Stormcrow's Return of the Runelords

Game Master stormcrow27

Return of the Runelords campaign for Stormcrow


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Going to spare everyone this discussion.

pissing contest with hustonj:

hustonj wrote:

If you checked my second reference, it discussed how early rifling was actually in place, and the reality that black powder "gummed up the works" too much for any real benefit to be seen. Many of the weapons we call muskets were rifled.

So, ignorance isn't necessarily the issue you are assigning.

Ok, it wasn't ignorance, it was just ignoring what I said, fine. I said rifle and meant it. In fact I was discussing lever action rifles which came about in the 1860s, which is hardly early rifling. The Alkenstar weapons in question are metallic cartridge weapons which are, again 1860 or so, so not the gummed up rifling example which you are trying to use as an excuse.

I hate to bruise your ego over firearms knowledge, but you're the one who called me out for ignorance. I'm done with this. so rant on if you choose. If you really want to make the case that bows have the accuracy of 1860s rifles, feel free to try, but you won't make it.


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The issue is more the propellant than the mechanics, which you are ignoring.

I'm not ignoring anything. I'm rejecting the assumption that there are multiple types of propellent in use at the same time.


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Fine. Nevermind. Bows are more accurate than rifles if you say so. I'm really convinced. Really.

Now since you're not actually interested in the game, you can stop lecturing me.


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I prefer fantasy guns where the PC spits out his daily bullets every morning

Liberty's Edge

stormcrow27 wrote:

The Gelatinous Cube was designed as an April Fool's joke. They gain intelligence by absorbing an intelligent humanoid and then mixing its brain matter to allow the Gelatinous Cube to become sentient. Various class features allow the cube to gain access to ooze attacks, different shapes (the Gelatinous d20 is a common favorite) and so on. It ends up being a mobile brick with access to special ooze and mold attacks, along with the ability to fit through tight spaces and so on.

The other books are more serious and are full up updates for the old Savage Species 3.0 book to play monster classes, without all of the ECL and imbalance SS stuff could bring. The Secrets of the Iron Titan allows you to become a magic cyborg/living construct as you transplant yourself into a construct body that evolves over time.

On a more serious note, I looked at the other races they offer. I think I'm gonna put together a Jotun Goliath Druid, flavoring the race as a firbolg, drawing on 5e's retconning of firbolgs as peaceful half-fey. He's from a small firlbog tribe, nestled safely away in some forested foothills, haven't decided which Varisian forest yet, but he wanders the land gathering and sharing stories.


I created a small blurb on Koshon's life in Roderic's Cove.


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Grigori is a really unique race/class. I’m a big fan of paragon classes, so it’s really cool to see one where the PC becomes more and more angelic.


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drbuzzard wrote:
stormcrow27 wrote:


The main advantages of a lever action rifle over a single shot rifle is the eight round magazine and better range increment (110).

OK, thanks. I guess the key question is availability of a rifle and ammunition to start. Not much point in having a rifle (lever or not) if I can't feed it. I'd be better off with the muzzle loading smoothbores if that's all I could get ammo for.

I was thinking a gun tank. I'll need to read the player handout for that AP so I can figure out how a lad from Alkenstar would get involved. A long time ago I offered Rise of the Runelords where the premise was a team of Alkenstar agents trying to keep a lid on a major eruption of ancient magic so everyone was gun oriented, and no magic classes (alchemist was allowed).

You can get/make ammo for a repeater. Alkenstar keeps their guns priced artificially high so they have a constant stream of income coming in, and their advanced stuff doesn't get out much. They sell flintlocks and less advanced firearms (fire lances, etc) to the outside world, and keeop their advanced stuff to their internal forces. I didn't want to go through the entire line of matchlock, wheelock, etc because that causes way too much bookkeeping as it is.

However, there is a kingdom, from a previous Kingmaker campaign I ran called Uruluke in the River Kingdoms. that is inhabited by a variety of nonhumans including warforged, kobolds, intelligent talking animals, dwarves, etc. It's ruled over by a warforged king and his council that produces advanced firearms, war golems, cannon and so on for its armies, along with magical versiors of such. They sell their expertise in advanced weapons, siege tactics, and such as mercenaries in the neverending struggle for dominance in the River Kingdoms. I imported warforged from Eberron as ancient constructs created by Nex in their war with Geb, who were later abandoned and moved to the Mana Wastes to help out the duchy, and Uruluke's ruler was a gunslinger who helped reclaimed the Stolen Lands.

Gun tanks can start out with a broken firearm as usual, and that can be a repeater.


I'm gonna bow out. Wish all of y'all luck!


OK, will get on to the build. Thanks. Thinking about the predecessor. I GMed RotRL, and am currently playing Shattered Star, but we're in the early part (part 1 or 2). I did play the last part of RotRL with a PFS character, so would that be valid? We did off the runelord, so that could be valid.


Mightypion here:

I just noticed that converting from Callistria to a plot line relevant "new" deity less focused on vengeance, with an artistic bent, and quite exile affine would be in character and thus a personal subquest, yay!

Lets hope Callistria doesnt take this personal :).


Oh hey, a campaign that allows "In The Company Of..."! I'll have to create a character for this. It's tempting to make another dragon (just because with the Expanded version there are *so many* varieties of dragons you can make with the rules), but maybe I'll do a different creature just because I so rarely get the opportunity.

Dark Archive

I am definitely in with a Dragon.

Yviri:

-------------------
Male Brutish Taninim (Brass Dragon) Draconic Exemplar Class 1
CG Small Dragon
Init +4 ; Senses (Darkvision 60 ft, Low Light Vision) Perception +6

--------------------
Defense
--------------------

AC 15, touch 13, flat-footed 13 (+0 armor, +2 Dex, +2 Natural Armor, +0 Deflection, +1 Size)

hp: 15 (1d12+3)

Fort +5, Ref +4, Will +4 (+2 vs Fear Saves)

Defensive Abilities: Resist Fire 5

--------------------
Offense
--------------------

Speed: 30 Ft

Melee: Bite +5 (1d4+6 ; x2 ) and 2 Claws +0 (1d4+2 ; x2)

Ranged: None

Special Attacks: Breath Weapon [DC12 Reflex Half, 40 ft Line of Fire]

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

Str 19, Dex 14, Con 16, Int 11, Wis 14, Cha14

Base Atk +1 ; CMB +4 ; CMD 16

Racial Abilities:

Dexterous Claws: Taninim claws are not quite robust enough to be used as natural weapons, but their front claws are nimble enough to manipulate manufactured tools and hold items without impairing their movement. A taninim can even wield weapons but is restricted to only wielding weapons in one hand at a time, suffers a -2 penalty to all attack rolls with manufactured weapons, and can only move at half speed.

Dragon Senses: Taninim have darkvision 60’ and low light vision.

Dragon Immunities: Taninim are immune to magical sleep effects and paralysis effects.

Glide: Taninim have vestigial wings and can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, the taninim may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.

Skylord: The taninim is a true master of the skies. He gains a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against other flying creatures, and a +4 racial bonus on Fly skill checks. This racial trait replaces the kinslayer racial trait.

Natural Weapons: Bite: Taninim have a bite primary attack that deals 1d4 points of damage and has reach as a creature one size larger. As dragons, taninim add 1 ½ times their Strength bonus on damage rolls with their bite attack.

Scaled Hide: Taninim have a +2 natural armor bonus to AC.

Superior Awareness: +2 Racial Bonus Vs Fear Effects

Unfettered Predator: Taninim can only wear armor designed expressly for draconic bodies, and even then chafe at the restrictions armor can cause to their natural movements. Taninim increase the armor check penalty of any worn armor by 2, and suffer a -2 penalty on attack rolls while wearing medium or heavy armor even if they are proficient in it. Taninim also reduce their maneuverability rating by one step when flying while wearing medium or heavy armor. These penalties apply regardless of any armor proficiency the taninim has.

Draconic Physiology: Taninim are quadrupeds, and have a number of rules modifiers based on their body shape. Quadrupeds are limited to using the following item slots: armor, belt (saddle only), chest, eyes, headband, neck, shoulders, and wrist. Armor for quadrupeds has double the cost of armor for a humanoid of the same size. Taninim also have the standard two ring slots due to their dexterous claws.
Quadrupeds have a greater carrying capacity than humanoids, multiplying the carrying capacity value for their Strength as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1 ½, Large x3, Huge x6, Gargantuan x12, Colossal x24. Quadrupeds also gain a +4 bonus to CMD against overrun and trip combat maneuvers from their extra legs.

Class Abilities:

Predator’s Claws: At 1st level, the draconic exemplar gains two primary claw attacks that deal 1d4 points of damage.

Draconic Essence: The draconic exemplar embodies one particular facet of dragonkind personality. Each draconic essence is associated with a particular alignment, energy type, and true dragon type. The draconic exemplar must select an essence from the following list that has a listed alignment within one step of his alignment. He gains resist energy 5 for his draconic essence’s energy type. This increases to resist energy 10 at 5th level, resist energy 20 at 10th level, and resist energy 30 at 15th level. If the draconic exemplar gains the breath weapon draconic weaponry, his draconic essence determines the shape and damage die of his breath weapon. The draconic exemplar also gains a unique compulsion based on his draconic essence that grows harder to resist as his hereditary power grows. The DC to resist a compulsion is 10 + ½ the draconic exemplar’s character level + the draconic exemplar’s Charisma modifier. His physical appearance takes on aspects of the associated true dragon, with the amount of required similarity subject to GM discretion (a significant amount of visual flexibility is encouraged, particularly for draconic exemplars with the Feykin or Lung alternate racial traits).

Creative - Alignment: chaotic good; Energy: fire; Breath Weapon: line (1d6); Dragon Type: brass. Compulsion: the draconic exemplar must make a Will save to destroy creatures or objects with unique value, or to take actions which stifle or ruin other creatures’ artistic expression.

Draconic Weaponry: At 1st level, the draconic exemplar chooses a special attack based on his draconic physiology, chosen from the following list. At 7th, 13th, and 19th level, the draconic exemplar gains an additional special attack. He can use his draconic weaponry special attacks a number of times per day equal to his ½ his paragon class level + his Constitution modifier. Unless otherwise noted, a draconic weaponry type can only be selected once. Saving throws allowed by these abilities have a DC equal to 10 + ½ the draconic exemplar’s class level + the draconic exemplar’s Charisma or Constitution modifier, as noted in the ability.

Breath Weapon:The draconic exemplar gains the breath weapon associated with his draconic essence. This is either a cone or line of his draconic essence’s energy type usable as a standard action that deals 1d4 or 1d6 points (as listed for the draconic exemplar’s draconic essence) of energy damage per class level. Creatures in the breath weapon’s area can make a Reflex save for half damage. The area of the breath weapon varies based on the draconic exemplar’s size as follows:

Breath Weapon Size
Size Line Cone
Tiny 30 ft. 15 ft.
Small 40 ft. 20 ft.
Medium 60 ft. 30 ft.
Large 80 ft. 40 ft.
Huge 100 ft. 50 ft.
Gargantuan 120 ft. 60 ft.
Colossal 140 ft. 70 ft.

The draconic exemplar can use his breath weapon once every 1d4 rounds. The saving throw of this ability is Constitution-based.

Traits

Reactive (Combat): +2 Initiative

Favored Son: Local Noble (Campaign): Sell items for 10% more.

Feats:

Power Attack:

Skills: Diplomacy +6 [1], Fly +6 [1], Knowledge (Arcana) +4, [1], Perception +6 [1], Spellcraft +4 [1]

Languages: Common, Draconic

SQ: Darkivsion 60 ft., Low Light Vision

Combat Gear:
Gold: ? Silver: Copper:
--------------------
Tracked Resources
-------------------- Weight
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
*= Carried in Backpack
Total Weight 32 lbs (32 lbs in backpack)/ 116 lbs light or less/ 117-233 medium / 234- 350 heavy

Here is his

Background:
Yviri is a small bronze dragon. He is fascinated by the art and creativity of the humanoids. So as soon as he was capable of going out by himself he started traveling the human lands.
While he was traveling he briefly joined with Sir Rolf, a noble in the area that took a liking to him and aids him when he can by purchasing interesting art and items that Yviri locates and ensuring that people do not attack Yviri on site when he is around his lands.
Yviri has recently heard of a new temple in Sandpoint and has set off to travel there to see what new creations the people in the area have made to celebrate their faith.

The only thing not filled out is I am not sure how much gold he would start with when you use the paragon racial class.


Hmmm, if you're playing a dragon maybe I'll build a gargoyle.

...or I might go for a very different kind of dragon. As I recall you could pretty much build a fairy dragon with In the Company of Dragons. :D My party had fun with Vendelfek in Hell's Rebels, maybe I could play a relative?


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Almonihah wrote:

Hmmm, if you're playing a dragon maybe I'll build a gargoyle.

...or I might go for a very different kind of dragon. As I recall you could pretty much build a fairy dragon with In the Company of Dragons. :D My party had fun with Vendelfek in Hell's Rebels, maybe I could play a relative?

In the Company of Dragons is designed to build pretty much any type of Paizo based dragon.


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Eric de St. Cyr wrote:

Mightypion here:

I just noticed that converting from Callistria to a plot line relevant "new" deity less focused on vengeance, with an artistic bent, and quite exile affine would be in character and thus a personal subquest, yay!

Lets hope Callistria doesnt take this personal :).

The goddess of revenge, secrets and lust not taking something personally? You better start praying.


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Crisischild wrote:
stormcrow27 wrote:

The Gelatinous Cube was designed as an April Fool's joke. They gain intelligence by absorbing an intelligent humanoid and then mixing its brain matter to allow the Gelatinous Cube to become sentient. Various class features allow the cube to gain access to ooze attacks, different shapes (the Gelatinous d20 is a common favorite) and so on. It ends up being a mobile brick with access to special ooze and mold attacks, along with the ability to fit through tight spaces and so on.

The other books are more serious and are full up updates for the old Savage Species 3.0 book to play monster classes, without all of the ECL and imbalance SS stuff could bring. The Secrets of the Iron Titan allows you to become a magic cyborg/living construct as you transplant yourself into a construct body that evolves over time.

On a more serious note, I looked at the other races they offer. I think I'm gonna put together a Jotun Goliath Druid, flavoring the race as a firbolg, drawing on 5e's retconning of firbolgs as peaceful half-fey. He's from a small firlbog tribe, nestled safely away in some forested foothills, haven't decided which Varisian forest yet, but he wanders the land gathering and sharing stories.

That sounds like a great idea, Crisischild. I always appreciated 2nd editions AD&D's Forgotten Realms's approach to firbolgs, which made them lawful good giantkin that appreciate nature and lived in clans with primitive socialist governments, rather then Pathfinder and 3e' reclusive giant tricksters who take what they need from other humanoids due to their distrust of other humanoid races.

For interest, here's a link to Firbolgs in FR that I often use.

https://forgottenrealms.fandom.com/wiki/Firbolg


drbuzzard wrote:
OK, will get on to the build. Thanks. Thinking about the predecessor. I GMed RotRL, and am currently playing Shattered Star, but we're in the early part (part 1 or 2). I did play the last part of RotRL with a PFS character, so would that be valid? We did off the runelord, so that could be valid.

Sure that would be fine. Return of the Runelords posits that the heroes of Sandpoint and Magnimar are unavailable to handle what's coming, so a new group of heroes must rise to take over.


Malinor. wrote:

I am definitely in with a Dragon.

** spoiler omitted **...

Use fighter starting gold for draconic racial paragons.

Dark Archive

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So I have a current hoard of 280.4 gp. Woohoo!


mittean wrote:

Thank you for your answer stormcrow27. I figured, just wanted to make sure it was okay at your table.

Thurin, thank you! I love them as well. Many of my characters have a twist like that. Konghruul the bugbear is in a body of a race he is actively racist against. Ceilidh has magic seeping out of her (her original build was much more flavorful, not an arcanist, but has 3.5 prestige classes, so...sigh), yet she believes her magic is a curse keeping her from a life lacking conflict and keeping her from accidentally killing innocents. Her twin sister Korihor, who has similar markings that are aberrantly focused, embraces the magic but is unable to do what her sister can and is furious about it. She feels her powers were unfairly given to her sister (who wants nothing to do with them). Taryk is a survivor out of one of the worst conflicts on the planet, and doesn't want the skills she had to acquire to survive...she wants her emotional pain ended. Cawr Gydion Càraid has his dead sister attached to him, driving him to grief and madness every day, as he has never been able to grieve properly.

I love those tragic stories and conflicts. :)

Hello Mittean. You can pick which ever one you like. All Paizo APs assume 4 PCs that fill the traditional 4 person D&D roles (fighter, magic user, thief, cleric. Yes I used the old terms. I'm an AD&D 1E gamer from 1984. It's a habit.) They all seem like good choices.


Completed PCs:
* Thurin Foehammer: Duergar Soulknife
* Eric de St Cyr: Human Skald
* Yviri: Gold Dragonling Taninim Exemplar
* Ander Warmfeet: Halfling Cavalier
* Koshon: Gregori Angelic Paragon

Sovereign Court

I'm still working on typing up the background but I would like to play Aikaterini, an Unchained Rogue(Counterfeit Mage) who died during an ambush and got a new identity by becoming an Accidental Clone.


Thurin Foehammer wrote:
@mittean: I’ve never seen rules for bugbear PCs before. Where can I find that? Also Egrias the blind sounds like a great character. I really dig a PC who is a chosen one and who is truly unhappy about it. Works especially well with the blessings/curse being tied to the campaign

@Thurin: Dreamscarred Press had published something called, Monster class: Savage Races I, which has PF1e playable race/class stats for Bugbears [plus Gnolls and Ogres] way back in 2016. Of course, there's also the possibility of Rite Publishing having also done something similarly for Bugbears. ;)


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stormcrow27 wrote:


The goddess of revenge, secrets and lust not taking something personally? You better start praying.

Callistrians are imho underutilized antagonists/frienemies/sources of interesting sidequests and often have some really cool tricks up their sleeves, so, why would I possibly not give you a reason to get creative?

I mean, I guess the plague of Calistrian Antipaladin peak murder hobo player characters with essentially guaranteed plot derailment may have left those who experienced it with a bitter taste, but as antagonists they are imho pretty neat.


Despite my support for the 3pp classes in general, the class that seems to be leaping out for me [in this particular adventure context] is your bog-standard Wizard, of all things. ;p

For the Wizard Archetypes used, I'll be going with Bonded Wizard plus, in keeping with the 3pp friendly usage, Psychic Mage, from Dreamscarred Press, if allowed for.

Alternatively, if an exclusive focus on just Arcane magic only is a more desirable preference, I can easily go with using a Poleiheira Adherent instead of the Psychic Mage, if allowed to, similarly.

Both prospective archetypes do sorta stretch the Arcane Bond requirements for the Bonded Wizard archetype a teensy bit in that the type of item used ends up being different from the standard; for the Poleiheira Adherent, a Spellbook is used as a Bonded item instead of the usual item choices, with your expressed approval.

For the Psychic Mage, things will be a bit different in that the standard weapon option will be used for a bonded item but I am also planning to take both Psicrystal Affinity [likely to stay at just 1st level only] and Superior Psicrystal feats to allow for an eventual bonding with a Psicrystal Weapon instead, with expressed approval, of course.

In terms of the chosen campaign feat, it'll most likely be Audrahni's Ally that I'll go with plus Varisian Tattoo. For the Drawback trait, I'm leaning towards either Naive or Sheltered with the third trait to be determined by which Archetype between Psychic Mage or Poleiheira Adherent will get chosen.

Radiant Oath

O! I loved binder in 3.5. I'll be getting Grimoire of Lost Souls by Radiance House and posting a character concept.


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Thurin Foehammer wrote:

Completed PCs:

* Thurin Foehammer: Duergar Soulknife
* Eric de St Cyr: Human Skald
* Yviri: Gold Dragonling Taninim Exemplar
* Ander Warmfeet: Halfling Cavalier
* Koshon: Gregori Angelic Paragon

Thanks Thurin. Sorry for not keeping better track of things for today. I received word today about a new job I will be starting on the 15th of November and it took some time to finish up the paperwork.


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Today is a good day to... halp wrote:

Despite my support for the 3pp classes in general, the class that seems to be leaping out for me [in this particular adventure context] is your bog-standard Wizard, of all things. ;p

For the Wizard Archetypes used, I'll be going with Bonded Wizard plus, in keeping with the 3pp friendly usage, Psychic Mage, from Dreamscarred Press, if allowed for.

Alternatively, if an exclusive focus on just Arcane magic only is a more desirable preference, I can easily go with using a Poleiheira Adherent instead of the Psychic Mage, if allowed to, similarly.

Both prospective archetypes do sorta stretch the Arcane Bond requirements for the Bonded Wizard archetype a teensy bit in that the type of item used ends up being different from the standard; for the Poleiheira Adherent, a Spellbook is used as a Bonded item instead of the usual item choices, with your expressed approval. The Psicrystal Weapon is simply a modified version of the psicrystal that DSP adapted for use similar to the black blade magus's weapon.

For the Psychic Mage, things will be a bit different in that the standard weapon option will be used for a bonded item but I am also planning to take both Psicrystal Affinity [likely to stay at just 1st level only] and Superior Psicrystal feats to allow for an eventual bonding with a Psicrystal Weapon instead, with expressed approval, of course.

In terms of the chosen campaign feat, it'll most likely be Audrahni's Ally that I'll go with plus Varisian Tattoo. For the Drawback trait, I'm leaning towards either Naive or Sheltered with the third trait to be determined by which Archetype between Psychic Mage or Poleiheira Adherent will...

Both of those are fine today is a good day to ... halp. It's a nice way to add in psionic powers to your psicrystal without having to go cerebremancer. And the


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AceofMoxen wrote:
O! I loved binder in 3.5. I'll be getting Grimoire of Lost Souls by Radiance House and posting a character concept.

Sure AceofMoxen. I also have the book if you need it.


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As a note for the binder folk: I haven't updated the 3.5 spirits with constellations, capstones or substitutions yet since I haven't run in a long time. I'll probably just leave the 3.5 spirits as they are, updating the rules as they have changed for Pathfinder (smite is one that comes to mind, weapon sizing, etc) as needed.


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Eric de St. Cyr wrote:
stormcrow27 wrote:


The goddess of revenge, secrets and lust not taking something personally? You better start praying.

Callistrians are imho underutilized antagonists/frienemies/sources of interesting sidequests and often have some really cool tricks up their sleeves, so, why would I possibly not give you a reason to get creative?

I mean, I guess the plague of Calistrian Antipaladin peak murder hobo player characters with essentially guaranteed plot derailment may have left those who experienced it with a bitter taste, but as antagonists they are imho pretty neat.

Plot hooks are always appreciated for us mostly forever DMs.


Alright, I have narrowed down my submissions to:
Konghruul, the reincarnated bugbear brawler.
Egrias, the annoyed at being chosen Human oracle.
or Cawr Gydion Càraid, the half-giant psychic warrior with his sister's spirit attached to him.

stormcrow27:

Here are the blurbs I wrote earlier:
Konghruul, a bugbear Brawler mutagenic mauler venomfist who would cross-class as a blood rager blood conduit primalist. He was an elven assassin fighting in the holds of Belkezen, and when he was killed (and level drained) he was reincarnated as a bugbear. He is slowly regaining his skills and is furious at his current predicament, and at what he considers his betrayal and abandonment.

Egrias the blind, a male human (actually changeling, but the party won't know that in the beginning) oracle seer who will cross-class into a witch Dreamweaver synergist. He is a kind of detective in Magnimar. He was blinded as the end of the events of the Shattered Star campaign happened. He hates the world and whatever cruel God did this to him; the fact that they seem to have chosen him to be some sort of "vessel" disgusts him. He'd like to meet whoever tried to make him carry the water of life for the world in this dented and "holy" cup he calls a body, and punch them right in the nose.

Cawr Gydion Càraid, a male Half-giant Psychic warrior thunderjarl who would cross-class as a twinned Summoner, a manifestation of his dead twin sister who still fights at his side, Cawr Gwyndon Càraid. He has wandered out of the mind spin mountains, seeking to understand...or even reverse his sister's death.

How much of a story do you need? I tend to do more of memories than backstories, personally. Do you intend us to make all of the crunch before we are chosen? Or are you preferring to choose the characters based on their hooks and such, and then craft them with us when the party is chosen?

Radiant Oath

stormcrow27 wrote:
AceofMoxen wrote:
O! I loved binder in 3.5. I'll be getting Grimoire of Lost Souls by Radiance House and posting a character concept.
Sure AceofMoxen. I also have the book if you need it.

Oh, I purchased it immediately. Got to support 3pp, and how could I resist a binder book! Tome of Magic was a steal, and it was only 1/3 useful.

This is only, like my third time with PF1e, so please hit me up with corrections to my character sheet. I picked up the Accidental Clone trait because it sounds unique.
[img=https://db4sgowjqfwig.cloudfront.net/campaigns/198790/assets/964061/135E_page100_image330.png?1555810596] So Scott Millerson now looks like
Sorshen, the Runelord[/img]

Scott Lorel Millerson:
Female Human Pactmaker 1
N Medium Humanoid
Init +3 ; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 studded leather , +0 Size)
hp: 11 (1d8 +2 Con +1 favored class)
Fort +4, Ref +3, Will +2
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 30 ft
BAB: +0
Melee: Sickle +3, 1d6
Ranged: Sling +3, 1d4
Special Attacks:
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 11, Wis 10, Cha 19
Base Atk ; CMB ; CMD
Racial Abilities:

Class Abilities:
Weapon and Armor Proficiency: A pactmaker is proficient with all simple weapons and with light armor.
Bind Spirit: A pactmaker may seal pacts with otherworldly entities known as spirits. In order to summon a spirit, the pactmaker must learn the spirit’s ceremony, constellation, personality, and seal by completing its four Knowledge Tasks; see Researching the Spirit in Chapter 3 for more information on this process. A pactmaker begins play having completed all four Knowledge Tasks for one 1st-level spirit of her choice. Each day, a pactmaker may bind one spirit to her soul using pact magic; see Performing a Pact Ritual in Chapter 3. This spirit’s level may not exceed the pactmaker’s maximum spirit level, which is limited to 1st-level spirits at 1st level. At 3rd level and every two pactmaker levels thereafter, the pactmaker’s maximum spirit level increases by 1, to a maximum of 9th-level spirits at 17th level. A pactmaker’s binder level is equal to her level. The DC to resist a pactmaker’s supernatural powers is equal to 10 + 1/2 the pactmaker’s binder level + the pactmaker’s Charisma modifier.

Binder Secret: A pactmaker’s greatest power is not within the seals she draws or the spirits she summons, but in the esoteric knowledge she unearths in her pursuit of the secrets of pact magic. At 1st level, a pactmaker gains one binder secret. She must meet all of the binder secret’s prerequisites, if any. At 2nd level and every 3 levels thereafter, the pactmaker gains access to an additional binder secret. She may not select the same binder secret multiple times unless noted otherwise.

Constellation Aspects (Su): Beginning at 1st level, every time a pactmaker makes a good pact with a spirit, she gains an additional supernatural power known as a constellation aspect for the duration of her pact with the spirit. This constellation aspect must be drawn from among those listed as being available to the spirit she sealed a good pact with, based upon its constellation. A pactmaker may possess one constellation aspect per spirit that she is bound to and has sealed a good pact with. A constellation aspect is considered a minor granted ability for the purpose of how it interacts with all effects, including feats, spells, and magic items. A pactmaker may not select an individual aspect more than once and their benefits don’t stack. If a constellation aspect grants the pactmaker a spell-like ability, use the pactmaker’s level as the spell’s caster level. The saving throw DC against a pactmaker’s constellation aspects is equal to 10 + 1/2 of the pactmaker’s level + the pactmaker’s Charisma modifier.

Occult Knowledge (Ex): A pactmaker adds half her class level (minimum 1) to Knowledge (arcana), Knowledge (history), Knowledge (religion), and Knowledge (planes) skill checks and may make these skill checks untrained. When making a Knowledge check to fulfill a spirit’s Knowledge Tasks, this bonus equals the pactmaker’s level instead.

Occult Weapon: You bind a spirit onto one of your weapons, transforming it into a conduit of occult power. Benefit: After sealing a pact with a spirit, a pactmaker with this secret can choose to trade one of a spirit’s granted abilities for the benefits of this binder secret instead of the vestigial bond normally available to that spirit. This granted ability is the same one(s) that the chosen spirit trades for its vestigial bond ability. The benefits of occult weapon are considered that spirit’s vestigial bond ability for all purposes, and the pactmaker cannot gain the benefits of another vestigial bond ability while benefiting from this binder secret. As a swift action, the pactmaker grants one weapon that she is holding a +1 enhancement bonus for 1 minute. She can select a natural weapon or her unarmed strikes with this ability. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. This bonus is added to the weapon, stacking with existing weapon enhancement to a maximum of +5. At 5th level, these bonuses can be used to add any of the following weapon properties: conductive, corrosive, corrosive burst, dancing, flaming, flaming burst, frost, ghost touch, icy burst, keen, returning, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the spirit is bound to the weapon and cannot be changed until the next time the pactmaker uses this binder secret. These bonuses do not function if the weapon is wielded by anyone other than the pactmaker. Once the pactmaker has chosen how to allocate this bonus, it lasts for the duration of her pact with the spirit and cannot be changed. A pactmaker can only enhance one weapon in this way at a time, and she cannot enhance multiple weapons simultaneously.

Revelation of Brilliance: Knowledge bequeathed to you by occult spirits augments your book learning. Benefit: A pactmaker with this secret adds her Charisma bonus (if any) on all Knowledge skill checks that she makes. If the pactmaker has the occult scholar archetype, she gains a +2 bonus on all Knowledge checks that she makes and she can attempt all Knowledge checks untrained instead.

Feats:

Weapon Finesse:
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Extra Binder Secret: Through tireless search, you have uncovered a new binder secret. Prerequisite: Binder secret class feature. Benefit: You gain one additional binder secret. You must meet all prerequisites for this binder secret

Traits:

Azlant Fanatic: Your years spent in libraries reading every musty tome you could find about the ancient lost civilization of Azlant have given you insight into the subjects of history and the arcane. You gain a +1 trait bonus to Knowledge (arcana) and Knowledge (history) checks. One of these skills (your choice) is always a class skill for you.

Accidental Clone: Adventuring has been in your blood for as long as you can remember, and this urge to go out and explore the world left you recently in over your head when you (foolishly or bravely, depending on how you look at it) decided to explore an old Thassilonian ruin near your home town. The adventure ended in tragedy when you set off a devastating trap while investigating a statue of a beautiful woman—someone you believed to be one of the ancient runelords of Thassilon. The trap slaughtered your entire party—including you. You woke from death some time later, your memories intact but your body transformed. No longer did you resemble your previous self—you instead looked like the woman depicted in the statue. Now, you’ve joined up with a new group of adventurers; despite your tragic first attempt at dungeon delving, your thirst for adventure has returned stronger than ever. You’re sure that this time you’ll be able to keep your fellow explorers alive, and the strange dreams you’ve been having ever since you came back to life in your new body—a body that your research has revealed was originally intended to be a clone of none other than Sorshen, the Runelord of Lust—have only further solidified in your mind the fact that you and your companions are destined for greatness. Your character must be human if you take this trait (though you may retain your previous gender identity). Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you. Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one

Known Spirits:

Cave Mother
Spirit Level: 1st Alignment: Neutral (N) Constellation: Mage Binding DC: 15 Totems: You gain a +2 totem bonus on binding checks made with Cave Mother if one of the following requirements is met, or a +4 bonus if all requirements are met. » You draw Cave Mother’s seal underground or within a cave. » You are female or have sired a son who witnesses Cave Mother’s manifestation. » You incorporate a variety of acorns and nuts into the mixture that you prepare during Cave Mother’s ceremony, requiring 2 ranks in Survival
Ghoulish Fire: You unleash a 10-foot blast of fire around you as a standard action, causing all targets within 10 feet of you to suffer 1d6 points of fire damage per binder level you possess. Damage caused by ghoulish fire causes creatures and flammable objects to catch on fire. After using this ability, it becomes expended for 5 rounds. Capstone Empowerment: Your ghoulish fire ignores a number of points of fire resistance up to your binder level.
Deceptive Knack: While you are bound to Cave Mother, you gain an insight bonus on Bluff and Sleight of hand checks equal to half your binder level.
Gather Provisions: While you are bound to Cave Mother, you can cast goodberry as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Beginning at 3rd level, each berry that you transmute with this ability heals 1d8 points of damage + your binder level, and the maximum amount that a creature can be cured by goodberry increases to 10 + your binder level.
Read the Stars: While you are bound to Cave Mother, you always know which direction is north, functioning as a constant know direction effect. In addition, you can cast true strike as a spell-like ability a number of times per day equal to 3 + your Charisma modifier
Undead Bane: While you are bound to Cave Mother, you can grant the undead bane special weapon ability to one weapon that you are wielding as a swift action. You can use this ability for a number of rounds per day equal to your binder level. These rounds do not need to be consecutive.
Physical Sign: Your hands become calloused from work and your body wrinkled, as if from old age. When you activate one of Cave Mother’s granted abilities, your voice become raspy as if you were breathing smoke. Personality Influence: You easily lose patience with those who demand your assistance. You must answer every question with another question, a cryptic remark, or a scathing retort. Favored Allies: Any (living arcane spellcasters) Favored Enemies: Undead (any)
Vestigial Bond (Boon): While you are bound to Cave Mother, you receive a constant unseen servant effect as a spell-like ability. Your unseen servant has a Strength score equal to your binder level + your Charisma modifier (minimum 1) and appears as a spectral, male child. You can summon or dismiss this servant as a full-round action. This granted ability replaces gather provisions

Skills: Bluff (1) +9, Diplomacy (0) +5, Knowledge (arcana) (1) +10, Knowledge (history) (1) +10, Knowledge (the planes) (1) +9, Knowledge (religion) (1) +9
Languages: Common, Goblin
Combat Gear: Sickle, Studded leather, sling
Gold: 19 Silver:4 Copper:
--------------------
Tracked Resources
-------------------- Weight
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
*= Carried in Backpack

background:

Quote:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

1: “Lorel” was once Scott Millerson, a fighter, husband, and father-to-be. He stumbled across a trap that killed his last party, and himself, but awoke in the body of Runelord Sorshen.

2: Scott has always had a drive to adventure, but it’s only gotten stronger since he reincarnated. He knows he should stick around to reclaim his identity, but the urge to discover more about the Runelords is pushing him, or her. It’s complicated.
3: Scott was just an ordinary fighter, but Lorel isn’t as strong. And since she woke up, she’s been hearing the Cave Mother whisper to her. She’s learning how to call and bind spirits, a power that scares and excites her.
4: On his first adventure, Scott was captured by goblins, but learned their language and escaped. On his second adventure, He was killed. It was not a glorious career. Still, Lorel wants, needs to adventure and go out again. Maybe she’ll be luckier now.
5: Scott’s wife, Gabby Millerson refuses to accept Lorel as her husband. Heavily pregnant and without the income from his adventuring, she’s moved back in with her parents. Lorel hopes to find a way to return to being Scott, so Gabby will accept him again.

Quote:
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1: Lorel should struggle with the different ways in which men and women are treated, even in “enlighted” Golarion.

2: Lorel should have time to learn about many different spirits.

Quote:
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1: Scott triggered the trap on purpose, thinking it might free the beautiful woman inside.

2: Scott was only ever “Mostly” straight, which will be a surprise to Lorel.

Quote:
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.

1: Nok-Koff, a powerful goblin king. Scott tricked him into letting him go free. Nok-Koff has heard of a woman claiming to be Scott, and decided to take his revenge on her. Failing that, maybe he’ll attack Scott’s wife.

2: Gabby Millerson, Scott’s wife. She believes him to be dead or missing, and refuses to accept Lorel as him.
3: Gravedigger Audrahni. When Lorel returned to town, she was dragging the corpses of her friends killed in the trap. Audrahni was the first person to believe Lorel, and offered to bury the adventures for half the price. Since then, they’ve become friends.

Quote:
Step 5: Describe three memories that your character has.

1: Lorel woke up in a strange body, among the corpses of her friends and himself. She had to drag their bodies back to the city in a weaker body. It was a horrific experience, made all the worse by being rejected by her wife.

2: Scott was captured by the goblin king Nok-Koff for five months. Tortured and barely fed, he stayed strong. He escaped with a cunning bluff. He returned to the loving embrace of his wife.
3: As a young man, Scott was drinking in a bar when news about the heroes of Sihedron broke. Hearing of their exploits, Scott was inspired to study the Runelords and to adventure himself.


Ok, finally got my build together.

crunch:

Julius Stanec
Male human (Taldan) gunslinger (gun tank) 1 (Pathfinder RPG Ultimate Combat 9, 50)
N Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged rifle +4 (1d10-2)
Special Attacks deeds (deadeye, gun tank's resolve, quick clear), grit (2)
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 17
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits black powder interjection, scion of legend
Skills Acrobatics +2 (-2 to jump), Climb +2, Craft (firearms) +2, Intimidate +5, Perception +7, Profession (barrister) +6
Languages Common
SQ gunsmith
Combat Gear oil (5); Other Gear studded leather, rifle[UC], candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 110 gp
--------------------
Special Abilities
--------------------
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

background:

Julius (Jules to friends) Stanec is a member of a down on its luck Taldan noble family. Their fortune was squandered by a series of indolent courtiers, and the title was eventually sold. Julian was from a family which wasn't part of the eldest line. His father was a younger brother who went into the civil service and made an adequate living as there was no family fortune to sponge off of. He grew up in a fairly normal environment in Oppara.
He was training in the law, working to become a solicitor, when his cousin Vars (of the elder line of Stanec) returned to Oppara from extensive adventuring with the Pathfinder Society. In fact, he was even able to claim a new title (Duke of Shady Mountain Estates). When they met Vars gave his younger cousin an odd keepsake, a broken rifle from Alkenstar.
This fired up Julius's imagination and neglecting his studies he spent all his time mastering the function of the weapon and training with it. He decided with such a wondrous weapon, he could duplicate Var's path to fame and glory (except Vars was dumb enough to fight close up).
Since then he has been touring around looking for experts on firearms to get training and some adventure. Recently he has traveled to Varisia, the site of Vars final adventure defeating an arisen rulelord.
Finding his coin to be a bit on the low side, he has opted to stay in the cheaper accommodations of Roderick’s Cove instead of one of the major cities.

I do have the broken quality applied to the rifle as you mentioned it being that way.


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Dot, so it appears easier to find in my search


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drbuzzard wrote:

Ok, finally got my build together.

** spoiler omitted **

** spoiler omitted **...

Yup. The beauty of being a gunslinger is that you get a broken weapon which isn't broken when you use it, and can pay later to get it repaired and function properly at all times.


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mittean wrote:

Alright, I have narrowed down my submissions to:

Konghruul, the reincarnated bugbear brawler.
Egrias, the annoyed at being chosen Human oracle.
or Cawr Gydion Càraid, the half-giant psychic warrior with his sister's spirit attached to him.

** spoiler omitted **

Memories for backstories is fine. Out of your choices, I like Egrias so far, since those "blessed" by the gods or cosmic forces often rail at their fate, and it's always good backstory. As for crunch, I like to have it upfront when I'm reviewing PC submissions, so I can pair it up with other submissions for both a good roleplaying and party makeup. In fact, given Egrias, Konghruul, or Cawr Gydion Caraid, they have enough trauma and supernatural interference in their lives that they could all have holes in their memory (we often forget to function) or personality that influences them in some way.


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AceofMoxen wrote:
stormcrow27 wrote:
AceofMoxen wrote:
O! I loved binder in 3.5. I'll be getting Grimoire of Lost Souls by Radiance House and posting a character concept.
Sure AceofMoxen. I also have the book if you need it.

Oh, I purchased it immediately. Got to support 3pp, and how could I resist a binder book! Tome of Magic was a steal, and it was only 1/3 useful.

This is only, like my third time with PF1e, so please hit me up with corrections to my character sheet. I picked up the Accidental Clone trait because it sounds unique.
[img=https://db4sgowjqfwig.cloudfront.net/campaigns/198790/assets/964061/135E_page100_image330.png?1555810596] So Scott Millerson now looks like
Sorshen, the Runelord[/img]

** spoiler omitted **...

That's a good background, AceofMoxen. Scott/Loren is caught between accidental gender change, marital loyalty, notoriety, forbidden knowledge, oncoming parenthood, rejected love, goblin torture, and being tracked down by a goblin king named Nok-Koff.


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DoubleGold wrote:
Dot, so it appears easier to find in my search

So Stanec has decided to pursue the path of the gun for fame, fortune, and family honor. Also a good classic merc tale.


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Muzouka wrote:
I'm still working on typing up the background but I would like to play Aikaterini, an Unchained Rogue(Counterfeit Mage) who died during an ambush and got a new identity by becoming an Accidental Clone.

That's fine by me Muzouka. We're pretty heavy on pure or hybrid spellcaster and enhanced (dragon and angel paragons fit into that class) fighter types (which is usual for most campaigns), so any skill based character is appreciated.


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Ok, here's Ouachitonian's submission. Ivar is heavily based on the Warhammer 40k idea of the Blank. Untouchable Ragers get SR instead of spells, then I'll be layering on save bonuses from various sources, and basically building a character who at least believes he can saunter into a Runelord's lair and shrug off whatever spells he or she can throw at him (that won't be quite right, of course). But he'll also be like a blank in that he's...not exactly personable. Not withdrawn and silent, that makes for bad PBP, more gruff and condescending toward non-dwarves. "Of course that spell took him out. He's an elf, isn't he? Not stout like we dwarven folk!" etc etc. I know the Crossblooded archetype hurts the saves focus, with its minuses to Will saves, but it's worth it for some of the feat choices the Arcane bloodline grants (Iron Will to negate the penalty, Disruptive, Spellbreaker, etc). I'll mostly be sticking to the Destined bloodline powers though, because it fits the defensive aspect of the character better. Also, it would be kind of silly to get no spells but then get blur and haste every time I rage.


Even before Unchained came out, there was a lot of angst around playing/allowing the Synthesist Archetype for normal (chained) Summoners.

I would actually like to build one who is the protege/offspring of one of the original Heroes of Varisia.

Hoping that would be okay.
His evolution progression will be DEXbased flier.


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Truly hope Ivar and Thurin get into the same party. It would make for a very unique front line

Sovereign Court

Aikaterina's background. It doesn't fit the entry for Accidental Clone but if it is not allowed I'm willing to change it.

Background:

Aikaterini is a woman of mystery. Soft spoken, graceful, elegant and beautiful, many a man(and woman!) has fallen for her charms in the three months she has been in the social scene. Many have wondered about her origins but no amount of scrying, divining or investigating could give any information about her past. It was as if she sprung out of nowhere fully grown.

In truth Aikaterini was once Nitoshi of House Bayushi. A ninja in service of Fujitani of House Yogo(my PFS PC), Nitoshi was ordered to join a Pathfinder team being sent to investigate a ruin found by another team that did not have time to fully explore the place. They made good time in getting to the ruins and the area past the previously explored parts were not too dangerous. A few traps, both magical and mundane, were easily taken care of by himself and the wizard. Some dead ends due to collapsed passages, the usual irritants when exploring old ruins.

It was just as he finished unlocking the door to what they thought was the inner sanctum when the first sign of trouble showed up with the wizard letting out a gasp as an arrow found a home in his shoulder. NItoshi's memory after that was jumbled. Flashes of an endless horde of shadows attacking in waves, the cleric triggering a trap, the fighter making a last stand, and finally, finding a room with a statue of a woman and an explosion causing the statue to fall on him are all the ninja could remember.

Nitoshi's next memory was of waking up at the Grand Lodge in Absalom. That he woke up at all was a miracle though finding himself in a beautiful woman's body was certainly odd. Pragmatic by nature Nitoshi decided to make use of this opportunity and after convincing Fujitani that he was who he said he was a new identity was created for him. Now in the guise of Aikaterina, Azlanti socialite, she will work to find those responsible for her death an the cause of her transformation.

Her first clue: a legend in Roderic's Cove of a woman who looks like her .


Hello, it's been a while since I've had/made time for pbp, I'm throwing my hat into the ring with Kupatwa here.

Kupatwa is an Ifrit Cleric of Ashava with Moon and Revelry domains, taking Audhani's Ally trait due to shared religion.
Still doing some minor fiddling with the crunch, but that's the broad strokes.

Background:

Kupatwa was left at an orphanage as a baby - he never knew who his parents were, though with his unnatural bright orange hair and horns it was clear that elemental fire was somewhere in his ancestry.

A natural rover, he found it frustrating to remain in one place when there was the world to see, and as soon as he was old enough, he left the orphanage to travel the world.

He wandered for many years, but his obvious heritage and his nomadic nature made it difficult for him to settle in a single place or with the same people for very long, so although he enjoyed meeting new people, he did feel lonely.

His life changed one night, when, after a particularly exuberant night in the inn of a village, he rather foolhardedly decided to travel on to the next town during the night, instead of waiting until the morning.

The combination of a moonless night, an excess of ale, and rough paths soon meant that Kupatwa wandered off the track and was soon hopelessly lost in the middle of swamplands.

As he was starting to sober up and staring to panic, a light appeared before him. With nothing else to do, he followed the light, which led him to Zeldana, a travelling priestess of Ashava, who had heard his drunken cries for help and come to his aid.

Due to gratitude for saving his life, and Zeldana's acceptance of him as he was, Kupatwa travelled with her for some time after that, and though not inclined towards religion before, found that it suited him and was inducted into Ashava's clergy.


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Okay, so I want to take the close allies campaign trait, but that will only work if enough people also take that same trait, I could be selected and not have someone else want to take that trait. Who else wants to take that trait? If not, then I go for Audrahni’s Ally campaign trait.


This is mostly done. I might have to tweak a little, I think I have 95% correct, however.

Egrias:

Egrias Dantayne
Male Magnimaran Changling (posing as a human ) Oracle "χρησμοί" Khrēsmoi (Seer "μάντεις"Manteis) 1
NG medium humanoid (Changeling (shapechanger))
Init +2; Senses Perception +0
xp 0/3,000 What XP track are we on?

Favored class Oracle - Add +½ to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

"I can't just let them be hurt and do nothing. But I'm not the man for the job."
"I'm always loyal to the people of Varisia. I'm loyal to Magnimar when it deserves it."

Egrias's portrait, Egrias's full body

While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.

--------------------
==DEFENSE==
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
Hit points 9/9
FRW +1/+2/+2; +2 racial bonus vs sleep and charm effects.

--------------------
==OFFENSE==
--------------------
Speed 30 ft.
Oracle (Seer) Spells Known (CL 1st; concentration +5)
1st (4/day)
• Cure light wounds
• Kreighton's perusal
• Read weather
0 (at will)
• Ghost sound (DC 14)
• Guidance
• Mage hand
• Resistance
• Scrivener's chant
• Stabilize
Mystery
• Dragon

--------------------
==STATISTICS==
--------------------
Str 8 (-1), Dex 14 (+2), Con 13 (+1), Int 15 (+2), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB +2; CMD 11

Feats
Oracular Intuition - You are highly sensitive to magic and changes in a person’s demeanor.

Skills 5
• Bluff (cc) +6 (+0 SP, +2 Racial, +4 Cha)
• Heal +4 (+1 SP, +3 trained)
• Intimidate (cc) +6 (+0 SP, +2 Racial, +4 Cha)
• Knowledge (history) +6 (+1 SP, +3 trained, +2 Int)
• Knowledge (planes) +6 (+1 SP, +3 trained, +2 Int)
• Knowledge (religion) +6 (+1 SP, +3 trained, +2 Int)
• Perception +0
• Sense Motive +8 (+1 SP, +3 trained, +2 Racial, +2 Oracular Intuition)
• Spellcraft +8 (+1 SP, +3 trained, +2 Int, +2 Oracular Intuition)
Racial Modifiers +2 Bluff, +2 Intimidate, +2 Sense Motive

Languages
• Common
• Dwarven

Other Gear 130 gp

--------------------
==SPECIAL ABILITIES==
--------------------
Agile Maneuvers Use DEX instead of STR for CMB.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracular Intuition - You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Intuition +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks.
Minor Change Shape (Su) Changelings have the supernatural ability to alter their appearance as though using a disguise self or alter self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical a
Natural Divination (1/day) (Su) You can gain a bonus to a save check, skill check, or initiative roll which must be used within 24h.
Shape Change (Medium) If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
Shape Change (Small) If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Memory:

He couldn't tell where his tears ended and the water began. He sobbed, coughing as he inhaled some of the thrashing water, and leaned his weight harder onto his arms, his fingers tightening around the neck beneath the churning liquid. He could remember the taste of salt from his tears. It's funny that such a small thing would stand out, but it always did.

A hand breached the water, desperately clawing at his face, pushing his chin up and away, a distinct ring digging into his skin. Water sloshed everywhere as they thrashed and struggled. Until there was no more struggle.

Egrias opened his eyes. He was in the darkness, in his chambers still. Alone. He could taste tears on his cheeks. He always cried when he dreamed of drowning her. He had never met her. Did not know what she looked like. He held up his hand, looking at the distinct ring on his finger, twisting it like he always did after he dreamed of her wearing his ring.

He cursed whatever foul deity had given him this bane.


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Somewhere between space and time, Eric de St. Cyr awakes in a comfortable seat.

He must have drunk to much, because he is seeing double, 2 identical red haired beuties were looking at each other and were clearly agitated.
There were Dwarfs, a Gargoyle, a Dragon?

A blind man? And a guy with a gun? Was this all some kind of riddle? Wait, there was an Ifrit perhaps?

Oh well, Dragons and beutifull red heads can only mean one thing!

He needed to rally the dwarfs, get the gunman and slay the dragon thus saving the red haided twins.

His dream faded to black just as he raised himself up from the chair.


Greetings, Friends!

I would like to offer the services of Ahldengar Brandoch, Human Paladin.

Please let me know if there is anything I need to add, delete, or revise on his character profile.

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