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Organized Play Member. 224 posts (7,844 including aliases). No reviews. No lists. No wishlists. 21 Organized Play characters. 1 alias.


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The woman ignores Rooke and pours the liquid into Tsuto's mouth.

GM screen:

1d8 + 1 ⇒ (2) + 1 = 3

Tsuto opens his eyes slowly and she seems to calm down. Realizing that she is probably doing something she shouldn't, she tells the group "I have known him since he got here. You should leave now. Go away!"


Great! I'll wait for a decision then.


I didn't have any. Although now, I wonder. How is the game's pace? I checked the gameplay and there hasn't been many updates for a week, so I'm wondering if that is the case altogether.


Hi, GM Sphen. I'm interested. I have been playing in these forums for a few years now and don't intend to stop. I haven't dropped out of any of my games. There have been times that I spent 2~3 days without posting without notice, but it hasn't happened more than 3 times over the few last years.

About myself:

I am currently running two tables of Rise of the Runelords and I understand if you would consider this a deal breaker. I am capable of keeping player and character knowledge separate, but I can understand if you are interested in relaying the story to someone who doesn't know any of it.

I like to think of myself as a team player, and I get more involved with the game as my character develops and becomes more like a person. This is why I go for the long haul, as the game is more enjoyable to me when I grow attached to my character.

Occasionally I have a week or two when I'm overwhelmed at work, or have an argument with my wife or something, then my posting can be a little uninspired, but it passes.

Hope this gives a rough idea of what kind of player I am.

About the character I am thinking of:

While I don't intend to flesh out a full character sheet unless I get selected, I have a rather good idea of what character I would make if selected. For this AP, I want to play a half-orc follower of Iomedae. Being born in an Varisian orc tribe, he was shunned for his human ancestry, being considered too weak. Although the wiser orcs could see the potential in him, he refused his rite of passage, which included the cruel murdering of a prisoner, and fled.

After answering the call to Iomedae, he wondered for a while trying to find himself, when he heard of the goblin problem in Sandpoint and decided to travel there. He arrives shortly after the town heroes come back from Thistletop, having guaranteed the town's safety for now.

His short-term goal is to find his path in the name of his goddess, and his long-term goal is to find a people to call his own. He has a desire to be recognized by his feats, compassion and resolve.


I'd be in for some Hell's Rebels, submitting a Tiefling Wizard, probably an illusionist, enchanter or necromancer (CG). I like the AP's premise. (also, I'm already in a HV game)


Ok, I have a concept, but I won't build a full sheet unless I'm selected. It's a dwarf paladin (LG champion) of Iomedae called Orgun Stoneheart.

Background:

Born in the five kingdoms, Orgun Stoneheart had everything to be his family's pride. He received proper training as a mason and as a warrior with Torag's blessing. Over time, however, it became clear that fighting was his calling. More than that, he showed he was a great leader, protecting the weaker in his class, and never backing down from a fight he knew he could win.

It didn't take too long for Orgun's family to start questioning how proud they were of him. Orgun was dedicated, but maybe a little too much. He missed Torag's worship hours to continue training to exhaustion. Even a cleric was called to see if there was an entity possessing him.

This went on for a while, until Orgun started to have some strange dreams about a village. It was in danger, and only through fierce battle would it be saved. It was above ground, under the stars, so it made Orgun think these visions weren't from Torag. A dear friend of him, a cleric, told him that the confrontation and the piety in his dreams are that of Iomedae.

After studying Iomedae, Orgun made sense of his dreams and understood he was being called to bring Iomedae's strength to this town, wherever it was. Orgun bought himself a backpack and set off to find this town. He travelled and studied the church of Iomedae for a while. He realized that he got closer to where he needed to be whenever he felt his goddess closer to him. His power increased as he came closer to wherever he needed to go.

Reaching the town of Otari made him feel at home and at ease, for once. He settled down, feeling it was the right place. He began to recognize parts of his dreams in the small town and wondered why he was supposed to be there. As he waited for a sign from Iomedae, Orgun grew a friendship with Keeleno Lathenar, owner of the market in town. They exchanged stories over a few mugs of ale and a few of the suspicions and mannerisms rubbed on the dwarf. The full moon has become a somewhat ominous time...

Character concept:

Orgun is a LG champion of Iomedae (paladin) with the Market Runner background, the Deity's Domain feat at first level (with the Weapon Surge Focus spell), Divine Grace feat at level 2, the call on Ancient Blood ancestry feat and a very "stand your ground" code of conduct. I'll discuss skills and skill feat with the party if I get selected, but Diplomacy is certainly a focus.

He will be mostly a front liner, sword and board, "we don't give up unless we must" sort of attitude.


Have a great game!


Have a great game!


Signy Birkirsdottir wrote:
I avoid those because the 'dance for me' aspect of them seems really weird and forced.

At the risk of, against my better judgement, cluttering this thread, I have to quote this. You said it better than how I would ever be able to.


1 person marked this as a favorite.

1 People
2 African or European swallow?
3 The one ring!


I submit for your consideration a halfling (9RP) Oracle that is hanging out in Port Peril, seeking his destiny. He is a peglegged (lame Oracle curse) halfling with a lovely personality. He fits a healer with some aggressive (necromancy) spells as well, and he is a decent shot too.

Background:

"Oy! You! Don't you go sleeping on me there. You asked to hear me story, now you be stayin' awake through it." Robert Nook said to the serving wench at the Formidably Maid. It was still early, which is not to say the tavern was empty, but not at its peak hour. A few ships were due for later, so it would be crawling with patrons. Robert had an early start. The wench had found the halfling charming enough to ask about his wounded leg.

He continued "As I was sayin', I never really walked straight with this leg, but it's me destiny, see? I've been marked by the lady Besmara, here, in the leg. I dunno why but my destiny is on a boat, with a bottle in one hand and a helm in the other. Now, I don't really recall my mum and dad. I was raised by them sea dogs and fleas. <hic> Tell you the truth, I'm still looking for me destiny. Don't suppose it's in there under that skirt, do ya?" Robert was drunk enough to lose focus on his story. The wench rolled her eyes and went behind the bar fetch the butter the other table was barking for.

Robert stared the table before ordering a refill and demanded "Sit down, you! I'm not done with ya. Now, I've been jumpin' from boat to boat, working in the crew, but ya see, this leg makes it hard to run around on the boat." He adjusted it as if it hurt. "Now, it is stiff as a galleon's mast and I can't use it to kick anyone. I think it's Besmara's joke on me, HAHAHAHAHAHA <hic>. Now, other halflings like to be sneaky and go about stealin' things, but not me! I steal honorably, lookin' people in their face! It's just me lovely personality, hahaha!"

Suddenly, his tone is serious. He says "Ya think the next boat I'm on will be me destiny? Should be here in Port Peril, don't ya think?" The now bored serving wench shrugs at Robert and goes do something else. Robert mumbles "Baah, what do you know about destiny. Nuthin' in here is right." Ignoring the wench, he takes a scroll he managed to poach. He isn't much of a scholar, but he does search for something in the past that could tell him about his destiny. He studies it profusely and keeps ordering refills. He doesn't pay attention about what was being brought to him and maybe it was too much to drink, or maybe it was his destiny after all. He passed out and his head booped the table.

Crunchies:

STR 8, DEX 18, CON 14, INT 10, WIS 10, [b]CHA 18

Male Halfling
Small Size
N Oracle (Waves mystery) 1
BaB +0
Init +4; Senses: Perception +7, Sense Motive +0; Low-light vision
CMB -1 (0BaB -1 size)
CMD 13 (0BaB +4dexterity -1 size)
Favored Class Oracle (+1 hit points)

Defense
AC 17, touch 14 flat-footed 14 (+3 Armor +3 Dex +1 size)
HP 11 (8 + 2 (1*2Con) +1 (Fav.Class))
Fort +3 (+0 base +2 Con +1 racial)
Ref +5 (+0 base +4 Dex +1 racial)
Will +2 (+2 base +1 racial) (add 2 vs fear)

Offense
Speed 15 ft
Melee Dagger +5 (1d3-1/19-20x2)
Ranged light crossbow +5 (1d6/19-20x2), Range 80ft (add +1/+1 when within 30 feet)
Space 5 ft, Reach 5 ft

Mystery: Waves
Revelation - Water sight

Curse: Lame

Divine magic
CL 1
Concentration (Oracle level + Cha): +5

DC: 13+spell level

Spell level: Known (slots)
Cantrips: 4
1: 2+1 (4)

Spells known
Cantrips: Detect Magic, Guidance, Light, Purify Food and Drink
1: Cause Fear, Obscuring Mist + Cure Light Wounds

Traits:
Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession
(sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Lvl 1 - Point Blank Shot

Skills - (4 class = 4 ranks/level):
ACP -1
Acrobatics +9 (1 Ranks +4 Dex +3 CS +2 racial -1 ACP)
Climb +1 (+2 racial -1 ACP)
Diplomacy +8 (1 Ranks +4 Cha +3 CS)
Perception +7 (1 Ranks +3 CS +2 racial +1 trait)
Stealth +8 (+4 Dex +4 size)
Swim +3 (1 Rank -1 Str +3 CS)

Background skills:
Knowledge (history) +4 (+1 Ranks +3 CS)
Profession (sailor) +5 (+1 Ranks +3 CS +1 trait) (reroll 1/week)

Languages: Common, Halfling

Equipment
180gp - Will buy if selected


Just a clarification: Morof is not planning on multiclassing. But the half-elf gets 2 fav classes, so I picked the second as rogue because in the case of an emergency, he could fill that gap, but that is not the current plan.

@GM: I like to think that Morof's best friend is Poppy, his mare. For some reason, his friends are usually older people, he like to hang out with people drinking tea and hearing stories. Back in his home village he made friends with some farmers. When he settled down for studying, he kept on bringing medicinal herbs to some elderly folks to ease their joint pains. So, I guess this means they were friends. Morof was always a welcome sight to them. But by being old, they are very static, not accompanying him wherever he goes.


I submit Morof Tarci, an illusionist in search of his father. His trait gives him a horse to start the game, but I wrote it as a mare, hope it's ok.

Background:

Morof Tarci doesn’t know exactly where he was born. His mother Lucia tells him she doesn’t remember. She was never open to him about his father either, however much Morof would ask her. All he managed to get out of her is that his name was Faxilonius. The people in the farmlands south of Brevoy where they lived kept calling him fey-born, and it was clear why. A human mother having a half-elf baby could only mean his father was an elf, but the bolder and mean folks believed his father was a fawn who had enthralled his mother Lucia. She has never been a comely woman. She was more dreamy than quick on her feet. However, no one denied the deliciousness of her tea and the effectiveness of her medicinal herbs.

Morof learned as much as he could from his mother, but he was ever curious about his father. He was not strong nor fast, but he did like to read, so he tried learning as much as he could about the wilds and he kept watching the woods looking for fey, but he never saw one. From how much he was studying nature, people thought he was about to become a druid. Eventually people started asking him for help with their crops, animals and medicine. He helped as much as he could, but his advice was not always helpful.

One particular girl, Mathilda, kept bullying him. She was stronger than he and kept saying he would never own his own farm. She teased him that he would be good for a wizard, knowing that the people in the farmlands never had the resources to enrol in a proper wizarding school. Her father also said that his fairy father probably disguised himself with illusion magic to trick his mother into fornicating. Clearly, Morof didn’t know those words, at least not yet, but he was a little naive and started to believe them.

Lucia always had a soft spot for Morof, so she actually encouraged him to try to be a wizard, not having the heart to tell him that it would probably never work out like that. He left the small village with his trusted mare Poppy and ventured north, hoping to find an academy. When he eventually did find an academy, they laughed at his face when he said he didn’t have the 50 gold pieces necessary for the first month of classes.

He tried finding work nearby, but was too weak to do any man’s work. He never gave up. One day he was picking some medicinal herbs for an old lady in exchange for the right to sleep under her roof and a plate of soup, when he was approached by an old man with a smile. Morof saw in him a wicked intent, but he clearly a very wise and knowledgeable man. He never told Morof his name, but started tutoring him in magic. Not druidic or mysterious like the sorcerers, but actual hard studied, theoretical and practical arcane magic. Morof was enthralled by the teachings. He studied restlessly and his first questions were naturally about illusion magic.

Two years later, Morof lived in a small hut with the old man and was mastering a few simple spells after having mastered most cantrips. Then the old man told him something odd. He said ”You have a long path ahead of you. I hope you have learned that your eyes are not to be trusted.” Morof heard him, but dismissed his comments as mysterious comments were not sporadic with him. He left the house to treat himself with an orange, but as he turned back to bring one to his teacher, he was no longer there. In fact, the entire hut was no longer there, and a rare purple flower bloomed in its place, as if it had always been there. Poppy, on the other hand, acted naturally, not noticing anything wrong.

Morof became paranoid. He picked the flower and became determined that the mysterious old man was his father. He wanted to go south and randomly walk into every woods that he found, in search of his father. But he thought better and heard rumors that an excursion south would begin. He promptly put his name for it. One day he will find his father.

Short-term goal:

Morof knows that finding fey is not something that he should rush into. Instead, he has a goal of finding people he can trust and a foothold where he can study the customs and home of the fey. He also wishes to live close to his mother (I know this is not where the AP takes us, so this is something with which he will be disappointed, unless he moves his mother).

Long-term goal:

Morof is passionate of illusion magic. He wishes to learn more about it and, ideally, learn something from the fey he wishes to find. He also wishes to find out who his father is, if he is an elf, which would make more sense, or if he is a fey as the people in his village teased him about. If so, was he the mysterious old man that taught him magic?

Why would he found his kingdom?:

He has a mushy heart, so given the opportunity he would want to make his subjects safe. He would want to make sure anyone has free education if they so desire, and no one would be turned away from any school or academy. He is a little clueless in the political sense, so he would be more focused on the managing.

Numbers crunch:

STR 8, DEX 14, CON 12, INT 19, WIS 12, CHA 10
Male
Medium Size
NG Half-elf Wizard (Illusionist) 1
BaB +0
Init +2; Senses: Perception +11, Sense Motive +1; Low-light vision
CMB -1 (0BaB -1 Str)
CMD 11 (0BaB +1 Dex -1 Str)
Favored Class Wizard + Rogue (+1 skill point)

Defense
AC 12, touch 10 flat-footed 12 (+2 Dex) (add 4 with mage armor)
HP 7 (6 + 1 (1*1Con))
Fort +1 (+0 base +1 Con)
Ref +2 (+0 base +2 Dex)
Will +3 (+2 base +2 Wis) (Immune to magic sleep and +2 vs enchantment)

Offense
Speed 30 ft
Melee Staff -1 1d4-1
Ranged light crossbow +2 (1d8/19-20x2), Range 80ft
Blinding ray +2 (touch) 7/day
Space 5 ft, Reach 5 ft

Arcane magic
CL 1
Concentration (Wizard level + Int): +5

Specialization:
+ Illusion
- Enchantment; Necromancy

DC: 14+spell level
DC for Illusion spells: 15+spell level

Arcane bond: Staff

Spell level (slots): Prepared
Cantrips (3): Dancing lights, Detect Magic, Prestidigitation
1 (2 + spec): Grease, Silent Image + Color Spray

Spellbook
1: Burning Hands, Color Spray, Grease, Silent Image, Mage Armor, Obscuring Mist, Ventriloquism

Traits:
Pioneer: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Half-elf - Skill Focus (Perception)
Lvl 1 - Spell Focus (Illusion)
Wizard level 1 - Scribe Scroll

Skills - (2 class +4 Int +1 Fav. class = 7 ranks/level):
ACP 0
Knowledge arcana +8 (1 Rank +4 Int +3 CS)
Knowledge local +8 (1 Rank +4 Int +3 CS)
Knowledge nature +9 (1 Rank +4 Int +3 CS +1 trait)
Knowledge planes +8 (1 Rank +4 Int +3 CS)
Knowledge religion +8 (1 Rank +4 Int +3 CS)
Perception +11 (1 Rank +1 Wis +3 CS +2 racial +1 trait +3 feat)
Spellcraft +8 (1 Rank +4 Int +3 CS)

Background skills:
Knowledge nobility +8 (1 Rank +4 Int +3 CS)
Profession herbalist +5 (1 Ranks +1 Wis +3 CS)

Languages: Common, Elven, Gnomish, Sylvan, Draconic, Giant

Equipment
Horse (trait)
Will buy if selected - 120gp


Ok, I have always wanted to play this AP and wizard is my class. I have the concept semi-created, but will flesh it out soon.


So, uhm. Do we have a winner?


Hello GM Ventiine.

Your opening post actually got me interested in the story. I have already passed on it in the past. I am thinking of a character and was happy to read that you do consider going on past the 3rd book.

I am thinking of a dwarven druid who means to own a tavern in Talmandor's Bounty. He is leaving the main land because he is tired of being teased by his family about his druidism so he took the childish approach of just leaving.

I have a question. How do you feel about an animal companion? They are considered as very strong since they heavily impact action economy and since you mentioned that you're not touching the encounters' CR for a 5-man party... I have no problem sticking to the domain choice for nature's bond.

Anyway, for party role, he'd be somewhat of a healer and knows how to survive in the wilderness. He also likes to get people drunk. He will have good Perception, Knowledge nature and geography as well.


Enjoy the seas!


Have a great game!


I am submitting Marius, a tiefling diviner with a cat familiar named Finder. I'll buy equipment if I'm chosen for this endeavour. :-)

Short background:

In northern Garund, Marius was born into a loving family of a tiefling, his mother Zunia, and a human, his father Carl. His mother loved astrology and he took to studying it with great focus. He learned all he could the Saoc tradition and took it further, studying magic.

Still, he always enjoyed night time and stargazing. He always said that there are secrets with the stars. This gave him a desire to travel. He traveled for a long time going as far as Varisia, then the river kingdoms and eventually found himself in Otari. There he quickly became close friends with Wrin Sivinxi. They shared not only their ancestry but their love for the stars.

He decided to stay there and help her with anything she needed, and has found a happy place to be.

Character sheet summary:

NG Human (tiefling) Wizard
Str 10; Dex 12; Con 14; Int 18; Wis 14; Cha 10
Background: Starwatcher
HP 16
Perception [t] +5

Defense
AC 14
Saves
Fort [t] +5
Rex [t] +4
Wis [e] +7

Arcane magic
Spell attacks [t] +7
Spell DCs [t] 17

Arcane bond: Familiar

Arcane school: Divination

Focus spells:
Diviner's sight

Level (slots) - Prepared + Divination bonus
Cantrip (5+1) - Dancing Lights, Daze, Mage Hand, Prestidigitation, Produce Flame + Detect Magic
1 (2+1) - Animate Rope, Grease + Share Lore

Spellbook's name: Starguide
Level - Spells
Cantrip - Dancing lights, Daze, Detect Magic, Electric arc, Ghost Sound, Mage Hand, Message, Prestidigitation, Produce Flame, Read aura
1 - Agitate, Animate Rope, Befuddle, Grease, Share Lore, Shattering Gem

Arcane thesis (Improved Familiar)
Thesis name: On the link between master and familiar: a study about empathy and communication
Familiar: A cat named Finder

Feats
Ancestry
Level 1 - Saoc Astrology

Skill
Background - Dubious Knowledge

Skills
Arcana [t] +7
Crafting [t] +7
Nature [t] +7
Occultism [t] +7
Religion [t] +7
Lore:
Astrology [t] +7
Fortune Telling [t] +7
Herbalism [t] +7
Otari [t] +7

Languages: Aklo, Elven, Infernal, Undercommon

Weapons/armor proficiencies
club; crossbow; dagger; heavy crossbow; staff [t]
unarmed attack [t]
unarmored defense [t]

Equipment
Spellbook


Presenting (the adjusted) Robert Nook, a peg-legged Oracle. He comes online at level 4 when he adds Dex to damage, until then he only has decent AC (20 with buff). But he has a love for the sea and a very active and vocal personality.

Starting gold: 3d6 ⇒ (4, 5, 1) = 10
Level 2 HP: 1d8 ⇒ 4

Robert Nook's Background:

Robert has been lame of his left leg for as long as he can remember. He takes it as a sign of Besmara's blessing rather than a curse. One day his leg just started a gangrene and a week later it fell off. Robert wears his peg leg proudly. He says he has better eyesight because of it. Of course no one believes him.

Even though he doesn't swim well he loves being on boats. He used to say Besmara would teach him how to swim. He seeks his destiny that his goddess has set for him, but he isn't sure what it is. But he is sure it's on a boat. Until he finds it, however, he is glad to aspire having his own ship and crew.

After learning how to fight, he thinks it's funny that most people don't expect him to be in a melee, but he is small and hard to hit. He uses Besmara's blessing often as well.

He was glad to join the crew of a Chelaxian frigate called Devil's Freighter, hoping to make a name for himself and learning some trade as well. He did, but a terrible storm sunk the ship. As the water thrashed on the ship, it got slowly torn apart. Without realizing, Robert was able to swim very naturally and was able to grab hold of a large plank on the ship, enough to keep him afloat. He doesn't know whether anyone else survived nor what happened to make him swim so easily. He used an orison to keep hydrated, but he knew that unless a boat finds him soon, he will either starve to death or become shark food.

Crunch:

STR 8, DEX 16, CON 14, INT 8, WIS 10, CHA 17
Male
Small Size
N Halfling Oracle (Waves mystery) 2
BaB +1
Init +3; Senses: Perception +8, Sense Motive +0; Low-light vision
CMB +1 (2BaB -1 size)
CMD 14 (2BaB +3dexterity -1 size)
Favored Class Oracle (+2 hit points)

Defense
AC 18, touch 14 flat-footed 15 (+4 Armor +3 Dex +1 size) (add 2 with shield of faith)
HP 19 (8 + 5 (level 2) + 4 (2*2Con) +2 (Fav.Class))
Fort +3 (+0 base +2 Con +1 racial)
Ref +4 (+0 base +3 Dex +1 racial)
Will +4 (+3 base +1 racial) (add 2 vs fear)

Offense
Speed 15 ft
Rapier +5 (1d4-1/18-20x2)
Ranged light crossbow +5 (1d6/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft

Mystery: Waves
Revelation - Water sight

Curse: Lame

Divine magic
CL 2
Concentration (Oracle level + Cha): +5

DC: 13+spell level

Spell level: Known (slots)
Cantrips: 4
1: 2+1 (5)

Spells known
Cantrips: Detect Magic, Create Water, Guidance, Light
1: Obscuring Mist, Shield of Faith + Cure Light Wounds, Touch of the Sea

Traits:
Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession
(sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Lvl 1 - Martial Weapon Proficiency
Lvl 2 - Weapon Finesse

Skills - (4 class -1 Int = 3 ranks/level):
ACP -3
Acrobatics +6 (1 Ranks +3 Dex +3 CS +2 racial -3 ACP)
Climb -2 (-1 Str +2 racial -3 ACP)
Diplomacy +8 (2 Ranks +3 Cha +3 CS)
Perception +8 (2 Ranks +3 CS +2 racial +1 trait)
Stealth +4 (+3 Dex, +4 size -3 ACP)
Swim +0 (1 Ranks -1 Str +3 CS -3 ACP) (add 8 with Touch of the Sea)

Background skills:
Knowledge (history) +4 (+2 Ranks -1 Int +3 CS)
Profession (sailor) +6 (+2 Ranks +3 CS +1 trait)

Languages: Common, Halfling

Equipment
Will buy if selected
150gp


Interesting. I resubmit Robert Nook, an oracle. I could change him to focus more on melee focused, so my feats would change to Weapon Finesse and Weapon Focus (Rapier), meaning to go for the Fencing Grace next level.

I hope I can use the linked post as a proper submission.


Hi! I intend to submit a wizard (my favorite class) to get more contact with 2E. The premise seems interesting, lots of dungeon delving and a small town. I'll finish the submission when I can.


This is going to be fun. Maybe combat gets re-balanced? Anyway, you never said how much money we can spend on gear.


Ok, looking at the current group I get the feeling that melee is covered and they need a guide to the desert. I submit Cantor, a half-orc ranger with the Guide archetype.

Brief background:

Canetor's parents are a woman from Wati and a kelish half-orc. His mother, Kara, is part of a cult to the old god Osiris in the city, while his father Kyron ran away from his family in search for a purpose in life. He found purpose with Kara and her cult.
Their son was born and had a happy childhood learning about the cult. The harsh life of the desert proved to be good for him growing up, and he learned the facts of life very quickly, especially by being an uncommon race in the city. He frequently ventured the desert and learned some survival skills, but he always managed to be home for history and religion lessons.

When he found out that he was to have a little sister, he was not very happy at first, but immediately changed his mind when he saw her being born. She was fully human and was named Neko. In few days, she received the holy mark of Pharasma and their parents were mortified. But this only served to make Canetor feel more protective of her.

By hiding her mark, the family of four lived by their ways as best as they could. After talking to their spiritual leader, the family learned that they would need to participate more actively in their faith, namely give bigger donations. That is when Canetor started serving as a guide for tomb raiders. The new money was helpful to them, but they also had hopes of finding relics of Osiris that they could use to appease their leader and gain the forgiveness for Neko's accidental sin.

Crunch summary:

NG Male half-orc Ranger (Guide) 4
BaB +4
Init +4; Senses: Perception +6; SM +2
CMB +7
CMD 21
Fav Class Ranger (+4 HP)
Darkvision
Abilities (SDCIWC): 16 19 12 10 14 8
Terrain Bond

Defense
AC 18; T 14; FF 14
HP 36
F +5; R +8; W +3

Offense
Speed 30ft
Melee 2H Scimitar +7 (1d6+4/18-20x2)
Ranged mwk Composite Longbow (3 str bonus) +9 (1d8+3/20x3) (add +1/+1 when within 30ft)
Ranged Full atk mwk Composite Longbow (3 str bonus) +7/+7 (1d8+3/20x3 each) (add +1/+1 when within 30ft)
Space 5ft, Reach 5ft
Ranger's focus (+2 attack and damage on one enemy) 2x/day

Favorite terrain:
Level 3: Desert

Spells:
CL 1
DC 12 + spell level

Spells prepared:
1: Gravity bow

Traits:
Armor expert
Devotee of the Old Gods

Feats:
Level 1: Point-blank shot
Ranger 2: Precise Shot
Level 3: Rapid Shot
Ranger 3: Endurance

Skills (ranks - 6/level):
ACP: 2
Climb +8 (4 Rank + 3 Str + 3 Class skill - 2 ACP)
Knowledge nature +7 (4 Rank + 3 Class skill)
Perception +9 (4 Rank +2 Wis + 3 Class skill)
Stealth +9 (4 Rank + 4 Dex + 3 Class skill - 2 ACP)
Survival +9 (4 Rank + 2 Wis + 3 Class skill) (add 2 to follow tracks)

Background skills:
Knowledge dungeoneering +7 (4 Rank + 3 Class skill)
Knowledge geography +6 (3 Rank + 3 Class skill)
Profession guide +6 (1 Rank +2 Wis + 3 Class skill)

Languages: Common, Orc

Equipment: Will be bought if selected (may incur changes in some bonuses)


Have a great rebellion!


1 person marked this as a favorite.

Adding to hustonj's excellent post, and risking unintentional thread hijack, there is much more to character selection than the quality of the submission. Having been through the selector role myself I can safely say that there comes a point where there is much gut feeling and intuitive thinking involved.

All in all, not being selected usually doesn't mean much in terms of a good/bad submission. There are exceptions, of course. For me, when the submission clearly hasn't payed attention to the opening post I can be a little unforgiving. But that varies from GM to GM.


@GM: Apologies about the Silver Ravens thing. This passage in the Meeting a Contact bit in the player's guide misled me:

Quote:
When House Thrune established martial law a week ago, though, the Silver Ravens went dark.

If it's ok I'll rewrite Vox's backstory adding some color as well.

Background, rewritten:

Vox was born of a couple of poor human worshipers of Asmodeus, living in the eastern side of Redroof in Kintargo. To Vox's parents, him being born a tiefling was a sign of Asmodeus' favor, although they received no such treatment at the church. He was put to learn magic as soon as he showed the mental capacity for it.

Vox has an older brother called Yani who never particularly liked the church. And Vox has always looked up to him. Their parents never knew that Yani admired the Silver Ravens, they were too focused on the tiefling son. But Vox started to see patterns in his brother's social circle and the times he left the house. Yani was talking with people about starting a movement of resistance. Vox, on the other hand, was focusing on finding the patterns of his brother's movements. During this time, Vox focused on his magic studies. Although his parents tried convincing him to focus on necromancy, he had already started studying patterns. He used magic to draw patterns and try to make sense of more than his brother's movements. He drew the city, the Devil's Bells, everything that could be a pattern. Additionally, as a rebel act against his parents, he chose to get away from devil summoning and court manipulation, meaning that he strayed away from conjuration and enchantment spells. He focused on pattern creating spells, particularly illusion.

Yani taught Vox many things, among them how to lie to their parents cleverly hiding the lies in true words. Taught how to hate the government and the Thrune lineage. Most importantly, Yani taught Vox the importance of standing up to injustice and that there are many ways to fight. He could spread whispers gathering support, he could organize protests or even undermine the government with people placed in the right places. Of course, Vox didn't understand it well enough, but he listened.

Vox started saying these things at home but their parents were not impressed. They insisted the boy start respecting the church and its tenets. Then came the martial law and the ridiculous proclamations. They loved having mint tea, but had to stop due to the seventh proclamation. The tension in their house increased as the adults defended the government and Vox kept saying that they were doing the city harm. The tension became full out yelling when Yani didn't come home one day. Their parents said that Yani was a bad apple, but Vox went out looking for him and came to some information. He was to meet a human man in the Aria Park protest who could give him some information about his brother. He would not miss this opportunity.


I loved reading through the player's guide and am very interested. I recently joined a Hell's Vengeance game and I'm a little invested in the Cheliax new reality atm.

Anyway, I am submitting Vox Posticher, a tiefling illusionist whose older brother was in the Silver Ravens. He isn't charismatic, but can Bluff using the clever wordplay trait. I'll post him here and will create an alias if I get selected.

Question: According to the player's guide, there's a lot of downtime, where weeks go by as the rebellion progresses. How does crafting factor in this?

Character concept:

Vox admires his brother and is worried that he has gone missing for a while. He is a young passionate CG tiefling who renounces his evil heritage. His human parents are loyal to the church of Asmodeus and have raised him like a special gift, but they have been suffering with Barzillai Thrune's new rule.

He will either go wizard 20 or dip rogue and do the accomplished sneak attacker trick to go arcane trickster. That will depend on whether the group needs a trap disarmer.

Short character background story:

Vox was born of a couple of poor human worshipers of Asmodeus, living in the eastern side of Redroof in Kintargo. To Vox's parents, him being born a tiefling was a sign of Asmodeus' favor, although they received no such treatment at the church. He was put to learn magic as soon as he showed the mental capacity for it.

Vox has an older brother called Yani who never particularly liked the church. And Vox has always looked up to him. Their parents never knew that Yani joined the Silver Ravens, they were too focused on the tiefling son. But Vox started to see patterns in his brother's social circle and the times he left the house. He started to see other patterns in the city.

Yani taught Vox many things, among them how to lie to their parents cleverly hiding the lies in true words. Taught how to hate the government and the Thrune lineage. Most importantly, Yani taught Vox the importance of standing up to injustice.

Vox started saying these things at home but their parents were not impressed. They insisted the boy start respecting the church and its tenets. Then came the martial law and the ridiculous proclamations. They loved having mint tea, but had to stop due to the seventh proclamation. The tension in their house increased. It became desperation when Yani didn't come home one day. Vox went out looking for him and came to some information. He was to meet a human man in the Aria Park protest who could give him some information about the Silver Ravens. He would not miss this opportunity.

Very shortened character sheet (to give an idea of what the crunch would focus on):

STR 10, DEX 16, CON 14, INT 19, WIS 12, CHA 8

M CG Tiefling Wizard (illusionist) level 1
Opposed schools: Conjuration and Enchantment
Fav. class - wizard. +1 skill rank

Saves +2 +3 +3

Arcane bond: item (ring)

Spellbook (level 1 spells):
Color Spray, Expeditious Retreat, Feather Fall, Liberating Command, Ray of Enfeeblement, Shield, Silent Image

Spells prepared:
0: Arcane Mark, Detect Magic, Mage Hand + Ghost sound
1: Ray of Enfeeblement, Silent Image + Color Spray

Feat:
Spell Focus (Illusion)

Traits:
Clever wordplay (bluff)
Pattern Seeker

Reason to be in the protest: Meeting a contact

Skills:
Bluff +5 (1 Rank +4 Int)
Knowledge arcana +8 (1 Rank +4 Int +3 CS)
Knowledge local +8 (1 Rank +4 Int +3 CS)
Knowledge planes +8 (1 Rank +4 Int +3 CS)
Knowledge religion +8 (1 Rank +4 Int +3 CS)
Perception +6 (1 Rank +1 Wis +3 CS +1 trait)
Spellcraft +8 (1 Rank +4 Int +3 CS)

Background skills:
Knowledge history +8 (1 Rank +4 Int +3 CS)
Lore Kintargo's famous performers +8 (1 Rank +4 Int +3 CS)


Have a great game!


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


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

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

Character concept:

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

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

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

Character background (maybe a little long):

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

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

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

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

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

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

Crunchy bits:

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

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

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

Traits:
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Armor expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Exile: You gain a +2 trait bonus on Initiative checks.

Feats:
Lvl 1 - Weapon Focus (Longsword)

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

Languages: Common, Orc

Equipment
Will buy if selected
175gp


Have a great game!


The Archlich wrote:
The Archlich wrote:
(...) Still a couple more days to go - the decisions should happen over the weekend. Please make sure to have everything complete by end of day Friday if you want to be considered (including background and sheet).
And judging by our list, we might be lacking in some roles, despite the quantity of applicants. I'm already going through everybody and starting to think in a group, but people are still welcome to apply all day today.

<Hypnotism voice> Remember that alchemists are versatile...


Guess my paladin is what the group is looking for :-)

Let me know if you're expecting a more complete backstory and/or crunch, please.


For some reason I feel a Paladin. Thinking of the divine defender archetype. His name is Felok, a half-orc who is a disappointment to his parents for pursuing the path of justice.

Background:

Felok's parents were happy as warmongers. They were both half-orcs and when they birthed a little boy, they named him Felok, hoping he would be a new warmonger to the tribe.

On his first raid, Felok did not feel the same bloodlust as the other orcs and half-orcs. He tried defending the helpless people the orcs were raiding instead of attacking them. Felok's parents got so furious that they beat him up and left him for dead.

Felok doesn't know how he survived this, but he woke up very thirsty and desperate. He was found by a priest of Iomedae who helped him get back on his feet. He was taught how to fight, and how to pray. When Felok was old and strong enough, he decided to travel the world, fighting injustice and helping those in need. In fact, one small Varisian town has been known to be having goblin trouble lately...

Crunch idea:

He'll be a half-orc Paladin (divine defender) of Iomedae.
Stats will be 18 12 14 10 12 16. For feats, he'll go Weapon Focus (longsword) and Power Attack. The idea is to go sword + shield and Paladin all the way to the end. He'll focus on Diplomacy and Sense Motive for every level skill point.

Primary - physical; Secondary - mental.

I'll make a more complete character (including traits) if I get selected.


Hello Brand

I'm considering submitting someone. But I (player) know the whole story. Maybe you want to open the game for someone new to the story?


Hello, I'm submitting Masin, a vivisectionist looking to see House Thrune's triumph.

Character concept:

Masin is a stoic bitter man. Losing his family made him focus on his work, both as an alchemist and a Thrune informant. He means to rise in power and to show how only discipline brings order and peace.

He will probably be a alchemist (vivisecionist) all the way to 20. If the party wants, he can dip one or two levels in rogue or slayer for the trapfinding trait. He can disable device, has some knowledges and is very versatile, bringing varied extracts (infusion is a probable 2nd level discovery) and potions (buffs and heals) to the mix. I know crafting is not recommended, but I imagine potions and alchemical items are not so bad, they're rather fast to make.

In combat, he will sneak attack and bring buffs. Out of combat, he brings extracts, some skills, diplomacy and a likes-to-roll-his-eyes attitude.

Background:

Masin hasn't always been a discipline fanatic. He used to have a family. A wife called Pamin and a five years old daughter called Haroba. They lived in Egorian and approved of House Thrune's rule. Pamin was an accomplished alchemist and her store in the city was known for its good quality product.

It was Pamin who taught Masin the basics of alchemy. They meant to teach their daughter as much. Only they differed in method. Masin wanted Haroba to explore her creativity, but Pamin wanted her to learn the discipline and preciseness that alchemy requires first. Despite his potential, Masin never progressed much, spending more time with his daughter than the workbench. He loved her very much. So much so that he let her play near him when he was working. And she paid the price of his sloppyness as one day she knocked over a vial of very concentrated acid on her head. Masin never forgot the screams her daughter did as she died.

Pamin never forgave Masin and left him not long after the burial. He never forgave himself either. He started viewing all the problems in the world as lack of discipline. As he fought to find himself a reason to live, he began working as an informant for the government and found some solace in the fact that he was helping an important group of rulers.

Masin started focusing more on his alchemy as well, and some fighting techniques with light weapons. His loyalty moved completely towards the government as he desperately tries to fill the void that his daughter's death left. In this endeavour, he began to like the power that he can potentially gain as he climbs the social ranks.

Crunchy bit:

STR 10, DEX 14, CON 14, INT 18, WIS 10, CHA 10
Male
Medium Size
LE Human Alchemist (Vivisectionist archetype) 1
BaB +0
Init +2; Senses: Perception +4, Sense Motive +0
CMB +0 (0BaB)
CMD 12 (0BaB +2dexterity)
Favored Class Alchemist (+1 skill points)

Defense
AC 15, touch 12 flat-footed 13 (+3 Armor +2 Dex) (add 4 with Dex mutagen) (add 4 with shield extract) (add 2 when reduced)
HP 10 (8 + 2 (1*2Con))
Fort +4 (+2 base +2 Con)
Ref +4 (+2 base +2 Dex)
Will +0 (+0 base)

Offense
Speed 15 ft
Melee Dagger +2 (1d4/19-20x2)
Melee Full attack Dagger x2 +0 (1d4/19-20x2)
Ranged light crossbow +2 (1d8/19-20x2), Range 80ft
Sneak attack +1d6
Space 5 ft, Reach 5 ft

Extracts
CL 1

Extracts level (slots): Prepared
1 (2): Shield + FREE SLOT

Formula book
1: Comprehend languages, Cure Light Wounds, Keen senses, Reduce person, Shield, Touch of the sea

Traits:
Clever wordplay (Diplomacy): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Thrune informant: You gain a +1 trait bonus on Diplomacy checks to gather information, Disguise checks, and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you.

Feats:
Lvl 1 - Weapon Finesse
Human - Two-weapon Fighting
Alchemist lvl 1 - Throw anything
Alchemist lvl 1 - Brew potion

Skills - (4 class +4 Int +1 favorite class = 9 ranks/level):
ACP -1
Diplomacy +8 (1 Rank +4 Int +3 CS) (add 1 to gather info)
Disable Device +6 (1 Rank +2 Dex +3 CS)
Knowledge arcana +8 (1 Rank +4 Int +3 CS)
Knowledge local +6 (1 Rank +4 Int +1 trait)
Knowledge nature +8 (1 Rank +4 Int +3 CS)
Knowledge planes +5 (1 Rank +4 Int)
Perception +4 (1 Rank +3 CS)
Spellcraft +8 (1 Rank +4 Int +3 CS)
UMD +4 (1 Rank +3 CS)

Background skills:
Craft alchemy +8 (1 Rank +4 Int +3 CS) (add 1 when creating alchemical item)
Profession researcher +4 (1 Rank +3 CS)

Languages: Common, Celestial, Elven, Infernal, Shadowtongue

Equipment
Will buy if selected
105gp


Have a great game, all!


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Dorian 'Grey' wrote:
How many "Pirates of the Caribbean" movies are there.....

One, and you can't convince me otherwise.


Starting gold: 3d6 ⇒ (3, 6, 6) = 15 150gp, nice
Level 2 HP: 1d8 ⇒ 4 5 then

Background:

"Oy! You! Don't you go sleeping on me there. You asked to hear me story, now you be stayin' awake through it." Robert Nook said to the serving wench at the Formidably Maid. It was still early, which is not to say the tavern was empty, but not at its peak hour. A few ships were due for later, so it would be crawling with patrons. Robert had an early start. The wench had found the halfling charming enough to ask about his wounded leg.

He continued "As I was sayin', I never really walked straight with this leg, but it's me destiny, see? I've been marked by the lady Besmara, here, in the leg. I dunno why but my destiny is on a boat, with a bottle in one hand and a helm in the other. Now, I don't really recall my mum and dad. I was raised by them sea dogs and fleas. <hic> Tell you the truth, I'm still looking for me destiny. Don't suppose it's in there under that skirt, do ya?" Robert was drunk enough to lose focus on his story. The wench rolled her eyes and went behind the bar fetch the butter the other table was barking for.

Robert stared the table before ordering a refill and demanded "Sit down, you! I'm not done with ya. Now, I've been jumpin' from boat to boat, working in the crew, but ya see, this leg makes it hard to run around on the boat." He adjusted it as if it hurt. "Now, it is stiff as a galleon's mast and I can't use it to kick anyone. I think it's Besmara's joke on me, HAHAHAHAHAHA <hic>. Now, other halflings like to be sneaky and go about stealin' things, but not me! I steal honorably, lookin' people in their face! It's just me lovely personality, hahaha!"

Suddenly, his tone is serious. He says "Ya think the next boat I'm on will be me destiny? Should be here in Port Peril, don't ya think?" The now bored serving wench shrugs at Robert and goes do something else. Robert mumbles "Baah, what do you know about destiny. Nuthin' in here is right." He takes a scroll he managed to win in a game of chance. He isn't much of a scholar, but he does search for something in the past that could tell him about his destiny. He studies it profusely and keeps ordering refills. He doesn't pay attention about what was being brought to him and maybe it was too much to drink, or maybe it was his destiny after all. He passed out and his head booped the table.

Crunchies:

STR 8, DEX 16, CON 14, INT 8, WIS 10, CHA 17

Male
Small Size
N Oracle (Waves mystery) 2
BaB +1
Init +3; Senses: Perception +8, Sense Motive +0; Low-light vision
CMB +1 (2BaB -1 size)
CMD 14 (2BaB +3dexterity -1 size)
Favored Class Oracle (+2 hit points)

Defense
AC 17, touch 14 flat-footed 14 (+3 Armor +3 Dex +1 size)
HP 19 (8 + 5 (level 2) + 4 (2*2Con) +2 (Fav.Class))
Fort +3 (+0 base +2 Con +1 racial)
Ref +4 (+0 base +3 Dex +1 racial)
Will +4 (+3 base +1 racial) (add 2 vs fear)

Offense
Speed 15 ft
Dagger +5 (1d3-1/19-20x2)
Ranged light crossbow +5 (1d6/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft

Mystery: Waves
Revelation - Water sight

Curse: Lame

Divine magic
CL 2
Concentration (Oracle level + Cha): +5

DC: 13+spell level
DC for necromancy spells: 14+spell level

Spell level: Known (slots)
Cantrips: 4
1: 2+1 (5)

Spells known
Cantrips: Detect Magic, Guidance, Light, Purify Food and Drink
1: Cause Fear, Obscuring Mist + Cure Light Wounds

Traits:
Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession
(sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Lvl 1 - Precise Shot
Lvl 2 - Spell Focus (necromancy)

Skills - (4 class -1 Int = 3 ranks/level):
ACP -1
Acrobatics +9 (2 Ranks +3 Dex +3 CS +2 racial -1 ACP)
Climb +0 (-1 Str +2 racial -1 ACP)
Diplomacy +8 (2 Ranks +3 Cha +3 CS)
Perception +8 (2 Ranks +3 CS +2 racial +1 trait)
Stealth +7 (+3 Dex, +4 size)

Background skills:
Knowledge (history) +4 (+2 Ranks -1 Int +3 CS)
Profession (sailor) +6 (+2 Ranks +3 CS +1 trait)

Languages: Common, Halfling

Equipment
Will buy if selected
150gp


Oh, wow, I loved the opening post. Please don't close recruitment until I finish my character. Thinking of a peg-legged Oracle archer with a nasty attitude.


Have a great game!


Rolling for slayer money: 5d6 ⇒ (6, 2, 2, 6, 6) = 22

220 is good enough!

Presenting Canetor, male half-orc slayer.

Basic crunch:

NG Male half-orc Slayer 1

BaB +1
Init +2; Senses: Percetion +6; SM +2
CMB +3
CMD 15
Fav Class Slayer (+1 HP)
Darkvision
SDCIWC: 15 14 14 14 10 8

Defense
AC 16; T 12; FF 14
HP 13
F +4; R +4; W +0 (add 1 vs divine magic)

Offense
Speed 30ft
Melee Orc double axe +3 (1d8+3/x3)
Ranged Light crossbow +3 (1d8/19-20x2)
Space 5ft, Reach 5ft
Studied target

Traits:
Armor expert
Devotee of the Old Gods

Feats:
Level 1: Combat Expertise

Skills (ranks - 6 class + 2 int):
ACP: 1
Acrobatics +5 (1 Rank + 2 Dex + 3 Class skill - 1 ACP)
Climb +5 (1 Rank + 2 Str + 3 Class skill - 1 ACP)
Disable Device +2 (1 Rank + 2 Dex - 1 ACP)
Knowledge local +6 (1 Rank + 2 Int + 3 Class skill)
Knowledge religion +7 (1 Rank + 2 Int + 3 Class skill + 1 Trait)
Perception +4 (1 Rank + 3 Class skill)
Stealth +5 (1 Rank + 2 Dex + 3 Class skill - 1 ACP)
Survival +4 (1 Rank + 3 Class skill) (add 1 to follow tracks)

Background skills:
Knowledge dungeoneering +6 (1 Rank + 2 Int + 3 Class skill)
Knowledge history +4 (1 Rank + 2 Int + 1 Trait)

Languages: Common, Orc, Ancient Osiriani, Kelish

Time zone and posting:

I am currently at GMT-3.

I am running 2 games of Rise of the Runelords and check/post multiple times per day during the week. I am not so stable on weekends, varying a lot.

Note also, that I will probably be moving to Europe in the next 2~3 months, so I will have some trouble posting during this time and my timezone will change.

Concept and background:

Canetor is a very focused and capable man. He relies on his skill and knowledge to get by. He wants to do good by his parents and his little sister, but he also means to find his own path. He is a guide to the tombs and through the desert. However, that's not to say he is always serious, as he very much enjoys the occasional bad joke to lighten the mood.

Mechanically, he can dash out damage and will focus on the trip combat maneuver. He can get trapfinding if the party needs a trap disarmer, but also focus more on combat. He has some highly valued skills.

Canetor's parents are a woman from Wati and a kelish half-orc. His mother, Kara, is part of a cult to the old god Osiris in the city, while his father Kyron ran away from his family in search for a purpose in life. He found purpose with Kara and her cult.

Their son was born and had a happy childhood learning about the cult. The harsh life of the desert proved to be good for him growing up, and he learned the facts of life very quickly, especially by being an uncommon race in the city. He frequently ventured the desert and learned some survival skills, but he always managed to be home for history and religion lessons.

When he found out that he was to have a little sister, he was not very happy at first, but immediately changed his mind when he saw her being born. She was fully human and was name Neko. In few days, she received the holy mark of Pharasma and their parents were mortified. But this only served to make Canetor feel more protective of her.

By hiding her mark, the family of four lived by their ways as best as they could. After talking to their spiritual leader, the family learned that they would need to participate more actively in their faith, namely give bigger donations. That is when Canetor started serving as a guide for tomb raiders. The new money was helpful to them, but they also had hopes of finding relics of Osiris that they could use to appease their leader and gain the forgiveness for Neko's accidental sin.

Then came Pharaoh Khemet III's offer and work started to seem more and more promising...


I'm interested. I have a half-orc Slayer in mind with the Devotee of the Old Gods trait.


The Archlich wrote:
That's fair, Anthorg. However - we do have already an interested GM, and potentially more. There are GMs that want to run this AP but feel concerned every time they try because of "that kind of player". I guess evil campaigns have this particular issue.

I get it. Still, I'll let them comment here if they're ok with your set of rules. In particular how they like the RP.


I would submit a vivisectionist who only wants to do his research in peace. However he finds himself having to fight to maintain his position of privilege. I'll only do a proper character after a GM appears, though.


Have a great game!


Okay, binging forth my character. Looking at the races, I did consider the skinwalker, but the druid will shapeshift anyway, so...

I am submitting Hundar, a NG half-orc druid with the mountain archetype. He has recently come to terms his racial heritage despite never having suffered much prejudice from his Trunau peers. Although he qualifies for the divine spot, I see him more in the flexible/misc spot. He contributes with his magic, but also front-line combat (moreso after getting access to shapeshifting), animal companion and outdoor skills.

I do log in everyday, especially to check on the two Rise of the Runelords games I'm running.

Specific questions from the recruitment:

Character concept: Hundar is a male NG half-orc druid with the mountain archetype. He stands out by being a reasonable guide in the forest as well as someone who keeps his cool and is reliable.
Campaign trait: He has the Vexing Defender campaign trait. He learned druidism from a small sect of mountain druids and they taught him to fight larger foes, especially using special mobility techniques.
Reason to be in Trunau: Hundar is in Trunau because his mother is from Trunau. He is the son of one of the orc raids and he left Trunau for a while, afraid to be hated by the community given his blood. He found solace with the mountain druids. Later, he came to visit his mother and found that he is not hated there, so he decided to stay.
Job in Trunau: Hundar helps with the occasional magical healing, but mostly being a spiritual guide and a consultant about plant things (crops or natural remedy, mostly). He also helps the town defense during raids.
Player's style: In terms of character, I really love spellcasting and melee/spellcasting hybrids. I tend to like my characters when they go about that line. Curiously, I have been having fun playing with skillful characters too.
In terms of the game itself, I have normally two things that make RPG fun. Usually, if I get the feeling that I'm contributing to the story going forward (although not always the way the GM wants to), that's when I get the most motivated. Also, I just like to see my character grow, regardless of the story. This is even more important when I'm not so invested in the story for some reason or another.
Played it before? Never. Everything I know about the AP comes from the player's guide.

It's been a long day. The season has turned from the heat of summer to the kinder climate of fall. You know tomorrow will be a big day. Its The Hope Knife festival for Ruby, Chief Defender Halgra's Youngest Daughter. She is now of age, 11, when she will be bestowed her own personal Hope Knife, created for her by Sara Morninghawk. Tomorrow she will take the oath to defend Trunau until her death. Life is hard in Trunau, a settlement beyond Lastwall in The Hold of Belkzen...Orc Territory.

You think back to when you got your Hope Knfe, and who it was spoke for you, Jagrin Grath. The man had developed into a father figure for you, as he took pity for your mother and cared for her. Despite his strict training, you have always respected him and took Jagrin's word seriously. You remember him saying:

“Hundar, by the traditions of our town, you have come of age. This hopeknife represents your responsibilities as an adult and defender of Trunau. You must be willing to use it on yourself, your fellow Trunauans, and your family—even me, should it come to that. It will be a far quicker death than that which the orcs will offer, and providing it is your duty. Do you swear to guard Trunau from all comers, and to use your hopeknife only for its intended purpose?”

“If the orcs come, and there is no other option, this is where you cut—here, here, and here.” Jagrin demonstrates which arteries to sever while you watch. Then the hopeknife was sheathed and placed around your neck

Until tomorrow....but for tonight...


Hi, I am expressing my interest. I'll write a more complete post when I can, but this weekend is probably going to be busy for me. A mountain druid is what I'm thinking.


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Have a great game, everyone!

I'll go ahead and start lurking the RotGR thread.

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