GM Anthorg's Rise of the Runelords - everyone's a cleric!

Game Master Anthorg

This is a Rise of the Runelords campaign. All players can only pick cleric levels.

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Welcome adventurers! Have you ever played in a Rise of the Runelords game that died leaving your character orphan and you dying to know what happens next? Have you ever seen a Return of the Runelords recruitment and bit your lip, wanting to play Rise of the Runelords before Return, as chronology dictates? Have you ever thought that you want to finish Rise of the Runelords to feel that you've played through one of the most popular and classical campaigns of the 21st century?

Then this is the recruitment for you! I, Anthorg, have a character that has lived the Swallowtail festival like Bill Murray has seen Punxsutawney Phil. I am here to see the game through to the end. And on top of that, I will invite the players when the game is done to play Return of the Runelords (although I haven't bought it yet). And I expect the same commitment from the applicants.

This is a Rise of the Runelords recruitment thread. However, I take inspiration from GM Trawets' Wrath of the Righteous game where everyone is a Paladin. Here, all applications must be Clerics. I figure that, with all the domains, sub-domains and archetypes, many party roles can be filled by that class. And so, here come the spoilers with instructions. Please read them carefully. I know I wrote a lot, but bear with me.

Submissions format:

All character submissions can be done in free format. That means that you can post an alias with full character sheet, but can also be text under spoilers or character concepts with everything you feel is relevant for me to know about your character.

I care about backgrounds because it outlines who your character is by the start of the game, and that will warrant all that interesting and cool RP we all (?) like, but the bulk of the campaign is what will probably build who your character is. So include a background in your submission. There is no maximum to what you can write (yes, I will read 100 pages worth of background), but there is a minimum, which is 3 paragraphs. If you come up with a background in a format that cannot be measured in paragraph count, then make an equivalence.

Lastly, if you submit a character with a crunch, please take some time to explain all the numbers unless it's super obvious. Examples:
Ok:
Example 1 - Character has 16 Strength at level 2
Melee Longsword (with shield) +4 (1d8+3; 19-20/x2)
Melee Longsword (2H) +4 (1d8+4; 19-20/x2)

Example 2 - Character has 12 Intelligence at level 1 and a trait that increases Knowledge religion
Knowledge (religion) +6 (1 Rank + 1 Intelligence + 1 Trait + 3 Class skill)

Not ok:
Example 1 - Character has 12 Intelligence at level 1 and an obscure racial trait that increases Knowledge religion
Knowledge (religion) 1+7

Mechanical:

We will be playing the anniversary edition, so make sure to read the anniversary edition of the players guide which can be downloaded for free here.

Abilities: 15 pt-buy, nothing below 10 pre-race except for Dex and Con (they can be negative) - This is intended to make players specialize their Clerics.

Classes: Cleric only, all Paizo archetypes allowed. Proposals of 3pp archetypes must be accompanied by a link and an explanation as to why this archetype is appropriate for your character and also not overpowered. - It will be easy coming up with a reason to be in Sandpoint by the game's beginning.

Domains: All Paizo allowed. Includes sub-domains.

Races: Go crazy! Ahem... except goblins. They're not allowed. Ok, don't go that crazy, stay at a reasonable power level.

Alignment: All non-evil. The same goes for the chosen deity of your character, if they have a deity. If your character is not good, then explain why your character cares about Sandpoint or its people (or the world for that matter).

Background skills: Yes, with a caveat. I'm introducing what I call a quirk skill point. Read about it below.

Feats: Stay within CRB, APG, UM, UC, ACG and ARG.

Spells: Stay within CRB, APG, UM, UC, ACG and ARG.

Traits: Two traits, one of which must be a campaign trait from the Player's Guide. Alternatively, you may forgo the non-campaign trait to make a skill become a class skill for you and also gain a +1 trait bonus on that skill. Make sure to include in your background how you came to become so proficient in that skill. You cannot buy a third trait by picking up a drawback.

Hit points: We will do max at first level and 5+bonuses on subsequent levels.

Starting gold: You will all start with 360gp to spend as you like. That's max gold plus 50%.

Feat tax rules: We won't be using that. I like the rules, but I want to keep this beginner friendly.

Other uncommon rules: We will be using the Wounds threshold rule, which can be read about here. Please take the time to read if you're not familiar, it's not a lot - Since it's likely that healing will play a large part with so many clerics around, the wound threshold system can be interesting.

Progression: The AP recommends a fast level progression, which we will follow. The anniversary edition also provides a guideline of about when characters are supposed to level up so we'll be leveling up by the milestone system. This makes my job very easy as I really don't like XP (don't ask). This means that by the game's end, players should be at level 17~18. Special caveat about the progression: Everyone will be a cleric, and no one likes to feel that they'll be missing out on high level spells. So when you get points to spend on abilities (at levels 4, 8, etc...), that point must go on an ability other than Wisdom, but everyone increases their Wisdom by 1. This means that players will effectively get 2 points, one of which is spent on Wisdom.

What in Nethys' name is a quirk skill point?: It's an extra background skill point that must be spent on Artistry or Lore. And there's more! If all background skill points are spent on Artistry and/or Lore, then you get a second quick skill point! This means that your character can get up to 4 (!!!!) background skill points in a given level.

Who can submit?:

Beginners and veterans alike are welcome, even if the introduction doesn't apply to you. Please include your history with the AP, and current relationship status with it. The motivation for this game is to comfort the sad hearts that were left lonely with no AP conclusion, but I'm not into segregation.

A little about the GM:

I am playing in a fair share of games right now and have never GM'd PbP (wish me luck). I have also never GM'd pre-made games in PnP either, only my own homebrews. I have a homebrew which is... brewing for these forums, but is not ready yet. If this (RotR) works, I might feel encouraged to give it a go.

I live in Rio de Janeiro and have recently finished my PhD in Statistics, so I'm dealing with a lot less stress than I was before. The COVID-19 is certainly being unhelpful in many ways, but I manage. I will be posting 4~5 days during the week (often more than once a day) and expect roughly the same from the players. On weekends I usually post, but it can happen that I don't.

Anything else?:

I tend to try to make things fun(ny) for my players. Sometimes I'm successful. So what do you say? Shall we attend the Swallowtail festival.... again? Might be fun! Let's see those clerics fighting over which god is best!

FAQ:

Q: What level do we start in?
A: Oh, sorry. Level 1.

Q: Can I make a Druid? They're kinda like clerics... of nature!
A: Read the Mechanical spoiler again.

Q: Can I dip in class?
A: That would sort of defeat the purpose. Don't worry, I'm not going to kill you if you don't have trapfinding.

Q: There's this feat called feat from book which makes soooo much sense for my character. You can read about it in link, and as you can see, it's not too powerful.
A: Sure I'll take a look.

Q: Does Fencing Grace work with other piercing finesse-able weapon?
A: Yes.

Q: Why are you so mean to GMs who had to abandon your RotR game? It's probably not their fault and you're just being ungrateful.
A: I didn't mean to be mean. And I realize I am being somewhat ungrateful. Hopefully other GMs aren't upset with me and realize that I'm proposing to do something fun.

Q: What guarantee can you give that you won't just do the same?
A: Well, there's no such thing as guarantee since I don't personally know anyone in these forums, but I do promise that, aside from physical impossibility, I will let the players know of anything that might happen to hinder my posting. I will also share my personal e-mail with every selected player so that they can contact me outside of these forums.

Q: So when does the recruitment end?
A: On Wednesday, the 20th of May at 23:59 (that's 11:59 PM), GMT-3.


Wonderful! I'll have a chance to dip into RotR again. I was in another forum game that had the same premise; all clerics. But sadly that died before the end of the festival. I'll be submitting a human cleric of Cayden Cailean. I'll start on it tonight.


Dotting to read ;)

Grand Lodge

GM Anthorg - RotR wrote:

I, Anthorg, have a character that has lived the Swallowtail festival like Bill Murray has seen Punxsutawney Phil.

Laughed my arse off.

Yeah, I'm in.

Gimme a bit to get organised. Cleric of Shizuru... and I have another concept for archetype.


I've got a game of Ironfang Invasion where everyone plays a fighter, so I might as well throw in my hat for another mono-class AP!

How do you feel about using philosophies as gods? Lore-wise, it's supported by things the devs have said about 2e. Specifically, thinking about a member of the Cult of the Failed. If not that's totally fine, just figured I'd ask.


Dotting with interest.

Shadow Lodge

A couple questions:
1. While looking through Cleric Archetypes, I found this one, would it be possible to use this archetype with a Celestial Obedience instead of a Deific Obedience? The feats are pretty much identical, they just include different Gods.
2. Any chance we could use Variant Multiclassing from Unchained?
3. How do you feel about taking multiple archetypes? I'm looking at Sacred Attendant, Idealist, and the previously linked Divine Paragon. Sacred Attendant and Divine Paragon are not compatible since both alter domains and channel energy so I'd be fine if I could only use one of them, however, I'd take all three if possible, having only a single domain as per sacred attendant and it acting as the devoted domain of the divine paragon.


Dotting in...

Shadow Lodge

Dylos wrote:
3. How do you feel about taking multiple archetypes? I'm looking at Sacred Attendant, Idealist, and the previously linked Divine Paragon. Sacred Attendant and Divine Paragon are not compatible since both alter domains and channel energy so I'd be fine if I could only use one of them, however, I'd take all three if possible, having only a single domain as per sacred attendant and it acting as the devoted domain of the divine paragon.

Looking over the Archetypes again, it seems like the best way to combine all three archetypes would be to actually limit me to a single domain, with that one domain acting as the non-devoted domain rather than the devoted domain, meaning that I wouldn't have any domain powers, only domain spells from a single domain.


Why not. I'll dot with a cleric of a super obscure god. I even have an elevator pitch for the character:

Elevator Pitch:

Okay, so he's not good aligned. I know you said that you would want a reason as to why he cares about the city? Here you go. He wants to impress Ameiko so that she'll sleep/fall in love with him.

That's it. He's going out of his way (at least at the start) to get Ameiko to fall in love with him.

Thank you for coming to my Ted Talk.


Returning after a long and unintentional hiatus, but a few questions:

I'm a little unclear about something; is eventual multiclassing allowed or disallowed?

Furthermore, if we were to somehow change our casting stat for cleric (i.e., by the Elder Mythos Cultist), would the free leveling stat go in that stat or remain in WIS?

Grand Lodge

Helaman wrote:
GM Anthorg - RotR wrote:

I, Anthorg, have a character that has lived the Swallowtail festival like Bill Murray has seen Punxsutawney Phil.

Laughed my arse off.

Yeah, I'm in.

Gimme a bit to get organised. Cleric of Shizuru... and I have another concept for archetype.

Standby: Aasimar Battle Cleric Divine Paragon that is ALL about her goddess. Diplomacy sub-specialist.

Grand Lodge

Vrog Skyreaver wrote:

Why not. I'll dot with a cleric of a super obscure god. I even have an elevator pitch for the character:

** spoiler omitted **

Lmao


Nvm on my first question, the answer was in the FAQ

Working on a chaotic neutral tiefling Elder Mythos Cultist cleric of Bokrug focusing on melee, intimidate and knowledge (arcana)

I have been thru RotR to the end of Book 1 as a player and DM'd it to completion.

Character Background Details, Minor Spoilers for Jade Regent and Rise of the Runelords:
Basic concept is that my character was abandoned in the swamps outside Sandpoint as an infant by their Varisian nomad parents and adopted by the Boggard tribe from Jade Regent. The boggards are in constant conflict with the Licktoad tribe of goblins, and my tiefling is in Sandpoint to find out why the goblins have largely vacated the swamps, have they been sighted, does anyone know their plans, etc

I've chosen Bokrug as their god for a number of reasons:

Firstly, his original followers were ancient frog people, which makes for the boggard connection to be not all that unreasonable.

Secondly, chief among his portfolio is Revenge, giving my CN follower of a CN elder god an easy reason to be committed for at least the first two books, plenty long enough for a sense of devotion to sprout among them and the rest of the party.

Lastly, Bokrug's favored weapon is the Ranseur, Alaznist's polearm. Revenge is not far from Wrath, and it all just sort of ties in naturally.


Sounds interesting, I have an idea for a gnome cleric crusader archetype. Follows her own belief system based off a great hero she heard about in stories from her father. (That hero is Thor)

Liberty's Edge

Ok...this sounds too cool not to try and get onto the team!! Will set something up asap...I too have played the start of this adventure so many times...lol


GM Anthorg - RotR wrote:
Races: Go crazy! Ahem... except goblins. They're not allowed. Ok, don't go that crazy, stay at a reasonable power level.

and here I was about to suggest a goblin emissary trying to negotiate with the humans, only to get backstabbed by his own race :)


Boom, character submission!

Jonathan Kitandal:

TN Aasimar Cleric 1

str 13
dex 10
con 10
int 12
wis 16
cha 16

HP 9
AC: 18; T: 10; FF: 18 (10 base +0 dex +6 armor +2 shield)
BAB 0
Init +0

Fort +2
Ref +0
Will +5

Speed 30'

Weapons:
1) Melee Touch Attack: +1 to hit

2) Ranged Touch Attack: +0 to hit

Skills:
Diplomacy r1 +9
Perception r1 +5
Sense Motive r1 +7

Background Skills:
Artistry (Musical Composition) r1 +5
Linguistics r1 +5
Perform (Sing) r1 +7

Languages:
Celestial
Common
Tianese

Class Features:
*Archetype (Channeler of the Unknown)
- Unknown Aura (don't radiate an alignment aura per undetectable alignment)
- Channel Entropy (harms living, unliving, and undead alike per negative channel energy; 8 uses/day; DC: 16; 1d6)
- Power of the Unknown (gain the Void domain)
- Spells (can cast any cleric spell, regardless of alignment restrictions)
- Spontaneous Casting (can spontaneously cast any domain spell)

*Domain (Void)
- gain +2 insight bonus to saves vs. Mind-Effecting effects.
- Domain Spells: Feather Fall, Levitate, Fly, Lesser Planar Binding, Overland Flight, Planar Binding, Reverse Gravity, Greater Planar Binding, Interplanetary Teleport

Traits:
*Student of Faith (cast cure spells at +1 caster level and +1 trait bonus to DC of channel energy; Campaign)

*Talented (+1 trait bonus to a single perform skill and gain perform as a class skill; social)

Feats:
Improved Channel
Extra Channel

Spells:
Spell DC: 13 +Spell Level
Spells/Day: 3/2+1

Equipment:
Heavy Wooden Shield 7
Breastplate 200
Wooden Holy Symbol x2 2
Courtier's Outfit 30

121 gp

Backstory:

Jonathan was raised in the service of the church of Desna, but by the age of 13 he had lost his faith.

Not wanting to talk to anyone about his faith, he simply went through the motions, doing his daily prayers.

One day, something answered.

Jonathan left the church shortly thereafter and joined an adventuring group as a healer.

Time passed, and Jonathan eventually landed in the city of Sandpoint. He then walked into a bar he was recommended to: the Rusty Dragon.

Inside, Jonathan saw an angel.

A Tienese woman working the bar, who was perfect. absolutely, unabashedly perfect. That same night, he saw someone hit on her, and she shut him down gently. Jonathan knew this would require a plan.

Maybe he could help out with the upcoming festival to inaugrate the recently built church?


Double Boom, another character submission!!
Rooke Xandarian, cleric of Cayden Cailean.

Grand Lodge

Name pending Combat type samurai style cleric:

- Shizuru
Aasimar cleric (divine paragon) of Shizuru 1 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +4; +2 circumstance vs. blinded or dazzled
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
mwk cold iron katana +3 (1d8+3/18-20)
Special Attacks channel positive energy 4/day (DC 12 [14 to damage undead], 1d6 [+1 vs. undead]), sun's blessing
Spell-Like Abilities (CL 1st; concentration +2)
At will—halo
1/day—daylight
Cleric (Divine Paragon) Spells Prepared (CL 1st; concentration +3)
1st—divine favor[D], magic weapon, shield of faith
0 (at will)—create water, enhanced diplomacy, guidance
D Domain spell; Domains Glory, Sun
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Additional Traits
Traits ancestor's blade, omen, reactionary, student of faith
Skills Acrobatics -3 (-7 to jump), Diplomacy +7, Intimidate +6 (+8 circumstance vs. evil creatures), Knowledge (history) +4, Knowledge (religion) +4, Perception +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ devoted domain, divine brand, halo[ARG]
Other Gear breastplate, dagger, mwk cold iron katana[UC], bedroll, belt pouch, candle (10), chewing stick, comb (0.2 lb), flint and steel, hairbrush (0.3 lb), holy text (Shizuru)[UE], masterwork backpack[APG], mess kit[UE], mirror, nail file (0.1 lb), scissors (0.3 lb), silk rope (50 ft.), soap, spell component pouch, sponge, tooth powder (0.1 lb), trail rations (5), waterskin, wooden holy symbol of Shizuru, 5 pp, 34 gp, 9 sp, 1 cp
--------------------
Special Abilities
--------------------
Cleric (Divine Paragon) Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric (Divine Paragon) Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Devoted Domain (Cleric [Divine Paragon] Domain [Sun]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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Background etc will appear soon...


So many Divine Paragons. Luckily the deities are varied enough to still make that work. Heck, a party of Divine Paragons could be very fun in it's own right.

In that vein, I'll be adding another.

I'm looking at Samsaran Divine Paragon of Tsukiyo, because why limit the madness to evil groups?

Scrap that one, I actually have a more fun idea.

I'm now looking at a Duskwalker Divine Paragon of Barzahk, the one Psychopomp usher that has a full deific obedience.
Only question there is, could the Duskwalker racial feats be allowed? For 1st level I'd be looking at Personal Chronicler, but I'm also looking at, for instance, Shoki's Argument and Nosoi's Spiritsense for later.


GM Anthorg - RotR wrote:

Q: There's this feat called feat from book which makes soooo much sense for my character. You can read about it in link, and as you can see, it's not too powerful.

A: Sure I'll take a look.

There's this feat called Erastil's Blessing from Paths of the Righteous which makes soooo much sense for my character. You can read about it in link, and as you can see, it's not too powerful. It makes an archer cleric with 15 PB possible.


Well I am happy or sorry to say I am NOT going divine paragon.

The main thing right now is after being away from these boards for over a year, remembering how to format posts again.

Anyway I have most stuff done and I need to flesh out my back story a bit.

My Campaign trait is "friends and enemies" I think that is what it's called. Anyway I get a free heavy warhorse which is not good for a gnome so I will be swapping out for a riding dog. (If that is ok with the gm)


Would a Cleric of a nature-themed god, such as Erastil or Gozreh be allowed to take druid domains in this game?

rules text:
Description Source: Ultimate Magic
Presented in the section below are new rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature's bond ability can choose an animal domain or terrain domain. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity.

If an animal or terrain domain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's druid level + her Wisdom modifier.

Other nature-themed classes with access to domains may select an animal or terrain domain in place of a regular domain.


Hmmm, interesting idea... I'll let things stew in the back of my mind and see if a character concept strikes me.

EDIT: Hmmm..... kobold cleric of Apsu? That has possibilities...


@GM: would it be okay for him to be an "ex-cleric" using the Channeler of the Unknown archetype. The character will stay as "cleric" the whole career. She's basically a chaotic neutral changeling that used to worship Gyronna but rejected her evil ways and was driven a little on the "mad" side, believing she's being guided by angels to be good. Hoping during the AP she can be swayed more and more towards chaotic good. She's now that "crazy hair"-looking woman that people avoid in the streets. Think that teacher from Daybreak for the looks.

Grand Lodge

With a flourish and a bow, a blue-haired Half-Elf walks into the room.
"Yes, yes, it is I, Darthain Brindleflame, but please, call me Dart. I will be auditioning for the role of...Evangelist of Shelyn!"

Dart's Role:
Dart is a delightfully self-absorbed, not-yet-successful, as he likes to put it, actor who makes ends meet by doing this whole cleric thing. He is built to party face (particularly with bluff), and as an evangelist, his role is the inspiring bard type and combat caster. His main go-to move for low levels is to use the command spell to create some fun hijinks.

Dart's Backstory:
In all honesty, Dart's career as an actor began as a coping mechanism. The mixed race child with the blue hair (a feature manifesting from his Elven mother's ties to the Fey) had a tough time fitting in. However, that did not make the youngster sit in a corner and mope. On the contrary, he sought out opportunities to force his way into play sessions with other children.

His antics in going so far over the tp portraying an evil wizard or the leader of a band of bandits during sessions of make believe won him a readily available place in play sessions with his peers. This also was the starting point for Dart's love of lies. Insisting that he knew exactly what a crime lord would do because his uncle was one or insisting that his parents had actually named him after a pirate captain they'd known became a common method of Dart proving that whatever idea he'd invented was, in fact, right. His parents simply found the behavior amusing describing it as, "his overactive imagination," "wild flights of fantasy," or "a phase that he'll outgrow."

Continuing with his acting and his lying on into his young adulthood, Dart set off feeling certain that he would be an actor who was remembered throughout the ages. What he found was limited opportunity and little pay. He wandered from town to town, occasionally joining acting troupes for short stints, and at other times, performing solo in pubs and taverns in exchange for room and board. During these travels, Dart found himself in Absalom, and that was where he met her: the curvy, beautiful woman who captivated his senses.

Of course, he only saw her in the form of a statue, but he was so immediately enraptured that he had to wander into the massive building behind it. The first figure he encountered inside was wearing the robes of a holy man and was respectful enough of the naïve young man to hold back a chuckle when the blue-haired Half-Elf asked him who the curvy beauty from the statue was. This was the moment Dart was introduced to Shelyn. He wasn't particularly looking for religion, but when the older priest mentioned that sometimes she appears to her followers and acts as their muse, Dart was sold. He remained in the temple for the better part of the next year learning from the older priest, who was named Mortimus Bellings. Dart simply called him Uncle Mort.

With Shelyn being the goddess of art, Dart was, in fact, encouraged to go out in the evenings and practice his acting at inns and taverns throughout Absalom. One night, he heard from another performer about the great theater in Sandpoint: a theater to rival those in Magnimar and Korvosa. While Dart had never been in the massive theaters in either of those cities, this smaller town setting seemed a much more realistic shot to get that breakthrough performance to throw the doors to an acting career wide open! Talking up this fellow performer some more, Dart heard about Cyrdak Drokkus, head of this theater and Dart was encouraged by Uncle Mort to send a letter requesting an audition. When no response came, Dart decided to take it upon himself to show Drokkus what he was missing, and so, with prayers of support from Uncle Mort and some of the other priests of Shelyn, Dart set off to seek his fortune, find his fame, and hopefully, to someday to be worthy of having Shelyn appear to him.

(And yes, he is taking the "Eager Performer" campaign trait and giving that DC boost to the command spell and the +1 perform to acting)

About the Player...:
I have been playing tabletop RPG's since back in the days of D&D 1 with the boxed sets. When Pathfinder became the next evolution of 3.5, I went right along. Eventually, I became part of Pathfinder Society gaming and later discovered PbP on this forum. Throughout that time, I heard stories about how great Rise of the Runelords was and how I needed to play it if I ever got the chance. In the years since, I have been part of multiple PbP campaigns that were supposed to get through the entire arc of RotR. Instead, some collapsed during player sign ups. One got as far as the initial character interactions before our GM simply disappeared. In another run, we got all the way through the first fight before the campaign, yet again, died. And that is as far as I've ever gotten in the campaign thus far.

You, wonderful GM, have now given the opportunity for me to have a chance to actually get through the whole story arc and even the following campaign and you went a step further to offer it with a party exclusively of my favorite class. I would love to be part of this!

I love the role-play aspect of the game and am not a hack and slash focused player. In my GMing and playing, I strongly value NPC's as a part of a living and vibrant world and love when they are interactive and seek opportunities as a character to embrace that. As a PbP player, I check the forum multiple times daily, so I am always ready to post more to keep a game moving forward, but also mindful of not dominating the game by posting incessantly.

As a fun footnote, you made the deadline for submissions the day after my birthday, and yes, I accept late presents :=)

Liberty's Edge

Ok, here is my crunch for this game...a little different, but it might work! If this seems ok, then I will go forward and write up a background. Thanks

Mordecai:

Mordecai
Male nosferatu-born dhampir (ancient-born) cleric (undead lord) of Urgathoa 1 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 32)
LE Medium humanoid (dhampir)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 9 (1d8+1)
Fort +2, Ref +0, Will +6; +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures, +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scythe +2 (2d4+3/×4)
Special Attacks channel negative energy 3/day (DC 10, 1d6), death's kiss 7/day
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—doom (DC 12)
Cleric (Undead Lord) Spells Prepared (CL 1st; concentration +5)
. . 1st—cause fear[D] (DC 16), decompose corpse[UM] (DC 16), shield of faith
. . 0 (at will)—enhanced diplomacy, mending, resistance
. . D Domain spell; Domain Death (Undead[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 11, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Command Undead, Spell Focus (necromancy)
Traits deathspeaker, spirit touched
Skills Acrobatics -4 (-8 to jump), Climb +0, Diplomacy +0 (+2 when dealing with the undead), Knowledge (religion) +4, Spellcraft +4, Survival +6; Racial Modifiers +2 Climb, +2 Survival
Languages Common
SQ corpse companion, resist level drain
Other Gear breastplate, scythe, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (To Serve Mankind)[UE], mess kit[UE], trail rations (2), waterskin, wooden holy symbol of Urgathoa, hireling, heavy crossbow, 132 gp, 15 sp, 1 cp
--------------------
Special Abilities
--------------------
Cleric (Undead Lord) Domain (Undead)
Cleric Channel Negative Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Command Undead (DC 10) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg).
Corpse Companion (Su) Gain a single skeleton/zombie as companion that doesn't count against limit.
Darkvision (60 feet) You can see in the dark (black and white only).
Death's Kiss (1 round, 7/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.

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

Hireling CR –
Human skeleton (Pathfinder RPG Bestiary 250)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 8 (1d8)
Fort +0, Ref +1, Will +2
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws -5 (1d4)
Ranged heavy crossbow +1 (1d10/19-20)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 11
Feats Improved Initiative
Languages Common
Other Gear heavy crossbow
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities.


Working on some answers. I'll post them all in one big post. Pausing for lunch.


Simeon wrote:

How do you feel about using philosophies as gods? Lore-wise, it's supported by things the devs have said about 2e. Specifically, thinking about a member of the Cult of the Failed. If not that's totally fine, just figured I'd ask.

I find it interesting, particularly the thing about the Failed. Could you link some material on the "things the devs have said about 2e"? I didn't really follow the updates, in fact, I know very little about 2e. Reading this would help understand it more and get some context on your request.

Dylos wrote:

1. While looking through Cleric Archetypes, I found this one, would it be possible to use this archetype with a Celestial Obedience instead of a Deific Obedience? The feats are pretty much identical, they just include different Gods.

2. Any chance we could use Variant Multiclassing from Unchained?
3. How do you feel about taking multiple archetypes? I'm looking at Sacred Attendant, Idealist, and the previously linked Divine Paragon. Sacred Attendant and Divine Paragon are not compatible since both alter domains and channel energy so I'd be fine if I could only use one of them, however, I'd take all three if possible, having only a single domain as per sacred attendant and it acting as the devoted domain of the divine paragon.

1 - Yes.

2 - I'm thinking. You can help me by explaining why VMC would not defeat the all-clerics purpose.
3 - Multiple archetypes is fine as long as they don't overlap. But your solution (to only have the non-devoted domain) is acceptable. And the SA archetype has an ability that simulates a domain power, the Nurture Grace one, so it all balances out, I think. So yes, altogether.

The Lobster wrote:

Furthermore, if we were to somehow change our casting stat for cleric (i.e., by the Elder Mythos Cultist), would the free leveling stat go in that stat or remain in WIS?

Yes.

The Lobster wrote:

[spoiler: Character Background Details, Minor Spoilers for Jade Regent and Rise of the Runelords]

I like it. Unfortunately I don't know the mentioned tribe from Jade Regent. I also didn't really gather for what your character would be seeking revenge. Please add some more color to that background and consider yourself in the completed submissions pot.

Ellioti wrote:

and here I was about to suggest a goblin emissary trying to negotiate with the humans, only to get backstabbed by his own race :)

Although the idea is good, there would be much prejudice from the people of Sandpoint. I'm not saying it could not be done, but it would get too much drama which would be more appropriate for a live game rather than PbP.

Vrog Skyreaver wrote:

Boom, character submission!

I like it. The archetype sounds fun! And check your skills, which is why I asked the math to be either obvious or well documented. It seems you have miscalculated your Perception bonus (should be +6?). Also, you didn't take Selective Channeling?

If you get selected, carefully think about how Jonathan would handle rejection. But who knows what lies in the future...

TheWaskally wrote:

Double Boom, another character submission!!

Rooke Xandarian, cleric of Cayden Cailean.

I like that you included the Wounded Threasholds. Enhance water is not from the list of resources, but I'll allow it. I liked reading Rooke's sheet, but I believe I won't be allowing prestige classes (sorry).

Helaman wrote:

[spoiler: Name pending Combat type samurai style cleric]

Looking forward to that background.

Cuàn wrote:

Only question there is, could the Duskwalker racial feats be allowed? For 1st level I'd be looking at Personal Chronicler, but I'm also looking at, for instance, Shoki's Argument and Nosoi's Spiritsense for later.

All the linked feats are fine.

Ellioti wrote:

There's this feat called Erastil's Blessing from Paths of the Righteous which makes soooo much sense for my character. You can read about it in link, and as you can see, it's not too powerful. It makes an archer cleric with 15 PB possible.

It's completely fine. How do you intend on getting Weapon Focus on level 1, crusader? Or are you willing to wait until level 5 to get that feat?

Edward Sobel wrote:

Anyway I get a free heavy warhorse which is not good for a gnome so I will be swapping out for a riding dog. (If that is ok with the gm).

Completely fine.

Ellioti wrote:

Would a Cleric of a nature-themed god, such as Erastil or Gozreh be allowed to take druid domains in this game?

Yes

The Archlich wrote:

would it be okay for him to be an "ex-cleric" using the Channeler of the Unknown archetype

That is totally ok (Vrog Skyreaver's character is one). Go for it!

Darthain "Dart" Brindleflame wrote:

With a flourish and a bow, a blue-haired Half-Elf walks into the room.

"Yes, yes, it is I, Darthain Brindleflame, but please, call me Dart. I will be auditioning for the role of...Evangelist of Shelyn!"

Dart seems pretty done for a submission, but reading about him made me wonder something. He seems very focused on his art and role as a follower of Shelyn, but no so much as her representative. In other words, why would Dart care about Sandpoint and its people?

Daniel Stewart wrote:

Ok, here is my crunch for this game...a little different, but it might work! If this seems ok, then I will go forward and write up a background. Thanks

As much as I love Urgathoa and scythes, I'm afraid evil characters or gods are not allowed. I'm sorry!

Grand Lodge

Quote:
Dart seems pretty done for a submission, but reading about him made me wonder something. He seems very focused on his art and role as a follower of Shelyn, but no so much as her representative. In other words, why would Dart care about Sandpoint and its people?

Great question!

Dart is absolutely self-absorbed and thinks that he and his acting career are the most important things on Golarion, but he is wise enough to know that an actor accomplishes nothing without his audience.

Does he want, therefore, to protect the poor residents of Sandpoint? Of course!

Is it kind of for selfish reason? Absolutely!

Will the affirmation he gets from that possibly start him down the road to seeing that heroic acts are another way to get fame? Quite likely!

And might that lead to one of those great character moments where he slowly morphs to valuing heroic deeds, not for the good they do him, but for their value to others? Strong possibility.

I'm really looking at him as the flawed/jaded/misguided figure who comes into the situation and rather accidentally becomes a hero, but that starts to kindle something inside of him. Not exactly the anti-hero trope, but something running parallel to it.

The one domain he chose is technically one of Shelyn's subdomains and it is love. My concept in viewing his projected character art is that the love theme develops from love of self to love of attention to love of Shelyn to love of affirmation to love of heroism to love of others. Some of that overlaps the backstory, of course, but I think you get the idea.

Please let me know if you have any other questions or would like any other clarifications about my blue-haired boy.


@Dart: That sounds like an interesting character arc. I have one more question. Is the character's name somehow related to Netflix's Stranger Things?

Grand Lodge

GM Anthorg - RotR wrote:
@Dart: That sounds like an interesting character arc. I have one more question. Is the character's name somehow related to Netflix's Stranger Things?

Not intentionally, but it did pop into my mind after I'd come up with the longer form of the name and was deciding on whether he'd go by that or a nickname. Kind of want to make a psychic named Eleven now...

And Brindleflame is completely a fictitious stage name. His given family name is Mung, but he didn't think the crowds would pour in to see Dart Mung. Dart Brindleflame, however, has superstar written all over it!


Lol


Greetings! Rise of the Runelords is my favorite AP. I have ran it successfully as DM twice now. As a player I've never made it past level 4. It's tough to find a DM ready for the long haul.

I would love to submit my name into the hat as a player, despite my experience with the AP I've played enough years of Pen and Paper to know better than to meta game and ruin the adventure for anyone.

I however want to play a Lawful Evil Necromancer Cleric. I know most people shy away from evil PCs so I'll wait to post about my character concept till you say you'll consider it. But he would be a well behaved evil PC, and very motivated to stop the runelords!


Hi Taylor Riddle. I'm sorry, but I've already said no to another player. Can't you make your character LN?


GM Anthorg - RotR wrote:
Hi Taylor Riddle. I'm sorry, but I've already said no to another player. Can't you make your character LN?

My mistake I missed that. Not in my opinion, summoning the dead is inherently evil so it's hard to rationalize as neutral. Too bad. I wish your campaign the best of luck!


Thanks!


GM Anthorg - RotR wrote:
TheWaskally wrote:

Double Boom, another character submission!!

Rooke Xandarian, cleric of Cayden Cailean.
I like that you included the Wounded Thresholds. Enhance water is not from the list of resources, but I'll allow it. I liked reading Rooke's sheet, but I believe I won't be allowing prestige classes (sorry).

I shall remove Enhanced Water from Rooke's spell list. I wish to stay within your parameters as much as possible. I will also be switching out Iron Will for another feat, probably Great Fortitude. I initially took Iron Will as a prerequisite.

I saw that you are allowing multiple archetypes so long as they don't overlap. I will research and see if that's a good option for Rooke.
Regardless of whether I make any significant changes or not, I'll resubmit Rooke to see if any changes made make your approval.


How do you feel about Monstrous Mask from Blood of Fiends? I love racial traits and feats and love using them, not to mention it's quite a bonus.


The Lobster wrote:
How do you feel about Monstrous Mask from Blood of Fiends? I love racial traits and feats and love using them, not to mention it's quite a bonus.

Hmpf, that's a tough one. It seems fine to me, but if you're that fear inspiring, I would say there's an unspecified penalty to Diplomacy checks against humanoids too, wouldn't you say? What I mean is that I might apply such penalty ad hoc.


1 person marked this as a favorite.

I am comfortable with that solution.


ok I have the basic crunch here.

stats:

Poppy Pomagranite
Female gnome cleric (crusader) of thor 1 (Pathfinder RPG Ultimate Combat 40)
CG Small humanoid (gnome)
Hero Points 1
Init +1; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 16 (+4 armor, +1 Dex, +1 shield, +1 size)
hp 8 (1d8)
Fort +2, Ref +1, Will +4; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk warhammer +4 (1d6+1/×3) or
. . unarmed strike +2 (1d2+1 nonlethal)
Special Attacks channel positive energy 5/day (DC 12, 1d6), hatred
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—lightning arc (1d6 electricity)
Cleric (Crusader) Spells Prepared (CL 1st; concentration +3)
. . 1st—obscuring mist[D], shield of faith
. . 0 (at will)—resistance, stabilize
. . D Domain spell; Domain Air
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 11, Int 10, Wis 15, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Extra Gnome Magic, Weapon Focus (warhammer)
Traits armor expert, friends and enemies
Skills Acrobatics +0 (-4 to jump), Craft (weapons) +6, Handle Animal +3, Heal +6, Knowledge (religion) +4, Lore (folklore) +4, Perception +4, Ride +1; Racial Modifiers +2 Craft (weapons), +2 Perception
Languages Common, Gnome, Sylvan
SQ gnome magic, hero points
Other Gear mwk lamellar (leather) armor[UC], buckler, mwk warhammer, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Torag)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, weaponsmithing tools, wooden holy symbol of Thor, riding dog, bit and bridle, blanket, feed (per day), padded barding, riding saddle, saddlebags, 15 gp
--------------------
Special Abilities
--------------------
Cleric (Crusader) Domain (Air) Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Extra Gnome Magic (3/day) Gain 3 extra uses of gnome spell like abilities per day, split as desired daily.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Lightning Arc 1d6 electricity (5/day) (Sp) As a standard action, ranged touch attack deals electricity dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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

Spot CR –
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +3 (1d3+2 nonlethal) or
. . bite +3 (1d6+3 plus trip)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+14 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
Other Gear padded armor, bit and bridle, blanket[APG], feed (per day) (2), riding saddle, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

background coming soon but she is the daughter of a weapon/srmor smith delivering a special gift to the Sandpoint Cathedral with her father

Shadow Lodge

GM Anthorg - RotR wrote:
Dylos wrote:
2. Any chance we could use Variant Multiclassing from Unchained?
2 - I'm thinking. You can help me by explaining why VMC would not defeat the all-clerics purpose.

Since VMC comes at the cost of half of a character's feats in their lifetime, it would just add a little flexibility for the characters. We're all still Clerics primarily, we just learned a few things that normally other classes can do, similar to how some archetypes work, just trading feats instead of class features. It won't alter my character at level 1. If VMC is allowed, it won't matter until we reach 3rd level.

Additionally, I have another question that came to mind while I was building my character. Would rebuilding rules be allowed? I'm considering taking Armor Proficiency, Light as my first level feat, a feat that will likely do nothing once the character reaches 11th level and possibly sooner depending on feat choices.

Barring anything else, I'm about halfway done on building an Ifrit Cleric (Sacred Attendant/Idealist/Divine Paragon) of Arshea.


Edward Sobel wrote:

ok I have the basic crunch here.

Can't wait to see the background. Some things about your crunch, though. We're not playing with Hero Points. Another thing, where did your favorite class bonus go? Also, I'm pretty sure you can't afford both masterwork weapon and armor. (You can't use your Craft for starting equipment, if that's what was the rationale).

One last thing, looking at Spot's sheet, are you sure that Poppy is the PC and Spot's the pet, and not the other way around? (j/k)


@GM: Archlich here! I don't have the crunch yet - since I was working on the background - but wanted to show the work in progress. To be honest I didn't think much on the mechanical details yet, but will put together ASAP. Let me know if the background matches what you have in mind for the adventure - I left several hooks that we can use to tie (and bite me in the ass in the future!). Thanks!


@Dylos:
I'm still not set about the VMC. I like that people are doing some creative acrobacies with the restriction, but at the same time, any character could learn other skills. Let me sleep on this.

What do you mean by rebuilding rules? I imagine you realize that by wearing Light Armor you won't be getting the Nimble bonus from Sacred Attendant.


Hmm, ideas are starting to percolate on a Cleric of Gorum

Would variant channeling be OK?

Specifically thinking Battle/Wrath channeling for a Gorum cleric.

https://www.d20pfsrd.com/classes/core-classes/cleric/variant-channeling/


Mashaka Lyra wrote:
@GM: Archlich here! I don't have the crunch yet - since I was working on the background - but wanted to show the work in progress. To be honest I didn't think much on the mechanical details yet, but will put together ASAP. Let me know if the background matches what you have in mind for the adventure - I left several hooks that we can use to tie (and bite me in the ass in the future!). Thanks!

I loved it. Funnily enough, I think this is the first submission of a cleric wanting to come to the festival for the cathedral. Maybe I forgot another.

Shadow Lodge

GM Anthorg - RotR wrote:
What do you mean by rebuilding rules? I imagine you realize that by wearing Light Armor you won't be getting the Nimble bonus from Sacred Attendant.

I meant the Retraining rules, basically I'm asking if I can take Light Armor now and spend 5 days and some gold to switch it to dodge later.

At level 1 armor would provide a higher bonus, as I'm looking at 15 AC if I take dodge and 17 if I take Light Armor Proficiency. I could probably just buy some mage armor potions and take Dodge though because I'd be 19 AC that way. Right now I have the option of spending 100 gp for 2 potions of mage armor (which will last long enough to get more money for more potions) or a chain shirt. In the long term, I want this character to be unarmored, but I also want them to survive for the long term.

I'm probably better off just taking the Dodge feat and getting some Mage Armor potions.

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