Rise of the Runelords

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Pathfinder Rulebook Subscriber

Blue
Male Half-Elf Ranger (Wild Shadow) 1
N Medium humanoid (elf, human)
Init +6; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot, Skill Focus (Survival)
Traits bloodthirsty, elven reflexes, friends and enemies
Skills Craft (bows) +5, Handle Animal +5, Knowledge (geography) +5, Perception +6, Profession (trapper)+4, Ride +7, Stealth +7, Survival +7 (+8 to track); Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ merchant, elf blood, paranoid, track, wild at heart, wild empathy +4
Combat Gear trip arrow; Other Gear studded leather, arrows (20), longbow, longsword, backpack, belt pouch, charcoal stick (2), earplugs, fishhook, flask, flint and steel, grappling arrow, parchment, sack,
waterskin, light horse (combat trained), arrows, bedroll, bit and bridle, blanket, winter, blunt arrows,crowbar, feed (per day), feed (per day), fishing net, military saddle, rope, saddlebags, whetstone, 39 gp, 9 sp, 2 cp
--------------------
TRACKED RESOURCES
--------------------
Arrow, trip - 0/1
Arrows - 0/20
--------------------
Special Abilities
--------------------
Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Daviren Hosk A merchant owns or operates some sort of shop. As a contact, the merchant might impart tidbits of information about other customers and minimal town gossip. She might also give you a discount
on goods or services, or extend you a line of credit.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Paranoid Aid Another DC 15 for attempts to help you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild at Heart (Ex) Only add 1/2 your class level to wild empathy checks and 1/4 to follow or identify tracks in urban areas.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Nu
Male Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ combat riding
Other Gear arrows (40), blunt arrows (20), bedroll, bit and bridle, blanket, winter, crowbar, feed (per day)(7), feed (per day) (23), fishing net, military saddle, rope, saddlebags, whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
Blunt arrows - 0/20
Feed (per day) - 0/7
Feed (per day) - 0/23
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Pathfinder Rulebook Subscriber

I'm a little embarrassed to admit this, but what does it mean to create an "alias"? How do I do that?


Looks like you are almost there GermanyDM, just create the profile for your Blu alias, drop the above in the edit profile box and tweak it for what you want bolded, spoilered, or italicized. Use the format text option which should be buttoned on your page.


Thanks Nic. I've done just that. On a side note, there are sadly very few good avatars for half-elves that aren't already used to death. :-)


Blue and Nu wrote:
Thanks Nic. I've done just that. On a side note, there are sadly very few good avatars for half-elves that aren't already used to death. :-)

there aren't a ton of half elf pics to choose from at all, but the nice thing is that both human and elf pics work pretty nice for half elf as well.


Sorry it took me a while, but I finally found the time to organize Kus-Kus into a format that should help you, jimibones. Hopefully this will make him a bit more readable.

Kus-Kus:
Male Kobold Fighter 1
N Small Humanoid (Reptilian)
Deity: Apsu, Faction: None, Homeland: Varisia

Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 20 Touch 15 Flat-footed 17 (+4 Armor)
HP 11/11
Fort +2 Ref +5 Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +2 (1d6+1/19-20) or Shortspear +2 (1d4+1/x3)
Ranged Shortspear +4 (1d4+1/x3)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +1; CMD 13
Languages Draconic, Common
Combat Gear Chain Shirt, Shortspear (10), Longsword


Traits & Drawback:
Wild Forest Kobold - You're one of the barbaric kobolds dwelling in the forests of the surface world. Your culture shuns artifice, but teaches how to endure the hunt. You gain a +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you. This racial trait replaces crafty.

Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. +2 trait bonus to Initiative

Black Sheep - You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Apothecarist - Everyone suspects the sweaty, shifty-eyed apothecarist sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact. You start the game with 400 gp worth of poison, and the apothecarist will continue to sell you poison as long as you don’t spread the word.

Pride - You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Feats:
Toughness - You have enhanced physical stamina. You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Quick Draw - You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Skills:
Knowledge (Local) +1
Perception +5
Survival +8

Equipment:

Chain Shirt
10 Shortspears
Fighter's Kit (minus torches)
Acid (3 flasks)
Longsword
Crowbar
Large Scorpion Poison (2 doses)
4 gp 1 sp

History:
Kus-Kus was hatched from the Timberrot tribe of kobolds, located in northern Varisia. Born the biggest and decidedly strongest of his clutch mates, Kus-Kus developed a habit of sparring with his "siblings" to determine pecking order, and he was almost always on top, if not close to it. If there was ever such a thing as a jock within kobold tribes, Kus-Kus fit the bill to perfection.
Growing up into a formidable warrior, his habit for competition become infamous in his warren tunnels. He had developed something dangerous for a kobold: an ego. However, it was hard to argue with his skills and the results of his raids. Kus-Kus wears trophies of impressive kills to this day, including tusks, fangs, old paws, and even a belt made from the hide of a purple worm that he'd defeated single-handedly. His aim with a shortspear was unheard of, and the speed with which he could hurl them was exceptional.
But even with his contributions to the tribe, his constant self praise and adulation ran everyone's nerves thin. At 18 years old, Kus-Kus was finally sent packing from his home (though he swears he'd simply grown bored of being cooped up in a hole in the ground.) Striking out on his own, Kus-Kus became a notable predator on the surface world, his sneaky physique and hunting skills making him a perfect hunter, tracker and minor bounty hunter. Moving further and further south, Kus-Kus eventually ended up in Sandpoint, making a living on delving into the forest depths at night, delivering news, packages and even hunting the local goblins part-time.
The locals of Sandpoint are reluctant to trust the little lizard; with the constant threat of goblins nearby, a kobold would seem to signal a new threat to worry about. His nigh insufferable behavior also makes him a pain to put up with. However, Kus-Kus has proven himself time and again to be of little danger to Sandpoint, if not a valuable asset. His comfort with delving into the woods and ruins at night proves highly effective at avoiding goblin ambushes, since most of the goblins are off snoozing away. His sneakiness also means he can get closer to the tribes than any larger being could manage, and report on their activities.
And of course, his willingness to delve into the dark means he can fetch the apothecarist the necessary ingredients to make his poisons. And it gives Kus-Kus access to these poisons for his own purposes.

Personality:
Kus-Kus is impressively selfish, always considering how things will benefit himself and himself alone. While this means it's difficult at times to motivate him, it also makes it predictably easy to figure out what will appeal most to him. Kus-Kus has a love of gemstones and shiny, potentially valuable objects, and hordes them all for himself, parting with it very rarely.
Kus-Kus is notably arrogant as well, never missing an opportunity to praise him or admire himself in any reflected surface. He often says he was gifted with "all the good looks of a dragon and none of the extraneous bulk." He thinks the world of himself, and never misses an opportunity to gloat or brag about himself or something he's done.
In spite of this, when Kus-Kus sets his mind to some sort of cause, you can be sure he'll fight ceaselessly to defend it. Even if it seems he's turning tail and running, he is really falling back to recalculate his tactics, planning to return later to deal a nasty blow to those who have driven him off.
Oddly enough, as much as Kus-Kus loves gems and glittery things, and for all his selfish tendencies, he would never steal out of someone's hand: he would much rather earn it himself than have it handed to him.


I'll arrange Zheena when I get back from brunch. I'm actually super excited to see this large a party with thought-out characters in action.


@Kus-Kus can you do me a favor and format your skills something like this

Knowledge (arcana): +7 [3 Int +1 rank +3 class]
Perception: +7 [1 Wis +1 rank +3 class +2 racial]
Etc

Other than that your sheet looks great! Check in with the discussion tab when you get it done:)


Got it. How's this?

Skills:
Knowledge (Local) +1 [+1 trait]
Perception +5 [2 Wis + 1 rank + 2 racial/trait]
Survival +8 [2 Wis + 1 rank + 3 class + 2 trait]

Also, I totally fudged up. Kus-Kus has 14 Wis and 10 Int, not 13 and 12, respectively.


Kus-Kus wrote:

Got it. How's this?

** spoiler omitted **

Also, I totally fudged up. Kus-Kus has 14 Wis and 10 Int, not 13 and 12, respectively.

thats what I'm lookin for:)


Blue:

Male Half-Elf Ranger (Wild Shadow) 1
N Medium humanoid (elf, human)
Init +6; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +0; +2 vs. enchantments
Immune sleep
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 13, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 16
Languages Common, Elven, Goblin

SQ:

Elf Blood Half-elves count as both elves and humans for any effect related to race.
Track +1 Add the listed bonus to survival checks made to track.
Wild at Heart (Ex) Only add 1/2 your class level to wild empathy checks and 1/4 to follow or identify tracks in urban areas.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Feats:

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Skill Focus (Survival) +3 on skill checks.

Traits and Drawbacks:

Bloodthirsty +1 damage when an attack reduces a foe to 0 HP or fewer or you confirm a crit.
Elven Reflexes +2 trait bonus on initiative checks
Friends and Enemies: Daviren Hosk, a merchant who owns or operates the Sandpoint Stables. As a contact, the merchant might impart tidbits of information about other customers and minimal town gossip. He might also give you a discount on goods or services, or extend you a line of credit.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize

Skills:

Craft (bows) +5, [1 rank + 1 Int + 3 class]
Handle Animal +5, [1 rank + 1 Cha + 3 class]
Knowledge (geography) +5, [1 rank + 1 Int + 3 class]
Perception +6, [1 rank + 0 Wis + 3 class + 2 racial]
Profession (trapper) +4, [1 rank + 0 Wis + 3 class]
Ride +7, [1 rank + 4 Dex + 3 class -1 ACP]
Stealth +7, [1 rank + 4 Dex + 3 class -1 ACP]
Survival +7 (+8 to track); [1 rank + 0 Wis + 3 class + 3 feat]
Racial Modifiers +2 Perception

Gear:

On person studded leather, arrows (20), longbow, longsword, backpack, belt pouch, charcoal stick (2), earplugs, fishhook, flask, flint and steel, grappling arrow, parchment, sack, trip arrow, waterskin, 39 gp, 9 sp, 2 cp
On Nu light horse (combat trained), arrows (40), bedroll, bit and bridle, blanket, winter, blunt arrows (20), crowbar, feed (per day) (30 days), fishing net, military saddle, rope, saddlebags, whetstone, --------------------

Special Abilities:

--------------------
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Light Sensitivity (Ex) Dazzled as long as remain in bright light.

--------------------
Nu:

Male Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +6
SQ combat riding
Other Gear arrows (40), blunt arrows (20), bedroll, bit and bridle, blanket, winter, crowbar, feed (per day)
(7), feed (per day) (23), fishing net, military saddle, rope, saddlebags, whetstone
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
Blunt arrows - 0/20
Feed (per day) - 0/7
Feed (per day) - 0/23
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


@Blue if you'd format your actual character sheet like that, that would he great. It looks pretty decent how it is now too but what yur posting here in discussion his much better in my opinion. I'd like to be able to click your name and see the same thing. You can go ahead and start posting in Gameplay and work on that as you go though


I'm splitting the group into 2 but I need 1 player for each group, so I'm re-opening recruitment.

What I need is a healer in a North American times zone, and a rogue in a European time zone. This AP isn't very trap heavy so I could probably take something other than a rogue for the Euro game, but a rogue would be nice.

Again, this is a pretty fast paced game so make sure your able to post frequently before applying.


Hello I'd be interested in joining the players in the european time zone. I'll post with a character later on.


Awesome. I got the other spot filled so that settles everything. We will be doing the split after the fight we are currently finishing up, so if you can get it done by the end of the day then you can probably join in tomarrow


I can probably finish him tomorrow if that is ok, also can I go with something besides a rogue? Cause it seems like the group needs a melee combatant, as your ranger appears to be focused on long range combat.


Are there still some slots left for this AP that I can join in? I'm in a GMT+8 timezone so I think EU would be preferrable.

I've only played in PFS games so far so I'd have to roll-up one for this AP. I can get back to you on the specifics 4hrs from now if I can join.

EDIT: How do you create an Alias? I can't find the button in my profile, except for create character.

EDIT2: I'll be rolling up a Female Sylph Bard 1. If approved to join, I'll send the specifics.


@Wolfgang - Indeed, Blue is a ranged combatant.
@jimibones - I intend to max out Blue's Perception skills, so finding traps may not be a huge problem. Disabling them, on the other hand.... If you like, we could replace one of my class skills with Disable Device - I'm not actually planning to use Intimidate or Knowledge (dungeoneering). The other option is to add 1-2 level(s) of rogue. It would delay my prestige class a little bit, but not so much as I'd be disappointed.


Wolfgang Rolf wrote:
I can probably finish him tomorrow if that is ok, also can I go with something besides a rogue? Cause it seems like the group needs a melee combatant, as your ranger appears to be focused on long range combat.

Yes thats fine. as mentioned, the AP kinda allows the absence of a rogue for the most part.


DFang wrote:

Are there still some slots left for this AP that I can join in? I'm in a GMT+8 timezone so I think EU would be preferrable.

I've only played in PFS games so far so I'd have to roll-up one for this AP. I can get back to you on the specifics 4hrs from now if I can join.

EDIT: How do you create an Alias? I can't find the button in my profile, except for create character.

EDIT2: I'll be rolling up a Female Sylph Bard 1. If approved to join, I'll send the specifics.

Yes, I'll take your submission. This will conclude recruitment.

Go to My account, under messageboard Aliases click Create Alias, and then make sure to click None under PFS Factions.


@Blue I'm not really the type to house rule. You can take levels in rogu if you want, but the group should do fine without one as well. maxin out yur perception will certainly be nice


by DFang

Elóviel Stratos
Female Sylph Bard 1
NG Medium Outsider (native)
Init +5 | Senses: Darkvision 60 ft., Cloud Gazer | Perception +0

For more details on this character, visit her Homepage URL
--------------------

DEFENSE:

AC 14, touch 13, flat-footed 11 (+2 armor, +3 Dex)
HP 8
Fort +0, Ref +5, Will +2
Resist sonic 5

--------------------
OFFENSE:

- Attacks -
Ranged shortbow +3 (1d6/x3)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)

- Special Attacks -
see Homepage URL for more information
Countersong
Distraction
Fascinate
Inspire Courage

- Spell-like Abilities -
Feather Fall (DC 10, 1/day)

- Bard Spells -
CL 1st, Concentration +4

1st (2/day)
Saving Finale
Windy Escape
Cantrips (at will)
Dancing Lights
Lullaby (DC 13)
Summon Instrument
Unwitting Ally (DC 13)


--------------------
STATISTICS:

Base Atk +0; CMB +0; CMD 13
Speed 30 ft.

Feats: Cloud Gazer
Languages:

  • Auran
  • Common
  • Dwarven
  • Elven

Traits:
  • Charming
  • Outlander/Exile


--------------------
SKILLS:

Acrobatics +7
Appraise +2
Bluff +3
Bluff (Potentially Sexually Attracted) +4
Climb +0
Diplomacy +7
Diplomacy (Potentially Sexually Attracted) +8
Disguise +3
Escape Artist +7
Fly +3
Heal +0
Intimidate +3
Knowledge (Local) +7
Knowledge (Nobility) +7
Knowledge (Untrained) +3
Perception +0
Perform (Sing) +7
Perform (Untrained) +3
Perform (Wind Instruments) +7
Ride +3
Sense Motive +0
Sleight of Hand +7
Stealth +3
Survival +0
Swim +0

--------------------


@Eloviel I'll allow that format for now because for the most part it's pretty similar to what I requested. If I wind up having problems with something though I'll PM you about whatever I need. i wasnt a fan of the url so make sure to keep you sheet updated here at paizo so i can get whatever i need from it.

that said, the only thing i know i need for you to do now is to format your skills how i outlined in the character sheet spoiler under Campaign Info. otherwise your good to go:)


Still working on the character, I should be done by today.


@jimi
The PDF file in the Homepage URL might be easier on the eyes :)

Reformatted my skills but a bit differently. My internal OCD itches unless I format all skills similarly with a 0 instead of nothing at all... Will this do? :P

SKILLS:

Format:
Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods

+7 Acrobatics - DEX - 3|1|3|0
+2 Appraise - INT - 2|0|0|0
+3 Bluff - CHA - 3|0|0|0
+4 Bluff (Potentially Sexually Attracted) - CHA - 3|0|0|1 (Trait)
+0 Climb - STR - 0|0|0|0
+7 Diplomacy - CHA - 3|1|3|0
+8 Diplomacy (Potentially Sexually Attracted) - CHA - 3|(1)|3|1(Trait)
+3 Disguise - CHA - 3|0|0|0
+7 Escape Artist - DEX - 3|1|3|0
+3 Fly - DEX - 3|0|0|0
+0 Heal - WIS - 0|0|0|0
+3 Intimidate - CHA - 3|0|0|0
+7 Knowledge (Local) - INT - 2|1|3|1(Bardic Knowledge)
+7 Knowledge (Nobility) - INT - 2|1|3|1(Bardic Knowledge)
+3 Knowledge (Untrained) - INT - 2|0|0|1(Bardic Knowledge)
+0 Perception - WIS - 0|0|0|0
+7 Perform (Sing) - CHA - 3|1|3|0
+3 Perform (Untrained) - CHA - 3|0|0|0
+7 Perform (Wind Instruments) - CHA - 3|1|3|0
+3 Ride - DEX - 3|0|0|0
+0 Sense Motive - WIS - 0|0|0|0
+7 Sleight of Hand - DEX - 3|1|3|0
+3 Stealth - DEX - 3|0|0|0
+0 Survival - WIS - 0|0|0|0
+0 Swim - STR - 0|0|0|0


^Yep, that looks good


On second thought I am going to have to pull out, good luck to you all.


ok, then we still need a melee. anyone interested?

Liberty's Edge

I could give it a go, I don't mind submitting this guy here. Need to work out a backstory but his crunch is done already, just need to format it for your statblocks.


cool, what is he though? when i click your alias nothings listed in his profile.

Also, just in case you dont realize it, thats a PFS alias but this is not a PFS game. If yo never plan to use that alias for PFS then I dont think it matters though

Liberty's Edge

Yeah I noticed his stat block got messed up somehow, very odd. Anyways, not worried about the PFS thing, he is a Half-Elf Arcane Duelist Bard; if you're interested in him ill get the format done soon as I can.


sorry we just got a new bard:( we have no melee character though, so if you want to make one and apply you'd be welcome to do that


Ok then, still interested; I'll hit you up with something in a bit.


Think I'm gonna go with a soulknife, I'll get you the stats soon.


cool, love psionics


Okay here is what i have. Crunch wise i just need to fill out his skills to match your set up and fill out his gear. I'm currently at work however which makes that difficult. But I'll complete them when i get home. His back story is done as well but it's at my hard drive at home, so I'll be updating that later as well. But the core is all here so let me know what you think.

Vire Locke

Stats:

Medium Humanoid (Human) 
Init +2
Level 1 Soulknife(Gifted Blade)

Strength 8
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 20
Charisma 7

DEFENSE 
AC 16, touch 12, flat-footed 14 (+2 Dex) 
hp 12 (1d10+2)
Fort +2 Ref +4 Will +7

OFFENSE 
Speed 30 ft. 
Melee Two-Handed Mind Blade +1(2d6-1/19x2)

STATISTICS 
Base Attk +1 CMB +1 CMD 12

Traits:

Feats:

Power Attack (Bonus)
Furious Focus
Weapon Focus (Mindblade)

Skills:

Acrobatics 0 [0 ranks + 2 stat -2 armor]
Autohypnosis 9 [1 ranks +3 class +5 stat]
Perception 9 [1 ranks +3 class +5 stat]
Stealth 4 [1 ranks +3 class +2 stat -2 armor]

Gear:
Chain shirt

Background:


Vire Locke

stats::

Soulknife (Gifted Blade)
CG Medium humanoid (human)

Init +2; Senses Perception +9

---

DEFENSE

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +2, Ref +4, Will +7

---

OFFENSE
Speed 20 ft.
Ranged acid (flask) +3 (1d6+1)
STATISTICS
Str 8, Dex 14, Con 14, Int 9, Wis 20, Cha 7
Base Atk +1; CMB +0 (+2 grapple); CMD 12

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Feats Armor Proficiency, Light, Armor Proficiency, Medium, Furious Focus, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Mind Blade), Wild Talent

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Skills Acrobatics -1, Acrobatics (Jump) -5, Appraise -1, Autohypnosis +9, Bluff -2, Climb -4, Craft (Untrained) -1, Diplomacy -2, Disguise -2, Escape Artist -1, Fly -1, Heal +5, Intimidate -2, Knowledge (Psionics) +3, Perception +9, Perform (Untrained) -2, Ride -1, Sense Motive +5, Stealth +3, Survival +5, Swim -4

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Languages Common

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SQ bonus blade skill, bonus feat, form mind blade, psionic, shape mind blade, skilled, throw mind blade

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Gear masterwork breastplate; ioun torch; coin (silver piece) (x4); coin (gold piece) (x2); coin (copper piece) (x5); acid (flask) (x3); potion of cure light wounds (x5); coin (platinum piece) (x8); Backpack, Masterwork [ Bedroll; Waterskin (Filled); Rope (Silk/50 ft.); Journal; Inkpen; Ink (1 oz. Vial); Flint and Steel; Compass; Halfling Trail Rations (x10); ];

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SPECIAL ABILITIES

Bonus Blade Skill Gain 1/6 of a blade skill.

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

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Form Mind Blade (Su) Form a semi-sold weapon composed of psychic energy.

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Monster Hunter Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman's tales of Old Murdermaw - regardless, you've ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.

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Psionic Total Power Points 2; Base Power Points 0; Bonus Power Points 2

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Shape Mind Blade Change form of mind blade as a full round action; change abilities in 8 hours.

Throw Mind Blade Throw mind blade as often as necessary per round.

background::

Vire was born to Sir Frederickson Locke. Sandpoint has had few heroes and so when Sir Frederickson Locke, a renowned adventurer moved to the town, the small population there was overjoyed. Not long thereafter the Swing Tree Tavern became a frequent locale of Frederickson when he wasn’t out exploring the wilds. There he took the fancy of a particular tavern girl, Kandra? Kanma? Kandi? It must have been Kandy he decided.

Things were going particularly well for Sir Locke, as they always tended to do, up until Kandy went and got pregnant.

She made it no small secret that she was to be the mother of Sir Frederickson’s child and the community responded by celebrating for three whole days, until all the cheap brandy had been run out.

Tragedy struck not long after however, Kandy died giving birth to Locke’s child. This further complicated matters greatly for Sir Frederickson, he was already to be a father but now he was also a sole caretaker.

He couldn’t give up his life of adventure, not so easily so he began the hunt for a nanny. Unfortunately for Sir Locke his wealth was well known and any applicant for the position demanded outrageous sums to provide their services. One particularly outlandish woman asked for over a silver a day. This wouldn’t do at all.

Sir Locke spent the next three years at home and they were a miserable time indeed. Taking care of a child was not at all like slaying undead and battling with dragons and bandits. Every night he would go to bed dreaming of the day he could again return to the frontiers, and every day woke to his nightmare at home.

Finally he could take it no longer, the boy was three and that was good enough in his book. He loaded him up into a cart one day and set back off to his life of adventure. Vire spent much of his next years traveling with his father to all sorts of exotic and dangerous places. He cheered him on as he slew a powerful blue dragon, watched him battle a tribe of Orcs, and saw him best a pair of trolls.

Every year or so they would return to Sandpoint for a short month of rest and re-supply before heading back out to find more adventure. It would seem this is how Vire’s life would play out until his adulthood. That is until his return with his father to Sandpoint just after his eighth birthday.

When Vire was eight he began to take particular notice of a peculiar woman he had spotted around town. Vire had seen this woman many times in the last month or so and it seem to him, though he couldn’t be sure why, that the woman was following him anytime he left the house. His father assured him that he was just being shy and that no one meant him any harm.

To prove it the next time Sir Locke spotted the lady he forced Vire to go talk with her, while he nipped off to do a bit of shopping. Vire was to wait here and he would be back in a few minutes.

Unfortunately, Vire’s fear of the woman was well founded, as he stumbled through introductory words and greeting a slow and terrible smile formed on the woman’s face; and before Vire could finish his sentence he found himself completely unable to move. The next moment the woman bent down and wrapped her arms around Vire as in a deep loving embrace, and then; everything went black.

He felt the wind rushing through his hair and against his body but there was nothing to see, pressure pushed in around him from all sides, there was a distinct lack of sound, and to his horror he couldn’t breathe! The woman was going to suffocate me he thought frantically, but then as soon as the sensation swept over him, it was gone.

The marketplace he had just moments before been standing was now replaced with a dimly lit earthy room that Vire assumed must be a basement judging by his own house. The woman picked up Vire and carried him over to a large raised dais surrounded by symbols he couldn’t recognize and ringed with candles in an odd shape.

Laying Vire down on the dais, the woman stood up and walked over to a terrible black figurine. Slowly she reached out and caressed its cheek, as though afraid at any moment it might spring to life and bite. Seconds later the room began to fill with other people, arriving much as Vire and the woman must have.

When the new arrivals saw who lay across the altar a slow rumble of laughter swept throughout the room. Vire’s eye were wide with terror, what had these people planned to do with him? The woman who had brought him here began to speak in a language Vire didn’t understand. It was a hoarse, throaty and harsh language it made him uncomfortable just to hear it spoken.

After a few more moments of the speech the woman stepped in front of Vire, before he turned to face the crowd again. Resuming his speech he made to indicate to Vire then, he reached down into a brazier on the ground full of flames. Vire was shocked; the woman winced heavily and let out moans of pain? Enjoyment? Vire wasn’t quite sure. Nevertheless when the woman withdrew her hand there she held a long wickedly curved knife.

The woman stepped over Vire his eyes looked deranged staring down at him. He reached down and cut the clothes from Vire’s body, the laughter in the room increased. His eyes a mixture of tears and fear Vire’s flinched or would have could he as the woman traced one long finger over the small boy’s body before without warning sinking the dagger down into his chest.

Vire looked down at the long protruding blade coming from his body and felt pain, pain unlike anything he’d known; and then he was falling away into blackness. He again felt as he had minutes ago when traveling with the woman to this dire place, that seemed hours ago now.
As he fell he felt something, faint at first, like gossamer against the skin. Then it began to grow, he felt a stifling heat before becoming aware of a presence squeezing itself into his mind, one that was old and unknowable.

He was no longer falling through darkness he was awake in the dimly lit basement again, he could move again but he was not the one controlling his body. The crowd’s look of triumph quickly turned to apprehension. Then something hot ran down his hands and fingers like a liquid. Something raised his hand and he saw he was holding what looked like a spear of fiery light. The congregation began to yell and scream, but then he was upon them. Vire’s body moved with a terrible grace and purpose as he passed amongst the women and men, severed limbs, opening arteries and taking lives.

It was over in a matter of heartbeats, the room awash in the screams of the dying. The rage was gone now; his body was once again his own. He clenched the spear of light tightly as it steamed with burning blood. Scared, Vire fled up the stairs flew through the slightly ajar basement door and out into sunlight once again. He was clearly still inside Sandpoint but couldn’t recognize where he was. He began to panic, the spear of fire still in his hands and covered from head to toe in blood, Vire only just now faintly realized that he still had the dagger lodged firmly in his chest.

He began to run, it was lucky for him perhaps that the streets were relatively empty that day, for a sight such as this could never end well. Only one person strode down this street, a tall woman in robes. Vire rushed to her tears pouring down his face.

Tuyena looked down at this teary-eyed blood-soaked child sobbing uncontrollably as the spear of fire in his hands pulsed ominously. She put the child into a deep slumber and carried him off quickly to her house at the end of the lane. There was a long moment’s pause as she looked down at the small boy lying unconscious on her floor before she reached down and pulled out the dagger from his chest. To her great relief the wound began to close instantly.

Vire awoke to a strange house; he remembered vaguely his encounter with the robed woman. His forehead throbbed with a dull ache, he reached up to rub it but found that he could not. Looking over he saw himself chained to a bed with manacles. Afraid, he began to rattle them violently when he heard a soft voice.

“I am sorry for the bindings” the voice said. “But they’re as much for your protection as for mine. Once we’ve had an opportunity to talk thoroughly I assure you I will take them off. Tell me what happened to you, to the best of your knowledge.” Vire began to recount his sightings of the woman, his father’s introduction to her, how he was transported to the basement, the people and how they laughed at him, the presence that entered him, at the final part the words caught in his throat and he wasn’t able to continue. There had been so much blood, at this Vire looked to his chest and noticed both the dagger and blood was absent.

“I took the liberty of cleaning you, I hope you don’t mind. I would have clothed you but I’m afraid I don’t have anything that fits. I’ll get you something in the morning” Said the voice. “I am Tuyena, who are you sweetheart” she continued.

“My name is Vire” he replied.

“It’s been a pleasure to meet you then, Vire. Come the morning we’ll see about trying to find your father, I know you mentioned him. But for now I have prepared some soup for you. Eat, and then it’s back to bed for you I think, you’ve had an awful day”. Tuyena continued while unchaining Vire from the bed and sitting a bowl of hot soup next to his on a night stand.

Vire gratefully ate his soup and a few minutes later was sound asleep. He awoke the following morning as rays of light filtered in through the windows of the house. On the bed lay a set of clothes and a note. Unfortunately, in his busy schedule of adventuring his father has never really bothered to teach him how to read.

Vire got dressed before heading outside into the lane; today it seemed much friendlier than it had just the afternoon before. Birds chirped merrily in the sunlight and a pair of butterflies flapped around the small garden outside the front of the house. Vire sat on the front of the stairs into the house for some time taking in the sights and sounds and wondering where Tuyena must have gone, but his question was soon answered as he saw her turn the bend onto the lane some few minutes later.

When Tuyena was within earshot she shooed Vire inside, following behind him Tuyena shut the door.
“Didn’t you read my note sweetheart? I said I was out looking for your father and not to go outside in case anyone else with those terrible people from yesterday were still around” Tuyena spoke with concern on her face.

“Oh! Umm...” Vire trailed off looking at his feet and kicking at the floor lightly. “Umm, my father never taught me to read” he finished.
Tuyena seemed taken aback at first but quickly responded “Well we’ll have to teach you then, won’t we? Now about your father darling, unfortunately it seems like you weren’t the only one who went missing yesterday. From what I could gather your father simply vanished right around the same time as yourself. I’m afraid he’ll be gone for quite some time love.”

Tuyena knelt down beside Vire and embraced him lightly. “Some members of the community offered to take you in until his return” Tuyena continued her eyes watering slightly “But I thought I’d give you the choice, I’d very much like to adopt you if you’d have me Vire” said Tuyena.

Vire didn’t know how to respond; eventually he hugged Tuyena tight and began to cry. Tuyena seemed to understand, and wrapped a hand around the back of Vire’s head; they sat like this for a long time.
The next few years were best in Vire’s life, Tuyena was every bit the mother he never had. Tuyena taught him to read and write, perform mathematics, and above everything else to value the power of logic. If Vire had but one complaint it was that he was rarely allowed outside. The fiery blade had a nasty habit of reforming every time he grew particularly sad, scared or angry. Still, Tuyena worked with him constantly to help his further control it.

Tuyena provided cheap potions to the people of Sandpoint and the income allowed the two to live comfortably in their house and for Tuyena to continue both her search for Vire’s family, and to research more about who was behind the event that befell Vire and why it happened. Information was slow going however as too much inquiry into missing persons and the occult would sooner or later draw the attention of the inquisitors, something that had to be avoided at all costs.

By the time Vire had turned fifteen he had an exacting control of the blade of fire he was able to manifest and found he could even change its shape and create multiples of them. Tuyena was perplexed by the strange blades, but pleased at her son’s newfound control over them, they had come so far.

In a few more short years Vire would finally come of age, and much like his father before him; he yearned for a life of adventure. With a tearful goodbye to his mother, he set off into the world to make his own path, with a promise to her that he’d return unscathed.

Vire’s travels over the next two years were remarkably enjoyable to him, especially as he had been deprived of the outside world for so long. Still, while he had seen a share of combat, he’d yet to emulate the great and glorious kills of his father.

Still, he had been traveling for quite some time, and homesickness had begun to set in. Perhaps it was time to return to Sandpoint and reunite with Tuyena for a few months before setting back off to the life of adventure.


That's quite the novel, even i haven't written backgrounds that long.


note to gm, are you just a fan of Psionics or are you willing to try out whatever Dreamscarred has produced? As they are running a new playtest here...
http://paizo.com/threads/rzs2r26e?Dreamscarred-Press-Introduces-Akashic-Mys teries


@Ellix Holy Iomedae man, thats some backstory. How come you dont have a melee attack?


Welcome aboard, Ellix!


jimibones83 wrote:
@Ellix Holy Iomedae man, thats some backstory. How come you dont have a melee attack?

Odd, not sure why it isn't displayed, I'll edit it in.

Two-Handed Mind Blade +1 (2d6-1)


Welcome


Thanks guys, looking forward to it. Everything should now be reflected and properly formatted in my profile.


@Vire
Well written background indeed :)
Mine's in my profile but I'm afraid it's my first BG-story so it might be as well written as yours.

I look forward to adventuring with you.


@Vire Im kinda hung over so I don't feel like going over your sheet right now, so I'm just gonna put you in the game running in at the end of initiative and I'll look your sheet over tomorrow. Go ahead and play as it is for now and if I notice anything tomorrow well just change it then


@Eloviel are you aware its your turn in gameplay? You missed your last turn and yur about to miss this one as well

*Edit actually I just realized you are unconscious. I've attacked you twice. I believe you'd actually be dead with the amount of damage you've taken, but I didn't realize you were already down after the first hit because yur not commenting over in gameplay. If I would have noticed you were down I wouldn't have attacked you twice, so I'm going retake that action and you will be at 9 damage. I'm about to make a fort save for you to stabilize, but you might want to get in the game over there.


what? I must have missed the go signal...


I think its my fault, I wasnt very clear now that i look back. I think all i said was "looks good". sorry bout that but yes yur in the game. it turns out that you actually didnt miss a turn though cuz i went befor you in initiative and rolled max damage on you which dropped you to -1. what a way to start the game huh lol

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