Varisian Chronicler's Skinsaw Murders

Game Master Ludomancer



I am about to begin running part two of the Runelords AP and I'm looking for a 4th-level skill monkey and/or investigative skill specialist to join the current party of adventurers. Tanking or melee ability would be a plus. All of the current PCs are magic-users of some sort, including three full casters, so I'm not looking for more magic.

...

Background
A couple months ago, Sandpoint was raided by several tribes of goblins, united by some evil force. Several adventurers, now known as the heroes of Sandpoint, helped defend the town, throws the tribes in disarray, and put a stop to any further harassment from the goblins, so it seems.

Your backstory should include a reason for being in Sandpoint. We can work out some of the details together.

...

Character Creation
- 20-point buy.
- Core races only.
- Core and APG classes only.
- Non-gunslinging archetypes from APG and Ultimate books allowed.
- 1 campaign feat from the RotR player's guide or 1 campaign trait from the APG.
- 1 standard trait or other trait that's subject to approval.
- 4200 gp to start, no firearms.
- HP max at 1st level, half max plus one afterward.


Master summoner could easily fill the skill monkey/tank roll (or his minions anyway). Then you could have an all caster party. I've heard they exist, but have never actually seen one.


Could I offer up Doctor Ruby Redhat for your consideration, hes a real skill monkey, Hes not in a game at the moment and I can move him alone to 4th level, I will knock a draft now and post again.

About Doctor Ruby Redhat

Back story
Ruby is an outlander in more than one way, he family hail from both the prime and the 1st world so the old Gnome tails go. He has been travaling for years always looking for the new and fascinating, he was told that there was a Cloth maker of some good skill in Sandpoint, she he wanted to see them to larn more. He loves to tinker and make things, always crafting odd and strange trinkets from any bits an bobs he can find. RAs a child hes mother sent him to the local Birgh cleric telling Ruby to show him what he had made, from then on he was a member of the Church. Always trying to keep the bleaching at bay he looks for groups heading out in to the stranger ports of the wilds. Ruby has a Riding dog call Boris who is his consument competition who he loves and looks after. Ruby loves red and has a top hat of red he loves to ware. Ruby like to heal other and and so as a TN pc heals with his Channels. Hes domains of Knowledge and Artfice he likes to mend and fix things. He works to hes own morality as any Gnome dos but when he sees other in need he will always seek to help.

The idea for Ruby is hes inquisitive and helpful, magic user healer skilled in just about any thing, for the party, with some marshall skills. Selfless and fearless. A clever little chappy carrying silly things of use.

Physical description:

Here:

Sex - Male
Race - Gnome
Classes - 4th Level cleric (Brigh)
Alignment - TN.
Age - 105
Hight 3'0"
Wight - 40lb
Hair - Dark Red
Skin - Light red
Eys - Red

In Form - A small Gnome with dark red hair, red skin and ruby red eyes.
He has a fine set of red clothing. He seems to have lots of thing tucked away in his pockets and his riding dogs saddle bags. If you spent some time with Ruby he would not doubt make some thing small for you as a gift.

In Action - Short happy Gnome, always tinkering with things and chatting, he some times seems locked in some project, working day and night to get it done, and then dropping it to start another. Hes always happy to help and always looking into things. Ruby like all forms of magical things, playing and collecting them, the more strange the better. He is always to be found with his riding dog Boris who he spends a grate deal of care to look after

stats + other Info:

HERE:

Stats
Str 11 (3 points -2 racial)
Dex 14 (5 points)
Con 12 (0 points +2 racial)
Int 14 (5 points)
Wis 16 (7 points) (+1level buy)
Cha 12 (0 points +2 racial)
20 points
Saves
Fort = +5
REF = +3
Will = +7

HP 27
AC 10+2+2+1=15
Initi + 2 speed 20f
BAB=3 Ranged +6 Hand +4
+2CMB
14/12Fi CMD

Brigh - Cleric Domains

Associated Domain: Artifice.

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Associated Domain: Artifice.

Replacement Power: The following granted power replaces the dancing weapons power of the Artifice domain.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Replacement Domain Spells: 7th—limited wish, 8th—polymorph any object.

Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Skills:

20 points
Acrobatics +2
Appraise +2
Bluff +1
Climb +0
Diplomacy +1
Disguise +1
Disable Device 8 (1)(+1Gnome Trait*)
Escape Artist +2
Fly +4
Heal +6(1)
Intimidate +1
Knowledge (Arcana) +8 (1)(+2 Gnome Feat)
Knowledge (Dungeon) +8 (1)(+2 Gnome Feat)
Knowledge (engineering) +9 (1)(+2 Gnome Feat +1 alt Race Trait)
Knowledge (History) +8 (1)(+2 Gnome Feat)
Knowledge (local) +8 (1)(+2 Gnome Feat)
Knowledge (Nature) +8 (1)(+2 Gnome Feat)
Knowledge (Nobles) +8 (1)(+2 Gnome Feat)
Knowledge (Planes) +8 (1)(+2 Gnome Feat)
Knowledge (Religion) +9 (1)(+2 Gnome Feat)(+1 Trait)
Knowledge (All others) + 4 (+2 Gnome Feat)
Linguistics -
Perception +8 (1)
Profession Artificer 11 (1)(+2 Gnome obsession)
Profession ALL 4 (+2 Gnome)
Ride +3(4)
Sense Motive +6 (1)
Spellcraft +6(1)
Stealth +6
Survival +2
Swim +0
Use Magic Device +6(1)

Feats & Traits:

Feats -
Breadth of Experience Prerequisites: Dwarf, elf, or gnome; 100+ years old. Although still young for your kind, you have a lifetime of knowledge and training.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Traits
Dangerously Curious
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.

Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Outlander
You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here.

Missionary

You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia—what that need is, though, you’re not quite sure.

Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
[/i]

Abilities:

As per Gnome

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial Traits.

Spells:
[spoiler=HERE]
0-level
Detect Magic
Read Magic
Light
Guidance

1-level
Comprehend Languages* (Domain Spell)
Shield of Faith
Endure Elements
Summon Monster II ( +1 caster level)

2-Level
Detect Thoughts* (Domain Spell) (+1 caster level)
Summon Monster II ( +1 caster level)
Find Traps

+ Spontaneous casting to cure wounds spells

Equipment:

HERE:

Clothing +
Leather Red Suit and Top hat
Butler Shield.
Small Tent +
A number of hand made tools +
A cross bow +
Healing Kit and tools +
Note books+
(all made by Ruby himself)
+Boris the Riding Dog

Boris the Riding Dog

HERE:

Riding Dog
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent


If you need a skill monkey I would play a human ranger or inquisitor. Can tank, melee and has a wealth of skills ;-)


I did a Slight change with Ruby GM I hope you like it.

hes now a Classes - 3th Level cleric (Brigh) + 1 Level Summoner

HERE:

Sex - Male
Race - Gnome
Classes - 3th Level cleric (Brigh) + 1 Level Summoner
Alignment - TN.
Age - 105
Hight 3'0"
Wight - 40lb
Hair - Dark Red
Skin - Light red
Eys - Red
In Form - A small Gnome with dark red hair, red skin and ruby red eyes.
He has a fine set of red clothing. He seems to have lots of thing tucked away in his pockets and his riding dogs saddle bags.
If you spent some time with Ruby he would not doubt make some thing small for you as a gift.

In Action - Short happy Gnome, always tinkering with things and chatting, he some times seems locked in some project,
working day and night to get it done, and then dropping it to start another. Hes always happy to help and always looking
into things. Ruby like all forms of magical things, playing and collecting them, the more strange the better. He is always
to be found with his Mecanical riding Eidolon Boris who he spends a grate deal of care to looking after

stats + other Info:

HERE:

Stats
Str 11 (3 points -2 racial)
Dex 14 (5 points)
Con 12 (0 points +2 racial)
Int 14 (5 points)
Wis 16 (7 points) (+1level buy)
Cha 12 (0 points +2 racial)
20 points
Saves
Fort = +4
REF = +3
Will = +8
HP 26
AC 10+2+2+1=15
Initi + 2 speed 20f
BAB=2 Ranged +5 Hand +3
+1 CMB
13/11Fi CMD

Brigh - Cleric Domains

Associated Domain: Artifice.

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Associated Domain: Artifice.

Replacement Power: The following granted power replaces the dancing weapons power of the Artifice domain.

Animate Servant (Su): At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Replacement Domain Spells: 7th—limited wish, 8th—polymorph any object.

Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Skills:

HERE:

19 points
Acrobatics +2
Appraise +2
Bluff +1
Climb +0
Diplomacy +1
Disguise +1
Disable Device 8 (1)(+1Gnome Trait*)
Escape Artist +2
Fly +4
Heal +6(1)
Intimidate +1
Knowledge (Arcana) +8 (1)(+2 Gnome Feat)
Knowledge (Dungeon) +8 (1)(+2 Gnome Feat)
Knowledge (engineering) +9 (1)(+2 Gnome Feat +1 alt Race Trait)
Knowledge (History) +8 (1)(+2 Gnome Feat)
Knowledge (local) +8 (1)(+2 Gnome Feat)
Knowledge (Nature) +8 (1)(+2 Gnome Feat)
Knowledge (Nobles) +8 (1)(+2 Gnome Feat)
Knowledge (Planes) +8 (1)(+2 Gnome Feat)
Knowledge (Religion) +9 (1)(+2 Gnome Feat)(+1 Trait)
Knowledge (All others) + 4 (+2 Gnome Feat)
Linguistics -
Perception +6 (1)
Profession Artificer 9 (1)(+2 Gnome obsession)
Profession ALL 4 (+2 Gnome)
Ride +3(1)
Sense Motive +6 (1)
Spellcraft +6(1)
Stealth +8 (1)
Survival +2
Swim +6 (1)
Use Magic Device +6(1)

Feats & Traits & Abilities

HERE:

Feats -
Breadth of Experience Prerequisites: Dwarf, elf, or gnome; 100+ years old. Although still young for your kind, you have a lifetime of knowledge and training.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Traits
Dangerously Curious
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.

Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Outlander
You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here.

Missionary

You have come to Sandpoint to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in Varisia—what that need is, though, you’re not quite sure.

Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
[/i]

Abilities:
As per Gnome

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial Traits.

Spells:

HERE:

Cleric -
0-level
Detect Magic
Read Magic
Light
Guidance

1-level
Comprehend Languages* (Domain Spell)
Shield of Faith
Summon Monster I ( +1 caster level)

2-Level
Detect Thoughts* (Domain Spell) (+1 caster level)
Summon Monster II ( +1 caster level)

+ Spontaneous casting to cure wounds spells

Summoner

0-Level Summoner Spells
acid splash
daze
mage hand
message

1st-Level Summoner Spells
rejuvenate eidolon (lesser)*
Mage Armor.

Equipment:

HERE:

Clothing +
Leather Red Suit and Top hat
Butler Shield.
Small Tent +
A number of hand made tools +
A H cross bow (he made)+
Healing Kit and tools +
Note books+
(all made by Ruby himself)

"Boris" The Mechanical red riding Eidolon

HERE:

Quadruped Eidolon
Mid sized mechanical Wolf/dog/thing

Starting Statistics:
Size Medium; Speed 40 ft.; AC 17 (+2 Dex +4 natural armor +1 feat)
HP 11 Saves Fort (+3), Ref (+4), Will (+0);
Attack bite (1d6);
Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11;
Free Evolutions bite, limbs (legs) (2).
BAB+1
Bite +3 1D6
Darkvision,
link,
share spells

Scent (Ex)

An eidolon’s sense of smell becomes quite acute. The eidolon gains the scent special
quality, allowing it to detect opponents within 30 feet by sense of smell. If the
opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.
Strong scents can be detected at twice the normal range. Scent does not allow the
eidolon to precisely locate the creature, only to detect its presence.
It can detect the direction with a move action. The eidolon can pinpoint
the creature’s location if it is within 5 feet. The eidolon can use scent
to track creatures. Source: Advanced Player's Guide

Improved Natural Armor (Ex)

An eidolon’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor.
This evolution can be taken once for every five levels the summoner possesses. Source: Advanced Player's Guide

Mount (Ex)

An eidolon is properly skilled and formed to serve as a combat-trained mount.
The eidolon must be at least one size category larger than its rider.
This evolution is only available to eidolons of the quadruped and serpentine base forms.
Source: Advanced Player's Guide

Feat -
Douge

Skills
Acrobatics +7 (1)
Climb +6) (1)
Stealth +7 (1)
Swim + 6(1)


I have an Archaeologist Bard rolled up; he's first level currently but I can bump him up to 4th without too much trouble. In fact consider this post as a dot for interest and I'll take the time to level him up early tomorrow evening.

Spoiler:
ARCHAEOLOGIST CR 1/2
Male Human Bard (Archaeologist) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 14 (1d8+5)
Fort +2, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +3 (1d4+3/19-20/x2) and
. . Longsword +3 (1d8+4/19-20/x2) and
. . Unarmed Strike +3 (1d3+3/20/x2)
Ranged Sling +2 (1d4+3/20/x2)
Bard (Archaeologist) Spells Known (CL 1, +3 melee touch, +2 ranged touch):
1 (2/day) Sleep (DC 13), Grease (DC 13)
0 (at will) Mage Hand, Read Magic (DC 12), Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Bard Weapon Proficiencies, Lingering Performance, Toughness +3
Traits Maestro of the Society, Vagabond Child (urban): Disable Device
Skills Acrobatics +5, Climb +2, Diplomacy +6, Disable Device +6, Escape Artist +1, Fly +1, Knowledge (History) +5, Perception +4, Ride +1, Spellcraft +4, Stealth +1, Swim +2, Use Magic Device +6
Languages Common
SQ Archaeologist's Luck +1 (9 rounds/day) (Ex), Bardic Knowledge +1 (Ex)
Combat Gear Bullets, Sling (20), Dagger, Longsword, Sling, Studded Leather; Other Gear Backpack (empty), Bedroll, Flint and steel, Mirror, small steel, Pouch, belt (empty), Rations, trail (per day) (6), Rope, silk (50 ft.), Thieves' tools, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (9 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Maestro of the Society +3 rounds of Bardic Performance a day.

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I would offer my services,
Lucien,Skirmisher(ranger) with my trusted wolf companion.
With my Scimitar and light shield and Bow I am at your service


Offering up a Savage Skald Fighter

Kravo Blshkh - Half-Orc
CG - Fighter 2 / Bard 2 (skald)

Spoiler:
Background concept etc...]
A larger than life mountain of half-orc flesh with a great protruding, hairy gut . Big, loud and infectiously exuberant. He driven by a passion for attaining all of life's earthly delights - with minumum effort. If he was half as ferocious as his Averakan compatriots he'd be the terror of the high seas....but indolence dogs him and he chaffes at the brutish life of the warrior.

His voice is tremendous. He has a booming baritone which will empty the bowels of the enemy. The Skalds recognized his talent early and trained him in the meadhalls of Flintyreach and the gatherings of Orcmoot. Averaka is a nation of warriors and reavers...and he was expected to join in their campaigns. He certainly faced his share of bloody battles while a-viking. His mighty falchion cut its way along the bloody coast from Ironbound Isles down to Nidal. He called the beat as they pillaged the shores of Avistan. But the life by longboat is too coarse for Kravo - the food too rotten. Unwilling women do not pleasure him as they pleasured his comrades. He much prefers the rich fare and willing whores at port.

He deserted his shipmates at Riddleport last season, and knowing how they like to treat deserters he decided to head out down the coast to seek his fortune. He travelled by caravan south - making a good show of it with his lusty Linnorm sagas and wild dances. He has recently settled in Sandpoint for some R&R. He finds the women here to his liking, though not quite willing enough for his taste. Perhaps they overestimate their price due to the exclusivity of the small marketplace. That Tian innkeeper looks like she could use some Kravo magic...but she drives a hard bargain. And Kravo is running out of funds fast.

crunch to follow


Sorry ment to add Ruby would spend 2kgp on a handy haversack to keep his stuff in and pear of Goggles of minute seeing 1,250 gp, rest in masterwork kit and healing stuff.


Helikon, what would your character's skill set look like?


Well they say the third times the charm. This character has been through 2 rise games that have died, so I really want in this one. To make it short, Rohan will be the tanky melee who will be a dragon disciple soonish while Copperscale the eidolon will be the scout skill monkey. I have some more gold to spend, but he is otherwise updated to your criteria. All of the info you need should be in the profile. Let me know if I've missed anything.


Lucian CR 3
Male Human(Shoanti) Ranger (Trapper) 4
CG Medium Humanoid (Human)
Init +2 ; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 20, touch 11, flat-footed 18. . (+6 armor, +2 Shield +2 Dex)
hp 40 (4d10+8)
Fort +6, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee:
Rapier Scimitar +1 +9 (1W6+5 18-20/x2) or
Scimitar +7(1W6+5 18-20/x2) Light and Spiked Shield+1 +6 1w4+4
Ranged +7 (1d8+4/20/x3)

--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 08
Base Atk +4; CMB +9; CMD 20
Feats: Ranger Weapon and Amor Proficiencies, Endurance, , Improved Shield Bash, Power
Attack,Two Weapon Fighting (CSF) Double Slice
Special Abilities: Favored Enemy (XXX), Track, Wild EmpathyFavored Terrain (XXX),
Trapfinding, Hunters Bond (Dog)
Traits: Big Game Hunter (RotRL Campaign Feat), Bred for War (Racial Trait)
Skills: Acrobatics +0 (+4 Jump)
Climb +8
Disable Device+13
Handle Animal +4
Heal +5
Intimidate +5
Knowledge Dungeoneering +4
Knowledge Geography +4
Knowledge Nature +4
Perception +8 (+10 Finding Traps)
Stealth + 4
Survival +8
Swim +4
Languages Common

Combat Gear:
Potion of Cure light Wounds
Gear:
Scimitar (MW), Composite Longbow (+4Str MW), Warhammer Alchemistical Silver, Kukri
Agile Breastplate (MW) +1 Light steel spiked Shield
Cloak of Resistance+1
Thieves Tools Masterwork Arrows Backpack Trail Rations


Changing some minor things in equipment and one less point in acrobatics one more in craft trapmaking.
Background:
A trapper and sometimes deputy to sheriff Hemlock, if he needs a scout to hunt or find missing people, Lucian roams the countryside close to Sandpoint since he took over the trade from his father. Of shoanti origin, he and his family, now only his mothers alive, moved to the sandpoint area to survive and find a safe point to live. Very tall and heavily muscled, tattood and scared Lucian is no stranger to danger, but he has always found a way to survive. Now with the recent sandpoint activitys and the goblin problems he was asked by sheriff Hemlock to stay close and help him with the problems. But Lucian is getting tired fast, his wanderlust is growing by the day. His trusted friend fang, a wolfhound raised from a pup are ready to go out and smell fresh air.


Kravo's profile is available for viewing. HP and Gear still need work, but you can get the idea of who he is. He has some magic....but it is magic which can be used to augment his battle capabilities. He's a tank, a skill monkey and a big mouth. His intimidation capabilities are very decent.

DESCRIPTION AND BACKGROUND:

6' 8" 300 lbs
A larger-than-life, tattooed, mountain of half-orc flesh with a great protruding, hairy gut. Big, loud and in your face. He is driven by a passion for attaining all of life's earthly delights - with minimum effort. If he was half as ferocious as his Averakan compatriots he'd be the terror of the high seas....but indolence dogs him and he chaffes at the brutish life of the warrior.

His voice is tremendous. He has a booming baritone which stirs the bowels of his enemies and empties them. The Averakan Skalds recognized his talent early and trained him in the meadhalls of Flintyreach and at the gatherings of Orcmoot. Averaka is a country of warriors and reavers...and he was expected to join in their campaigns. He certainly faced his share of bloody battles while a-viking. His mighty falchion cut its way along the foam red coast from the Ironbound Isles down to Nidal. He called the beat as they pillaged the shores of Avistan. But life by longboat was not a life for Kravo - the food too rotten. Unwilling women do not pleasure him as they pleasured his comrades. He much prefers the richer fare and willing whores found at port.

He deserted his shipmates at Riddleport last season, and knowing how they like to treat deserters he decided to flee down the coast to seek his fortune. He travelled by caravan south - making a good show of it with his lusty Northern sagas, ribald songs and wild dances. He has recently settled in Sandpoint for some R&R. He finds the women here to his liking, though not nearly willing enough for his taste. Perhaps they overestimate their value due to the exclusivity of the small marketplace. And Kravo is running out of funds fast....


Str Ranger here. Calain is from a Legacy of Fire game that died.

Provided the GM lets him keep his traits, Finding Haleen and Missing Sibling he gets 6 skills per level and can handle that role.

He's a powerhouse melee to boot.

At 4th level he looks like

1-Power Attack, Raging Vitality
2- Lesser Beast Totem
3- Improved Sunder
4- Str Surge.

If Picked I'll update his gear to 4th.

Read his posts to see his personality. Think of Hamish from Braveheart, without the accent.


Unless the GM has Pmed some one I think this is a dead thread


Pathfinder Adventure, Adventure Path, Starfinder Society Subscriber

Nope... VC will be back... And not a rogue in sight.....


Well Lucian is no rogue, but he can tank, can melee, can find and disable tracks, has no magic whatsoever ;-)


Lucian, you're in. Please report to the discussion thread.

Thanks and sorry to everyone else.


Thank you all the best with the game


No worries...based on what you were looking for even I felt that Lucian and/or Unspunnen made the most sense.

Plus I'm willing to wager that once the Anniversary Edition comes out there will be plenty of opportunities to play RotRL!


Good stuff! Have a blast!

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