GM Sphen Rise of the Runelords: (Clever Subtitle)

Game Master Sphen86


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Here is where you should all congregate to discuss your characters. Some of you reached out to me through PM, some of you are from the recruitment thread, and some of you I contacted directly. Either way, you're all here now. Please take the time to chat and figure out what you'd like to play.


As a reminder, here are the character creation rules.. with one additon.

1) Paizo only with a few exceptions to follow. I prefer Core stuff, but I’m down for anything…. anything that fits the theme of the campaign. If you make a gunslinger, that’s cool. If you make a gunslinger that is modeled after Al Pacino, I’m going to take my proverbial DM finger and proverbially flick your character off the proverbial map and tell you to make something else. Anything not from the Core Rulebook has to be from a book I own, which is most of them. I have pretty much everything except the player companions and gazetteers. Just ask.
Non-Paizo allowed sources: 3.5 Eberron races (Warforged, Shifter, Changling) and their racial feats. These are done as is from the original source material. Possibly some changes to feats if the level (or BAB) requirements call for it.

2) You will discuss your party amongst yourself. I don’t pull punches and I won’t change the AP to compensate for the party make up. Don’t have a rogue? There will still be locked doors and traps. Don’t have a controller? There will still be mobs. Keep this in mind while you’re discussing your party make up.

3) The technical side.
22 point buy (not a typo)
2 traits
Full HP at level 1
Roll for starting gold, minimum is 150
No evil alignment (prefer no CN; but if you think you can pull it off, I’ll let you try)

4) Once you have your character nailed down, I want you to tell us about them. The info I'm looking for is: Why are they adventuring/willing to adventure? Why are they adventuring here? What do they want? (Short term and long term) And this last one is both proverbial and literal. Do they want safety for the village? Great. Do they want a Rod of the Sunlords? I'll work it into the game eventually. So give me a break down of both the characterization and the mechanical progression you hope to make.

5) Background skills are allowed, but only for Craft, Perform, Profession. And only if it's not related directly to your class. I think that works against what this option is going for. So, if you're a Bard, you can't use your background skill in Perform. If you're an Alchemist, you can't use your background skill for Craft (Alchemy).

6) Standard multi-classing

7) You should have certain character info listed as visible. Namely, the 3 Armor Classes, HP, Perception, Sense Motive, and Saves. Anything that you are Immune to, Resistant to, etc, is also very helpful.

Hello, Thank you for the invite I am excited get a chance to play. What do folks have in mind to play. Ranger is my go to, but I am good for anything.

I've played a little of everything myself. I tend to go with High Intelligence classes from the looks of things.

I'd be kind of interested in going with a frontliner - Barbarian/Fighter style. Someone not so bright as a change of pace.

However, depending on group, I have lots of potential characters I could go with.

Male Human

Absolutely thrilled to be here! I've heard such good things about RotRL.

I have no real preferences toward characters.

I often play the skill monkey, so I'd like to avoid that if possible.

My initial thought would be to create a Dwarven Cleric of Torag who came to see the Cathedral and examine its architecture.

@GM RE: Background Skills: So, Linguistics and Knowledge(Engineering) are not considered Background Skills?


@Bruno, correct.

Hi all, appreciate the invitation!

I see some healing and front liners, was thinking perhaps a summoner whose eidolon is way more brave than he is, and seems to always get him into trouble. He now dragged him here to Sandpoint in search of this Sandpoint Devil.

I'm happy to do anything though, if we need skills I can try that as well


Hey all, looking forward to a nice game! Fancy meeting you here, Nayr, RePete! :D

I wouldn't mind going for the skill role as well, in that case I'd likely be rolling up a vanilla Rogue. If we end up lacking in arcane spellcasting, I'd love to be a sorcerer as well.

Character-wise, I'm thinking maybe a halfling looking to perform some deeds of legend to redeem his disgraced family.

Male Human

@Ralphrius A rogue/sorcerer could be quite interesting, and I think could complement Nayr's summoner, if that is how he is going.

@MrSt4ng3 A ranged specialist is never a bad idea (assuming your ranger is going to be ranged). If you wanted to branch out from Ranger, I've had success with ranged Inquisitors before (and an extra divine caster is never a bad idea)

Hey Repete!

Yeah, I'm leaning towards a gnome summoner from Sanos forest whose eidolon, a pig form, has forced him to leave the peace of his home village to seek out more challenging foes. He's the reluctant tagalong and will be heavy on UMD and spellcraft skills. His eidolon will most likely have hooves, mount and pounce.

That is, if that's okay with everyone. If not, I can go with an Inquisitor monster Hunter for skills.

Male Human

Thanks for the invite Sphen! Hi all, RePete - it's a repeat, and nice to see you Nayr.

As I mentioned in Recruitment, I was playing a warforged, a Fighter who dipped Warpriest with 8 Wisdom for story reasons. I'm not against revisiting warforged, but Harness was the lovable naíf which I think ran it's course.

I'm not a caster or skills player, but I do sometimes think of playing a sorceror. Mostly I'd be comfortable double teaming with another martial for some awful smashing with flanks.

Likewise Oceanshieldwolf, glad to see friendly faces and new ones alike!

Male Human

Ok, going with Warforged again, a Cavalier (Disciple of the Pike) with the Order of the Dragon.

@GM - are you ok with both of those archetype/Orders?

Oceanshieldwolf wrote:

Ok, going with Warforged again, a Cavalier (Disciple of the Pike) with the Order of the Dragon.

@GM - are you ok with both of those archetype/Orders?

Those seem fine. The swap out seems pretty well balanced on everything, and the lack of mount will make things go a little smoother.

Male Human

Will crafting feats be allowed? Specifically Weapons and Armor?

brunoreturns wrote:
Will crafting feats be allowed? Specifically Weapons and Armor?

They will be allowed.

Hello there! Nice to see some familiar faces and excited to add some new to the list.

So far looks like we are leaning this direction...

Mr Strange: Ranger Possibly
RePete: Barbarian/Fighter Possibly (Something Front-line Type)
OSW: Cavalier
Ralph: Rogue/Sorcerer Possibly
Bruno: Cleric Possibly
Nayr: Summoner Possibly

Physical Damage: 3 or 4
Divine Spell Access: 1 or 2
Arcane Spell Access: 1 or 2

@OSW: Are you looking for frontline striker or meatshield setup?

@Mr Strange: Are you intending to go ranged, melee, or something else?

I could easily go with something else if necessary. I enjoy controlling the battlefield as well with spells/abilities. Things that give us the PCs an advantage.

@brunoreturns I have never played a Inquisitor, but I am not opposed to it, ranger is my go to because when I first started playing D&D I also first saw Bakshi's TLotR and "Strider" is tied to D&D for me.

@RePete Switch hitter was more of what I was looking for. but it looks like we may have 2 heavy hitter melee guys so ranged may be the way to go.

Let me take a look at Inquisitor now that you have peaked my interest, see if I can find a god that speaks to me.

Looking at the list a controller focused Druid is something that I would enjoy as well. One of the first Charicters I built for RoTRL was an Eager Performer, Druid, Clown, with a dancing bear. That could be a fun way to go.

Absolutely nothing wrong with a switch hitter. I had a fairly brutal one I made from the Slayer class a while back.

I'm perfectly willing to switch out of melee to something else.

Male Human
MrStr4ng3 wrote:
Let me take a look at Inquisitor now that you have peaked my interest, see if I can find a god that speaks to me.

Naturally you will go with Erastil, just like 85% of the other ranged characters in Pathfinder. (The Deadeye Bowman trait is hard to argue with, which is a pretty good indication that it shouldn't exist...)

That was meant to be sarcasm. That trait is one of my pet peeves.

@Bruno: I played a cleric of Erastil once. The spell or feat or whatever where you can shoot your companions with a bow to heal them is amusing...when you dont tell your companions what it is ahead of time. :-P

I think I am going Switch Hitter Ranger, because I can't really get a feel for the Inquisitor. I don't know that it is the best build, so if you have feedback I would appreceate it.

Unnamed Hero
Human (Ulfen) ranger (infiltrator) 1 (Pathfinder RPG Advanced Player's Guide 125)
CG Medium humanoid (human)
Init +3; Senses Perception +5
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +1
Speed 30 ft. (20 ft. in armor)
Melee kukri +4 (1d4+3/18-20) or
. . kukri +4 (1d4+3/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (animals +2)
Ranger (Infiltrator) Spells Prepared (CL 1st; concentration +2)
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Point-Blank Shot, Precise Shot
Traits family ties, magical knack
Skills Acrobatics +1 (-3 to jump), Craft (leather) +2, Handle Animal +3, Knowledge (local) +5, Knowledge (nature) +4, Perception +5, Profession (tanner) +5, Stealth +5, Survival +5, Swim +5
Languages Common, Skald, Varisian
SQ track +1, wild empathy +0
Other Gear armored coat[APG], leather armor, kukri, kukri, shortbow, 44 gp
Special Abilities
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

@brunoreturns I am looking to take Magical Knack, it seems like another (XX trait is hard to argue with, which is a pretty good indication that it shouldn't exist...)

Starting Gold?: 3d6 ⇒ (2, 1, 4) = 7 x10 (Minumum 150g)

Here's the mechanics I've worked up for a Shifter Barbarian. Feel free to give thoughts/complaints.


Unnamed Hero
Shifter Invulnerable Rager (Barbarian)
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 16 (1d12+3+favored)
Fort +6, Ref +3, Will +1
Speed 40 ft. (30 ft. in armor)
Dagger +3 (1d4+2/19-20x2) P/S
Large Heavy Pick +1 (1d8+3/x4) P
Large Warhammer +1 (2d6+3/x3) B
Bite +3 (-2 if secondary) (1d6+2/x2) B/P/S +1 Con Damage

Sling +4 (1d+2/×2) B - 50ft Range

SQ Rage (+4 Str/Con, +1 Will, -2 AC 7rnds/day), Longtooth Shift (+2 Str, Gain bite attack: 2/day for 6rnds each), Giant Slayer (+1 Attack/Damage vs Giants)
Str 15, Dex 16, Con 16, Int 7, Wis 13, Cha 6
Base Atk +1; CMB +3; CMD 16
Feats Long-Tooth Elite
Traits: Giant Slayer (+1 Bluff, Perception, Sense Motive, Attack, Damage vs Giants), Armor Expert (-1 ACP)
Trained Skills: Climb (+6), Perception (+5): -3 ACP
Languages Common

Gear: Barbarian’s Kit, Large Heavy Pick, Large Warhammer, Sling, 10 Sling Bullets, Scale Male
Carrying 83lbs
55g 9s remaining

I missread starting cash.

Starting gold: 5d6 ⇒ (3, 4, 2, 6, 4) = 19 x 10

Male Human

I am solidifying as a cleric. I'll get the build finalized tonight, then start working on the fluff.

Starting Gold: 4d6 ⇒ (2, 3, 4, 4) = 13 x10 (Minimum 150, it is)

Male Human

@Repete: not sure how fine that distinction is. I was under the impression frontline was meatshield. Care to elucidate?

I will have a teamwork feat to share (most probably Precise Strike) and also reach capability with a longspear/glaive-guisarme but also mix it with adjacent-level hafted (halberd) bloodmachining.

@OSW - Actually, disregard the question. It doesn't make sense now that I actually pay attention to what I asked. :-P

Precise Strike looks quite nice for melee.

I am also looking at a dwarf Ash Domain druid. Controller focus. Might be a better fit.

Dark Archive

Dwarf Cleric 4 | HP 35/35 | AC 18 T 10 FF 18 | F 7(+2 vs poison) R 2 W 9(+4 vs spells) | CMB +4 CMD 14 (+4 vs Trip) | Init +0 Perc +4 (Dark 60) S.Mot +8| Channel 0/4 | Acid Dart 6/7 (1d6+2)| Effects: None | Silver Warhammer +6 d8+1

Here is my Cleric. I have the fluff mostly thought out, but it needs some details.

Dol Stormmaul
Male dwarf cleric of Torag 1
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
Aura deflection aura (2 ft.)
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 11 (1d8+3)
Fort +5, Ref +1, Will +6; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee warhammer +1 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 12, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—acid dart (1d6+1 acid)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, obscuring mist, shield[D]
. . 0 (at will)—create water, detect magic, read magic
. . D Domain spell; Domains Earth (Caves[APG] subdomain), Protection (Defense[APG] subdomain)
Str 13, Dex 10, Con 14, Int 14, Wis 17, Cha 12
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Steel Soul[APG]
Traits artisan, student of faith
Skills Acrobatics -5 (-9 to jump), Craft (blacksmith) +8 (+10 on checks related to metal or stone), Heal +7, Knowledge (religion) +6, Profession (architect) +7 (+9 on checks related to metal or stone), Sense Motive +7, Spellcraft +6; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Goblin, Undercommon
SQ stonesinger[APG]
Other Gear scale mail, buckler, crossbow bolts (10), light crossbow, warhammer, backpack, bedroll, belt pouch, blacksmithing tools, candle (10), charcoal, flint and steel, grappling hook, hemp rope (50 ft.), holy text (Torag)[UE], ink, inkpen, mess kit[UE], parchment (5), pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Torag, 15 gp, 5 sp
Special Abilities
Acid Dart 1d6+1 acid (6/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Caves)
Cleric Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.

He is probably going to go Evangelist at Lvl 5 (if @GM has Inner Sea Gods), and will definitely try to help the party out by crafting magic weapons and armor.


I was pleasantly surprised to see so much action happening here. Lots of character's being stated out, so that's good. I do see one major thing missing, though. Motivations. Lots of crunch, not a lot of meat. I'm not going to sit down and dive deep into your characters to make sure they were all built correctly. I do that IRL games, but I'm going to trust you guys. I will, however, work diligently with you all for the "why" of your character.

On to answering some of the questions.

@OSW: I've seen front line characters that weren't meat shields. They tend to be super high damage, take them down before they hit you, sort of characters. High level Inquisitors do that fairly well once they get their bane ability.

@Bruno: I do have the Inner Sea Gods book. Evangelist is one of those prestige classes I look at and go, "Why wouldn't everyone take this?". That being said, I've never actually seen anyone take it before. So have at it.

Female-designation Warforged Cavalier (Disciple of the Pike) 1/Warpriest 1/Barbarian (Armored Hulk) 1 HP 32/18 ; DR 2/adamantine; AC 19/T 10/FF 19; Fort +9, Ref +0, Will +3; Init +0; Per +6; SM +5; Spd 20 ft. CMB +5 CMD 15 Rage Rounds/Day: 7 | HP while Raging 42/42

@GM, that sounds akin to a not-so-glass cannon. At any rate, I don’t feel these distinctions work really well for PF or DnD, or at least how I perceive my characters. You’ll have noted I tend to be all about character motivation, especially in combat, and not always playing the wisest martial makes for some...interesting tactics. Thankfully this time I have a 12 Wisdom.

This is a placeholder for now (still has most of Harness’ stats as a copypasta holdover), am toying with making a female-designation with the avatar pic of Brigh’s clockwork face. Otherwise I’ll go with this. Was thinking perhaps the warforged could be a Thassilonian-era relic (or Azlant-tech) that has recently awoken, but with no memories and a new personality. Much smarter and wordly than Harness, just a little out of time. For some reason there is a fascination with big monsters and bringing them down...

Was anyone wanting to take the Friends and Enemies: trait, I ask because the reward is very specific and wile it fits by background well I don't really have much of a need for a warhorse.

| Shifter Barbarian 3 | Active Conditions: DR 1/-; Endure Elements (Cold); Cold Resist 1 | HP: 36 (-19) | AC: 18 (13 Tch, 15 Fl) | CMB: +5, CMD: 18 | F: +7, R: +4, W: +2 | Init: +3 | Perc: +6, SM: +1 | Speed 30ft (40 w/o Armor) | Longtooth Shift 1/3; Rage 2/11 |

RePete here.

Fascination with killing big creatures huh? I think our characters may get along well then. :-P

I have some 'Fluff' ideas in mind, but haven't had a chance to put them down in writing yet. My hope is to work on that tonight after work.

@Bruno/GM Sphen - I have an evangelist in Society play that is a 'hex channeler witch' base class. I must say...the evangelist is amazing for the right characters. :-)

@GM Sphen - at level 1 there won't be much in the way of prestige classes of course. I hesitate to look at them too much at this point because I don't want to railroad my character's development. My question is this: If later on, it makes sense to dip into a prestige class for the character, should we just send you a PM to discuss it?

Dark Archive

Dwarf Cleric 4 | HP 35/35 | AC 18 T 10 FF 18 | F 7(+2 vs poison) R 2 W 9(+4 vs spells) | CMB +4 CMD 14 (+4 vs Trip) | Init +0 Perc +4 (Dark 60) S.Mot +8| Channel 0/4 | Acid Dart 6/7 (1d6+2)| Effects: None | Silver Warhammer +6 d8+1
GM Sphen wrote:
Evangelist is one of those prestige classes I look at and go, "Why wouldn't everyone take this?".

Agreed. I had a good concept once for a Diviner who was going to become an Evangelist of Irori. The Deific Obedience would give him +4 to all Knowledge checks, plus he would be a full progression wizard with d8 hit dice and 6+Int skill points per level.

All that for the cost of one caster level (that could be made up for with the Magical Knack trait).

TheThree Lives of Badrilrer Kegback:

As Razkiv, was that even his name anymore, walked through the tall grass of late autumn headed towards the town of Sandpoint he couldn’t help but think back to the last time he tried to make a similar trip a lifetime ago, maybe two…

Badrilrer was excited His brother Bardin was headed to Sandpoint to open a brewery, and Badriler was to be his apprentice. The old cart rattled and squeaked under the weight of the 3 Casks of Kegback Stout, the real treasure, the hops, where hidden hidden in a compartment. Even if they were robbed they would still have what they needed to thrive is a town starved for fine Dwarven Stout.

Their banter was was interrupted by the rush of creatures racing across their path, the brothers turned to see what they where running from and saw the wall of fire rushing towards them at a breakneck speed, it rolled over the wagon and brothers, and Badrilrer’s world was filled with pain, then nothingness.

The nothingness was broken by the return of the pain, he eyes open to see the face of a monsterous Shoanti, “Etseg mini, ene khün amid baina”, he quickly reaches for his axe and the pain overwhelms him again.


Razkiv looks down to his hand and fire dances across it, ’Fire marks so much of my life’

The Shoanti pressed the glowing brand into Barildrer’s chest, but he refused to scream out. He knows the process only takes seconds but it seems to take forever, the Shoanti moves looks him in the eyes, I name you Razkiv of the Sklar-Quah for the emberstorm that birthed you...

Years later it was Razkiv’s duty to use a similar brand to light the pire upon which his mentors lifeless body lay…


The dwarf holds the ball of fire burning in his hand to the wild flower growing in the grass near him and the flames caress the flower without burning it. ”So much has changed”...

Razkiv finished his climb down from the steppes and toward the ironically named Ashwood forest, he was more surprised Fire Bringer had let him live after Chochok death then he was that the chief who had never liked him had exiled him and left him without a mount, time to start another new life he was thinking when he first saw the elf sitting under the tree watching him.

”Well met brother, I had expected you earlier” more than anything he was startled by his/her use of the secret tongue Chochok taught him, the “language of the spirit of the world” ”You are not what I expected, but I should know better than to expect anything. Come eat he have much to discuss and a long way to go to get you to your destination.

Days, or Weeks, later Razkiv, is no longer sure, remembers another conversation with Orphne, ”The fire within you need not consume, trust, open yourself to The Great Eld, be at harmony with the fire and the earth and the plants”

Male NG dwarf druid 4 | HP 41/41 TempHP 7/13 | AC 19 T 12 FF 17 SR: 9 | CMB +5, CMD 17 | F: +8, R: +4, W: +9 | Init: +2 | Perc: +12, SM: +4 | Speed 20ft | Fire Bolt: 7/7 1d6+2 | Spells: 1st 3/4 + 1/1 2nd 3/3 + 0/1
Guidance;Light;Purify Food and Drink;Goodberry;Deadeyes' Lore;CLW;Barkskin;Flame Blade
| Active conditions: -

Here is the crunch for my druid.


Awesome progress here! I've decided to lock in a purely core rogue, but I won't be able to get working on the crunch until about 24 hours from now, apologies for that.

As for the why, a whole backstory is still pending, but his name is Lem Dalveran. He's a halfling that's lived a sheltered fortunate city (Magnimar, maybe?) upbringing as a child in a merchant family. However, in recent past the family patriarch, Lem's grandfather, has vanished, their trade has been disrupted, and as a result they've fallen from grace. Lem's essentially on a quest for coin and glory so he can redeem the family name, as well as perhaps figure out what happened to his grandfather.

I've kinda tried to keep the whole character concept rather simple, both rules and backstory-wise, hope that's alright!


All the story looks good.

@RePete. A PM works. Or bring it up here. Whichever. Just dont wait to long. Otherwise you may mess with the prereqs.

@Ralphrius: Why a core rogue vs. an unchained rogue?


I figured I'd stick to a strictly core character for this. I have zero experience with playing rogues, if you suspect playing unchained rogue would be a better experience for everyone I'll gladly pick that.

The biggest beneficial difference between the Core and Unchained rogue is getting your Dex Mod to damage.

There are other aspects as well though

What's New?
The Unchained Rogue has some shiny new abilities added or reworked from the vanilla Rogue. Here's a quick list of the new/updated features, but see "Unchained Rogue Class Features" below for more information.

Finesse Training: Removes the Weapon Finesse feat tax.
Updated Talents: Many Rogue Talents have gotten an update.
Danger Sense: An improved version of Trap Sense, which has always been a throw-away ability.
Debilitating Injury: A fun rider effect on top of Sneak Attack which gives the rogue some tactical options beyond "do damage".
Rogue's Edge: Allows the Rogue to take advantage of the new "Skill Unlocks".

Yeah - uh...what MrStr4ng3 said. :-P

Male NG dwarf druid 4 | HP 41/41 TempHP 7/13 | AC 19 T 12 FF 17 SR: 9 | CMB +5, CMD 17 | F: +8, R: +4, W: +9 | Init: +2 | Perc: +12, SM: +4 | Speed 20ft | Fire Bolt: 7/7 1d6+2 | Spells: 1st 3/4 + 1/1 2nd 3/3 + 0/1
Guidance;Light;Purify Food and Drink;Goodberry;Deadeyes' Lore;CLW;Barkskin;Flame Blade
| Active conditions: -

@GM_Sphen I did take linguistics as a background skill for Shoanti, Not sure if that meets the letter of your rule but I think it meets the intent. I can drop another skill for the Lang if needed.

Dark Archive

Dwarf Cleric 4 | HP 35/35 | AC 18 T 10 FF 18 | F 7(+2 vs poison) R 2 W 9(+4 vs spells) | CMB +4 CMD 14 (+4 vs Trip) | Init +0 Perc +4 (Dark 60) S.Mot +8| Channel 0/4 | Acid Dart 6/7 (1d6+2)| Effects: None | Silver Warhammer +6 d8+1

Dol's Fluff:

Born in Janderhoff, Dol comes from a long line of artsans and spellcasters. The Stormmauls used their skills to add decorative elements and enchantments to armor.

Dol took to the blacksmithing and loved it, but also developed a love for architecture and would spend long hours studying the various building of the Sky Citadel, being especially drawn to the dwarven temples. Sitting outside of them, the artistry in even the most simple functional buildings gave Dol feelings of peace and serenity and he swore he could hear music playing in his head.

One day, on the steps of a temple of Torag, a priest named Thrakgrog Jadebane noticed Dol standing there, oblivious to others and an expression of rapture on his face.

Recognizing the calling Dol was feeling, he began soflty humming a wordless tune that matched the song in Dol's head perfectly. Breaking out of his reverie, Dol stared in wonder at the priest.

They began talking and discussing Dol's spiritual feelings. Soon, Dol was taking his vows with the blessing of his family.

As his training came to an end, Dol became convinced that there was a higher form of architecture waiting to be tapped. The protective vaue of the fortified Torag temples could not be denied, but he felt that the function could be married with beauty. He felt deeply that if he could learn to tap that combination that he could design a temple that would cause every dwarf who viewed it to hear the same music he could hear.

Many of the priests disdained his ideas. Purists, they felt that all any dwarf needed was the safety and pure function of a well made wall. Thrakgrog sensed that this was an extension of his calling and that Dol had to explore the feelings that Torag was giving him.

He helped to convince the temple elders that Dol should be allowed time to travel and see the artistry of other cultures.

Dol donned his armor, bud his family farewell, and set out to see some of the world. A few months later, he finds himself in Sandpoint, staring at the beauty of the combined cathedral, noting every sweeping line and the beautiful light coming through the stained glass.

Happy and compassionate, Dol is not the typical surly dwarf. He loves speaking about Torag, smithing, and architecture. He also believes that while walls and fortresses and beautiful and necessary, it is the people of a community that are its true defense. Every member of a community needs to step up and help out in times of need, so that the whole will prosper. He tries to put that philosophy into action whenever possible.

Dol does not care for Sandpoint more or less than any other town. He is here to see the cathedral and to experience human culture up close. He plans to spend some time examining the town's fortifications, structures, and the people who utilize them.

When the goblins attack, he will be one of the first to step up and lend a hand, knowing that the community must arise and fight back against the hordes of evil. As whatever else the story brings begins to unfold, Dol will continue to put himself forward to protect the town and to create a place of peace and protection.

He has plenty of time to see the world, and does not need to rush on. He will eventually try to set up a forge to aid the town and the party. Acquiring a Father's Forgehammer or a magical would be a significant boon to this end.

Let me know if I missed the mark of what you were looking for.


Those reworked abilities do sound rather fun, some more options besides doing damage are always welcome. I'll have a close look at both of the classes when I get off from work today and fix something up!

Female-designation Warforged Cavalier (Disciple of the Pike) 1/Warpriest 1/Barbarian (Armored Hulk) 1 HP 32/18 ; DR 2/adamantine; AC 19/T 10/FF 19; Fort +9, Ref +0, Will +3; Init +0; Per +6; SM +5; Spd 20 ft. CMB +5 CMD 15 Rage Rounds/Day: 7 | HP while Raging 42/42

Going with Aventail. Took Kn. (History) and Craft (Jewellery) as Background skills. Her 10 Int, 12 Wisdom and 10 Charisma make her personable if not engaging. Her age makes History more of a general knowledge and she shares a love of crafted, fashioned and built things with Dol, though her delicate and fine-wrought form lends itself to a fascination with jewellery...

Almost finished. Still need to adjust and choose skills, adjust equipment and pick traits.


@Ralphrius: I've played Core and Unchained Rogues a few times each. The Unchained is just a little more powerful to try and bring it more in line with some of the other classes. Especially the utility of debilitating an enemy with your sneak attack damage. That can become very useful.

@Everyone: The part where I permitted background skills specifically said that they were for Craft, Profession, and Perform only. That is it, just those 3. Mr. Str4ng3, it would follow the intent of the rule, except I find that free languages can be a huge boon in any setting. Especially one like this where you'll be traveling around a lot of the inner sea region. So yes, you'll need to change around to not use the free skill points on it.

Female-designation Warforged Cavalier (Disciple of the Pike) 1/Warpriest 1/Barbarian (Armored Hulk) 1 HP 32/18 ; DR 2/adamantine; AC 19/T 10/FF 19; Fort +9, Ref +0, Will +3; Init +0; Per +6; SM +5; Spd 20 ft. CMB +5 CMD 15 Rage Rounds/Day: 7 | HP while Raging 42/42

Ah, will swap out Kn. History for Profession (Astronomer).

Also, will need a little guidance on where Aventail might have originated - I suggested Thassilon or Azlant-tech upthread. Given the AP, Thassilon might be awesome, or story-breaking.


@OSW: The whole Azlant vs. Thassilonian angle is pretty up in the area. Once you mentioned a memory wipe, that prevents any game breaking prior knowledge. But it still lets me feed you info through random flashbacks. Since both empires existed at the same time, and would have sent diplomats and envoys back and forth, you could really be from either will little mechanical difference. I do like the idea that you are much fancier than the other few warforged on the continent. Almost more of a clockwork, with filigree and other adornments that are purely ornamental.

So how about this?:
You were originally created in Azlant. You were sent here with an envoy before the collapse of either empire. Your creators installed a key word to wipe your memory should betrayal happen, never fully trusting the Rune Lords, so you could not give up any information. This, predictably, happened, but you and the rest of the ambassadors entourage were trapped in their quarters. Obviously, you survived, mostly by going into a state of hibernation. Probably one of the Azlanti did it to you. Centuries later, you awaken, their remains completely gone due to time, you covered in dust, as excavations break through a wall to where you are. Now, with no direct memories, you are free to make your way in the world (thanks to the intercession of the Pathfinders who wouldn't let you be sold off as some technological marvel, but insisted that you be treated as a person) with skills that you don't even know how you have them. The Pathfinders would have probably asked you an exhaustive set of questions before figuring out that you just straight up don't know anything. And we can easily say that they found you near the Irespan, in Magnimar. Ralphirus was thinking about being from there, maybe you can work out a shared reason to be traveling to Sandpoint. If you don't want to do a shared one, then keep in mind that the "old light" in Sandpoint is rumored to be of a relic of Thassilon and maybe you went to investigate.

We could then tie this into another concept. People begin hearing about you and it makes them interested in Azlant again. Eventually, someone decides to fund an expedition to there. And thus the Ruins of Azlant AP begins.

Male NG dwarf druid 4 | HP 41/41 TempHP 7/13 | AC 19 T 12 FF 17 SR: 9 | CMB +5, CMD 17 | F: +8, R: +4, W: +9 | Init: +2 | Perc: +12, SM: +4 | Speed 20ft | Fire Bolt: 7/7 1d6+2 | Spells: 1st 3/4 + 1/1 2nd 3/3 + 0/1
Guidance;Light;Purify Food and Drink;Goodberry;Deadeyes' Lore;CLW;Barkskin;Flame Blade
| Active conditions: -

@GM changes made, picked up a little craft Tattoo, I'll need to learn some healing as we go.

Raz has been in town for about a month he is a little gruff and dirty, he speaks with an odd accent. But he is also lonely and sort of looking to build himself a community. I would be happy to have some interactions prior to the start of the AP.


Raz comes into Sandpoint a month ago and is faces with culture shock, Raised among stoic dwarves, where only among close family are you ever allowed to be anything but a "Kegback" in the city of Kaer Maga where minding ones own business was the First Rule, then fostered by the Sklar-Quah known for their xenophobic and warlike ways, by contrast the community of Sandpoint with its open and accepting Varisian manor are inciting for the young Dwarf in search of family. He wants to be happy and open like the people he sees around him, but as of yet lacks the skills to manage it.


Raz came to Sandpoint looking for a home, even if he is not aware that was what he is looking for, and even in the short time he has been here he has grown to love the place and her people, he will take personal offence to anything that threatens the town and her people. In addition the Green Faith suspect something, even though they did not tell Raz as much, they sent a senior agent to accompany and initiate the young druid into their order.

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