
| The Many-Faced GM | 
 
	
 
                
                
              
            
            I am recruiting 4-6 heroes for the Rise of the Runelords adventure path. I will close recruitment sometime on Friday, August 19th, 2016 and hope to start the game Monday, August 22nd, 2016.
Level: 1st
Wealth: Average for class
Point buy: 20-point build
Hit Points:  Max at first level; roll 1 + con modifier each level after 1st and take the highest, 
minimum of half + 1.
Traits: 2 + 1 campaign specific (only Campaign traits from Rise of the Runelords)
Drawback: 1 to receive an additional trait.
Classes: Any paizo, Unchained allowed (unchained summoner required), Variant Multiclassing allowed. No 3rd party, No psionics, No Path of War, No exceptions.
Races: Core, Featured, and Uncommon are allowed.
Skills: Background skills from unchained will be used.
Schedule: 1 post per week day at minimum, more posts are encouraged.
Mapping: Roll20.net will be used to map combat encounters where appropriate. Otherwise this is a PbP game.
Craft: Crafting will be allowed AFTER the adventure begins. There will be downtime.
Alignment: Non-evil
If you have questions, please ask.

| Traskus | 
I have always wanted to play this adventure path through to the end and would like to put myself into consideration to join. I have played before however, each group has fallen apart due to various reasons and I've never been able to get much past the first book.
For your consideration. It is a little rough right now I do fully intend on fleshing it out a little bit more but its just a concept I've had floating around in my head for a few weeks and I finally decided to make it and see if I could play it in a game.

| Burnscar | 
I've a character lying around for this that I never got to play. I'm pumped!
Height: 5 ft. 4 in.
Weight: 119 lbs.
Hair Color: White
Skin Color: Light tan, with blue tattooes
Eye Color: Blue
Kalta is a striking woman in her early twenties. Her tan skin is tattoed, from her brow all the way down to the tops of her toes. Her inviting smile and warm demeanor makes her stand out in any crowd, despite her short stature.
Her gown is a high-quality one, made of fine, imported silk and lined 'arcane' symbols wrought with silver threads. Mostly, she just had the craftsman copy the symbols off of her tattoos. They wouldn't be out of place on an at least minor noblewoman, except for the cut of the dress, which is probably too scandalous for high society. There's plenty of plunging neckline, and otherwise bare skin - she bought that one in particular because it shows off her tattoos, as well as her figure.
She hasn't worn them while travelling, obviously, nor are they clothes suited for archeology or other scholarly work. She's wearing them now to turn heads of festivalgoers passing by. That's how it goes for travelling performers - once you've made people notice you, they'll almost always pay you something.
She's left her bedroll, backpack, sensible travelling clothes and other gear in a hollow tree just outside town, and will collect them again when she leaves, hopefully with enough silver to fund at least a few months of expeditions into the local Thassalonian ruins.
She values the potential rewards of whatever she's doing over the risk she's taking doing it - this reward doesn't have to be monetary, it could be social, or take the form of knowledge acquired, or further understanding of herself. She tries to see a silver lining wherever she is, and rarely fails.
She considers herself a good person, and will go to sometimes surprising lengths to reaffirm that belief, even at cost or danger to herself.
That night, one of her fellow scholars, a mage named Therric Ciubotaru, took off with their translation of the ritual, and used magic to grind the stones from which they'd painstakenly reconstructed the text to dust. Presumably, he wanted to be the only one to sell the secret.
They returned home in mixed spirit, she and her colleagues dismayed at the betrayal, but still amazed at what they had accomplished.
For the last few years, she's been travelling on her own, investigating thassalonian ruins where she can find them. In order to fund her expeditions, she's taken a page out of her farther's book, and become a wandering bard.
She's come to Sandpoint for three reasons. She's low on cash, and figures that the high-spirited townsfolk will be willing to dig into their pockets to pay a travelling performer. Further, she's heard that there's a thassalonian landmark in the town, and wants to have a look at it herself. Finally, she's here to have a good time. Festivals are fun, and she hasn't been to a good party in a while.
Feats: Spell focus: Evocation, Spell Specialization: Magic Missile
Traits: Scholar of the Ancients, Magical Lineage(Battering Blast), Savant(Perfor: Sing)
0th lvl spells: Daze, Detect Magic, Light, Ray of Frost
1st lvl spells: Magic Missile, Sleep

| Gyorgy Elberion | 
 
	
 
                
                
              
            
            I have GMed this AP and played on the boards with this character to the end of Burnt Offerings.
Would love to give Gyorgy another go at this AP and I designed him to be quite an innocent so I could easily separate player knowledge from character knowledge.
I'll bring back to lvl1 and in line with your rules.
Human, Varisian sorcerer

| G-unit | 
 
	
 
                
                
              
            
            Hello all, I will be submitting Bendoc a halfing ranger I haven't started on the crunch yet but here is the fluff:
Bendoc is small in height even by halfling standards. He is slim but well muscled like a greyhound, broad in the shoulders and narrow in the waist. Bendoc carries himself with an air of confidence and walks with the swagger of a veteran. He is handsome with a pleasing face and piercing grey-blue eyes, the same color of the sky right before a storm, but it is more than their color that draws a person’s attention his gaze appears knowing and penetrating. His tanned face is framed by flowing dark hair and a small chin goatee the same color. His face always bares a smile or smirk and it appears as if he is laughing at the world. Bendoc tends to dress in woodland colors favoring clothing in brown, green, and gray.
Bendoc’s father Jaks has owned a small cabbage farm, along the Turndark River, about a half-days walk from the town of Sandpoint. Bendoc's father has owned the farm for close to forty years and has been married for the same amount of time. When Bendoc's father Jaks wed Wyssal, Bendoc's mother, their future looked bright and soon they were blessed with children, four boys Nim, Bendoc, Tuck, and Samford. With the family’s growth and hard work their future abounded with many prospects and possibilities. The farmhouse the family lived in was spacious and overlooked the Whisper Wood Moor and the rugged tors of the surrounding countryside.
Unfortunately, the proximity of the farm to the untamed countryside subjected them to the occasional raid by giants or more frequently goblins. As a consequence, on more than one occasion, an entire season of work was lost. Frustrated by the destruction of his farmhouse, time and again, Jaks decided he would rebuild the farmhouse one last time. However, this farmhouse was like no other, it was built underground in the side of a hill, with a stout round door. Jaks named the farm Brook-burrow and he stubbornly began training his family on ways to combat the giants that would inevitably raid the farm.
However, the land proved more stubborn than Jaks, or the giants, and the family struggled. Poor crops coupled with dying livestock left the struggling family with few choices. So with heavy harts Bendoc's youngest brother, Samford, was shipped off to apprentice with the clergy in Magnimar. While Tuck, Bendoc's second youngest brother, was apprenticed to a traveling bard.
With two less mouths to feed Bendoc redoubled his efforts in helping to supply his family with food. Although he was only in his tweens he was a skilled hunter and often provided extra meat for his family. Over the years Bendoc continued to develop his abilities as a hunter and naturalist, often finding solace in his natural surroundings. Bendoc is now an adult and ready to strike off on his own.
Also here is a LINK to the alias I will be using.
Finally, if anyone wants to link backgrounds shoot me a PM.

| KoolKobold | 
 
	
 
                
                
              
            
            Dotting with my half-orc alchemist Xanios, I have yet to give him traits, but I will add them very soon, as well as a background and personality.

| Seth86 | 
 
	
 
                
                
              
            
            Wreck
Orc fighter (weapon master) 1 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder RPG Bestiary 222)
NG Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +4 shield)
hp 12 (1d10+2)
Fort +4, Ref +1, Will -2
Defensive Abilities ferocity
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +4 (1d10+8/19-20) or
. . dagger +4 (1d4+8/19-20)
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 15, Int 7, Wis 7, Cha 5
Base Atk +1; CMB +6; CMD 18
Feats Combat Stamina, Exotic Weapon Proficiency (bastard sword), Power Attack
Traits deadeye, monster hunter, seeker
Skills Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2
Languages Common, Orc
SQ dayrunner, power attack
Other Gear scale mail, tower shield, bastard sword, dagger, artisan's tools, backpack, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, monster mask[UE], mug/tankard, sewing needle, signal whistle, small tent, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 26 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
A white, one eyed orc, thrown from his tribe after his conversion from their faith, due to the divine intervention from on of his new faith's followers, now he is after the creatures that tried to take his life, and only managed to take his eye

|  Raltus | 
 
	
 
                
                
              
            
            Urlog Smashface
Male half-orc fighter (siegebreaker) 1 ( Pathfinder Player Companion: Heroes of the Street 11)
CG Medium humanoid (human, orc)
Init +0; Senses dark vision 60 ft.; Perception +4
—————
Defense
—————
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +1
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Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee +5 Armor Spikes (1d6+4)
Special Attacks breaker rush
—————
Statistics
—————
Str 18, Dex 10, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Combat Expertise, Combat Stamina
Traits giant slayer, line breaker (Belkzen), shield-trained
Skills Acrobatics -6 (-10 to jump), Bluff +0 (+1 vs. giant sub type creatures), Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +4 (+5 vs. giant sub type creatures), Profession (soldier) +5, Sense Motive +1 (+2 vs. giant sub type creatures), Survival +5
Racial Modifiers +2 Intimidate, +2 Perception
Languages Common, Goblin, Orc
SQ combat expertise, orc blood
Other Gear scale mail, heavy wooden shield, light flail, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack APG, mess kit UE, pot, soap, trail rations (5), water skin, 40 gp, 1 sp
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Special Abilities
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Breaker Rush (4 damage) (Ex) When bull rush or overrun foes, deal damage to foes.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

|  Raltus | 
 
	
 
                
                
              
            
            Urlog was trained for 1 thing and 1 thing really well, to break the lines of humans who stood in his way. He was the bastard son of a lesser Orc Chief who is no more. Urlog was drafted into larger clan even as only a half-human (as the Orc's like to put it) he was still large like his fellow line breakers. Urlog was good at his job, very good, he smashed and crashed using his armor and his speed as his weapons.
One day while preparing for an assault against the humans, Urlog questioned his Band Leader why they must always fight the Humans. Urlog was beaten unconscious for his question, he later woke on the border to Last Wall, he was stripped of all his possession save some under clothes. He ventured into Last Walls boundaries, knowing that he could be a displaced Half-Orc seeking asylum. He made his way though the county even signing on with a Merc band who was pushing Bandits raiding out of the Forests in the south.
He stayed with Merc band for a few years, venturing to Varisia to see the great cities there. After a while he heard of Giants raiding towns in Varisia, Urlog made his way there to help combat enemies he had grownup around. He lead many sorties against the Giants, slaying many with Merc band. After a while they continued to head south, his band continued back towards Last Wall but Urlog knew that if he were to pass through Belkzen again with the band he would endanger them more than if they were alone. He decided to stay in Sand Point as they seemed to have a goblin problem and Urlog thought maybe he could bring the goblins to heel and make them productive.

| G-unit | 
 
	
 
                
                
              
            
            This is G-units submission: Bendoc Link
He is a Halfling Ranger (trapper), I plan him progressing as a switch hitter. However depending on party makeup he can become a dedicated ranged combatant. He can do traps and make a passable skill monkey.
I took the campaign trait Giant slayer. I think it is from the RotRL anniversary addition.
All his information is in the Alias.

| G-unit | 
 
	
 
                
                
              
            
            Also here is a list of current submissions. Looks like we have a few half orcs and halflings in the mix. If I missed anyone or made any mistakes let me know. Good Luck all
Complete submissions
Bendoc Halfling Ranger (Trapper) G-unit
Xanios Half Orc Alchemist KoolKobold 
Wreck Half Orc Fighter (Weapon Master) Seth86
Kane Edwads Human Inquistor (heretic) FedoraFerret
Urlog Half Orc Fighter (Siegebreaker) Raltus Link to background
Needs background 
Emilia Aasimar Oracle  Traskus
Needs Crunch
Kalta Human Bard Burnscar
Gryorgy Elberion Human Socerer GeraintElberion Needs to be adjusted to 1st level
Bellis Aleste Halfling Alchemist SAMASneeds to be adjusted to 1st level
Expressed interest and a concept
Chillblame, perhaps an Arcane caster
TheWaskally, Human, Swashbuckler 
The Dread Pirate Hurley, Halfling, Cleric
rdknight, Human or Half Elf, Bloodrager 
Oyzar rogue>wizard>arcane trickster 
baticeer, druid or shaman
Expressed interest
Diego Rossi
Ouachitonian, paladin or ranger or martial 
JAF0
CaptainFord

|  Neele Phiniksa | 
 
	
 
                
                
              
            
            Male
Suli
Monk(Drunken) - 1/Brother of the Seal - 0
Lawful Neutral
Rac Mod
Str 12 + 2 = 14
Dex 14
Con 14
Int 12 - 2 = 10
Wis 16
Cha 8 + 2 = 10
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Racial Abilities
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Elemental Resistence: 
Negotiator: 
Elemental Assault: 
Low-Light Vision: 
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Class Abilities
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AC Bonus: 
Flurry of Blows: 
Stunning Fist: 
Unarmed Strike: 
-------
Traits
-------
Accelerated Drinker: 
Scholar of the Ancients: 
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Feats
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Drunkard's Recovery: 
Dodge: 
Stunning Fist: 
Improved Unarmed Strike: 
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Languages
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Common. Ignan
Acrobatics: 1 + 2 + 3 = 6
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge(Arcana): 1
Knowledge(Dungeoneering):
Knowledge(Engineering):
Knowledge(Geography):
Knowledge(History):
Knowledge(Local):
Knowledge(Nature):
Knowledge(Nobility):
Knowledge(Planes):
Knowledge(Religion):
Linguistics:
Perception: 1 + 3 + 3 = 7
Perform:
Profession:
Ride:
Sense Motive: 1 + 3 + 3 = 7
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:
Initiative: + 2
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Offense
--------
BAB: 
CMB: +3
Attack               Damage
Unarmed Strike:  1d20 + 2                     1d6 + 2
Quarterstaff: .      1d20 + 2                      1d6 + 2
Shuriken: .           1d20 + 2.                     1d2 + 2
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Defense
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HP:  8 + 1 + 2 = 11
AC: 10 + 2 + 3 +1 =16
Touch AC: 10 + 2 + 3 + 1 = 16
Flat-Footed:  10 + 3 = 13
CMD: 10 + 3 = 13
Fortitude: +4
Reflex:  +4
Will:  +5
Shuriken
Quarterstaff
Bandolier
8x Flasks
Hip flask
Jug
Waterskin
Monks Cloths
Monks Kit
Tall of medium build with, tan skin and luminous eyes. Usually clean and well kept except for a little stubble. Often seen with a jug of wine over his shoulder and and bandolier filled with flask of strong wine.
Is a contemplative person by nature but is often too easily drawn into social settings that allow the jolly drunk to come out.
A.
1. He is aware of the inherent contradictions between his class and religion.
2. He has no social skills
3. He sticks out because of his luminous eyes.
4. He hides his nervousness with jokes and womanizing.
5. He thinks he is funny and charming.
B. Secrets
1. He doesn't know he is obnoxious and annoying.
2. 
C.
1.
2.
3.
D.
1.
2.
3.
E.
1.
2.
3.

| TheWaskally | 
 
	
 
                
                
              
            
            The Many-Faced GM, I'd like to introduce you to Kadrian Deverin, Sandpoint's local swashbuckler and brewer.
I still need to flesh out his backstory, but he's essentially done.
 
	
 
     
     
     
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
 
                
                 
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
 