The Rise of the Runelords

Game Master DEWN MOU'TAIN

Map

the date: 4707 AR

Active quests:
Who is Maliphviston? What is the connection with evriani? Did the wall leading to the lower tunnels below the glassworks and the sinspawn pit get walled up? is it still guarded? Will Anx aid the ladies with repairing Mar'du? will corrin get his mask? Will the heroes be able to sit down and enjoy their meal? what was hidden behind the large stone doors below Thistletop? Is there treasure to be found under Thistletop?

Perception:

[Dice=Corrin]1d20+8[/dice]
[Dice=Loxley]1d20+4[/dice]
[Dice=Sazzat]1d20+7[/dice]
[Dice=Yeda]1d20+6[/dice]
[Dice=Zeldana]1d20+7[/dice]


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Sorry it took a bit longer to upgrade the character than I thought. I think I have it finished but may need to adjust again if I missed something or I am using something that is not allowed.
Thank you for running this game.


Daniel Stewart wrote:
As we have so many archers, I think I might resubmit a straight fighter for some more upfront fighting..

As somebody who supports the 3pp classes in pbp, it was unfortunate that things were kept just to 1pp sources but nicely done with your first character. ;)

Evriani D'krent wrote:
I'd love to join! I've never done a play-by post game before, but I've been playing TTRPGs for 20 years and I'm eager to try this out.

Welcome to the finer world of play-by posts, Evriani. :)

RIZZENMAGNUS wrote:
Ebion Durais wrote:

Name: Ebion Durais

...
Coins: 2 gp/3 sp/3 cp left [from 6000 gp initial]
nice attention to detail!

Thank you kindly, RIZZENMAGNUS; and now that Cade Goodbarrel's been newly updated, I may as well help ya clear off that hmmm...this looks intersting group listing- Ebion's my character [ie. minor error on his initiative; should be +2]. Apologies for any confusion that may have arose for not being clear enough about it. :p


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I have to ask: Why does Ebion's sheet say human and list SOME of the human characteristics (bonus feat and skill, for example), but also say Tiefling and use Tiefling attribute score modifiers and darkvision?

That's supposed to be an either or, as I understand the system.

Liberty's Edge

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Well darn...lol. Ok I will set my will to yet another character!! I do like making them, after all, so this is not too painful for me!!


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hustonj wrote:

I have to ask: Why does Ebion's sheet say human and list SOME of the human characteristics (bonus feat and skill, for example), but also say Tiefling and use Tiefling attribute score modifiers and darkvision?

That's supposed to be an either or, as I understand the system.

Okay, I took the time to understand the rules gymnastics you've taken.

I checked, and I understand why you would think you needed to take them.

But I have to ask, if the character generation rules said core races only, why do you think burning feats so that you can be something else is going to have the GM ignore the advertised limit? The point of the feat usage is so that you don't have to play one of the core races, but can play one of the additional instead. Yes, technically the character is human, but no more so than it is tiefling, which is not a legitimate option under the character creation rules provided.

Why try to force a character that violates the rules into the game? There will be more games. Games where the character would be clearly legal for submission, with no gymnastics required.

I'm trying to understand the thought process that leads to thinking this sort of rules gerrymandering is a positive activity. Because I don't understand. I believe the rules are supposed to support the story, not define it. You appear to be trying to use the rules to change how the story will be told, or am I misunderstanding something?


hustonj wrote:
hustonj wrote:

I have to ask: Why does Ebion's sheet say human and list SOME of the human characteristics (bonus feat and skill, for example), but also say Tiefling and use Tiefling attribute score modifiers and darkvision?

That's supposed to be an either or, as I understand the system.

Okay, I took the time to understand the rules gymnastics you've taken.

I checked, and I understand why you would think you needed to take them.

But I have to ask, if the character generation rules said core races only, why do you think burning feats so that you can be something else is going to have the GM ignore the advertised limit? The point of the feat usage is so that you don't have to play one of the core races, but can play one of the additional instead. Yes, technically the character is human, but no more so than it is tiefling, which is not a legitimate option under the character creation rules provided.

Why try to force a character that violates the rules into the game? There will be more games. Games where the character would be clearly legal for submission, with no gymnastics required.

I'm trying to understand the thought process that leads to thinking this sort of rules gerrymandering is a positive activity. Because I don't understand. I believe the rules are supposed to support the story, not define it. You appear to be trying to use the rules to change how the story will be told, or am I misunderstanding something?

Heh, allow me to allay some of your worries, hustonj; admittedly, there is some small part of me that does find a bit of some glee and joy in 'stretching things a wee bit along the lines', as it were... but only just a bit. ;)

That being said, unless I'm misunderstanding some of the Character Gen outlines, the requirements for choosing from only the core races category doesn't necessarily preclude the usage of the alternate racial traits being chosen [where the Dimdweller/60' Darkvision racial trait is taken from] for the prospective character.

The Planar Heritage (Tiefling) feat is from the latter years of the PF1e rule-set with Planar Adventures and, as far as I could tell, fair game for being chosen. Note that the character remains more or less Human but has all of the Vulnerabilities that any Tiefling would normally have. The Fiendish Heritage feat is an earlier PF1e feat that has been rendered obsolete with the release of the Blood of Fiends Companion- but I figured it would go quite splendidly with the Planar Heritage feat as it is also fair game [even if in partial-form due to not having any spell-like abilities, per say] and quite fun enough to roll for.

If it would be far more preferable to simply just disallow the Fiendish Heritage feat, then I'd have no problem with choosing some other alternate feat instead, such as Fiend Sight, Extra Invocations, Extra Lay on Hands, or Armor of the Pit. Prolly will have to rework some of the stats but it is perfectly doable [might be tempted to rejigger some of the equipment choices but am okay with keeping it as it is].

I simply disagree with the notion that I'm trying to illegally shoehorn in an actual Tiefling to this RotRL game; if I'm ever given an option to be allowed to choose a Tiefling, I'd rather just decline that option and simply go on with staying as a Darkvisioned Human with the Planar Heritage (Tiefling) feat instead. I suppose that if it'll be enough to be disqualified from the running, then it is what it is- and I'll be perfectly fine with it; there's still quite a lot of suitable prospects for this game, your character included, hustonj. :)

Where some might consider rules supporting but not defining a story [doesn't happen if it never even gets defined] or where some might interpret using those selfsame rules to change how a story may get told [abilities gained from leveling up, anyone?], I'd consider both as being the normative state of affairs in how a TTRPG game goes; I suppose that one alternative personal view that I can put forth for this posting would be that of having some particular widget [be it a feat, spell, or a core/base/hybrid class with ties to a 1st Party Publisher] that is available and seems interesting enough to be incorporated into any given character which then does get incorporated into. It's why I chose some of the spells that did get chosen for Ebion [well, that and they seemed like they'd be different enough to not be duplicated into too many spell lists].

Daniel Stewart wrote:
Well darn...lol. Ok I will set my will to yet another character!! I do like making them, after all, so this is not too painful for me!!

Your Shaman character is also nicely done too- I just ended up being a bit more biased in favor of 3pp classes. ;)


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So, if it ain't explicitly disallowed, it is fair game, and there's no reason for questioning it? Even when it is an obvious attempt to end run the provided guidelines?

We have very different concepts of what cooperation means as used in the phrase cooperative storytelling.


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alright. today is monday, and time for the big reveal.

The chosen ones:
Jarl Purrun, human warpriest
and
Evriani D'krent: Human sorcerer

I know i was only looking for one extra, but i mustve been in a generous mood yesterday when i reviewed the list of candidates, and decided to make a special slot for Evriani because she is literally new to this world of pbp games. I feel that I as a DM, and the group concurrs with me, that we will be able to provide Evriani an excellent introduction to the world of pbp games.

for Jarl: meh, he can heal. LOL
actually, i discussed with the group and let them decide who they wanted to join the group. Jarl was it.

To Jarl and Evriani, feel free to say HI in the discussion board and we will get this game started. i will also send a PM to both players to let them know they were chosen.

thanks to everyone who submitted a character. there were some very interesting choices. especially that shifter. I thought he sounded pretty cool.

Dark Archive

Have a fun game everyone!


Congrats and good luck to the future players!


Congrats to the Chosen ones, Evriani and Jarl. :)

Now get out there and go help save Varisia. ;)

PS. we prolly won't agree on them cooperative storytelling stuff though, hustonj. ;p


Looking for 1 PC.

we have a group of 5 right now, but id prefer to have a group of 6.

character build requirements:

starting level 4th:
max gold for character level
max hps for character level
stats: Use 25 pt. Point buy.
classes: All base and hybrid classes are allowed but not archetypes.
Races: Only the 7 base races allowed.

2 traits
background skills used.

right now, in game, the group is in Sandpoint, having explored most of Thistletop. there are still some rooms to be explored, but it hasnt been decided if the main group will explore the rest.

the group is currently meeting the nobles of Sandpoint, hosting a dinner in which the nobles will congratulate them.

current group

witch
druid
rogue/illusionist
arcanist
Elemental Water Bloodrage

i'll post more later, im about to step out the door.


Ooh. Been wanting to play this AP for years, but have never had the chance. Will roll up some sort of melee character a.s.a.p. for a submission.


Ditto, I'll get something up quick, I'll roll up a Hunter. There's more than enough magic in that group lol.


I'll present a warpriest for a frontline with healing option.


Phantom Genius wrote:
I'll present a warpriest for a frontline with healing option.

But then I started reading about the Shaman of Life and I wanted to play that. (You need a major healer, right?)

But then I saw that you rejected an earlier shaman because you prefer 3pp classes and I didn't want to build one for nothing, especially at 3am.

Any thoughts? Thanks!


I had applied for this game a very long time ago; the PC that I applied with ended up getting into another Runelords game, which fizzled out at Thistletop. It would really fit into his story for him to be here, but he is a Diviner wizard, so probably not what you are looking for. I'll think of something else.

The character creation rules say no archetypes, which was the original GM's rule, but I see you have some archetypes in the party. What is the current ruling? I am happy with the basic classes, just curious.

Also, are Feat Tax rules in effect?


The current five characters are all original to this game. So the original DM allowed them in.

I need to change that.

updated character build requirements

starting level 4th:
max gold for character level
max hps for character level
stats: Use 25 pt. Point buy.
classes: All base, hybrids and archetypes allowed.
Races: Only the 7 base races allowed.

Feat tax is not in use.


My original idea I wanted to play a kitsune trying to hide it from the rest of the party. :p
But I’m happy with Loxley as she is.
Well, I’m be happier once we get another level or 2. ;)
5th is a rough level for me. -.-


I may retool this paladin to fit the build specifications or I may start fresh, but she was built for a Rise game.

One way or another I will likely bring some divine flavor.


Can’t hurt to have some divine power.
We have a few with some healing powers, so a little more healing couldn’t hurt.


On second thought, especially with archetypes being opened up (and now that I've had a chance to look at the existing party a bit more), I'm leaning more towards bringing in an Inquisitor of...some god TBD. Someone in the Sandpoint Pantheon for sure. The two leading archetypes right now are:

  • Relic Hunter: inquisitor meets occultist very curious about some ancient Thassilonian stuff
  • Sin Eater: the holy purifier!

  • Scarab Sages

    I have a sin eating halfling inquisitor he was a blast to play!


    I could roll up a swashbuckler, the party seems light on tankiness.


    Well, theres yeda, the bloodrager. She swings her sword and people, things, creatures tend to split in two... course, her blade is busted into several pieces,so shes not so choppy choppy stabby stabby at the moment...


    Aldizog wrote:

    I had applied for this game a very long time ago; the PC that I applied with ended up getting into another Runelords game, which fizzled out at Thistletop. It would really fit into his story for him to be here, but he is a Diviner wizard, so probably not what you are looking for. I'll think of something else.

    Let's see him again.


    RIZZENMAGNUS wrote:
    Well, theres yeda, the bloodrager. She swings her sword and people, things, creatures tend to split in two... course, her blade is busted into several pieces,so shes not so choppy choppy stabby stabby at the moment...

    I’m sorry . TT-TT

    I’m working on it.
    As soon as I can get a hold of make whole I can fix it.


    RIZZENMAGNUS wrote:
    Aldizog wrote:

    I had applied for this game a very long time ago; the PC that I applied with ended up getting into another Runelords game, which fizzled out at Thistletop. It would really fit into his story for him to be here, but he is a Diviner wizard, so probably not what you are looking for. I'll think of something else.

    Let's see him again.

    I appreciate that, but upon reading through the game to date, I believe I am looking for a faster pace than what this group is comfortable with.

    Good luck and good gaming!


    With the 2 traits we get, are you requiring one of them to be one of the campaign traits?


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    Aldizog wrote:
    RIZZENMAGNUS wrote:
    Aldizog wrote:

    I had applied for this game a very long time ago; the PC that I applied with ended up getting into another Runelords game, which fizzled out at Thistletop. It would really fit into his story for him to be here, but he is a Diviner wizard, so probably not what you are looking for. I'll think of something else.

    Let's see him again.

    I appreciate that, but upon reading through the game to date, I believe I am looking for a faster pace than what this group is comfortable with.

    Good luck and good gaming!

    Makes sense.

    This game has slowed down a bit. I, the DM, am having a hectic summer, several players are also dealing with RL situations, so its a bit hit or miss atm. But the group has been rolling strong since i took over in 2019/2020. So thats cool.

    Wayfinders

    Wow Rizzen, just 1 PC, may I still apply?


    I have a couple of characters I could make work with this. I still need to write up the fluff for them and maybe spend the remaining gold but most of their stats are done.

    Vyki is a halfling unchained monk (disciple of wholeness) who'll go into "fighting defensively" feats (like crane style) to become quite tanky.

    Neari is an elf cleric of Sarenrae, who'll start taking levels in Dawnflower Anchorite later on.


    RIZZENMAGNUS wrote:
    But the group has been rolling strong since i took over in 2019/2020.

    Has it really been that long since you took over? Geez. :p


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    Celebryn Edasseril wrote:
    Wow Rizzen, just 1 PC, may I still apply?

    sure


    Thinking more about it I think I'm going to go ahead and apply with Neari. She's mostly done and I'll try to finish her off in the next few days. Any idea how long recruitment will be open for?


    I joined this game later on and took over an existing character and have been having a lot of fun. While a bit slow recently, Rizzens been doing a fantastic job and as a player I can be pretty persnickety about that and I never post kudos unless I honestly feel that way about something.

    With that said we have a rather interesting group of characters all being played very well and again I note I can be pretty persnickety about a game I am in as I focus on role playing.

    Further unless I miss my guess, the current aspect we are dealing with, while definitely fitting, I do not think is even part of the original adventure as it has to do with one of the PCs backgrounds and I do not see that as having been written into a preconceived module series but I could be wrong. Also, Rizzen is doing a fantastic job of bringing Sandpoint to life, with highly interactive NPCs


    Veegees wrote:
    With the 2 traits we get, are you requiring one of them to be one of the campaign traits?

    Itd be nice, but not neccesary.


    I still need to finish putting together the backstory and character sheet, but I have the highlights.

  • A Keleshite (human) Relic Hunter Inquisitor of Sarenrae
  • Child of a merchant family originally from Qadira, moved to Magnimar at an early age
  • Family Ties campaign trait, and definitely got involved in some Sczarni shenanigans as a young person
  • Trait 2 is Scholar of the Great Beyond, expressed in large part by a deep interest in the empires of the Inner Sea that preceded even the Padishah Empire of Kelesh.
  • Healer's Hands building to Incredible Healer for that sweet divine radiance of the Dawnflower.
  • Possesses Sarenite relics of the Abjuration, Divination, and Transmutation schools, with a heavy focus on Abjuration above the other two in both focus powers and spells known
  • The divination relic is a deck of illustrated cards with poetry on them, in keeping with the real-world Persian tradition of فال حافظ/fal-e Hafez. This will be the character's way of connecting with the Varisian Harrow deck and will allow me to occasionally write or quote some fragments of poetry.
  • Rocking a scimitar and a shield cloak to toggle back and forth between offense (+8 1d6+8/18-20/x2 + 1d6 --> +8 1d6+11/18-20/x2 + 1d6) and defense (AC 19 --> 21).
  • Strength-based scimitar? Strength-based scimitar.
  • I would be very interested in taking the Burned drawback even if it doesn't give me a third trait, because it just fits with the background I'm tooling around with. This is someone who has benefited from the Dawnflower's redemption after getting involved in some shady criminal enterprise and is now trying to do better. They wear bandages all over their body following an accident and are driven by a desire both to banish their pain and restore their appearance, believing an ancient Sarenite relic lost somewhere in Varisia holds the key.
  • If I do get another trait, I'd probably take blade of mercy (or merciful scimitar if the former is disallowed) to lean into the nonlethal stuff and build towards Sarenrae's Mercy (the divine fighting technique).

    I'll finish putting together the character sheet and the backstory and post back here tomorrow.


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    Veegees wrote:
    Any idea how long recruitment will be open for?

    i'll keep this open til this friday, Aug 25.


    I humbly present Mehrab al-Zahra, a.k.a. Rooster, a.k.a. Golzar al-Sahar: the Keleshite relic hunter of Sarenrae just trying to figure out his life.

    Backstory:
    Mehrab al-Zahra was not a righteous man.

    His mother and father were powerful merchants of the Padishah Empire of Kelesh, given the high honor of representing the satrapy of Qadira as diplomats at the embassy in far-off Magnimar. This assignment came when Mehrab was young. Mehrab came of age within the ornate embassy in the Ordellia district of Magnimar. Magnimar was no metropolis—not like Absalom or Katheer—but it was a reasonable place to grow up. Foreigners were not necessarily ostracized so much as separated. And there were some Keleshites, like Sabriyya Kalmeralm, the “Princess of the Markets” in the Bazaar of Sails, who were actually able to achieve power and recognition.

    Mehrab had no interest in continuing in the family business, with little facility for economics, wit, or wordplay. Besides, his home culture was matrilineal, so he stood to inherit nothing, unlike his well-prepared sisters. As a young man, Mehrab demonstrated three redeeming qualities: adaptability, curiosity, and a certain brutishness that let him bully his way into getting what he wanted when his lack of charm failed. These, and the fact that Mehrab had begun to style his hair in a red-dyed mohawk, led to an early nickname: Rooster.

    These aspects attracted Rooster to another group within the city: the Sczarni. Even though predominantly comprised of ethnic Varisians, a particularly forward-thinking, progressive leader of one of the gangs (to be potentially filled in by the GM) thought it would be useful to have someone else that the Magnimar City Guard might not recognize. Rooster didn’t have to be particularly stealthy. He just had to be not Varisian and go places where the Sczarni couldn’t.

    So Rooster developed a reputation as an enforcer with golden ears rather than a silver tongue: the sort of person who could go into places, listen for important information, and then punch his way out if he got caught. And he knew enough about enough to not be a complete dullard to talk to. The job didn’t matter much to Rooster: theft, extortion, murder. As long as he got paid, it was fine.

    Rooster, son of Zahra (who had since disowned him), was not a righteous man.

    Unfortunately for Rooster, his curiosity proved to be his downfall. On one job, he overheard some completely irrelevant piece of incorrect history and felt positively compelled to correct the speaker, simultaneously giving away his position and his status as a spy. This hadn’t usually been a problem. But against this particular gang (to be potentially filled in by the GM), Rooster had met his match. His reputation had grown enough by this point that the gang decided to make an example of him to send a message to the Sczarni that they were onto their shenanigans. If they were going to send their Rooster into the henhouse, they’d send him back with feathers. Dipped into burning tar and covered with chicken feathers, Rooster was found hung by his ankles, in agonizing pain, barely clinging to life.

    The Sczarni did their best with their resources to help Rooster. He came out of the incident horrifically scarred, and no amount of healing magic seemed capable of completely undoing the damage. After saving his life, the Sczarni realized that Rooster was no longer safe in Magnimar. He was also a liability that they needed to hide. They would not abandon him: he was Family now. But they had to set him up with someone else who could take care of him for a while.

    That someone was Jubrayl Vhiski in nearby Sandpoint. Jubrayl took Rooster in. He wasn’t keen to play nursemaid, hiring someone else (to be potentially filled in by the GM) to get Rooster back in shape. But once Rooster was doing better, it would be time to introduce him to Sandpoint and start helping the local Family.

    But the Dawnflower had other plans in mind.

    During his recovery, one of Rooster’s only pleasures was reading books. Books of history, of lore, of arcana, and more kept his mind sharp while his body suffered. One such book was The Birth of Light and Truth: the principal holy book of Sarenrae. His family had been Sarenites growing up, but Rooster had had little particular care for the ideas of religion. He still didn’t know how much he believed that the gods had any particular interest in human affairs. But this book had stories that he had never read before. Sure, there were the usual stories of redemption, people turning their lives around and doing good. But there was something else hand-written in the back by the previous unnamed owner of the book. This story spoke of a horribly-scarred follower of the Dawnflower who assembled a series of artifacts together and conducted a ritual that bathed them in restorative flames.

    If Rooster could do the same, maybe he could replicate the deed. The clues were all in this book, waiting to be uncovered. Until then he would follow Sarenrae and do as she commanded. If she was willing to use him, he would use her in turn. But he couldn’t be Rooster anymore. And he couldn’t rightly be Mehrab either, or at least not Mehrab al-Zahra. He took on a new name: Golzar al-Sahar: the flower of the dawn.

    Golzar al-Sahar was not a righteous man. But he was trying to be.

    Character Sheet:
    Golzar al-Sahar
    Human relic hunter inquisitor of Sarenrae 4
    N Medium humanoid (human)
    Init +5; Senses Perception +11

    --------------------
    Defense
    --------------------
    AC 19, touch 12, flat-footed 17 (+7 armor, +2 shield, +2 Dex) (+2 with shield cloak raised)
    hp 43 (4d8+9)
    Fort +8, Ref +5, Will +9

    --------------------
    Offense
    --------------------
    Speed: 30 ft. (20 ft. in armor)
    Melee: +1 scimitar +9 (1d6+6/18-20/x2)
    Special Abilities: aegis, deific focus (abjuration: 4, divination: 2, transmutation: 3), energy shield (20), healer’s hands, legacy weapon, mind barrier (8), precise strike +1d6, sudden insight +2
    Spell-Like Abilities
    At will--detect [alignment]
    Inquisitor Spells Known (CL 4th; concentration +7)
    2nd (2/day) focused scrutiny, see invisibility (DC 15)
    1st (4/day) ears of the city, heightened awareness, protection from evil, shield of faith, false face (DC 14)
    0 (at will) detect magic, detect poison, guidance, read magic, resistance, sift (DC 13)

    --------------------
    Statistics
    --------------------
    Str 20, Dex 14, Con 14, Int 12, Wis 16, Cha 7
    Base Atk +3; CMB +8; CMD 20

    Feats: Extra Mental Focus, Healer’s Hands, Power Attack, Precise Strike
    Traits: Family Ties (campaign), Scholar of the Great Beyond (faith), Burned (drawback), Blade of Mercy (religion) or Merciful Scimitar (combat)
    Skills: Climb +9, Heal +10, Intimidate +8, Knowledge (history, planes) +9 (+12 to ID creatures), Knowledge (local) +6 (+9 to ID creatures), Knowledge (arcana, dungeoneering, nature, religion) +5 (+8 to ID creatures), Linguistics +5, Perception +11, Sense Motive +12, Spellcraft +5, Survival +10 (+12 to follow/identify tracks), Swim +9; (ACP -3)
    Languages: Common (Taldane), Elven, Giant, Kelish, Shoanti, Thassilonian, Varisian, VSL (Varisian Sign Language)
    SQ: cunning initiative, deific focus (9), focus powers, monster lore +3, relics, resonant powers, solo tactics, stern gaze +2, track +2

    Focus Powers: Aegis, Energy Shield, Legacy Weapon, Mind Barrier, Sudden Insight
    Implements: Abjuration (holy symbol), Divination (illustrated deck of Keleshite poetry), Transmutation (scimitar)
    Deific Focus: 9 points (abjuration: 4, divination: 2, transmutation: 3)
    Resonant Powers: Physical Enhancement (Strength +2 (enhancement)), Third Eye (Perception +1 (insight), Warding Talisman (Saves +2 (resistance))

    Gear: +1 breastplate, +1 scimitar, +1 shield cloak, healer’s kit, gold holy symbol of Sarenrae, 185 gp

    --------------------
    Special Abilities
    --------------------
    Relics (Su): At 1st level, a relic hunter gains the occultist’s implements class feature and learns to use two occultist implement schools as relic schools. At 4th level and every 3 levels thereafter, the relic hunter learns to use one additional relic school drawn from the same source, gaining access to that school’s resonant power and base focus power and opening up that school’s focus powers for her to select. Like an occultist, a relic hunter can select the same school twice, but it is far less useful for her to do so.

    Relics do not need to be magic items, and nonmagical relics do not take up a magic item slot. Relics that are not magic items are often of some religious significance to the relic hunter or her church, such as the battered shield of a saint, a bishop’s robe, or the finger bone of a church martyr. This ability replaces judgment.

    Deific Focus (Su): At 1st level, a relic hunter learns to invest divine power into her chosen relics. This acts like the occultist’s focus powers and mental focus class features, with the following adjustments. This ability replaces domain, bane, greater bane, second judgment, and third judgment.

    Each day, a relic hunter has a number of points of deific focus equal to her inquisitor level + her Wisdom modifier, and she must spend 1 hour in prayer with her relics to invest them with divine power. These points refresh at the start of each day.

    At 1st level, the relic hunter learns the two base focus powers from her chosen relic schools and can select one more focus power from the list of those made available by her chosen schools. Whenever she gains a new relic school, she gains the base focus power of that school. In addition, at 4th level and every 4 levels thereafter, she learns a new focus power selected from all of the powers granted by all of the relic schools she knows. She can use these focus powers only by expending points of deific focus. Unless otherwise noted, the DC for any saving throws against a focus power is equal to 10 + 1/2 the inquisitor’s class level + the inquisitor’s Wisdom modifier. She cannot select a focus power more than once. She uses her inquisitor level in place of an occultist level to qualify for focus powers.

    Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.

    Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.

    Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

    Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

    Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Ability: Strength.

    Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

    Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

    Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

    Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

    Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

    Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

    Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

    Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

    Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

    Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

    Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

    Traits
    Family Ties (campaign): While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
    Scholar of the Great Beyond (faith): Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

    Burned (drawback): You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

    Blade of Mercy (religion): You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
    or
    Merciful Scimitar (combat): You learned from worshipers of Sarenrae to cut foes with a scimitar without killing them. You can deal nonlethal damage with a scimitar without taking a penalty on your attack rolls.

    Human Racial Traits

  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Fear: Humans select one extra feat at 1st level.
  • Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
  • Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Grand Lodge

    Tetori monk for your consideration. Tie up the bad guys and let the others beat or blast it.


    The list so far

    Kul'theraka: monk
    Mehrab: inquisitir relic hunter
    Neari: cleric of searane

    Interested:
    Celebryn


    Still with us, @veegees?


    Yea still here. Did you need something?


    1 person marked this as a favorite.

    Alright.
    Im gonna call it a day early.

    I chatted with the group about who would best help the current group, and Neari was the resounding choice. So, @veegees go jump over to the discussion thread.

    Now, i am going to pull a mulligan as well, DMs choice.

    Im going to invite Mehab to join us as well. I am intriqued to see how a relic hunter will play out.

    Wayfinders

    Enjoy!!!


    And I would like to make an honorable mention to Kul'Theraka as the actual intial vote was all three but we had to narrow it down to one and as you can see even Rizz was moved enough to pull a mulligan which just goes to show how good all three character ideas were.

    Good luck and please stay tuned, you never know when RL will hit again and a player gets vaporized and their PC becomes an NPC. Although I greatly hope that will not happen but PbP is what PbP is and that happens far to often.

    Grand Lodge

    Thanks, have fun all


    Can I join?


    I can make a half-orc bard that is subtle in his ways.

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