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May I present our Catfolk Swashbuckler (Battle Dancer)!

I plan to add more to his Backstory to get him to Sandpoint.

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