RotRL - need one more


Recruitment


I am currently running a group of 4 through Rise of the Runelords, they've just recently made it to level 2 after some adventuring.

These are the character generation rules:

-20 point buy (No stat below 8 or over 20)
-Classes from any of the paizo books are approved
-Races are limited to Core Rules (Human, Elf, Half-Elf, Halfling, Gnome, Half-Orc, Dwarf), unless I get a really great story.
-You get 2 traits, 1 must be a campaign trait from the Rise of the Runelords player guide.
-We will use Hero Points
-Character level 2
-Max starting gold

We currently have a Barbarian, Oracle, Bard, and Witch. I'm looking for someone that can post at least once most weekdays. We've had a lot of fun so far and expect to have a bunch more. Let me see what you've got.

I'll make a decision and let you know by May 16th if not before so keep an eye out.


Any preferance in class role?


Dwarf Alchemist (Hagfish Hopeful trait) made him for another game, 1st lvl. No problem to adjust.


Chyrone wrote:
Any preferance in class role?

Not especially though a summoner is probably a bad choice, I'm leaning away from that class for this particular group.

Most class roles are covered moderately well.


How is the hitpoint gain on lvl after 1, roll or average?
I'll probably have something together this weekend, if not a bit earlier.
If everything is mostly covered, i'll try my hand at a sorcerer with impossible bloodline.


Ooo! Count me interested! I'd like to present Valamont Caine for consideration.

Valamont's a half-elf, strength-based magus with the bladebound and hexcrafter archetypes. He was originally part of a Shackled City campaign that fizzled out a long time ago, but he's been completely overhauled to fit the build guidelines above. Part of the overhaul was to swap one his archetypes for hexcrafter, as I thought that might engender him to the party's resident witch and allow for something of a mentor(the witch)/mentee(Valamont) relationship to possibly develop down the line.

Valamont was a lot of fun before and I'd love the chance to play him again.

I'm a frequent poster in several long running pbps (this one, this one, and this one) if you'd care to look over some of my other favorite characters and their campaigns.

Regardless, thanks for your time and consideration! =)


Dotting for interest.


I've got a Half-Elf Cleric 1/Wizard 1 of Nethys(Future Mystic Theurge) that would love to join this game. His focus will be all things casting, including spontaneous healing. I'd like to post the full build, but I don't have time at the moment. I'm available to post nearly 24/7 due to my wonderful schedule, and I'm definitely willing to take on another long-haul game.


Hitpoints for levels beyond first are roll twice and take the best result. Also of note is that the group is new to d20 and pathfinder so a bit of patience for new players is a must.

Sovereign Court

I could help with that in explaining the rules and pointing out resources for that.

I also recommend Dal Sepher as he's a pretty good player in both mechanics and role playing.

I could offer a rogue for play or another fighter.


*blushes*
Thanks for the endorsement, nightdeath! =)


2nd Level Wizard HD, first try: 1d6 + 1 ⇒ (2) + 1 = 3, 2nd Level Wizard HD, second try: 1d6 + 1 ⇒ (2) + 1 = 3...
Well, guess that is that

Pretty much straight Wizard with a side order of 'know-it-all'. Any questions, please feel free to ask. His background is in his write-up.


Health generation:
Health #1: 1d6 ⇒ 1
Health #2: 1d6 ⇒ 2
Ouch

I'll post a full build as soon as I can.


Is the Oracle a scrapper or a blaser?


Oracle of stone so more the scrapper type.


hello i have a quick question. would you be ok with a character being a neutral good goblin whos an exile from the licktoad tribe. (the goblin tribe right outside of sandpoint) i want to try and play a character who wants to prove that not every goblin out their is a homicidal fire throwing idiot. XD he would be a rouge that eventually becomes a shadowdancer.


This is Wolfgang's character. Back story and crunch are both complete and I have adjusted everything to your specifications.

Here is my roll for the HP.

1d10 + 1 ⇒ (10) + 1 = 11

1d10 + 1 ⇒ (3) + 1 = 4

Nice, max HP at the first roll.


1d6 ⇒ 6
1d6 ⇒ 4

Background coming up later today.
In short: Natalia Irmington, female human sorcerer of Impossible bloodline. Daughter to an engineer and sorceress, they were exiled after an incident involving a contraption her father made malfunctioned and caused the deaths of some prominent people.
A very social person.
She will later pick up craft construct, as it combines aspects of both the arcane and engineering she grew up with.

Crunch, updates on gear expenses and background coming later today, since it's going to be a busy day.

Spoiler:

Natalia Irmington
F Human Sorcerer lvl 1
Impossible bloodline
NG
--------------------
DEFENSE
--------------------
AC: 11, 11 Touch, 10 Flat.
Hp 18 (2d6+4+2)
--------------------

OFFENSE:
Melee:
2x Dagger +1(1d4, 19-20 x2)
Shortspear +1 (1d6, x2)

Ranged:
Sling +3 (1d4, x2)
--------------------
Initiative +3
--------------------
Save rolls: Fort: +2, Ref +1, Will +3
--------------------

STATISTICS
--------------------
Human: +2 stat of choice. Chosen: Charisma
Fav class: Sorcerer
Fav class bonus: +1 HP

Str 10, Dex 12, Con 14, Int 13, Wis 10, Cha 18
Base Atk +1 CMB -1; CMD 12
Languages: Common, Giant

Skills:
-Bluff +11
-Diplomacy +14
-Intimidate +11
-Kn. [Engineering] +5
-Spellcraft +5
-Use magic device 1 +8
Skillpoints per lvl 4 (2 +1 int +1 feat)

Feats:
-Fast learner: Gain both +1 skill rank and +1 hit point when you gain a level in a favored class
-Persuasive: +2 to Diplomacy & Intimdate checks

Traits:
-Exile: You gain a +2 trait bonus on Initiative checks.
-Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. [Diplomacy]

Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.

Skilled replaced by:
-Silvertongued
Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Spells known:
Lvl 0 at will : Dancing Lights, Daze, Ghost Sound, Jolt, Read Magic.
Lvl 1 5 a/day : Color spray, Magic Missile.

Bloodline powers:
Disorienting Touch (Sp): At 1st level, as a melee touch attack, you can cause a creature to doubt its sense of depth and direction. The target is sickened for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


bejan paknia wrote:
hello i have a quick question. would you be ok with a character being a neutral good goblin whos an exile from the licktoad tribe. (the goblin tribe right outside of sandpoint) i want to try and play a character who wants to prove that not every goblin out their is a homicidal fire throwing idiot. XD he would be a rouge that eventually becomes a shadowdancer.

I'm much more likely to accept a race from the Core rulebook.


Interested in joining, will create a character soon


Do you allow Lawful Evil Antipaladins who have no plans on killing any members of the party and just happens to be a lecherous sadomasochist looking for his next pleasure cruise? Because if so, I have a wondrous story for you.


Duboris wrote:
Do you allow Lawful Evil Antipaladins who have no plans on killing any members of the party and just happens to be a lecherous sadomasochist looking for his next pleasure cruise? Because if so, I have a wondrous story for you.

I don't think that would fit with the desired group dynamic, sorry :| I could certainly see it being fun in something else though.


Would you allow lawful evil at all?


Iventory:

Spoiler:

dagger x2 4gp 2lbs
spear 2gp 6lbs
sling --gp --lbs
bullets x20 2sp 10lbs
backpack, common 2gp 2lbs
case, scroll 1gp 1/2 lbs
book, journal (50 pages) 10gp 1lbs
charcoal 2 sticks 1gp --lbs
parchment x4 8sp --lbs
loaded dice 10gp --lbs

31 gp
22 1/2 lbs

Background

Spoiler:

Natalia Irmington was in Magnimar. Her father an engineer and her mother a sorceress, she picked up the best of both. Her father taught the curious girl much about contraptions and devices, while her mother taught her spells. Thus Natalia became a bit of an arcane gearhead, puzzling with a wrench while utilizing her arcane powers the moments she needed them. Like her colorful use of colorspray, with which she knocked out some people snooping around her father's workshop.

Her father was part of the city's engineering devision. Usually his devices worked and served to benefit the city. But a jealous colleague sabotaged a new invention, causing it to explode and kill a council member's son. This incident caused the three of them to be banished from the city and after a while they decided to settle down in sandpoint. She quickly made some friends, having an innate charm and a rapid talk.

Appearance

Spoiler:

Natalia has long black hair. Two lines of tattoos on her cheeks give off a mysterious but fine look on her face. About 6ft, she's not the smallest either.

Personality

Spoiler:

Natalia is a gearhead, she's curious about devices, contraptions and constructs. She uses her arcane spells if the odds are looking bad.
She's got a smooth talk and a charm most people find hard to resist, often getting people to open up while they normally wouldn't.


2nd HD, 1st try: 1d12 + 3 ⇒ (3) + 3 = 6, 2nd HD, 2nd try: 1d12 + 3 ⇒ (6) + 3 = 9


ok here is the character im offering up. Fist, the Halfling. Fist is an ex slave from chelax and he was used as a novelty pit fighter and brawler by his owners. 1 level barbarian and 1 level martial artist/underfoot adept he will eventually take levels in halfling opportunist. he specializes in tripping opponents. he is a pure phisical build. he will be taking the traits outlander: exile and Iron Liver. Fist is eager to explore the world and try new things he was denied as a slave. he has quite a temper but it only flares up when people think hes weak due to his race or if anything involving slavery happens.

does this character fit well for you?


I would love to play a RotRL campaign. Umbryl here was originally designed for it, but I changed him a few times for other campaigns. Will change him back and try again. XD


I'd like to submit Hyrum, halfling alchemist (ragechemist) 1/barbarian (hurler) 1.

stats:
Hyram
Male halfling alchemist (ragechemist) 1/barbarian 1 (hurler)
N Small humanoid (halfling)
Init +2; Perception +7
DEFENSE
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 24 (1d8+1d12+7);
Fort +7; Ref +4; Will +1; +2 racial vs. fear
OFFENSE
Speed 20 ft.
Melee lance +3 (1d6+1)
Ranged bomb +5 [touch] (1d6+1 fire), sling +4 (1d3+1)
Special Attacks bomb 2/day (1d6+1 fire, Reflex DC 11 for ½), mutagen (+4 Str, -2 Int, +2 natural armor, 10 min.), rage 7 rounds/day (+4 morale Str, +4 morale Con, +2 morale Will saves, -2 AC)
Alchemist Extracts Prepared (CL 1st; concentration +2)
1st—cure light wounds, shield
STATISTICS
Str 13, Dex 14, Con 16, Int 13, Wis 12, Cha 9
Base Atk +1; CMB +1; CMD 13
Feats Brew PotionB, Mounted Combat, Throw AnythingB
Traits Accelerated Drinker, Goblin Watcher
Skills Acrobatics -1, Appraise +2, Climb -2, Craft (alchemy) +6 (+7 to create alchemical items), Escape Artist -1, Fly -1, Heal +5, Ride +4, Stealth +3, Survival +5, Swim +2, UMD +3
Languages Common, Goblin, Halfling
SQ alchemy +1, brew potion, low blow, skilled thrower, throw anything, underfoot, warslinger
Combat Gear sling bullets (50); Other Gear bedroll, formula book [extracts prepared, plus identify], hide armor, lance, rations (4 days), riding dog [combat-trained], torches (10), 3 gp, 3 sp.
SPECIAL ABILITIES
Alchemy (Su)
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligencemodifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.
Brew Potion (Ex)
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Low Blow
Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Skilled Thrower (Ex)
The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet.
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Underfoot
Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Warslinger
Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.

Background:
Hyram was born in the hinterlands of Cheliax to a pair of escaped slaves. Eventually his parents emigrated to the environs of Sandpoint. They worked for Nisk Tander at the local alchemy shop, and Hyram spent much of his childhood working in the shop. After all, he was more at home with chemicals and formulas than he was with the other children. What time he didn't spend working he usually spent at Junker's Edge, enjoying nature and observing the goblins' salvage attempts. As he's grown older, though, he's become more and more restless. His parents' stories of how they were treated as slaves in Cheliax has awakened an anger in him that makes him want to lash out at the forces of evil.


All set, Hopefully he would fit your campaign. Though without knowing what kind of Bard you have it looks like you might need a skill monkey more.
Anyway...
I post every day, just mostly in the evenings or nights as work permits. CST here. And I post weekends as well. At least once a day with no problem.
Ouch. Looks like Tsuto is very bad dude. Hope they come out okay.
Game looks fun and interesting!


hmm. almost forgot this part.
hp: 1d8 ⇒ 1 1st try
hp: 1d8 ⇒ 6 2nd try


Alright, so I brought this up to one of my local players and he said he'd be interested pbp play. I'm really sorry to get all of you interested and turn it around on you, but I misjudged his interest.

I'm going to go ahead and close the recruitment, give my apologies and say that I enjoyed looking through your characters quite a lot. Thanks to you all.


X(...TT.... lol no worries. have fun n luck.

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