Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

Sunday, the 5th of Kuthona, 4711AR
Cloudy, strong wind (northwards).


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HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok keeps stabbing
Cutlass1: 1d20 + 11 ⇒ (19) + 11 = 301d8 + 6 ⇒ (3) + 6 = 9
Cutlass1: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 6 ⇒ (4) + 6 = 10
Crit check: 1d20 + 11 ⇒ (18) + 11 = 291d8 + 6 ⇒ (1) + 6 = 7


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit is NOT happy uh oohh with being grappled and hits his panic button

rage (free action)+4 dex

grappled -4 to dex, additional-2 to hit

Weals Champion...EVERYONE get +1 to hit and dam for 1rd:

Weal’s Champion (Su): Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round).

In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.

prayer+1, grappled-2,+1 Weals champion+1apply Outflank+4and sneak damage if applicable (not currently included)

Flurry/Rage +6bab +4dex +1size , -2 piranha striking, +1waveblade Agile,-2FD
attack #1: 1d20 + 10 + 1 - 2 + 1 - 2 ⇒ (16) + 10 + 1 - 2 + 1 - 2 = 24
damage: 1d4 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 1 = 11
sneak damage: 1d6 ⇒ 3

attack #2: 1d20 + 10 + 1 + 1 - 2 ⇒ (3) + 10 + 1 + 1 - 2 = 13
damage: 1d4 + 4 + 4 + 1 ⇒ (2) + 4 + 4 + 1 = 11
sneak damage: 1d6 ⇒ 5

attack #2: 1d20 + 5 + 1 - 2 + 1 - 2 ⇒ (2) + 5 + 1 - 2 + 1 - 2 = 5
damage: 1d4 + 4 + 4 + 1 ⇒ (4) + 4 + 4 + 1 = 13
sneak damage: 1d6 ⇒ 2


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo touches Furnok's back, and prays for help, making Furnok's cutlass burst into light.

casting blade of light on Furnok's weapon

https://www.d20pfsrd.com/magic/all-spells/b/blade-of-light/

Aggah sends an arrow flying again.
aggah grinny, pbs, da: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 19
damage, pbs, da: 1d6 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

"Energy will take them down, especially holy and fire energy." Andreste offers. "I have only a bit of that to spare, unfortunately."

She lets loose her controlled fireball, aiming it so it only envelops the back of the room, the mummies, and unfortunately, Wabbit to some degree. Fortunately, it does minimal damage, if any to Wabbit.

8d6 ⇒ (1, 5, 5, 3, 3, 5, 5, 2) = 29 fire damage to the mummies DC 20 Reflex half
Wabbit takes only 8, or 4 (0 with evasion) on save.


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Andreste's fireball deals significant damage to the mummy that Wabbit and Furnok are fighting, but she feels a magical barrier protect the second mummy from the entirety of her spell. SR
Furnok slices and dices, but the mummy's vitals are protected from his strikes, still, the benefits from Cleo's spell certainly help. Wabbit makes a little bit more progress, but the resistances are very tough to overcome.
Janis' moral outlook helps overcome these magical protections, and with the mummy flatfooted against his attack, he fires his shot. Instead of aiming for the brains or the heart, Janis targets something far stranger; the appendix. Perhaps thought too useless to be worth extracting, it turns out this organ is the Achille's Heel of the mummy. His shot strikes true, dealing terrible damage to the undead. The mummy crumples over, shrieks an ethereal cry, then disintegrates into nothing but dust and ash. Wabbit hops onto the floor without issue.

Surprisingly, the remaining mummy withdraws, though that still draws the ire of Furnok and Wabbit, who each have reach. Both of the score a single hit, and while Wabbit's barely does anything, Furnok's strike across the back slashes some of the wrappings apart. The mummy rounds the corner, making it very difficult for archers to attack.

Everyone's turn.

Dice Rolls:

Mummy Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Mummy Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Resist crit: 1d100 ⇒ 62
BoL extra dmg: 1d6 ⇒ 3
Resist sneak: 1d100 ⇒ 56
Janis shot: 1d20 + 9 + 1 + 1 ⇒ (9) + 9 + 1 + 1 = 20
Resist sneak: 1d100 ⇒ 8
Dmg and sneak: 5d6 + 3 ⇒ (5, 2, 6, 4, 5) + 3 = 25
Andreste SR: 1d20 + 7 ⇒ (8) + 7 = 15
Andreste SR: 1d20 + 7 ⇒ (2) + 7 = 9
Wabbit AoO: 1d20 + 9 ⇒ (11) + 9 = 20
Wabbit AoO2: 1d20 + 9 ⇒ (15) + 9 = 24
Wabbit dmg: 1d4 + 9 ⇒ (3) + 9 = 12
Furnok AoO: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Dmg: 1d8 + 6 ⇒ (6) + 6 = 12


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Relieved as the grapple releases as the mummy crumbles away... Wabbit hates being grappled... Reminds him of bad memories of stronger boys before he learned to fight

He chases the remaining mummy down getting right next to it before striking (if mummy continues to flee. Will eat an aoo)

/Rage +6bab +6dex +1size , -2 piranha striking, +1waveblade Agile,-2FD
attack #1: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d4 + 4 + 6 ⇒ (3) + 4 + 6 = 13


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok steps up and long stabs the nasty
Cutlass Lightsaberthingading: 1d20 + 13 ⇒ (14) + 13 = 271d8 + 6 + 1d6 ⇒ (4) + 6 + (5) = 15


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Aggah continues her bow of annoyance

aggah grinny, pbs, da: 1d20 + 10 + 1 - 2 + 1 ⇒ (3) + 10 + 1 - 2 + 1 = 13
damage, pbs, da: 1d6 + 2 + 2 + 1 + 1 ⇒ (3) + 2 + 2 + 1 + 1 = 9

While Cleo heals the giant Furnok.

cmw: 2d8 + 8 ⇒ (6, 8) + 8 = 22


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That... yes. That's literally a lightsaber.

Wabbit's attack fails to meet the mark, but Furnok manages even with cover of the wall getting in his way. It's a decent strike, but there's still more work to do.
Cleo heals Furnok a fair bit, while Aggah plinks away to do a whole bunch of nothing. Janis moves over to get within sight of the mummy, though he is stuck if for some reason he needs to flee.

Andreste's turn. Take a good look at the map to see what you can do, as the mummy is around the corner.


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

Andreste bursts into flames, growing smaller as she does so, then moves forward with amazing speed.

Elemental Form 1 for small fire elemental, move forward.


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Andreste flies in as a fire elemental, and the mummy groans as energetically as a mummy could. It turns and withdraws, but Wabbit uses his reach to impale it in the appendix. Though not enough to destroy it, the mummy has little resilience remaining.

Everyone's turn.

Wabbit AoO: 1d20 + 10 ⇒ (20) + 10 = 30
Wabbit AoO crit confirm: 1d20 + 10 ⇒ (15) + 10 = 25
Resist crit: 1d100 ⇒ 21
Wabbit crit dmg: 2d4 + 20 ⇒ (2, 1) + 20 = 23


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok moves up and PHWAMMSSSSSS his divine blade
Use the force: 1d20 + 13 ⇒ (2) + 13 = 151d6 + 6 + 1d6 ⇒ (4) + 6 + (2) = 12


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Furnok's attack misses the mummy.

Everyone else's turn. I'll move us along by Monday evening ish


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

aggah grinny, pbs, da: 1d20 + 10 + 1 - 2 ⇒ (11) + 10 + 1 - 2 = 20
damage, pbs, da: 1d6 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10

Aagha runs forward and shots, Cloe worries their might be more things further in and waits.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit ends his rage, 2 rounds used
optimistic gambler, extends his rage bonuses by rounds: 1d4 ⇒ 2

prayer+1
Flurry/Rage +6bab +6dex +1size , -2 piranha striking, +1waveblade Agile,-2FD
attack #1: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
damage: 1d4 + 4 + 6 + 1 ⇒ (1) + 4 + 6 + 1 = 12

attack #2: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
damage: 1d4 + 4 + 6 + 1 ⇒ (1) + 4 + 6 + 1 = 12

attack #2: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
damage: 1d4 + 4 + 6 + 1 ⇒ (4) + 4 + 6 + 1 = 15

CRIT CONFattack #1: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
CRIT damage: 2d4 + 8 + 12 + 2 ⇒ (2, 4) + 8 + 12 + 2 = 28

Wabbit continues to chip away at the undead


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok keeps whacking
Lightsaber: 1d20 + 13 ⇒ (2) + 13 = 151d8 + 6 + 1d6 ⇒ (8) + 6 + (5) = 19
Lightsaber: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 6 + 1d6 ⇒ (7) + 6 + (1) = 14


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As Furnok, Wabbit, and Andreste move to close the distance on the mummy, they fail to notice a runic trap on the floor. The room suddenly gushes with waves of blood as they approach. It is a particularly weak spell, so no one is pushes back, but Furnok slips on the slick floor and fails to deliver his attack. Wabbit and Andreste continue onwards, with Wabbit whittling down the mummy again. Janis' shot is resisted, as is Aggah's.

The mummy opens the doors and, completely disregarding everyone, stumbles through. It tries to speak in some foreign tongue, but Wabbit takes initiative. Using this opportunity, Wabbit stabs the mummy in the back, which coincidentally turns out to be right where the appendix is. The mummy coughs violently, before falling on its knees. Starting from the head and going down through the body, the mummy turns to ash and dust.

Whatever purpose this vaulted, brick-lined chamber may have once served, today it is obviously the inner sanctum of some depraved cult. Spikes of metal stand upon the dusty floor, bearing impaled corpses with ram horns growing out of their heads. The foul stink of rotting meat emanates from these grisly trophies. Opposite the only visible entrance, a jagged boulder with a bloodstained cloth draped over it serves as an altar, with a large stone mortar and pestle sitting atop it. The wall just beyond the altar has been painted to depict a muscular creature with the torso of a man, and the head of a four-horned ram. To either side of this symbol yawn archways set with barred doors, turning the alcoves beyond into prison cells. The eastern cell’s door hangs ajar, but deep shadows obscure what might be found in either cell.

On the opposite side of the altar, resting against a wall is an elaborate golden funerary bed adorned with a bloodstained white cloth. Upon sight the cloth is violently shed from the bed, and standing up is a wild-looking man of rotting flesh and piercing fangs. It rises with surprising agility, and does not speak but rather howls a terrifying battle cry. The corpses impaled on metal spikes wail in harmony, and something inside the large mortar begins to steam and bubble.
Everyone's turn. Crossing the blood requires a DC10 acrobatics check, or 15 if you're moving at least your base speed. Furnok is prone. Religion is your best skill for identification.

Dice Rolls:

Furnok Perception: 1d20 + 12 + 1 - 5 ⇒ (2) + 12 + 1 - 5 = 10
Wabbit Perception: 1d20 + 9 + 1 - 5 ⇒ (7) + 9 + 1 - 5 = 12
Andreste Perception: 1d20 + 5 + 1 - 5 ⇒ (12) + 5 + 1 - 5 = 13
Bull Rush: 1d20 + 9 ⇒ (1) + 9 = 10
Furnok Acro: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Wabbit Acro: 1d20 + 19 + 1 ⇒ (13) + 19 + 1 = 33
Andreste Acro: 1d20 + 3 ⇒ (17) + 3 = 20
Janis shot: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Janis shot confirm: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Bow dmg: 1d6 + 2 ⇒ (2) + 2 = 4
Wabbit AoO: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Wabbit AoO confirm: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Crit Resist: 1d100 ⇒ 24
Wabbit crit dmg: 2d4 + 22 ⇒ (1, 3) + 22 = 26


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

religion: 1d20 + 11 ⇒ (5) + 11 = 16

"I am starting to believe there is really something wrong with this city." Cleo states with a frown. "Andreste, do you have any fireballs into that room. I think burning this place down and rebuilding is our best option."


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok stands up.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit moves forward just into the room trying to clear a firing lane for Janis and Andreste while still being able to block anything from getting past him

forgot to save vs the fireball

reflex, +1 prayer: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
4hp fire damage

loh (swift) , remove rage fatigue: 1d6 ⇒ 5


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Cleo recognizes this creature as a type of vampire, a fast and powerful undead that feasts on blood like an animal. The vampires Cleo's heard about are supposedly aristocrats living the high-life during the night, but this vampire looks... feral. It's sophisticated enough to wear armour and wield a weapon, but whether it is intelligent enough to hold a conversation, or even wants to hold a conversation, is not so clear.

Vampires:

The following information is gleaned from Cleo's knowledge of Ustalavic vampires, and thus may or may not apply to this one.

Vampires are powerful, intelligent, cunning undead who tend to hide in human settlements like wolves in sheep's clothing. They feed on the blood of humans to sustain themselves, and can go insane if they don't drink enough. Vampires have a reputation of being aristocrats who shun society during the day, but feed by night. Vampires are quite versatile in combat. Some are fencers, others sorcerers, some are wizards, and others are priests. What is important is that vampires are vulnerable to magic silver weapons, they resist lightning and frost, and can regenerate slowly. A slain vampire turns into a ghost of itself and slowly floats back to its coffin, where it remains unconscious while it regenerate. It is necessary to drive a wooden stake into the heart of a vampire in its coffin in order to kill it, although it could return to undeath if the stake is ever removed.
Bites from a vampire contract vampirism, a curse and disease that threatens even paladins. Those who succumb to the curse will die and become a vampire, usually as an underling, but occasionally as a vampire unto themselves.
There are many superstitions around vampires and their abilities and weaknesses. Many of which are not proven and too vast to explain in a short time span. Holy symbols and holy water, crossing rivers, entering homes. The list goes on.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

"It's a vampire. An odd one but he should be weal against magic silver weapons if we happen to have any. They regenerate, resistant to lightning and frost but not fire. We need to shove a wooden stake in his heart once we take him out. Don't get bitten." Cleo rattles all that out.


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

I have a magic hammer.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

"Is it silver?" Cleo asks as she starts to cast a summoning spell.


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Nope


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Furnok stands up, while Wabbit removes his fatigue. Cleo spends a little time describing the vampire's resistances and vulnerabilities, before beginning a long spell incantation.

Everyone's turn except Cleo. Furnok has a standard action, and Wabbit has all actions except a swift available.


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

"I\m afraid not." Andreste says, her voice crackling like extremely dry wood thrown on a fire. "But I'll see what I can do to make keep him from being as dangerous."

Andreste cast slow (DC 20) on the vampire. She tries a bit more into the room afterwars, but slips and falls prone.

Acrobatics 1d20 + 5 ⇒ (2) + 5 = 7


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

we have a... (Necklace of fireballs (type 1, 5d6 was used))... from the orphanage loot. Someone want to chuck a nasty one in the midst of the nasty things


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I do, but is anybody specific carrying it?


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

nope, so feel free to be the holder of the fireballs!


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

they're probably a little TOO dangerous to be held by Wabbit


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis moves up and pulls a bead from the necklace tossing it over the heads of the group and to the back of the chamber. ATK if it's necessary: 1d20 + 8 ⇒ (11) + 8 = 19

DAM: 3d6 ⇒ (6, 4, 5) = 15

Spoiler:
Janis walks in with his former lover. So, how do you think we should procced?


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5 Furnok falls over again.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit waits to see the effect of the fireball curious to see how this thing responds

In a rare show of caution, Wabbit will wait here and not make any attacks this round unless the vamp charges at us


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No throw necessary. It's got its own little magical homing device. I do need to mention that it occupies the neck slot, and that magical fire might do terrible things to the wearer. Honestly, I think you're one of the best options for wearing it, with your high Dex and evasion.

Using some cunning, Janis opts to toss a fireball into the room, rather than attacking with a bow. The undead on spikes can't possibly dodge the fireball, and nearly melt on the spot. The vampire watches as the fireball drops, making no reaction whatsoever. The flames erupt, but are parted when reaching the vampire. It is completely unaffected. The vampire easily resists Andreste's spell, but the heads nearby are affected, and rear their heads slowly.
I've highlighted the undead on spikes in red to reflect that they're almost dead. Not all the undead were affected.

Furnok is having a horrible time trying to stand up. Since standing up is a move action, you could make 2 attempts in the same turn.
Wabbit waits just in case a charge happens.

But the charge doesn't happen. Instead, the vampire suddenly shrivels like a raising, and a large pool of blood starts forming atop its head. It moves closer to the group, but not close enough to be attacked. The heads, while watching the group, do not react.

Everyone's turn.

Dice Rolls:

SR: 1d20 + 5 ⇒ (1) + 5 = 6
Andreste SR: 1d20 + 7 ⇒ (14) + 7 = 21
Vamp Will: 1d20 + 16 ⇒ (19) + 16 = 35
Heads Will: 1d20 + 7 ⇒ (4) + 7 = 11


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok keeps trying to get up
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo will pause until Janis throws another fireball, then lets her prayer finish to produce a huge glowing dire boar behind the vampire. Who quickly tries to gore the evil thing.

boar attack, smite evil to ignore DR: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12

Aggah fires her arrow at the vampire, probably uselessly.

aggah grinny, pbs, da: 1d20 + 10 + 1 - 2 + 1 ⇒ (2) + 10 + 1 - 2 + 1 = 12
damage, pbs, da: 1d6 + 2 + 2 + 1 + 1 ⇒ (5) + 2 + 2 + 1 + 1 = 11

Then the priestess tries to use light against the undead.

burst of radiance: 5d4 ⇒ (3, 1, 2, 4, 3) = 13 she'll try and angle it so it hits the vamp and one of the things on the wall, 10 foot burst, DC 15 to turn blindness into dazzled for 1d4 turns


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Cleo summons Gorous, the Great Celestial Dire Boar with golden eyes. Gorous erupts into existence already mid-charge, smiting the vampire directly in front of it. Yet as Gorous readies his tusks to meet his foe, the vampire bends backwards, dodging the strike. It's done so easily and effortlessly, that even Gorous is surprised. Between the vampire's agility, magic, and armour, it will be a very difficult enemy to strike.
As the vampire bends backwards, Cleo lets a burst of radiance erupt from behind it. The four undead that were damaged by the fireball immediately burst into flames and burn motionlessly like foul torches. The vampire screeches like nails on a chalk board, but manages to shut its eyes before the burst were to blind it. Unfortunately, the spell also triggers on Gorous, who gets blinded from the blast.

Furnok stands up.

Everyone's turn except Cleo. Furnok still has a standard action.

Vampire Reflex: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Gorous Reflex: 1d20 + 3 ⇒ (8) + 3 = 11
Durations: 1d4 ⇒ 3


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok bashes with his real long hammer

Hammer,Reach,FE,Prayer: 1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 143d6 + 6 ⇒ (5, 5, 5) + 6 = 21


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

I should have been more specific. By 'one of the things on the wall', I meant the ones to the top left or bottom left, hopefully avoiding the boar. But taking out more of them for a poor boar with little chance of hitting is good.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit moves forward and slashes at one of the undead heads not to be mistaken with a Deadhead ala Grateful Dead

+6bab +4dex +1size , -2 piranha striking, +1 waveblade Agile -2FD
attack #1: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 1d4 + 4 + 4 ⇒ (1) + 4 + 4 = 9


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

Acrobatics 1d20 + 5 ⇒ (16) + 5 = 21 Andreste stands and then moves carefully out of the blood.

In front of Furnok's southern Square, leaving room for Wabbit.


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Furnok's hammer bashes against the foundations of the catacombs, causing a violent tremor. Wabbit moves in to attack the nearest impaled undead, though he doesn't slay it. Andreste quickly gets out of the blood. Janis tries to feint the vampire, but the vampire calls his bluff.

The blood swirling above the vampire erupts, launching slivers of hardened blood everywhere. Only Cleo, Janis, and Bacon are far enough to evade all of it, but most of the others manage to dodge and protect themselves fairly well.
Andreste takes 25 damage, while Gorous, Wabbit, Furnok, and Aggah takes 12.
The undead (including the vampire) seem to heal from the blood, rather than take damage. The vampire steps back, then uses its power to siphon blood from Furnok. A splurt of blood is drawn from Furnok, and floats directly into the vampire's mouth, healing it.
Furnok takes 11 damage, and is fatigued.

The impaled undead wail and scream, calling for Wabbit and Andreste to run and save themselves. Andreste couldn't care less, but this seems to unnerve Wabbit. At the same time, they try to grab hold of the two, but both manage to evade.
Wabbit is shaken for the next 4 rounds.

Everyone's turn.

Dice Rolls:

Janis Bluff: 1d20 + 11 ⇒ (6) + 11 = 17
Gorous Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Wabbit Reflex: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Furnok Reflex: 1d20 + 6 + 1 - 1 ⇒ (15) + 6 + 1 - 1 = 21
Andreste Reflex: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Aggah Reflex: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23

Gorous Fort: 1d20 + 7 ⇒ (16) + 7 = 23
Wabbit Fort: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Furnok Fort: 1d20 + 7 + 1 - 1 ⇒ (6) + 7 + 1 - 1 = 13
Andreste Fort: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Aggah Fort: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17

Concentration: 1d20 + 15 ⇒ (8) + 15 = 23
Dmg: 5d6 ⇒ (2, 2, 1, 3, 3) = 11
Furnok Fort: 1d20 + 7 + 1 - 1 ⇒ (2) + 7 + 1 - 1 = 9

Wabbit Will: 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 15
Andreste Will: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Grapple: 1d20 + 5 ⇒ (11) + 5 = 16
Grapple: 1d20 + 5 ⇒ (11) + 5 = 16


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Time for us to leave! We don't have the tools for this.


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Bump. Furnok has called for a retreat.


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

I'm okay with it, Cleo has a couple of channels, but little else that can hurt the thing. Aggah is next to useless against it, as is Wabbit verses the DR of 10. Not to mention the fast healing.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Run AWAY!

The normally unflappable Wabbit is shaken. Mommy

taking his cue from Furnok RETREAT!

Wabbit takes up rear-guard position between Furnok and the Vampire hoping the others will start backing down the hallway


HRanger8HP80/80,AC22T13FF19,F7R7W4,Init6,Per13

Furnok starts backing up.


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Furnok starts backing up, while Wabbit takes the rear guard. The vampire looks intent on fighting to the death, and will likely pursue. Thankfully, the slick pool of blood has dried up, leaving the floor dark red, but easy to navigate.

Even in a retreat, I'll need you guys to post your actions and move on the map. This guy is going to keep fighting as you retreat.

I will need Furnok and Wabbit to move themselves to their intended positions on the map.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

I'm not sure if it makes any mechanical difference but I envision it being easier for the large Furnok to be behind small Wabbit as it won't interfere with his attacks(reach) vs the other way around..Plus Wabbits a dodge-tank ;)

Having looked at the map it seems like Andreste needs to retreat first, then Furnok, then Wabbit. This will be a fighting retreat with Wabbit and Furnok attacking...Unless everyone wants to RUN???

Regardless Wabbit will be rearguard. If everyone RUNS he'll run after. If we retreat slowly...then this could be interesting.

I can't move Wabbits icon yet as his actions depend on the rest of the group....Wabbit is REALLY missing the smites ability to pierce DR...That will be remedied through retraining out of his current archetype when we have a chance

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Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

Hello everyone! I am a first time pbp DM who is looking for 4-5 players who are interested in playing Rise of the Runelords. If we can gather up a good group, I'd be happy to run all of the chapters in this adventure path. I've run this game twice at the table, and really love the story and characters within the adventure. So, anyone want to give it a shot?

Character Creation:

Level 1

Max hp for level 1

20 point buy
Final ability scores no higher than 18, and no lower than 8

150gp for all classes

1 Trait + 1 Campaign Trait, no drawbacks

Core races are preferred (but not mandatory), alternative racial traits are fine (but please document them), no custom races please

No evil alignments, CN must be willing to work as a group

Core, base, alternative, hybrid, and unchained classes are allowed. No 3pp, no playtests, no path of war or psionics please

Background skills from unchained are allowed. For those who don't have the book, you get 2 bonus skill ranks (per level) that can only be used in the following skills: Appraise, Artistry, Craft, Handle Animal, Knowledge (Engineering, Geography, History, Nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand.

How I plan to run the game:

I reserve the right to...
Change aspects of the Adventure Path
Change the results of my dice rolls (usually for your benefit… usually)
Roll the player's initiative
Tweak enemy abilities
DMPC your character if you've been absent for a long period of time

There will be different ways to accomplish an "encounter", be it by combat, diplomacy, intrigue, sneaking, etc.

I plan to have traps, poisons, diseases, puzzles, etc to further enhance the game beyond "I kill all the things!"

Metagaming, spoiling the game, harassing players, and verbal abuse are all serious offenses. Please play respectfully.

Applications and Expectations:

Please include in your application...
If you are comfortable with character death
If your character is not selected, would you be interested in joining later if a player leaves
If you prefer using Roll20, Google Docs, or just theater of the mind for combat (I prefer not creating giant maps if I can help it)
At least 1 paragraph detailing your character's recent life, along with their goals and interests. It's okay if you want to use point form for this.

Posting expectation is 1/day minimum. I'm not a big stickler on that though, I know life can be rough.

I'm going to be picking a relatively balanced party, but it's not set in stone. I value story and roleplay far more than stats and abilities.

Recruitment will go on until Saturday the 11th of July 2015, sometime during the night (I'll announce it)

FAQ:

This is not for PFS

Variant multiclassing is allowed, just let me know beforehand

Guns are in the emerging stage, so they are full price

There will be time for crafting, professions, artistry, and performances

People who have DMed or played through this adventure are still welcome! Just keep your player knowledge to yourself please.

Stamina is free for Fighters, and is a feat for any other class.

Characters can get skill unlocks as a feat.

About me:

Hello all! I'm a young Canadian who is fairly new to DnD, having only started 3 years ago. I started DMing roughly 2 years ago, although this will be my first PBP DMing experience so please be patient with me as I learn. I've run this Adventure Path twice at the table, and plan on making certain adjustments and extra "side quests" during the game. Rise of the Runelords is by far my favorite Adventure Path so far, as I love the story and characters within it. I'm a big fan of Dawnforgedcast and use his videos to become a better DM and Player. If you have any questions please feel free to leave them here or send me a pm, and I'll try to answer them as soon as possible. Thanks!

PS: I, have, comma-itis, I apologize in advance.


I would like to apply for your recruitment thread with this character. In regards to your applications and expectation sections.

Character Death: It's something that happens, would I be happy with it? Not entirely but if it happens I'll simply have to accept it and make a new character. I'll be honest though I am hoping it won't, cause I really want to take my character to the very end of this adventure path.

Joining Later: If you haven't gone past the first book than yes.

Maps and Combat: I prefer Roll20, I can live with the other two.

Character's Life so Far: Karl's life has mostly been tragic for the most part; He started out as nothing but a selfish thug who only cared for himself but that later changed, he wanted more out of life, he wanted to be better, which is something of a recurring theme in his tale. No matter how high he soared, he'd always come crashing down, but his persistence has kept him going so far, and it is the only thing about him that doesn't seem to be running out...that and his sarcasm. Revenge is also something he's become quite familiar with; for a good part of his adult life he'd be pursuing his own vendetta, but shortly after he resolved he ended up saddled with seeking revenge for someone else. At this point in his life he isn't thinking about any clear goals, his one motivation that he won't even admit to himself is to shatter the lowly expectation that people around him assigned to him so early in life, to be better...whether that means to just not be the ruffian he used to be in his youth or become something more than just a sword for hire isn't something he's figured out quite yet.

Posting Expectation: I can easily post multiple times per day.


Crunch here for Furnok of Ferd. Ranger and troubleshooter.

Crunch:

Full Name : Furnok of Ferd

Race: Human(Taladin)

Classes/Levels : Ranger (Skirmisher)1 (hp favored)

Gender M

Size M

Age 18

Special Abilities :

Alignment: NG

Deity : Eristal

Location Stolen Lands

Languages Common.Elf,Orc

Occupation : Bounty Hunter

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 10
Charisma 10
Height: 6'3" Weight: Hair: Black Eyes: Grey
Favored Class: Ranger(hp)
EXP:
Hit Points: 13
Spd: 30
Init: +6
AC: 17 ( 5 armor shield)/Touch 12 /FF15 )
BAB: +1
CMB: +4
CMD: 15
Saves: Fort +4 Ref +4 Will +0

Weapons:
Lucerne Hammer +4 1d12+4 BP Brace,Reach
Longbow +3 1d8/x3 100 ft
Falchion +4 2d4+4 18-20

Skills: (9 level)
Perception (1+2+3)7
Survival (1+2+3)6 +1 Tracking
Stealth (1+2+3) 6
Know-Geography (1+2+3) 6
Know-Nature (1+2+3) 6
Climb (1+3+3) 7
Swim (1+3+3) 7
Ride (1+2+3) 6
Handle Animal (1+3) 4

Feats:Improved Initiative, Combat Reflexes
Traits: Giant Slayer(+1 Bluff,Perception,Sense Motive and +1 Hit/Damage against giants),Axe to Grind(+1 damage against threatened foes)
Special Abilities: Favored Enemy(Humans) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Manacles
Flint&Steel
1 gp 9 sp

Character death: I can handle it, don't like it but I can roll with it.
Joining later:Okay with that
Roll20/Docs are okay.
Life:Furnok is a rough looking young man who has a small scattering of scars on his tanned features and looks somewhat older than
his 18 years. he keeps his hair in a short mop in order to keep it out of combat and makes sure his weapons and armor are spotless.
Background:Furnok grew up near Standpoint and had a simple and hard life as a lad whose parents encouraged him to join the militia at
a young age and he took well to the scouts but loved the up-front life of a frontline battler and melded the skills of scout and soldier
together. Instead of joining the army, he decided to become a bounty hunter for a while and see what the world has to offer. Currently his
motivations are simple; get better with his skills and increase his reputation as a bounty hunter. It remains to be seen if he can
achieve these goals and move on to other things.


I'll throw my hat in the ring.

Character Death: I won't seek it out, but I respect that it's a possibility.

Joining later: as long as it's relatively early in the campaign.

Maps and Combat: I can roll with whatever, Roll20 seems best to me.

Posting expectation: multiple times a day won't be a problem.

Character's life so far:
Arnaud is a sorcerer. Now. Growing up, he was more of a ne'er-do-well. Oh, he was always charming enough, and his parents were able to provide him with a comfortable living, but nobody really thought he would amount to much. Things changed when his magical talents came in, though he didn't realize it in time. When a highborn maiden proved surprisingly accepting of his advances, he thought it was just his lucky night. He didn't realize that she was serious about pursuing a relationship with him. Her father, even more so. When he woke up to find a pair of men-at-arms at his front door, he froze their boots to the ground, packed his things, and headed out the back. He started running short on funds around the time he arrived in Sandpoint, and by now he can't afford to move on to a safer town. That's ok, though. You can't get ahead in this life without taking some risks.

Crunch:
Arnaud Harman
Human Sorcerer (Marid Bloodline)
5'10, 150lb, 19 years old
Hair: Brown
Eyes: Brown

STR: 8
DEX: 14
CON: 14
INT: 13
WIS: 9
CHA: 18 (16 +2)

Archetype: Tattooed Sorcerer
Alignment: CN
Traits: Exile (+2 Initiative), Magical Lineage (burning arc)
Familiar: Greensting Scorpion

Feats:
Archetype: Mage's Tattoo (evocation)
1: Spell Focus (evocation)
1 (human): Spell Specialization (burning hands)

Favored Class: Sorcerer (hp)

Hit Points: 9

Skills:
Knowledge (arcana): 1
Spellcraft: 1
Bluff: 1

Spells:

0: Detect Magic, Read Magic, Daze, Prestidigitation
1: Burning Hands, Protection from Evil

Equipment: I'll fill this in if I get picked up for the team.


Really interested! I am totally gonna make a character for this!

Is it OK to re-purpose one of the characters I had already made for another campaign but was turned down?

Liberty's Edge

Interested, let me see what I can come out with


Hello! I'm new to play by post but not to Pathfinder, looking to get my rp fix. I'm also new to Rise of the Runelords, and would love to see what all the fuss is about.

Character Death: As long as it's either my own fault or just a fair, natural occurrence of the game, no problem.

Joining later: Sure thing. I just want to play.

Map and Combat: I'm used to Roll20, but if you'd rather go with theater of the mind I'm very much ok with that. I enjoy character interactions more than combat most of the time anyway.

Character Background: Derreck grew up in the bustle of Absolom, the son of a local Cobbler. His father, desperate for money, began borrowing from some questionable characters. Soon, the family was unable to pay off their debt. Derreck's family was locked inside as the building was set to flame. Having gone out with his friends and shirked his duties in the shop, Derreck feels guilt for not sharing their fate to this day, and has began relying on humor and mockery to mask his pain. With nowhere else to turn he joined up with a group of sellswords and learned the ways of war. He soon found that life to be too much for him, and now wanders into Sandpoint seeking a new home.

Liberty's Edge

Character Death: My only stipulation is that if it isn't the result of the dice or my own choices be that willing sacrifice or letting go of a flying steed(still one of my favorite deaths) is that it be dramatic.

Joining later, I'd prefer not, but if it's not that far in sure.

I haven't used google docs for it before but I'm sure I can learn, but I prefer mind's eye theater.

Maria was born and raised in the Puddles district in Absalom. The only life she ever knew was with the gang that raised her. She'd originally been meant for a life of prostitution but they quickly found she was an excellent thief and liar. She'd make threats against people who owed them money, she'd convince people it would be easy to pay their debt back. Like I said, an excellent liar. But never did she mean anybody harm. Then she saw the blaze and she knew the gang had actually carried out at least one of the horrific threats she'd made. She ran from her gang that night and took up with the Muckruckers before eventually moving on hoping to start a life without crime. And so she decided to settle away from a big city and found herself in Sandpoint.

Rogue in case it wasn't clear. ;p Character history built to possibly tie in with Derreck's. Why? His story gave me inspiration.


N. Specter wrote:

Really interested! I am totally gonna make a character for this!

Is it OK to re-purpose one of the characters I had already made for another campaign but was turned down?

Yessir!


UPDATE

Looking really good so far, but just wanted to clarify that I'll need to see everyone's stats by the time recruitment ends. I'm liking these characters guys! Keep it up!


If you think we need more frontliners, I have a couple of characters that are a little more face-stabby focused. I'll give the narrative backgrounds below. Happy to supply numbers on request, happy to play whichever character you think fits in best.

Chuffy:
Half-orc cleric (reach focus)

Like many half-orcs, Chuffy was rejected by his birth parents. In his case, the rejection was rather extreme as they left him outside to die of exposure. A nearby tribe of goblins took him in and raised him as their own. They taught him all they knew: fire burns, the pointy end of a spear goes toward the enemy, and fire burns (some lessons took a while to sink in).

Unfortunately all good things must end, and eventually a wandering group of adventurers destroyed Chuffy's tribe. The group's cleric saw potential in him, though, and decided to spare his life and take him under her wing. She rather forcibly converted him to the worship of Iomedae. When she decided he was ready she sent him to test himself in a troubled area of the world, ready to spread the good word and, if necessary, stab those who disagree.

Edel:
Human hexcraft magus (dex focus)

Edel grew up in the lap of luxury. Her father provided for her every possible material need. He allowed her to seek trainers in the combat arts. He even indulged her desire to pursue magical knowledge, both from traditional magi and from the witches living on the fringes of society.

The cost of all of that became clear on Edel's 18th birthday, when her father announced her betrothal to a man over three times her age. When her father would not be swayed by words, Edel packed her things and left in the dead of night. She's in Sandpoint to gain the power she needs to decide for herself what she will do in life and to earn money that is hers alone.


I want to submit this character, that was in a game that ended unconcluded.

If you like it, you can see how he will be played by taking a look at his unconcluded adventure, just to say he will not be the stupid lawful guy.

In case of not having any cleric at the recruitment, he can morph into hospitaler instead of his actual archetype (oath of vengeance).

Character Death: I'm unconfotable with characters that have been dead. I mean, I can accept it, but the character will remain dead, and I'll roll a new one, no res for me. :)

Joining later: If not as far as beyond the start of the 2nd book (level 4) I'm Ok with it.

Maps and Combat: Never played with roll20, always with google docs.

Posting expectation: multiple times a day won't be a problem, once I resolve my actual net issues, that I hope will be soon.


Dot


Since I've always wanted to play Rise of the Runelords, I just gotta throw my hat in the ring for this one with Helgarr - she was built exactly for a Rise of the Runelords game that never really took off.

Currently on a 25 pt build, but easily adapted to a 20 pt buy - all background notes are there in the alias. I'm posting from my phone at the moment, but will answer the questions later on ;)


Hey all! I'm posting my application to join in as Sig, The Alchemist!

Character Death It happens! If I can rejoin as another character coolbeans, if not, I will always fondly remember how things went terribly for me. Sometimes the best stories are the terrible ones after all.

Joining Later No problemo, but would need to be brought up to speed. Haven't done Runelord before.

Maps and Combat I have no preference and am fine either way.

[Sig's Character]: Sig has always been something of an odd duck. He reveres his alchemy and the potential it brings above anything else his family or culture ever tried to instill in him. He's not especially fond of nature (Though he doesn't mind it) he isn't especially whimsical, and he isn't a very good singer either, much to his father's disappointment.

But Sig is crafty and very intelligent. He spends ages at a time researching and learning more and more about his craft. Sig is determined to be the best. But unfortunately, Sig also has something of a screw loose. He's fiercely paranoid, always worried about what might be around the next corner. This hasn't been helped by the fact that he was exiled from his homeland for "Perverse Interest in things better left alone." something that he still feels is unjust.

Sig is NOT a bad person, at all. In fact he believes he is a good person at heart, and he tries to be. But he is also impartial and removed at times, a trait that has served him well in furthering his understanding of the alchemical world and the cruel impartiality of the universe at large, but has also left him a bit distant and cold. He really does tend to flip between "Cold and detached" and "Hot headed and passionate." at times, especially when he is incredibly excited about something.

Sig has a few goals at hand. His first is survival. He has been left with very little of his original life and prestige, and wants to rebuild. In fact he wants a better lab where he can explore the mysteries of life, death, and the universe.

But he also has another issue. Upon exposure to his fantastic mutagen, Sig's physical abilities can be augmented to incredible levels, with a catch. The dangerous chemicals have unlocked a second persona inside of Sig, a persona that calls its self "Gallows" and sees its self as a champion for good and a vicious enemy against the forces of evil. Over time "Gallows" has been exerting more and more influence on the alchemist, even almost compelling him to acts of violent altruism. The lack of control and the knowledge that someone always is watching him (Even if it is himself technically) motivates the elf to finding a way to be rid of his second self.

Basic Outline and Future
So I am building Sig to be half Mad Lobber alchemist, and half generalist. He'll be good at ranged DPS eventually, and also provide support and utility to the group with extracts and specialized bombs.

Hope you like! This alias has additional information like crunch in the profile.


Here's my bid for Runelords:

Vandra Geaux

Jeaux Rai

Vandra and Jeaux's background:
Vandra Geaux was a rather sickly child, born to a retired Polearm Fighter named Jeaux Rai in southern Varisia. His father was a wizard killed months before birth, so was only known through stories told by his mother. At the age of 15, after he started learning a bit about the magical power he inherited from his father by an old Samsaran woman living in the outskirts of the village, his village was attacked by an unknown cult, slaughtering all in their path. When they reached his house, his mother fought bravely, killing several before her longspear was broken in half and a dagger found her heart right in front of Vandra. In a fit of rage, Vandra took up the spear and plunged it into the body of the cultist who killed his mother before turning to the still-warm body. Tears running down his face, not really understanding what he was doing, he transferred the soul of his mother into the body of the family pet, a wallaby they purchased from a traveling caravan.

The next day, the full effect of what he had done hit him, and now he lives in constant depression over denying his mother passage into the afterlife. He left the ruins of the village, vowing to hunt down the cult that ruined his life, with his mother-in-wallaby-form trying to keep him from killing himself.

I am, not comfortable, but used to character death, as my characters tend to die, usually for story reasons.

I'm willing to joining later, just let me know what level the group got to.

Never used Roll20 or Docs for this, never actually played by post before, but I'm willing to learn either. And the 1/day post shouldn't be a problem, though it'll be later in the day on weekdays as I work full time and often do overtime.


Hey, I would like to put forward my dynamic duo, Ali and Azeri!

Alandrian Verium:
ALANDRIAN “Ali” VERIUM
___________________________________________
Race Human (Varisian)
Age 13
Class Summoner (Unchained)
Alignment Neutral Good
Init +2; Senses Perception +1, Survival +1
_____________________________________________
BUFFS, CONSUMABLES SPELLS/DAY
_____________________________________________
Bolts 10
Torches 10
Rations5
-
0- U
1- 2
Summon Monster 1 7/Day
_____________________________________________
DEFENSE
_____________________________________________
AC +15, touch +13, flat-footed +12
(+ Armor, + Dex)
Hp 10; Temp hp []
Fort +1, Ref +2, Will +3
_____________________________________________
OFFENSE
_____________________________________________
Speed 30ft
Melee Kunai -1 (1d4-1/x2)
Ranged Kunai +2 (1d4-1/x2)
Crossbow +2 (1d8/19-20x2)
Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Str 9, Dex 14, Con 12, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Dodge
Traits Favoured Son (Amieko), Focused Mind
____________________________________________
SKILLS ;
____________________________________________
Skills
Knowledge (Arcana) 5 [+1 Ability, +1 Rank, +3 Class]
Knowledge (Local) 5 [+1 Ability, +1 Rank, +3 Class]
Spellcraft 5 [+1 Ability, +1 Rank, +3 Class]
Use Magic Device 8 [+4 Ability, +1 Rank, +3 Class]
Background Skills
Handle Animal 8 [+4 Ability, +1 Rank, +3 Class]
Linguistics 5 [+1 Ability, +1 Rank, +3 Class]
Languages Common, Auran, Goblin
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Cantrips, Eidolon, Lifelink, Summon Monster 1
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Load Light: 0-30lbs, Medium: 31-60, Heavy: 61-90
Gear Kunai x2, Light Crossbow, Bolts x10, Leather Armour, Summoners kit ( backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.) (Carrying 28lbs), Coin - 92gp
______________________________________
SPELLS
______________________________________
0- Acid Splash, Detect Magic, Light, Read Magic,
1- Enlarge Person, Mage Armour
___________________________________________
APPEARANCE
___________________________________________
Height 4ft 6
Weight 65lbs
Eye Color Blue
Hair Color Black
Region of Origin Sandpoint
Deity Shelyn

Physical Description Ali is slightly short for his age and willowy. His hair falls in a curly wave down his back, the mirror of his mothers, or so he is told. He has a single silver hoop in his left ear, one that used to belong to his father, the only thing he can remember about the man. Though he still maintains the soft features of youth, there is a hardness around his eyes, a sense of loss.

Personality Ali is a quiet and shy boy, more prone to keeping to himself than to socializing. Though he did his time in the local School, along with the other children, he doesn’t have many friends, or any for that manner. Ali is a free-spirited youngster, preferring to take care of himself by working odd jobs around the town for people.

Backstory Ali was orphaned at the age of two, his parents falling victim to an unknown sickness. He was taken in by a local woman, till the age of eight, when she too fell prey, to the same unknown sickness. Though nobody says it, Ali gets the feeling that people blame him for the death of his parents, and his adoptive mother. Ali blamed himself after all and distanced himself from the people of the town. He took to minding himself, he stayed in the Caravan that he and his adoptive mother had shared and he continued to live on his own, taking care of himself (Or so he thought, though the local Townsfolk banded together and took care of him behind his back, not wanting to trouble the boy any more than was necessary).

Even though Ali grew up basically alone, he was never wanting for company. Ali had a big imagination and an even bigger imaginary friend, a large Bear like creature named Azerie. Azerie was tall and strong, everything Ali was not. Azerie fought away the darkness and kept Ali safe at night. And how true that was.

Around the time of his 12th Winter, Ali was collecting firewood in the forest, when he was set upon by a hungry Wolf. The winter had been unnaturally hard the Wolf was starving and Ali was a tasty little frail morsel, or so the Wolf thought. Ali was backed against a tree, his knife held weakly before him when he felt it, a stirring of power. He clung desperately to that thread of warmth and energy and began to pull. With all of his might he drew forth that thread from the ether and, in a burst of blinding light there, between boy and Wolf, formed a large bear like creature, one he was very familiar with.

Azerie dispatched the Wolf with ease and turned to Ali, placing his paw like hand on the boys head. A momentary burning pain seared his forehead and he felt an arcane glyph take shape upon his brow, at the same time that a matching glyph burned itself in to the forehead of the bear.

”Call me when you need me Ali and I will come!” Azerie said with a bear-like smile.

From that day forth Ali was truly never alone. He has spent the year, since this moment, perfecting his control and bonding with his Eidolon and even picked up a few spells, during that time. Both Ali and Azerie are excited to spend some time among the people, at the upcoming Swallowtail Festival.

Azerienzal:
AZERIENZAL
___________________________________________
Race Eidolon (Agathion)
Age --
Class Eidolon
Alignment Neutral Good
Init +1; Senses Perception +4, Survival +4
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC +13, touch +13, flat-footed +13
(+0 Armor, +1 Dex, +2 Nat Arm)
Hp 14 Temp hp []
Fort +3, Ref +1, Will +2
Resistances Electricity [5]
Additional Resistances Agathion Eidolon gain a +4 on saves vrs Poison / Petrification
_____________________________________________
OFFENSE
_____________________________________________
Speed 30ft
Melee Claws +4 (1d6+3/x2)
Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD +15
Feats Toughness
____________________________________________
SKILLS
____________________________________________
Class Skills Bluff, Climb, Craft , Intimidate, Knowledge (history), Knowledge (planes), Perception, Sense Motive, Stealth, Survival
Skills
Climb +7 [+3 Ability, +1 Rank, +3 Class]
Perception +4 [+1 Rank, +3 Class]
Sense Motive +4 [+1 Rank, +3 Class]
Survival +4 [+1 Rank, +3 Class]
Languages Common
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ Darkvision, Link, Share Spells,
Evolutions Improved Damage (Claws)
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Load Light: 0-76, Medium: 77-153, Heavy: 154-230
Gear
____________________________________________
APPEARANCE
_________________________________________
Height 6ft 6
Weight 230lbs
Eye Color Golden
Hair Color Golden Brown

Physical Appearance Azeri appears as a tall, human-esq looking bear, covered in a golden brown fur, with an arcane glyph burned in to his forehead. Azeri is tall and heavily muscled, his body and fur crackle with small bolts of electricity. He has strong, razor sharp claws and is not afraid to use them in the defense of his Ali.

Ali is an Unchained Summoner and Azeri is his Bear-esq Agathion Eidolon.

Character Death? Hell yeah. If he deserves to die, he deserves to die. I'll be playing it VERY careful but hey... Pharasma teaches us that we all have a time to go and we can't avoid it, only delay it slightly.

Jump in Later? Double hell yeah. I do not mind taking over for someone else, not at all. I would like to start from the start but I am easy. The characters are made now and can be easily leveled up.

Where you like to game? I am not picky but Roll20 or Theater of the Mind, if we had to choose.

Paragraph about the Character- Got a whole Physical, Mental and Background in the spoiler up there.

Need anything else, let me know.

P.S- I also suffer with an unnatural love of the comma.


May I present M'ara, an amalgam of a number of different characters that have over time been accepted to ROTRL campaigns , only to have said campaigns wither and die or be stillborn.

Death It happens, adventuring's a dangerous business. Should the unfortunate happpen , hopefully my companions have a body and the means for a raise dead ritual. If not, so be it. :)

Joining Later Would be honored to be so chosen.

Maps etc I've used them all, and have no particular preference. Though maps do help with combat placement, figuring out AoO , effectiveness of feats etc...

Background There's a detailed background in her profile, including an addendum if she's allowed to be a resident of Sandpoint.

She's already 20 point buy, but I'd have to update a bit for background skills, traits, familiar stats , etc...


Here are the applicants so far! I'm really enjoying reading through these stories. Keep em coming!

Sidenote: Don't forget to work out your stats before Saturday night.
Sidenote#2: I'm going to ask for no more than 2 characters per person. Players won't be playing multiple characters in the game (except for eidolons, familiars, etc of course).

Ali and Azeri submitted by Darkest Heart. NG Male Human. Summoner (Unchained)

Derreck submitted by Fenzik.

Furnok the Ferd submitted by Andrea1. NG Male Human. Ranger (Skirmisher)

Helgarr submitted by Edeldhur. CG Female Human. Barbarian (Invulnerable Rager / Urban Barbarian)

Jordi of Kenabres submitted by JuanAdriel. LG Male Human. Paladin

Karl Sarvo submitted by Wolfgang Rolf. TN Male Human. Slayer (Bounty Hunter)

M'ara submitted by Spazmodeus. CG Female Human. Witch

Maria submitted by Sahisysha Tree-Singer. Rogue

Sig submitted by N.Specter. TN Male Elf. Alchemist

Vandra and Jeaux submitted by DekoTheBarbarian. NG Male Human. Wizard (Spirit Binder)

Various Characters by Chuffster*


So here's a question... Do Eidolon get Background skills too? (I seriously doubt it but I have to ask. Two extra skill points would be pretty sweet!)


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Maria submitted by Korak now. What's your thoughts on young characters, I'm thinking about it but I need your input.


(I should have probably asked that too instead of just rolling up a 13 year old Summoner!)


DarkestHeart wrote:
So here's a question... Do Eidolon get Background skills too? (I seriously doubt it but I have to ask. Two extra skill points would be pretty sweet!)

It's actually a great question, thanks for asking. I'm going to rule that eidolons do not gain background skills. My reasoning is that it would not only be a total of 4 bonus skill ranks per level to a character (well, player, that is), but the background skills would generally not fit thematically with an eidolon. I hope that's fair.


Oh yeah, totally fair. The only reason I even asked is because Eidolons are smarter than Animal Companions and Mounts. But your ruling is probably how I would play it at my own table too! :)


Korak The Boisterous wrote:
Maria submitted by Korak now. What's your thoughts on young characters, I'm thinking about it but I need your input.

Technically speaking, people learn to grow up very quickly when in terrible situations. It's mechanically no different from playing an old character, or anything like that.

That being said, there may be people out in Varisia who would be very concerned about a child adventuring with a party (including the party members).

So I'm not against it at all, and it won't have a serious impact on selection, just know that it's something that will come up every now and then in the game. I won't have an NPC mother abduct you or anything lol.


DarkestHeart wrote:
Oh yeah, totally fair. The only reason I even asked is because Eidolons are smarter than Animal Companions and Mounts. But your ruling is probably how I would play it at my own table too! :)

Thanks very much for understanding =D


Actually that could be a rather fantastic plot point, and there are slight mechanical differences, an increase in dex, decrease in strength and mental stats, that's off the top of my head but I'd need to look it up.

EDIT: Nope, +2 to dex, -2 str wis con

Now I just need to decide.


Korak The Boisterous wrote:
Actually that could be a rather fantastic plot point, and there are slight mechanical differences, an increase in dex, decrease in strength and mental stats, that's off the top of my head but I'd need to look it up.

a young character has a +2 bonus to Dexterity and a –2 penalty to Strength, Constitution, and Wisdom.

That's damn rough.


Ninja'd with the check. If I did it, would you want me to use npc classes as suggested?


Uhm... 14 is Adult for a Human, can I just fudge the year? Haha The age is literally just for the fluff of being a Kid with his imaginary Bear.


DarkestHeart wrote:
Uhm... 14 is Adult for a Human, can I just fudge the year? Haha The age is literally just for the fluff of being a Kid with his imaginary Bear.

Yeah I'm totally fine with that. Just don't suddenly have 18 wisdom okay? =P

And Korak, I think it'd be best to wave aside the stat changes and class restrictions. Just use your best judgement as to what would be suitable.

Sidenote: Also please don't make me accidentally kill a character who's like 10 yrs old alright? Let's set 12 as the absolute lowest okay?


Haha Nah, Ali has 18 Cha and was built that way. He doesn't even use the Cha for anything other than Casting. He is totally not the Social Butterfly. :P Haha


I want the challenge personally and those stat adjustments are good for a rogue, and yeah, I'll wave the class thing, and I was thinking I'd use the random starting age or just drop myself a year adulthood

But suddenly the idea of a 10 year old paly is unbearably cute.


Once designed a young human Wild Child Brawler. It was interesting to design. Never got to play him, though. He was...12 or 13 I think, can't remember now.


DekoTheBarbarian wrote:
Once designed a young human Wild Child Brawler. It was interesting to design. Never got to play him, though. He was...12 or 13 I think, can't remember now.

Ooh, sounds fun.


I kinda wish we had an all kid party now. Haha That would be hilarious.


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I have been considering a way of the wicked campaign for sometimes, I am now seriously considering having it be all young characters.


If you do decide to run that I will totally be throwing a character in for consideration.


Korak The Boisterous wrote:
DekoTheBarbarian wrote:
Once designed a young human Wild Child Brawler. It was interesting to design. Never got to play him, though. He was...12 or 13 I think, can't remember now.
Ooh, sounds fun.

I might design him again for this campaign as an optional character to play. Also found a feat for young characters that removes one of the stat penalties in Quests and Campaigns called Precocious Youth.


I'll be posting a heavy shielded fighter eventually. Little offense but a stalwart person in defense.


XenoCide78 wrote:
I'll be posting a heavy shielded fighter eventually. Little offense but a stalwart person in defense.

Handy to have, defense for the casters or an extra meat shield to take some heat off of the melees.


Karl's build will mostly be centered around utilizing the Dirty Trick maneuver. A number of his feats will be invested in Dirty Trick feats from Improved Dirty Trick to Dirty Trick Master by level 11, which he'll be able to use to great effect thanks to the special ability granted by the bounty hunter archetype, which allows him to replace sneak attacks with dirty tricks. Ranger Combat Style slayer talents will be used to acquire two-weapon fighting feats, giving him both a boost to damage and more dirty tricks. In short Karl will be a nightmare to the action economy of the enemies he faces, and should his opponents be immune to all possible effects of Dirty Trick, he'll still be able to bring a decent amount of damage to the table. He'll also be picking up Power Attack and Dazing Assault. I am still debating whether I should give him the Stamina feat.

Karl has a varied selection of skills, and while his face skills are the weakest they'll receive a significant bonus from the Studied Target Slayer Class ability and his bluff is already improved by the Human Racial Ability Focused Study. Stealth will also be something I'll focus on improving through the aforementioned Human Racial Ability and Slayer talents like Fast Stealth.


So, it's OK to post a second character, if only just for fun? :D Hehehehe (But no more than two total. Because I can read!)

Liberty's Edge

Dotting.


I believe a question needs to be asked because it will affect how we choose things, are we using the original with feats, or anniversary with traits?


The Character Creation mentions Campaign traits so I assume it is the anniversary?


Korak The Boisterous wrote:
I believe a question needs to be asked because it will affect how we choose things, are we using the original with feats, or anniversary with traits?

Anniversary is what I'm using. Good catch ;)


Okay then, question to the group then since few have actually mentioned classes, is anybody doing a straight out rogue? That was my intention but then perusing the traits I realize I could just as easily make a bard with the same story.


What's the difference between the original and the anniversary? I only have the original RotR.


As far as I know, the difference lies in the players guide, I've never read through any of the books of the anniversary edition, so it's traits instead of feats, also, the anniversery edition was updated from my knowledge because the original was for 3.5 not pathfinder.

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