Shalm's Rise of the Runelords

Game Master Shalm

Battle Map

Influence System:
We are going to be using a modified version of the Influence system from Ultimate Combat during some of these downtime sections in Sandpoint. Days will be divided into three segments (morning, afternoon, evening), and for each segment in which nothing else is happening, we'll hold what's called a Social Round.

In a Social Round, you spend time either trying to Discover information about an NPC through a Discovery check, or trying to influence an NPC through an Influence check. You may only make one of these checks per social round, and the check represents how successful you were in either discovering information about or influencing an NPC over the course of that part of the day.

Discovery Checks - if you choose to make a Discovery check, I will provide you a list of skills you can use to try to discover information about a particular NPC. If you succeed at the check, you can learn one of the following:

* Bias - an NPC's bias either for or against particular types of people
* Strength - a method of approaching an NPC that will make it more difficult for you to influence them (these approaches should obviously be avoided)
* Weakness - a method of approaching an NPC that will make it easier to influence them
* Skill - a skill that can be used to successfully influence the particular NPC[/list]

Influence Checks - if you choose to make an Influence check, you choose a skill to use to try to Influence the NPC. You might know which skills are effective (though a successful Discovery check), or you might just guess. Each NPC takes a certain amount of successes to influence them, and successfully influencing them will bring benefits, quests, etc.

Finally, the first time you attempt a Discovery check on an NPC, you can make a Knowledge check (I will tell you which ones you can use) to gain a +4 bonus on all Discovery checks on that NPC. If you listed an NPC as one of your allies or enemies during character creation, then you gain that +4 bonus automatically.

I hope this makes sense, and I think this will be a fun, flexible, but more codified way of running interactions with the people in Sandpoint, but please let me know if you have any questions or concerns! And you should obviously still roleplay any of these interactions - I think we'll get the hang of how to weave together the story with the checks.

A list of the NPCs that you can attempt to Influence, along with their primary location in Sandpoint, can be found here.


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So I just got in on a different AP recruitement, and I am not sure I have time for more than one PbP right now....don't want to over commit and then have to bail.

As such I respectfully withdraw my dot.

Good luck all.


Dotting! I've been hankering for some Rise of the Runelords since my weekly tabletop game fizzled out on it.

I have three barebones concepts to run with right now: An elven Divine Hunter of Sarenrae that I'm most interested in, but if a paladin won't fit the party I've also got an elven Spell Dancer magus and human Archaeologist bard in the works.


Already one elven divine hunter on the table!


decided my character. I'm going with a half elf unchained Summoner.

He's a studying mage who basically sold his life to his eidolon after a near death experience. He lives in Sandpoint and studies ancient civilizations and makes money by being a "Hero for hire"


Would you allow the primalist Bloodrager Archetype?


Hello, I've got a goliath druid that I've been interested in playing for a while, please take a look and let me know if you're interested too!

Note that I can scrap the animal companion and choose a domain for the sake of simplicity - but I can usually manage to run them in PBPs with reasonable success.

Sven Juttebar:

Sven Juttebar
Male half-orc (Ulfen) druid (goliath druid) 1 (Pathfinder Player Companion: Giant Hunter's Handbook 20, Ultimate Wilderness 187)
NG Medium humanoid (human, orc)
Init +3; Senses Perception +7 (+9 to not be surprised in a surprise round of combat, +8 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +6, Ref +4, Will +7 (+2 trait bonus vs. charm and compulsion)
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +2 (1d6+2) or
. . shortspear +2 (1d6+2) or
. . spear +2 (1d8+3/×3)
Druid (Goliath Druid) Spells Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (self only) (DC 14), shillelagh (DC 14)
. . 0 (at will)—create water, detect magic, guidance
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Additional Traits, Endurance
Traits child of two peoples, fate's favored, giant ambivalence, giant slayer
Skills Acrobatics -3 (-7 to jump), Bluff -1 (+0 vs. giant subtype creatures), Diplomacy +3, Handle Animal +3, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +5, Perception +7 (+9 to not be surprised in a surprise round of combat, +8 vs. giant subtype creatures), Sense Motive +4 (+5 vs. giant subtype creatures), Spellcraft +5, Survival +7
Languages Common, Druidic, Giant, Orc, Skald
SQ nature bond (elasmotherium [bodyguard] named Naesehorn), orc blood, primal bond, primal empathy, primal size, primal summons, shared vigilance, wild empathy
Other Gear hide armor, heavy wooden shield, club, shortspear, spear, bedroll, canteen[UE], chalk (10), feed (per day) (2), grappling hook, holly and mistletoe, masterwork backpack[APG], mess kit[UE], powder[APG] (10), silent piton[UW] (2), spell component pouch, sunrod (2), tindertwig (2), 35 gp, 4 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Sacred Tattoo +1 to all saves.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Naesehorn CR –
Female elasmotherium (bodyguard) (Pathfinder RPG Bestiary 6 312)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+1 armor, +1 Dex, +4 natural)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +3 (1d8+3)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 15, Int 2, Wis 17, Cha 3
Base Atk +1; CMB +3; CMD 14 (18 vs. trip)
Feats Combat Reflexes
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Acrobatics +1 (+5 to jump), Perception +7, Stealth +5
SQ combat riding, shared vigilance, track
Other Gear padded armor, saddlebags, silk rope (50 ft.)
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
Track [Trick] The animal will track a scent.

Background:

Sven is a towering half-orc with long blond braided hair. He has pale, bluish skin, and green eyes. He wears a hodgepodge of traditional ulfen garb and druidic wear, with both in various states of patched disrepair.
Sven was born in the Nolands, to an Ulfen shieldmaiden that was exiled from the Land of the Linnorm Kings for reasons she would never discuss. He had a hard life, growing up between two worlds and never being accepted by either. His small village was under constant threat of attack from ulfen raids, giants, and even occasionally drow, but managed to get by with a mix of careful diplomacy and defenses. He fought with people in town, and was easy to anger, but managed to contribute in a positive way.

His mother trained him to learn traditional ulfen weapons with the hope that he would become a barbarian or ranger of reknown, but he had other ideas. He travelled outside of town and trained in shamanistic traditions from an old orc druid that lived nearby and who called on Sven secretly to train him. He appreciated nurturing of this potential connection, and decided to follow in the orc's footsteps - though perhaps focusing more on some of the primal magic that seemed to be bound to Varisia's heart.

Not long after his 16th birthday, the village was sacked and destroyed by a band of ogres and stone giants, with the only survivors being him and his mother, and only by the pity of a stone giant who knocked them out and whisked them south after Sven foolishly challenged the giant to "single combat."

Sven is now fascinated by giants, and has an abiding interest in giantkind. He does not know why the giant spared him nor his mother, but doubly exiled, they travelled south to a settlement outside of Riddleport, and away from the mountains. Along the way, Sven attracted the help of a large, furred rhinoceros that he named "Naesehorn" (which is Ulfen for rhinoceros). His mother had no interest in living near giantish communities, and told Sven to strike out to the south if he wanted to learn more about the history of Giants. She recommended that he join the Pathfinder society, which she was once a member of, as they had extensive libraries, and he was instructed to travel to Magnimar to do so.

Sven grew up with his mother's faith in Desna, and has a traveller's and explorer's wanderlust, as as a result. He loves travelling, exploring, and learning new stories, but is particularly fascinated by the lore of giants and their history in Varisia. He doesn't understand them well, but has a feeling he himself may have some giant blood.

He has recently travelled to Sandpoint for the dedication to the new cathedral.


Eloen Tamlyranth wrote:
Already one elven divine hunter on the table!

Oh! I'll focus my effort on a different concept, then. Can you imagine two divine hunters, though? Man what a pain train for the monsters that would be.


Note that I am not set on the traits from the “additional traits” feat, and the character is planning on progressing as a Druid with one level of ranger and possibly one of barbarian.


Alright, I finally got my character polished off. I think she's finished for now. Sorry if some of the descriptions for personality and appearance are a bit grandiose and rambley. Trying to describe a character that is basically two different people is harder than you'd think. Still workshopping the Vigilante name, always open to constructive suggestions. >>'

Meatybits:
Fifika Vladimitru (The Elegant Edge)
LN (NG)
Str: 16
Dex: 14
Con: 12
Int: 14
Wis: 11
Cha: 14

Saves:
Fort: +1
Ref: +2 + 2 = 4
Will: +2

HP: 10

AC: 18
Touch: 12
Flatfooted: 16

BAB: 0
Attack: Sword Cane +3
Damage: 1d6+3
CMD: 15
CMB: +3

Feats:
1.Skill Focus (Knowledge Nobility) +3
2. Combat Expertise

Social Talent:
1. Social Grace (Knowledge Nobility) +4

Special Abilities:
Dual identity, seamless guise, vigilante specialization(Stalker), Hidden Strike: 1d8 or 1d4

Traits:
1. Favored Daughter-
Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Local noble and Innkeeper
Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure.
2. Improvised Defense: +1 shield bonus while wielding improvised weapon. Lose this bonus for one round if you make an attack with the weapon.

Skills:
Acrobatics (Dex), 1 + 2 + 3 - 2 = 4
Bluff (Cha), 1 + 3 + 2 = 6
Diplomacy (Cha), 1 + 3 + 2 = 6
Disable Device(Dex), 1 + 2 + 3 = 6
Disguise (Cha), 1 + 3 + 2 (+20 Seamless Guise when Applicable) = 6 (26)
Perception (Wis), Ranks 1 + 3 (trained) = 4
Profession: Ranks 1 + 3 (trained) = 4
Knowledge (Dungeoneering) 1+ 2 (int) + 3 (trained) = 6
Knowledge (local): 1+ 2 (int) + 3 (trained) + 1 (trait) = 7
Stealth (Dex), 1 + 2 + 3 - 2 = 4
--
Background Skills:
• Knowledge (nobility): Ranks 1 + 2 (Int) + 3 (trained) + 3 (Skill Focus) + 4 (Social Grace) = 13
• Perform (Cha) Ballroom Dancing: 1 + 3 + 2 = 6

Equipment:
Sword Cane 45gp
Armored Kilt 20gp
Lamellar armor 60gp
Mask 5gp
Wig 5 gp
Tear away Courtesan outfit 13gp
Remaining Gold: 2
Armor:
+5 AC (Max Dex +2) (-2 Armor Check penalty)
+1 Improvised Defense (Sheath)

Appearance/Personality:

Fifika:
Fifika stands roughly at 5’ 6” in height and has the dark tan skin that is common among the Varisan people with straight, raven black, jaw-length hair that sits in a pixie cut that sweeps from right to left. Her bangs slightly conceal her right eye while her hair has a butterfly pin on the left side that ensures her left remains revealed. Wearing an indigo courtesan’s outfit and violet lipstick the woman’s attire is designed not to accentuate her figure but rather to conceal what she wears underneath. Long sleeves and a flowing dress ensure that she is dressed fashionably for the noble courts but not so much so that she would stand out in a crowd of other similarly dressed officials. When not anticipating the need to switch into her alter ego she will often wear stiletto heels and adorn rings upon her fingers that, despite being worth little to nothing, appear quite fashionable. She carries a modest looking if not well crafted cane with silver trim that much like her is more than it seems.

Fifika plays the role of the prim and proper member of the noble court. She is well versed in the dos and don’ts of the noble circle and has somehow managed to all but master the ever changing trends and fashions of that seem to shift at a whim. She is reserved and is always careful to never speak out of turn. She always enters and exits with a perfect curtsey and is never one to gossip. While she is well respected amongst her peers many of the common folk see her as a snob desperately trying to extend her reach to a higher station than her own. She dismisses these claims and simply wants to live her life as a boring, unremarkable citizen who provides exceptional services to the elite.

Elegant Edge:
A breastplate of leather lamellar is worn over an attire composed almost entirely of fine gold colored silks. Said breastplate is affixed by straps over either shoulder, leaving them along with the rest of the arm barren and revealed. Edge’s upper arms are adorned with gold bands while gold bandannas are tied off at each wrist and elbow as though to form a sleeves that aren’t actually attached to anything while the long flowing silk pants meet knee high black leather boots. She wears a masquerade mask of silver and gold coloration in the shape of a magnificent butterfly with wings spread. Her jet black hair is concealed underneath a bleach blonde wig that has been fashioned into a thick fishtail braid that comes down to her waist line. Finally, Fifika’s walking cane becomes a pair of weapons in the form of the concealed sword wielded in one hand, while the sheath is brandished as an improvised weapon used for the sake of block and deflecting enemy strikes. When wielded this way it can be quite difficult to realize that the items are actually designed to look like a cane when together.

While Fifika’s behavior is often shackled by social norms and the requirements of her station, the Elegant Edge has none of these issues. She is loud and flamboyant, coming off as a showy Varsian who demands the attention of everyone in the room. She isn’t afraid to be crass or rude but seems to take great pleasure in outwitting or outmaneuvering opponents without having to break her stride, maintaining the illusion of elegance and control. Despite the act she is a stalwart defender of those in need and guardian of the cities inhabitants. This mentality coupled with her interference with certain criminal activities has earned her a rather foul reputation amongst the local Sczarni families but she considers it a small price to pay for the opportunity to live and little as well as do some much needed good across Sandpoint.

Background:

Originally hailing from Magnimar the Vladimitru family may have never considered themselves as members of the aristocracy they were certainly not strangers to affluent nobility. In an attempt to build a better life for their daughter, Fifika’s parents groomed her in the ways of the elites. Having moved away from Magnimar they escaped the lesser social standing they possessed there and built a new life in service to an affluent family. Fifika’s mother, Yesseni was a swordswoman of notable skill and though she had a reputation as a mercenary and thug in Magnimar, she managed to escape the label and found work as a fencing tutor, while Fifika’s father eventually began instructing in the art of ballroom dance.

Together they used every opportunity that presented itself to expose her daughter to the nobles and demonstrate her ever growing knowledge of fashion and etiquette. As she grew older she was eventually given a position much as her parents were. However rather than being put to work on physical tasks she was asked to utilize her extensive knowledge. Fifika at age 14 became an etiquette instructor and as such tutored the Prescu family’s daughter who was only five years younger than herself. While it was safe to say that the noble child, Amelia despised her lessons, her parents were proud of the progress made.

Amelia Prescu may no longer be a child and requires no further instruction, Fifika remains to this day as a servant working on retainer for the family. Amelia recognizes that there will come a time when she has children of her own that will require Fifika’s talents, and now the older woman no longer tutors Amelia that two women have formed a stronger bond that teeters dangerously on the verge of friendship. As such whenever Amelia is preparing for a major event there is no doubt that Fifika will be called in to make sure that all the decor is on the bleeding edge of noble fashion.

It seemed as though the Vladimitru family had found a new life and truly left their old behind them. However when Fifika was just nineteen years old they discovered this was not the case. Apparently Duren Vladimitru, Fifika’s father, owed money to the Sczarni families of Magnimar so when he skipped town they were intent on seeing him pay with his blood. It took almost a decade for their people to discover his new whereabouts but once they did his end was swift. Poisoned at a masquerade held by the Prescu family, he collapsed on the dancefloor.

Fifika and her mother knew the Sczarni were responsible, and it was at this point that Fifika doubled her efforts to master the sword techniques her mother had taught her. However she was not fueled by hatred, and her goal was not vengeance. Ultimately she understood that realistically she would never discover the identity of her father’s assassin and seeking revenge would only cause her to take out her feelings of anger and loss on people with little to no relation to her grievance. No, she sought not revenge, but justice. Her father’s death opened her eyes to the crime within the city. Much like her noble peers she had been ignorant of the threat of goblins, giants, and Sczarni that the average citizen lived in fear of. This would not do, and if she could do something, she knew she must. Fifika also knew that she could not take to the streets in the same way a guard or a solider could, as her peers would see it as barbaric and both she and her mother would be outcast from the noble society they had spent a lifetime trying to carve out a place within. Thus Fifika became a false front for someone new, the Elegant Edge, the vigilante that would fight the crime and injustice that had infested the streets of Sandpoint.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Pathfinder Zoey wrote:
Would you allow the primalist Bloodrager Archetype?

Sure!

Litejedi wrote:

Hello, I've got a goliath druid that I've been interested in playing for a while, please take a look and let me know if you're interested too!

Note that I can scrap the animal companion and choose a domain for the sake of simplicity - but I can usually manage to run them in PBPs with reasonable success.

Very interesting! And no problem on the animal companion.


Here is my submission:

Brandor Bulwark:

LN Male Dwarf Sacred Fist Warpriest of Irori

Languages Common, Dwarven, Celestial, Varisian.
Initiative +5 (+1 Dex +4 Imp Init)

DEFENSE
AC 14 (+1 Dex +3 Wis), touch 14, flat-footed 13;
CMD 16 (10 +0 BAB +2 Str +1 Dex +3 Wis)
HP 10 (8 +2 Con)

Fort +4 (+2 class +2 Con)
Ref +1 (+0 class +1 Dex)
Will +5 (+2 class +3 Wis)

Defensive Abilities

OFFENSE
Speed 20 ft
Base Attack +0; Melee Touch +2; Ranged Touch +1
CMB +2 (+0 BAB +2 Str)

Melee
Unarmed Strike +2 Att, 1d6+2 B dmg (+0 BAB +2 Str)
Flurry of Blows +0/+0

Ranged

Divine Spells Prepared (3, 1+1)
Orisons (DC 13):
1st Level (DC 14):

STATISTICS
Abilities Str 15 (+2), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 17 (+3), Cha 8 (-1)

SKILLS 3 ranks (2 +1 Int)
Acrobatics* +1 (+1 Dex)
Bluff -1 (-1 Chr)
Climb* +2 (+2 Str)
Diplomacy* -1 (-1 Chr)
Disguise -1 (-1 Chr)
Escape Artist* +1 (+1 Dex)
Fly +2 (+1 Dex)
Heal* +3 (+3 Wis)
Intimidate* -1 (-1 Chr)
Knowledge, local* +5 (1 rank +1 Int +3 class)
Knowledge, religion* +5 (1 rank +1 Int +3 class)
Perception* +7 (1 rank +3 Wis +3 class)
Ride* +1 (+1 Dex)
Sense Motive* +3 (+3 Wis)
Spellcraft* +1 (+1 Int)
Stealth* +1 (+1 Dex)
Survival +3 (+3 Wis)
Swim +2 (+2 Str)

Background Skills:
Appraise +1 (+1 Int)
Craft (glassworks)* +5 (1 rank + 1 Int + 3 class skill)
Knowledge (history)* +5 (1 rank + 1 Int + 3 class skill)

The sacred fist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str). These skills replace the warpriest’s class skills.

FEATS
Improved Unarmed Strike (free)
Improved Initiative (1st level)

TRAITS
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.

Quain Martial Artist

COINS
PP 0
GP 150
SP 0
CP 0

EQUIPMENT
Sandals & Robe, rope belt

SPECIAL ABILITIES
Weapon and Armor Proficiency
Sacred fists are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Sacred fists are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a sacred fist loses his AC bonus and flurry of blows.

This replaces the warpriest’s weapon and armor proficiency.

AC Bonus (Su)
A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 dodge bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

This counts as the monk ability of the same name, and the sacred fist’s warpriest levels stack with monk levels for determining the benefits.

Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name, except the sacred fist’s attack bonus from warpriest levels does not count as his warpriest level.

This ability replaces sacred weapon.

Unarmed Strike
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.

This ability replaces focus weapon.

Blessed Fortitude (Su)
At 3rd level, a sacred fist can avoid even magical and unusual attacks with help from his deity. If he succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless sacred fist does not gain the benefit of the blessed fortitude ability.

This ability replaces the bonus feat gained at 3rd level.

Bonus Style Feat
At 6th level, the sacred fist gains a style feat as a bonus feat. The sacred fist must meet the style feat’s prerequisites. He uses his warpriest levels as monk levels for the purposes of meeting the feat’s prerequisites. At 12th and 18th levels, a sacred fist gains either another style feat or a feat that requires a style feat as a prerequisite.

This ability replaces the bonus feats gained at 6th, 12th, and 18th levels.

Ki Pool (Su)
At 7th level, the sacred fist gains a ki pool. This functions as the monk class feature, using the sacred fist’s level – 3 as his monk level when determining the number of points in his pool and bonuses granted to his unarmed strike. Additionally, the sacred fist can as a swift action spend 1 point from his ki pool to grant himself a +1 insight bonus to his AC for 1 minute. (This is in addition the normal ki ability to gain a dodge bonus to AC.) This insight bonus increases by 1 for every 3 levels above 7th (to a maximum of +5 at 19th level).

This ability replaces sacred armor.

Miraculous Fortitude (Su)
At 9th level, the sacred fist’s blessed fortitude ability improves. He still takes no damage or negative effect when he succeeds at a Fortitude save, but now when he fails a Fortitude saving throw against a spell or effect that deals damage (including ability damage and drain), he takes only half the amount of damage. A helpless sacred fist does not gain the benefit of miraculous fortitude.

This ability replaces the bonus feat gained at 9th level.

Spell Casting (Divine)
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again.

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.

A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

Blessings (Su)
A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Law
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Healing
Powerful Healer (minor): At 1st level, you can add power to a cure spell as you cast it. As a swift action, you can treat any cure spell as if it were empowered (as the Empower Spell feat), causing it to heal 50% more damage (or deal 50% more damage if used against undead). This ability doesn’t stack with itself or the Empower Spell feat.

Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

Fervor (Su)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Bonus Feats
At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats.

Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy (Su)
Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Dwarf Racial Traits
Standard Racial Traits
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

FEAT AND SKILL RACIAL TRAITS
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

SENSES RACIAL TRAITS
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

OFFENSE RACIAL TRAITS
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Background:

Brandor Bulwark came to Sandpoint at a very young age, an orphan from giant raids, adopted by the Sczarni family. Having some strength and other skills, Brandor ran with a rough crowd and was often avoided as a street thug. He was happy to bully others, and did little besides odd jobs and a lot of drinking. Occasionally, he would participate is some light financial recovery jobs (repossession, load shark collectsion), but nothing too crazy. Life wasn't particularly hard, and Brandor was happy to skate by... until one fateful day.

One day, he and his best friend, Jubrayl Vhiski, were out drinking on the beach, watching a few goblins picking up scraps of junk that they found. When they saw Jubrayl's sister walking toward them, they didn't warn her, they just watched and laughed as the goblins started to curse at her and torment her - nothing big, she could defend herself. But then one of the goblins became aggressive, and changed. The dwarf looked at his bottle, figuring this batch fo ale was laced with hallucinogens. He had never seen anything like this - the goblin grew larger, his skin turning purple, and he mouth widened even larger than before. Rows of sharp teeth were evident as he smiled and pounced, biting the girls head off in one quick motion! The other goblins hooted and hollers, and then proceeded to tear the rest of her body to pieces.

Brandor was immediately sickened as Jubrayl cried, but both were too afraid to move. The slide behind the rock they were sitting on and shook for hours. After the boblins moved on, the two friends examined what little remained, and they became sick again.

For days and weeks that followed, Brandor could not reoncile what he saw. He could not sleep, visions of the terrible even haunting his dreams. He couldn't help with work, wouldn't eat, and eventually one of his adopted aunts came to him. She new of a monestary not far away run by the monks and clergy of Irori. She help pack him up and helped to make sure he was delivered to their doorstep, with a note explaining the situation. That was five years ago.

Brandor did learn to help get control of his mind and then also his body. He found comfort in trying to achieve perfection of his self, constantly striving for inner peace. Praying and exercise became his daily routin. Learning the ways of the clergy, he became quite devout and tried to atone for his past sins. Training with the monks, he learned the arts of defense, and when necessary, offense. Slowly, he begain to heal.

Now, the head of the monestary decided, was the time for Brandor to return to Sandpoint. A great catherdral to many faiths has recently been built.

Description:

Brandor Bulwark has returned to Sandpoint much differently than he left. He is leaner, and far more homeless looking than before. Wearing a simple brown robe and rope sandals, and very gaunt for a dwarf, he looks like he desparately needs a meal, and yet he carries himself with a confidence and paitence few recall seeing before. Long hair on his head is tied in a single braid, and his facial hair is tied in many small braids that dangle and sway as he moves. He is quiet, now, not the crazy rabble-rouser of his youth. Quiet, and calculating.


Oh, yeah, forgot to add the direction I planned to build toward. My vigilante will ideally be a diplomatic, knowledge skill based character that in combat will rely heavily on abilities that allow her to use the bluff skill. Utilizing Combat Feint for offense and eventually employing stuff like Misdirection Tactics defensively.


The plan is for Gudada to continue to increase his existing skills. He's got a niche in which he's comfortable, you might say.

His feats could be heavily focused on skill improvement, or on combat capability if the group needs him to grow that way instead. Skill development is the core plan, though. He's supposed to get really, really good at several things as he levels. Perception, then Disable Device, then Acrobatics, to go with his already significant Sleight of Hand. Which should cover quite a bit of story, I think.

I haven't tried to plan past that point. I figure I should get close to it before I worry about what comes afterwards . . ..


I present to you: Verus Deus Calvaluna

(despite anything he may say, he's given himself a name that roughly translates to "true god of the skull moon", which should tell you a little about how highly he thinks of himself.)

Nothing is set in stone, this is just the general idea. I'll make an alias eventually but for now here's an overview of the character. He'll be a "bad touch" cleric, full of debuffy goodness (badness?) with some buffs and skull-cracking tossed in for variety.

Crunchy Deliciousness:

Verus Deus Calvaluna
Male CN Human Cleric (Elder Mythos Cultist)
Level 1, Init 3, HP 11/11, Speed 20
Abilities Str 10, Dex 12, Con 14, Int 10, Wis 7, Cha 20
AC 16, Touch 11, Flat-footed 15, CMD 11, Fort 2, Ref 1, Will 5, CMB 0, Base Attack Bonus 0

Hide Armor, buckler (+4 Armor, +1 Shield, +1 Dex)

Heavy Flail +5 (1d10, 19-20/x2)
Dagger +0 (1d4, 19-20/x2)

Channel Energy 1d6 DC 15 Fort, 7/day
Vision of Madness Melee Touch Attack, 7/day
bonus of +1/2 cleric level to one of attack rolls, saving throws, or skill checks; penalty of -1/2 cleric level to the other two

Appearance and Personality:

Verus is an amiable man, gregarious and approachable. He seems to always have a small smile on his face, as if all is right in his world and nothing that happens could possibly bother him. He has the uncanny ability to seamlessly adapt his accent and speech patterns to fit in anywhere from a king's palace to a dockside tavern. Tall and handsome, he takes full advantage of his natural gifts to charm his way into ladies' bedrooms and seldom sleeps alone. His pale blue eyes stare mesmerizingly out from under his thick black hair, and his few days' growth of beard is intentionally just enough to give him a "rough and ready" look to those women who prefer that sort while short enough to appear elegant and dapper for the upper classes.

Background:

Verus can introduce himself better than I can, so I've given you a copy of one of his old speeches. Ignore the low quality of the writing and notes in the margins, he's become much better at public speaking since then.

Hello friends, allow me to introduce myself. My name is Verus Deus Calvaluna, and I used to be just like you. I grew up in a small village along the Yondabakari, creatively named Riverbend because, you guessed it, it was located inside a bend of the great river. I am the only child of Clement and Susanna Wyse, and they loved me as parents do, and I loved them as sons do. I had a childhood much like yours, I'm sure. I played with friends, I fished, I skipped rocks on the river. I grew into a young man like any other, interested in chasing girls and avoiding work, spending evenings trying to swipe a drink from the tavern with my friends.

Then it happened. Then it happened, my friends. On an unusually clear night in my twentieth summer, with the moon hanging large and low, I saw God. On the face of the moon was a skull, and it spoke to me.

He told me truths both obscure and obvious. People die. Animals die, plants die, even rocks die, after a fashion. I'm sure we've all seen stones worn down to sand on the shore mere steps from this very spot; that, my friends, is a form of death. We talked for hours before he told me the final and most important truth. Just as people die, just as animals die, everything dies.

[pause for emphasis]

The world, too, will die.

[pause again, let that statement settle a bit]

He did not tell me when. He did not tell me how, or why. These things are unknowable, even for a god. It is axiomatic, however - a very foundation of truth - that the world will die.

Naturally, this revelation took some time to grasp. I'm ashamed to admit that for a time I denied it despite its irrefutability. The world will die? That's madness, I thought. For nearly a year I continued on with my life as before, ignoring what had happened. Then I began to have the dreams. I saw the world end. I saw it end in rains of fire, in floods, earthquakes, meteors, and plagues. I saw the riots that would inevitably happen in the hours before the end. In the next months I dreamed every night, and I saw the world end a hundred times, in a hundred different ways. Then, my friends, I believed. The world will end, and the Harbinger of the Last Days, Groetus himself, had told me.

Well, what does a young man do when he realizes that the world may end at any time. I don't know what you would do, but let me tell ya, when I decided that there was no reason to plan for the future I decided to live for the now and I lived! It! Up!

[emphasize "lived! it! up!", pause for laughter]

Let me tell ya, I got more living done in the next few years than most men do in their lifetime. I fell in and out of love a half dozen times. I spent more time drunk than sober, and most of my sober time was working on the next drunk. I tagged along with adventurers going into the Mushfens and Fogscar Mountains. I traveled the world, or so I thought at the time. I never got farther from home than Magnimar or Whistledown, but to a boy from a tiny village on the river it felt like the great wide world.

[smile self-deprecatingly]

However, eventually I came to the realization that I was being selfish. I was capitalizing on the fact that nobody else had been given the knowledge that I had. While I lived from one adventure to the next, all around me were people who were planning long term, who didn't know that such distant plans were ultimately useless. So I took it upon myself to enlighten you. My friends, I came here to spread the word.

The world is ending, so let's enjoy it while it lasts.

Note: He seems to have glossed over a few small details, such as the fact that he gave himself the name Verus Deus Calvaluna, but it'll do for a sense of who he is and what he's all about. I must say, telling people that self-indulgence is the only reasonable way of life and will have no real consequences is a pretty ingenious way to get soft-minded fools to join your cult.


Submitting Rigel, a cleric of Desna traveling to Sandpoint to see the new Cathedral. No second-guessing his role...he is a healer, buffer, decent face, and secondary tank character. Thanks for the consideration!


Hey, so I'm working on a half-elf drow (Blended View) inquisitor of Pharasma that's going full on undead hunter. I would be using the Vampire Hunter, Umbral striker,and Urban Infiltrator archetypes (they seem to work together really well) though if any of them don't work, or if you don't want me to take all of them, just let me know.

Edit: oh and he would be a skill monkey with ranged combat focusing on getting off as many arrows as possible.


Whoa, definitely didn't expect the discussion of that cult idea to impact half the responses!

Like Lekkric18, I fully understand people not wanting to be shoehorned into one direction. And the more I think about it, the more it seems a bit "thematic" rather than cohesive for the campaign.

In any case, I realize I didn't ask if you were fine with the Gloom Chymist archetype, Shalm. If you are, I'll post my halfling gloom chymist later today, and if I don't hear anything by midday or so, I'll post a different character I've had a lot of fun putting together - an elf skald who has been working for Daviren Hosk at the Goblin Squash Stables for a few years and, when he needs a little extra coin, performing at the White Deer in the evenings.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Grimtongue wrote:
In any case, I realize I didn't ask if you were fine with the Gloom Chymist archetype, Shalm.

Gloom Chymist is fine!

Reminder

I am going to be away and not checking reliably starting today. Please follow the guidelines laid out in my first post, and submit characters by 11:59pm EST on Sunday, October 21.

Enjoying all the submissions so far!


Would like to submit Baldwin for consideration.

Crunch:
Baldwin Karthis
Male human (Varisian) fighter 1
LN Medium humanoid (human)
Init +6; Senses Perception +6 (+7 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d10+4)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+6/19-20) or
. . heavy flail +5 (1d10+6/19-20) or
. . spear +5 (1d8+6/×3) or
. . spear +5 (1d8+6/×3)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 12, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17 (18 vs. grapple, 18 vs. trip)
Feats Big Game Hunter, Improved Initiative, Toughness
Traits giant slayer, seeker
Skills Acrobatics -1 (-5 to jump), Bluff -1 (+0 vs. giant subtype creatures), Climb +5, Handle Animal +3, Knowledge (engineering) +4, Perception +6 (+7 vs. giant subtype creatures), Sense Motive +1 (+2 vs. giant subtype creatures), Swim +5
Languages Common, Varisian
Other Gear hide armor, greatsword, heavy flail, spear, spear, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 8 sp
--------------------
Special Abilities
--------------------
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.

Appearance/Personality:
Baldwin is in his mid 30s. He has shoulder length dirty blonde hair that has started to slightly grey. He is a little rough around the edges and can be blunt, but he is honest and a dedicated guard.

Background:
Baldwin grew up in a typical Varisian travelling caravan. He doesn't remember a lot about his parents or the caravan since the caravan was set upon by a marauding band of giants. His father and mother were killed and he only escaped because of the help of a family friend, Bilzen Sorn. Bilzen had relatives who had settled in Sandpoint so he brought Baldwin there as a child. Bilzen's cousin Enderaki Sorn had built a monastery in Sandpoint and agreed to take in young Baldwin.

Baldwin grew to age with Enderaki's only child, his daughter Sabyl. The two were like brother and sister, even though not related by blood. During his childhood at the monastery he received plenty of martial training, although he always had a preference for weapons instead of fists, especially big weapons he thought he could one day use to bring vengeance against the giants that tore his family apart.

Not seeing a future as a monk of the monastery Baldwin instead joined the town guard when he was in his teens. He has served as a guard with Sandpoint for several years now. Being part of the group to track down Chopper, Baldwin is well respected in town and a friend of Belor Hemlock. Even though he still holds a deep seated hatred for giants, overtime his mind has shifted elsewhere to the concerns of the town he calls home, the town who has taken him in and that he has vowed to protect.


So, what's the competition look like?

Ammon Knight of Ragathiel - - ? Half-Elf Unchained Summoner?
ayoungfishmonger
Bladecutter
C B 380 - Rigel Pordyras - CG Human Cleric of Desna
Dakcenturi - Baldwin Karthis - LN Varisian Fighter
DarkWingD - Ash Williams - N Human "Constructed pugilist/Hinyasi- Brawler"
DBH
FangDragon
Fenris105 - - ? Drow Half-Elf (Blended View) Inquisitor of Pharasma (Vampire Hunter, Umbral striker, Urban Infiltrator) ?
Grimtongue - - ? Halfling Alchemist (Gloom Chymist) ?
hustonj - Gudada Purrun - CG Varisian Unchained Rogue "entertainer"
Ictoo
Jesse Heinig - Eloen Tamlyranth - LG Elf Paladin (Divine Hunter)
Lekkric18 - Verus Deus Calvaluna - CN Human Cleric (Elder Mythos Cultist)
Litejedi - Sven Juttebar - NG Ulfen Half-Orc Druid (Goliath Druid)
Oniwaban - Veryan Threnott - ? Half-Elven Ranger
Ouachitonian
Pathfinder Zoey
PJP - Brandor Bulwark - LN Dwarf Warpriest of Irori (Sacred Fist)
Sbodd
TClegg1024 - Talil Kosh - LN Human Unchained Monk (Far Strike Monk)
TheDopplerEffect - Fifika Vladimitru [The Elegant Edge] - LN [NG] Vigilante (Stalker)
zefig

So, that's 9 who have dotted (and not withdrawn) without providing a character concept; 3 who have dotted and provided a character concept; and 11 who have provided characters at some level of complete.

Out of the 11, I would divide them into:

Primary arcane 0
Primary combatant 6
Primary divine 3
Primary skill 2

Note: I called the Warpriest a primary combatant and the Vigilante a primary skill. If the players perceive them differently and want them advertised as such, you'll have to speak up.

Roughly 8 days left, according to the GM's advertised cut-off.


Given the vast amount of combat types I think Primary Skill is a good place for me. Of course both skill primaries have the potential to be DPS monsters in the right situation.


My Submission

Basically done

Unchained Summoner Focusing on support using eidolon, summons and buffing spells

Neutral Good


For your consideration GM: My swashbuckling Magus, Aria Gest

Full disclosure: I've played in a RoTRL game before on these boards but it didn't get very far at all. Too bad because that campaign had an interesting party dynamic.

Background:
I have always been a dreamer, I was practically raised on stories of high adventure and derring do. You see a distant ancestor of mine, Durvin Gest was one of the original pathfinders. While other kids were running around outside I was pouring over the chronicles. I’ve read all the ones that mention Durvin of course and many beside, the first chronicle is still my favorite, and one day I hope to own a copy. Looking back on it now it’s clear my early childhood was cosseted, my parents were merchants, traveling up and down the length of the inner seat to ply their wares. Where ever we’d travel father would promise to find me another chronicle. I guess he couldn’t help but indulge his only daughter, besides secretly he enjoyed them too.I still remember the last chronicle father gave me, it was a battered old copy of the twenty seventh. I loved it, and it helped take my mind away from the reality of doing business in Riddleport.

Riddleport as bad as you’ve heard, a den of scum and villainy. Our boat was stolen, ironically by a traveller from Vudra rather than one of the local Sczarni. This was a disaster, mitigated only by the fact our merchandise, cases of fine wine, had been mostly offloaded. Father resolved to join a wagon train and travel overland via the Cinder Road to Wartle and Magnimar where he planned to sell the wine. A fine idea in theory but just after we’d cleared the Churlwood a band of goblins came boiling down from the Fogscar Mountains and attacked caravan, slaughtering indiscriminately. Father stuffed me into a box in the wagon so that I could hide, I heard him die. I felt his blood trickling through the box lid. I have never been so frightened in my life, I still have nightmares about being confined in a coffin to this day. I think the only reason I survived was because the goblins found so much plunder that they didn’t bother to search every last chest. They drunk most of father’s wine and danced in the light of the full moon shrieking obscenities and toying cruelly with the last survivors. By the morning they were gone, having smashed everything they couldn’t carry.

In the light of the morning I wandered lost and afraid down the road and was rescued by a group of Varisian travelers. I’d lost everything and took pity on me and invited me to stay with them in their brightly colored caravans. The laughter of the head woman, Eva’s somehow made the world smile despite the grimness that had seeped into my soul. Her kindness will stay with me forever, she opened my eyes to the Art, and her sons taught me how to fight. They became my new family and for years we traveled, seemingly at random within Variasia although I began to realize after the third summer there was a rhythm to their wanderings. The golden rule was never return to a place too quickly, I think this is when it dawned on me that they where Scarnazi. It was kind of exciting for a while, but then there was trouble in Magnimar. There was a fight, a man got killed and we left in a hurry, suddenly it wasn’t fun anymore and I asked to leave at the next town. That was Sandpoint, about a year ago a friend of theirs Jubrayl Vhiski took me in. I was disgusted when I found out what Jubrayl was hoping I’d do to pay for a roof over my head! I explained quite firmly that no, I would not be doing that even if it meant I had to gut hagfish for a living! Unfortunately that’s exactly what I had to do at first but now things are looking up. I’ve been doing odd jobs at Savaha’s arms and armory for the past few months and I’ve been able to save some money for the first time in my life!

Description:
At first glance Aria is a tall (almost 6') lean weather beaten young woman, with flame red hair dark eyes and a crooked smile. Despite being a little bookish and shy, she’s clearly been keeping trim and something about the look in her eye suggests an an inner core of iron. She has an impressive tattoo of a stylized dragon over her left shoulder which if you look closely is made out of hundreds of tiny runes. Courtesy of Madame Eva, it supposedly describes the story of how she became part of the family.

Description:
At first glance Aria is a tall (almost 6') lean weather beaten young woman, with flame red hair dark eyes and a crooked smile. Despite being a little bookish and shy, she’s clearly been keeping trim and something about the look in her eye suggests an an inner core of iron. She has an impressive tattoo of a stylized dragon over her left shoulder which if you look closely is made out of hundreds of tiny runes. Courtesy of Madame Eva, it supposedly describes the story of how she became part of the family.

Combat Vignette, level 3 vs a trio of minions:
The three toughs drew their swords and started circling Aria, One of them had an impressive scar across his face, she called him handsome. Another one she called Curly had curly locks of lank hair and a wispy beard. That left the lumbering brute nicknamed Haystacks. Handsome leered at her and boasted ”You’ve nowhere to run little wren, we’re going to show you a good time!”. ”Now boys, that’s no way to treat a lady!” Aria cried as Curly lunged at her. With reflexes enhanced by her arcane trance, she batted the point of his epee out of the way and riposted scoring a hit on his left shoulder which blossomed red with blood. Curly yelped in surprise.

Concentrating hard, she held the forma of a spell in her mind. Dodging several thrusts, she whispered the words that unlocked the power she’d gathered within. A circular plane of force shimmered into existence, which suddenly shifted to intercept a thrust from Handsome and Haystacks who had circled behind her. Whipping around Aria lightly touched Handsome’s sword as it past her, deflecting it enough so that it ran Haystacks through instead. Both men looked shocked, Haystacks because he was dead and Handsome because he’d killed him. ”Get her!” screamed Curly, favouring his shoulder. Circling like wolves the two men bore down on her, Curly feinted high before lunging at waist level. Aria lightly parried his blade and sidestepped foiling Handsome’s strike. They weren't the best of fighters but together they were dangerous, Aria’s luck wouldn’t last, she needed to drop one and fast! Aria parried another thrust as she concentrated, holding the forma for an offensive spell in her mind. Curly’s footwork was getting slower, and he stumbled slightly. Aria thrusted suddenly, Curly desperately managed to block, but Aria whispered the last words to her spell and suddenly her blade crackled with electricity. Startled, Curly tied to dodge away but Aria was faster, her blade pierced his chest and he convulsed as the electric charge fried him. Curly toppled backwards with smoke coming from his eyes. Whirling on the last man standing she demanded, ”Sure you still want to play handsome?” He glances at the still twitching corpse of Curly and the puddle around Haystacks and ran off screaming!

Build:
Aria Gest
Human magus 1 (Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +3 (1d6+3/18-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus Spells Prepared (CL 1st; concentration +3)
. . 1st—shield, shocking grasp
. . 0 (at will)—daze (DC 12), detect magic, light
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 15, Wis 10, Cha 9
Base Atk +0; CMB +3; CMD 14
Feats Artful Dodge, Redirect Attack
Traits family ties, scholar of the great beyond
Skills Climb +5, Craft (alchemy) +6, Knowledge (arcana) +6, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Perception +1, Spellcraft +6
Languages Common, Elven, Varisian, Varisian
Other Gear lamellar (leather) armor[UC], light crossbow, rapier, magus starting spellbook
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Artful Dodge Gain +1 dodge bonus to AC vs. opponent only you threaten.
Redirect Attack Once a turn redirect a failed attack from opponent to another target.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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"You there, boy! Yes, you." A black-haired halfling with a rather sizeable nose beckons you to a small patch of shade between the fishmonger's stall and a tannery. He shifts his pack from one shoulder to the other as you approach.

"I have only a simple question for you, as I'm newly arrived in your fine town. It's an odd one, but with how many travelers you seem to have here, oddities are perhaps the only thing that's common around here, yes?" He lets slip a slight chuckle before continuing.

"I'd like to stay in the town's second-worst inn, if you please. I'd only overspend at the nicest places here - but I don't want to sacrifice all quality, either - so the second-worst seems to be my best bet."

After your recommendation, he steps forward and tosses you a few coppers for your time and assistance. You now see that his face appears almost... stained with blotches of ashen gray. This same gray blotching can be seen on his hand and wrist as he pays you for your trouble. He then makes his way off toward the Rusty Dragon, glancing about regularly and peering down every alley, as you continue about your business in the marketplace.

This is Grimtongue's halfling gloom chymist. What follows is a rundown of Lucino's appearance and mannerisms; his backstory until now is listed in his profile instead, to keep it tucked away from people who impulsively open Spoiler tags. ;)

Appearance and Mannerisms:

Lucino is a nicely-dressed halfling with large, watery eyes and blotchy skin. Though ever congenial and proper, there's something about the way his eyes track you that reveals him to be highly paranoid and wary. If you were in the market, you may have seen him arrive in Sandpoint merely hours ago, looking for all the world like a normally polished individual caught in an uncharacteristically haggard condition.

From outward appearances, he seems to be one of the many adventurers traipsing around southern Varisia: large backpack covered in traveling accoutrements, a few sheathed daggers hanging from belt loops, well-worn boots leaving a small trail of dried mud on the half-cobbled streets. However, those who interact regularly with such explorers and dungeoneers find him to be little different from their expectations. Perhaps he seems a bit too jumpy, where most of them are self-assured. Maybe he's a little too timid where most of them are boisterous and confident.

Visually, there is something else slightly unusual about the halfling; for whatever reason, the skin on his face and arms (and presumably elsewhere, for that matter) is blotchy, covered in marks reminiscent of soot stains. Lucino wears brightly-colored clothing - though not garishly or gnomishly so - especially reds and yellows. Looking closely, one might also see similar soot-stained spots on his sleeves. His gaze averts constantly, sometimes checking over his shoulder and other times peering out far into the distance. He doesn't pass an alley without first glancing down the length of it.


here's Fenris' Davril Sok, Alas I don't have a full back story for him yet but a quick version is that he is the youngest in a long line of monster hunters, focusing on the undead, who has spent much of his time studying local lore in order to learn more about the undead in Varisia. Davril is a sneaking skill monkey who can hold his own in a fight, I'm not sure which direction I want to take him in yet so it'll depend on the party makeup.


dotting with interest....


I'm looking at doing a Speaker of the Depths Nagaji Inquisitor Monster Tactician.

Basically: A stalwart believer in the idea of raw destruction and creation as a means of bringing a better world. Stats to come.


I think I'll whip up a sorcerer....


I'm going to submit Syeira, Tattooed Sage Sorcerer for this. If selected I will create the proper profile.

Crunch:

Syeira Cretu
Female human (Varisian) sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
CG Medium humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +0 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—dancing lights
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), magic missile
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, ray of frost
. . Bloodline Sage
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, scholar of the ancients
Skills Acrobatics +3, Appraise +8, Knowledge (arcana) +11, Knowledge (local) +8, Lore (Alchohol) +8, Perception +4, Sense Motive +4, Spellcraft +10, Stealth +3
Languages Common, Draconic, Elven, Goblin, Sylvan, Thassilonian, Varisian
SQ bloodline tattoos, familiar tattoo
Other Gear haramaki[UC], crossbow bolts (40), dagger, light crossbow, bedroll, canteen[UE], ink, inkpen, journal[UE], masterwork backpack[APG], spell component pouch, 30 gp, 8 sp
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Magic Missile) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

--------------------

Arcane Familiar CR –
Greensting scorpion (protector) (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Extra Item Slot, Weapon Finesse
[b]Skills
Acrobatics +7, Appraise -1, Climb +7, Perception +8, Sense Motive +1, Spellcraft -1, Stealth +19, Swim +7; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link, loyal bodyguard
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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Background:

Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own.

This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood she was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl.

As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk.

While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out what she was looking.

This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her a different small town (though bigger than her home) of Sandpoint.

Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?”

Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly stepped out of his way before punching him in the face, causing him to fall unconscious with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron.

That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her.

Appearance and Personality:

Syeira stands at 5'8" and has a slight build. She has long flowing jet black hair and piercing blue eyes. She has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it.

Build Projection:

As should be fairly obvious, I am going for a glass cannon blaster sorceress. I am human and will be taking the alternate racial favored class ability, so I should have some decent utility like a wizard.


Here is Grimaldi Redhand, Half-Orc Performer(clown) with his sidekick Buster Bear. He is a Pack Lord Bard.


Would you allow the signautre moves trait? I was looking into a character that used the Butchering Axe and that would make it much more usable early on - if Signature moves is too much would you allow a nerfed version of it that gave less gold?


Dot. I have an Infiltrator Ranger somewhere that I submitted once before to another campaign. Maybe I'll find him and retool him as needed.


Hello, I'm putting my hat in the ring. I'm going to be playing a Ranger. I have got the back story done. I still have crunch do finish and polish a few things.

This is an old alias so it still has some things from the last game I played.

But it will all get done before it closes.


Got Crunch done, just need time to work on back story.


Dotting for a Gnome Fey Sorceress

Grand Lodge

This is the gnome sorceress. Had 4 paragraphs for backstory. I thought 3 would make them too long, hope it's ok.


Here is Verus Deus Calvaluna; I finally got around to making an alias for him.

Everything should be there in the alias, if anything's missing just let me know.


Incidentally, there is another Runelords game in progress (about level 3) in need of a backfill for a spot.

Grand Lodge

Eloen Tamlyranth wrote:
Incidentally, there is another Runelords game in progress (about level 3) in need of a backfill for a spot.

Friendly reminder that they are looking for a front liner, I believe.


Filona Fiorde wrote:
Eloen Tamlyranth wrote:
Incidentally, there is another Runelords game in progress (about level 3) in need of a backfill for a spot.
Friendly reminder that they are looking for a front liner, I believe.

"A preference for a melee/switch-hitter character has been expressed, although a dedicated archer would likely be welcome, as well."

Two submissions and a dot, with applications closing on Tuesday.

Envoy's Alliance

dotting in for interest. will send submissions later on.

Grand Lodge

Gudada Purrun wrote:
"A preference for a melee/switch-hitter character has been expressed, although a dedicated archer would likely be welcome, as well."

Forgive me for not knowing what melee/switch-hitter is. <bad joke>I wonder if it's a melee character who hits switches in dungeons</bad joke>


All right, mostly just copying over a submission from a campaign he didn't get into. It might need a little polish, but I wanted to make sure I got in before the deadline just in case I didn't have the chance over the next couple days.

Crunch:
Theron Istral
Male Varisian Human Ranger (Infiltrator) 1
NG Medium humanoid (human)
Init +4; Senses Perception +6

-----------
DEFENSE
-----------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2

-----------
OFFENSE
-----------
Speed 30 ft.
Melee longsword +3 (1d8+2/19-20)
Ranged longbow +5 (1d8/x3)
Special Attacks humanoid (goblinoid)+2

-----------
STATISTICS
-----------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot
Skills Handle Animal +3 , Intimidate +3 , Knowledge (Dungeoneering) +4 , Knowledge (Geography) +4 , Knowledge (Nature) +4 , Linguistics +1 , Perception +6 , Stealth +7 , Survival +6 , Survival (Follow or identify tracks) +7 , Swim +5
Traits giant slayer, magical knack (ranger)
Languages Common, Giant, Varisian
SQ track +1, wild empathy +1
Gear/Possessions studded leather, longsword, longbow, outfit (traveler's), arrows (60), backpack, bedroll, belt pouch, flint and steel, trail rations (5 days), rope (hemp/50ft), waterskin

-----------
SPECIAL ABILITIES
-----------

Giant Slayer Your family's village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Humanoid (Goblinoid) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Magical Knack (Ranger) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Ranger gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Background:

Theron was born in a small, quiet hamlet in a rather remote part of Varisia. He and his twin sister Adara had a fairly typical upbringing for most of their early childhood. At about nine or ten, though, life as he knew it came crashing down around him. A roving group of giants descended upon the village, taking what they could and torching the rest, killing indiscriminately all the while. While Theron managed to escape with his father, his mother and sister were not as fortunate. His mother was cut down during the attack, and his sister became separated from him during the chaos and vanished. Adara’s body was never found during the aftermath, and for a long time Theron held out hope that Adara had made it to safety somewhere, somehow. As the years went by, though, that hope dwindled to almost nothing.

For years after the destruction of their village, Theron and his father flitted from caravan to caravan, settlement to settlement, spending extended periods of time living in the Varisian wilderness. Theron’s father made it his purpose in life to teach his son not only how to survive, but how to fight. He became obsessed with learning how to kill giants and prevent a repeat of what happened to their family, and every bit of knowledge he found he passed on to his son. This obsession changed him, though, and his behavior would at times confuse Theron. He would often disappear for days at a time, even weeks, leaving Theron to fend for himself wherever he was, be it in a town or at a campsite at the edge of a forest.

And so it was that Theron Istral spent his adolescence, wandering Varisia. Years later, upon reaching the age of adulthood, he was gifted a kapenia by his father. Shortly thereafter he disappeared once more, only this time he didn’t come back. Theron attempted to track his father, but to no avail. He was simply gone. Without any other options, Theron continued with his current lifestyle living on the fringes of civilization. He would hunt and explore, sell goods when money was needed, and aid travelers braving the dangers of the Varisian wilderness when the opportunity arose. In recent months rumors had begun circulating through the countryside of giants on the move again. Eager to help whoever he can against something like that, Theron made his way to the town of Sandpoint, offering his services in whatever capacity would be most useful.

Appearance and Personality:

Theron is a fairly typical young Varisian man in physical appearance. He has bronzed skin, brown hair that hangs down just above his shoulders, and dark, intense eyes. A bit taller than average, Theron is lean and nimble in his bearing and movements. His clothing is different from the usual Varisian fare, though. He generally shuns bright, flashy colors and ostentation in favor of a rough mix of darker greens and browns, even when not moving through the countryside. His reserved demeanor matches his attire. A lifetime of drifting around the edge of civilization has made Theron a distant and rough around the edges. Still, he's friendly enough -- or at least tries to be -- even if at times he comes across as a bit odd. Scars from childhood continue to haunt him, and he does hold a deep hatred and resentment toward giants and giantkind.


Here's Sbodd's rogue, Marcan. All the required stuff should be in the profile. A couple of questions:
How strictly will you track encumbrance by weight? If that's going to be a thing, I'll need to rebalance my stats a little.
I like the general flavor of the "Student of Faith" campaign trait, but as a non-caster it's fairly useless to me mechanically. How would you feel about reworking it to something like +1 to UMD for items that cast cleric spells, and +1 to the caster level of Cure effects via UMD?


I will try again with this character for RotR

"Me ax is yours if ye have me."

Hope I did the skill points right
1 for Intimidate
1 for Know Dungeoneering
1 for Survival
background
1 for Profession Miner
1 for Know Engineering


Torvin now seems 99% finished. I will be doing some polish before it ends but crunch, backstory and such is done.


It has been a week since I posted my first summary of the competition, so let's take another look, shall we?

Reminder, the advertised application cut-off is basically midnight tomorrow night, East Coast time.

Ammon Knight of Ragathiel - Lucius Artorias - NG Half-Elf Unchained Summoner
Anthorg - Filona Fiorde - CG Gnome Sorcerer (Fey)
ayoungfishmonger
Azure_Zero - Etna Venus Van Ash - NG Half-Elf Sorceress (Draconic (Gold))
Bladecutter
Buckshot Bob - Grulyn Ironfoot - LG Dwarf Fighter
C B 380 - Rigel Pordyras - CG Human Cleric of Desna
Dakcenturi - Baldwin Karthis - LN Varisian Fighter
DarkWingD - Ash Williams - N Human "Constructed pugilist/Hinyasi- Brawler"
DBH
FangDragon - Aria Gest - CG Human Magus
Fenris105 - Davril Sok - N Drow Half-Elf (Blended View) Inquisitor of Pharasma (Vampire Hunter, Umbral striker, Urban Infiltrator)
Grimtongue - Lucino Gardener - N Halfling Alchemist (Gloom Chymist)
hustonj - Gudada Purrun - CG Varisian Unchained Rogue "entertainer"
Ictoo - Torvin Gallus - CN Human Ranger(Wild Hunter)
Jesse Heinig - Eloen Tamlyranth - LG Elf Paladin (Divine Hunter)
Lekkric18 - Verus Deus Calvaluna - CN Human Cleric (Elder Mythos Cultist)
Litejedi - Sven Juttebar - NG Ulfen Half-Orc Druid (Goliath Druid)
Marjim Marc Arafiles
MrStr4ng3 - Grimaldi Redhand - N Half-Orc Druid (Performer)
Oniwaban - Veryan Threnott - ? Half-Elven Ranger
Ouachitonian
Pathfinder Zoey
PJP - Brandor Bulwark - LN Dwarf Warpriest of Irori (Sacred Fist)
Redac - Theron Istral - NG Varisian Ranger (Infiltrator)
RHMG Animator - - ? ? Sorcerer ?
Sbodd - Marcan Velder - ? Half-Elf Unchained Rogue (Scout)
Simling - - ? Speaker of the Depths Nagaji Inquisitor Monster Tactician ?
Slayde77 - Syeria - CG Varisian Sorcerer (Tattooed Sorcerer, Wildblooded)
TClegg1024 - Talil Kosh - LN Human Unchained Monk (Far Strike Monk)
TheDopplerEffect - Fifika Vladimitru [The Elegant Edge] - LN [NG] Vigilante (Stalker)
zefig

So, that's 7 who have dotted (and not withdrawn) without providing a character concept; 2 who have dotted and provided a character concept but not a write-up; and 23 who have provided characters at some level of complete. A small sampling of those 23 include rules variant requests the GM has not issued public decisions about.

Out of the 23, I would divide them into PRIMARILY:

Arcane: 4 (1 Alchemist, 3 Sorcerer)
Combat: 12 (1 Brawler, 2 Fighter, 1 Inquisitor, 1 Magus, 1 Monk, 1 Paladin, 3 Ranger, 1 Summoner, 1 Warpriest)
Divine: 4 (2 Cleric, 2 Druid)
Skill/Support: 3 (2 Rogue, 1 Vigilante)

I identified which classes I put where to help anybody who wants to consider them differently. I put the Summoner in Combat because the Eidolon is a combat build, and my experience with Summoners says the Eidolon's build means more than anything else about the role filled.

23 applicants so far for 5 seats.


Yeah long odds again ;)


Pathfinder Zoey and I would like to submit our characters together, if that's alright.

Ileana Avertin is an unusual inquisitor formed by her youth into a compassionate young woman focused on helping others. Her understanding of the threats that will come and her ties to the city will be a boon to nearly any party that she joins.

As far as build goes, I am likely to invest in both inquisitor and ranger as her levels increase.

Background and Personality:
Ileana Avertin ( Character Sheet ) has lived her entire life in Sandpoint, having been born to couple a who had left Korvosa to further sever their ties with Diabolist family members. One of many formative events in her life, some six years ago, Ileana lost both of her parents during the Late Unpleasantness and was adopted into the soon-to-be-grieving Avertin family. She has since done everything that she could to support her new family, and follow in her late uncle's footsteps, replacing a childhood of rock climbing, swimming, and plays with a young adulthood of helping in the bakery and visiting with Belor Hemlock.

Another such formative moment within her life was her introduction to Sarenrae's religions within a text she found at the Curious Goblin. Enamored with the teachings and ideals of the faith, she's spent her youth poring over every bit of information she could within the theology section, but perhaps more importantly, in living the teachings. She volunteers every weekend at the Sandpoint Garrison, where she treats the militia and prisoners with equal amounts of respect, always bringing plenty of sweet treats and fresh bread when she goes.

Ileana is never seen without her armor, having worn some form of it since just after her adoption, even going so far as to sleep - if not bathe - in it. She keeps the armor meticulously maintained at Savah's, where she visits at least once a month. In addition to her armor, she has taken time to develop her skills with her scimitar, and in some ways has received the blessings of Sarenrae in return.

Appearance:
Ileana, known as simply 'Lea' by most of her friends, is a young woman of Chelish descent with pale skin, and a tall, lean build. Her dark red hair is kept shoulder-length and frames her face, which is almost always decorated with a splash of makeup and further accompanied by ear rings or hairpins. She also has a propensity towards scarves, an accoutrement not at all uncommon within Varisia, both for their form and their function.

Her armor, mostly comprised of the town guard's uniform with a few personal touches, has been dyed red with a coppery layer added to the metal bits to help fight against the sea's corrosion (but also because she values the aesthetic thereof). Her clothing benethe the armor varies from day to day, but is always a combination of sensible and fashionable. A plain-looking scimitar hangs from her hips, and during hunting trips with Balor, she carries a short-bow that once belonged to her father.

Statblock:
Ileana Avertin

Female Chelish Human Inquisitor 1
NG Medium humanoid (human)
Init +3; Senses Perception +8
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +4
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OFFENSE
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Speed 30 ft.
Melee Scimitar +3 (1d6/18-20)
Ranged shortbow +3 (1d6/x3)

Inquisitor Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—Cure Light Wounds, Expeditious Retreat
. . 0 (at will)— Create Water, Guidance, Light, Stabilize
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STATISTICS
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Str 10, Dex 17, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +0 (+3 Weapon); CMD 13
Feats Weapon Finesse, Divine Fighting Technique (Sarenrae's Mercy)
Skills +9: Sense Motive; +8: Perception; +6: K(Local), Survival; +5: K(Religion, Nature), C(Culinary); +4: Climb, Swim; +1: P(Dance)
Traits Favored Child (Belor Hemlock), Armor Expert
Languages Common, Varisian
SQ Monster Lore +2, Stern Gaze +1, Redemption Inquisition
Gear/Possessions Scimitar, Parade Armor, Short Bow, Pocketed Scarf, Canteen, Bronzed Holy Symbol, 20 Common Arrows, Reinforced Scarf, 54 GP

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SPECIAL ABILITIES
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Favored Child ( Belor Hemlock ) - +1 K(Local), Class Skill, 1/session request a favor from the sheriff. ( A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person. )
Armor Expert - -1 ACP. Ileana has worn armor since she was a child.
Redemption Inquisition - +2 Diplomacy, Perception, Sense Motive; more at level 4.
Judgment - 1/day multiple options that last for a battle; see text.
Monster Lore - +Wis [2] to Monster Identification.
Stern Gaze - +1/2 [1] level to Sense Motive and Intimidate.


RHMG's Submission here.

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