DM Salsa Presents - Rise of the Runelords (Inactive)

Game Master AdamWarnock

Battle Maps | Loot Sheet

Initiative Rolls:

[dice=Cailyn Initiative]1d20+4[/dice]
[dice=Conrad Initiative]1d20+2[/dice]
[dice=Dare Initiative]1d20+2[/dice]
[dice=Lita Initiative]1d20+2[/dice]
[dice=Scrapeknee Initiative]1d20+1[/dice]
[dice=Willie Iniative]1d20+5[/dice]

Perception Rolls:

[dice=Cailyn Perception (Lowlight Vision)]1d20+7[/dice]
[dice=Conrad Perception]1d20+5[/dice]
[dice=Dare Perception (Darkvision)]1d20[/dice]
[dice=Lita Perception (Darkvision)]1d20[/dice]
[dice=Scrapeknee Perception]1d20+5[/dice]
[dice=Willie Perception]1d20+1[/dice]


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Cavaliers can share their teamwork feat with their allies for a couple of rounds with the Tactician ability, so everyone can benefit.

Inquisitors with Solo Tactics can pretend that their allies have their teamwork feat, so they get the benefit (but not their allies).

Hunters with Hunter Tactics share their teamwork feats with their companion.

Hunters and Inquisitors also get to swap their most recent teamwork feat around a bit if they want.


Ano Clovermark wrote:
Shadow Dragon wrote:

The biggest problem with teamwork feats is you really need to build as many PCs in the party as possible to take advantage of them. That much coordination would require players, and not PCs, to be selected or organize themselves and then find a GM.

I have an inquisitor in PFS1 and thankfully they get the 'Solo Tactics' class ability so the inquisitor can use teamwork feats to benefit themselves even if no other PC has the same teamwork feat.
Don’t hunters have a similar ability? unless I’m mistaken. and yeah, a part of me feel like Teamwork feats were meant to work better for NPCs than PCs

to me, this is exactly it, which extends to their facility in the PC Versions; because if there is only one Player making choices for all of the "PCs" the player can choose the same teamwork feat for all of them to great effect. I've done it in both Kingmaker and Wrath actually.


Yeah the most use I've gotten out of teamwork feats have been on an Inquisitor or Hunter; or in one of my online groups where the DM likes to give them out to the party as quest rewards and such. The last one's where I learned how powerful Escape Route actually was as a feat.

Cavalier probably works well for it at higher levels though I've never been in a campaign with a cavalier/tactician fighter/vanguard slayer/etc. that hit a high enough level to get the action reduction and using a standard for it kinda hurts (even a move action is a little awkward with Cavalier).

RPG Superstar 2015 Top 8

Sorry for going off topic but... it would be interesting perhaps to give PCs bonus teamwork feats as rewards... like, "You all worked really well together on that one fight, so everybody take this teamwork feat that reflects/bolsters the tactic you tried..." I'm running a high level game right now where people aren't going to level very fast, so finding a way to give some story rewards has been a challenge... it would encourage further collaboration but doesn't distract from/take away from their own build plans.

I can also see taking teamwork feats working well in tabletop where some groups have the same party working together for years, but it doesn't work as well in PBP where people come and go more quickly and it's harder to coordinate.


Wow! Awesome discussion everyone! Thank you for everyone putting forth their thoughts.

Thank you DM-SALSA for allowing this bit of discussion.

That said: everyone making Changelings.. lol.


Dorian 'Grey' wrote:

Wow! Awesome discussion everyone! Thank you for everyone putting forth their thoughts.

Thank you DM-SALSA for allowing this bit of discussion.

That said: everyone making Changelings.. lol.

I think Witch-Kids of Sandpoint would be a GREAT campaign!


Maybe one day. :)

I like the idea of feats and even skills as rewards for doing stuff. I'll try to keep an eye out for those opportunities.


4 people marked this as a favorite.
Ceven Valdemar wrote:
Dorian 'Grey' wrote:

Wow! Awesome discussion everyone! Thank you for everyone putting forth their thoughts.

Thank you DM-SALSA for allowing this bit of discussion.

That said: everyone making Changelings.. lol.

I think Witch-Kids of Sandpoint would be a GREAT campaign!

The "your mama" jokes would be legendary!


Re: Teamwork feats

In a Tyrant's Grasp game that I'm in the GM gave us one free teamwork feet at the start and it's worked great, Shake It Off saved our bacon more than once.


2 people marked this as a favorite.

Why is it when I read "Shake it off" Taylor Swift popped into my head?


1 person marked this as a favorite.
Dorian 'Grey' wrote:
Why is it when I read "Shake it off" Taylor Swift popped into my head?

Now that song is in my head


2 people marked this as a favorite.

Finished the Deep Character Creation Questions, fleshed out the Kaijitsu connection with your information, and added an RP sample to this manic kitsune girl.

Also, Idari and GMDQ! Nice to see you two here!

But I updated everything and have one more character with RP samples to thrust onto you: I managed to forget about Ananet Bast, secret-loving Cleric with a Pistol. She's been a blast to play so far.

Dorian, I'm not changing this build to a Changeling, but if I had something that wasn't Kitsune-specific... I might genuinely have considered doing so for the hilarity. But the +11 Diplomacy is too worth it.


For the record, this would only be my 2nd female character ever....

Naming her Taylor Swift! JK


Pathfinder Adventure Path, Rulebook Subscriber

So this is the initial submission, character sheet to come when I have a chance tomorrow and the name may alter depending on availability. Be warned the background is rather long.

Name: Yandrala Sanderiana
Race: Elf
Class: witch (seducer)
Gender: female
Age: 130
Hair: pink waist length
Eyes: green
Description:
Yandrala is an elven woman of somewhat shorter stature standing only five foot six. She has long, pinkish hair, vivid green eyes, and a figure that is far more filled out than the standard elf hinting at something in her heritage besides that of a pure blooded elf...or maybe she got lucky who knows? She wears clothing of green and white fabric and thigh high white boots that leave most of her thighs exposed where they aren't covered by fabric that comes down in the front and back. She carries a staff and has a raven that is perched on her shoulder or otherwise nearby names Sintella.

Background:

Yandrala was born around one hundred thirty years ago in the forests of Kyonin and lived the early part of her life in her homeland in a small village called Fensralla. She had no siblings, at least none close to her in age, but her parents, Similon and Lythsendra raised her the best they could.

It was evident from birth that Yandrala was special, her strange pinkish hair color alone made her stand out as she was visited by a raven the same day she was born, a raven that would not go away and had some kind of mystical power about it. Yandrala grew up as an odd one, both because of her hair and the constant company of the raven she claimed told her its name was Sintella.

Despite being the odd one in the village Yandrala had a few friends, other children who were outcast like herself. One was a half-elf boy named Sendell who was quite athletic and eventually followed the path of the rangers that helped feed and protect the village. Her other friend was Nartella, the daughter of an elf who was seduced by a green hag leading to the girl being born a changeling who came into the care of her father's family. The three provided all the companionship they each needed.

As the trio grew closer to adult hood and began to notice others Yandrala and Nartella started to grow particularly close, Nartella driven by the lusts of her hag ancestry and Yandrala by the lusts of the patron who sent her Sintella. Eventually they became quite intimate with each other, and eventually Sendell as well. This ultimately led to trouble the trio were unprepared for.

When the trio had reached adulthood, and their relations came to be known, Sendell's family, who were quite well off, became more than upset at his "corruption" by Yandrala and Nartella and he accused them of witchcraft and consorting with demons. Having the status and wealth he did the man convinced other villagers to side with him and the pair were forced to flee their home village for their lives. Sendell, disgusted with his father, lead the pair safely out of Kyonin and into the part of Cheliax that would one day become Andoran.

The trio settled in a small town there and married each other there and they lived together quite happily having three children between them, Nirvan and Kellestha were Sendell and Yandrala's son and daughter respectively, and Katya was Nartella and Sendell's daughter, up until the death of the God of Man and the start of the Age of Lost Omens. When the locals revolted against the now devil dominated Cheliax the fighting even reach their town. In the ensuing conflict Sendell died protecting his two wives and their children and the Chelaxian devil binders stole their children as scrifices to their fiendish patrons. Yandrala and Nartella were set to become concubines fo the Chelish officers when the rebels managed to strike back and drive the Chelaxian's away. unfortunately, their children had already been killed, their souls consigned to Hell and Nartella could not handle their loss and quickly wasted away from a broken heart leaving Yandrala alone and adrift.

Yandrala developed a deep and abiding hatred for Cheliax as she drifted over the next decade selling herself at times to survive. Eventually Sintella managed to pull Yandrala back from the abyss and convinced her to go somewhere else to start a new life. Yandrala eventually ended up in Varisia just in time for the Swallowtail Festival and had no idea just what she was going to get herself into.

Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people.

1. What time zone are you in?
Eastern Standard (Indiana time)

2. How long have you been playing TTRPGs?
Since around 2001/02 or so I dabbled started playing more heavily around 2003/4.

3. What's your favorite part about playing TTRPGs?
The chance to play characters that I become invested in.

4. What do you expect from this game?
A long-term commitment to try and complete the campaign (made it to the end of book 4 I believe previously). I may be a bit slow at posting at times, but I do commit for the long haul.

5. What do you expect out of your fellow players?
People that are respectful and are willing to work together.

6. What do you expect out of me?
To run a good game, be willing to adapt when needed for the story, and not to poof without word (happens way to often in my experience but I've played with you before ad know you aren't the kind to do that)

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?

None in particular that I can think of. Rest assured if we come across anything I will say something.


Hey Drogeney! Long time no see!


Well, here is my submission.
Grunyar (Skreebeard) Ironmane

Basic Info:

STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8
Dwarf Warpriest
LN medium humanoid
Init 0
Senses Darkvision (60)
Perception +4
Speed 20 ft
Space 5 Reach 5

Defense:

Without / With Shield
AC 15 / 16, touch 10, flat-footed 15 / 16
hp 10
F 4, R 0, W 5, CMD 12

Offence:

BAB 0 CMB 2

Melee 1 Handed
Battleaxe +2(1d8+2, 20x3) S
Warhammer +2(1d8+2, 20x3) B
Heavy Pick +2(1d6+2, 20x4) P
Shield, light +2 (1d3+2, 20x2) B
Dagger +2(1d4+2, 19-20x2) P/S

Melee 2 Handed
Battleaxe +2(1d8+3, 20x3) S
Warhammer +2(1d8+3, 20x3) B
Heavy Pick +2(1d6+3, 20x4) P

Ranged
Light Crossbow +0(1d8, 19-20x2) P
Sling +0(1d4+2, 20x2) B
Thrown Dagger +0(1d4+2, 19-20x2) S/P

Traits and Feats:

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

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

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

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

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

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

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

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

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

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

Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Feats

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

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

Class Features:

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

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

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

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

Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

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

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

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

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

Skills and Languages:

With / Without Shield
Acrobatics -6, -6
Appraise 2, 1
Bluff -1, -1
Climb -4, -3
Craft (Arms and Armour) 6, 5
Diplomacy -1, -1
Disguise -1, -1
Escape Artist -6, -6
Fly -6, -6
Heal 7, 3
Intimidate -1, -1
Knowledge (Engineering) 6, 5
Knowledge (Religion) 6, 5
Perception 4, 4
Ride -6, -6
Sense Motive 3, 3
Spellcraft 6, 5
Stealth -6, -6
Survival 3, 7
Swim -4, -3
Use Magic Device 0,

Languages Dwarven, Common, Undercommon, Terran

Gear:

Armour and Shields
Scale Mail
Light Wooden Shield

Weapons
Light Wooden Shield
Light Crossbow with 20 Bolts
Sling with 10 Bullets
Battleaxe
Warhammer
Heavy Pick
Dagger

Adventuring Gear
Backpack With
Bedroll, 2 Blankets, Fishing Kit, Poncho, Mess Kit, Oil Vials (5), Hooded Lantern, Clerics Vestiments, Explorers Outfit,

Bandolier With
Candles (10), Chalk (10), Flint and Steel,
Spell Component Pouch,
Belt Pouch With
Holy Book, Iron Holy Symbol

Sack (Inside Backpack) With
Iron Pot With 7 Trail Rations, String (50’), Cooking Kit (AA), Common Lamp, Bar Soap,

Sack (Inside Backpack) With
Grappling Hook, Hammer, Iron Spikes (6), Pitons (4), 100’ Hemp Rope,

Waterskin With

20 Questions:

What is your character's name?
Grunyar (Skreebeard) Ironmane

How old is your character?
53 Years young

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
They would see a 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He is generally polite, but has an speaking impediment to his speaking due to his head injury.

Where was your character born?
5 Kings Mountains.

Where were you raised?
5 Kings Mountains.

By who?
His parents.

Who are your parents?
Morgrym and Allysia Ironmane

Are they alive?
No

What do they do for a living?
Nothing other than fertilize the ground.
Prior to that, his father was a merchant, and his mother was an engineer.

Do you have any other family or friends?
People he considers friends.
Sherriff Hemlock, Father Zantus, and a couple of the local families.

What is your character's marital status?
Single.

Kids?
None at the moment.

What is your character's alignment?
LN

What is your character's moral code?
As a follower of the church of Torag, he generally follows his code which is easy enough for him to understand.

Does your character have goals?
Yes, to try and ensure that no others suffer the same fate as him or his family.
He knows and understands that he cannot be everywhere, however, he will endeavor to make safe the areas that he is in.

Is your character religious?
Yes, a devout follower of Torag.

What are your character's personal beliefs?
He generally believes that a dead Greenskin (Orc, Goblin), is a good one. He is willing to make exceptions, but they have to prove that they are different from the rest of their kind.

He believes that communities and cities are important to all, and that they should be protected.

He has no issues with Half Orcs, as they were not directly involved in the deaths of his family.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Solid worker, and dependable, But slightly depressed.
He is intelligent, but people look down on him because of his speech impediment.

Why does your character adventure?
To try and make enough money to be able to afford the treatment to fix his speech impediment.

How does your character view his/her role as an adventurer?
He was reluctant to become an adventurer
However, with predation on travellers, he intends to be at the forefront of reclaiming areas around sandpoint.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a nasty scar running from over his right eye, across the bridge of his nose, and it fades into his beard on the left cheek. Delivered from an Orc when his family was massacred while they were moving.
This has caused him a speech impediment that he hopes will be fixed when he has the money.

How does your character get along with others?
He tends to be a bit standoffish initially, but with time and effort, he will relax.
With Orcs and Goblins, there will immediate hatred, but that can be mitigated with their actions.

Is there anything that your character hates?
Orc, and Goblins.

Is there anything that your character fears?
Spiders, and Snakes.

Concept:

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting."

Normally Relaxed and quiet
Agitated and upset in the presence of Orcs and Goblins, but will not immediately attack.

2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?

Emotion that he evokes, would be dependability, and a solid rock to hang onto.
Most peoples 1st opinion will be that he is “slow” due to his head injury

3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.

He needs security of person, and property first.
Once he is sure of that, he will try to go for a cure for his head injury, companionship, and romance.
The end of the Adventure, he hopes to have a house and a small family to try and restart his bloodline after it was wiped out, and actually be able to speak without concentrating.

4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal.

His ultimate goal is to reestablish his families name and bloodline.
If he were to die, his families name dies with him.

5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

He believes that this goal can be accomplished by first providing security to Sandpoint.
After that, he will slow down and try to establish both hearth and home, and the funds to fix his impediment.

Background:

For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned?

He came from the 5 Kings mountains.
Parents were Morgrym and Allysia Ironmane
They lived in the merchant district of the 5 Kings mountains until they decided to emigrate.
His family would have been considered middle class.
His first education, was the basic martial training all dwarves are taught. This gave him the basics of his martial abilities.
He was then further educated by the church of Torag, whom taught him his religion, and furthered his education of his martial abilities.
Once that was done, he was then sent to the forgemasters to learn the skills of the forge, and they also taught him how machines work.
The forgemasters also taught him Terran, so that he could talk to the elementals that would be helping bring up the ore.

The 3 important lessons that he learned as a kid.
1-Stand by your word, If you say it, stand by it. Or prove that it was impossible for you to do by showing them that you cannot do it.
2-If your friends are in trouble, stand by them. If you need to, give them a helping hand, but always remember, a helping hand up, is not a hand out.
3-Family is everything. If you do not have family, you have nothing. Do everything possible to help family.

7. When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.

He started to Grow up when he was in his 40’s.
This is when he was forced to find work, and start fending for himself after his family was killed near sandpoint.
He was with his family who was emigrating to Janderhoff to be with the rest of the clan, when his family was beset by both Orcs and Goblins. He was struck in the head, and woke up in the church at Sandpoint. When he recovered enough to travel to the site where his family was beset, he found that scavengers were there and nothing of value was left.
Years later, he still works at the forge in Sandpoint.

8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

Values that he holds:
His word is his bond-If he says he will do it, he will do his best to do it.
He will stand shoulder to shoulder with those he considers friends and never leave them behind.
He take most people on their own merits, this includes both Goblins and Orcs.

Oppositions:
He is strongly opposed to Lies. He will never tell an untruth, and if he is lied to, he will no longer consider that person to be trustworthy.
Abuse – He will not sit or stand by and watch abuse of an animal, or child. He will intervene.

These values, were developed in the church, along with reinforcement from his parents.
All of which, he still follows.

Lines to not cross
He will not indiscriminately kill – Deaths in the course of him defending himself are one thing. But if an opponent (Not orc or goblin) is down but not dead, he will not kill him.
He will not lie – To either himself, or his opponents.

9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.

He generally takes pains with his appearance to remain reasonably well groomed and neat, when he has the means.
His current hair style is braided down the back and his beard in 2 braids down from the corners of his chin.
His boots are square toed, hard soled, laced boots that run up to midway to his calf. They are usually dusty from the ground, but he tries to keep them neat.
The rest of the jewelry is currently wrought iron, and kept clean and neat. He does not wear earrings, but does have a few pieces of cheap jewelry.

10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

His means are Upper Poor to lower middle class due to his solid work at the blacksmith. Over the course of years, he has slowly accumulated money with the hope of trying to get his head injury fixed.
He currently rents a cheap room where he lives.

Social resources are currently the Sherriff, the Church, and a few others.

Personal resources are Strength, courage, and a stubborn will to survive.

Details
Now we're picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.

He loves the sound of the hammer on the Anvil, The smell of a open fire grilling a steak. He loves the feel of running water, and the quiet of the night.

12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about.

His opinions are more a live and let live attitude towards the society.
He is not fond of the local thieves and will confront them if they come into his house while there.

13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.

His comfort zone:
When he under stress, His biggest relaxant is taking the time to build things with his hands.
He will always be on the lookout for items that he might be able to use to build anything.
The party will always find that he is always working on something.

14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?").

Sherriff Hemlock has had the biggest impact on his life.
He was the one whom brought him back to town, and helped with the healing.
To that end, he assisted him in bringing down Chopper when he asked.
Sherriff Hemlocks pragmatic attitude shaped a lot of his attitude towards everyone now

15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Unexpected Quirks.
He has a decent singing voice, and has a lot of ballads that he knows. (Just lets it flow, and his impediment goes away)
He is good at math, from learning how trade work from his father at a young age.
He has learned to be a competent but not spectacular seamster (Tailor)

Cannot Do.
Read and write well, Though he is literate, he cannot articulate or write well due to his prior head injury.
He does know multiple languages, but it will always take time for him to put them on paper or read them.
Cook Well. He has been known to burn water at times.
Ride Well – Torag gave him 2 feet, and the only way they will leave the ground is on a wagon/cart or a boat.

Player:

These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters.

He belongs in a story where a small-town group, makes it big.
He currently interacts with Sherriff Hemlock a lot, always asking to be part of the milita.
He currently keeps getting denied due to his prior head injury.
He does interact with Ameiko due to getting an ale every now and again when he is off work.
He does interact with Ven Vinder due to his getting of some equipment when his money allows him to.
Lastly, he does bother Father Zantus to see what he can do about his prior existing head trauma.
The conflicts he has is majorly his speech impediment leaving people to dismiss him as slow, and dumb. He is intelligent, but due to his injury cannot articulate things clearly (Unless he is not consciously thinking about it and just reacts and lets it flow at which point it will be clear as a bell).
Father Zantus was able to stop his bleeding on the face and head, but was unable to do anything about the trauma that has given him a speech impediment.

17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

He plays as an average switch hitter, Primarily Melee, Some Ranged, but has divine support that he can access when needed.
I don’t foresee him as being a face. He can and will assist in some skills, but his strength will be in making of things, and working towards becoming a master smith.

18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises.

They should know that he is intelligent, even if he has difficulty putting that into words.
His general attitude, and emotion, is live and let live.
Any Orcs or Goblins in his party will be immediately met with hostility, but given time and good actions, he will no longer hold their race against them.

19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

My play style is decent immersion.
With the rules, if there is a debate going on, I will assist in finding the rules sections, and then offer my own read on the rules in question. But I will always stick with what the DM calls.
I like a detailed framework, but I can work with fairly open.
I speak occasionally speak in a Scottish Brogue (I don’t know why I always see the dwarves as Scottish)
I normally play a reserved character but I am going to try and break away from that mold.

20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life.

My character is not planning to die until he has reached old age surrounded by wife and many children.
However, if he dies during adventuring or allowing his friends to escape a situation, he dies.

Character Personality and Appearance - Doesn't need to be detailed, a few sentences will do. I would like to know character height, build, age, and distinguishing characteristics.

He is a 53 year Old Dwarf.
He is 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.

Roleplaying Sample - Links to other characters you've played or, if you don't have any or want to showcase this character, write a short scene involving them.

As I have trouble with the links, I am going to write something.

Grunyar stepped out of the hot forge and his grey eyes took in the local area around the forge.
I need to get this blade done afore the dedication
His eyes travel over to the Cathedral that the town has spent rebuilding.
He sets a hammer down on the side of the door, and does a couple of stretches.
As he continues to ponder about the upcoming dedication and what it means for Sandpoint.
After a few moments, he steps back into the forge and picks up the Hammer that is cooling after being forged. His eyes take in the slightly beveled Stylized Warhammer marked into the side of it. The striking surfaces clean and without blemish. The wooden handle clean with no areas that would give the user a splinter.
After testing the weight, he places it back to cool the rest of the way and picks up the forge hammer again.
Should be cooled off by the time I am ready to pack the cart for the market.
He then goes back to work hammering out a longsword, which he then quenches and affixes the handle.
Lets see, I will need a couple of Swords, a Battleaxe or two, A Couple of suits of Armour. That should be good for tomorrow

After loading the cart, he then locks the cart into the forge area, Grabs the cooled off Warhammer, then starts the trek to his house.
Glad I was finally able to afford the metal for this hammer

On the the way home, he stops off at the Rusty Dragon.
Aaaaaaallllleee pppllleeeeaase
The words finally come rumbling up out of his chest, drawing snickers from some of the patrons. He then orders a soup, and finds a spot to eat as he looks around the inn.
He quietly eats, and then makes his way to his home near the wall, where he checks his gear out before going to bed.

In the morning of the dedication, he rises, slips his scale mail on, and puts the Warhammer into a holder on his waist.
I wont need these today, but if we are selling weapons, he wants me in armour.
He then returns to the forge, and helps hook up the cart, so that they can move it to the Festival grounds.

Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people.

1. What time zone are you in?
Mountain Standard Time. = Universal (Greenwich) Standard (Mean) Time – 7 hours.

2. How long have you been playing TTRPGs?
Basic D&D (Most should be able to relate and it gives a year without saying much.)

3. What's your favorite part about playing TTRPGs?
The ability to Kibitz with friends, while picturing myself in that situation

4. What do you expect from this game?
The ability to let my mind wander from this reality, into something else to give myself breaks.

5. What do you expect out of your fellow players?
For them to work with me, and vice versa to create an engaging story for the GM as well as us.

6. What do you expect out of me?
If needed little nudges to help us if we are stuck. I don’t expect the answers, but sometimes I do need help in figuring out the way to go.
Ensuring that the party Remains Civil to each other. Yes, it does happen that there are heated debates on the forums, but I would prefer that they remain Civil.

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?

I have no Redlines. 20 years in the infantry, I have seen things that were brutal.

Mokshai


Leokian's backstory is finished and in his profile now.

Liberty's Edge

Dot


Probably not required but tomorrow I will do the 20 questions thing and do a little writing for Ano's character as a RP example in her sheet


The questions aren't required. I mainly included them as an aid if needed. I certainly wasn't expecting so many to fill them out. I will be reading them, however. :)


I'll see if I can find the time to put together a character for this.


Sensen wrote:
I'll see if I can find the time to put together a character for this.

Shouldn't be a problem. The deadline is two weeks away still.


There, that should take care of Yandrala's crunch.

Grand Lodge

I am gonna work on my investigator, hopefully theyll be done in time


Hello GM Salsa. I would like to throw Lariel Harp's hat in. He's a ranger archer who would serve as an outdoorsman and dungeon delver.

There's an extra spoiler in the end that I suggest you read first, as it might affect how/if you consider my submission.

Character sheet:

Lariel Harp
Male half-elf ranger (divine marksman) 1
NG Medium humanoid
Init +6; Senses Perception +7 (Low-light vision)
Fav class Ranger + Rogue
Fav class bonus +1 skill point
Hero points 3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 Armor, +4 Dex)
hp 10 (10 (lvl 1 ranger))
Fort +2, Ref +6, Will +1 (Add 1 trait bonus vs arcane spells) (Immune to magic sleep) (Add 2 racial bonus vs enchantment spells and effects)
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+2)
Ranged longbow +5 (1d8) (Mind Bullseye shot feat)
Fav enemy: humanoid (giant)
Mind Giant slayer trait
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 10, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Skill Focus (Disable Device), Precise shot, Bullseye shot
Traits Reactionary, Failed apprentice, Giant slayer
Armor check penalty: -1
Skills Climb +5, Disable Device +7, Heal +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +7, Stealth +7, Survival +5
Background skills Knowledge (geography) +5, Profession (guide) +5
Languages Common, Elven, Giant
Longbow, Arrows (20) x2, Studded leather, Backpack, Bedroll, Chalk x 10, Crowbar, Flint and steel, Grappling hook, Piton x2, Belt pouch, Trail rations x5, Hemp rope, Sewing needle, Soap, Waterskin, Acid (flask) x2
Leftover money
gp: 37
sp: 6

Quick backstory:

Lariel was born from an elven mother and half-orc father who lived near the city of Whistledown near the Sanos forest. He had heard the story of how his parents met, his father was a simple woodsworker who was about to fell a tree on top of which his mother was eating an apple. He lived happily for the first 30 years of his life. At that time, his father, who was already very old, tried but was unsuccessful to help stay a raid by giants into the town. He watched his father die as well as half his village.

Along with some of his friends, Lariel was sent to Whistledown to study to defend against giants. His mother insisted he should train in arcane magic, but Lariel had no interest in that. He was obviously bullied by the other students, but he felt more at ease exercising and fiddling with contraptions. He also became thoroughly contaminated by the upbeat nature of the gnomes in the city. Although he learned much about fighting and tracking giants, he spent most of his time trying to make friends. However, he was more often the receiving end of pranks than actually making friends.

One day he decided that Whistledown was not the place for him, and he would go away, trying to find a place where he's more appreciated. Maybe even make a friend. Which is when he heard that the area around the Lost Coast started to have some giants sightings.

Lariel at a glance:

Lariel is desperate to make a friend, at fact he learned he isn't supposed to broadcast. However, he is also worried that he might relive the day where he saw his father die. His upbeat nature and attempts at jokes quickly turn into seriousness when he feels there is danger nearby. He jumps to action with few words, trying to assess everyone's safety before his own. When the situation becomes safe, he slowly returns to his socially awkward self. Unfortunately, he is not as witty as he thinks he is.

This half-elf wears, much to his dismay, simple clothes. He understands that it is necessary to hide when necessary. Underneath, however, he wears colorful clothes, especially an orange scarf that his mother used to wear. He wears his hair at shoulder length, and tries to carefully put it up in an unruly manner. It is an attempt to resemble gnomish hair, but it ends up not being fun, just unruly.

20 questions:

1. What emotion best describes your character? Cheerful.
2. What emotion does your character evoke in others? Awkwardness (friendly)/Unthreatening (enemies)
3. What does your character need most? To create meaning bonds.
4. What is your character's goal in life? To know he made the world a safer place for simple people.
5. How does your character believe this goal can be accomplished? If he is in the right place, at the right time, with the right friends, his arrow will stop any threat to the world.
6. Where did your character come from? A simple town near the Sanos forest. There he learned the value of relationships and a quiet life.
7. When did you grow up? Lariel took his life in his own hands when he couldn't take abuse from pranks and bullies in Whistledown.
8. What values does your character hold? Sacred: Friendship, family and keeping the peace. Opposed: Pointless violence, pranks, excess (too much money or power)
9. How does your character dress? He dresses simple to be able to blend with the environment easily when needed, but has colorful clothes underneath. He has worn good quality round-tipped boots, as well as pants and a shirt. He uses a jacket as well. His hair is at shoulder length and attempted to be tied up in a fun way, but it fails. He wears a belt with a sturdy buckle and a pouch hanging from it. A longsword rests on his hip on the opposite side of his quivers. On his back he carries a simple longbow and a backpack that has been drawn and written all over. However, the drawing is bad and the writing unreadable.
10. What are your character's means? Lariel relies on his survival skills to live from the land. When he's in a town, he stays in a moderate tavern. He earns some money occasionally working as a guide to the woods or as a caravan guard. Secretely, he prefers to stay in town, but believes he needs to keep himself on his toes, which is why he sleeps outside without any protection often.
11. What are your character's personal tastes? Likes: Sweets (especially pudding), trying to identify birds by their chirping, the smell of fresh dung. Dislikes: Too much light, getting interrupted while hunting, the smell of old dung.
12. What are your character's opinions? He thinks arcane scholars are pompous b**tholes. He thinks all simple folk are good hearted. He suspects people who only want to travel and don't want to settle down are lying to themselves.
13. What is your character's comfort zone? He relaxes completely whenever he can see people he trusts sharing a meal. There's something about eating that makes Lariel feel safe.
14. Who has had the biggest impact on your character's life? His father was a simple yet proud man. He also envies how gnomes live their lives, although he ignores the part where they keep pranking everyone around them.
15. What are some of your character's unexpected quirks? Unexpected: Despite being young and corageous, Lariel has no interest in any romantic relationships. Also, despite being athletic, he eats a lot. Additionally, he doesn't like working as a guide or guard, despite doing his best at it. Can't do: Apparently he can't comb his hair. He has absolutely no sense of rhythm (musically). Also, he can't cook.
16. What kind of story does your character belong in? He tries to interact with anyone who'll engage, however he is not adept at being charming. He also misses home and his mother, but believes greater things are coming his way. He believes he can make an impact in the world and is hoping for some praise.
17. What role does your character fill? In combat, he is a ranged DPR. Out of combat he is an outdoorsman and dungeon delver, that is, a scout with Disable Device and Perception. He is semi-inspired in Ekundayo from the Pathfinder: Kingmaker videogame but without the brooding energy. I fully intend to dig Rogue (probably level 3) for trapfinding and Disable Device class skill bonus. It's one of those skills that you either have a huge bonus or you might as well not have it at all. I also like the idea of a Ranger without spells, relying exclusively on his combat skills, wit and gut.
18. What should the other players know about your character? He will probably find himself feeling very close and protective of the group, as friendships due to circumstance arise. He will continuously try to make people laugh with awkward jokes, but his heart is in the right place.
19. What is your play style? I like immersive and colorful environments and interactions. During combat, I prefer quick and to-the-point descriptions, unless there is a very photogenic scene happening. Then I like the fluff.
20. How do you want your character to die? Assuming he finishes the story, he will be a powerful entity in the region. His life will be to improve the security and stability of the region. He will probably die of an infection because he tried to go into the woods and was too old and stubborn to take care of himself.

RP sample:

Lariel thinks These people aren't going to decide soon, are they? while looking at Marcel, the Magnimar merchant's 20 years old son who fancies himself an adventurer. The half-elf had found it odd that the boy wanted to go treasure hunting in a small grove, but the pay was good and he needed new boots. Marcel had brought his so-called "squire", who was only his vallet. They needed to decide whether to return home or continue looking for treasure. Of course they wouldn't find any. Funnily enough, Marcel's merchant mother had heeded Lariel's advice that no real treasure was to be found there, so she gave him something to hide to be "found".

Lariel tried to be funny and said "Sir, I need to scout ahead, I believe there might be a dangerous boar. It might make a super supper, huh?" This was, of course, a lie, as there are no known violent animals in this grove. The boy didn't challenge his guide, feeling good that there was potential danger. His squire was clearly not convinced, but didn't say anything. Lariel went on and hid the small chest that his client had given him. After doing so, he says "It ran off, probably scared with our numbers. Come, let's continue."

He made sure the boy had direct view of the treasure. It took a while, but with some incentive, Marcel was able to find the chest. As he dug it out and tried to pry it open, Lariel thought to himself Another day's work...

Questionaire:

1. What time zone are you in? CET -> aka GMT +1

2. How long have you been playing TTRPGs? I first started playing in 2001, a DnD3 campaign in FR. I have had a few hiatuses since.

3. What's your favorite part about playing TTRPGs? The fantasy. I love living a life freely in a world where magic and elementals are real.

4. What do you expect from this game? To gather lots of fun memories and interactions. Also, I mean to kick Karzoug's butt (please read the Xtra section below).

5. What do you expect out of your fellow players? Respectful and fun interactions. Also cast haste on me.

6. What do you expect out of me? I don't know much about PbP, but I expect that you'll be fair and just. Also, punish us for bad choices, especially given the use of the Hero Points mechanics.

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game? I have a baby daughter that melts my heart. If I make it in the game, please don't murder babies in it.

Xtra:

I have already run this AP for a group of friends many many years ago. It went up to the end of the second book on top of that tower. That session ended so anticlimatically that the campaign fizzled in favor of another fresh one that my friend wanted to run.

I have very vague memories of things that happen in the AP especially after the second book. But I do know who the BBEG is and I do have some memories of the broad strokes of "what's really happening". However, I state here that I am fully capable of separating player and character knowledge.


20 Questions and RP Example are done!


I was just reminded that EitR renders one of the Unchained Rogue's first level abilities redundant. To replace this, I'm ruling that Unchained rogues replace the Weapon Finesse bonus feat at first level with one of the following.

-Acrobatic
-Alertness
-Athletic
-Deceitful
-Deft Hands
-Persuasive
-Stealthy
or
-1 combat feat that they meet the prerequisites for.


DM-Salsa wrote:

I was just reminded that EitR renders one of the Unchained Rogue's first level abilities redundant. To replace this, I'm ruling that Unchained rogues replace the Weapon Finesse bonus feat at first level with one of the following.

-Acrobatic
-Alertness
-Athletic
-Deceitful
-Deft Hands
-Persuasive
-Stealthy
or
-1 combat feat that they meet the prerequisites for.

Doesn't EitR already replace it with Deft Maneuvers (the bundled Improved Trip/Feint/Disarm/Dirty Trick/Steal feat)?


EitR grants Weapon Finesse to all characters that meet the prerequisites, like with Power Attack or Deadly Aim. It also doesn't replace those feats listed.


What would that imply for any bloodrager bloodlines, or any similar class, that give off bonus feats that include any changed/removed by EitR? I'm assuming just ignore that bonus feat? (For example Arcane Bloodline has Power Attack as an option for a bonus feat)

EDIT: Should’ve clarified a bit further, one idea to help with the build that was suggested is to get the feat Fencing Grace (I think that’s what it’s called) that allows me to deal damage with Dex modifier for using a rapier. The prerequisites are Dex 13, Weapon Finesse and Weapon Focus (rapier), but with EitR would that change the prerequisites to Dex 13 and Weapon Focus (finesse weapons), due to light weapons and weapons with finesse quality all groups together to form the finesse group? Just making sure I get a good idea how this feat path works with EitR.


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Good point. I'm going to go with the easy option and just say that if EitR already gives you a feat that you get as a bonus feat, you can replace that feat with a combat feat. If it replaces a feat you get as a bonus feat, you get the replacement feat.


Ah, I found it. I was going off their PDF (which has been updated since that blog post).

EitR v2.1 (June 2018) wrote:

Rogue (Unchained)

The rogue’s Finesse Training class feature has been adjusted to account for equipment rule changes - specifically in regard to finesse and agile weapons. Additionally, the Combat Swipe rogue talent is no longer available. Finesse Training

At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.

Not a huge deal since your suggested change already kinda encompasses that, though worth mentioning because it ALSO adjusts the DEX -> Damage part to be in line with the changes to weapon focus/specialization/etc.


Working on getting all the questions finished up now, they should be completed sometime this weekend.


Dotting for interest. I had a few ideas that have been kicking around and was waiting to narrow things down before posting, but I see the list expanding and I'd prefer not to overlap overly much with other submissions, so my current thought is an elven or half-elven Slayer (spawn slayer) with Giant Hunter campaign trait. Might add in deliverer of Calistria if I decide I want to go the whip route.


Alright, character sheet updated. That's a lot of diplomacy. Will have to stay with Rogue for 3 levels instead of the planned immediate 2-level dip into Vivisectionist-Mindchemist then, so I can nab the DEX to damage to not be utterly useless in Melee.


The good thing about going with a strength-based combatant with a race that has -2 to strength is that you do not have much competition for similar ideas!

Liberty's Edge

Working on a bloodrager intent on going dragon disciple using this profile. Should have it up by Sunday evening.


I highly doubt that Ano will do any kind of multiclassing, I'm pretty sure my intent is for her to go full arcane urban bloodrager, pure Dexterity attacker.


Just wanted to double-check in with the GM - I was hoping to take Varisian rather than Draconic as my character's high Int modifier bonus language, and even though your earlier post had indicated this would be acceptable, I still wanted to check in with you.

Also, I wanted to inform you that I have in fact run through part of this AP before. The party got to That One Encounter at the end of Book 2 before suffering a TPK, so I just thought I might mention it. I've also done a bit of research on my own into stone giant culture, so I know a decent bit about Book 4 (in case you didn't already know that from my profile name).


Varisian as a bonus language for high INT is fine.

Also, prior experience with Rise of the Runelords is not a dealbreaker. I just ask that you do your best to separate character and player knowledge.


Dotting for interest as this sounds great. Throwing a few ideas around for the moment and will work something up. Going to be some stiff competition here, I don't envy having to make a decision, GM!


I once used Kemras for another instance of this AP, so I've revamped him. However, he still needs equipment, and I need to do some answering for your various questions.

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

You know what? I think I'll throw my hat in the ring for this one after all!

Gonna double check what's allowed but the basics is a Wizard from Riddleport angling for the Cyphermage prestige class in the future.


Updated the sheet to account for circumstantial bonuses, and exchanged Dodge out for Deft Maneuvers to take advantage of the Bluff bonus I have from Kitsune Trickster.

Would bites count as finesse weapons? I marked both attack modifiers just in case, but I figure I should ask for clarification.


Kemras is finished! A half-elf Varisian who's an archeologist and historian. Currently an Investigator with the Antiquarian archetype, he's possibly going into Bard (archeologist) for later. I did take the story feat Truth-Seeker, if that's alright with you, GM.


Sensen wrote:
Kemras is finished! A half-elf Varisian who's an archeologist and historian. Currently an Investigator with the Antiquarian archetype, he's possibly going into Bard (archeologist) for later. I did take the story feat Truth-Seeker, if that's alright with you, GM.

The feat is fine with me as long as you meet the prerequisites. Could you note the ruin that you visited to qualify?

@Slowdrifter: I got your PM. I did check and what you want to do is fine.


Would the Magnimarian ruins - the bridge, in particular - qualify? I can make that more explicit, but otherwise I can have him stumble across some other Thassilonian ruins on one of his journeys.


The Irespan, at the time of Rise of the Runelords, is off limits due to vicious monsters coming up and attacking a few times in the past, so that would be a bit tricky to use. I don't know if the other ruins would qualify given the abandoned or forgotten part in the prerequisite.

There will be a chance to qualify for the feat in the first book of the AP if you'd rather wait. If not, I'll see what I can come up with as far as options go.


DM-Salsa wrote:

The Irespan, at the time of Rise of the Runelords, is off limits due to vicious monsters coming up and attacking a few times in the past, so that would be a bit tricky to use. I don't know if the other ruins would qualify given the abandoned or forgotten part in the prerequisite.

There will be a chance to qualify for the feat in the first book of the AP if you'd rather wait. If not, I'll see what I can come up with as far as options go.

Isn't it possible though that Kemras and some other really resourceful sage/historians were able to delve into the shallower waters where uninhabitable, less dangerous, less patrolled segments of the former Irespan stood in times past? Visually, it seems very possible.

Magnimar1
Irespan1


Archpaladin Zousha wrote:

You know what? I think I'll throw my hat in the ring for this one after all!

Gonna double check what's allowed but the basics is a Wizard from Riddleport angling for the Cyphermage prestige class in the future.

I heart this! Ceven is shaping up to be a wizard from Sandpoint/Magnimar angling to enter the Runeguards.

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