Stormcrow's Return of the Runelords

Game Master stormcrow27

Return of the Runelords campaign for Stormcrow


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My firbolg storyteller is complete-ish. It's not the most optimal build, had to spread the stats around to realize the appropriate flavor. Might drop Con to 14 and raise Cha to 14, I dunno.

I normally do a general background on top of the ten-minute background, but currently my pinkies are the only fingers that are not bandaged and typing pinky-only is not much fun.

Grandfather Mossbeard, the Storyteller:

Picture of Grandfather Mossbeard

Age: 400 | Height: 8'00" | Weight: 410 lbs. | Hair: Moss brown hair and beard | Eyes: Moss Green

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

1: Grandfather Mossbeard is a firbolg from Cnoc na Darach - Oak Hill - nestled comfortably in the foothills of the Malgorian Mountains on the western edge of the Sanos Forest in Varisia, directly west of the gnome town of Sipplerose. His tribe is known as the Greenstone Firbolgs by the younger races. The Greenstone's are peaceful farmers, arborists and foresters, shepherds, and craftsmen. Cnoc na Darach is a village of roughly three hundred souls; two hundred firbolgs, seventy-five gnomes, and twenty-five others, mostly elderly folk looking for a quite, simple place to spend their twilight years.

Peaceful they may be, like all giantkin they can be ferocious warriors. The firbolgs help form a buffer to discourage evil giants, ogers, trolls, and other undesirables from pushing further into civilized Varisia. Firbolgs are are smaller than other giants, but they can harness the primal might of nature to grow in size and strength for battle.
2: Firbolgs do not take names for themselves, but the children of the human towns have come to call him "Grandfather Mossbeard" or "the Storyteller".
3: Grandfather Mossbeard is much more gregarious than his kin. He has traveled over most of the continent of Avistan in his four-hundred years, gathering and sharing stories with the people he meets.
4: Grandfather Mossbeard acquired a dinosaur egg on one of his many travels, which hatched into his loyal traveling companion, Stormborn. There is no doubt that this was no mere happenstance, as the firbolgs primal magics is drawn from the same source that gives the mighty dinosaurs, mammoths, and other megafauna their great power.
5: Firbolgs are humble and simple folk. Grandfather Mossbeard's clothing is plain, undyed grey linen trousers and a sleeveless tunic. He carries basic gear required to get along in the wild, never one to stay in an inn. An elegantly carved club acts as a walking aid on rough terrain, but can also double as a weapon. Mossbeard has a kind, understanding face, always smiling. He has a thick brown beard, moss-green eyes, and a very prominent, very red nose. He is patient and far more curious than his brethren, especially in regards to the affairs of the mayfly races.
6: At four-hundred years old, Grandfather Mossbeard remembers a time when Varisia had little in the way of cities and towns.
7: Roderic's Cove is one of his preferred human settlements. The most amazing stories come from foreign ships, but Riddleport and Magnimar are a bit too busy for his taste.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1: Grandfather Mossbeard would like to write a book of all the tales he has gathered over the centuries. Maybe open a library.
2: Put Firefern to rest.
3: Help Audrahni find her place in the world.
4: As much as he enjoys Stormborn's company, Varisia was not built for dinosaurs. Mossbeard would like to find a place with more of the giant reptile's own kind for Stormborn to retire to.

Step 3: List at least 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: Grandfather Mossbeard blames himself for Firefern's corruption. He had tried to warn the ent away from resting on the dangerous mountain; he feels he should have tried harder.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

1: Audrahni. Grandfather Mossbeard does not know why the somber elf is so morose, but she is a good listener. He has tried to convince her to relocate to Cnoc na Darach, thinking she might be happier surrounded by more long-lived people.
2: Dandelion Honeywood, an art-loving nymph who holds sway over a large spring near Cnon Na Darach. She, the firbolgs, and the gnomes of Sipplerose often collaborate on the best ways to solve the problems of the natural world and maintain balance.
3: Firefern, formerly Maplethorn. An ancient ent, once wise and kind. Maplethorn once protected the forests of Varisia, even traveling with Grandfather Mossbeard on occasion. Two centuries ago, Maplethorn set down roots near a spring in the Iron Peaks to rest and sleep for a few years. Fearing the might of the ent should he wake, ogres poisoned the spring. After several years of feeding on the poisoned water, the dormant Maplethorn was twisted and dried out, but not dead. The ogres, not considering potential consequences of their actions, set Maplethorn alight in an attempt to finish him off. And so Firefern was born. Weakened by the poison, but still too powerful to be killed by the flame, Maplethorn became a creature of charcoal and flame. Driven mad by the endless flame, Maplethorn turned to destruction, desecrating the forests he once tended. The forbolgs of Cnoc na Darach could not slay the powerful ent, but they were able to chase him into the Cinderlands, where his obsession with spreading flame would do less damage. Every few decades, Firefern tries to push back into the Varisian greenlands, only to be forestalled by the fey creatures of the forest, including the Firbolgs.
4: Turi, an old dwarven woman who owns a tavern called the Vengeful Hornet on the docks of Roderic's Cove. What better place to collect stories?
5: His wife, naturally. Known as "Sylva" to non-firbolgs. She is a weaver in Cnon Na Darach but does not share Mossbeards love of travel.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1: Grandfather Mossbeard is very slow and pondering, at least in the eyes of the mayfly races. He will often spend several minutes thinking over a question or problem, grumbling to himself in his deep, grumbly voice.
2: He is very grandfatherly in behaviour, content to offer encouragement and advice for others on paths of self-improvement.
3: He marvels at the industriousness and speed of the humans. He remembers leaving an empty peninsula one year and returning a scant few decades later to find the walled metropolis of Magnimar standing where so recently only reeds and boulders stood.

Numbers:
Grandfather Mossbeard, the Storyteller
Male jotun (firbolg) druid (goliath druid) 1
NG Medium humanoid (giant)
Init +0; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 13 (1d8+5)
Fort +4, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +4 (1d6+4)
Druid (Goliath Druid) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, shillelagh
. . 0 (at will)—create water, guidance, light
--------------------
Statistics
--------------------
Str 18 Dex 10, Con 16, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +4; CMD 14
Feats Toughness
Traits audrahni’s ally, talented
Skills Acrobatics -5 (-9 to jump), Craft (All) +2, Handle Animal +4, Intimidate +3, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, Perception +6, Perform (oratory) +6, Sense Motive +4, Survival +6
Languages Common, Druidic, Elven, Giant, Sylvan
SQ nature bond (spinosaurus named Stormborn), primal bond, primal empathy, primal size, primal summons, wild empathy +1
Combat Gear hide armor, heavy wooden shield, club, flint and steel, holly and mistletoe, spell component pouch belt pouch, 21 gp, 3 sp

Other Gear backpack, bedroll, blanket, box of fishing tackle, fishing pole, grappling hook, hammock, waterskin, hemp rope (50 ft.), maintenance kit, mess kit, pot, soap, trail rations (5)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Audrahni’s ally (trait) Grants a +1 trait bonus to Will saving throws. Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.
Builders Jotunnar enjoy a +2 racial bonus to all Craft skill checks.
Intimidating Jotunnar are use to lording their size over those around them and possess a +2 racial bonus to Intimidate and Sense Motive skill checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Primal Bond (Ex) Can affect dinosaur/megafauna animal companion with enlarge person.
Primal Empathy (Ex) Your wild empathy only functions on creatures of size Large or lager.
Primal Size You can spontaneously cast enlarge person using a 1st level or higher spell slot.
Primal Summons Summon nature's ally lists include new options.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Talented (trait) +1 to perform, perform as class skill.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

====================Stormborn====================

Spinosaurus
N Medium animal
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 natural)
hp 20 (2d8+4)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.
Melee bite +5 (1d6+4), 2 claws +5 (1d4+4)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 3
Base Atk +1; CMB +5; CMD 17
Feats Light Armor Proficiency
Tricks Attack, Come, Down, Flank, Heavy Labor, Heel, Perform, Work
Skills Climb +7, Perception +5, Swim +12
SQ attack, down, flank, heavy labor, heel, perform
Other Gear wooden armor, exotic pack saddle, feed (per day) (5)
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Down [Trick] The animal will break off combat on command.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heavy Labor [Trick] The animal has been trained for labor.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Swim (20 feet) You have a Swim speed.


Rolling for age, height and weight, plus the Circle Market Bargain Hunting (if allowed to) for my character, Morelda Valerique:

age: 2d6 ⇒ (5, 2) = 7.
height and weight: 2d10 ⇒ (7, 4) = 11.
Circle Market bargains: 1d20 ⇒ 1.

Morelda's tentative backstory:
Morelda Valerique is a 2nd generation graduate student of the Twilight Academy over in Galduria [due south of Roderic’s Cove]. Her father, Resoni Valerique, was among the group of student necromancers from the Twilight Academy whose carrion golems went on an uncontrolled rampage some thirty years ago- give or take a few years; As a result of his scandalous involvement with this unfortunate incident, he ended up being under some 'unofficial' parole/probation with Desil Marphan [or his immediate predecessor if Desil wasn't available back then].

As a result of her father's localized infamy from that occurrence, Morelda- as a new generation member of the Twilight Academy- had promised Desil that in exchange for NOT following any further studies into either Necromancy or Golem-crafting, Desil would see towards getting her either entry into Absalom's prestigious Arcanamirium for further studies there [hook] or a possible introduction to the Cyphermages of Riddleport [hook]- all through his personal connections within the Pharasmin clergy-ship itself. This arrangement suited Morelda just fine as the study of 'mind magics' held her interest instead [it was the new fadful flavor of popularity within the Twilight Academy anyways!] but she did make certain to set her opposition schools to both Illusion and Necromancy, in keeping with the Arcanamirium's preferences.

Both her father, Resoni, and mother, Tirela, have gone to pay a visit to the Rozenport Sincomakti School of Sciences at Versex County over in Ustalav [silly Strange-Aeons shout-out]. They were to attend a reading about some extra-dimensional play from some other alternate material plane of existence about a golden/saffron-wearing king's ruler-ship. Deciding that such a trip would take too long and would likely be an inconvenience, Morelda opted to visit Roderic's Cove instead to go shopping at the Circle Market [was even possibly a witness to the goings on there?] [hook].

Having met Audrahni thru Desil a year or so back, Morelda had chanced upon seeing the lanky graceless elf dancing so skillfully upon a moonless night; Audrahni ended up having to set a lighted lantern instead since she was spotted by the young Wizardess but they eventually hit it off as friends. Morelda had learnt to use the bladed scarf plus had gotten some dancing lessons from Audrahni and eventually turn to the worship of Ashava as well, all thanks to Audrahni.

Morelda's Stats:
Name: Morelda Valerique
Gender/Race/Size: Female Human—Varisian (Medium Sized Human)
Level/Class: 1st Level Wizard (Bonded Wizard/Psychic Mage [Psionic])

Alignment: Chaotic Good
Hit Points: 7
Initiative: +2

Str: 10 +- [10 base=0]
Dex: 14 +2 [14 base=5]
Con: 13 +1 [13 base=3]
Int: 19 +4 [17 base=13]
Wis: 15 +2 [15 base=7]
Cha: 12 +1 [12 base=2]

Base Speed/Movement: 30'
Vision: Normal
Perception: +4 Perception and Sense Motive [both untrained; Alertness factored in]

PP: 4 [Crystal Light/Entangling Ectoplasm only]
Focused: - [default=yes]

AC: 12 base [16 Mage Armor]
Touch AC: 12 base
F-F AC: 10 base [14 Mage Armor]

Fort: +2
Refl: +2
Will: +4/+1 trait vs. Charms and Compulsion

BAB: +0
CMB: +0
CMD: 12

Height: tba
Weight: tba
Age: tba years old

Languages: Common/Taldane and Varisian, Thassilonian, Draconic, 2 others=tba [Abyssal, Azlanti*, Infernal, or Necril, Aklo, Ulfen, Shoanti*, Terran*]

Deity: Ashava

FCB/Level: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Traits: Varisian Tattoo [Race], Psionic Item Familiarity [Psionic], [Drawback: Naive], Audrahni's Ally [Campaign]: +1 trait bonus to Fortitude saving throws; Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

Feats: Wild Talent=[bonus/Psionic], Alertness=[Psicrystal bonus], Psicrystal Affinity [Psionic], Superior Psicrystal [Psionic]

Armor Proficiency: None

Weapon Proficiency: Bladed Scarves and Starknives plus Clubs, Daggers, Quarterstaff, and Light and Heavy Crossbows.

Skill Points per Level: 2 + Int modifier

Skills [6/Lvl]: [ACP=0]

Class: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int) plus Use Magic Device (Cha)

Non-Class: Bluff (Cha), Climb (Str; ACP), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex; ACP), Heal (Wis), Perform (Cha), Ride (Dex; ACP), Survival (Wis), Sense Motive (Wis), Sleight of Hand (Dex; ACP), Swim (Str; ACP), plus Autohypnosis (Wis).

Trained: +10 Craft-Calligraphy (Int), +8 Knowledge-Arcana (Int), +8 Spellcraft (Int), +5 Use Magic Device (Cha), +2 Perform-Dance (Cha), +3 Autohypnosis (Wis)

Non-Trained: +4 Appraise (Int), +2 Fly (Dex), +4 Linguistics (Int), +2 Profession (Wis), +1 Bluff (Cha), +0 Climb (Str; ACP), +1 Diplomacy (Cha), +1 Disguise (Cha), +2 Escape Artist (Dex; ACP), +2 Heal (Wis), +2 Ride (Dex; ACP), +2 Survival (Wis), +2 Sense Motive (Wis), +2 Sleight of Hand (Dex; ACP), and +0 Swim (Str; ACP).

Spell Casting:

CL-ML=1st/Int=+4/Concentration=+7
DC=14+spell/power level; 0 level=0/1st=1
Spells Cast/Day: 0 level=3/1st=2
Opposition Schools: Illusion and Necromancy

Spells Known [in Spellbook]; [*=Psionic powers]
0-level: All Cantrips except Illusion and Necromancy School Spells plus Crystal Light* (via FCB)
1st: Mage Armor/Fastidiousness/Sleep/Entangling Ectoplasm*
Memorized: 0=Crystal Light*/Acid-Splash/Detect Magic; 1st=Mage Armor/Fastidiousness/Sleep/Entangling Ectoplasm*

Human Racial Abilities:

Ability Score Racial Traits: +2 Int
Bonus Feat: Humans select one extra feat at 1st level.
Skilled Industrious: Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled.

Wizard Class Abilities:

Opposition Schools: Illusion and Necromancy [Absalom's Arcanamirium compliant]

Bonded Wizard

Arcane Bond (Ex): A bonded wizard must select an item as her arcane bond. The bonded object’s hit point and hardness increase by +1 per level the bonded wizard possesses.

Hidden Bond (Sp): A bonded wizard can change the appearance and magical aura of her bonded item at will, as if using disguise self and magic aura, but affecting only the item; for the purpose of disguise self, the item’s item type (such as weapon or ring) is its' creature type. This ability replaces Scribe Scroll.

Bonded Force (Su): At 5th level, a bonded wizard wearing or wielding her bonded object can channel magical energies through it to create tools, armor, and weapons from pure force. She gains a pool of force points equal to half his wizard level. She can expend 1 point from his force pool as a standard action to create an effect that acts as Mage Armor (lasting 1 hour), Shield (lasting 1 minute), or Spiritual Weapon (any simple or martial weapon, using her Intelligence modifier to determine its attack bonus rather than Wisdom and lasting 1 round per wizard level). These effects are visible; they take the appearance of armor, shields, or weapons as appropriate, and they always have some visual detail reminiscent of the wizard’s bonded item (such as the pattern of a bonded ring appearing as decoration on a mage armor or shield effect).

At 9th level, when the bonded wizard uses bonded force for mage armor, the armor bonus increases by 1; when she uses bonded force for shield, the shield bonus increases by 1; and she gains a +1 enhancement bonus on attack and damage rolls when using bonded force for spiritual weapon. The increases for mage armor and shield and the enhancement bonus for spiritual weapon improve by an additional 1 at 13th level and again at 17th level. When she uses bonded force for spiritual weapon, the bonded wizard can choose to reduce this enhancement bonus by 1 to double the spiritual weapon’s critical threat range as the keen weapon property, and for mage armor or shield, she can choose to reduce the armor or shield bonus by 1 to protect herself from critical hits and sneak attacks as the light fortification armor property.

Alternatively, the bonded wizard can expend a point from her force pool to create a tool of force, which functions as a masterwork version of a simple tool of her choice that could be reproduced by a Traveler’s Any-Tool. The tool has the same AC and durability as a spiritual weapon and lasts for 10 minutes. The circumstance bonus the tool of force grants to appropriate skill checks starts at +2 (as masterwork tools) and increases to +3 at 9th level, and by an additional +1 every 4 levels thereafter, to a maximum of +5 at 17th level. A bonded wizard can only have one instance of bonded force active at a time. If she uses this ability again, any previously created force construct immediately ends. This ability replaces a wizard’s bonus feats normally gained at 5th and 15th level.

Reshape Bond (Sp): At 10th level, a bonded wizard can repair her bonded item or turn it into another object once per day as a full-round action. Transforming it functions as polymorph any object, but does not alter the item’s magical properties (including its item slot), while repairing it functions as make whole. The wizard may also sacrifice a prepared spell in order to repair an additional 1d6 points of damage per level of the sacrificed spell. This replaces the wizard’s bonus feat normally gained at 10th level.

Psychic Mage (Wizard)

[Arcane Bond: The psychic mage can choose Psicrystal Affinity as a bonus feat instead of choosing a familiar or item. If she does, count her wizard levels as psionic class levels for the purposes of her psicrystal’s abilities.]

Psionic Infusion: The psychic mage chooses two opposition schools, but gains no additional spell slots. She instead gains Wild Talent as a bonus feat. This ability
replaces arcane school.

Formulaic Powers: A psychic mage can scribe a psionic power into her spell book at first level and when she gains a new level instead of a spell. The power is chosen from the psion/wilder power list. She may also scribe powers from power stones as a wizard does from scrolls. She can also learn them from a psionic character that has that power. The time and cost is identical to adding spells to her spell book. These powers can then be prepared as spells, taking up a spell slot for that power’s level and can be manifested by spending the spell slot. The power is treated as if the minimum number of power points needed to manifest a power of that level were spent on the power, but instead of spending power points, the psychic mage spends the spell slot. The psychic mage can spend power points to manifest a power she has prepared. The prepared power is not spent when the psychic mage manifests powers in this way. Alternately, the psychic mage can expend a higher level unprepared spell slot to manifest a power she has prepared and treat the power as if the number of power points needed to manifest that higher level spell had been spent on the power. The prepared power is not spent when the psychic mage manifests powers in this way. For example, if the psychic mage has prepared energy ray in a 1st level spell slot, She could spend a 2nd level spell slot to treat the power as if 3 power points had been spent. The 2nd level spell slot would be spent, but energy ray would still be prepared as a 1st level power. The psychic mage’s manifester level for these prepared powers is equal to her caster level. The psychic mage must have an Intelligence score of at least 10 + the power’s level to manifest it and uses her Intelligence modifier to calculate save DCs for her powers.

Bonus Feats: The psychic mage can select Expanded Knowledge, Extra Power Known, or a metapsionic feat when selecting one of her bonus feats from gaining levels in wizard.

Arcane Power: Every time the psychic mage takes a psionic feat, her power point pool increases by 1. The psychic mage must get a good night’s sleep each day to regain her power points.

Arcanomorph: A psychic mage blurs the line between powers and spells at 8th level. She can expend her psionic focus to remove a spell component requirement or focus requirement from a spell She casts. Material components costing more than 1 gp cannot be removed in this way. Additionally. She can choose to add both vocal and somatic components to a power she is manifesting to lower its power cost by 1 power point (to a minimum of 1). This ability cannot be used on 0 level powers.

Equipment:

MW Crystal Bladed Scarf [Arcane Bond; Psicrystal Weapon]: [free; 2 lbs], +1 to hit via MW, 1d6S; x2/20, 1d4S when grappled/2-handed weapon with disarm and trip, is currently disguised in the form of Varisian Dancing Scarves [light armor] in appearance only.

Spellbook: [free; 3 lbs]

Traveler's Outfit: [free; 5 lbs]

Spell Component Pouch: [5 gp; 2 lbs]

Calistria's Kindness: [3 gp;-], 30 doses per bottle

Scrivener's Kit: [2 gp; 1 lb]

Wooden Holy Symbol of Ashava: [1gp;-]

x1 Acid Flask: [10 gp; 1 lb], 10' range, 1d6 acid/x2 [acid-splash foci]

Gladiator’s Gauze: [35 gp; .5 lb][Psionics]

Prismatic Crystal: [30 gp; .5 lb] [Crystal Light foci]

x1 Shard: [10 gp;-] (+1 Spellcraft)[Psionics]

Soul Candle: [1 gp/-]

Cat-burglar's Kit: [Glasscutter, 5 Gluepapers, Grapplinghook, MW-Backpack, 50' Silk Rope]=15 gp; 12 lbs

Survival Kit [Common]: [Flint and Steel, Mess Kit, x2 Waterskins, maps, small utility knife]=5 gp; 4 lbs

MW Backpack via Cat-burglar's Kit: [4 lbs. included]
50' Silk Rope via Cat-burglar's Kit: [5 lbs. included]
x2 Waterskins via Survival Kit: [extra 4 lbs. each when filled=1]
Flint and Steel via Survival Kit
Mess kit via Survival Kit: [4 lbs. included]

Waterproof Bag: [5 sp; .5 lbs.]

Bedroll: [1 sp; 5 lbs.]

Book Lariat: [3 sp; .5 lb]

Headscarf: [1 sp;-]

Charcoal: [5 sp;-]

Whetstone: [2 cp; 1 lb]

x1 Wandermeal: [1 cp; .5 lbs.]

Earplugs: [3 cp]

x2 Candles: [1 cp;- each]

Chalk: [1 cp;-]

Coins: 1 gp/4 sp/1 cp left [from 120 gp initial]
Encumbrance: 42.5 lbs. [Light load]
Carrying Capacity: 10 Str [33/66/100]; 12 Str [43/86//130] with MW Backpack

Appearance: Brunette, Lightly tanned skin complexion, Brown eyes; not all that different than what is depicted in her avatar picture.

Morelda's Audrahni's Ally question choice:

“What happened to your parents?”:

"They've both gone to attend some boring reading about this written play, from an alternate plane of existence- if you can believe that, about this ancient ruler whose all dressed up in nothing but gold... or was it saffron? I wasn't interested in any of that so I decided to make the trip up here to Roderic's Cove instead to see if the Circle Market has anything interesting for sale there. They'll probably be gone for about a month or two... given how far off the beaten path the Sincomakti School of Sciences is over in Ustalav... but they'll be back before you know it; tell Desil not to worry overmuch about father's leave of absence."

DoubleGold wrote:
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.

@DoubleGold: I think that Koshon/TheWaskally was open to taking Close Allies with someone if you want to get in touch with him; it might not hurt to keep both options just in case. :)

PS. and Sir Ahldengar Brandoch too.

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

@Muzouka: If it's of any interest to you, I had originally considered using Accidental Clone as a possible campaign trait with a slight alteration to the backstory being that it was her father who was the one that originally got 'whammied' by the statue and would later give birth to a daughter that looked exactly like the statue/her father's newer appearance. ;)


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If chosen for the campaign, I am amenable to changing my Campaign Trait to Close Allies, if someone else's backstory includes being an established resident of Rodric's Cove or the immediate vicinity.


Finalised crunch, added appearance and a bit of immediate background.

Appearance and Personality:

Kupatwa is tall and lanky. That he is an Ifrit is clear to any observer - a bright brassy tinge to his skin, and red horns on his head, that disappear into the mass of bright orange hair on his head.
Most of his clothes are dark blue, and he tries to keep them reasonably clean while in town, although a perceptive observer would notice that they've also travelled a long way.
The one ostentatious piece of clothing he has is his orange scarf, which has streaks of silver that are actually blades. The scarf's metallic clasp is shaped like a woman dancing before a full moon - this is his holy symbol.

Kupatwa enjoys a good party and when he's in town will spend most nights in a tavern, or anywhere there are people gathered. He is friendly to those he meets and helps when he finds someone in need, although he can be a little bit rash and dive in before considering his actions carefully.

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 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 solo to the next town during the night, instead of waiting until the morning, or for others to travel with.

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.

His recent journeys have brought him into Roderic's Cove. He has been here for around a month, performing minor clerical duties while he awaits for an appropriate job with a caravan or the like to take him somewhere else. In the meantime, he has got to know several of the townfolk, including Audrahni, whom he recognised as a fellow worshipper of Ashava.

Crunch:

Statistics
STR: 14 = Base: 14
DEX: 14 = Base: 12; Racial: (+2) Ifrit
CON: 10 = Base: 10
INT: 13 = Base: 13
WIS: 16 = Base: 18; Racial: (-2) Ifrit
CHA: 15 = Base: 13; Racial: (+2) Ifrit

Fort: +2 = Base: +2; CON: +0
Ref: +3 = Base: +0; DEX: +2; Trait: (+1) Audrahni's Ally (Reflex)
Will: +5 = Base: +2; WIS: +3

AC: 16 = Base: (+10); Dexterity: (+2); Armor: (+4) Chain shirt
Touch: 12
FF: 14

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 8
Languages: Ignan, Common, Halfling

Attacks
Melee
Scarf, Bladed +2 (1d6+3, 19-20/x2)
Touch +2 (Varies, x2)
Ranged
Ranged Touch +2 (Varies, x2)

Skills
Acrobatics: 0 = +2 DEX; Misc: (-2) ACP
Appraise: 1 = +1 INT
Bluff: 2 = +2 CHA
Climb: 0 = +2 STR; Misc: (-2) ACP
Diplomacy: 6 = +1 rank; +2 CHA; Misc: (+3) Class Skill
Disguise: 2 = +2 CHA
Escape Artist: 0 = +2 DEX; Misc: (-2) ACP
Fly: 0 = +2 DEX; Misc: (-2) ACP
Heal: 7 = +1 rank; +3 WIS; Misc: (+3) Class Skill
Intimidate: 2 = +2 CHA
Knowledge (religion): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Perception: 3 = +3 WIS
Perform (Dance): 3 = +1 rank; +2 CHA
Ride: 0 = +2 DEX; Misc: (-2) ACP
Sense Motive: 3 = +3 WIS
Stealth: 0 = +2 DEX; Misc: (-2) ACP
Survival: 3 = +3 WIS
Swim: 0 = +2 STR; Misc: (-2) ACP

Race Features
Type (ARG 127): You are an outsider with the native subtype.
Energy Resistance (ARG 127): You have fire resistance 5.*
Spell-Like Ability (ARG 127): You can use burning hands once per day as a spell-like ability.
Darkvision (ARG 127): You have darkvision to a range of 60ft.
Fire in the Blood (ARG 126): You gain fast healing 2 for 1 round anytime you take fire damage. You can heal up to 2 hit points per day in this way.

Class Features
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Scarf, Bladed
Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Bladed scarf)
Channel Energy (Su) (5 /day): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 12) You can use this ability 5 times a day.
Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.
Domain Powers: You gain the following domain powers:

  • Blind-Fight (Ex) (Core 42): You gain Blind-Fight as a bonus feat.*
  • Touch of Darkness (Sp) (Core 42) (6 /day): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment (20% miss chance on attack rolls). This effect lasts for 1 rounds. You can use this ability 6 times a day.
  • Touch of Chaos (Sp) (Core 42) (6 /day): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 6 times a day.

Traits
Inspired (UCa 55): Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Audrahni's Ally (Reflex) (APReR 10): Audrahni trusts you, and you know her answer to the following question: ""Where did you grow up?"". You gain a +1 bonus on Reflex saves.*
Once per adventure as a standard action, you can focus on your bond with Audrahni to gain the effects of one of the following spells (at a 1 caster level): calm emotions, cure moderate wounds, or lesser restoration.

Feats
Selective Channeling (Core 132): When you channel energy, you can choose 2 targets in the area who are not affected by your channeled energy.
Blind-Fight (Core 118): In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll once. When blinded, you don't lose your Dex bonus. Can move full speed while blinded.

Equipment
Chain shirt, Bladed scarf, Backpack, Bedroll, Holy Symbol, iron, Pouch, belt, 4 x Rations, trail (per day), Waterskin, 2 x Torch, Flint and Steel


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Only one more day. Excited to see the cast that makes this one. There are a bunch of great options. Best of luck to all, especially the DM with the hard selection ahead.


Here is my submission for Return of the Runelords.


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How about some Karaoke to pass the time?
Spoke Eric in the recruitment lobby, seconds before ceremoniously kicking a demonic music making machine and grabbing a Micropohone, I mean a Wand of clarion call, and beginning to sing.

Singing:

"I fight my enemies
because thats what I´m paid to do
I never hesitate to act
or even think it through
Id retire any day
But I spend too much on swords and whores
I aint gonna raid no more

Refrain:
Glory Glory
What a hell of a way to die
Gory Gory
I am good to be alive
Glory Glory
I just wish theyd pay me more
I guess Ill raid once more
Refrain ends

The people that were fightin
Are them Chelish through and through
I ask for reinforcements
but they said "that would be you".
I wait for them to eat themselves
Thats what Im praying for
I aint gonna raid no more

Refrain

My Battleaxe is broken
And my War-Skald`s jaw is gone
The other day I saw them turn
My best friend into ham
For dinner I shall eat some gills
That I found on the floor
I might not raid once more!

Refrain

I got all kind of blessings
And my abs are fully blinged
I like to throw my axe at them
to hear my own ears ring
Every single Raid I swear
its my big score
I guess Ill raid once more!

Refrain

My family is buried
and my hometown is ablaze
I do not see the irony
as one more town I raze
I lost sight of all revengeance
creeds and the oaths I swore
I just wanna raid some more

Refrain

The clients didnt tell us
what we would be fighting for
and all I know for certain
is that I wont die from "poor"
In other words I´m just another
f+$@ing dog of war
Ill glady raid once more!

Refrain

Never trust them Chelish
or anything they say
Theyll always stab you in the back
Just to get their way
The only thing that worse
Is their s$~@ substandard pay

Refrain

perform sing: 1d20 + 6 ⇒ (3) + 6 = 9
Eric sings somewhat ineptly, and singing better then him is potentially possible for everyone.


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Stormcrow27, how would you like monstrous characters built? For my Bugbear character is his 1st level bugbear? Or is there a class level in addition to his race?


In the interest of full disclosure before final selections are made, I changed my archetype from Hospitaler to Warrior of the Holy Light, as it seemed to be more in keeping with Ahldengar being a Paladin of the Sarenrae.

Please let me know if there are any issues with this adjustment.

Dark Archive

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Good luck to everyone as we come up on the selection time!


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mittean wrote:
Stormcrow27, how would you like monstrous characters built? For my Bugbear character is his 1st level bugbear? Or is there a class level in addition to his race?

nope his first level is his class level. He wouldn't have any racial hit die.


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Sir Ahldengar Brandoch wrote:

In the interest of full disclosure before final selections are made, I changed my archetype from Hospitaler to Warrior of the Holy Light, as it seemed to be more in keeping with Ahldengar being a Paladin of the Sarenrae.

Please let me know if there are any issues with this adjustment.

That's fine Ahldengar. Character submissions are closed, and I'll make decisions this weekend and post them on Monday. thanks for all of your hard work in submitting characters for this PBP.


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stormcrow27 wrote:
I'll make decisions this weekend and post them on Monday.

Hits refresh


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As always, the part where I sympathize the most with the GM. A hard choice with multi-year ramifications. Good luck everyone!


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Good luck all!


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Indeed. Good luck to all.


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Remember thy timezones, for yours are always inconvenient in relation to the gamemaster :)


Eric de St. Cyr wrote:

How about some Karaoke to pass the time?

Spoke Eric in the recruitment lobby, seconds before ceremoniously kicking a demonic music making machine and grabbing a Micropohone, I mean a Wand of clarion call, and beginning to sing.

Eric sings somewhat ineptly, and singing better then him is potentially possible for everyone.

When her turn up at the mic clarion call wand is up, Morelda- upon using detect magic- is a bit perturbed to discover that clarion call is within her opposition schools but nonetheless attempts to try and activate it via UMD...

UMD attempt: 1d20 + 5 ⇒ (9) + 5 = 14;... she sheepishly passes the wand on to somebody else when the discordant high-pitched sounds [sounding suspiciously like microphone feedback noises to the modern ear] started emanating from it. ;p

stormcrow27 wrote:
mittean wrote:
Stormcrow27, how would you like monstrous characters built? For my Bugbear character is his 1st level bugbear? Or is there a class level in addition to his race?
nope his first level is his class level. He wouldn't have any racial hit die.

Not sure if it will be of any help but the Bugbear class from Dreamscarred Press is a 3 level monster class that gains extra strength, extra dexterity, and stuff like natural armor and scent with their own set of class skills. As another alternative to the Bugbear class, there's the Half-Bugbear from Bloodforge by Dreamscarred Press- unsure if it'll be allowed though.


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Recruitment. I upped it to six due to so many good submissions.

Thurin Foehammer (Soulknife)
Koshon (angelic paragon)
Morelda (wizard, ish)
Scott Morel (binder)
Eric de St.Cyr. (skald)
Grandfather Mossbeard (druid)

Come on down all. Thanks for all of the submissions, and I appreciate everyone's hard work on background and character setup.


Thank you for the selection. Given how many quality submissions were here I did not have my hopes up!

Radiant Oath

stormcrow27 wrote:


Scott Morel (binder)

I assume you meant Scott "Lorel" Millerson, my binder. Thank you!

Dark Archive

Have fun everyone!


Weee, yay!

Thanks GM.


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In the metaplane of not yet awareness, Eric takes stock of the unlikely assortment of heroes.

Ok, we have a burly dwarf, a druid with his trusty dinosaur (everything is better with friendly dinosaurs), an actual angel with a Bardiche (who will likely do the same as I do in combat and perhaps benefit from ferocity), a wizard and a sorceres of some type?


I only have a limited idea of how binders, soulknifes and angelic paragons play in practice, I am happy to find out!

@GM we have not disable device. I am open to swapping one of my traits around for trapfinder if this trait is allowed, as I have reasonable INT And Dex. I think Koshon is the other candidate, on account of having better vision, stealth, and the same int and dex as I do.
My Drawback "Doubt" is also not great for disable device.
With my archeologist identity, I probably have a better thematic reason to have it.


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And we could use the discussion thread to be opened for some pregame chatter


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I have no idea how psionics work how to to best operate alongside psionic characters, so yeah that would be great indeed :).


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We can use the recruitment thread for discussion just talk quietly.

Radiant Oath

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Eric de St. Cyr wrote:

I only have a limited idea of how binders, soulknifes and angelic paragons play in practice, I am happy to find out!

So each day, I pick a spirit to bind with. That spirit grants me a set of powers, which can be martial, magical, skilled or some combination. As a first level binder, I only know one spirit, but I can use knowledge checks (which I'm really, really good at)during downtime to learn more.

My first spirit, Cave Mother, grants me the ability to blast fire in a ten-foot radius around me every five rounds. I can also cast GoodBerry 7 times a day, and the healing from it will improve at 3rd level. I can trade goodberry for a weapon bonus or a unseen servant, but this party seems low on healing, so I won't. I can grant a weapon undead bane for one round. I have a bonus on bluff and sleight of hand checks. And finally, I can cast true strike 7 times a day. I'll also be grabbing an acid ray 7 times a day, as well.

At the start of the day, I make a binding check. If I fail, the spirit has some influence on my Roleplaying. I'll call out in the text if Scott is acting differently due to a poor pact. Cave Mother's RP effects are minor, but some spirits ask truly evil things.


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Thanks, like, I was actively debating my spell choices, but will probably just grab Grease + CLW then to supplement our healing further.

Will likely swap CLW out for something at level 5.

Skalds are probably a fairly well known quantity,
I my current state, I can do the following:

standard Skald stuff:

--Make you are "rage" with restrictions to your spell use and skill usage, but without the fatigue at the end.
--I have access to the Bards spell list, I will mostly stick to non SR spell options as well as utility spells.
--I can, after some levels, even give rage powers while inspiring ferocity.
--Compared to a Bard, I trade a song that is strictly for martials for increased burliness (can cast in medium armor), proficiency with martial weapons and rage powers.
--In combat, while raging I hit at a +5 for a sizeable 1D12 + 8 damage (20 effective STR with a 2 handed weapon, yay).
When not raging, I hit at +4 and 1D12 +6.
I do not have 1BAB yet, so I cant have power attack.
--I have combat reflexes, so 3 AoOs with reach. Enlarge person is sadly not on my spell list, but I would appreciate it if cast upon me.
--You can chose if you want to be affected by my rage or not.
--I am decent but not great at social, stealth and knowledge things.


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Thurin will likely make use of inspired rage for lvl1 only. This is because at lvl2 he gets wisdom to hit and damage, making the -1 AC hurt. That and I don’t know if it will shut off his psychic casting, which from lvl3+ becomes useful.

However, inspired rage will be super useful at lvl1. Going from Str 16->18 is a really big deal. So for the one level that he will accept it, it will be put to good use.


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The one most fond of it will likely be our dinosaur friend and myself then. As well as many furry or scaly friends that Mr. Mossbeard can summon.


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Discussion is open


Thank you for both the opportunity to help aid Varisia/Golarion and having the six of us chosen to do so. :)

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