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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I have no problems with the retraining.


Innnteresting. Dot!

Simeon wrote:

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!

I may have to lurk that thread, I love the idea


GM Anthorg - RotR wrote:
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)

Yeah I knew editing was needed, it was a fast post before heading to work. Working 12 hour night shift.

Anyway spot is the pet of course

Grand Lodge

Helaman wrote:
Name/Background no longer pending. Samurai battle cleric

Background:

Standpoint has a small Tien-Minkai community. The Kaijitsu are the most prominent and prosperous but are not the only settlers from the Far East. The parents of Izumi Shinano followed the Kaijitsu and others. Both her parents were descended from priests without being priests themselves. They laid aside their weapons and traditions and sought to blend in.

On the day of her birth Izumi's, all omens of her birthing day and time were both propitious and ominous. Additionally she was born with the mark of the Sun Goddess Herself. Her parents took great pains to hide their daughter from the community, not knowing what else to do or how such a child would be welcomed... Indeed they saw and heard how another girl, Nualia, was treated and decided that no good could come of any publicity.

She was raised in private, with the girl taking to sword and religious studies with a natural ease, as if relearning forgotten skills. Izumi became fixated on the religious texts and stories of Shizuru. Her family were the caretakers of a blade of near unique craftsmanship - 'Yōkai Tachi-mono', a katana whose pattern wielded construction perfectly melded in cold iron with hardened steel. It had a history of being used for demon (Oni) slaying. It was passed into her care. She is, without much real life experience, fixated on emulating her Goddess, and is devoted to being a living paragon.

That plan was relaxed around four years ago. The Church has long since burned down, and a new one was proposed, and Nualia long dead. Izumi was in her (somewhat) rebellious teen years and decided that she would sneak out of home, albeit with her distinctive birthmark covered. Her appearance was sufficiently human for her strange ancestry to remain a secret. She made a few friends, particularly the inspirational Ameiko Kaijitsu, owner of the Rusty Dragon and a well of exciting adventurous stories.

On her 16th birthday she and her parents received an Angelic visitation. She was called to serve Shizuru directly. As the opening of Sandpoints new Temple is next week, her parents consulted with Father Abstalar Zantus and it was thought that it was appropriate at this time to reveal herself as a new priestess.

character details:

- Izumi Shinano
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
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Defense
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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
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
yōkai tachi-mono +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
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Statistics
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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 Common
SQ devoted domain, divine brand, halo[ARG], scion of humanity[ARG]
Other Gear breastplate, dagger, yōkai tachi-mono[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
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Special Abilities
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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.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Sun's Blessing (Su) +1 to channel damage vs. undead and they don't get channel resistance.

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Helaman wrote:
Helaman wrote:
Name/Background no longer pending. Samurai battle cleric
** spoiler omitted **...

Interesting background. Tell me, how much previous knowledge of the AP do you have?


What I'd referenced is discussed in this stream. There's also this page on the Archives of Nethys from Gods and Magic, saying that clerics "rely on secular philosophies for guidance."

Shadow Lodge

Alright, I've finished my submission.

As a note, I'll be recycling this character's name and background, while her class and race have changed, the history only needs a small change about what she took from her training.

All that being said, here's the crunchybits.

Tanwen Anwyl:
Tanwen Anwyl, Dearest Holy Flame
Female Ifrit Cleric (Sacred Attendant/Divine Paragon) of Arshea
NG Medium Humanoid (Human), Outsider (Native)
Init +3; Senses Darkvision 60, Perception +2
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Defense
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AC 15, Touch 15, Flat-footed 10 (+3 Dex, +2 Dodge)
hp 8 (1d8-1+1 favored class bonus)
Fort +1, Ref +3, Will +4
Resist fire 5
Defensive Abilities nimble, fire in the blood
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Offense
--------------------
Speed 30 ft. (35 ft the first round of combat, +10 ft once per day for 1 round as a swift)
Melee Light Flail +0 (1d8)
Ranged Light Crossbow +3 (1d8)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric Spells Prepared(CL 1st; concentration +3)
1st: Charm Person D (DC 13), Protection from Evil, Remove Sickness
0 (at will): Detect Magic, Spark, Stabilize
D domain spell; Domain Charm
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 8, Int 10, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Celestial Obedience (Arshea), Dodge
Traits The Wagon, Thrill Seeker
Skills Diplomacy (+6), Lore (Arshea) (+4), Lore (Sandpoint) (+4), Profession (Harlot) (+6), Spellcraft (+4) +4 sacred bonus on Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to Tanwen.
Languages Taldane (With a Chelish accent)
SQ aura, nurture grace 5/day
Combat Gear Light Crossbow and 20 bolts (6 lbs), Light Flail (5lbs) Potions 3 Mage Armor, 1 Cure Light Wounds Other Gear Cleric’s Kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol of Arshea) (32 lbs) 99 gp (2 lbs)
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Special Abilities
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Channel Beauty (Su): Whenever Tanwen channels energy to heal, she can opt to reduce the number of dice she rolls by 1 or more. For every die Tanwen subtracts, each of the targets of the channeled energy is healed of 1 point of Charisma damage.
Channel Energy (Su): Tanwen 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 Tanwen. 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 Tanwen's level + Tanwen's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Tanwen 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. Tanwen can choose whether or not to include herself in this effect. Tanwen must be able to present her holy symbol to use this ability.
Darkvision: Tanwen can see in the dark up to 60 feet.
Devoted Domain: Tanwen is intensely devoted to Arshea, and her alignment must be identical to Arshea’s alignment. She gains Celestial ObedienceISG as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Celestial Obedience (and as such cannot benefit from the accelerated rate granted by the Celestial Obedience feat).

For Tanwen’s single domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she gains the boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells and the boons granted by Deific Obedience, Tanwen 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).

Divine Brand (Ex): At 1st level, a mark appears somewhere on the Tanwen’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. Tanwen’s mark is across her chest. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. Tanwen’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.
Energy Resistance: Tanwen has fire resistance 5.
Fire in the Blood: Tanwen mimics the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). Tanwen can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Mostly Human: Tanwen has an appearance much closer to that of her human ancestors; in fact, she may not even realize their true race. She appears to be human, save perhaps minor features like unusual eye color, and she counts as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person).
Nimble (Ex): Tanwen gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level).
Nurture Grace (Su): Tanwen can coax forth the charm and beauty within a willing, touched creature as a standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 Tanwen’s cleric level (minimum +1) on Charisma checks and Charisma based skill checks. Tanwen can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day. Tanwen can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Obedience: Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked. Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.


And background, adjusted for new class (no adjustments were made for race)

Backstory:
In Varisia, humans come in three major ethnicities, the tribal native Shoanti, the wandering Varisians, and the “Cheliaxian invaders”. Ethnically, Tanwen belonged to the third group and although born in Varisia her blood was Chelish through and through. Born on Arandus 3rd, 4691 AR, under the sign of The Wagon, in Sandpoint, Tanwen Anwyl has always been an only child, which unfortunately for her meant be married off for the sake of her parent’s farm. Tanwen came from a poor family of cabbage farmers, by all means an ordinary life, with ordinary parents and what would likely be an ordinary future, but to her parents’ surprise, Tanwen was anything but an ordinary girl.

From an early age, a passionate fire burned in the young girl’s heart, and her parents quickly learned that if their child wasn’t passionate about something, she just wouldn’t do well in it, and unfortunately Tanwen lacked passion for both farming and the idea of marrying anyone for the sake of anything other then love. Try as they might however, Tanwen’s parents could not produce a second child, and so ultimately the fiery girl was the only hope they had. Her parents tried to douse her passion and fuel a passion for farming, but Tanwen wanted something greater for herself, Tanwen wanted adventure. She would never help out around the fields, instead spending all of her time playing adventurers with the local farm boys and farm girls; she was always the hero and never the damsel in distress.

Tanwen’s parents didn’t know what to do with her, she wouldn’t take over the farm herself, and she wouldn’t sit back and become a loving wife for a son-in-law that would – not that anyone would accept Tanwen’s hand in marriage when her parents pursued their options anyway, all the eligible boys were afraid of her, and ultimately she was too wild. Left with few other options, Tanwen’s parents gave into her desire to let her adventure, however they had a condition: Tanwen would have to enter into squireship with a knight before she could leave, in order to learn swordplay from someone who had been an adventurer and survived such a life, as Tanwen’s parents knew that a live of adventuring wasn’t all romance and swashbuckling, it was a dangerous profession, very different from being a cabbage farmer, but knights were very few and far between in the small town of Sandpoint. Tanwen’s parents however knew of one retired knight who could teach their daughter a thing or two, Gaven Deverin a paladin of Abadar, and co-owner of the Two Knight Brewery.

In 4701, at the age of 10, Tanwen became an employee of the Two Knight Brewery, and in exchange for her help in producing the city’s spirits, Gaven agreed to take the young Chelish girl as a squire. Tanwen was, unfortunately not very skilled at swordplay and focused instead on understanding Abadar. For a time, Tanwen prayed to Abadar, but it never felt like the right match for the young child. Life was quiet and simple at first, but quiet and simple never seem to last in Sandpoint unfortunately. Less then a year after Tanwen began working for the Deverin brothers, the time that would later be known as the Late Unpleasantness began.

During the long winter months, a string of murders began to take Sandpoint by surprise, and Gaven’s brother Wade Deverin was one of the first victims of the man who had been dubbed Chopper. With Wade’s death, Gaven had less and less time to train Tanwen, and before long, Tanwen couldn’t take working at the brewery anymore as Gaven seemingly had no more time for her studies. So Tanwen quit her job at the Two Knight Brewery, and stopped being Gaven’s squire, after having trained with him for only a year. Although she stopped working at the brewery, Tanwen did not go back to her parents, for she knew that if she did, she would have no choice but to remain a cabbage farmer for the rest of her life. Only a month after the death of Wade, Tanwen quit her job as Gaven had stopped teaching her. She didn’t go home though; instead she sought comfort in the town’s Sandpoint Chapel.

There were many children who lived near or in the Sandpoint Chapel, perhaps due to the generosity of the people who worked there or visited there. Most of the children there were nice enough, but one child stood out among the others, Nualia, the adopted daughter of the religious leader of Sandpoint, Father Ezakien Tobyn. Nualia however was in a coma when Tanwen met her, and Tanwen never knew why. Tanwen would spend less then a month at the chapel before she woke up one night to the smell of fire.

When Tanwen awoke, she saw the entire chapel burning around her, and while she felt warm, the fire did not seem to bother Tanwen. Still however, the young girl panicked, knowing that fire was something to be afraid of, she tried her best to find a way to escape from the flames, but the chapel was too big, and the fire had already spread too much by the time Tanwen had awoken. Not knowing what else she could do, Tanwen ran into the flames in an attempt to escape from the blaze, and from there her memory seems to go into a haze. The next thing she knew, Tanwen awoke at home, three months later.

Happy to even know that their daughter was even alive after all of the misfortunes that had come to pass in such rapid succession, Tanwen’s parents did not imminently pressure her to come back to working at the farm. They knew that she had been through a hard chain of events, and she needed to recover, even more so since Tanwen had been one of the few survivors of The Sandpoint Fire, as the burning of the Sandpoint Chapel became known. However, neither Tanwen nor her parents could understand how she had survived the fire; by all accounts she should have burned alive, and yet she didn’t have a single burn mark on her flesh and other then having been in a coma for three months, she seemed perfectly normal.

But Tanwen was anything but normal. She began displaying traits that were associated with the element of fire, and were typically signs of a maturing sorceress. However, Tanwen showed very little signs of developing arcane talents, and her parents had neither the money nor the heart to send their daughter away again to receive training. One day, things were going fine, until Tanwen sneezed, and the girl was surprised to see the farmhouse burning when she opened her eyes. Luckily the fire was put out before anything serious happened, but as a result, her mother and her father decided it was best to keep their daughter away from others, lest people begin talking about the possibility that she had been responsible for the burning of the Sandpoint Chapel.

It would be more then three years before Tanwen gained control over her new found abilities, now age 15, she decided it was time to leave her parent’s house once again. Now and adult, Tanwen didn’t know what to do at first but she still had a bit of money from working at the brewery when she had been younger. For a few weeks she would spend much of her time in the local taverns, trying to find a bit of excitement and some sort of adventure to go on. But Sandpoint was quiet, for once in her life. After a few days, Tanwen found herself acquainted with a woman known as Kaye Tesarani. Kaye was a classy woman, significantly different from Tanwen herself who was a little rougher around the edges, but the two women seemed to hit it off and somehow a friendship began between them. Perhaps it was Kaye and Tanwen’s similar heritage that lead to their friendship, as both women were obviously Chelish, something fairly rare in Sandpoint.

As their friendship deepened, Kaye invited Tanwen to come work for her at her establishment, The Pixie’s Kitten. Kaye had of course explained what her establishment was to the young woman, and Tanwen promised that she would think about it. By this time, money was getting tight for Tanwen, and she wasn’t finding any adventuring leads. Deciding that it was better then going back to live with her parents, Tanwen ultimately took Kaye up on her offer.

As one of the younger employees, Tanwen is quite popular among The Pixie’s Kitten’s patrons, though many avoid her simply due to her Chelish blood. During her time working as a woman of the night, Tanwen learned about the teachings of the Empyreal Lord Arshea and ultimately accepted Arshea in a way that she could never accept Abadar. Tanwen has spent much of her last year entertaining various patrons of The Pixie’s Kitten.

And a short note about my experiences with the AP.

Rise of the Runelords spoilers:
I've played pretty much until the point where the players meet Nualia, I own the Anniversary edition of the campaign, but I've never ran it and rarely open it.


Are you allowing tieflings and aasimar to roll on their respective SLA replacement tables, or even to choose a result? Here's tieflings'


Anthorg, here the final version of Rooke Xandarian, making the changes we both discussed. And I'm glad you like the character sheet.


Ok I did a back story for little poppy.

Poppy’s story:

While other young gnome girls played skip-step and braided wreathes out of posies, Poppy spent her youth earning calluses and grease stains in her father's armor/weapon shop.

Bloomgrum, her father, was a Whistledown icon, Whistledown’s finest smith. The only thing he loved as much as his work was his young daughter, Poppy - named for the sprightly sounds of the sparks that leapt from his ever-burning forge. He swelled with pride the day she was first able to lift his trusty hammer, Toe-Crusher. Poppy immediately took to his art, demonstrating a natural gift for smithing, which Bloomgrum honed with devoted instruction.

One day, a man named Daviren Hosk visited Whistledown on some goblin hunting mission, or so he said. Anyway Daviren recruited several members of the town to aid him in taking down a goblin warchief that had escaped his hunt back near Sandpoint. Bloomgrum joined the expedition as well as providing many of the weapons and armor for those that needed it. Poppy wanted to go as well, but her mother, Grendysa forbade it, saying that such things were best left to the grown-ups.

The team was gone for three days and only Bloomgrum and Daviren returned, with the goblin leader’s head. Both were pretty beaten up, with Daviren the worse of the two, Grendysa brought them both in and nursed them both to health. Poppy sat at their bedside day and night asking any god that would listen to heal them. She had never seen such wounds before and was scared that she would lose her father. (In reality the wounds were not that severe, but to a naïve little girl they were the end of the world.)

Then one night as she silently prayed, there was a storm with lots of wind and lightning, Poppy stared out the bedroom window in amazement at the spectacle in the sky. She remembered the story of the great hero from the sky that would shoot lightning from his mighty hammer to save all the good gnomes. She was sure it was him, Tor, come to save her father.

The next morning both Bloomgrum and Daviren had recovered and Daviren was well enough to travel home to Sandpoint. He thanked Bloomgrum for saving his life and helping to slay the goblin warlord. Poppy told him that it was Tor that healed them, Daviren smiled at Poppy, and with a smile he replied, “Yes, I am sure it was. Thank you for your prayers, and Thank Tor for the healing” It’s rumored that Daviren keeps that goblin warlord’s head in a jar at the Goblin Squash Stables in Sandpoint.

Bloomgrum later told Poppy of the tale of the great battle with the goblin warlord and how he saved Daviren from and arrow that could have killed him outright. Poppy couldn’t get enough of the story she wanted to hear it every night before bed. She practically had it memorized. How her father became the hero of Whistledown that day. And naturally she was overjoyed when the family received the invitation to attend the Swallowtail festival in Sandpoint as guests of Daviren Hosk, and to attend the opening of the new Cathedral. He even said that he asked Father Zantus to include a small shrine to Tor. (Which he really did not do, since Tor isn’t really a god but rather a childhood hero to on particular little gnome girl.)
Hearing this, Poppy pleaded with her father to make something special to place in the shrine, which he readily agreed to. The two of them toiled away on this project, determined to present their finest work, a beautiful warrior helm embossed with lightning on the sides and a beautiful red ruby set in the center. He let Poppy set the center jewel, entrusting her with the most important piece. When the pair finished, they departed for Sandpoint to deliver it in person, and enjoy the swallowtail festival as well. Unfortunately goblins attacked them just a day journey outside Sandpoint. While Bloomgrum was a capable warrior, as was Poppy, there were just too many goblins. Bloomgrum was able to occupy the goblins long enough for Poppy to escape with the prized helm. She watched helplessly from the brush as her father was slain.

Instead of fleeing home, she carried the helm the rest of the way to Sandpoint alone. She refused any payment for it, saying that no amount would compensate for her father's life. Instead, she offered it as a gift, honoring her father's final intentions. Daviren saw the grim determination behind the tears in her eyes, and gifted her Spot, a mighty combat trained riding dog as well as all the needed gear. And promised her that those goblins would pay. Daviren headed out while Poppy stayed at the Goblin Squash Stables. It didn’t take long for him to return, bringing back “Toe-Crusher”. He gave the hammer to Poppy, and she renamed it, “Tor’s Vengance”, and vowed that she would go on a crusade in the name of Tor to stamp out the goblin menace in Varisia. But first there was a party to attend, you can’t do crusading stuff without a before and after party. Off to the Swallowtail Festival!

theme song:

Actually I had two and couldn’t decide so here are both: (may put to a vote if selected)
song 1
song 2

I’m kinda leaning toward song 2 for now


and now for her picture, cause they’re worth like, lots of words:

Hope this works. Will work on editing and updating the crunch next.


wow, I'm surprised. So far I've seen lots of Divine Paragons, one melee Crusader, one Channeler of the Unknown and luckily one Evangelist.
Where are all the Herald Callers and Ecclesitheurges/Theologians? I always thought, these are very popular archetypes, and they'd complement an all-Cleric party very well.

I was strongly considering a ranged Crusader, but if we lack in the spellcasting department, I might switch...

Grand Lodge

GM Anthorg - RotR wrote:
Helaman wrote:
Helaman wrote:
Name/Background no longer pending. Samurai battle cleric
** spoiler omitted **...
Interesting background. Tell me, how much previous knowledge of the AP do you have?

Played or started and didnt finish Chapter 1 a few times

Made it through chapter 2 once
Started and didnt finish chapter 3
Prepped to run it a few years back when the anniversary edition came out but it never happened.


Eh, I'm admitting to myself that I shouldn't take on another game now. XD


I have played through the first book of Rise of the Runelords, at which point our group fell apart, leaving my poor Paladin Zoshmi Gattid in limbo.

Ugzk is extremely different to Zoshmi. I think he'd make an interesting character to play in a party. At the very least, I have enjoyed making him.

In terms of crunch, I took Additional Traits as a feat to broaden him out a bit.

I also took Variant Channeling to give him a bard like buff ability rather than conventional healing (or do they get both? Have never experienced Variant Channeling before as player or GM). He doesn't have Selective Channeling though, and won't be getting it - after all, Gorum's blessing doesn't take sides.

I gave him Artistry (criticism), as I think he uses it to talk trash and goad his opponents. He also loves cutting down artiste types, they never expect it coming from an ill-cultured savage.


I'm having a bit of a struggle choosing the proper campaign trait for my character, one that actually fits the background I have in mind for him. If anyone has an idea I'd love to hear it.

As for being a caster, my character is casting focused. I'm actually looking at archetypes other than Divine Paragon that might fit the character and be of use in this AP, though not sold on anything yet.

Background:

My character appeared on Golarion a mere 5 years ago, shortly after the great fire destroyed the Sandpoint cathedral as part of the Late Unpleasantness. He is, in fact, the reborn soul of the former religious leader of Sandpoint, father Ezakien Tobyn, though all that remains of that live is an attachment to Sandpoint that my character can't really explain.

Like many a duskwalker before him, my character appeared as the equivalent of an 8 year old in a graveyard, in his case it was the Sandpoint Boneyard. Evening had started to fall and the sun was casting long shadows when he was spotted by the graveyard's caretaker Naffer Vosk, but just like the sudden appearance of a grey-skinned child spooked Vosk so did Vosk's hunched form spook the child. Vosk, tired and weary of all the work over the last few months due to the many deaths in the town initially thought the child to be some kind of apparition or echo of some spirit and tried to shoo it away. Only when he saw the footprints in the dirt left behind by the child did he realise it was something other than a spirit. But by then the child was running out of Sandpoint already and due to his deformity it was impossible to keep up.

The child fled east to an area known as Ravenroost, dressed in a simple white robe and carrying a satchel with food and water. When he was too tired to continue running he found himself a cozy spot under a tree, curled up and fell asleep.
When he woke up the next morning he found the tree filled with ravens and several more sitting on the ground near him, guarding him. When he sat upright a single raven landed in front of him, cocked it's head sideways to get a better look at the child and started to speak. It declared itself to be sent by Barzahk, psychopomp usher and steward of the Dead Roads, to help the lost duskwalker find his way in the world and protect him while he grew up. First course of action was moving to a safer and easier place to live.
Because the child refused to head back towards Sandpoint they had to take the road east. For this entire trip the raven, who had introduced himself as Tohrs and said he was actually earning his way to becoming a psychopomp himself, sat on the child's shoulder and the flock of ravens followed overhead.

The road was long and it took the unlikely group over a week to round the plateau. Near a pond along the south-eastern edge of the escarpment they camped at a pond. While the local wildlife seemed irritable they all avoided the large flock of black birds that closely followed the boy, who by this time had named himself Takraa, after the sound his avian guardians make. Unbeknown to him, Takraa has strayed into an area haunted by the ghost of an old druid, yet for some reason the spirit left the boy alone and Takraa never even knew the place was haunted.

Eventually the arrived in the relative safety of the farmlands south-east of Sandpoint and it was there that the flock of ravens left the boy. All birds vanished, heading back north, all except for Tohrs.

In the years that followed Takraa and Tohrs survived by living of the land when it provided and stealing from the farms when it didn't. It often didn't, at leats not enough because Takraa grew up fast. Like all Duskwalker's without a proper place to call home he reached physical an intellectual maturity within the span of a few years, ageing roughly fifteen years in a span of five. All these years his only constant companion was Tohrs, who also functioned as his teacher and mentor. Through his teaching and with "borrowed" books he learnt how to read (they always returned the books when they were down with them) and the little psychopomp educated Takraa in the ways of Barzahk, their now shared patron.
The only other person they encountered was an elven woman who had introduced herself as Shalelu. They occasionally shared a meal or a campfire but that was it. Neither were big on talking.

Every so often Takraa felt the draw towards Sandpoint and always he head that direction, only to turn back before getting there. He did, however, move a little bit closer before turning back every time he headed that way.
The moment he got close enough to actually see the place for the first time the urge to go there became even stronger. And always his eyes were drawn towards the new cathedral that was being built. Yet he still turned back every time and never entered the town.

Now, when he saw the buildup towards the reopening of the cathedral and some other festivities, the drive to go there and his curiosity as to what caused that drive overcame his fear for the first time. He landed himself in the middle of the Swallowtail festival, standing as close to the new cathedral as he could. As he did all the remaining dread left his body and his mind. For some reason he didn't quite understand the finishing of this cathedral brought rest to a part of him, a chapter of his life was closed and soon a new one would begin.

As for my familiarity with the AP, I've played the festival a handful of times (even once from the goblin side) but games never went anywhere after that.


Thanks for the nod! I received inspiration from the all fighter Ironfang Invasion I am in. I've started RotRL several times including a Herald Caller Cleric and I've made clerics of Sivanah and Kelinahat for the sneaky role. I'm currently in a slow moving game with an investigator.


Here's my character:

Colee Dike

Spoiler:

Female Human Cleric or Irori
LG Medium Humanoid (Human)
Init +2; Perception +3
--------------------
Defense
--------------------
AC 13, Touch 12, Flat-footed 13 (+2 Dex, +3 Armor)
hp 9 (1d8+1 Favored class)
Fort +2, Ref +2, Will +5
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Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike (1d3+1)
Ranged Light Crossbow +2 (1d8)
Special Attacks channel positive energy 3/day (DC 13, 1d6)
Cleric Spells Prepared(CL 1st; concentration +3)
1st: Divine Favor, Jump D (DC 13), Shield of Faith
0 (at will): Detect Magic, Light, Stabilize
D domain spell; Domain Competition, Restoration
--------------------
Statistics
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Str 12, Dex 14, Con 11, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Improved Unarmed Strike, Scorpion Style
Traits Urban Acolyte, Student of the Faith
Skills Acrobatics +2, Heal +7, Knowledge (history, religion) +5, Linguistics +5
Languages Common, Polygot, Minkaian
Equipment: Light crossbow with 50 arrows, Potion of Protection of Evil, potion of Cure Light Wounds, Potion of Vanish, Deluxe Essentials Kit

Backstory:

Spoiler:
Colee was born in Sandpoint and had lived there for much of her life. With no knowledge of the whereabouts of her parents, that distinction was given to Enderaki Sorn on the House of Blue Stones. It was there that she trained in martial arts in the hope of using that dedication to find meaning in life. When she was not adequate in skill to become a monk, she instead turned to the scriptures and healing techniques. It wasn't long before she tuned herself to become a talented healer and a fierce warrior.

His was a rather depressing moment for her, and it showed when she recited the funeral for him. Father Tobyn was impressed and the two began to converse the nature of their religions. It was with that hope that she would one day become the next priest to congregate at the chapel.

Sadly, that dream was cut short with his death and the temple's destruction. Distraught with losing two father figures in a short period of time, she set foot to stay in Magmimar for the time being.

The faith there was only just blossoming there as well, but there were enough of the faithful to help her further improve on her skills. Time proved to be the best healer of her psyche, and after five years she decided to return to her birthplace.

It was only shortly after she arrived that the Swallowtail Festival had begun. To her, it was the perfect time to reconnect with close friends.

Crystal is a Mwangi woman with braided hair that extends to her neck. Her preferred manner of humor is dry and pessimistic, but she secretly cares for others and does everything she can to help others. This is due to her bad luck with parental figures.

My experience with RotRL

Spoiler:
Quite a lot actually. It was the first AP I started and we made it all the way to the end of the 4th module. Then we tried it a second time, this time in 5e with a few more twists to spice things up. It only lasted halfway to the 1st module. I played an oracle the first time and a sword-wielding fighter the second time. I would like to have the chance to try out Pathfinder again since that was what got me into tabletop gaming.


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Thanks for the feedback, GM! I updated Mashaka's profile with a tentative crunch. I still need to finish reviewing, specially gear, but it gives an idea of where I'm going with her.


1 person marked this as a favorite.
Simeon wrote:
What I'd referenced is discussed in this stream. There's also this page on the Archives of Nethys from Gods and Magic, saying that clerics "rely on secular philosophies for guidance."

That's interesting and I like it. How would we mechanize that? I mean, how would your character be getting divine powers? Your secular philosophy could have many intersections with a pantheon from the Pantheons section?

Dylos wrote:
Alright, I've finished my submission.

Looks pretty ready to me.

The Lobster wrote:
Are you allowing tieflings and aasimar to roll on their respective SLA replacement tables, or even to choose a result? Here's tieflings'

I'll let you roll three times and pick your favorite.

TheWaskally wrote:
Anthorg, here the final version of Rooke Xandarian, making the changes we both discussed. And I'm glad you like the character sheet.

That's great! Can you just include some space between the paragraphs in the background section?

Edward Sobel wrote:
Ok I did a back story for little poppy.

Why did Bloomgrum have to die? =(

She looks so adorable *puff puff*.
Anyway, does she really not know that her gods name is Torag? Usually gods like having their name known, particularly lawful ones. Anyway, she's gonna have to figure it out eventually (soon).

Ellioti wrote:
Where are all the Herald Callers and Ecclesitheurges/Theologians? I always thought, these are very popular archetypes, and they'd complement an all-Cleric party very well.

You read my mind. I thought people would build into specific party roles, but they are mostly doing cool and interesting characters! Who would have thought!I'm positively surprised.

Helaman wrote:

Played or started and didnt finish Chapter 1 a few times

Made it through chapter 2 once
Started and didnt finish chapter 3
Prepped to run it a few years back when the anniversary edition came out but it never happened.

I ask because according to your background, your character would be somewhat intimate with an important ~reveal~ in the first book. Would you be ok with your character not knowing why her parents hid her divinity from her as well? Asking for a friend.

Ugzk Fellhand wrote:
-- Divine Paragon of Gorum --

Gorum is a cool god to have and to follow. Your character seems solid, but one thing bothers me. As a Divine Paragon, he is always trying to be more and more similar to his god in all aspects. Gorum would not care about Sandpoint and its people. Why would your character do so, now or in the future?

Cuàn wrote:
[spoiler:Background]

That's harrowing... I look forward to seeing what you come up with. One thing though. I'm planning to start the game on the festival's eve, so it starts before the end of your story. Hope that's ok.

DM Trawets wrote:
Thanks for the nod!

<tips hat>. BTW, was that a dot?

Patrickthekid wrote:
Here's my character: Colee Dike

Seems pretty ready to me.


Mashaka Lyra wrote:
Thanks for the feedback, GM! I updated Mashaka's profile with a tentative crunch. I still need to finish reviewing, specially gear, but it gives an idea of where I'm going with her.

Will review later. Have to get some work done.


I looked at Torag first, but I needed access to some lightning power to be more like thor. Torag does not have that access. Tor is actually another name for Thor.

Torag would work if I can still have access to the air domain.


Very generous of you, I'll roll now:

3d100 ⇒ (72, 62, 2) = 136

I'll pick 2, All Around Vision

Her crunch is finished, just developing her background.


Starting the evening before would be fine, possibly better.

After all, it's easier to sneak in unnoticed when it's darker and all the preparations for the festivities would have drawn his attention.

As for campaign traits, I'm thinking Student of Faith would be the most appropriate as that matches best with the character and his origin, or better put the origin of who he was in a previous life.

When it comes to casters thing of indeed swapping to Herald Caller, possibly with Idealist as well. Another, fitting option would Roaming Exorcist, I'm just not sure how useful that will be in this AP.

Grand Lodge

Paizo should bookmark this thread as the ultimate source for interesting cleric build ideas :=)
I pop in a couple times each day just to see what new ideas are being thrown around!
GM Anthorg, first off, thanks for coming up with this idea, and second, I do not envy you the challenge of having to choose which of these great ideas will make the party!

Grand Lodge

GM Anthorg - RotR wrote:

Helaman wrote:

Played or started and didnt finish Chapter 1 a few times

Made it through chapter 2 once
Started and didnt finish chapter 3
Prepped to run it a few years back when the anniversary edition came out but it never happened.

I ask because according to your background, your character would be somewhat intimate with an important ~reveal~ in the first book. Would you be ok with your character not knowing why her parents hid her divinity from her as well? Asking for a friend

Of course. The background is more from the overall Meta perspective, and was written so that the Aasimar angle would be organic to the setting etc. Happy to change anything that help the game run smoothly.

Is the submission at an acceptable completion level?


Mashaka Lyra wrote:
Thanks for the feedback, GM! I updated Mashaka's profile with a tentative crunch. I still need to finish reviewing, specially gear, but it gives an idea of where I'm going with her.

Thanks, I liked it. Another complete submission! This is getting exciting!

Edward Sobel wrote:
Tor is actually another name for Thor.

Could you link something where I can read about Tor? Not finding it. I want to exhaust options before giving Torag the Air domain.

The Lobster wrote:
Her crunch is finished, just developing her background.

Can't wait to read it.

Cuàn wrote:
Another, fitting option would Roaming Exorcist, I'm just not sure how useful that will be in this AP.

That's a very specific archetype. I also don't think it has many places to shine, but the RP opportunities are so vast!

Dart wrote:
Paizo should bookmark this thread as the ultimate source for interesting cleric build ideas

Hahahaha, yeah, people are really inspired!

Helaman wrote:
Is the submission at an acceptable completion level?

Yes, very much! Sorry for not saying so sooner.


historical name reference

I don't have any official d&d link for Thor as he was originally in the 1st edition deities and demigods book.


On caring about Sandpoint and its people:

You are correct he would not, however I have another angle on it that could play:

Gorum wants more conflict, therefore Ugzk will prefer to be on the side of the underdog in order to keep the conflict going - after all, if the big bad just wins, the conflict stops, so though he may not care about Sandpoint, he does have a reason to act in its interests, which I think would make for some interesting role playing opportunities.


Edward Sobel wrote:
historical name reference.

Well, I do know about Thor, the viking god. There just isn't an equivalent in Golarion. Here's what I think you can make happen.

You can take more than one archetype as long as they don't modify the same class feature. Take a look at the Separatist. The domain it changes can be exactly the one left by the crusader archetype.

Now, inspired by the tales of the hero Tor, Poppy doesn't accept that she follows a god named Torag, but Tor who is a god of Thunder. Now, Tor matches Torag in all things except for that, so Poppy actually pleases Torag in a friendly comical way, so she gains the power of Air. You'd have to take Martial Weapon Proficiency for the crusader level 1 feat instead of Weapon Focus, but other than that it works. How does that sound?

Ugzk wrote:

Gorum wants more conflict, therefore Ugzk will prefer to be on the side of the underdog in order to keep the conflict going - after all, if the big bad just wins, the conflict stops, so though he may not care about Sandpoint, he does have a reason to act in its interests, which I think would make for some interesting role playing opportunities.

Ok, that would be true for the beginning of the story. But there are more than one non-violent parts of the story. There is investigation parts in the story and also downtime. And also,

This spoils an important part of the end of the story. Read at your own peril:

If the bad guy wins, there's going to be very long lasting wars.

I'm not complaining about a cleric of Gorum, only the Divine Paragon. I mean, I don't see the Divine Paragon meditating in the downtime or being all social in the investigation parts. I'm open to be convinced otherwise, however.


I could see a Divine Paragon of Sarenrae or Desna, definitely, but I tend to agree that for Gorum it'd be a little weird in this AP.

EDIT: Maybe even a Paragon of Cayden Cailean!


GM Anthorg - RotR wrote:
<tips hat>. BTW, was that a dot?

It may be. As I said I'm in a slow moving game of this right now. Wasn't sure you would want someone in a game. As was mentioned earlier I had a herald caller, and one for the rogue role, and was considering something for the mage role. Though as stated it doesn't look like people are trying to fill the roles, if I submit I probably will.

FWIT, I would not ok Variant multiclassing as that makes it too easy to pick up class powers from other schools. That's my 2 cp and while I nixed it in my paladin game.


The Archlich wrote:
I'm not complaining about a cleric of Gorum, only the Divine Paragon. I mean, I don't see the Divine Paragon meditating in the downtime or being all social in the investigation parts. I'm open to be convinced otherwise, however.

My plan for that sort of timeframe would be to play him a bit for comedic effect, something like Drax in Guardians of the Galaxy, saying weird things that make sense from his perspective that people largely ignore, and stepping for the occasional Intimidation when needed.

Example:
In the campaign I played in, after the party came up out of the Catacombs under the town, there was basically an almost riot happening (I'm not sure if this is in the book or was something the GM came up with as a result of our actions).

Ugzk's way of calming the riot (which he'd only attempt if other more reasonable attempts had first failed) would be to laugh at them, tell them that they should in fact riot and fight each other, and that we would enjoy killing them all then stay and defend their pathetic town against what is coming without them all getting in his way - make an Intimidate check.

Still working towards the same objectives, just approaching in a different way.

As for the end part, if we actually get that far, it would be an interesting RP exercise I think. Just because he starts as a Cleric of Gorum doesn't mean he needs to end that way - perhaps there is an epiphany that happens along the way, perhaps he comes to see the BBEG as a test he needs to overcome.


I like that idea, but as a separatist, am I now wanted by the Jedi order? Also I am unsure if I can stack the two archetypes it seems that I should be able to though.


Ok did some research, technically rules as written say the crusader and separatist cannot go together because they both change the cleric domain feature even though it is changed in different ways. But it would be a dm call to allow that or not.


You're right, I mismathed my perception bonus.

As for rejection, I....don't know how he would take it. He probably would keep trying, but at some point his ego would force him to move on.


My idea for the Cult of the Failed is that, basically, the scraps of divine power that the Failed left behind, along with the belief that everyone has the potential to attempt (but not pass) the test of the Starstone is what grants the worshipper power.

The domains would likely be Strength with the Self-Realization domain, representing the belief that everyone can try for divinity. The other would be Darkness with the Loss subdomain, representing the belief in the failure that rings so loudly in the example of the Failed.

The secular aspect would emphasize a lifestyle that places perfecting oneself as the highest calling, but a keen knowledge that one's attempts might result in failure.


GM Anthorg - RotR wrote:
TheWaskally wrote:
Anthorg, here the final version of Rooke Xandarian, making the changes we both discussed. And I'm glad you like the character sheet.
That's great! Can you just include some space between the paragraphs in the background section?

Done.


Dolgrin Stonecaller, Dwarf Herald Caller of Torag

Background:
The Stonecaller clan can trace their line back to the days before the dwarves broke through to the surface world. Long have they served the throne, and whatever family sits upon it, loyally and truthfully. As such, it was not uncommon for members of their family to hold well respected positions within the clans. Honor guards, captains, high priests, grand viziers, and more. However, most of them have always been proud miners.
Dolgrin was born a century and fifteen years ago in the Sky Citadel of Janderhoff. He was the second of 5 sons to Hruthgar, and also had three sisters on top of that. His younger brothers were all capable soldiers or miners, and his elder brother, Angvar, a well known and capable sergeant. Dolgrin was no soldier. Instead he held another important skill set. He heard Torag’s call for the ore. Dolgrin was a very capable miner and even claimed to hear the flow of the ore rivers through the stone. As such he always found new mining locations and dug up all kind of things burried in the deep.
The most interesting find was an ancient stone tablet with strange symbols on it. After years of reading, he identified the language as Thassilonian and began to translate it. He didn't understand the meaning though, and decided to make a journey, finding someone who did. He applied for a sabbatical and asked permission to travel to Magnimar where there are said to be great historians regarding ancient Thassilon.
Two years later his request was granted and he was officially sent off to inquire about potential Thassilonian ruins near his mining site. Because he got a full year off and had never been to western Varisia, Dolgrin travelled slowly. He wanted to grasp everything he passed and not miss anything. While sailing down the Yondabakari River, a fellow traveller told him about the upcoming festivities in nearby Sandpoint.
The opening of a new cathedral was a wonderful event to honor and spread Torag's call of the ore, Dolgrin thought.

Crunch:

Dolgrin Stonecaller
LG male Dwarf Cleric Archetype Herald Caller
Deity Torag
Init +1
=================================================
DEFENSE
=================================================
AC 16, touch 11, flat-footed 16 (+4 armor, +1 Dex, +1 shield) [+4 dodge vs. giants]
hp 11 (1d8 +2 con +1 fcb)
Wounds Grazed 8, Wounded 5 , Critical 2, Disabled -2
Fort +4, Ref +1, Will +5, Bonus +3 against poison, spells, and spell-like abilities
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee Heavy Pick +2 (1d6+2 /x4) [+1 attack vs orcs, goblins]
Melee Warhammer +2 (1d8+2 /x3) [+1 attack vs orcs, goblins]
Ranged Acid Dart +1 vs touch (1d6 acid) [+1 attack vs orcs, goblins]
Ranged Sling with Magic Stones +2 (1d6+1 or 2d6+2 vs. undead) [+1 attack vs orcs, goblins]
SQ Channel Energy 2/day (1d6, DC 9), Acid Dart 6/day
=================================================
SPELLS
=================================================
1st - Magic Stone*, Bless, Shield of Faith
0th - Mending, Detect Magic, Guidance
=================================================
STATISTICS
=================================================
Str 14, Dex 13, Con 14 (12+2), Int 10, Wis 16 (14+2), Cha 8 (10-2)
Base Atk +0; CMB +2; CMD 13
Skills Knowledge (Arcana) +5, Perception +7 (+2 for stone traps and doors), Sense Motive +7, Spellcraft +4
Background Skills Lore (Earth Elementals) +4, Knowledge (History) +5, Profession (Miner) +7
Feats Additional Traits
Traits Defensive Strategist, Glory of Old, Armor Expert, Scholar of the Ancients
Languages Common, Dwarfen, Thassilonian
Gear cold-iron Warhammer 24gp, cold-iron heavy Pick 16gp, masterwork Buckler 155gp, Chain Shirt 100gp, Cleric's kit 16gp, 2x iron holy symbol 10gp, Alchemist’s Fire 20gp, useless stone tablet with Thassilonian symbols, 19gp
=================================================
SPECIAL ABILITIES
=================================================
Race
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Mountaineer Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class
Domain Earth with Caves Subdomain
Acid Dart As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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.
Call Heralds 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 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.

Traits
Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Defensive Strategist You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Scholar of the Ancients Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.


Ellioti wrote:

Dolgrin Stonecaller, Dwarf Herald Caller of Torag

** spoiler omitted **...

Now tis would make an interesting meet up with poppy.

Dolgrin is Poppy approved. Not that it will guarantee acceptance


Edward Sobel wrote:
Ellioti wrote:
Dolgrin Stonecaller, Dwarf Herald Caller of Torag
Dolgrin is Poppy approved. Not that it will guarantee acceptance

The herald caller also gets the approval and a first drink from Rooke. Besides, the caydenite never met a dwarf who didn't appreciate some good spirits!


I like the idea. I've done something kinda similar before. We did an all religious group worshiping the same god. So we had inquisitor's, war priests, etc... It was a blast having all the PC' with some sort of connection.

I do have a few concerns though.
Skill points is the main concern.
I do not have that AP, but I did some looking through the 2 AP's I do have. The 1st book could be rough, but not too bad. The 2nd book will be very hard to make most of the skill checks. After that it would be nearly impossible to make very many of the skill checks at the listed DC's. Other than just a very few skills. Clerics will have a very hard time knowing anything about creatures encountered (other than undead of course), doing any investigating, negotiating, etc...
I understand that if the group plans together to spread out their very limited skill pool, it could help some. But your submissions are not doing that.
Spells can make up for some of this, but there are only so many spell slots in a day. Plus the cleric list isn't as good as the wizard list for a lot of this kind of thing.
Do you have an intention as to how to deal with that or just planing to let the group bumble along with low skills. I can actually have fun playing with either, but it might change what kind of character I build.
Secondary concern is the religious opposition.
Many of the religions (even with eliminating the evils) do not 'play well together.' They have different goals and methods. For example are Pharesmite should be very opposed and not willing to work with anyone that is raising people from the dead. Are you going to pick religions that are mostly similar, just let the PC's work it out (or fight it out), let the differences slide, or looking for those conflicts. Again, it might affect what kind of character I build.

Mechanics questions:
- I would also like you to consider allowing VMC when it is appropriate. For example: a few of the oracle revelations are incredibly appropriate for certain deities. A few fighter/barbarian abilities would be very applicable to a cleric of Gorum. Most clerics of Gorum that I have seen have multiclassed a few levels of fighter or barbarian.
- Would you allow the eldritch heritage chain? I don't have anything in particular in mind yet, but I do like the flavoring of bloodlines.
- Will you allow prestige classes that progress the cleric spell casting and/or have a very religious theme?
- No to goblin. But would a kobold be allowed?
- Once final selections are made, will you allow adjustments? It could be troubling if we get the final group and no one has a rank in diplomacy or some other crucial skill.

Background question.
- For the 'connection to and desire to see Sandpoint survive' aspect. I was considering  someone who wants it to survive and flourish because he intends it to be the capital of a new theocracy he will establish. Would that work?
- Do you have a problem with someone that believes something that is mechanically not true? For example: If my PC believes he is the avatar of Apsu. Or believes he is a naga that was cursed into the body of a human and is trying to get out of it while serving his god.


Ugzk Fellhand wrote:
My plan for that sort of timeframe would be to play him a bit for comedic effect, something like Drax in Guardians of the Galaxy, saying weird things that make sense from his perspective that people largely ignore, and stepping for the occasional Intimidation when needed.

All right. Consider yourself in the completed submissions pot.

Edward Sobel wrote:
I like that idea, but as a separatist, am I now wanted by the Jedi order?

Nah, no one can look cross at that gnome.

Edward Sobel wrote:
But it would be a dm call to allow that or not.

I'm allowing it.

Simeon wrote:

My idea for the Cult of the Failed is that, basically, the scraps of divine power that the Failed left behind, along with the belief that everyone has the potential to attempt (but not pass) the test of the Starstone is what grants the worshipper power.

The domains would likely be Strength with the Self-Realization domain, representing the belief that everyone can try for divinity. The other would be Darkness with the Loss subdomain, representing the belief in the failure that rings so loudly in the example of the Failed.

The secular aspect would emphasize a lifestyle that places perfecting oneself as the highest calling, but a keen knowledge that one's attempts might result in failure.

I like it. A lot. Is there a similar real world philosophy to which you see this comparable? Ancient greek philosophy did encourage thriving to perfection, but I'm not sure about the attempts part. It's not related to the game, just curious.

Ellioti wrote:
Dolgrin Stonecaller, Dwarf Herald Caller of Torag

I like it. The only thing is that I'm not sure how dwarves deal with the concept of sabbatical, especially those so dutiful as those in the Stonecaller clan. I don't want to mess with your story, but maybe Dolgrin felt that Torag's call drove him to search more about Thassilon, etc...? The dwarves of Janderhoff would surely encourage that.

Also, your crunch looks solid.

Revolving Door Alternate wrote:
I like the idea. [...] while serving his god.

Let me try to answer everything. Let me know if I failed at it.

About skill points, I confess I haven't looked at the skill checks expected to happen in the game, nor was I planning to look in order to choose the roster. But there are some archetypes that give more skill points than the cleric's basic 2+Int. Also, in the OP I let any skill become class skill in exchange for a trait. I was planning to try to balance skills and roles when choosing the roster. There is much room for skill picking between all the archetypes and domains. The Trickery domain gives you Bluff, Disguise and Stealth as class skill, for example.

As for spells, everyone will have spells, prepared (not spontaneous) even. It's not as wide ranging as the arcane list, as you pointed out, but if everyone's a cleric with domains, then you should accomplish a lot together. So the versatility of the group, whichever it is, will be large, I feel. And of course any group will struggle somewhere, but that's a challenge in my opinion. And if the 'all clerics' restriction becomes more than a nuisance at some point, I consider that a challenge for the GM, to present things as something which the group can accomplish. And I can say that I have experience with GM improvisation.

About opposing religion, that's something that will be cool to RP. Will the clerics put their differences aside for a common goal? The main problem I see arising is with Divine Paragons (there are more than one). I will have to be very careful about dealing with those, as they would be the least willing to budge. That makes me wonder: How does a Divine Paragon of a chaotic god work? If they're trying their hardest to mimic the chaotic nature of their god, would they.... like.... attempt to also not be like their god? I'm confused. Is that a Pathfinder paradox?!?!?!

Mechanical questions
- I'm leaning heavily towards the no VMC. I'm a sneeze away from dropping the hammer. There should be enough versatility in the cleric alone.
- Please link eldritch heritage chain.
- No prestige classes, not even those that are 'almost like a cleric'. Sorry.
- Yes to kobold.
- Yes to post-selection adjustments.

Background questions
- (capital of a new theocracy) Sure, of course. It will be up to you whether your character will be successful.
- (believing in something that isn't true). No problem at all. Just give some thought to how your character would evolve from that. I mean, how much evidence against those beliefs would be necessary for them to start questioning it.

Shadow Lodge

GM Anthorg - RotR wrote:

About opposing religion, that's something that will be cool to RP. Will the clerics put their differences aside for a common goal? The main problem I see arising is with Divine Paragons (there are more than one). I will have to be very careful about dealing with those, as they would be the least willing to budge. That makes me wonder: How does a Divine Paragon of a chaotic god work? If they're trying their hardest to mimic the chaotic nature of their god, would they.... like.... attempt to also not be like their god? I'm confused. Is that a Pathfinder paradox?!?!?!

I think as a Cleric of Arshea I’ll probably have a little more freedom with divine paragon than others since one of the ideals I’d try to emulate is freedom, and in particular the freedom of a god who won’t even decide where to live or what gender to be. And Arshea isn’t even chaotic!

Also I need Tanwen to find a way to change her gender, to emulate Arshea.


GM Anthorg - RotR wrote:
Ellioti wrote:
Dolgrin Stonecaller, Dwarf Herald Caller of Torag

I like it. The only thing is that I'm not sure how dwarves deal with the concept of sabbatical, especially those so dutiful as those in the Stonecaller clan. I don't want to mess with your story, but maybe Dolgrin felt that Torag's call drove him to search more about Thassilon, etc...? The dwarves of Janderhoff would surely encourage that.

Also, your crunch looks solid

I'm pretty sure it's the first time someone has brought up the question "do dwarves have sabbaticals". This is your world, you decide. In my imagination, someone working hard for many years has earned a break to gather new strength. And dwarfen culture seems very well organized to allow for such rulings. And I thought it funny,too. But maybe this is just my European view.

I can find another reason, of course


Ellioti wrote:

I'm pretty sure it's the first time someone has brought up the question "do dwarves have sabbaticals". This is your world, you decide. In my imagination, someone working hard for many years has earned a break to gather new strength. And dwarfen culture seems very well organized to allow for such rulings. And I thought it funny,too. But maybe this is just my European view.

I can find another reason, of course

Let's leave your backstory alone. I don't think it's likely that we'll run into dwarves with whom you can discuss this, so it won't play a big deal. And yes, that is your European view, I think XD

By the way, did you just trash your Nature-themed cleric idea?


Quote:
The main problem I see arising is with Divine Paragons (there are more than one). I will have to be very careful about dealing with those, as they would be the least willing to budge. That makes me wonder: How does a Divine Paragon of a chaotic god work? If they're trying their hardest to mimic the chaotic nature of their god, would they.... like.... attempt to also not be like their god? I'm confused. Is that a Pathfinder paradox?!?!?!

I think something important to consider is that its the character's interpretation of the god that they're trying to mimic - the god itself is in many ways a vast and unknowable creature that our characters would know of the broadest strokes of - which leaves plenty of room for interpretation and flexibility for the sake of making a role playing group functional - similar to ye olde Lawful Stupid Paladin dilemma.

As an example, if Ugzk is accepted to the game, he will no doubt be advocating for violent solutions to most problems,as befits his character. If the rest of the group doesn't agree though, he can still go along with their plan (and be sure to point out its shortcomings in hindsight to boot).


If it matters much. Future progression with poppy I will be making spot her animal companion via the animal ally feat.

Take nature soul at level 3 then animal ally at level 5

Also here is a link to tell a little more about Sandpoint
Most already know about the town but it's still a good video though it is 49 min long.

Btw putting poppy's final stats together now, post coming soon


Not sure of an exact parallel, but there’d certainly be a bit of stoicism and cynicism thrown in there.


Edward Sobel wrote:
Also here is a link to tell a little more about Sandpoint

Thank you for sharing that!

Simeon wrote:
Not sure of an exact parallel, but there’d certainly be a bit of stoicism and cynicism thrown in there.

I see.


Ok here is what I got for poppy

Poppy Pomagranite :

Female gnome cleric (crusader, separatist) of Torag (Tor) 1 (Pathfinder RPG Ultimate Combat 40, Pathfinder RPG Ultimate Magic 32)

LN Small humanoid (gnome)

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)

Grazed: 6 –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Wounded: 4 –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Critical: 2 –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Disabled: 0 Con modifier is 0

Fort +2, Ref +1, Will +4; +2 vs. illusions

Defensive Abilities defensive training

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

Offense

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

Speed 20 ft.

Melee

. . Dagger +2 (1d3+1/19-20)

. . Tor’s Vengeance +2 (1d6+1/×3)

. . Unarmed strike +2 (1d2+1 nonlethal)

Ranged

. . Light crossbow +2 (1d6/19-20)

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, Separatist) 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, Martial Weapon Proficiency (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, gnomish spell

Languages Elvish (sylvan), Gnomish, Common

SQ forbidden rite (air), gnome magic

Other Gear MWK lamellar (leather) armor[UC], buckler, crossbow bolts (10), dagger, light crossbow, Tor's Vengeance, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (Torag)[UE], spell component pouch, weaponsmithing tools, wooden holy symbol of Thor, riding dog, bit and bridle, blanket, feed (per day), hemp rope (50 ft.), mess kit, padded barding, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 69 gp, 8 sp, 5 cp

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

Special Abilities

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

Cleric (Crusader, Separatist) 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.

Gnomish Spell (1/day) (Ex) +1 DC of illusions or enchantment spells 1/day.

Hatred +1 Gain a bonus to attack vs. goblinoid / reptilian humanoids.

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 :

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

. . 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), hemp rope (50 ft.), mess kit[UE], riding saddle, saddlebags, soap, torch (5), trail rations (5), waterskin

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

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.

Poppy’s story:

While other young gnome girls played skip-step and braided wreathes out of posies, Poppy spent her youth earning calluses and grease stains in her father's armor/weapon shop.

Bloomgrum, her father, was a Whistledown icon, Whistledown’s finest smith. The only thing he loved as much as his work was his young daughter, Poppy - named for the sprightly sounds of the sparks that leapt from his ever-burning forge. He swelled with pride the day she was first able to lift his trusty hammer, Toe-Crusher. Poppy immediately took to his art, demonstrating a natural gift for smithing, which Bloomgrum honed with devoted instruction.

One day, a man named Daviren Hosk visited Whistledown on some goblin hunting mission, or so he said. Anyway Daviren recruited several members of the town to aid him in taking down a goblin warchief that had escaped his hunt back near Sandpoint. Bloomgrum joined the expedition as well as providing many of the weapons and armor for those that needed it. Poppy wanted to go as well, but her mother, Grendysa forbade it, saying that such things were best left to the grown-ups.

The team was gone for three days and only Bloomgrum and Daviren returned, with the goblin leader’s head. Both were pretty beaten up, with Daviren the worse of the two, Grendysa brought them both in and nursed them both to health. Poppy sat at their bedside day and night asking any god that would listen to heal them. She had never seen such wounds before and was scared that she would lose her father. (In reality the wounds were not that severe, but to a naïve little girl they were the end of the world.)

Then one night as she silently prayed, there was a storm with lots of wind and lightning, Poppy stared out the bedroom window in amazement at the spectacle in the sky. She remembered the story of the great hero from the sky that would shoot lightning from his mighty hammer to save all the good gnomes. She was sure it was him, Tor, come to save her father.

The next morning both Bloomgrum and Daviren had recovered and Daviren was well enough to travel home to Sandpoint. He thanked Bloomgrum for saving his life and helping to slay the goblin warlord. Poppy told him that it was Tor that healed them, Daviren smiled at Poppy, and with a smile he replied, “Yes, I am sure it was. Thank you for your prayers, and Thank Tor for the healing” It’s rumored that Daviren keeps that goblin warlord’s head in a jar at the Goblin Squash Stables in Sandpoint.

Bloomgrum later told Poppy of the tale of the great battle with the goblin warlord and how he saved Daviren from and arrow that could have killed him outright. Poppy couldn’t get enough of the story she wanted to hear it every night before bed. She practically had it memorized. How her father became the hero of Whistledown that day. And naturally she was overjoyed when the family received the invitation to attend the Swallowtail festival in Sandpoint as guests of Daviren Hosk, and to attend the opening of the new Cathedral. He even said that he asked Father Zantus to include a small shrine to Tor. (Which he really did not do, since Tor isn’t really a god but rather a childhood hero to on particular little gnome girl.)

Hearing this, Poppy pleaded with her father to make something special to place in the shrine, which he readily agreed to. The two of them toiled away on this project, determined to present their finest work, a beautiful warrior helm embossed with lightning on the sides and a beautiful red ruby set in the center. He let Poppy set the center jewel, entrusting her with the most important piece. When the pair finished, they departed for Sandpoint to deliver it in person, and enjoy the swallowtail festival as well. Unfortunately goblins attacked them just a day journey outside Sandpoint. While Bloomgrum was a capable warrior, as was Poppy, there were just too many goblins. Bloomgrum was able to occupy the goblins long enough for Poppy to escape with the prized helm. She watched helplessly from the brush as her father was slain.

Instead of fleeing home, she carried the helm the rest of the way to Sandpoint alone. She refused any payment for it, saying that no amount would compensate for her father's life. Instead, she offered it as a gift, honoring her father's final intentions. Daviren saw the grim determination behind the tears in her eyes, and gifted her Spot, a mighty combat trained riding dog as well as all the needed gear. And promised her that those goblins would pay. Daviren headed out while Poppy stayed at the Goblin Squash Stables. It didn’t take long for him to return, bringing back “Toe-Crusher”. He gave the hammer to Poppy, and she renamed it, “Tor’s Vengance”, and vowed that she would go on a crusade in the name of Tor to stamp out the goblin menace in Varisia. But first there was a party to attend, you can’t do crusading stuff without a before and after party. Off to the Swallowtail Festival!

theme song:

Actually I had two and couldn’t decide so here are both: (may put to a vote if selected)

song 1

song 2

I’m kinda leaning toward song 2 for now

and now for her picture, cause they’re worth like, lots of words:

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