Sinister Secrets of Sandpoint - GM Jester's Rise of the Runelords AE (PF 1)

Game Master GM Jester

Map of the Lost Coast and Sandpoint Environs

Map of Sandpoint

Aerial Pic of Sandpoint


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Liberty's Edge

Been on these boards and many games since the early days of pathfinder, and played Pathfinder since the early printed Beta edition. It was my game of choice, until system bloat overwhelmed me. That's what attracted me to this game as it seems to go back to the roots which I adored. Mostly a 5E player at this time, but still enjoy Pathfinder. I've played one or two encounters of this Adventure Path when it first started out, but frankly don't remember anything about it.

"Gideon's History".

Spoiler:

Gideon was always a unique child. He was born 11 years after his closest sibling, and his six older brothers and sisters had about as much role in raising him as his parents. His most endearing and aggravating trait was his penchant for "finding" things. Sometimes this was good as he found his older sisters jeweled hairpin that had been missing for years... even if he did put it in his mouth first thing. Other times not so much as he found his fathers secret flask of booze, and drank or spilled half of it before they found him... so in a way he had his first hangover before he was 3.

As Gideon grew he was the champion Hide and seek champion of the village, but was a sensitive lad, and found it hard to lie or even bend the truth, which did not earn him the best chance at friendship... but he continued to find things. What he didn't count on is what he found when he was 10-years old.

The old graveyard in the town was rumored to be haunted, but he found a fascination with sneaking in and reading the epitaphs imagining about the person who lived there, and what their life might have been like. He made up stories about all the interred, and their relationships and lives. One day while poking about in the oldest part of the graveyard, he stepped up to a vine covered stone by itself under a blackened dying tree. He felt uneasy approaching the tomb, but curiosity finally overcame his caution. As he approached the cold black marker, and reached out to remove the vines and read the inscription, the ground suddenly opened up beneath him and he fell. The last thing he remembered before darkness overtook him, was a foul mist covering the surface of this buried chamber, and the awful stench he breathed in.

For days he lay broken and in pain, dark thought entered his mind of places and horrible things that he had never imagined existed... or did they. He knew that he would be missed and searched for, but would he still be alive. Suddenly in one of his fits of delirium a light filled the chamber, and ghostly image of a shining woman in armor and carrying a sword appeared to him in his fever dream. She reached out and touched his brow, and muttered something in a voice that seemed as though many were speaking at once. He didn't understand the language, but later interpreted the words. "Your life is to be spared, but it will be in service to me".

Moments later his oldest brother's face appeared above the hole in the ground, and shouts filled the air, as his salvation was near. He awoke days later, his fever gone, and his young body on the mend. Beside him was a fine sword sheathed in leather wrappings. When he inquired he was told that even in his fevered state he clutched the sword to his chest and used somehow inhuman strength to keep it from being taken from him. Later in his studies he determined that an avatar if Iomedae had visited him in this terrible tomb, and had somehow at least temporarily removed the taint of evil from it, and given the child this fine, ancient sword to help him on his way to fulfill his destiny. The inscription on the sword read in ancient Azlanti "First Light".

On his 11th birthday, his life changed again. A priest of Iomedae came to the village with his retinue, and went door to door. When he arrived at Gideons house, he asked to speak with his parents. Finally Gideon was called into the room. The priest simply stated for him to gather his possessions, that he was coming with him to repay his debt to Iomedae. Gideon knew that his aging parents had trouble affording to care for him, and his siblings though they would all take him in when needed had their own lives to live... so he left with the priest, knowing inside that he was doing the right thing.

He spent the remainder of his youth, and young adulthood in Magnimar at the temple of Iomedae. He continued to find lost things, and was one of their star acolytes. He was referred to as the hope of the new church, and one touched by Iomedae. Finally it was time for him to set out on his own. He was not to be a Cloistered priest, but one sent forth in the world to carry the word of Iomedae to the masses. His first assignment...

Young Gideon. I beseech you to travel to this town called Standpoint. It is a growing town with a new Cathedral to many of the gods, but our influence there in not one of them. Please go there and spread the word of Iomedae, so that we can be among the pantheon dear to those people.

So the young man left. He traveled sometimes alone, sometimes in the company of others, and as the sun began to set the lights of Sandpoint gleamed in front of him. He had reached his destination.

I'm planning on using an old Avatar for this game. I'll update him if chosen with this build.


MauveAvengr wrote:
Hey - here is my (first ever) submission for a PbP. Creating a Dwarf Ranger named Hasslo Holt.

Congrats! Welcome to the addiction :D

MauveAvengr wrote:
two dwarven war shields

I have never seen that combo before - very interesting.


I'll have my submission up tonight. Making sure everything is on point


Tim's done

Liberty's Edge

Malt the rogue who dreams of being a mighty warrior:

1. Characters are level 1 to begin: Malt is a level 1 rogue who will multiclass into fighter.
2. Good alignment is preferred (you are heroes, right?) Malt is Chaotic Good
3. 150gp starting wealth: Ok
4. Max HP 1st level. Will use PFS-standard of average+1 for subsequent levels.Ok
5. Standard races are preferred. Malt is a half orc of Katapeshi origin but was raised in Cheliax
6. NO 3PP allowed. Ok
7. 1 normal trait, and 1 trait from the RotRL player guide: Traits: Monster Hunter & Legacy of Sand
8. 20 point buy with no stat above 18 or below 7 before racial adjustment. Ok
9. Plot-appropriate character background including the reason you are headed to or in Sandpoint.
Malt cannot remember if he was even given a name in the slave pits of Katapesh, all he can remember is being hungry and the occasional frightening cackle of gnolls. He caught the eye of the spoiled child of a Chelaxian traveling merchant and was purchased as a “pet” for the child. By the time the merchant had returned to his estates the child had grown bored with her new toy and “Gregor Emberfaust” (the name the child have given him, naming him after a servant in a story book she had) was sold to a local brewer who figured a young half orc would mature quickly and grow big enough to be a useful laborer in his brewery.
He was correct and Malt grew tall and strong, hauling sacks of malt for processing in the brewery. Soon “Malt boy” (as he was called by the callous brewer) was well over six feet and stronger than was really necessary for a malt hauler. Growing tired of feeding the hulking slave he sold Malt to a traveling merchant who used Malt as a general laborer. Malt grew to hate the merchant, who was quick with his whip and skimpy when it came to feeding his newly acquired property.
When the caravan was attacked outside of Korvosa by a manticore, he dragged the body of a guard who had taken an iron spike to the eye into the woods, stripped him of his gear (including a hefty purse the man had won the previous evening in a game of chance) and disappeared in the chaos. Since that time Malt has worked as a caravan guard in Varisia.
Although not yet a terribly skilled combatant his size and ability to talk a very good “tough guy” game has insured him a place with several caravans. Luckily for Malt most of these jobs required little in the way of combat. While passing through Magnimar Malt picked up a book about the exploits of famed Pathfinder Durvin Gest. Although the cataloging of ancient ruins did not exactly speak to Malt, the heroic exploits of the Legendary Pathfinder and his skill at arms did.
Malt then decided that the life of an adventurer sounded much better than a fraud of a caravan guard and began seeking out training from his fellow caravan guards. Although he tends to still rely on guile and brute strength over skill at arms he is steadily improving and when his caravan arrived in Sandpoint he decided now was as good a time as any to start his new career as an “adventurer”.

10. Full stat-block on your character, though an alias is not required until you are chosen for the game. A description or linked picture helps me see what you are going for, and increases your chances of being chosen.
Malt: Character Sheet.
11. Be prepared to tie the traits and background you select to your characters backstory. Malt’s monster hunter trait stems from his desire to emulate the heroics of Durvin Gest. His Legacy of Sand trait is a result of his Katapeshi half-orc heritage.
12. Give me an OOC run-down on your PBP experience, and your exposure to RotRL as a player or GM. I have played in many PbP campaigns on the Giant in the Playground forums and once played the Rise of the Runelords ACG about 5ish years ago. I only remember the plot in very broad strokes.


Ammon Here is my submission. Azari the Silver, Archaeologist Bard. A skill monkey character, support and secondary caster/melee

I have a lot of Experience in PBP, pretty consistent poster, i GM mainly home games on Tuesday currently. i've actually never done the first book of Rise of runelords, i wound up in as a replacement character for a player that dropped around book 2 and that game ended, i think in book 2 before the game died.


As a tribute to a rise of the rune lords character of old, I'd like to submit a Shoanti fighter named Rudak. I'll get a stat block and backstory together soon.

I was a fill in character in character in a RotRL game and came in at level 11 so they were fairly far along. I've not experienced the first half of the AP and most of the second half as it ended fairly shortly after I joined (storywise at least). I've tried GMing a few games as pbp but those fell apart after a couple months. I've done a couple one-shot all the way through but that's about it.


Ariarh Kane wrote:
GMJester, do you have any particular restrictions on animal companions?

Other than what I stated above (no 3PP, no evil etc) no real restrictions, but the more exotic the pet, the more you are going to have to tell a story about how it ended up there. T-Rex aren't native to Sandpoint for example. Try to keep it believable, is the only rule (well, nearly the only rule).


Atlas2112 wrote:

Hello hello!

I have a comment and a question.

1) As a comment, I plan to submit a warpriest. I consider it an upgrade to the fighter class, and so would do as a melee class, but there is enough versatility to be a divine class, if such is needed. I see there is a derth of both, and I like to be a team player. =)

2) As a question, I acknowledge and respect your admiration for the base game. At the same time, sometimes an idea comes along that is an upside for all involved. Would you consider using the feat tax rule adjustment? I have played both ways and I find it simply an improvement, especially at low levels. IMHO. YMMV.

Thanks! I expect a warpriest fits squarely in-between divine and melee. They make a good 5th character if we go that route. But I would consider warpriest for either melee or divine role, if stopping at 4 players. Go on and see what happens when you flesh him/her out.


Audrey Wrenn wrote:

Hello. This is Ariarh Kane's completed submission: Audrey Wrenn, Human Druid (World Walker) with wolf companion. All her stats, backstory and details are on her profile for your perusal, DMJester. If there are any blatant errors, I'll happily amend them upon feedback. I'm unable to add an avatar due to some Paizo glitch at the moment, however I have linked up an image of her on the profile under the physical description spoiler.

I've been playing in PbP games on Paizo for the past eight years and do enjoy roleplaying. I have had some GMing experience - having run a few smaller APs; however my experience is largely as a player. As I previously mentioned, my exposure to RotRL is minimal/very limited at best; with both games ending rather prematurely (within days of recruitment ending and player selection made). So, I'm going to be able to go into this game without prior game knowledge, if I am accepted. Just as a courtesy heads up, I live in the Southern hemisphere; however, in the past, this has not hindered my posting in a timely/consistent fashion; time zone differences withstanding.

Thank you so much for your consideration, GMJester. Best of luck to all. :)

I had the same trouble getting the thumbnail to work.

I accept Audrey as a druid in the divine role. Thanks for submitting! Different time zones or hemispheres shouldn't be much of a challenge as long as you are a consistent poster. The internet is a wonderful tool!


Stefan Merula wrote:


Questions: Are you handling encumbrance per RAW?
Do you want your players to track ammunition? Stefan is primarily 2 short swords, but he also has a shortbow.

Your characters are expected to follow encumbrance rules as written, yes.

I will plan to track ammunition also.

Looks like Stefan is complete, so I will add him to the list of those in the running. I think he is the first "skills" character added.


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SCKnightHero1 wrote:
GMJester wrote:

Hey applicants,

Sorry for no posting tonight, but I ended up on a work-trip with short notice today. Will be back in the homestead tomorrow evening, and will catch up with all of you then.

That's alright. I still have to work on my character's background. Depending on your answer to my question, I can easily switch my character from a Silver Champion to a Divine Hunter/Holy Guide. So, take your time.

Your choice. I think the Silver Champion's drake riding is probably a little spectacular for what I am looking for, but you should submit what you like.


MauveAvengr wrote:

Hey - here is my (first ever) submission for a PbP. Creating a Dwarf Ranger named Hasslo Holt.

** spoiler omitted **...

Welcome to the insanity!

This looks like a complete enough application. I did not see any Feats selected, which you'll want to add if you get farther along. I will add Hasslo to the list of approved submissions for now.

Typically, rangers fit in the "skills" category, but this TWF type can also go in the melee bucket.


Zuhair Darmisk wrote:


All the crunch and story is in the alias. Natural attack Bloodrager that has turned its monstrous blood into a weapon to fight monsters. It isn't a core race but could be re-flavored to fit if absolutely necessary. Just want to have the experience of roleplaying a race I don't typically get to play in PFS.

Thanks for your submission, and I sympathize wit the idea of being a player rather than a GM. It is a labor of love...

That said, I really do want to stick to core races only. So, despite your desire to play something else, I will ask you re-skin Zuhair into a core race, or submit something else.


Mixing multiple reactions into one reply for sake of time:

Timerus - your application is accepted for the Skill position.

Malt - this is also a complete application. half-orc rogue with STR focus is quite unusual combination. You could re-build him into fighter etc without much effort.

Azari - the elven bard is also an accepted "skills" character Thanks for the submission!

Rudak - look forward to seeing him!

Thanks all! Sorry I missed catching up yesterday. I will repost the list of accepted applications by category momentarily. Remember the deadline is Sunday night at Midnight US Central time.


Here is the current list of complete and accepted applications. Please let me know if I dropped anyone off by mistake:

Melee
Hasslo Holt - twf dwarf ranger - MauveAvenger

Arcane
Xenobia (clockwork wizard) - Tiessa
Magnus the Magnificent (arcanist spell specialist) - Pathetic Wretch

Divine
Gideon Dawnbringer - Iomedean cleric - scranford
Audrey - druid w/wolf - Ariah Kane

Skill
Stefan - rogue - PumpkinCake
Timerus A'Cord - bard - Dread
Malt - half-orc rogue - Vyltaka
Azari - Elven bard archeologist - Ammon

Dark Archive

I'm thinking about submitting a half orc Sorcerer with the Tattoed Sorcerer archetype and the Family Ties trait.


GMJester wrote:
SCKnightHero1 wrote:
GMJester wrote:

Hey applicants,

Sorry for no posting tonight, but I ended up on a work-trip with short notice today. Will be back in the homestead tomorrow evening, and will catch up with all of you then.

That's alright. I still have to work on my character's background. Depending on your answer to my question, I can easily switch my character from a Silver Champion to a Divine Hunter/Holy Guide. So, take your time.
Your choice. I think the Silver Champion's drake riding is probably a little spectacular for what I am looking for, but you should submit what you like.

Not sure why it would be a bit too spectacular for the campaign but that's alright. I can easily do a half-elf paladin divine hunter who later picks up the dragonheir scion fighter archetype later on. :)

I'll have everything up tonight!

Warning though: her backstory will be quite sad so have some tissues ready!

Liberty's Edge

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I plan on having him multiclass to fighter at second level. I find that fighter and rogue synergize nicely together. He will eventually go more heavily into fighter than rogue. I feel like that kind of goes with his "fake it till you make it" backstory.

At level 1 he should be able to dish out plenty of damage with his great axe (especially if he can sneak attack)and his AC is only a little worse than a straight fighter would be at level 1.


Vylatka wrote:

I plan on having him multiclass to fighter at second level. I find that fighter and rogue synergize nicely together. He will eventually go more heavily into fighter than rogue. I feel like that kind of goes with his "fake it till you make it" backstory.

At level 1 he should be able to dish out plenty of damage with his great axe (especially if he can sneak attack)and his AC is only a little worse than a straight fighter would be at level 1.

Ever tried playing a multiclass paladin/rogue before? It's fun!

Liberty's Edge

SCKnightHero1 wrote:
Ever tried playing a multiclass paladin/rogue before? It's fun!

No, but I have played a paladin/sorcerer/gold dragon disciple. It probably was not as effective as a straight paladin but it was fun.


Yeah but sneak attack + smite evil = A whole world of hurt for evil!

Anyhow, here is my character!

Nihilerilik Dragonchild

Stats:
[b][b]Nihilerilik Dragonchild
Female Elf cleric 1 Archetypes Divine Paragon,
LG Medium humanoid (elf)
Init +2, Senses low-light vision; Perception +4
Aura aura of good, aura of law,
=================================================
DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, )
hp 8 ((1d8))
Fort +2, Ref +2, Will +4, +2 trait bonus on saving throws against fear effects, +2 vs. enchantment spells and effects

=================================================
OFFENSE
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Speed 30 ft.
Ranged longbow +2 (1d8/x3)
Melee quarterstaff +1 (1d6+1)
Special Attacks Channel Positive Energy (1d6, DC 12, 5/day),

Prepared Spells
Cleric (CL 1st; concentration +3)
1st-cure light wounds(2)(DC 13), *protection from evil(DC 13)
0th-detect magic, vigor(2)(DC 12)
*:Domain spell.
Deity Apsu; Domains Dragon Subdomain, Good,
=================================================
TACTICS
=================================================

=================================================
STATISTICS
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Str 13, Dex 15, Con 10, Int 14, Wis 14, Cha 14,
Base Atk +0; CMB +1; CMD 13
Feats Deific Obedience, Point-Blank Shot
Skills Diplomacy +6, Heal +6, Knowledge (Arcana) +6, Knowledge (Religion) +6, Linguistics (Giant) +6,
Traits Courageous, Giant Slayer,
Languages Common, Draconic, Elven, Goblin, Giant
SQ apsu's obedience, aura, aura of good, aura of law, devoted domain, divine brand, dragon magic, elven immunities, keen senses, low-light vision, orisons, spontaneous casting, touch of good (5/day), weapon familiarity,
Combat Gear elven trail rations (3),
Other Gear longbow, cleric's vestments, studded leather armor, backpack, common, waterskin, holy text (typical), 20 arrows, quarterstaff, 15.0 gp
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SPECIAL ABILITIES
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Apsu's Obedience Pick a direction, and walk that way for the next 30 minutes. During this time, catalog all of the areas you pass and consider any tactical advantages that can be found in the terrain. After this, retrace your steps, but instead of plotting tactics, appreciate the beauty and scenery that you find along your way, and speak quiet prayers to or praises of the Waybringer, keeping in mind that none of what you've seen would exist were it not for Apsu. You then gain a +2 sacred bonus on Perception checks while you are traveling in this area, and a +4 sacred bonus on checks to notice enemies for the purpose of acting in a surprise round while you are traveling or camping there.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a faint good aura.

Aura of Law (Ex) You project a faint lawful aura.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Devoted Domain A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity's alignment. She gains Deific Obedience as a bonus feat, even if she doesn't meet the feat's prerequisites. She gains access to her boons at an accelerated rate rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat). When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain's granted powers and domain spells normally. For her other domain, she gains only its domain spells-she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity (as detailed in Pathfinder Campaign Setting: Inner Sea Gods). In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels). This ability alters domains.

Divine Brand (Ex) A mark appears somewhere on the divine paragon's body. The mark's location varies by individual and faith, but takes the form of the deity's holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon's aura is even more powerful than a typical cleric's as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good. This ability alters aura.

Domains

Dragon Magic (Ex)Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

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.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Touch of Good (Sp) You can touch a creature as a standard action, granting giving it a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. You can use this ability 5 times per day.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Background:
Nihilerilik Dragonchild doesn't remember her birth parents. She was still a baby when giants attacked her village and killed everyone but her. In fact, she would probably be dead too if it weren't for her adopted fathers who drove away the giants. Some might say that the elven babe was in worse shape than before as her rescuers were dragons! But these dragons were silver dragons; hearing the little Elf's cries the two dragons peered down at her and when she saw them her cries turned to giggles. These two dragons, Ozomaries and Zeiddrariei, adopted the Elven child giving her the name Nihilerilik which in Ancient Draconic means, "Our Little Heart".

Nihilerilik loved her draconic fathers deeply and they loved her in return. They were holy warriors of the draconic god Apsu, and they imparted the Waybringer's tenets and teachings to their daughter, in addition to how to battle giants (in addition to the occasional chromatic dragon) who the two silver dragons fought constantly against in order to protect settlements and cities, and make the lands safer for others.

But the giants who had been driven away by Ozomaries and Zeiddrariei had never forgotten nor forgiven their defeat at the talons and fangs (not to mention freezing breath) of the dragons and sought revenge. One day, to Nihilerilik's horror, the giants attacked, and while she did what she could to help her parents, the giants struck down Ozomaries and Zeiddrariei before her very eyes. But, the dragons with their dying breaths, caused their cavern home to collapse on some of the giants. The remaining giants, believing that they had defeated their draconic enemies, left. But, the silver dragons had made it so that their daughter could escape. Nihilerilk took several weeks to bury her fathers and their treasure hoards (she promised to one day come back and build a temple in their memory). She took a few items from her parents' hoards to remember her beloved fathers. Now, Nihilerilik wanders the lands, preaching the good of the Maker of All, Apsu, and the love the metallic dragons have for the other races. She has heard that a few towns have spotted giants, and Nihilerilik plans to aid them against the giants' attacks, hoping that maybe, just maybe, she might run across her fathers' murderers and avenge their deaths!

Description and Personality:
Nihilerilik is a tall Elven woman with neck length platinum colored hair and light violet eyes. She usually dresses in clothes with metallic colors, particularly silver both in remembrance of her fathers and because it is Apsu's holy color. She has a mark on her left cheek that resembles a silver dragon whose descending tail encircles a pool or mirror. This is her holy brand of Apsu that functions as her holy symbol. Strangely, Nihilerilik always goes barefoot, preferring to feel the ground beneath her feet as she strives to uphold Apsu's tenet to travel and protect the weak and vanquish evil.

Nihilerilik acts friendly around others, but she can get on others' nerves as she preaches the teachings of Apsu. She finds it unusual that people would roll their eyes or complain about her constant praising of a draconic deity despite her not being a dragon! However, she does know when to silent her tongue. Not only that, she is very courageous, protecting others from harm. She is always willing to give someone evil a chance to redeem themselves but if they refuse, then she will put them down for the good of everyone and the villain's own good as well. But, she despises giants for the deaths of both her fathers, the only family she ever knew. Also, she will also always fight against evil dragons, seeing them as traitors to Apsu. While she isn't a paladin of Apsu, she strongly follows the paladin's code of Apsu though, and she will always be performing her deity's obedience whenever she gets a chance. She is deeply devoted to both her god and her friends, and is always making sure her companions are okay. She also has a tendency to curse or pray in Draconic.

I'm pretty good at posting although it will be in the evenings and during my lunch breaks in the afternoons.

Now, I know that I didn't pick a Devoted Domain but if I'm picked I will speak with the rest of the group to see what their opinions and suggestions are as my character fulfilling a support role will be important and I would like their feedback on my options. Now I do plan on taking the Sentinel boons though.

I also plan on multiclassing a bit into the Dragonheir Scion fighter archetype later on.

If you see anything that needs fixing let me know GM and I'll get it fix right away!


For Hasslo - haven't had time to fully flesh out his character yet with feats and equipment and such (been kinda sick all week). Probably going with Power Attack or Shield Bash (or something along those lines) - but also open to suggestions. Haven't played too much Pathfinder so don't know all the best feats. Will play around with numbers this weekend.

I like the idea of using two Dwarven War Shields for TWF and bashing things with them. But will probably start with a dwarven axe and a shield.


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Hey guys, just a little bit to go before the application deadline tomorrow (sunday) night at midnight. Those dots need to turn into characters if you want in the mix.

Marik - don't see half-orc sorcerers often, should be interesting

Vylatka - do you want me to consider Malt for the melee roll also?

SCKnightHero - thanks for the submission. I tend to consider paladins as melee characters so will put Nihilerilik in that category for now.

Liberty's Edge

Hello there!

Character Submission from Atlas2112!

For disclosure, I admit that the backstory is long winded. But my muse did speak to me and the story had to get out. I take pride in my Role Playing and find it best to have a solid platform on which to stand.

Also, yes, to say that this WarPriest is a melee character is a fair assessment.

Also also, it seems like others have stated their posting habits, so it seems I must needs follow suit.

Or, as I like to call it...

Shameless personal aggrandizement!  =D

On a personal note I'm an active and verbose poster who enjoys building narrative with fellow players, whose posts are often favorited by others.
It's been said that my talent at weaving scenes together makes people jealous as hell, I'm a favorite player, I make the game, and GM's will single me out for amusing the hell out of them.  (And there was this one time, that two girls, whom I did not know, were discussing the fashion choices of my character. =p)

As a last note, Ariarh Kane is one of my favorite, favorite Role Player on these boards, and, if I am chosen with her, I can promise that our RP will be...well, not boring. =-)


Below is the character sheet, description, and background for Rudak.

Rudak:

Rudak
Chaotic Good Human Fighter 1
Init +2; Senses Perception +0
==DEFENSE==
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 16 (1d10+2)
SR 0
Fort +4, Ref +3, Will +0
Armor Scale Mail, Medium
==OFFENSE==
Spd 20 ft/x4
Melee Greatsword +6 (2d6+6) 19-20/x2 CM +1
Melee Greatsword +5 (2d6+9) 19-20/x2 Power Attack, CM +1
==STATISTICS==
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 8
BAB +1, CMB +5, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136), Weapon Focus (Greatsword) (PFCR 136-137)
Skills Climb +4, Ride +2, Know Local +6, Swim +4
Traits Deft Dodger (Combat) (PFAPG 328), Family Ties (Campaign: Rise of the Runelords) (PFAP: RotR PG 4)
Languages Common, Giant, Shoanti, Varisian

Description
Rudak stands tall as six foot 4 inches. He keeps his traditional shoanti shaved head even though he dresses more like his adopted varisian family. His flowing clothes are usually hidden under his armor when he knows trouble is brewing.

Background
Rudak's mother was kicked out of his tribe when he was still small. His father having found a new woman that found his favor. While wandering the wilderness they came across a Varisian caravan who showed pitty for the mother and child. His Shoanti blood made him grow up big and strong but with more tact than others of his liniage. Some of his new family turned out to be part of one of the Sczarni crime families. Uncle Illez, as he was called, encouraged his adopted kin to utilize his strengths of his literal strength and above average cunning compared to other shoanti. After his mother fell Ill and passed away, he fell more into his adopted family for support. He started going with them with them using his more for his intimidating presence than for him to actually do anything. Unfortunately he got lumped in with the others and run out of their camping spot near Galduria. Uncle Illez thought it best that they split up and gave Rudak instructions to find a man named Jubrayl Vhiski in Sandpoint.

(Reposted from previous post) I was a fill in character in character in a RotRL game and came in at level 11 so they were fairly far along. I've not experienced the first half of the AP and most of the second half as it ended fairly shortly after I joined (storywise at least). I've tried GMing a few games as pbp but those fell apart after a couple months. I've done a couple one-shot all the way through but that's about it.


A couple of new submissions to add to the list. Both Rudak and Galador are complete and will join the upadated list, which I will post here.

Submission run through midnight Sunday (tomorrow) night, then choices will have to be made from the fine submissions entered so far.

Melee
Hasslo Holt - twf dwarf ranger - MauveAvenger
Galador - warpriest - Atlas2112
Rudak - Shoanti fighter - natloz

Arcane
Xenobia (clockwork wizard) - Tiessa
Magnus the Magnificent (arcanist spell specialist) - Pathetic Wretch

Divine
Gideon Dawnbringer - Iomedean cleric - scranford
Audrey - druid w/wolf - Ariah Kane
Nihilerilik Dragonchild - Elf cleric of Apsu - SCKnightHero1

Skill
Stefan - rogue - PumpkinCake
Timerus A'Cord - bard - Dread
Malt - half-orc rogue - Vyltaka
Azari - Elven bard archeologist - Ammon


Galador Imrael wrote:
As a last note, Ariarh Kane is one of my favorite, favorite Role Player on these boards, and, if I am chosen with her, I can promise that our RP will be...well, not boring. =-)

Good to see your warpriest guy up for consideration! And thank you for the lovely compliment, Galador. I have enjoyed our rp in previous games! Love your positive energy and enthusiasm.

===

GMJester: I changed the spelling of my girl's name to Audri (short for Audriana) Wrenn. I wanted it to be an apt pet name of her full first name, so it made more sense and was a little more unique with the 'i'. Thanks! :)


This is my character. He was intended for Jade Regent, but can be used here as well.


Thanks Adrian. I will add to the list of accepted applicants. Selection will be later today, or perhaps tomorrow, depending on how late I stay up.


GMJester wrote:
Thanks Adrian. I will add to the list of accepted applicants. Selection will be later today, or perhaps tomorrow, depending on how late I stay up.

Good luck everyone! There are a lot of great characters here!


Good Luck to all who requested to Join.


Good luck to all! :)


Hello! I'm submitting Sorala, a Shoanti Medium.

Elevator Pitch

Sorala was expected to take on the village's ancestor-speaker role from her mother, but instead stole away in the middle of the night (certainly to her mother's great disappointment and shame). Sorala intends to be a great champion like her spirit friend and frequently channeled ancestor Atohi Foe Hunter. Mechanically, Sorala is largely focused towards being a front-liner but can take on other roles in a pinch.

Sorala's Mechanics:
Sorala

Female Shoanti Human Medium 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4

--------------------
DEFENSE
--------------------

AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 10 (1d8+2)
Fort +3 (+5 with champion), Ref +2, Will +4

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OFFENSE
--------------------

Spd 30 ft.

Melee *denotes champion spirit effects
Earth breaker* +5 (2d6+8/x3)
Longspear +3 (1d8+4/x3 brace; reach)
…* +5 (1d8+8/x3 brace; reach)

Ranged
Sling +2 (1d4+3/x2; 50’)
…* +4 (1d4+7/x2 50’)

Spells Known
0 (∞): Guidance, Read Magic

--------------------
STATISTICS
--------------------

Str 16, Dex 14, Con 14, Int 12, Wis 10, Cha 13

Base Atk +0; CMB +3; CMD 15

Feats Iron Will, Spirit Focus (Champion)
Traits Monster Hunter (campaign), Resilient (combat)

Skills 6 (4 base + 1 human + 1 int)
ACP: -2
Diplomacy +5 (1 ranks, 3 class, 1 cha)
Intimidate +5 (1 ranks, 3 class, 1 cha)
Knowledge (religion) +5 (1 ranks, 3 class, 1 int)
Perception +4 (1 ranks, 3 class)
Perform (storytelling) +5 (1 ranks, 3 class, 1 cha)
Sense Motive +4 (1 ranks, 3 class)

Favored Class 1 medium

Languages Shoanti, Taldan

SQ Knacks, Spirit, Spirit bonus +1 (+2 w/champion), Spirit power (lesser), Spirit surge 1d6

Combat Gear earthbreaker (40gp; 14#); lamellar (leather; 60 gp; 25#); longspear (5 gp; 5#), sling (0 gp; 0#), 10 bullets (0.1 gp; 5#)

Other Gear 45.4 gp, Ranger’s kit (9 gp; 28#; backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5), waterskin)

Background:
Background:

Sorala watched the hunters parade through their village, yelling and dragging the corpse of a beast, large and scaled, with leathery wings. One hunter had died in the fight, and others bore wicked wounds; Kemchet even seemed to be sick – his stomach pierced by the poison-stinger of the beast’s awesome tail. The eight-year old Sorala was in love – not with the men, but with their exploits. The village would eat well for a week, at least – no small feat in their barren lands.

“Nonsense!” Mami said, when Sorala told her mother that she planned to be a hunter of beasts. “You will be a spirit guide, like me, like your grandmother, like her mother and her mother’s mother before her.” Sorala’s mother looked at the hunters, who had already begun sipping on the pulque, and sighed. “What you will do is much more important. They are brave, that is true, but they barely work when they are not on a hunt.”

Sorala frowned. That sounded perfect.

------

Still, the girl learned her trade, and channeled her ancestors, and told their tales. Oggun, the fisherman, could tell rain was coming a week before the first drop. Mami Wati, the shaman, led the Skoan-Quah through the Cinderlands to their village home while blindfolded, listening only to the voices of her ancestors, many generations before Sorala came into the world. Coyati, quick with a joke or a jibe, was so charismatic that he talked his way into the bedroom of a queen of Korvosa – or so he said.

Sorala’s favorite ancestor was Atohi Foe Killer, champion of the Sklar-Quah, slayer of the tribe’s enemies. He single-handedly killed a frost giant jarl, won the race of the Quahs, and took the fingers of 70 Chelish colonizers. And although he was boastful, he was kind, and for an ancestor, surprisingly unchained to tradition.

Did you know, girls were not allowed to be warriors in my day? Atohi asked, during a morning commune. Sorala sighed.

Ah. Atohi’s voice danced through Sorala’s mind, thoughtful. The old ways are still the new ways, what a shame. You would make a fine Foe Killer, little one. Let me in, and we will show them.

And so Sorala began to channel Atohi whenever she could, despite Mami’s displeasure. Sorala grew strong, fast, and hale, and could best most anyone her age in mock combat - when Atohi was with her, at any rate.

------

Sorala came of age, and got her first tattoo, the rune Eiril (duty) on the back of neck. It is time. Atohi said, without any elaboration. The girl’s neck hurt, but her mind was elsewhere. She would need to be a great champion for her mother to forgive her.

Sorala left in the dead of night, borrowing her brother’s earthbreaker, and the stinger of the great beast killed years ago, which now hung in the village’s communal hall.

------

Days later, a village loomed on the horizon – one of the colonizer’s towns, very different from her own. Swallowing her fear, Sorala entered, ignoring the stares and whispers. She would find a store, and sell the beast’s stinger, and buy some supplies. Perhaps, she would even make a friend. Certainly, Athoi whispered, she would be a champion of her peoples.

Appearance: Sorala is tall, with tanned skin and brown hair, which she wears pulled back behind her head, or in a topknot. She wears colonizer’s armor, obviously new, and carries functional, Chelish-made equipment. She carries her brother’s earthbreaker and wears warpaint across her high cheekbones, which with the runic tattoo across scribed on the back of her neck make her Shoanti heritage plain to see.

Me, the player:

I've been on the boards for many years now, but have never played Rise of the Runelords. I do know the broad strokes of the campaign. Combat is fun, but I enjoy the role-playing aspect of RPGs more, and find that PBP is a great venue for this. I generally try to post at work, and am on Pacific Time. Thanks for the consideration!

Good luck, everyone!


2 people marked this as a favorite.

Applications for this game are now closed. I will post the selected characters tomorrow evening after work. I am planning on a team of 5, and possibly expanding to two tables with 5 members each, but have not made definitive decisions at this point.

Sorry for the wait, but must get some sleep. More tomorrow.

Liberty's Edge

Definitely put Malt in the melee role.


1 person marked this as a favorite.

Ok, selection time. I will walk you through my thoughts, which may be a terrifying place for some...

So if I want to fill the 4 basic roles (plus 1 extra), I will start with Arcana since there are only two applicants. Pathetic Wretch never, to my knowledge, updated his backstory, so the Arcane position goes to Xenobia. (Not just by default, I think she is a good character).

Second I was trying to fill the Divine spot. My top two candidates were Gideon and Audri, but I went with the cleric for more healing power i this group. He will probably be the only one wiht healing ability. The choice was Gideon.

I chose Hasslo for the melee character. He is a new player, and has an interesting character concept without being over built. However, interesting the two-shield thing is, I'm not sure it's the most damaging-dealing build ever, so I was looking for someone to complement that, a pure damage build. The choice was between the monk, Adrian, and the Shoanti fighter. I went with Rudak but it was a close choice. That took up my "extra" spot.

Then I needed a skill-player. Since I already had one new PBPer, I decided to give another new player a chance and took the rogue Stefan

So the first table is:

Xenobia
Gideon
Rudak
Hasslo
Stefan

Congratulations! You can matriculate over to the Discussion tab for more information and to begin to dive into the game.

For the rest, if you are interested, I can start another table. There are enough good characters left for either Runelords or another AP, if there is consensus. If I built table two, this is the mix I was thinking of:

Malt - damage dealer, but also rogue - so may need more damage.
Audri - divine, not a full healer usually - so may need more heals
Galador - can heal and melee, so a good complement, plus he and Audri's player have some hx together, so that'd be interesting.

Those taken, I need a arcane caster, and a skill monkey. Only arcane player left is Magnus, but I'm not sure he is still following.

I would probably take the bard Azari to be the skill player, with a slight edge over the other Timerus. I didn't know if either would re-skin as a full arcane caster and fill out the group that way. It remains a possibility.

Again, we could stick with RotRL or we could go a different direction with Group 2. Or we could not go at all. Up to you guys. LMK what you think.

For those not taken, here is my feedback. My personal opinions only, so I understand if you feel differently:

1) SCKnightHero1 - I tried to encourage you to build something less grandiose, but kept getting huge concepts, even though I said understated was better. Just not a fit for my style.

2) Adrian - might've made you in the first group, just went with fighter instead, and didn't fit as well with needs of Group 2. Sorry...

3) Sorala - the medium is hard for me to get. It's my own issue, but none of the occult classes really speak to me. It looks like an interesting idea, but i am more inclined towards core results. No offense.

There....that's as much thought-process and feedback as I an articulate, and probably more than you asked for. LMK what else I can tell you.

If Group 2 wants to continue to gel, with someone taking the caster role, I will listen, but will not accept more outside applicants. Also, if there is discussion about a different adventure, including homebrew ideas, I would take that under advisement.


Thank you for selecting Audri for the second group, GMJester. It's good of you to consider taking on two tables. :)

I would be interested in Table 2 playing RotRL. However, I'm flexible enough if the other players are interested in another AP. I just haven't played this AP as yet and that's why I would like to stick with the original campaign idea.

So Group 2 is Malt, Audri, Galador and Azari, if Timerus wants to join as the arcane caster of the party (reskinning his original concept), I'm good with said party of 5. I'm also open to reskinning my own character if the group feels that's for the best (for eg making Audri a cleric for better heals?) I'll wait to hear from the other members of Group 2.


It's cool. It's hard for me to make a character that's a bit understated. Lol!

You can blame a certain dark elf ranger named Drizzt for me making grandiose characters!

But I wish you and the other players good luck and good fortune in the adventure.

Although now that I think about it I should have stuck with my aasimar archaeologist; while she wasn't a core race she wasn't as grandiose as my elven cleric of Apsu.

And it's alright. Every GM has a certain style and you have to go with what you're comfortable with.


Thanks for the consideration, GM, and I agree, the medium is hard to get. I've been wrestling with this character concept for awhile, and this is the first time it started to come together for me.

Good luck with the games everyone!


For Group 2 and GMJester:

This is just a suggestion to be talked over and voted on by the group in question. I could re-skin Audri into a Half-Elf Calistrian Cleric (Herald Caller) with the Trickery Domain, hailing originally from the House of the Silken Veil in the Leeward District of Riddleport. Her alternate char sheet is in the spoiler below for your perusal. Depending on what the group wants: druid or cleric, is the way I will proceed. If it is cleric, then I will write up an accompanying backstory. Thanks. :)

Audri as a cleric - version 2:

--------------------
Statistics
--------------------

Name: Audriana (Audri) Wrenn
Gender: Female, Race: Half-Elf Alignment: CG Class: Calistrian Cleric (Herald Caller) 1
Age: 23
Init +1; Senses Low-light; Perception +10

--------------------
DEFENSE
--------------------

AC 13; touch 11; flat-footed 12 (+2 armour, +1 dex)
hp 9 (1d8+1)
Fort +3 Reflex +1; Will +5

--------------------
OFFENSE
--------------------

Speed 30ft
Melee Scorpion Whip +1 (1d4+1/x2/S/disarm, performance, reach (15 ft), trip)
Melee Dagger +1 (1d4+1/19-20/x2/P or S/ Range Increment 10 ft. (thrown)

--------------------
Special Abilities
--------------------

Channel Positive Energy (1d6) (Will Save for 1/2 Damage: DC 14) 6/day
Domain Powers: Trickery
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (3)=6.

Prepared Spells (CL 1, Concentration +4/+8 with combat casting)

1st (2+1domain/day, DC 14) : Cure Light Wounds (1d8+1+1campaign trait), Protection from Evil, Disguise Self (Domain spell slot)
(* Can drop a prepared spell that isn’t a domain spell and spontaneously cast Summon Monster 1)

0 (at will, DC 13) : Detect Magic, Guidance, Stabilize

--------------------
STATISTICS
--------------------

Str 12 (+1); Dex 12 (+1); Con 13 (+1); Int 13 (+1); Wis 16 (+3); Cha 14 (+2) (Ability Modifiers +2 WIS)
BAB +0; CMB +1; CMD 12

--------------------
TRAITS
--------------------

• Seeker (Social): You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
• Student of Faith (Campaign): While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

--------------------
FEATS
--------------------

• Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
• Skill Focus (Bluff) (Bonus feat via Half-Elf): Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

--------------------
SKILLS (4+1INT+1FC=6)
--------------------

• Bluff +5 (0 rank, class skill via Trickery domain, +3 Skill Focus feat)
• Diplomacy +6 (1 rank)
• Heal +7/+9 (1 rank, +2 from Healer’s Kit)
• Know. Planes +5 (1 rank)
• Know. Religion +5 (1 rank)
• Perception +10 (1 rank, class skill via seeker trait, +1 trait, +2 Keen Senses)
• Stealth +5 (1 rank, class skill via Trickery domain)

LANGUAGES
Common, Elven, Celestial

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

From Race:
Ability Score Modifiers:Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. (Skill Focus: Bluff)
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

From Class:
Weapon and Armor Proficiency: Clerics (Herald Callers) are proficient with all simple weapons, light armor, and light shields. Clerics are also proficient with the favored weapon of their deities (Calistria: Whip)
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Spellcasting: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su): A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric (herald caller) chooses one domain from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. The domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Domain spells cannot be used to cast spells spontaneously.
Spontaneous Casting: A good cleric/herald caller (or a neutral cleric of a good deity) can channel stored spell energy into summoning monsters spells that she did not prepare ahead of time. (See under Herald Caller special abilities below.)
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

From Archetype: Herald Caller
Unlike warpriests or paladins, who charge headlong into battle in the name of their patron deities, herald callers are adept at calling powerful outsiders to aid their brethren in battle.
Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.
Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Mighty Heralds: At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster). At 8th level, she gains Superior Summoning as a bonus feat.

From Trickery Domain: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

--------------------
GEAR & EQUIPMENT (150 gp starting wealth)
--------------------

Starts playing with Explorer's Outfit (worth 10gp, 8 lbs) (Includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.)
Weapons, Accessories & Ammunition
• Scorpion Whip (5gp, 3 lbs) (Damage 1d4 (medium), Critical x2 Type slashing; Category; Special disarm, performance, reach, trip. This whip has a series of razor-sharp blades and fangs inset along its tip. It deals lethal damage, even to creatures with armor bonuses. If you are proficient with both the scorpion whip and whip, you can use a scorpion whip in either the normal way (as a light performance weapon) or as a whip. When you use a scorpion whip as a whip, it is equivalent to a whip, but deals lethal damage and can harm creatures regardless of their armor bonus)
• Dagger (2gp, 1 lbs) ( Cost 2 gp Weight 1 lb. Damage 1d4 (medium) Critical 19-20/x2 Type piercing or slashing, Range Increment 10 ft. (thrown), Category light Proficiency simple, Weapon Groups light blades, thrown, tribal. A dagger has a blade that is about 1 foot in length. Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.)

Armour
• Lamellar cuirass (15gp, +2 to AC, 0 ACP, Weight 8 lbs)

General Gear & Equipment
• Fur blanket (5sp, 3 lbs)
• Bedroll (1sp, 5 lbs)
• Spell Component's Pouch (5gp, 2 lbs)
• Holy symbol, iron (Calistria – three daggers) (5 gp, 1 lbs)
• Holy Text: The Book of Joy: details the various passions held sacred by the goddess known as the Unquenchable Fire and her church. (1gp, 1 lbs)
• Waterskin (1gp, 4 lbs)
• Healer’s Kit (50gp, 1 lbs) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Mess Kit (2sp, 1lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Masterwork backpack (50gp, 4 lbs, When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Elven Trail Rations (6gp, 3 days worth, 3 lbs) (Soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)
• Grooming Kit (1gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.) • Flint & Steel (1gp, - lbs)
• Cold weather outfit (8gp, 7 lbs) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
Total Money spent out of 150gp: 149gp & 8sp
Weight: 46 lbs (light load) (STR 13 due to M/W backpack. Light Load: 50 lbs or less, Medium Load: 51-100 lbs, Heavy Load: 101-150 lbs.)


if were being technical, bard is also Arcane lol.

there are a bunch of adventures , id be fine with the groups decision

Liberty's Edge

Thanks. Crazy trade show week, but I’ll get the profile updated and post as time allows.


I almost forgot to thank you GM for the opportunity. Thank you again!


I could reskin as a full arcane. Id probably go Arcanist.

That would depend though on what we actually played.

Liberty's Edge

I can modify Malt to lean a bit more skilly if you would like. Between a Druid, a wolf animal companion and a warpriest we will be pretty solid in combat.


@Vylatka: We do need more healing power in the group as the warpriest Galador doesn't channel energy until 4th level and I didn't really make my druid to be a prominent or particular healer type. That is why I suggested reskinning Audri into a cleric, so the group is covered in that aspect. If I do go that route, then the party will need another combat focused type to aid our warpriest (and that would come through Vylatka?). What do you think?

Liberty's Edge

@ Ariarh: Sounds good to me. That was my original plan for Malt. If we don't pick up a skill character I might skew a wee bit more that way but Malt will definitely be a front-line machine.


@Vylatka: Excellent, thanks. :) I think we have a skill character in the form of Azari, the archaeologist bard, yes? And, Timerus said he'd be happy to reskin his guy (as an Arcanist) to fill the arcane position.

I think that completes us on Table 2:
1. Galador: Human Warpriest
2. Audri: Half Elf Calistrian Cleric (Herald Caller)
3. Malt: Half-Orc Rogue
4. Azari: Elven Bard (Archaeologist)
5. Timerus: Possibly Arcanist (at this stage, if the GM allows for the hybrid class as he mentioned he'd rather core classes).

We just need to agree on an AP with the GM. I'm still good with GMJester making a second table for RotRL. Have you got a preference?

Liberty's Edge

Yeah, I'm be in favor of clericy-ness to get this mad crazy party started!

Mind you, as far as an AP goes, I would council anything except RotRL.

This is because I've seen DMs trying to run 2 tables of the same AP, and for some reason it has not gone well.
My theory is that it just gets boring. Betimes, its as much fun for the GM as it is for the players, and going over the same ground twice can becomes tiresome.

Of course, this is not to say that GMJester is not a man of superior fortitude--I'm certain he is and would have stamina for such a task. I simply say that beings lesser than him have fallen in such a pursuit.

Of course, I may be wrong. IMHO. YMMV. =)

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