MotG's Rise of the Runelords Recruitment


Recruitment

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Oh also Daggers are in the Close Weapon Group as well. I am counting the Helm as being in the Close and Hammer Group.

I think I have said it before and I will say it again. I am more for Concept and Role-Playing over Roll-Playing.

BTW: Be sure to look into Primitive Materials for things like Arrows and such.

80 Stone Arrows costs the same as 20 Iron Arrows for the same purposes.


How do you feel about Synthesist Summoners? Asking because I know many people hate them.

Idea for the character would be a Blood God Disciple/Synthesist (which actually means I can't do straight cheese and dump physical stats as that make the BGD part crappy) who sees summoning her eidolon not so much as calling some sort of power armor but as allowing her goddess inside her body and mind.
She'd be part of a small cult consisting all Half Orc women born among Orcs and some Orc women. The goddess they worship is actually an amalgam of Calistria, Gorum and Milani. As you may have guessed, they strive for a better place for women within Orcish tribes and actually take harsh actions against the worst males. This is the reason they're located in Kaer Maga, among the tribes their members tend to get singled out and killed.


Sounds good MotG, although I do hope there will be Roll-Playing as well, so our stats aren't going to waste :D

I do love me some combat. As a DM, I'm more of a Roll-Player than a Roleplayer, though I'm huge on concept too. As a Player I can do Roll or Role-playing easily enough.

Anyhoo, here is Bjorn Steelskull, younger brother of Bærn! He's four years younger than Bærn, though I adjusted it to be 7 years prior to the year of the Ruins of Pathfinder game, which means he's 11 years younger by that. Bærn is also in this world, same as he is in the other one (Minus a few years of course!)


@Cuan: I prefer the Synthesist over the normal in this type of campaign... I especially love the Blood God Disciple do to it getting rid of the Spamming of the SM SLA

@+5 Toaster: You can use those feats.

@Crustypeanut: I meant more on the Character Side not the Gameplay side.


Ah right, right lol. I do both in that sense, then. I like to make strong characters, but I'll make Rp decisions in building them that might seem less than useful, but flavorful. Like my whole Steel Skin trait I have on both of my guys.


I have a Fighter that was made using Sub-Optimal Choices that actually ended up being more potent than the Optimized Wizard.

Have I missed any questions or entries?


Master Of The Games wrote:
@+5 Toaster: You can use those feats.

Really?

The first one he listed provides the same benefits as Weapon Focus, half of the benefit of Improved Disarm, half the benefit of Weapon Specialization, AND it increases the Weapon Focus/Specialization based bonuses as the character advances, with no further Feat slot expenditures. Oh, AND it stacks with all the feats it duplicates.

If that's the power level you're after, I've applied to the wrong game.


hustonj wrote:
Master Of The Games wrote:
@+5 Toaster: You can use those feats.

Really?

The first one he listed provides the same benefits as Weapon Focus, half of the benefit of Improved Disarm, half the benefit of Weapon Specialization, AND it increases the Weapon Focus/Specialization based bonuses as the character advances, with no further Feat slot expenditures. Oh, AND it stacks with all the feats it duplicates.

If that's the power level you're after, I've applied to the wrong game.

Hm I didn't see that either.. the Disarm part is 100% fine in my book, but gaining Weapon Focus and Weapon Specialization in one feat without having to be a fighter? I don't agree with that.

I can't think of a single feat that progresses like that, except for two that have DRAWBACKS in addition to it (Power Attack and Deadly Aim).

Homebrew Feats by players = no bueno. By DMs its fine, but players should stick to what they've been given.

Now 3rd-party feats are reasonable. Usually. Also, why is he making feats that are far too high for him to get anyways? Imo just stick with what exists or ask about 3rd party ones. If we're doing 3rd party ones, I'm gonna have to see if I can find any relevant to my guy :P

Sczarni

Do you have any problems if I make a character for this? I've got a great monk idea I've had in my head for awhile, but never had a chance to get it out there.

The reason I ask, is I'm currently running RoTRL in my real life game group, and so will have a good idea what's going on before hand. I'm great at separating character knowledge from in game, but thought I'd ask.


Feel free lankzkev.

And I misread the feat then because I thought it opened up the Weapon Specialization for Tridents.

Sczarni

Also, I've looked in the rise of the rune lord player guide and all I see are feats, I don't really see any campaign traits, am I looking at the wrong place?

-edit- I let my players use the shattered star traits myself


lantzkev wrote:
Also, I've looked in the rise of the rune lord player guide and all I see are feats, I don't really see any campaign traits, am I looking at the wrong place?

Are you using the Anniversary Edition Player's Guide?

@+5 Toaster: Use this version

Neptunian Aptitude(Combat):

A simple fishing apparatus for some is a deadly weapon for you.
Prerequisites
Merfolk, bab 4, Proficiency with tridents
Benefit
You treat any trident you wield as if it had the Disarm special property, in addition you gain a +1 bonus to attack and damage rolls on ranged attacks with tridents.

Sczarni

Ah that'd be the issue, I was using the other one for some reason they have two different ones available! sheesh now I gotta let my players know of this option!


Yeah, This one is meant for the Anniversary Edition Hardback while the other was meant for 3.5.

BTW: A Link to the RotRL AE Player's Guide is on the Campaign Info tab.


Khalbar is submitted for another RotRL campaign, but may not get in as there's LOTS of submissions. Would have to up his buy to 25pts and add campaign trait, but does the rest look acceptable? Need a hack and slasher?


Khalbar... Please show me the Upgraded version. As it stands you might be the first to go through a Prologue.

That background... You wouldn't happen to live near Springfield, Missouri, USA would you?

@Trim: If you want to take your background to a day before the Swallowtail Festival you might just get in on the Prologue as well.

@Timor: Can you put how many rounds you have for your Bardic Performance? Or do you trade that out for something else?


MotG - used to live in Columbia MO once, but Houston TX area now, sorry. Will update and withdraw from other game if there's a place secure here. Will have updated Khalbar up soon. I think he'll be a blast to RP...


Hmm... I was curious on whether we might have met somewhere IRL before... I have a soft spot for that type of background... But to be honest you I am planning on having 3 Martial Characters & 3 Caster Characters. Though it looks like there needs to be some more healing potential in the group.


They are from a Paizo Source and on the d20pfsrd. So yes.


ok im curious about somthing, ive wanted to play this character for quite some time, one thing im curious about is, magi have light armor prof, but do they still take the arcane failure penalty from light armor? ill adjust his storyline to say sandpoint and change a couple ablilities around but he is a finished character for the most part.


MotG- Here is updated Khalbar Bloodsong with 25pts and campaign trait added. Starting gold at max, per your guide. Ready willing and able for prologue when you are.

Crunch:
Khalbar Bloodsong
Male Human (Shoanti) Barbarian 1
CG Medium Humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 14 (1d12+2)
Fort +5, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
Greataxe +6 (1d12+6/x3)
Ranged Longbow +3 (1d8/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 11, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2, Weapon Focus (Greataxe)
Traits Bully, Resilient, Friends and Enemies (campaign) – horse and tackle available at Sandpoint stables
Skills Acrobatics -1, Climb +5, Escape Artist -1, Fly -1, Intimidate +6, Knowledge (nature) +4, Perception +5, Ride +3, Stealth -1, Survival +5, Swim +1
Languages Common, Shoanti
SQ fast movement +10
Combat Gear Oil (3); Other Gear Hide armor, Arrows (40), Dagger, Greataxe, Longbow, Backpack (15 @ 30 lbs), Bedroll, Belt pouch (2 @ 0.26 lbs), Chain (10 ft.), Crowbar, Fishhook, Flint and steel, Grappling hook, Hooded lantern, Silk rope, Trail rations (5), Waterskin, 11 GP, 2 SP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
In his Shoanti tribe, women were only yours as long as you could keep them. Though he had grown up courting Alia and though she had borne him a son last summer, Khalbar could not keep her. After returning from a great bear hunt with the warriors they found a group of competing Shoanti had raided the camp and stolen the women and children. Many of the warriors were glad to be done with their women, but Khalbar loved his Alia and their son Harm had been the light of his life. His heart was torn asunder. He made the Blood Oath that day to find his family and return them safely to him. When raging he finds himself singing an old Shoanti love song that he used to sing to both Alia and Harm, but that singing sound has a terrible meaning now--hence his surname.
He single-handedly laid waste to the competing tribal camp--his singing rage a terrible thing to behold, only to find that his family had been sold the previous day to traders bound for Magnimar on the Lost Coast.
Since then Khalbar has been chasing that caravan and searching high and low. He comes to Sandpoint with hope draining him, but a fire burning deep within. This is only a way station to rest and recuperate before resuming the hunt down the coast.


From the Magus class entry: "He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance." As they level up they can gain better Armour Proficiencies and negate the ASF of the Armour.

And I like him. Just needs an additional Campaign Trait.


working on that and a couple abilities like i said, ill have him done within the next hour


I submit myself let me know if you have any questions or I need to update anything.

Background:

Jakob was born into an abusive situation. His father was a drunk and believed that beating his wife and child was a manly thing to do. Jakob learned quickly at a young age how to protect himself and attack back. At the age of 11, Jakob's mother died and he left home to get away from his drunken father.

Jakob lived on the streets for a little while until a cleric of Torag found him and took him back to the monestary. There Jakob flourished in his studies of armor, weapons, and magic. At the age of 19 Jakob was sent off by the clerics so that he might discover his true calling. Was he to become cleric out on the battlefield or a scholar. Jakob already thought he knew the answer. He wanted to become a battle cleric and work to stop oppression, abuse, and any tyranny he could find.

Jakob has been moved around to help out where he can. He finds himself now at Sandpoint beginning to think that he will never be able to show his worth on the battlefield.


Crunch:
Jakob Giesler
Human Cleric 1
LG Medium Humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +2 Dex, +1 dodge)
hp 8 (1d8)
Fort +3, Ref +3, Will +6
Resist resistant touch (6/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and
. . Warhammer +3 (1d8+3/x3)
Ranged Sling +2 (1d4+3/x2)
Spell-Like Abilities Acid Dart (6/day), Resistant Touch (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Doom (DC 14), Magic Weapon, Magic Stone
0 (at will) Guidance, Light, Stabilize
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 10, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +3; CMD 16
Feats Dodge, Selective Channeling
Traits Armor Expert, Sacred Conduit, Student of Faith
Skills Acrobatics -3 (-7 jump), Climb -2, Diplomacy +6, Escape Artist -3, Fly -3, Heal +9, Knowledge (religion) +4, Ride -3, Spellcraft +4, Stealth -3, Swim -2
Languages Common
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 14), domains (earth, protection), spontaneous casting
Combat Gear Healer's kit; Other Gear Scale mail, Heavy wooden shield, Sling, Warhammer, Backpack (empty), Belt pouch (empty), Torag, 4 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Just making sure you knew about it.

& I will be taking the First 6 Complete Characters. By my Standards ;P


Master Of The Games wrote:
lantzkev wrote:
Also, I've looked in the rise of the rune lord player guide and all I see are feats, I don't really see any campaign traits, am I looking at the wrong place?

Are you using the Anniversary Edition Player's Guide?

@+5 Toaster: Use this version

** spoiler omitted **

ah yet another feat I forget to edit before posting thank you, I also removed that line in my final version, good catch to all concerned. gonna work on my character stats. will post tommorow, thanks


Rassil has been adjusted for this campaign. added a little more info and changed a couple things.


@+5 Toaster: Can't wait but remember that you might end up being offered a spot on Team 2 not Team 1.

@Jakob: Can you include what your Sacred Conduit trait does? And which one is the Campaign Trait.

That last one goes for everyone who doesn't already have it marked.

NOTE: Team 2 is the second group I am gonna run once I get this one underway. I am planning on it having the same load out as this one.

So far this group is probably gonna have A Barbarian, the Cleric, at least 1 Bard, the other 3 are open.

Sczarni

I present the glorious bastard of Kaer Maga, the brawler beholden to no man and yet desires the approval of all, the man from the city of a thousand strangers, one against them all!....

It's time for him to get famous or die trying, and Sandpoint is as good as any to start, what with the rumors of goblins and giants on the rise.


I like it!

But why is no one using Wandermeal with Ration/Hunting Supplementation?


Idunno about the others, but I roll most of my stuff using Hero Lab, and I don't have every single addon for it yet, as I'm sort-of a tight ass.

If it's not in my version of HL or in one of the dozen or so books that i have laying around the apartment, (or if I haven't taken the time to find it in said books) I don't use it in a character, lol.

I've never even heard of Wandermeal and the supplementations before lol.


Student of Faith RotRL Anniversary Edition +1 caster level of cure spells. +1 to DC of channeled energy.

Sacred ConduitYour birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Updated on my sheet as well.


Wandermeal requires you to eat a nutritious meal once a week so that you don't suffer a drawback.

I think it is only in Ultimate Equipment...

@Jakob: Trait Bonuses don't stack by the way...

Sczarni

I'd totally have that in there if I had thought about it! I bought ultimate equipment, but kind of just looked at the regular magic items.

I was hoping you'd like him, I am debating dropping the current feat of combat reflexes and picking up fey foundling.

Also when you get the 6 you want, any chance of starting sooner than the 30th? I'd really like to start playing soon!


I'm gonna throw this guy in there.

Thordak


The 30th is just to give enough time since I didn't expect so many entries... Or that most would be Martial...

I am actually working on a short Chapter 0/Prologue for you guys. No XP. Light combat. Plenty of Roleplaying and Character Introductions.

Wait. Who is wanting to start out being in Sandpoint for at least 1 Year?

Sczarni

I don't mind it, I'm assuming when the rumors start about the giants and goblins and other type of critters amassing begin, that's when he migrates to Sandpoint.


subbed out sacred conduit for sacred touch


Great now I want to start 2 Groups now...

Ok if you guys want to submit alternate Characters feel free.

@Jakob: Sacred Touch?

Sczarni

In relation to the feat fast healer, do you define fast healing as natural, magical, or other(and thus doesn't benefit from fast healer)

I ask because my other idea is a tiefling sorcerer that goes dragon disciple, and splashes a lvl unbreakable fighter for this combo. My group has ruled fast healing natural healing, but there's no official word last I checked for the interpration that fast healing does or doesn't affect fast healing.


It depends on the source of the Fast Healing.

Sczarni

From the spell infernal healing in this case, or much further down the line a ring of regeneration.

I guess another question is, how do you have infernal healing work in the game, does it alter your alignment, or only if you're using it for evil deeds (or are a good cleric)


Both would be from a Magical Source so they are Magical Healing.

The three Players on the front will be able to move onto the Discussion thread before to long.

Now I want the Discussion Thread to have absolutely no Spoilers outside Spoiler Tags.

Also I want a sound off on how you guys feel about Mature Content. Run #1 will be PG-13. Run #2 will be Mature.

Sczarni

Well tell me what you think of this build, and then I'll work out a background for it

The Devil dragon:

Demon Spawn Tiefling
str 16
dex 14
con 14
int 12
wis 10
cha 16

Traits, Scholar of the Ancients, Magical Knock, Monster hunter
Feats: Armor of the Pit
Racial variations: Prehensile Tail, and Claw or Maw (claws 1d4x2)
Languages: Common, Abyssal, Draconic, Thassalonian
Skills: Knowledge(Arcana) +6, Knowledge(History) +6, Perception +6, Disable Device +7
Spells known:
0-Acid Splash, Ray of Frost, Message, Detect Magic
1-Infernal healing, charm person

The whole point will be to beef himself up for combat or go a bit blasty on the spells. He'll heal himself using infernal healing. Charm person has helped him stay under the radar in his pursuit of the ancient thasalonian artifacts, and his quest to bring out more of his draconic heritage (tainted black dragon)

-edit-
I personally (made Alvin as well) am fine with mature.


Go with an all melee group! WE'LL ALL DIEEEEE


I like it. Please proceed.

And from what I can see this Campaign seems to allow a Melee-only Group with little to no problems. Or at least what I have gotten through. Halfway through understanding Act 2.


Master Of The Games wrote:
@Kagehiro: Are you planning a Tiefling? If so anything but the rolled tables in Blood of Fiends is allowed.

Does that include the 10 variations of tieflings? Demon-spawn, oni-spawn, daemon-spawn, etc.?


Those are allowed. Just not the Roll 1d100 Tables for Alternate Racial Traits.

Currently trying to link the Discussion & Recruitment threads for my 2 Runs.

EDIT: As it stands the first 12 Applicants will be allowed. Those who wish for the PG-13 Run be warned it will have slightly less Downtime than the Mature Run.

Sczarni

you could always go four melee's two casters one divine one arcane, although an arcane like my draconic won't meet all the arcane needs.

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