Well, I think I already have a favorite, which will probably not be a good thing. :p
Gathered them here with the new rolls. Tried to keep it short...failed.
Character 1: Art:
A hard-working autioneer, he has tried to earn a living, but didn't think much of his life until the crystal ball appeared. Sitting in the middle of a lot, he didn't expect anything until a woman made of mist appeared and told him of his destiny in the west. Telling him to take an old Confederate flag that was under the crystal ball, it disappeared and left him to the task.
He is known for his fast-talking capabilities and easy-going nature. He is used to standing all day, though he's never gotten much exercise.
Strength: 3d6 ⇒ (4, 4, 2) = 10
Agility: 3d6 ⇒ (4, 4, 1) = 9
Stamina: 3d6 ⇒ (6, 1, 6) = 13
Personality: 3d6 ⇒ (4, 6, 3) = 13
Intelligence: 3d6 ⇒ (3, 6, 2) = 11
Luck: 3d6 ⇒ (3, 2, 5) = 10
Luck: 1d30 ⇒ 10
Occupation: 1d100 ⇒ 4=Auctioneer
Token: 1d20 ⇒ 17=A Confederate Flag
Motivation: 1d20 ⇒ 11=A Medium instructed you to fulfill your destiny
HP:2d4 ⇒ (3, 1) = 4=3
$:5d12 ⇒ (4, 4, 12, 1, 11) = 32
Character 2: Doc:
Doc wasn't known for much. A little smarter than others in his small town, he ended up becoming a Physcian, though he was never very good at it as his track record shows.
One day, he found a music box, in which he could wind it and make music. Wanting to leave after his last failed patient, he decided to head west to try and discover what was the true secret of the universe. If one could make music by winding some knob, why not unravel the very universe with its knob?
Strength: 3d6 ⇒ (6, 3, 1) = 10
Agility: 3d6 ⇒ (3, 2, 5) = 10
Stamina: 3d6 ⇒ (2, 3, 2) = 7
Personality: 3d6 ⇒ (2, 4, 4) = 10
Intelligence: 3d6 ⇒ (4, 4, 3) = 11
Luck: 3d6 ⇒ (4, 1, 4) = 9
Luck: 1d30 ⇒ 12
Occupation: 1d100 ⇒ 70=Physician
Token: 1d20 ⇒ 19=Music Box
Motivation: 1d20 ⇒ 4=You seek to unravel the mysteries of the universe
HP:2d4 ⇒ (3, 2) = 5=3
$:5d12 ⇒ (4, 5, 9, 8, 10) = 36
Character 3: Mr. Clean:
Rough and gruff, Mr. Clean was the dentist that all kids imagine when having to go. Terrifying most of his patients, young and old, Mr. Clean forced his patients still through sheer strength alone, no medicine.
One day, he received a black-mail letter to force him out of town. With several embarrassing secrets and no social skills whatsoever, Mr. Clean packed up and headed out west to try and find someone who could possible help him be more social.
Strength: 3d6 ⇒ (6, 2, 4) = 12
Agility: 3d6 ⇒ (2, 5, 3) = 10
Stamina: 3d6 ⇒ (6, 2, 1) = 9
Personality: 3d6 ⇒ (4, 1, 1) = 6
Intelligence: 3d6 ⇒ (3, 1, 5) = 9
Luck: 3d6 ⇒ (2, 6, 4) = 12
Luck: 1d30 ⇒ 23
Occupation: 1d100 ⇒ 29=Dentist
Token: 1d20 ⇒ 14=An Embarrasing Letter
Motivation: 1d20 ⇒ 15=To cure what ails you
HP:2d4 ⇒ (3, 3) = 6=3
$:5d12 ⇒ (5, 10, 12, 2, 9) = 38
Character 4: Pamela:
Pamela was known for her beauty and intelligence. She was constantly helping out those around her, or trying at least. She wasn't able to lift much weight wise, but she loving kindness lifted a lot of spirits, and she was welcome everywhere for it.
The daughter of a wealthy noble back in the east, she was suddenly orphaned by a slow-killing disease that took her whole family. Her fortune was taken from her by rogues and she was forced to flee. No where to go, she headed west, a silver bullet all that she had to remember her father by.
However, as she started heading west, she realized that she had the same disease as her parents. Unless she can discover a cure, she has maybe only a few more years to live.
Strength: 3d6 ⇒ (1, 1, 3) = 5
Agility: 3d6 ⇒ (6, 6, 1) = 13
Stamina: 3d6 ⇒ (5, 1, 3) = 9
Personality: 3d6 ⇒ (3, 2, 3) = 8 > 14
Intelligence: 3d6 ⇒ (3, 6, 5) = 14
Luck: 3d6 ⇒ (6, 5, 3) = 14 > 8
Luck: 1d30 ⇒ 17
Occupation: 1d100 ⇒ 75=Porter
Token: 1d20 ⇒ 2=A Silver Bullet
Motivation: 1d20 ⇒ 15=To cure what ails you
HP:2d4 ⇒ (3, 2) = 5=3
$:5d12 ⇒ (3, 6, 3, 4, 5) = 21
Alright, I got an idea pt together. Below is the info (also in on this alias' page), but I'll have an alias up quickly for both the character and his alternate identity up quickly if I get chosen.
I present Marvin Booker, a young college student with the secret identity of Rune Blade. His main focus will be close-combat and metal working.
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Background and History:
It all started on a dark Sunday night during Marvin's first year of college. Without a group of his own, Marvin had been searching for a cliche to join. He soon found a group that would let him join, and he took the opportunity. The Occult Club was a group of students who practiced the black arts, alchemy, and hexes. Marvin's parents would have frowned had they known, but Marvin just wanted a group that would accept him.
The low-lit candle room had sent excited chills up Marvin's back. The was filled with black cloaked individuals, though the room was small so it honestly wasn't that many. In the middle of the room was a cleared space, upon which they were inscribed.
Marvin had immediately recognized the symbols. Special runes, used to derive the mythical. Marvin had been practicing the incantations for hours on end since he had wanted to join. He already knew each step to take.
Led to the edge of the cleared space, he was given the initate oath then instructed to sit in the middle of the runes to let the ceremony begin. As he did, a low mist entered the room, the temperature dropped. Marvin remembers thinking that all the effects were cool at the time.
He was about to start the chant when a gust blew through, instantly snuffing all the candles. The moment of darkness was abruptly ended as the runes began to glow a bright white. Lifting off the ground, they began to circle around him, slowly gaining speed. Marvin was blown away at all the effort put into this show and having second-thoughts about joining such a obssesive group.
A whirling sound caught his attention during this, and Marvin looked up to see something shoot down from the ceiling and thud into his chest. He didn't remember passing out, but when he came to he was lying on his back, a steel rod in his chest pinning him to the ground.
Marvin pulled the rod out, only to find no blood or wound. Instead, a round scar marked the spot, as well as a large scar surrounding it in the shape of the runes. Two more rods were in each of his legs with the same designs. Once Marvin got up, he found everyone's cloak on the ground, as though each one had slipped out of them and left. He hasn't seen any of them since.
At first Marvin tried to put the whole eerie and strange incident behind him, but he found that he no longer could walk as fast as before and the mark never disappeared from his chest and legs. After a few days, he began to discover metal reacting strangely to his touch. Placing his palm firmly on a plate of metal one day, the runes from before suddenly appeared on it, and a thread of metal flowed out as he drew his hand away. Solidifying into the first thing he thought of, a candle, Marvin started to realize that what happened that night had been no massive prank.
He had superpowers.
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Superpower and Identity:
Marvin's superpower is the ability to control and shape metal with but a touch. Even with no metal around, he is able to draw traces of it out of other materials, such as the ground or walls, and pull out constructs of his choosing. He is discovering other uses might be possible, but he'll have to focus on learning the properties of metal better first.
Once he learned that he had superpowers, Marvin acted as any college student who suddenly learned that and created a custome and alternate identity. Rolling with his occultist origins, Marvin's custome is a royal blue cloak with silver lining and matching garments underneath. Institched on the middle of his cloak and shirt are a silver set of runes.
Going under the guise of Runic Blade, Marvin has tried to be a superhero in his area, but has yet to actual much of evil to twart outside of the occasional bully. He keeps his base in the secret area of the attic above his dorms. Unused since it was created, he has filled it with his array of electronic gadgets and stories on the other superheros to figure out how to be one.
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Personality and Motives:
Marvin is a computer geek, loving to work, develop, and study computers. His major is mathematics, and he has a knack for mental calculation. Though a good conversationalist, Marvin's earlier years of constantly changing schools has left him with little connections in his new college, and he is not one to start up a conversation with strangers.
Marvin is a regular college student in that he is still immature and trying to find his place in the world. He loves socializing and partying, but has yet to actual get invited to one of the large block parties yet. At the moment, he is still just desiring to fit in and be accepted by his peers, though he feels more awkward around them now more than ever with his secret powers.
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Appearance and Mannerisms:
Outside of his superhero guise, Marvin appears to be a common New York college student. He has short brown hair, wears the campus uniform, and generally is carrying his laptop for study. He has a short stride ever since the incident, and has developed a reputation since.
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Stat Block:
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Marvin Booker
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Male Human (Caucasian) Gestalt (Oracle/Vigilante) Level 2; Age 20
NG/CG* Medium humanoid (human)
Init +2; Senses Perception +4
*CG in vigilante identity
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Defense
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AC 14, touch 12, flat-footed 12, ballistic 16 (+2/4 Ballistic Armor, +2 Dex)
HP 19
Fort +1, Ref +5, Will +2
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Offense
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Speed 20 ft.
Melee Ranged
Special Option
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Statistics
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Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 8 (-1), Cha 18 (+4)
Base Atk +1; CMB +4; CMD 16
Alternate Racial Options
Focused Study - Replaces Bonus Feat for Skill Focus at 1st, 8th, and 16th levels
Feats
Power Attack - -1 attack for +2 damage (additional 50% increase on damage if two-handed)
Skill Focus (Spellcraft) - +3 to skill
Skill Focus (Tech-Craft) - +3 to skill
Toughness - +3 hp, +1 for levels 4 and above
Boons
Quick to Master (Tech-Craft) - Skill Focus and class skill, +1 skill point
Trust Fund - +4 RP and Black Market Connections
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.
Seamless Guise (Ex)
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
Social Talents Safe House (Ex) - The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn't have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can't be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage's private sanctum.
Vigilante Talents - Avenger Combat Skill (Ex) - The vigilante gains any one combat feat as a bonus feat. He must meet the prerequisites for this feat, but he is treated as though he had a number of fighter levels equal to half his vigilante level for the purpose of qualifying for this feat.
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Mystery and Curse
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Mystery Metal
Revelations Iron Weapon (Su) - You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Curse Lame
Effects
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. Your speed is never reduced due to encumbrance.
Organizing for an AP real quick. Feel free to comment, but this is mostly just to get our group sorted.
Alright. So we're trying to organize a group for the Ironfang Invasion AP. So far, we just know the class limitations: Fighter.
With that class restriction comes two options: VMC classing with Fighter as the main, or Fighter only with the ability to Prestige Class.
The idea I've come up with is that we're a group of mercenaries that have fought together for a while (whether you've joined a while ago, or were raised in the band) which is just a small group that fights for what it thinks is right. This would mostly be NG or CG, with TN or CN for one or two of the members possible.
The team, of which I'm trying to collect 4 or 5 total at the moment, would need to be cohesive and plan around certain needed builds, since there will be no clerics, etc.
Skill-Wise:
One focused on UMD and Heal to cover CLW wands, etc. and provide the healing.
One focused as the Face, with Diplomacy, Sense Motive, etc.
One focused on secretive work; Bluff, Stealth, etc.
One focused on the important Knowledge skills.
Build-Wise:
One heavy melee focused.
One ranged focused.
Possibly one with arcane abilities.
Archetype:
Drill Sergeant would be awesome handing out teamwork feats to everyone.
Teamwork:
A group chosen teamwork feat at 1st/3rd level, 7th level, and 15th level.
I, myself, want to do a Dragonheir Scion archetype, with two-weapon fighting and possibly UMD and Heal, since I have UMD as a class skill.
The actual recruitment won't start until the PG comes out, so we won't know the exact builds, such as point-buy, but we can cement our concepts at least.
As for the mercenary band itself, I'm thinking of the Myuri Band, and that we do what jobs we can get, but also act upon what we think is right, rather than act on coin alone. And if we happen to turn because of our beliefs with the coins already in our pocket... :)
Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache
@Marvel: I'm converting them to mp3 to listen to them later offline (only have WiFi at work). I heard the first two minutes or so, though...
...
...
...
more...
and some more...
...
EPIC!
Truly you have good taste sir, though you may be the next Gaedren handing out addictives like this. I may have to find revenge against you as well.
And presenting the ranger Anabella Fey, adopted daughter of Halgra of the Blackened Blades. With the blood of fey running in her veins, it shows openly in her color changing eyes and fox tail and ears.
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Background:
Anabella's birth parents are completely unknown. Abadoned by a Varisian caravan heading out of town, the townsfolk did not find her hidden among the stalls at the Barterstones. With the tails and ears of a fox, the people of Trunau did not know what to do with her, and some of the more superstitious claimed that she was a cursed child left behind for them to suffer. But when Halgra angerly declared that she would take the newborn in with her bunch, the dicussion ended.
Raised among kids of multiple ethnics, Anabella never felt out of place, especially as Halgra treated them all the same, which was kind, yet strict. Anabella was constantly drawing attention from her tail and ears throughout her life, and chased off more than one bully that tried to pick on her for them. Many thought she had kitsune blood in her, or else was some sort of half-breed. Halgra was certain that she had fey blood in her, telling her stories of several fey creatures she had met during her adventures.
Though the people first thought of the child as a burden, Anabella soon learned how to work hard under her adopted mother's strict teachings. Upon receiving her Hopeknife, Anabella chose to take up the town's defense and began her teachings in the bow and sword. A marksmen at a young age, Halgra would often boast that she had more of her blood in her than her own child, though never in Anabella's presence.
Her fey blood showed itself more and more present as she grew. From a natural ability at playing instruments to her eyes changing colors with the season, Anabella discovered each one with both curiosity and enjoyment.
Anabella joined the ranger parties as soon as she was able, her desire to follow the Standing Vow forefront in her decision. Though she did not encounter orcs often, the groups would exlain their tendancies and how best to handle them: steel in the gut. It was on these trips through the hills that Anabella discovered her talent with magic.
Yet, though Anabella enjoys the harsh and lively lifestyle of Trunau, the stories of her adopted mother stirs her fey blood, and she often wonders what just such an adventure would be like. Her mother, recognizing this wonderlust look, has already prepared herself for the request to leave.
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Appearance and Personality:
Anabella's fey nature shows itself throughout her personality. Though her mother and Trunau in general have taught her a great deal of discipline, Anabella still enjoys having fun and playing the occasional prank. She loves to play the lute, and enjoys each celebration that Trunau throws.
Anabella's main contributions to the town consists of her crafting skills with the bow, and joining in on the ranger's forays. Several would also agree that the aura of joy she carries, as well as an unbreakable faith and hope in Trunau, helps the morale of the people a lot.
Though her fey blood stirs with mischief, Anabella has learned to usually control this urge and follow instructions. While she adherently follows the town's few laws and her mother's words, she enjoy her freedom much as any Trunau, even if she has to fight for it. In any other area, she'd follow the laws if they adhered to her code. She takes the Standing Vow seriously, and desires to be counted among the heroes that died defending Trunau at all costs. To Anabella, her town and family come first, and nothing else.
Other than her ears and tail, Anabella's appearance is not much different from a normal human, though she seems to be a mix of ethnicities. Her eyes do change with the season, from green in the spring, to blue in the summer, red in the fall, and white in the winter. Though there is one or two that still have doubts about her, most enjoy the upbeat spirit she brings and the hardwork she puts into anything she does. Both Anabella's hair and tail are a soft auburn color, and she lets her tail be seen openly without care about attracting attention anymore.
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Stat Block:
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Anabella Fey
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Female Human (fey) Ranger (Infiltrator) 1; Age 21
NG Medium humanoid (human)
Init +4; Senses Low-Light Vision, Perception +6
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP 10
Fort +2, Ref +6, Will +3
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Offense
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Speed 30 ft.
Melee short sword +3 (1d6+3/19-20)
Ranged longbow +5 (1d8/x3)
Special Option Favored Enemy - Humanoid (Orc) - +2 attack and damage, as well as Bluff, Knowledge, Perception, Sense Motive, and Survival checks against them
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Statistics
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Str 14 (+2), Dex 18 (+4), Con 11, Int 12 (+1), Wis 14 (+2), Cha 12
Base Atk +1; CMB +3; CMD 17
Alternate Racial Options
Fey Magic, Fey Thoughts, Low-Light Vision - A human can take these in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. (Heroes of the Wild, page 5)
Traits
Campaign - Trunau Native - Hopeknife and +1 Will
Magic - Magical Knack - +2 Spellcaster Level for Ranger
Feats
Fey Foundling - +2 hp recovered per die when healed; +2 to saves against death; +1 damage taken from cold iron
Point-Blank Shot - +1 to attack and damage with ranged attacks within 30 ft
Favored Class Bonuses
Ranger - Bonus Skill Point (x1)
Languages
Common, Sylvan
Archetype
Infiltrator
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Magic
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Fey Magic - Mountains
Anabella has a number of spell-like abilites when in her favored terrain (mountains), each usable once per day.
0 - Level
1/day - Detect Magic, Guidance, Stabilize
1 - Level
1/day - Cure Light Wounds
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Possessions
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Inventory
Hopeknife (masterwork dagger), longbow, arrows (40 regular, 1 smoke), short sword, leather, lute, signal horn, torch, flint and steel, waterskin (filled), bedroll, rope 50ft, backpack
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Special Abilities
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Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Fey Magic - The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has
a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
Fey Thoughts - The character sees the world more like a native of the First World. Sense Motive and Use Magic Device are always class skills for the character.
Low-Light Vision - This character has low-light vision, as do many feyborn.
Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
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Party Dynamics:
Anabella is an archer first and foremost, with magic to supplement her archery and light amounts of healing. Also, she will be a source of hope and fun with her fey tendancies in the party.
For now, a full ranger is planned, though the plot and other unforeseen things may change that.
Swashbuckler (Inspired) 2 | hp 16/16, panache 4/4 | Init 3, Per 5 | AC 16, T 13, FF 13 | Fort 0, Ref 6, Will 0 | Rapier 6 (1d6+3/18-20) | Deeds: Opportune P and R, Derring Do, Dodging Panache
"So, when do you think they'll be back?" Nicholas asks Esmeranda, bringing another delicious crumpet to his mouth. He washed it down with some tea and sighed in ease as he let the others do their thing. I should get henchmen more often.
Rise of the Runelords
Chapter One - Burnt Offerings
Despite the occasional chill breeze, the weather is perfect for the growing atmosphere. Banners hang from every window of the few buildings with more than one floor. Many travelers and merchants crowd the streets of the small town of Sandpoint, everyone excited about the much proclaimed Swallowtail Festival.
The place is Sandpoint, a small costal village bordering the Varisian Gulf. The place is a natural harbor, allowing easy access to the sea. The buildings are small, most made out of wood. The town is built alongside an ancient, ruined tower that now stands only fifty feet tall. Called the 'Old Light', the place is believed to have been an ancient lighthouse from Thassilionian origin. Despite its recent growths, the town still has a small, cozy feel to it.
The day is Starday the 23 of Rova 4711 AR, the time of the Autumnal Equinox. This day marks the recognized day of celebration for the goddess Desna, a holiday called the Swallowtail Festival. Among the free feasts, games, and merry-making, the Swallowtail Festival's signature event is marked by the releasing of a huge swarm of swallowtail butterflies from a wagon in recognition of Desna's favored animal.
However, this isn't the only thing drawing most people here. After several years of construction, the small town of Sandpoint has finished building a large, beautiful cathedral, which astonishingly has been created for five other deities as well as Desna. Designed to be equal in devotion to each of them, the cathedral has been cunningly crafted, with the shrines of the gods of Erastil and Abadar facing the south toward town and civilization, the shrines of Shelyn and Gozreh facing west to the Old Light and the sea beyond, and the shrines of Sarenrae and Desna facing east toward the graveyard and rising sun to give hope.
Even the towns of Korvosa and Magnimar cannot boast of such a structure, and people have flocked to see it. Locals of Sandpoint are easy to pick out, as they keep their head up high and wear proud smiles on each face. Rumors of a disaster destroying the town's previous shrines will soon be gone entirely as the town moves on to the future.
For Blikx or a Knowledge (Local) DC 10
Spoiler:
The disaster that destroyed the old church was a great fire that ravaged the northern portion of Sandpoint. Several businesses and houses were caught in the terrible flame as well, though the most damage was to the church. Citizens of Sandpoint are loathe to mention the event, or the other 'event' that makes up the period of time they call the 'Late Unpleasantness'.
As the scheduled time for the festival approaches, people begin to herd toward the town square just in front of the new cathedral. Anticipation builds as people pack the waiting area, locals staying out of the crowd by leaning out windows and even a few rambuctious kids on the roofs. The Swallowtail Festival is about to begin.
Take this time to introduce your character and their interest in coming to the Swallowtail Festival. I will update the next part to which you can react to directly soon. Note, the festival hasn't started just yet; this is a short part to get the mood right.
Well, thankfully that luck isn't coming from the RNG's (Random Number Gods (Long May They Reign)) right now. Been getting a bad streak from them as punishment for...something. I'm not really sure.
Skipping the first few levels also skips the most important incubation period of getting into character for roleplaying. Level 1 is always the place to start.
I've decided to do Rise of the Runelords, using the anniversary edition. Since this is my first time GMing a PbP game, I want to keep it simple, so for now I'm planning to just do the first book of the AP, Burnt Offerings. This will give me a good feel on whether this method of GMing is for me, while not dedicating myself to something I may not enjoy for years. When we reach the end of the book, if I feel comfortable with this way of GMing, and you players are willing, we'll continue on through the AP and finish it up. I will be picking about 4 people, and am open to picking a good entry from a new PbP player. :) Other information is below.
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Character Creation
Spoiler:
Level - Start at level 1
Point Buy - 25, no stat below 10
Races - All core; featured races in ARG will be case-by-case
Class - No Occult or Gun-based classes/archetypes; classes must use unchained versions; intrigue classes are iffy (meaning: convince me they can fit throughout the AP {1-6} and you'll be fine)
Skills - We'll be using the Background Skills found in PU: 2 per level; will have Artistry and Lore skills
Traits - 3, one of which must be a Campaign Trait from the free Rise of the Runelords Anniversary Edition Player's Guide; no drawbacks for now
Alignment - All Good, Lawful Neutral, or True Neutral
Equipment - Max starting gold
Background - Each character will need a background describing the events up to the start of the AP, which will be the beginning of the Swallowtail Festival; also, a brief description of the character and his/her personality as well; interesting comes before min-maxing in picking order
Sources - You can use any Paizo licensed material
Leveling - I'll let you know when to level up, so no experience for you guys to track
Special Ideas - I am open to special ideas for characters, backgrounds, etc.; however, I will try to get back to you asap whether I will allow it or not, and allowing it is not a guarentee of being selected
Complete - Only fully made characters will be taken into consideration when recruitment ends; if recruitment ends early, I may leave a little leeway to that
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Expectations
Spoiler:
Material - Access to Dropbox (you don't need the download anything to see the files I'll upload); access to the free Rise of the Runelords Anniversary Edition Player's Guide Commitment - As stated above, if you want to submit a character, be fully committed for at least the first book of the AP, which is Burnt Offerings Roleplay - While this is a classic adventure with lots of combat, there is a huge amount of good roleplaying in here. If you want a solely hack'n'slash adventure, this probably isn't it.
Daily Posts - Be ready to post daily; if your character has nothing to add or do in a scene, simply check in on the Discussion tab and say so; don't go missing, or you will be botted; check out more on this in my profile
Communicate - Tell me if something's wrong; point out errors; let me know if you're not having fun; throw out those crazy ideas onto the table; basically, feel free to ask or tell me anything, and I'll be willing to answer sincerely and work with you
Familiarity - I'm alright with people who have experience with RotR, just post that upfront when you make your character; as long as you are fully certain that you can separate in-character knowledge from out-of-character knowledge, we'll be fine; no metagaming
Know Me - Check out more information on my profile; no, seriously
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About Me
Spoiler:
I am used to the rules of Pathfinder and have played game IRL. However, after moving away from the group, I started to lose hope. Then I stumbled on PbP games and hope was restored! I am fairly familiar with the systems, outside of Occult Adventures which is why I won't be allowing it. All other limits are to keep this simple for my first PbP game (outside of guns; I've never liked the higher tech guns in my worlds).
As for GMing, I've done a few games in other systems after I moved, but I didn't have the best of players and they didn't go so well; yeah, my siblings are the type that like Aggrevation or Sorry, not complex rpg's. Anyhow, I am new to GMing Pathfinder and hope to be a great GM for all my players. If you feel I could improve on something or if I'm doing something wrong, let me know. If you don't, I'll probably just keep messing up, so help me help you.
For style, I enjoy the rule of fun and cool more than forcing every minute rule just rightly into place. I will be doing the Perception and Saving throws for combat or when immediate action is needed. Otherwise, I use spoilers to give a chance for players to roll and see it immediately if they made it. *Attention* Do not open any spoiler in-game if it's not for you or you didn't make the roll unless you are fully sure you can keep the meta-information outside of your character's actions. I know I enjoy knowing what's going on everything and can keep it separate, so I'll give you the chance.
Anything else will be on my profile, which you should check out.
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Time Limit - I'll give this two weeks and close recruitment on the 15th sometime; one because this is RotR and one because I'm new. Or, I will go until I feel I have a good, large pool to choose from (about 20). After recruitment closes (which I will post when it has) I will take one week to choose the party, as well as post the day that the choices will be made. Once the party is selected, they will have a full 24 hrs to respond before runner-ups are contacted.
Questions - Feel free to ask me any questions, concerns, ideas, etc. I consider open-minded when it comes to ideas and stuff.