Pathfinder: Rise of the Runelords

Game Master bluedove

Welcome to Varisia, and to Sandpoint - a small coastal town located to the west of the region. For the last forty-two years, there hasn't been much trouble in this small coastal town, but that is all about to change.


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The Emerald Duke wrote:


.... ok, maybe you were making an Archer reference, maybe you weren't.... but THIS is what popped into my head when I say your character name... and the class type doesn't help matters if you that wasn't what you are going for....

That is precisely what the inspiration was. A bit less goofy, but very on-brand is what I'm going for


So his background and stats are all in the profile now.

Sovereign Court

I'm actually going to withdraw.

I don't know why but it's like I just read what campaign this is for the first time. I seriously had it in my head that this was Return of the Runelords.

I hope everyone has fun!


Stats: 4d6 - 1 ⇒ (6, 1, 5, 1) - 1 = 12
Stats: 4d6 - 1 ⇒ (3, 3, 1, 3) - 1 = 9
Stats: 4d6 - 1 ⇒ (3, 5, 1, 1) - 1 = 9
Stats: 4d6 - 2 ⇒ (6, 2, 3, 5) - 2 = 14
Stats: 4d6 - 3 ⇒ (5, 3, 3, 3) - 3 = 11
Stats: 4d6 - 2 ⇒ (3, 5, 3, 2) - 2 = 11

Hmm, 7 point. Let’s give that another shot.

Stats: 4d6 - 2 ⇒ (2, 5, 4, 6) - 2 = 15
Stats: 4d6 - 1 ⇒ (3, 1, 4, 5) - 1 = 12
Stats: 4d6 - 2 ⇒ (5, 4, 5, 2) - 2 = 14
Stats: 4d6 - 2 ⇒ (6, 5, 6, 2) - 2 = 17
Stats: 4d6 - 2 ⇒ (5, 5, 2, 3) - 2 = 13
Stats: 4d6 - 1 ⇒ (2, 1, 4, 2) - 1 = 8

Hmm, that’s...28??? I’ll have to think about that.


Thank you everyone for your applications. I've now made the selection and the players have been informed. Those that have been selected are:

1. Doctor Werner Krieger (ElegentlyWasted)
2. Anomander T'karn (Krigare)
3. Brydan Blackbury (Jing the Bandit)
4. Simflay (muklowd)
5. Grulyn Ironfoot (Buckshot Bob)
and
6. Masdok (caps)

Those that weren't selected, never fear, as I'll be leaving recruitment open for a waiting list.

It was a pleasure and joy reading through all the applications and backstories, and narrowing down to six was hard enough. Thanks again for all applications, and who knows, maybe we'll see each other in another game... :)


Congrats on making it, good luck in the game.


We've had a position open up on this campaign, and are about to move onto the next part of the adventure - we're currently coming into the third part of the first chapter as to progress and have just hit level 2. We are looking for someone to fill in a position. Let me know what you intend to play and if the position will fit, then I will take you into the campaign.

We currently have a dwarf paladin, a human slayer and a sylph oracle. If anyone is interested in joining us then apply here :)


Let's see what the dice gods say:

stat 1: 4d6 - 1 ⇒ (3, 6, 1, 3) - 1 = 12
stat 2: 4d6 - 2 ⇒ (4, 5, 6, 2) - 2 = 15
stat 3: 4d6 - 1 ⇒ (5, 6, 5, 1) - 1 = 16
stat 4: 4d6 - 1 ⇒ (1, 3, 6, 6) - 1 = 15
stat 5: 4d6 - 1 ⇒ (3, 1, 1, 6) - 1 = 10
stat 6: 4d6 - 2 ⇒ (3, 3, 2, 3) - 2 = 9

12, 15, 16, 15, 10, 9

is more than 20 pt buy, so that's a keeper. Earlier you said any PF1 material goes, so i'm going to recycle a previous RotRL recruitment entry, a psychic.

roll for Hp at level 2: 1d6 ⇒ 1

Edit : Boo to rolling 1 for HP...


I'm thinking this is perfect for an arcane trickster since you need both arcane and rogue support? The character is primarily for the skill role, though will eventually get 9th level casting.

4d6 ⇒ (6, 6, 3, 1) = 16 15
4d6 ⇒ (5, 6, 3, 4) = 18 15
4d6 ⇒ (3, 1, 4, 2) = 10 9
4d6 ⇒ (6, 1, 1, 2) = 10 9
4d6 ⇒ (2, 6, 5, 3) = 16 14
4d6 ⇒ (2, 1, 6, 6) = 15 14


Gemel Valdemar
Concept – Psychic (Rebirth) who will advance into loremaster

Background:

Gemel was born in Sandpoint to the merchants of the Valdemar family. (Merchant Family campaign trait) . His mother, Alyssia Valdemar, is a traveling merchant, who generally trades between Magnimar and Sandpoint (mostly farm products and brewing to Magnimar, luxury items and specialized craftsmanship to Sandpoint). Alyssia had a fling with a Egil Bruenson in Magnimar. (Who appeared human, but from Gemel’s heritage, was apparently somehow touched by the Fey. She has not seen Egil since – she did look next several trips back.) There were consequences 9 months later…

Gemel has spent his formative years travelling back and forth between Magnimar and Sandpoint with Alyssa’s shipments. (Appraise, diplomacy, sense motive, handle animal skills and the Varisian and Shoanti languages) His fey heritage has been quite valueable on these trips, providing food and water (create water, goodberry, etc.)

What makes him special is that he has memories that are not his own (Past-Life Memories). He remembers fragments of not being himself, rather of lives lived in a strange, magical, empire (Thassilon). Of being a Shoanti shaman living on the plains. Of being an elf, who’d never met a human, in a forest called Mierani… and so many more. It is from this ocean of reincarnations that his psychic abilities have sprung from Rebirth Discipline .

He doesn’t understand the power rising inside him, but he can channel it. His curiosity about it has lead him into the study of the arcane (K Arcana, Spellcraft skills and the Draconic and Elven languages) , much informed by his past-life memories.

As he understands he’s incompetent in a fight, he keeps a combat trained animal that he has trained himself (what, depends on what the GM will allow for purchase) to handle this for him…

He is currently developing a small business in Sandpoint, starting by setting up a scribing service A scriptorium from the downtime rules, if you are using them doing piecework in the back of Brodert Quink’s shop.

Description and Demeanor:

Description: 5’11”, 159 lbs (quite skinny), brown-blond hair, hazel eyes (that harden to flint when he gets mad)

Demeanor: Outgoing, friendly, happy to talk to people. Has bouts of introspectiveness when his past-life memories come upon him.

Mechanics:

Gemel Valdemar

CG Male Human, Favored Class : Psychic
Psychic 2 (rebirth)

Init +2 = +2 (Dex)
Speed 30 ft
Low Light Vision

Defense
AC : 17 =10+3 (armor) +2 Shield +2 Dex
HP:11 = 6+1 (dice) +2 (con)+2 (FCB)
Fort +2 = +0 class + 1 con +1 Trait
Ref +2 = +0 class + 2 dex
Will +3 = +3 class + 0 wis ( +2 vs enchantment)
CMD : 13 = 10 + 1 (bab)+ 2 (dex)

Offense
Melee: Sickle (-2, 1d6-1), Cestus (-2, 1d4-1)
Ranged: Light Crossbow ( +1, 1d8)
BAB : +0
CMB : -1 = +0 (BAB) -1 (STR)

Psychic Spells
Knacks (L0, DC 14, */day, 5 Known) : Detect Magic, Stabilize, Sift, Message, Daze, Guidance (Mnemonic Esoterica), , Read Magic, Mage Hand, Prestigidation, Detect Psychic Significance
L1 (DC 15, 5/day, 2+1 Known) : Burst of Insight (Discipline), Sleep, Murderous Command

Stats
Str 9 = 9 (Dice)
Dex 15 = 15 (Dice)
Con 12 = 12 (Dice)
Int 18 = 16 (Dice) +2 Racial
Wis 10 = 10 (Dice)
Cha 15 = 15 (Dice)

Feats : Scribe Scroll (1st), Skill Focus (K Arcana) (Focused Study),

Traits : Resilient (Combat), Merchant Family (Campaign Trait)

Skills (12 =2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (2,+7), Spellcraft (2,+9), K Arcana (2, +10), Diplomacy(2,+7), Sense Motive (2,+5), K Planes (2,+10)
for future investment : Ride, Stealth, UMD

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Handle Animal (2,+4), Appraise (1,+5), K History (1,+9)

Languages : Varisian, Common, Elf, Shoanti, Draconic, Giant

Class Special Abilities :
Psychic Discipline : Rebirth

Past-Life Memories (Ex): You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex): By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Phrenic Pool : 3

Phrenic Amplifications
Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Racial Abilities :
Focused Study : All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Favored Terrain : Forests Whatever the terrain in the vicinity of sandpoint? The town of sandpoint map suggests forest.
SLA’s : Mending, Purify Food and Drink, Create Water, Goodberry

Fey Thoughts : The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Low-Light Vision: Many feyborn have low-light vision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

Equipment (1000 gp):

Weapons(59 gp): Cestus (5gp), Sickle (6 gp), Do it all knife (Cold Iron Sawback Kunai) (9 gp), Light Crossbow (35 gp), 20 Crossbow Bolts (2 gp), Dagger (2 gp)

Armor (432): Masterwork Studded Leather (175 gp), Darkwood Heavy Wooden Shield (257gp)
ACP -1 to attacks, skills (str, dex)

Equipment
(123) Explorer’s outfit, Masterwork backpack (50 gp), String 50 ft (1 sp) , trail rations 1 day (0.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Inkpen (1 sp), Formula Book (10 gp, for taking notes), Ink (8 gp), Potion of Resist Fear (50 gp)
(24) Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), Trail Rations 9 days (4.5 gp), ), waterskin (1 gp), 20 Crossbow Bolts ( 2 gp), 50 ft of hemp rope (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp),
Trained Combat Animal ( < 362 gp)

Left over cash…

Questions for GM Simmy:

1)What can characters purchase as combat trained animals? Gemel keeps a combat trained animal to protect himself (and has 362 gp left in his equipment fund to pay for it; he can also theoretically have trained it himself if allowed...). Purely off the AONprd tables, that allows a combat trained Lion (300 gp), which being CR 3, is probably more than you want to see in your campaign.

2) Are you using the downtime rules from ultimate campaign? If you are, note that Gemel's background includes starting a business in cooperation with Brodert Quink.

Silver Crusade

dotting, thinking a caster of sorts, Probably Either sorcerer or magus.

4d6 ⇒ (1, 2, 1, 4) = 8 7
4d6 ⇒ (6, 4, 1, 3) = 14 13
4d6 ⇒ (6, 3, 5, 2) = 16 14
4d6 ⇒ (2, 3, 1, 1) = 7 6
4d6 ⇒ (4, 2, 6, 6) = 18 16
4d6 ⇒ (1, 3, 1, 2) = 7 6

with stats like that, who needs enemies haha. That said, I can make this work as a sorcerer or a magus I think


rorek55 wrote:

dotting, thinking a caster of sorts, Probably Either sorcerer or magus.

4d6 7
4d6 13
4d6 14
4d6 6
4d6 16
4d6 6

with stats like that, who needs enemies haha. That said, I can make this work as a sorcerer or a magus I think

Upthread, it's mentioned you get a reroll if the outcome is less than 20 pt buy (which this is); only one re-roll though...

Silver Crusade

well if thats the case then...
4d6 ⇒ (5, 1, 5, 6) = 17 16
4d6 ⇒ (6, 2, 4, 5) = 17 15
4d6 ⇒ (6, 5, 6, 3) = 20 17
4d6 ⇒ (2, 5, 5, 5) = 17 15
4d6 ⇒ (1, 5, 4, 6) = 16 15
4d6 ⇒ (3, 5, 3, 1) = 12 13

well, thats much better, but never have I seen so many odd numbers! haha.


I am interested in this, as my IRL group recently collapsed at the end of Book 1, so this is probably as close as I can get without missing anything.

I would look to make a wizard or a witch to cover the arcane side of things once I get home in a few hours.


OK, lets make the stats rolls:

4d6: 4d6 ⇒ (1, 5, 3, 1) = 10 = 9
4d6: 4d6 ⇒ (2, 2, 1, 2) = 7 = 6
4d6: 4d6 ⇒ (3, 5, 2, 5) = 15 = 13
4d6: 4d6 ⇒ (2, 3, 5, 3) = 13 = 11
4d6: 4d6 ⇒ (5, 3, 4, 1) = 13 = 12
4d6: 4d6 ⇒ (3, 1, 4, 3) = 11 = 10

lol that is superbad - I could make that straight 4d6 and still not hit 20, I believe we get one reroll

4d6: 4d6 ⇒ (5, 5, 6, 4) = 20 = 16
4d6: 4d6 ⇒ (6, 1, 6, 4) = 17 = 16
4d6: 4d6 ⇒ (1, 1, 1, 2) = 5 = 4
4d6: 4d6 ⇒ (3, 4, 6, 6) = 19 = 16
4d6: 4d6 ⇒ (1, 1, 2, 1) = 5 = 4
4d6: 4d6 ⇒ (2, 2, 2, 2) = 8 = 6

lol, I think I'm going to take this as a sign that this one just isn't meant to be.


A question: How are you on races? I'm thinking of a Wyrwood that laid dormant in an old Thasillonian ruin for centuries but has been awoken and managed to escape due to all the things going on as part of the events that lead to this AP (And it's successors)


4d6 ⇒ (6, 3, 4, 1) = 14 ->13
4d6 ⇒ (6, 2, 5, 1) = 14 ->13
4d6 ⇒ (1, 5, 3, 6) = 15 ->14
4d6 ⇒ (2, 2, 5, 1) = 10 ->9
4d6 ⇒ (2, 5, 2, 1) = 10 ->9
4d6 ⇒ (6, 6, 3, 3) = 18 ->15

Not the best, let's try one more.

4d6 ⇒ (3, 5, 1, 6) = 15 ->14
4d6 ⇒ (4, 2, 4, 2) = 12 ->10
4d6 ⇒ (4, 3, 5, 2) = 14 ->12
4d6 ⇒ (3, 5, 1, 6) = 15 ->14
4d6 ⇒ (3, 4, 1, 6) = 14 ->13
4d6 ⇒ (2, 4, 3, 3) = 12 ->10

I'll try to put something together tonight or tomorrow. Probably a witch or a wizard.


Ah yes, rolls. Knew I forgot something...

4d6 ⇒ (6, 5, 3, 2) = 16 -> 14
4d6 ⇒ (5, 5, 6, 1) = 17 -> 16
4d6 ⇒ (5, 5, 4, 5) = 19 -> 15
4d6 ⇒ (1, 3, 3, 6) = 13 -> 12
4d6 ⇒ (5, 2, 3, 2) = 12 -> 10
4d6 ⇒ (4, 5, 3, 5) = 17 -> 14

Quite nice


Hm... I would be interested it applying. I never did use my earlier rolls, would you prefer if I rerolled them or use my old rolls?

I would be interested in submitting a retuned (and relocalized) version of this character: Barius Karth, musetouched Aasimar Fortune Teller Bard.


Ah, heck with it... I will just roll and take whatever I get from it (even if it is lower than before).

stats: 4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
stats: 4d6 - 2 ⇒ (5, 6, 2, 6) - 2 = 17
stats: 4d6 - 4 ⇒ (6, 6, 4, 5) - 4 = 17
stats: 4d6 - 3 ⇒ (5, 3, 6, 4) - 3 = 15
stats: 4d6 - 2 ⇒ (6, 5, 2, 3) - 2 = 14
stats: 4d6 - 1 ⇒ (6, 1, 5, 5) - 1 = 16

<blinks as he looks at the final total>

... well... nice...

I should have Barius ready in a few hours.

Grand Lodge

4d6 ⇒ (5, 3, 3, 3) = 14 = 11
4d6 ⇒ (6, 1, 5, 5) = 17 = 16
4d6 ⇒ (4, 1, 4, 4) = 13 = 12
4d6 ⇒ (2, 6, 4, 3) = 15 = 13
4d6 ⇒ (5, 4, 2, 5) = 16 = 14
4d6 ⇒ (5, 2, 1, 2) = 10 = 9

Try number 2

4d6 ⇒ (3, 6, 6, 6) = 21 = 18
4d6 ⇒ (2, 3, 4, 6) = 15 = 13
4d6 ⇒ (1, 1, 6, 2) = 10 = 9
4d6 ⇒ (1, 3, 4, 4) = 12 = 11
4d6 ⇒ (2, 2, 6, 5) = 15 = 13
4d6 ⇒ (6, 6, 5, 1) = 18 = 17

Grand Lodge

I updated the profile with his full stat block and background.

Ranger Fortune Finder/Trapper

Background story
Kul'Theraka was of course the result of an orc raid on a border town. Luckily, the people did not hold the assault against the growing child and so he was born to a human family. They treated him like their other children. He grew up knowing his share of bullying and mistreatment by some but all in all his was a good life. He worked with his father and brothers as trappers and occasional bounty hunters pursuing raiding goblins. The only things missing for Kul were fortune and glory, something his brothers and he dreamed of. Then the giants came.

Were they then as skilled at fighting giants as they had grown in taking down goblins or beaver. Alas, they were not. The rest of the town faired little better. In the fight, his little brother, Garen, was killed. They began to train to fight giants after that but things were never the same. Garen was the life of the family and everyone was on edge. This so disrupted the family harmony that Kul decided he needed to get away. He chose life on the road and headed for Magnimar.

In Magnimar he learned of the Serpent races and began training and competing. When rumors started coming in of giants on the move in the hinterlands, Kul packed up. The next morning he caught a ride with a small caravan headed north to Sandpoint, nearly a frontier town itself. Perhaps he'd have a chance to remove a few giants from the land while he was there.

Silver Crusade

background:
Amelia the halfling is a wanderer, ever since she was a wee tyke she had a sense of wonder and awe of the world. She would spend hours walking through what to most folk was a normal forest, but to her it was enchanted. She loved the way the shadows played with her eyes. How the ray of lights and wind made everything see alive. She loved the sound of running water, and how the light played on it's surface in a twinkling light show. As she grew older, at around 10 years old, she saw a traveling mage perform a small show of magic, and she instantly fell in love with magic. Not for what it could do, as many seem to practice it for, but for how it could look. Since, in her words,
"The beautiful cascade of colors, lights, signs and sparkles just makes you feel all giddy inside"

She instantly began pestering her parents about wanting to learn to do it herself. Despite her wanderlust, she was trapped at home, looking after her younger brother Brandt and helping her parents around the house.
She would always say,
"Don't get me wrong, I love 'em to death. They are family after all, an' so I love the time we spend together and I owe 'em everything so don't mind at all helpin' round the place. But I've always wanted to see more of the world. There are so many wondrous sights left to see... maybe even new ones left to discover! It was her pure innocence and perseverance that lead to her parents, despite being rather poor varisians, saving up enough to buy her a tome from an old wizard in town for her 15th birthday. This lead to the wizard, Vinnick, by name to inquire as to why a farmer would seek to purchase it. When he explained about his daughter, Vinnick offered to teach her a bit, free of charge, and maybe take her as an apprentice if she had an aptitude for it. Truth be told, Vinnick only wanted to see So started Amelia's apprenticeship to a mildly cranky old mage. Amelia would spend the next 3 years of her life learning magic inbetween chores, both at home and for Vinnick. She even started to earn gold on the side by doing little shows at the local in. Enhancing her singing and dancing she learned from her mother with minor illusions. When she turned 18, she had saved up enough money to travel, and since her younger brother and sister had gotten old enough to help around her families home she was free to do so. She spent most of her time (and money) sampling different cultures fair in cuisine, music and magic. It was part of her travels that brought her to sandpoint by ship. She had heard about the festival, and traveled there to participate in it. However she had been forced to defend herself and others when goblins attacked that evening. She had heard about a group of people that had been crucial in the towns defense, and had been working to aid it. She decided to seek them out, and offer what little help she could provide.

Mythweavers for Amelia

I plan to pick up the dervish dance feat at level 3.

Silver Crusade

image for amelia


Hey, thanks everyone - I have chosen to take the Arcane Trickster rogue for now (oyzar), but I'll be monitoring the group to see if another person is needed. For now, the position is filled but if the players still think one more person is needed, I'll choose someone (officially the module is balanced for four players so we're currently at where it should be).

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