Need replacement player for inherited Runelords PBP.


Recruitment


Here's the deal, the GM of our PBP got too busy to post much, so I, one of the players, took over, so we can get things back on track. At the same time we had one player leave so down from 6 to 4. Normally not a problem, but the party is currently 2 sorcerers, a bard, and a Battle Oracle.

Looking for 1 player to compliment the current party. Combat damage or tank would be preferred, but accepting all applicants.
Submission requirements are as follows:
Books allowed: Core Rulebook, APG, Ultimate Combat, Ultimate Equipment, Ultimate Magic, Advanced Race Guide. No exceptions.
25 point buy
3 traits - 1 from the RotR players guide, 2 from other allowed books
Level 1
Gameplay thread is here if you want to have a look at whats going on, we are early in book 1. Still in Sandpoint.
Races: I'll allow all, but I prefer the Core and more common races, though we do have a drow currently hiding that fact that she is one.
Classes: All except Summoner,Gunslinger and none from Advanced Class Guide. Sorry, no guns period. All archetypes from the allowed books are fine.

With 5 players at 25 point buy, I'll be increasing the difficulty of some things a bit, but not much, so I'm looking for more interesting uses of your 25 points than a Barbarian with 20+ starting strength. My character who is retiring for example was a Halfling barbarian. Use the high points to get creative.

Posting at least once per day on weekdays, and once per weekend most weekends. Upcoming holidays and travel means I won't even be able to post some weekends, so it's OK if you can't either. Simple combat will be done by post, with more complex or important combat using Google Docs or Excel Online.

Any questions, let me know. due to traveling this weekend, I'll probably leave this up until Monday, and pick a player late Monday morning.


Allow me to present Yggdrar for consideration. A wild Elf raised in the mountains, he was among the brightest of his clansmen and women, elected to be a Diplomat of sorts for their tribe. Talk didnt happen often, and usually resulted in him having to fight his way back, making his prowess in combat rather formidable despite his more slight build.


Einrick Tolvaren is an exile from the nightmare that was Galt. He's fleeing revolutionaries after being removed from the army. He's a phalanx soldier archetype fighter (from the APG), and he's built to be a meat-shield/combat maneuver fighter. More background to come, for now the crunch is up.


It'll take me a little to put him together, but I'll be submitting a Dwarven Stonelord Paladin.


I have for your consideration Barli Grandforge.

Barli has just arrived in Sandpoint near destitute after a failed mining venture. His kin having abandoned him to return to their ancestral homes; the dwarf has decided to try his hand at adventuring hoping to earn enough gold to restart his failed enterprise.

Barli is a dwarven fighter specializing in reach weapons and the cleave feat. Working towards Goblin Cleaver and Orc Hewer.

Barli Grandforge:
Barli Grandforge
Dwarf fighter 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +6, Ref +0, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee bardiche +4 (1d10+4/19-20) or
dwarven waraxe +4 (1d10+3/×3)
Ranged javelin +1 (1d6+3)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 16, Int 13, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Cleave, Power Attack
Traits big game hunter, indomitable faith, resilient
Skills Acrobatics -4 (-8 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +3,
Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +3 (+5 to notice unusual
stonework), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2
Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
Other Gear scale mail, heavy wooden shield, bardiche, dwarven waraxe, javelin (5), backpack, bedroll,
belt pouch, flint and steel, grappling hook, mess kit, pot, silk rope (50 ft.), soap, trail rations (5), waterskin,
24 gp, 1 sp
--------------------
Special Abilities
--------------------
Big Game Hunter +1H & +2D vs large or larger creatures.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Scarab Sages

I have a melee damage based orc barbarian who is pretty cool. He goes for vital strikes and has a +10 at level one (with a mwk great sword)His name is grop and he isn't too bright but is extremely loving, making him a lot of fun to be around. Not a 20+ strength "i will do one thing and you will like it" type, he is doing what he can to get smarter by hanging around casters. Starts barb but multiclasses into necromancer wizard making him a formidable opponent.


When will you make a decision? I would be interested in making a Shoanti ranger with a wolf companion.


I'm echoing Azih here... I won't be available this weekend and all of next week.


Perhaps a Bard (Dervish Dancer) could be of use? She's a born entertainer, looks completely unarmed. Until she whips her bladed scarves around...


All right, here's my submission, Ossern the Dwarven Stonelord.

Crunch:
Male Dwarf(Craftsman) Paladin(Stonelord) 1
LG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision; Perception +4
====================
Defense
====================
AC 17, touch 11, flat-footed 16 (+4 vs. Giants)
HP 13/13
Fort +5, Ref +1, Will +2 (+2 vs Spells, Spell-Like Abilities and Poison)
CMD 15(+4 vs. Trip/Bull Rush)
====================
Offense
====================
Speed 20 ft.
Melee
Dwarven Dorn Dergar +4 (1d10+4/X2)
Range
Javelins/Ammentum(10) +2 (1d6+3/X2) 50 foot range
BAB +1
CMB +4
====================
Statistics
====================
Str 16, Dex 12, Con 16, Int 10, Wis 10, Cha 14
Skills: Craft(Armor)+6, Perception+4(+6 on stone)
Feats: Power Attack
Languages: Common, Dwarven
Traits: Reactionary; Outlander(Missionary), Glory of Old
====================
Special Abilities
====================
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter.
====================
Gear
====================
1 Dorn Dergar
10 Javelins
1 Chainmail
1 Paladin’s Kit
2 Vials of Acid
1 Potion of Cure Light Wounds
9 Gold


Backstory:
Ossern was once a priest of Torag within his community, but felt a calling from his god to protect those outside of his town as well as inside of it, so he packed up and left, traveling alone through the countryside, when he felt the call of his god directing him towards Sandpoint.


Dotting for tentative interest :3


Hi, here is Ielah Yelah a Shoanti ranger, mainly two handed but with the flexibility to take a shot from range if required. She'll take a wolf companion at Level 4 to get one more body in the fray to boot. Assumed average gold buy at 175, let me know if I can shop a little more :)

I'm a good roleplayer and always an active contributor to all the games I'm in as you can see through my aliases. Joining a game that is moving at a nice clip would be amazing. So I hope you guys consider me :D.

Background:

I am Ielah. Of the Sklar-Quah clan of the Shoanti tribes of Varisia. I am, or was, a proud scout-warrior of the clan, surviving the Burn Run to earn my passage, and, as is our way, have fought many battles in defense of our land... against the giants that encroach on our territory and against the foreign Chelaxians that took our land.

But now I grow my hair out in defiance of the proud traditions of the warriors of my people because I am no longer one of them. I have spurned one of the Sklar's most cherished values. I am an exile.

I was on a hunt, a solo hunt as I am self sufficient, following an auroch in the Cinderlands and was beset by a small raiding group of orcs. With my bow and then my blade I was able to kill them but I was wounded grievously in the process. It would have been a good death lying among my slain foes but a wandering Chelaxian mystic found me and cared for me. Nursing me back to health. Hate for the Chelaxians is the cherished tradition which I spoke of earlier and the elderly man who saved me ripped it from me with his gentle and selfless acts.

When I returned to my clan with my trophies the hate for the tshamek which is so important to us did not sit well with me. To be true to myself I could no longer be true to the Sklar Quah and so I left to make my own way in the world.

Ielah Sklar:

Ielah Yelah
Female Human Ranger 1
Init +2
Senses Normal
Vision Perception +7
DEFENSE
AC 16, touch 12, flat-footed 14
hp 13
Fort 4 Reflex 4 Will 2
OFFENSE
Speed 20 ft
Melee Falchion +4 (2d4+4/18-20/x2)
Range Longbow +3 (1d8/x3)
STATISTICS
STR 17 DEX 14 CON 14 INT 10 WIS 14 CHA 13
BAB 1 CMB 4 CMD 16
Feats Power Attack, Cleave
Skills Acrobatics 0, Appraise 0, Bluff 2, Climb 1, Diplomacy 1, Disguise 1, Escape Artist 0, Fly 0, Handle Animal 5, Heal 2, Intimidate 1, Knowledge (nature) 5, Perception 7, Ride 0, Sense Motive 3, Stealth 4, Survival 6, Swim 5
Languages Common, Shoanti
Gear Falchion, Longbow, Arrows (10), Arrow - Blunt (5), Kit - Ranger's, Hide Armor


Well looking at the game thread and discussion i dont know if you will be recuiting or not.

But in any event my submission is in the alias just not the 25 pont buy, but i will work that out if selected


And so the last horse crosses the finish line :p

Charde Flaskbreaker -- Shoanti Human Ragechemist

Personality:
Stoic. Honest. Trustworthy.

Once briefly a ball of rage after the Late Unpleasantness, Charde has since cooled off, becoming a more even-handed and level-headed soul over the passing years. He's learned to control his emotions, for the most part, and in place of his misguided anger has taken up a sense of duty, dependability, and determination, even becoming quite amicable so long as folks aren't causing trouble.

For a Shoanti, Charde is a surprisingly bookish individual. On the rare occasions he's not found patrolling the streets or futzing about in the Rusty Dragon, a book often isn't far from his face. It's quite the spectacle given his physique, watching him comb through pages of some new issue of the Pathfinder Chronicler or formulaic tome with insatiably hungry eyes. It's something of a public secret that he's also keen on romance novels; one would be ill-advised to call Charde out on that, however, as he's just as quick to deny it as he is to punch you in the schnoz if you keep pushing your luck!

Albeit a bit cliche', Belor Hemlock is the closest thing to a father Charde's ever had, and the only thing remotely close to kin since his mother's passing. The man put his career on the line for the young man, and for that Charde has been infinitely grateful. Bordering on sycophancy, Charde would follow the sheriff into the fiery depths if he but asked. As far as devotion is concerned, Hemlock is only a close second, however, with Sandpoint taking precedence in terms of importance in the native's eyes. While he'd follow Hemlock anywhere, Charde would die for his hometown, a facet that borders on nigh fanaticism as safeguarding the people is his top priority... even if he isn't always on the up-and-up about legal procedures.

Appearance:
Tall, fair skinned, and sporting cleanly cut dark hair, Charde is an odd amalgam of obvious Shoanti heritage and foreign tampering. Boasting a robust physique, this young guardsman bears numerous scars from his scuffles in the city streets both with ruffians and the recent goblin incursion, wearing them like a badge of courage in the face of adversity. He carries himself with no small degree of pride and self-confidence, bearing the telltale hallmarks not of a conscripted militiaman but a genuine soldier; statuesque in pose, back straight and dark brown eyes posted vigilantly ever forward.

Often found garbed as if preparing for trouble, Charde is rarely seen without some sort of weapon whilst out on the streets of Sandpoint, most typically a spear or mace when the need for skullbashery becomes apparent. Over a suit of armor, the young Shoanti bears the uniform of Sandpoint and its sigil proudly on his chest, replete with a small cloak to complete the militaristic ensemble. His most striking piece of equipment, however, are the various flasks, tinctures, and minor explosives lined across his belt, each one a painstakingly crafted secret alchemical masterpiece brewed in the guardsman's downtime.

Backstory:
Born and raised by a single mother in Sandpoint, Charde serves as the latest and only remaining heir to a small group of enigmatic Skoan-Quah refugees whom had settled in the then minuscule town some sixty years prior. Though neither rich nor rife with renown, Charde led a humble life, following in the footsteps of his mother, Nunah, an herbalist of no small worth and a staunch Skoan traditionalist despite their ancestors' self-imposed exile. She was a both a firm, strong woman and a strict teacher, quick to curb any rebellion her boy might have once boasted; Charde was, after all, her pride and joy, but also the child she would pass all she knew on to. It was a rocky relationship, to put it lightly, but for all their strife there was also much love; as much friends as family, dedicating herself fervently to guiding Charde towards a life he could be proud of.

Forever a pivotal figure in his life, it was Nunah who taught Charde how to prepare the ancient tinctures and battle-brews the Skoan had safeguarded for centuries. It was Nunah who instilled in him a sense of purpose and pride in Sandpoint, encouraging her boy to do his part in contributing to the home they both so dearly cherished. It was Nunah who inked her son when he came of age, lining his skin with the sacred symbols of their tribe as a rite of passage into manhood. Most importantly, it was Nunah who Chopper took as his nineteenth victim; a devastating facet of Charde's life that would both define and forever haunt him for years to come.

The Late Unpleasantness and the death of his mother changed Charde. Barely into his sixteenth summer when it happened, he was still more boy than man, taking the series of events as hard as many of the other victims. He became bitter and sullen, but mostly angry; a young man adrift without a mentor, he became a hellion made manifest, lashing out against the people who might have taken him in for no reason other than to vent his frustration and sorrow at even the pettiest slight. That might have been the end of it, too, his days spent incarcerated in Magnimar or sent on his way from Sandpoint without so much as a how-do-ya-do had the newly minted Sheriff Hemlock not interceded. Whether out of sympathy or as a kindred spirit, the man took a shining to the lost lad, turning his despair around and granting him renewed fortunes.

Though he might have lost his mother, Charde gained a father figure in return, with Hemlock going above and beyond his station to secure a new lease on life for the boy. At the sheriff's behest, he acquired a position as a city guard and field medic, re-purposing his misguided angst and putting his talents to use towards something more important than wallowing in his own mire of self-pity: protecting his home, the last thing he had left to lose.

Over the course of the next half decade, Charde's admiration for Sheriff Hemlock grew immensely, as did his gratitude for all the man had done for him. While the term "lapdog" and "lackey" have been bandied about, the fact is that Charde is loyal to Belor Hemlock, admiring the man for both his honor and devotion to keeping Sandpoint safe. To make up for all he'd given him, Charde has dedicated his life towards following in the sheriff's footsteps, fervently serving and protecting his hometown. With recent events revolving around the attack on the new cathedral to Desna, Charde's endeavors have only been redoubled in an attempt to maintain law and order, as is his sworn duty.

What Does This Guy Bring to the Table?:
Though neither a conventional tank nor primary damage dealer, Charde is pretty capable of both, I think! For an Alchemist, he's really meaty, and with a sweet Strength and his Mutagens is certainly capable of dishing out some serious melee damage when needed; and it only goes up from there. Since Grenadier is off the table, a dip into Barbarian seems inevitable -- likely at level 2 -- to make him an even more vicious frontline combatant and pick up the much needed Medium Armor Proficiency and Martial Weapon Proficiency. For the most part, he'll likely remain an Alchemist through and through, taking the Ragechemist Archetype to further accentuate his melee prowess via Mutagens.

On the flipside, bombs! When picking up discoveries, Charde will likely focus on bombs that can help control the battlefield: frost bombs, smoke bombs (later stink bombs), and tanglefoot bombs are all tops on his list in order to protect the squishies. Aside from those, things that make him better at his job (that is to say, getting punched/punching things in the face) will be where the rest of those discoveries go.

Outside of combat, he's got a good smattering of skills, with Knowledges in Arcana, Local, and Nature where needed. Should the need for a trapmonkey arise, he's also got Disable Device as a class skill, though I'm not sure how I could explain where he learned to spring said traps if the need to go that route comes up :p


Megekki!

Meg was made for an RotR that failed, he's a spooky intimidating reach cleric / witch, built very oddly because he was 12-pt buy among 32s. If he's not too weird, I'll build him to your spec.


Hey Everyone sorry for the delay. I got really sick over the weekend and into yesterday. I am giving my current players and myself tonight to look over everyone's sheets, and by this time tomorrow I will have picked someone.


Einrick Tolvaren withdraws. I got accepted into another game, and I want to see how busy my current games are before I add another. Sorry for the inconvenience.


Hello again. I quite enjoyed reading everyone's character, but unfortunately I only need one. So congratulations to

Charde Flaskbreaker, by rpgramen.

Please join the group discussion located here

Thank you everyone that posted, I wish you luck in finding a PBP to play in.


cool..
Long shot for me anyway with a bard.

good luck guys


Ah well, Congrats Charde. Hope you guys have a good game.


*Waves* Has fun an' stuffs! Wishin' ye all'a very bestest ta every ones. (^_^)


in any event I am soliciting feedback for Fulito if any are interested.


Fulito looks good to me. The only thing I noticed was that you've got perform (winds) and perform (stringed instrument), but your intense artist was perform (winds) and perform (sing).

I'm not sure how most DMs will view the Truth-seeker feat.


therealthom wrote:

Fulito looks good to me. The only thing I noticed was that you've got perform (winds) and perform (stringed instrument), but your intense artist was perform (winds) and perform (sing).

I'm not sure how most DMs will view the Truth-seeker feat.

thanks for the info, I took the trait that way for future ranks, I ran out of skill points for first level. and since the trait can not be changed after selected I wanted the set up for level 2.

As far as the Truth-seeker feat, I forgot why I took that. probably could be changed anyway (I think the last time I played the character we all had to take a bonus story feat.)

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