Rise of the Runelords - Shadow_Fox

Game Master Shadow_Fox

Rise of the Runelords Anniversary Edition


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I've decided to run Rise of The Runelords, Anniversary Edition. Yes, I know this is the oldest AP and must have been played to death here on the boards. But strangely, I've never run this game in any form and would like to do so as it was intended: Core races and 15 point buy. I've never run an AP like this either so very intrigued. I'm running a high level game on these boards, so want to run a low-level one too.

I'll be looking for four characters with an accurate statblock, interesting personality, distinct appearance, and some tie to Sandpoint. No need to post an alias - a summary is sufficient.

Character Creation Guidelines:

Races: Core races only.

Classes: Core, Base, Hybrid, and Unchained classes as detailed on PSRD.

Alignment: No evil.

Stats: Stats will be generated via 15 point buy, with no stat below 8 after racial modifications.

Traits: Three traits can be chosen, one must be a campaign trait. No drawbacks.

Gold: Average.

HPs: Max for 1st level.

Will leave recruitment open for 1 week or until I have enough applications. If I amend the deadline, I will post a clear notice. Any questions, let me know.


Veeeerrrrryyy interesting. Definitely interested. Thinking up a character.


I'm definitely interested as I haven't played this AP (I got selected for a game a while back, however the GM disappeared after only a couple of days into the game).

I'm going to have a think about what I'd like to play (perhaps an Elven Archaeologist Bard?). Thank you for choosing to run this. :)

Addendum: Shadow_Fox, would you consider allowing Background skills?


Alrighty, I'll think this one over.


GM, would you allow the Sword-Devil ranger archetype to be chosen? If not, it's no problem--I can think of something else to play.


I submit Desh Vaduva: stars-blessed half-blood Varisian gambler, drifter, tracker, and sczarni thug.

Appearance & Personality:
At a distance, Desh looks like any other Varisian traveler. Practical traveling clothes with random slashes of bright colors cover his tall, athletic frame. His armor is well-used but well-maintained, and the kapenia enshrouding his neck is a riot of reds, oranges, turquoise, and purples. His equipment and weaponry are similarly straightforward: a stuffed travel pack, a shield, and a longsword.

But once you step closer, more interesting details emerge. Bluff, brutish features, thick muscles, and grayish-green skin give away Desh's orcish blood. And where his skin is exposed - on hands, forearms, and shaved scalp - brilliantly multicolor tattoos create a unique tapestry. Most remarkable is Desh's insistence that a few notable ones, those on his forearms and scalp stylistically depicting symbols of Desna and Calistria, were in fact already there when he was found as a baby.

Desh tends to be irreverent, frank, and often sarcastic. There's a jaded streak to his nature, though it often expresses itself as a blunt, dark humor. He enjoys gambling wherever he goes, and usually can't pass up a good wager. He hates to lose, often displaying a single-mindedness when set to a task. What Desh often hides is his soft spot for outsiders and outcasts. Like most Varisians, he steadfastly (and often violently) protects those he sees as friend or family.

Desh's Story (in short):
Alika Vaduva loved her morning walks. She wasn't young anymore, and she found a jaunt away from the caravan in the early dawn helped awaken her old bones. It also gave her time to clear her head ... see what Desna might whisper to her for the day. But it wasn't Desna's whisperings she heard that morning. It was a baby's screams.

The child was literally wrapped up in a sac. Not safely tucked away, but folded all the way into mucky old burlap. Like some piece of trash. When she opened it, she openly admits she recoiled at first. The child was ... brutish-looking. With gray-tinged skin and black eyes. And across its tiny, quivering arms and up onto its round, ashen head were markings.

Her heart broke. And as Alika's aging body bent to pick up the little castaway, the child's skin markings seemed to speak to her. Maybe Desna whispered after all. To her eyes, they seemed almost to move: stars and butterflies, daggers and wasp stingers. Auspicious markings, indeed.

So she waited, hoping futilely that the child's parents might return. One hour passed. The morning mists receded. The child wailed. A second hour passed. Dawn gray-blues became morning oranges around her. Still no parents. But the cries receded, and the child slept in her arms.

Alika had never born children. Had never wed. But in her years, she'd learned to listen to Desna's whispers - in the Tarrow cards or in the subtle shiftings of everyday events. And that day, she saw her stars aligning.

She took the child back to the wagons. She fed him. She cared for him. And from that day forward, he was hers. Her little Desh Vaduva.

The child grew quickly into a boy. Healthy, strong. The boy was different than the other children of the caravan, but he was loved. At least by Alika. So he may never have had traditional brothers and sisters, but he had family.

Desna continued to smile on Desh as he grew. Her luck seemed to be with him, protecting him when he got into scrapes. Guiding him when he might otherwise get lost.

And while the boy never seemed interested or capable with Alika's Tarot cards, he proved incredibly valuable to the caravan's Sczarni members. As Desh's youth exploded into young adulthood, his muscle made him an asset. His sharp eyes made him valued. And when they started pulling regular jobs with other troupes around the small coastal town of Sandpoint, Desh jumped at the opportunity.

Then Desh's luck caught up to him. Years back, while the caravan was visiting a contact in town named Jubrayl Vhiski, Desh came home to find Alika gone. One hour passed. Daylight faded to dusk. A second hour passed. Stars began to dot the sky. Still no Alika.

Her body was found the next day, cast off outside the city's walls. Like some piece of trash. No witnesses came forward. Non-Varisians never do in defense of Varisians, anyway.

Alika was buried. Desh mourned, but has never fully recovered from the loss. He wears her kapenia - and keeps her Tarot cards - in her memory. For years, he couldn't bring himself to set foot inside Sandpoint.

But when Jubal's message arrived, and the caravan leader asked Desh to help protect the wagons carrying fireworks for the town's upcoming celebration ... what was Desh to do? They were family. You don't turn your back on family.

He doesn't have to like the Sandpointers, but he'll do his part. Who knows, maybe he'll be able to win some coin off them.

Desh's Statblock:
Desh Vaduva
Half-orc (mystic) slayer 1 (Pathfinder RPG Advanced Class Guide 53)
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13 (1d10+3)
Fort +6, Ref +5, Will +3
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +4 (1d8+3) or
. . longsword +4 (1d8+3/19-20) or
. . war razor +4 (1d4+3/19-20)
Ranged javelin +2 (1d6+3)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Endurance, Power Attack
Traits family ties, fate's favored, harrow born (varisian)
Skills Acrobatics -3 (-7 to jump), Intimidate +3, Knowledge (local) +7, Perception +5, Profession (gambler) +5, Sense Motive +5, Survival +5; Racial Modifiers +2 Knowledge (local)
Languages Common, Orc, Varisian
SQ orc blood, track +1
Other Gear scale mail, light steel quickdraw shield[APG], cold iron morningstar, javelin (6), longsword, war razor[ISWG], backpack, bedroll, belt pouch, cards[UE], dice[UE], flint and steel, harrow deck[UE], hemp rope (50 ft.), manacles, marked cards[APG], mess kit[UE], pot, torch (10), trail rations (5), waterskin, 5 gp, 8 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.

A few notes. You'll notice I took the alternate half-orc racial abilities: city-raised, Sacred Tattoo, and Shaman's Apprentice. I hope you don't mind, but I'm kind of re-flavoring these to work with his Varisian backstory. City-raised trades away anything he might have learned in orc society (which he never experienced), picking up more Varisian weapons and knowledge skills. Sacred Tattoo and Shaman's Apprentice reflect his auspicious, mysterious birth. They are the markings of Desna and Calistria he was born with. They give him luck, protect him, and see him sustained on his long travels with his people. They are also the reason he was adopted by them.

I hope you don't mind the shift; I just loved the flavor so much for a half-blood, orphan Varisian kid.

Also, he has Orc as a language. But given that he's never interacted with orcs, can we make that something else that would make sense for a traveling Varisian mercenary? Shoanti or something? Let me know.

Anyway, I hope you like Desh. Let me know what questions you have, and I hope to get to play him in your game. :)


I've settled on building a Maestro bloodline sorcerer.


I don't know that any of the APs have "played out".

There are always new players joining.

Very, very few PBP groups last long enough to finish an AP. Many don't last long enough to finish the first book. In the case of Rise, there seems to be a problem right after that first combat, and an awful lot of games seem to die there. That confuses me, but it seems to be the trend.

I'm currently in 2 RotRL games. Been in several others, including one on Discord consisting of people the GM knew from first-person gaming at events around the country. Half of the table walked away just as we reached the final book (split between a good application of personal priorities and inter-personal drama with the GM). I don't think any of the other games I have been in have made it out of the first book, including the current 2 (yet, hopefully).


Ah, Rise of the Runelords. Simple, but elegant. Good old fashioned adventure. Sign me up!


I decided to go with the Elf Bard (Archaeologist). As it's very late, here, I will finalise her fluff (personality, backstory, ties to Sandpoint) tomorrow and include them in a new post. Thanks! :)

Appearance & Personal info:

Image of Rîleth
Age: 116 years
Height: 5'10"
Weight: 120 lbs
Body type: Willowy, graceful, slender physique.
Eyes: Wide, expressive, almond-shaped, grey-green in colour.
Ears: Elegantly pointed.
Hair: Long, dark-haired (kept in a single braid when travelling/exploring).
Skin: Fair with a touch of a tan.
Tattoo: Rune, nature patterns across her forehead.
Clothes: Neat, fashionable, practical, tends to prefer cloth in shades of greys or greens.
Deity: Desna
Home town: Crying Leaf - a small isolated Elven village in Varisia's Mierani Forest (a day's travel from the ruins of the former elf city of Celwynvian).

Rîleth's Crunch:

Rîleth Mithrandir
Female Elf Bard (Archaelogist) 1
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +6
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Defense
--------------------

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armour)
hp 9 (1d8+1Favored Class)
Fort +0, Ref +5, Will +2; (+2 vs. enchantment spells and effects.)
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Offense
--------------------

Speed 30 ft.
Melee: Rapier +3 (1d6+1, 18-20x2, P, finesse)
Ranged: Shortbow +3 (1d6/x3, 60 ft range, P)
Special
Spell-like Ability : Comprehend Languages 1/day
Archaeologist’s Luck (Ex): 5 rounds/day

Spells Known (CL 1, Concentration +4)
1st (2/day, DC 12)— Cure Light Wounds, Sleep
0 (at will, DC 11)— Dancing Lights, Detect Magic, Read Magic, Resistance

--------------------
Statistics
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Str 13, Dex 16, Con 10, Int 14 Wis 10, Cha 13 (Ability Modifiers +2 Dex, +2 Int, -2 Con)
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits
Scholar of the Ancients (Campaign): 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.
Fate’s Favored (Faith): The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Focused Mind (Magic): Your childhood was dominated by lessons of some sort (whether musical, academic, or other) that encouraged your ability to block out distractions and focus on the immediate task at hand. Benefit: You gain a +2 trait bonus on concentration checks.

Skills (6+2INT=8)
• Appraise +6 (1 rank)
• Climb +5 (1 rank)
• Diplomacy +5 (1 rank)
• Know. Arcana +8 (1 rank, +1 from campaign trait, +1 Bardic Know.)
• Know. Dungeoneering +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Engineering +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Geography +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. History +8 (1 rank, +1 from campaign trait, +1 Bardic Know)
• Know. Local +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know )
• Know. Nature +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Nobility +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Planes +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Religion +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know )
• Perception +6 (1 rank, +2 for Keen Senses)
• Spellcraft +6 (1 rank)
• Stealth +7 (1 rank)

Languages Common, Elven, Thassilonian (from campaign trait). Varisian (from INT bonus), Sylvan (from INT bonus)

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Special Abilities
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Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Envoy: (Alternate Racial Trait) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving her a +1 (add +1 for fate’s favoured) luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier (4+1=5 rounds/day). Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

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Gear
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Starts play with Explorer's Outfit valued at 10gp.
Weapons:
• Rapier (20 gp, 2 lbs, finesse)
• Shortbow (30 gp, 2 lbs)

Ammunition:
• 20 Common Arrows (1gp, 3 lbs)

Armour:
• Studded Leather (25 gp, 20 lbs. Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -1, Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.)

Equipment:
• Canteen (2 gp, 1 lbs)
• Bedroll (1 sp, 5 lbs)
• Silk Rope (10 gp, 5 lbs. This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. )
• Common Backpack (2 gp, 2 lbs)
• Grooming Kit (1 gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2 sp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Elven Trail Rations (4 days worth, 8 gp, 4 lbs) ( Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)

Total Cost of Gear/Equipment: 99 gp & 3 sp out of 105 gp (approx. 6 gp remaining)
Total Weight of Gear/Equipment: 47 lbs (light load) (STR 13: Light 50 lbs or less, Medium 51-100 lbs, Heavy 101-150 lbs)

========


I present Darnassus Seldon, Dwarven Abjurer and follower of Abadar:

Appearance & Personal info::

Age: 60 years
Height: 4’ 2"
Weight: 170 lbs
Eyes: Sparkling blue.
Hair: Long, blond hair and beard, intricately braided.
Skin: Sallow.
Clothes: A simple traveling outfit.
Deity: Abadar
Home town: Magnimar.

Backstory:

Growing up in the streets of Magnimar after his father had been imprisoned for a business deal gone wrong, Darnasus learned to rely on himself and his only friend, Sir Clucks the Chicken. Blessed with a hardy constitution and quick wit, he eventually found a place studying in the temple of Abadar where he hopes to become a priest of his god. While his studies in prayers did not advance, he was able to glean some arcane knowledge, and was a quick study in the art of appraisal, earning his keep and a few coins here and there, until he eventually realized he was gifted in arcane rather than divine magic and began his studies to become an abjurer—for to protect ones companions is the purest form of service.
When the chance to be present at a newly dedicated cathedral came up, Darnasus could not pass it up- being present is both a service to the great god Abadar, and a chance to examine some finely crafted stonework!

Darnasus's Crunch:

Darnassus Seldon
Male Dwarf Wizard 1
LN Medium Humanoid (Dwarf)
Init +0; Senses Darkvision 60 ft.; Perception -1 (+2 in dim light)
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Defense
--------------------
AC 10, touch 10, flat-footed 10, +4 dodge vs. giants
hp 16 (1d6+1 favored class, +3 toughness, +3 chicken familiar, +3 constitution)
Fort +3, Ref +0, Will +1; (+2 vs. poison, spells, and spell-like abilities.)
--------------------
Offense
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Speed 20 ft.
Melee: Warhammer +0 (1d8, x3, B)
Ranged: Heavy Crossbow +0 (1d10/19-29, 120 ft range, P)
Spells (CL 1, Concentration +4)
Spellbook:
1st (DC 14)— Burning Hands, Mage Amor, Magic Missile, Protection from Evil, Shield, Summon Monster 1
0 (DC 13)— All Wizard Cantrips except Necromancy and Illusion
Spells Prepared
1st (1 +school +bonus int)-- Mage Armor, Protection from Evil, Shield
0th (at will, 3 +school)-- Detect Magic, Light, Read Magic, Resistance
--------------------
Statistics
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Str 10, Dex 10, Con 16, Int 17 Wis 9, Cha 8 (Ability Modifiers +2 Con, +2 Wis, -2 Cha)
Base Atk +0; CMB +0; CMD 10, +4 vs. bull rush or trip
Feats Alertness (familiar), Toughness
Traits
Sandpoint Faithful (Campaign): As a faithful adherent of []bAbadar,[/b] Desna, Erastil, Gozreh, Sarenrae, or Shelyn, you’ve come to the Swallowtail Festival to celebrate the consecration of Sandpoint Cathedral. You gain a silver holy symbol of your chosen deity, and so long as you worship that deity and openly wear his or her symbol, you regain +1 additional hit point every time you receive magical healing.
Strength of the Land (Magic): You are able to tap into the living energy of the world to shatter lesser magic. You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
Underbridge Dweller (Regional): You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.
Skills (2+3INT=5)
Appraise +7 (3 CS, 3 INT, 1 rank) +2 for non-magical stones & metals
Perception +3 (3 CS, -1 WIS, 1 rank), +2 in dim light or to notice stonework
Knowledge (Arcana) +7 (3 CS, 3 INT, 1 rank)
Knowledge (Religion) +7 (3 CS, 3 INT, 1 rank)
Spellcraft +7 (3 CS, 3 INT, 1 rank)

Languages Common, Dwarven, Draconic, Goblin, Giant
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Special Abilities
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Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
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.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Arcane Bond: Chicken Familiar (+3 Hit points), Improved Evasion, Share Spells, Empathic Link, Alertness (when within arm’s reach)
Arcane School” Abjuration (opposition schools: Illusion & Necromancy)
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (6).

Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally
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Gear
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Weapons:
Heavy Crossbow (8 lbs. 50 gold)
Warhammer (5 lbs. 12 gold)
Ammunition:
Crossbow Bolts x10 (1 lbs. 1 gold)

Equipment:
Silver Holy Symbol of Abadar (trait)
Spell Component Pouch ( 2 lbs, 5 gold)
Traveler’s Outfit (5 lbs, 1 gold)
2 gold
Total Cost of Gear/Equipment: 69 gold
Total Weight of Gear/Equipment: 21 lbs (light load) (STR 10: Light 33 lbs or less, Medium 34-66 lbs, Heavy 67-100 lb


Actually, I think I'm going to withdraw from this. Have fun, folks. :)


I am running 3 games of Rise of the Runelords atm. Speaking from experience in response to hustonj, the bit after the first combat is hard in PbP because it's supposed to be a character development bit and the group can wander around town freely with sort of nothing to do. The AP has a few scripted events in the week following it, but in PbP it feels a little uneventful. The idea is that the GM engages the PCs in events meaningful to them and there are a few suggestions in the AP, but I have found it's a particularly hard thing to do for all players in a way that makes sense.

Anyway, I think I'll submit someone if the GM is ok with me having knowledge of the story (maybe they prefer playing with people with no knowledge for whom it is all new).

Character concept:

Yanusk is a brave paladin of Iomedae who has been living in Sandpoint for a while, finding peace and happiness as a simple man. After completing his training, he was given some leave to connect with the simple people.

He will be a Paladin 1-20, with the divine defender archetype. He is a martial front liner with decent melee attacks and good defense (AC and saves except Reflex). He will have decent Diplomacy and Sense Motive also, being a possible party face character.

As is apparently necessary with paladins, I state that despite being Lawful Good, he is not Lawful stupid.

Character background (maybe a little long):

Yanusk is the son of two half-orcs who were part of a marauding Molthuni tribe. His parents' name is lost to him, and he definitively doesn't want to remember them. His fondest memories as a child are of incentives to jump and run in armor, and of swinging a handaxe. His tribe didn't know anything but fighting and stealing.

Yanusk's rite of passage was supposed to happen in a raid in Nirmathas. They raided a small family of a barber surgeon. The young half-orc was 15 years old and they held the family's daughter for him to kill as the family watched. Yanusk could not believe the callousness the marauders were displaying. He approached the daughter and tuned out the family's cries of desperation. He raised his axe and chopped of the orc's hand holding the girl. He tried entering a barbaric rage as he was supposed to learn, but was hit by a crossbow bolt in the neck before he could do anything else. He fainted from the pain.

He woke up with the girl he refused to kill looking at him. From her look, he realized she hated him. Her face expressed rage and not even a drop of fear. She didn't even blink. He slowly forced himself to stand, but could only sit. He feared she would attack him and push him over the edge, killing him. Only then did he realize he was afraid of only a severed head. She was killed in defiance.

Moving hurt his neck, so Yanusk didn't move a lot. He sat and waited to die. Was he brave? Was he stupid? He didn't know. He prayed for someone to tell him he was brave, that what he had done was right. Ultimately it seemed someone was listening, as he was rescued. Someone took care of him and nursed him to health. In time, he managed to talk again and told the man what happened. He learned that the man who saved him was called Lavvore and he was travelling the world, recruiting people to fight in the Worldwound against the demonic forces.

Yanusk spent time training and learning about Iomedae and heroism. He learned that he was a hero for what he did. The two traveled together for a long time and eventually arrived in Varisia's coast. Still, Yanusk was avoiding the issue of coming back to the Worldwound with Lavvore. He didn't feel he belonged in an organized military and felt more of a lone defender of the people. However, Lavvore was not a fool and sensed the reticence by his apprentice. An understanding man, he told they young Yanusk wise unforgettable words: "You would be a worthy crusader, but your heart is defending the simple people. Iomedae is the matron of the warriors of pure hearts, and if you come to Worldwound with me, you would only be offending Iomedae. Be true to your heart, and she will protect you always."

Yanusk spent the next two years helping farmers with the harvest when the time came and the rest of the time he hunted famous monsters in the Varisian Gulf, hoping to make the region a safer place. Despite being happier, he never stopped looking over his shoulder, afraid his tribe would show up to finish the job.

Crunchy bits:

STR 17, DEX 11, CON 14, INT 10, WIS 10, CHA 12
Male
Medium Size
LE Half-orc Paladin (divine defender) 1
BaB +1
Init +3; Senses: Perception +0, Sense Motive +4
CMB +4 (1BaB +3strength)
CMD 15 (1BaB +3strength +1dexterity)
Favored Class Paladin (+1 hit point)

Defense
AC 18, touch 11 flat-footed 17 (+5 Armor +1 Dex +2 Shield)
HP 13 (10 + 2 (1*2Con) + 1 (1*1Fav Class))
Fort +4 (+2 base +2 Con)
Ref +1 (+0 base +1 Dex)
Will +2 (+2 base)

Offense
Speed 20 ft
Melee Longsword +5 (1d8+3/19-20x2)
Ranged light crossbow +2 (1d8/19-20x2), Range 80ft
Smite evil 1/day
+1 damage vs aberrations and magical beasts
Space 5 ft, Reach 5 ft

Traits:
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
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.
Exile: You gain a +2 trait bonus on Initiative checks.

Feats:
Lvl 1 - Weapon Focus (Longsword)

Skills - (2 class = 2 ranks/level):
ACP -1
Diplomacy +5 (1 Rank +1 Cha +3 CS)
Sense Motive +4 (1 Rank +3 CS)

Languages: Common, Orc

Equipment
Will buy if selected
175gp


Okay, let me get to your comments:

Kane: Going to say not to background skills - trying to keep it as much as to the original intent. Nice concept and thanks for the image.
Dragoncat: Sorry to see you go, the sorcerer was interesting. Be well.
Eben: Can you find a pic online that mirrors your appearance? I am a visual person and I like images.
hustonj: Thanks for the advice. I will try to make it last longer than the first fight. :)
Oxnard: An image would be nice.
Anthorg: As long as you can rp player knowledge and character knowledge. I am aware of the downtime in the first Book and I will change things up. An image would be cool.

Now I am thinking I should have added this to the initial post to make it clear that I like to picture the characters.


Do you mean one of the paizo board avatar images? Or just some online inspiration images?


Shadow_Fox, no problem re the background skills. Thanks for answering. I'm visual, too, so I like pictures.

Here's the whole of my submission now for your consideration. Thank you.:)

Appearance & Personal info:

Image of Rîleth
Age: 116 years
Height: 5'10"
Weight: 120 lbs
Body type: Willowy, graceful, slender physique.
Eyes: Wide, expressive, almond-shaped, grey-green in colour.
Ears: Elegantly pointed.
Hair: Long, dark-haired (kept in a single braid when travelling/exploring).
Skin: Fair with a touch of a tan.
Tattoo: Rune, nature patterns across her forehead.
Clothes: Neat, fashionable, practical, tends to prefer cloth in shades of grey and green. (Dresses in more traditional elven garments made of soft fabric featuring cuts and patterns - both flattering and not restricting movement.)
Deity: Desna
Home town: Crying Leaf - a small isolated Elven village in Varisia's Mierani Forest (a day's travel from the ruins of the former elf city of Celwynvian).

Backstory, including tie in to Sandpoint:

Rileth was the only child of two High Elves – her seer mother, Idilai, and scholar father, Naronel. She was born in the isolated elven village of Crying Leaf in the Mierani Forest in Varisia, which was a day’s travel from the ruins of the former ancient elven stronghold of Celwynvian. Her parents’ great passion was lore and ancient civilisations and they passed this love onto their daughter. When the other elven children ran off to loudly practice with their bows and blades, Rileth could be found quietly pouring over the old tomes and scrolls in her parents’ library (or travelling chest) or listening to them (and other elders) recount their travels, adventures and the sights they had seen. It was through these stories that she grew particularly fascinated with Thassilonian lore. When she was young, her parents would bring her with them on their sojourns to ancient ruins – fuelling the child’s natural curiosity and adventurous spirit. Rileth was not the brightest student – yet she was studious and determined to learn the secrets of the ancients and she learned to read and speak the ancient Thassilonian tongue.

When Rileth and her parents returned to Crying Leaf, Idilai and Naronel were tasked with helping to protect the cordoned, shadowy borders of the forest surrounding Celwynvian. It was here that her parents lost their lives; leaving her an orphan. Her late mother’s closest friend, Kameili (Kami as Rileth called her) took her in and taught her to use a bow and rapier (as well as to perform certain arcane magic) as it would not do to have an elven child of the forest not know how to wield either weapon or magic. Rileth, in her loneliness and sadness, poured over the old tomes and scrolls that once were her parents – doing so late at night when Kami was sleeping and she did not have other tasks and duties to undertake. When she came of age, Rileth decided to leave the Mierani Forest and strike out on her own – continue to travel and learn. Kami begrudgingly gave her consent (Rileth was resolved to leave and Kami’s approval was merely a formality).

During the course of her travels, Rileth heard of an ancient Thassilonian ruin still partly standing in the small coastal city of Sandpoint in Varisia’s Lost Coast. She had not visited this ruin and headed to the town. On arrival, she inquired and made the acquaintance of the local balding human historian/scholar, Brodert Quink, who had been studying ancient Thassilonian ruins and the history of the region for the past several years – in particularly the Old Light – believed to have been a lighthouse during the ancient Thassilonian empire – although much of its structure had crumbled over the ages. The Old Light was certainly a magnet for curious academics interested in such lore and Rileth remained in Sandpoint these past four months studying it alongside Brodert Quink.

Personality:

Rileth can be considered “bookish” by some (being an avid reader)– yet as much of her study has been in the field and not just from books, scrolls or stories. She is a curious and self-motived elf who is eager to learn as much as she can. She is not as aloof/guarded as some of her kind – generally being more friendly and pleasant to be around. A bit of a risk taker, she can be reckless in the pursuit of discoveries and answers and single-minded when deeply involved in some task or discovery. She values the past and friendships and is uncommonly loyal. Rileth is honourable – keeps to her word, delivers on promises and wishes to help family and friends. She has a quick temper – yet manages to diffuse it with bemused laughter. She doesn’t take herself too seriously – although she does take the work seriously.

Rileth's Crunch:

Rîleth Mithrandir
Female Elf Bard (Archaelogist) 1
CG Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +6
--------------------
Defense
--------------------

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armour)
hp 9 (1d8+1Favored Class)
Fort +0, Ref +5, Will +2; (+2 vs. enchantment spells and effects.)
--------------------
Offense
--------------------

Speed 30 ft.
Melee: Rapier +3 (1d6+1, 18-20x2, P, finesse)
Ranged: Shortbow +3 (1d6/x3, 60 ft range, P)
Special
Spell-like Ability : Comprehend Languages 1/day
Archaeologist’s Luck (Ex): 5 rounds/day

Spells Known (CL 1, Concentration +4)
1st (2/day, DC 12)— Cure Light Wounds, Sleep
0 (at will, DC 11)— Dancing Lights, Detect Magic, Read Magic, Resistance

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

Str 13, Dex 16, Con 10, Int 14 Wis 10, Cha 13 (Ability Modifiers +2 Dex, +2 Int, -2 Con)
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits
Scholar of the Ancients (Campaign): 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.
Fate’s Favored (Faith): The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Focused Mind (Magic): Your childhood was dominated by lessons of some sort (whether musical, academic, or other) that encouraged your ability to block out distractions and focus on the immediate task at hand. Benefit: You gain a +2 trait bonus on concentration checks.

Skills (6+2INT=8)
• Appraise +6 (1 rank)
• Climb +5 (1 rank)
• Diplomacy +5 (1 rank)
• Know. Arcana +8 (1 rank, +1 from campaign trait, +1 Bardic Know.)
• Know. Dungeoneering +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Engineering +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Geography +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. History +8 (1 rank, +1 from campaign trait, +1 Bardic Know)
• Know. Local +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know )
• Know. Nature +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Nobility +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Planes +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know)
• Know. Religion +6 (0 rank, can make untrained due to Bardic Knowledge, +1 Bardic Know )
• Perception +6 (1 rank, +2 for Keen Senses)
• Spellcraft +6 (1 rank)
• Stealth +7 (1 rank)

Languages Common, Elven, Thassilonian (from campaign trait). Varisian (from INT bonus), Sylvan (from INT bonus)

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

Low-Light Vision: See twice as far as a human in dim light, distinguishing color and detail.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Envoy: (Alternate Racial Trait) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving her a +1 (add +1 for fate’s favoured) luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier (4+1=5 rounds/day). Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

--------------------
Gear
--------------------

Starts play with Explorer's Outfit valued at 10gp.
Weapons:
• Rapier (20 gp, 2 lbs, finesse)
• Shortbow (30 gp, 2 lbs)

Ammunition:
• 20 Common Arrows (1gp, 3 lbs)

Armour:
• Studded Leather (25 gp, 20 lbs. Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -1, Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.)

Equipment:
• Canteen (2 gp, 1 lbs)
• Bedroll (1 sp, 5 lbs)
• Silk Rope (10 gp, 5 lbs. This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. )
• Common Backpack (2 gp, 2 lbs)
• Grooming Kit (1 gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Mess Kit (2 sp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Elven Trail Rations (4 days worth, 8 gp, 4 lbs) ( Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)

Total Cost of Gear/Equipment: 99 gp & 3 sp out of 105 gp (approx. 6 gp remaining)
Total Weight of Gear/Equipment: 47 lbs (light load) (STR 13: Light 50 lbs or less, Medium 51-100 lbs, Heavy 101-150 lbs)

========


I'm not good at drawing, but I found this image that portrays what I'm thinking.


THIS is somewhat close to what I was imagining. Though Desh has some tattoos this image doesn't.


I played through this for a whiiiile...with Eben the Quiet, actually, on a pbem game, and eventually I had to bow out. Interesting.


That was here on the boards, wasn’t it? And we got down under the glass shop thingy, right? Before it fizzled out.


Darnasus Seldon Reference 1

Darnasus Seldon Reference 2


That was play by email, Eben! On Yahoo Groups! :D I lasted a while longer but the pace killed it for me. :(

I'm thinking about an unsworn shaman; lemme mull it about.


LOL! I’ve never done PBEM in my life, man. But I always enjoy pbp’s with ya. But we digress ...


Ok, so I'm uh...having a senior moment...


Toying with a human Erastilian Warpriest. Can provide healing, ranged combat support, and have heavy armor. Been building Erastalian Archer variants for 3 or 4 characters, now. Not sure why I haven't tried this variant, yet.

Erastil's Blessing mechanically works well with a 15 point build and marvelously well with the story of an Erastilian Warpriest. Even if it gets delayed until 3rd level.

Hmmm . . ..

Got me scanning through the internet, looking for an image. Not much out there that looks like a heavily armored human with a bow.

Shouldn't spend much time looking at it during the week. Gotta work, help with the grandkids, got a couple of appointments in a red suit . . .. But I do have Friday off this week.


I'm interested, thinking of a Keleshite barbarian/fighter, follower of Sarenrae - fish out of water concept bringing the dawn's light to Varisia. I will find an image.


Hi folks. I'm excited at the prospect of joining. I've put together a dwarven goliath druid. Here's Kenric Otmarsun of the Neidholt clan.

Meet Kenric:
A portrait

Stout even by dwarven standards, Kenric is an imposing figure. His long, dark hair--showing streaks of white in spite of his relative youth--frames a grim scowl. The geometric tattoos that climb up his neck from beneath his collar are matched at his shirt cuffs on the backs of his broad, calloused hands. His attire is sturdy, mud stained and patched. He sits with his back straight, broad shoulders back, as he leans forward against the bar, tapping his pipe idly.

Kenric is a man of few words. He's dour and blunt. He seeks distraction and escape, but seldom in the company of others. That means reading when he can access books and drinking when he can't.

Age 82 years
Height 4 feet
Weight 192 pounds

For the tattoos, I'm imagining something like this but on a massively stocky dwarf. It connects behind his shoulders and climbs up his neck as in the portrait above.

His story so far:
Most of clan Neidholt were members of a druidic circle in the Churlwood. That's where Kenric was raised. He grew up with his parents, an older brother and a younger sister, as well as his uncle and cousin. Living in a forest infested with goblins and bandits required vigilance; however, even ruffians mostly know better than to tangle with druids in the wild, and the goblins were driven off when necessary.

So Kenric grew and learned the ways of starlings and foxes, lichen and beetles. And he learned the history of the dwarves, of the secret ways of druids and of the Green Faith.

Until the cold autumn night toward that the trolls came. Kenric never learned how the beasts found their way through the warded twisted paths that the druids maintained around their camp. He awoke to shouts and flashes of light, flames. Screams. His brother Hartmut burst into the tent, bloodied and breathing hard. He lead Kenric and their cousin Valdris out into the night, running hard, to hide away.

They crept back in the pre-dawn twilight to find ruin and slaughter. No others from their small community had survived, and the trolls could yet be heard about. They fled again, this time to the home of Valdris's mother in Roderic's Cove.

Several years later, the three cousins returned to the Churlwood to hunt the trolls that had attacked their family. That too ended with tragedy. Kenric survived, but he is not yet done with giants. He's spent the last few years living alone on the banks of the Yandabakari River, but he's recently heard tales of giants gathering, of other villages raided, and that has brought him to Sandpoint.

His stat block:
Kenric Otmarsun Neidholt
Dwarf Goliath Druid 1
N Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft; Perception +6
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+0 Dex, +4 armour, +2 shield)
hp 13 (1d8+6)
Fort +4, Ref +0, Will +4; +2 vs poison, spells and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs giants)
--------------------
Offense
--------------------
Speed 20 ft
Melee battleaxe +3(1d8+3/x3) or club +3(1d6+3/x2) or dagger +3(1d4+3/19-20)
Ranged sling +0(1d4/x2)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, destructive smite
Druid Spells Prepared (CL 1st; concentration +3)
1st--obscuring mist, shillelagh, true strike (D)
0--detect magic, know direction, stabilize
Spontaneous Casting sacrifice a level 1 prepared spell to cast enlarge person, summon nature's ally 1
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 15, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 12 (16 vs bull rush and trip)
Feats Toughness
Traits Contemptuous, Giant Slayer, Suspicious
Skills Perception +6 (+8 to notice unusual stonework), Knowledge (history) pertaining to dwarves and their enemies +2, Knowledge (local) +5, Knowledge (nature) +4, Sense Motive +7, Survival +6
Languages Common, Druidic, Dwarven
SQ primal bond (Rage domain), primal empathy +0, primal size
Gear hide armour, heavy wooden shield, battleaxe, club, dagger, sling, sling bullets (20), backpack, bedroll, belt pouch, blanket, candles (10), explorer's outfit, flint and steel, hip flask (grog), holly and mistletoe, mess kit, pot, rope (50 ft), sewing needle, spell component pouch, soap, trail rations (5), waterskin, whetstone, 6 gp, 5sp, 5cp


Thanks all, very cool images and submissions so far.


This is an extremely tempting game....it already feels ol' school for some reason.

Researching....

Thank you for running.

EDIT: I may have found something interesting...


Potential idea...

Researching Gnome Ranger....


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.


Here is Yalyaane, an Outer Rifts oracle for all your buffing, debuffing, face, and haughty displaced princess needs.

Yalyaane:

Yalyaane
Female human (Keleshite) oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1 (+1 trait bonus vs. poison), Ref +3, Will +2
Resist fire 1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20) or
. . sling +2 (1d4)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bane (DC 14), bless, cure light wounds
. . 0 (at will)—create water, detect magic, ghost sound (DC 13), light, mage hand, spark[APG] (DC 13)
. . Mystery Outer rifts
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 12, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Extra Revelation[APG], Nimble Moves
Traits city born - korvosa, infernal influence, keleshite princess
Skills Diplomacy +8, Heal +6, Intimidate +10, Knowledge (planes) +5, Knowledge (religion) +5, Sense Motive +4
Languages Abyssal, Common, Kelish
SQ oracle's curse (haunted), revelations (planar haze, unearthly terrain)
Combat Gear darkflare (4), healer's kit; Other Gear studded leather, blunted bolts (10), crossbow bolts (10), dagger, light crossbow, sling, sling bullets (10), mule, bedroll, blanket, feed (per day), hemp rope (50 ft.), longspear, simple banner, trail rations, trail rations, 1 gp, 8 sp, 5 cp
--------------------
Special Abilities
--------------------
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Planar Haze (Obscuring Mist, 1/day) (Su) As a swift action, fill an area with obscuring mist, except it originates at the center of your spell effect and cannot expand beyond the spell’s area.
Unearthly Terrain (1 rd, 6/day) (Su) As a standard action, turn one 20-foot square into difficult terrain for 1 rounds.
--------------------
Appearance and Personality
”You there. Help me apprehend that ruffian. He looks like a runner.” The woman before you has the tanned skin and commanding hazel eyes of Althameri royalty, despite her armor bearing the black metal and curls of Korvosan craftmanship and her voice, while musical, is imperious to the extreme. She doesn’t wait for you to reply, and you get the idea that no one would dare disagree with her, as she turns to address the now-shrinking would-be cutpurse who has been skulking near the perfume merchant stalls. The air around her distorts with whispers, cries, and maddened laughter at the edge of your hearing.

Background
Yalyaane was once Yalyaane al-Biswa Nur-Esrah Sefiraz of the House of Biswa, awaiting a rotten fate at the age of 15 as the fourth consort of a cousin of the Emperor Kalish XXII. It was almost a relief when cutthroats intercepted her bridal palanquin and included her in a passel of slaves bound for infernal Cheliax. There, she was separated from the others and prepared for some sort of awful ritual—imbued with Abyssal tinctures from the Worldwound, she was then to be sacrificed as an offering to a devil—but when the ritual went wrong, killing the infernalists in a blast of hellfire, she was left spared. When acolytes came to search for survivors, by sheer instinct she was able to warp the blasted Chelish ritual chamber into the crags of the Abyss, filling it with fog to cover her escape. In the next few weeks, laying low, she discovered she had a permanent connection to the Rifts.

She managed to sneak, bully, and bribe her way to Korvosa, not wishing to return to Qadira, and there set herself up among the underbelly of the city, dealing with unscrupulous Sczarni and disgusting flesh merchants, some of whom disappeared from Korvosa forever once their eye caught hers.

After realizing she was setting herself up to be just as awful of a crime lord as the people she was slowly dealing with, she began to set herself up as a healer and problem-solver for hire, but even that did not satisfy the restlessness in her somewhat tainted soul. She had been wronged, and she needed an outlet for justice. When “The City of Sandpoint” posters began appearing, she made up her mind. The city of Sandpoint would be grateful for her help, she thought haughtily, then corrected herself—no, no, she would use her skills to help, not for gratitude and fame. Her thoughts still roiling between self-righteousness and selfless resolve, she set off for Sandpoint.

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

Mule CR –
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee longspear -2 (1d8+1/×3) or
. . 2 hooves +2 (1d3+1)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear longspear, bedroll, blanket[APG], feed (per day), hemp rope (50 ft.), simple banner[UE], trail rations (6), trail rations (22)
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

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Yalyaane Inspiration #1

Yalyaane Inspiration #2


I'm thinking of working up Ox here for this game. I'd follow the same path as in this profile (Fighter 1/ Investigator N) with different skill emphases.


I'm switching my concept to a Shoanti barbarian (titan mauler). I was inspired by this image: Pic. I'll have the build finished tonight.


Tentative dot. Two of my games fizzles out thanks to corona, and I've never played through RotRL. I'll be looking at a relatively simple to play character who doesn't mind not being in the spotlight (a fighter comes to mind).

I'll get back to you :)


I realized we didn't actually have anyone to handle traps or hazards, so I thought I'd fill in that gap and round out the skill set! This is Colt Warwick, a noble son from Magnimar and a Falconer/Trapper/Wild Hunter Ranger.

Image of Colt

Colt's Crunch:
Male Human Ranger 1 (Falconer/Trapper/Wild Hunter)
CG Medium Humanoid (Human)

Init +3; Perception +6
--------------------
Defense
--------------------
AC 16 Touch 13 Flat-footed 13
HP 12/12
Fort +3 Ref +5 Will +2
Favored Class Ranger (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Handaxe +2 (1d6+1/x3)
Ranged Longbow +4 (1d8/x3) 100'

--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +2 CMD 15
Feats Point Blank Shot, Rapid Shot
Traits Beast Bond, Disease Resistant, Monster Hunter (campaign)
Skills 7/level (7 total)
(1) Climb +5
(1) Disable Device +8
(1) Handle Animal +4
(1) Kn. Dungeoneering +4
(1) Perception +6
(1) Stealth +7
(1) Survival +6
Languages Common
SQ Animal Focus (1 min/day), Track, Feathered Companion, Trapfinding (+1)

Combat Gear Studded Leather, Handaxe, Longbow w/ 30 arrows
--------------------
Equipment
--------------------
Beartrap
Backpack
-Bedroll
-Flint & steel
-Trail Rations (5 days)
-Torches (5)
-Waterskin

Rumi Crunch:
Male Neutral Bird (Hawk), Level 1, Init 2, HP 9/9, Speed 10', Fly 80' (average)
AC 14, Touch 13, Flat-footed 12, CMD 12, Fort 4, Ref 5, Will 2, CMB +0, Base Attack Bonus +1
Bite +4 (1d4, x2)
2 Talons +4 (1d4, x2)
Abilities Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Feats[B] Weapon Finesse
[B]Tricks
Attack, Come, Distract, Down, Fetch, Seek, Stay
Skills Fly (1) +8, Perception (1) +6
Condition None
Equipment None

History:
House Warwick has been an institution of the Magnimar elite for generations now. Renowned for their wealth, their dedication to the arts, and a penchant for documentation of history and magic, combining it with their mercantile connections to create a well oiled financial juggernaut. If you're born to House Warwick, you can expect the best education, the best influences, a favorable reputation, and the most esteemed connections to be found in Magnimar.

Coltrane Radmin Warwick (or just "Colt", as he often insists) undeniably received all of that and more... but it just never stuck with him. He lacked the aptitude for book learning, not that he could grasp arcane concepts to begin with, though he did at least figure out how to "break" magic once it was set in place. He found money matters dull and unengaging, a repetitive mess of looking at papers, constantly trying to figure out why nobody could write things uniformly, much preferring the rigid consistency of engineering. He wasn't shoddy with a blade, but he found he was much better with a bow (much to the relief of his parents... at least he picked up SOMETHING from his lessons). Luckily for his parents, Colt was the youngest of 4 siblings, two older brothers and a big sister, so it wasn't like the family's future was riding on Colt to learn these concepts, which freed him up to pursue something nobody in the family had done for years: falconry. House Warwick was once renowned for their skill at handling the birds, so much that the family crest still bears the head of a proud falcon on it, but as generations passed, they moved from hunting with the birds to simply training them for others, and finally letting it alone for more profitable pursuits. Colt proved to be a natural at the skill, training a number of the birds for other members of Magnimar's elite to have, often for hunting parties.

But Colt loved his birds, his most prized being a young, light brown falcon he personally raised from hatching, named Rumi. And even more surprising, he proved to be an apt hunter, regularly volunteering to track down threats that the local watch couldn't spare men for. At first, it was hunting down feral dogs harassing locals in the slums, then bears troubling nearby farmers, until he was actually tracking down dangerous criminals for the city guard. His parents didn't care much for his cavalier choice in activities, but it kept him busy and lent the family a favorable reputation. The guard captains regularly began asking Colt to venture out to address monster threats posed to local communities when men were short or a more dedicated specialist was required. It's on these outings that Colt is at his happiest. No having to rub elbows with high profile names, no lessons to attend, no questions about when he was going to "find a proper wife and settle down?" He can prove that he is not just the trumped up son of a wealthy merchant. That he isn't some spoiled brat playing at being a hunter. Every target he brings down is just further proof that even if he wasn't a noble's kid, he'd still be on top... and that gives him a good rush.

Lately, Sheriff Hemlock in Sandpoint has been requesting a bit more manpower to help secure the town. Reports of strange creatures had been on the rise, and with the upcoming Swallowtail Festival to unveil the new Sandpoint Cathedral fast approaching, the sheriff asked for a bit more muscle to keep things orderly. The guard captains have requested Colt's aid once again, asking that he ascertain whether the reports bore any merit, and if they do, is the danger great enough to dispatch a detachment of guards to help secure the town. Colt set out immediately, all too eager to get some time away after a recent spat with his father... and hey, the fact there's be a festival to enjoy is a big bonus!

Personality:
Colt is a good hearted young man, but a bit blunt when it comes to social matters. He's largely aware of how high society is supposed to conduct itself, with a lot of fluff and decorum, but he finds such behavior to be more exhausting than any hunt he's ever been on. What to say, when to say it, how to phrase it, interjections and manners and fake apologies and a complete lack of self-awareness, it's an absolute mess of rules and details that, by the end of it all, accomplishes absolutely nothing! It's a shame too, because with his rugged good looks, he's had a number of ladies trying to catch his eye back in Magnimar, but so far, he's not bitten, much to the consternation of his parents. Colt isn't oblivious to the come-ons, but when it comes to reciprocating or trying to match the fancy language, he just falls apart. He's oblique, but not crass, much preferring to lay things out simply and straightforward. Colt's lack of social graces has been a thorn in his father's side for years, and has been a source of tension between the pair for as long as Colt can recall. He has a much better relationship with his mother, sister (Arylia), and two brothers (Kaylenn and Harved), with his sister being the most understanding. As an acolyte of Shelyn, she has been patient and understanding of Colt's strengths and what he opposes. His older brothers regularly tease him for his lack of posterity, but often brag about how their "baby brother" may not be able to handle a legerdemain, but if any of their live cargo gets loose, they know it will get brought back safe and sound.

Colt prefers hunting to mercantile pursuits for one simple reason: it's proof. As the youngest of four, not much was expected out of him, and hunting is the evidence that shows that, even if everything is stripped from him, he could still rise to the top where he belongs. He is an alpha of the pack, and is constantly striving to prove himself resilient and reliable. Colt hopes that, perhaps one day, if he brings back a trophy big enough, his father will finally come around to his way of thinking and let him be. Until then, Colt continues to push himself to take down ever more daring targets. For all his lack of grace with other people, Colt has a remarkable affinity for animals, especially birds, as evidenced by his faithful partner, a falcon named Rumi. Rumi holds a special place in Colt's heart, having hatched and raised her by hand personally. Rumi is never far from Colt's side, and he often strokes her in times of stress to help him calm down and collect his thoughts.

Colt is patient and willing to wait out enemies if it means getting the upper hand. He does far better when he has time to prepare and plan for an attack, usually fumbling when it comes time to doing things on the fly. Normally, Colt lets insults roll of his back, but implying that he is incapable because of his noble upbringing or belittling his skill quickly gets him in a brawling mood. Attacking Rumi unprovoked is also a good way to get him in a foul temperament. Despite his strained relations with his dad, Colt still cares deeply for his family, and anything that could threaten them is enough to spur him into action. Usually with profanity laden yelling to accompany it.


This pic is what i would be headed toward knight

If it matters, I am currently DMing the adventure

Alistair Fox Male Human
Fighter (high guardian) 1

Background:

Alistair grew up the son of Turil Vandergarten, portrait maker for the upper class. Using his father’s influence, Alistair was able to join the Lord Mayor’s guards. The training was hard but he took to it well. While on a support mission guarding a distant cousin to the Lord Mayor, something went horribly wrong. The small convoy was ambushed. Outnumbered, the guards were overwhelmed. Alistair sustained what appeared to be a mortal wound. As providence would have it, he managed to live until the attack scene was stumbled over by a farmer and his son.

Alistair slowly recovered. His father appeared more and more worried as did his mother. Finally, he confronted them and they told him of the rumors. Many were saying someone must have told the bandits where to strike and how many guards there were. At the same time it was very fortuitous that Alistair was the only survivor of all the guards. It was easy to tell where the rumors were headed so Alistair took a few more days to put together some gear and departed. Taking on the last name of Fox, he decided to travel north to Sandpoint where his mother’s brother-in-law, Daviren Hosk, worked. It was away from Magnimarian politics and perhaps he could start a new life there.

Defense:

Initiative +2 (Dex +1, Trait +1)
AC 19, touch 11, Flat Footed 17 (+1 Dex, +7 Armor, +1 Buckler)
HP 13 (10 + 2 Con + 1 FCB)
Fort +4 Ref +1 Will +0

Offense:

Speed 30ft (20' in armor)
Melee
Bardiche +4 (1d10+4/19-20x2)
Longsword +4 (1d8+3/19-20x2)

Ranged
Xbow +2 (1d8/19-20x2, range 80')

Statistics:

Str 16 Dex 12 Con 14 Int 13 Wis 10 Cha 10
BAB +1 CMD 15 CMB +4

Starting Stats
Init Str 14 Dex 12 Con 14 Int 13 Wis 10 Cha 10
Cost 5 2 5 3 0 0
Race 2
Total Str 16 Dex 12 Con 14 Int 13 Wis 10 Cha 10

Feats:

1. Power attack
1H. Wpn Focus Bardiche
1F. Right Hand (class)
2. Defender’s Reflexes (class)
3. Stand Still
4F. Royal Protector (class)
5. Wpn Spec: Bardiche
6F. Shield Focus
7. Unhindering shield
8F. Improved Critical
9. Greater weapon focus
10F. Combat Patrol
11. Pin down
12F. Greater weapon specialization

Skills:

Skill Points = 4 (2 class + 1 race + 1 Int)

Climb* 7 (1 rank, 3 class, 3 Str)
Craft*
Intimidate* 5 (1 rank, 3 class, 1 Trait)
Know: Local* 5 (1 rank, 3 class, 1 Int)
Know: Nobility*
Perception* 5 (1 rank, 3 class, 1 Trait)
Ride*
Survival*
Swim* 1 (0 rank, 3 STR)

Languages:

Common, goblin

Class Abilities:

Obligation: At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.

Right Hand: At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.

Defender’s Reflexes: At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat.

Unassailable Allegiance: At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd. This ability replaces bravery.

Royal Protector: At 4th level, a high guardian gains Bodyguard and In Harm’s Way as bonus feats, though he can use them only to improve his obligation’s AC or intercept a successful attack against his obligation.

Human Racial Traits:

Bonus Feat

Skilled: +1 skill point per level

Traits:

Observant: +1 Perception, Perception is always a class skill.

Bloody minded: +1 Initiative and +1 Intimidate

Friends and Enemies:

Gear:

Belt Pouch (loose change) .25#
Backpack (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel, candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, string 50', sewing kit, waterskin, torch x2, alchemist fire x3, oil flask) 7#

Scale Mail# (AC 5 Max Dex 3 ACP -4)
Buckler 5#
Bardiche 5#
Dagger 1#
Hand axe 3#
Cold iron longsword 4#
Javelins x3 6#

Light Load 50, Medium Load 100, Heavy Load 150
Total Gear Weight: 17.25 pounds, Light Load

PP 0 GP 300 SP 0


Here is my submission - look forward to this if I get picked:

Ragnarr:

Ragnarr Titan-Slayer
Human (Shoanti) barbarian (titan mauler) 1
CG Medium humanoid (human)
Init +2; Senses Perception +4 (+5 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
hp 13 (1d12+1)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +5 (1d8+4/×3) or
greatsword +5 (2d6+6/19-20)
Ranged javelin +3 (1d6+4)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 10
Base Atk +1; CMB +6; CMD 17
Feats Big Game Hunter, Shield Focus
Traits bred for war (shoanti), giant slayer, resilient
Skills Acrobatics -3 (-7 to jump), Bluff +0 (+1 vs. giant subtype creatures), Intimidate +5, Perception +4 (+5 vs. giant subtype creatures), Sense Motive +0 (+1 vs. giant subtype creatures), Survival +4, Swim +3
Languages Common, Shoanti
SQ big game hunter
Other Gear hide armor, heavy steel shield, battleaxe, greatsword, javelin, backpack, basic maps (major landmarks only), flint and steel, hemp rope (50 ft.), knife, utility (0.5 lb), mess kit[UE], waterskin (2), 3 gp
--------------------
Special Abilities
--------------------
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Background:
Ragnarr "Red" Titan-Slayer was born in tragedy: his village was razed by giants on the date of his birth. He was seen as an ill omen and abandoned in the wilds to die. Thankfully, he was found by a patrol of giant-slaying barbarians who were investigating the recent attack. They found the newborn and adopted him into their Shoanti tribe. Ragnarr grew up rough, learning the barbarian ways, and developing an imposing physique. When he reached age 18, per the tribal customs, he was left to go into the wilds and not return to the tribe until he slew a giant in one-on-one combat. Ragnarr stopped by to resupply in Sandpoint and helped Sheriff Hemlock drive off some bandits. Since that time, he had formed a friendship with the Sheriff, who has always made him feel welcome in town. 6 months have passed and still, Red has not slain the giant. He has heard of the upcoming ceremony for the new church and stops in to participate in the activities. He is very loyal and views Sandpoint as a second home.

Appearance and Personality:
Red is not too bright but he is loyal to his friends and allies. He has trained himself to intimidate people who try to take advantage of his lack of education. He is 6'5" in size with muscles bulging everywhere, but very slim. He wields a shield and axe in combat. He will not rely on his greatsword, a present when he turned 18 from the chieftain, unless his life or that of any ally is in danger. Otherwise he looks very much like the image.

RP:
This is the perfect AP for a titan mauler focused on giants. He has a Viking-inspired appearance and fills the front-line melee role and some survival, perception, and intimidation, as needed. Debating on whether to switch to fighter at 3rd level or continue full barbarian. Will see how he plays as a board and shield barbarian, instead of the typical 2-handed warrior. At 2nd level he will wield the greatsword in one hand - like the pic - which looks cool!


Now I am thinking Gnome Hunter with a Giant Ant companion....but I can't find a pic!

Silver Crusade

Pathfinder Adventure, Adventure Path Subscriber

Here is Yunchi Bascotti, Varisian/Tian human monk (unchained or maybe not)

Backgound:
Yunchi was born in Sandpoint, the bastard son of a Varisian caravan guard and a workerwomen in the glass factory. The coupon stayed together for a time, not married but living as such until, Gorton, just didn't return from a caravan trip. Wren and her toddler left to return to her family in the Linnorn Kingdoms. Yunchi's mother made it as far as Taniford, a small monastery outside of Kalsgard. The samll population of Tians took Yunchi when his mother died. Yunchi, studied and learned disciple from the monks of Taniford. Yunchi upon coming of age and being sent on sojourn. He returns with hopes on finding his father or at least relatives in the Bascotti line. It is start to ground his life and spirit.

Appearance:
Yunchi is Tian in color and statue, but with broader, more Varisian shape to his facial features. A cleft chin is the most striking departure from a Tian. He dresses in travel cloths and carries a staff and belted dagger. He as a small backpack with is person things. His hair is worn tied loosely in a pony tail at his neck.

Yunchi:

LN medium Humaniod (human)
Favored Class Monk(unchained)
statistics:
S15 D14 C12 I12 W14 CH8
bab +1
Defense: AC12 FF10 Touch12
CMD 15 CMB +3 Init +2
hp12, Fort+3, Ref+4, Will+2
Offense: speed 30ft
melee Unarmed Strike +3 (1d6+2)
flurry of blows quarterstaff +3 (1d6+2), unarmed strike +3 (1d6+2)
Range dagger +3 (1d4+2) 10' range
Skills:
acrobatic +6 (dex 2, rank 1, cls 3)
Escape Artist +6 (dex 2, rank 1, cls 3)
Knowledge Religion +4 (int0, rank 1, cls 3)
Perception +6 (wis 2, rank 1, cls 3)
Stealth +6(dex 2, rank 1, cls 3)
Feats;
Monk1 unarmed strike
lvl 1: dodge
human 1: power atk
bonus feat monk: Deflect arrow
bonus feat monk: stunning fist


Complete applications so far:

Desh Vaduva - Half-orc (mystic) slayer 1
Rîleth Mithrandir - Female Elf Bard (Archaelogist) 1
Darnassus Seldon - Male Dwarf Wizard 1
Yanusk - Half-orc Paladin (divine defender) 1
Kenric Otmarsun Neidholt - Dwarf Goliath Druid 1 -
Yalyaane - Female human (Keleshite) oracle (spirit guide) 1
Colt Warwick - Male Human Ranger 1 (Falconer/Trapper/Wild Hunter)
Alistair Fox - Male Human Fighter (high guardian) 1
Ragnarr Titan-Slayer - Human (Shoanti) barbarian (titan mauler) 1
Yunchi Bascotti - Varisian/Tian human monk 1

If I missed anyone, let me know.


Thinking of halfling swashbuckler/rogue, possibly into Halfling Opportunist later on...

how long would I have to submit?


The deadline is Sunday 6:00 pm EST.


@Shadow_Fox - What are your thoughts on the Scorpion Whip? I know different folks have different view on what it can and can't do....

* Finesse?
* Whip proficiency or separate exotic prof? (and what if ability allows "proficiency with whips"

My idea is for a Half-orc (with the City Raised ART) Rogue (Unchained) and the Family Ties trait...


I would rule no to finesse and that it requires "proficiency with whips".


Of course I see this way to late.

If I can get one day, I will throw together a Warpriest for consideration.


Likewise, if I can get my crap together soon enough, I'd like to create something for this... if I can't, good luck and have fun to those who did!


@Ariarh Kane, if Desh and Rîleth both make the cut, we should tie our fate's favored (Desna) background elements together. That could be interesting if those two had to discover why their markings match (or are so similar).

Obviously not mandatory; just something fun to consider. :)


For your consideration:
I will make an alias if selected.

Ruthor Skyseeker
Male Dwarf Warpriest 1

LN medium humanoid
Init +1 Senses Darkvision (60) Perception +4 (+2 additional vs stonework)

OFFENSE:

Speed 20 ft
BAB 0 CMB 2 CMD 13

Melee
2 Handed:
Battleaxe +2 (d8+3x3)(S)
Morning Star +2 (d8+3)(B/P)

1 Handed
Battleaxe +2 (d8+2x3)(S)
Morning Star +2 (d8+2x2)(B/P)
Dagger (1d4+2x2)(P)

Ranged
Sling +1 (D4+2 19-20x2)(B)

DEFENSE:

AC 16, touch 11, flat-footed 15
hp 10
Fort 4, Reflex 1, Will 5

Skills:

With/Without Shield:
Acrobatics ??/-5,
Appraise 0/0,
Bluff -1/-1,
Climb ??/-4,
Diplomacy -1/-1,
Disguise -1/-1,
Escape Artist ??/-5,
Fly ??/-5,
Heal 7/7,
Intimidate -1/-1,
Knowledge (engineering) 0/0,
Knowledge (religion) 0/0,
Perception 4/4,
Ride ??/-5,
Sense Motive 3/3,
Stealth ??/-5,
Survival 3/3,
Swim ??/-4,
Use Magic Device 0/0

Languages:

Dwarven, Common, Thassilonian


Armour and Weapons::

Armour
Scale Mail Armour
No Shield Yet.

Weapons:
Battle Axe
Morning Star
Dagger
Sling
20 Sling Bullets

Adventuring Gear:

Warpriests Kit
Dungeoneering Kit
Fishing Kit
Grappling Hook
Journal
Cooking Kit (Adventurers Armoury)
Gear Maintenance Kit
Grooming Kit
Scriveners Kit
Scroll Case
50’ String
Small Tent
Travelers Outfit x2
Whetstone

Consumables:

Trail Rations x 7,
Piton (8),

Cash:

PP=0
GP=40
SP=6
CP=7
Gems and Jewels
None

Racial Traits:

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits:

Scholar of the Ancients (APRR 4) You gain a +1 Trait bonus on Knowledge (Arcana) and Knowledge (History) checks. You begin play being able to speak and read Thassilonian

Warsmith (DoG 10) You gain a +1 Trait bonus to Damage rolls against creatures and objects made of Clay, crystal, earth, metal, or stone. Knowledge (Engineering) is a class skill for you.

Glory of Old (DoG 11) You receive a +1 Trait bonus on Saving throws against Spells, Spell Like Abilities, and Poison

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC=13)

Crafters Wrath (ACG 64) You can touch one melee weapon and grant it the power to bypass hardness and damage reduction for 1 minute.

Increased Defence (ACG 67) You gain a +1 Sacred bonus on Saving throws and AC for 1 minute.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

Magic Items:

None

transport:

None

Background::

Ruthor Skyseeker was born a first son to a moderately wealthy family of Warriors.

His family pushed him to become a warrior, and not wanting to disappoint, he attended basic training. After his basic training, he realized that being a warrior was not what he wanted, and he started to attend the church. After attending a few sessions with the church, he realized that was where his heart was pushing him.
The church decided to make use of his skills with an axe, and they started to push him into the guards.
Not wanting to be pushed into the guards, he took a leave of absence and left the five kings mountains, and moved to Magnimar.
While there, his curiosity got the better of him and he started looking into the ancient structures going so far as to go the libraries to try and figure it out.
Over time, and sounding it out, he developed a basic understanding of the forgotten language of the runelords.
Wanting a closer look at one of the still standing structures and curiosity eventually brought him to Sandpoint in advance of the festival.
He mentally vowed to himself that he was going to take a closer look at the light after the festival.


Well, I took days instead of 3 hours, but, I have squeezed it in around my life while doing it all by hand. <shrug>

Perri is a reused, fallow alias now containing hustonj's Erastalian Warpriest.

Both defender and healer, of bodies and spirits, as he can.

Thank you for the consideration.

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