
GM Nightingale |

Hey, folks!
A player in our Rise of the Runelords game just dropped so I am looking for a replacement player. The player who dropped was a human sorcerer, so I am looking for a character to fill his role as an arcane caster. The other characters in the group are a half-orc barbarian, a human oracle, and a dwarf bard (archaeologist). Everyone is still at 1st level.
A note would be that I will be much more likely to pick an application if its background is interesting, ties in well with the campaign setting (Varisia and the town of Sandpoint), and shows good roleplaying ability.
Players should read the Rise of the Runelords Player's Guide for information about the immediate setting and coming up with characters that tie in well. The guidebook Varisa Birthplace of Legends also has a lot to offer in the way of information and ideas for characters and backstories, although this resource is completely optional.
In this game, I am putting a heavy emphasis on roleplaying and exploring the setting and personal story arcs than on just bashing through the AP. This means that the pace might be more relaxed, but I think more fun, in depth, and rewarding.
I would like to maintain a posting requirement of at least one substantial post per day, although maybe not as heavily on the weekends. It completely fine if you need to not post for a stretch of time, but as long as you can be communicative about your availability.
-1st Level
-20 Point Buy
-Average Starting Gold
-Max HP
-Races: Anything from the CRB. If you are a human, please specify your ethnicity (typically, inhabitants of Varisia will be other either of Chelaxian, Varisian, or Shoanti descent, and will have an easier time weaving a background story into the campaign setting). As described in the Inner Sea World Guide, your ethnicity choice might grant you an additional starting language; for example, Varisians all automatically speak Varisian as well as Common.
-Classes: All core and base classes, except for the Summoner, Gunslinger, Ninja, or Samurai.
-2 Traits + 1 Campaign Trait. Players should each select one campaign trait from the Rise of the Runelords Player's Guide or from pages 330-331 of the APG to tie their stories into their recent (or not so recent) arrival in Sandpoint. They should then select two other traits of their choice like normal from the APG or as an additional option from Varisia Birthplace of Legends.
Here is the current campaign thread.
I look forward to reading your submissions!

Lucia Moonshadow |

Hi there, I'm noticing the possible lack of a dedicated "rogue", is the Bard taking over the role of scout or is that something the group lacks? If so I have a Rogue 1/Wizard 3/Arcane Trickster that would fill both roles very well. Crunch is in the profile but it isnt accurate to this specific campaign.

Anon A Mouse |

Dot.
I have a character I made for The Harrowing that never actually got played I think I'd like to submit. I'm going to completely re-do his crunch to be a (probably human cartomancer) witch, but his background will probably remain mostly intact. My plan is to make him mostly buff/debuff focused with an emphasis on luck.
I'll try to get something up later tonight.

Iangrim Swiftgear |

I just made this Gnome Sorcerer for a Giantslayer AP. The character creation rules were pretty similar, I just have a storyline feat to remove, a quick touchup on skills because we used background skills, and a change to my campaign trait. He's originally from Kaer Maga, which isn't too far from Sandpoint and with his background story, it could be just as easy from to have traveled west instead of east.
If you're interested, let me know and I'll make the modifications!

Vayz |

Would love a chance to play Rise. Though I must admit I've ran the first bit a few times, getting somewht into the second book and I'm a little familiar with the third.
If that isn't a problem I'd like my to present Vayz. A well read thief, or light fingered scholar, depending on how you want to look at it. She's originally from Korvosa, where she attended a brief semester at the Acadamae where she had some trouble with a group of fellow students over her mixed ancestory (her father was a Shoanti tribesman, her mother a Chelaxian native to Korvosa). She left school and traveled east, hoping to reconnect with a distant cousin who'd moved to Magnimar when they were little.
On her way to Magnimar she stopped at a charming little town named Sandpoint, just in time for a local festival. While not particularly religious, Vayz would likely be a follower of Desna if she were to follow any god, so she decided to stay in town for a few days.
If selected I'll make necessary mechanical adjustments.

René Treize |

This is Anon A Mouse's submission
A note: Since Paizo's been having some trouble, I haven't been able to download the player's guide. I found another copy online, but I didn't see any campaign traits, so I picked from here.
Hopefully they're the same because I found a perfect trait for René.
I also decided against going for cartomancer; while it has excellent flavor, I didn't want to lose my 2nd level hex for a feat that I'd never use. I also made him "Taldorian," but I'm open to changing that. He's basically Varisian, but he was adopted (see his Family Ties trait), and I wasn't sure what would be a good as his actual ethnicity.
Ignore the old magus crunch in the profile. I'll remove it and pretty everything up if I get selected.

Cordwin Ironbeard |

Hi there, I'm noticing the possible lack of a dedicated "rogue", is the Bard taking over the role of scout or is that something the group lacks? If so I have a Rogue 1/Wizard 3/Arcane Trickster that would fill both roles very well. Crunch is in the profile but it isnt accurate to this specific campaign.
While my charachter does have the ability to disarm traps, he is not too stealthy for scouting.

GM Nightingale |

Thanks a lot for the submissions! I have gone through all of your submissions and have decided to go with Rene Treize. Welcome aboard! You are welcome to join us in the gameplay thread. Also, do not worry about the campaign traits. You found the exact same list from the players guide.
We will assume that Rene has been in Sandpoint since the start of the festival. You took part in the fighting, staying close to the southern side of town, fighting alongside Ameiko and Daviron Hosk. Afterwards, you find yourself back in the town square in front of the cathedral. The sheriff makes his speech, but then a party of adventurers approaches and starts to converse with him.

Papa-DRB |

Damn... Just finished up the fluff for my submission and ready to post it and saw your post. Oh well, better luck to me next time.
Chagindir
Male Human (Shoanti) sorcerer 1
TN Medium humanoid (human)
Init +4, Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 ((1d6)+2)
Fort +3, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged crossbow, light +2 (1d8/19-20)
Sorcerer Spells Known (CL 1st; concentration +7)
1st(4/day)-magic missile, summon monster i
0th(at will)-detect magic, light, message, ray of frost, read magic(DC )
Prepared Spells
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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Eschew Materials, Spell Focus (Conjuration)
Skills Knowledge (Arcana) +4, Spellcraft +4, Use Magic Device +8,
Traits Focused Mind, Outlander, Outlander, Resilient,
Languages Common, Shoanti
SQ animal companion, bonus feat, bonus sorcerer spell, cantrips, humanoid traits, skilled, sylvan (wildblooded fey) bloodline,
Combat Gear
Other Gear quarterstaff, outfit (traveler's), backpack, pouch (belt), bolts, crossbow (10) (2), crossbow, light, 30.0 gp
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SPECIAL ABILITIES
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Animal Companion (Ex) You gain an animal companion. Your effective druid level for this ability is equal to 2.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Eschew Materials
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Outlander You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.
Outlander / Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sorcerer Spell Level 0
Sylvan (Wildblooded Fey) Bloodline Your ties to nature have more to do with creatures than with capriciousness.
History
Born under a new moon, Chagindir was a small baby and small child, that grew into a short wiry teenager. During his formative years in the Lyrune-Quah (Moon Clan), while other boys learned about warfare, weapons and survival in the wild of the Storval Plateau near the Cinderlands, Chagindir sat at the feet of the Tribal Shaman, learning the ways of Nature and the mind. Although he was set to become an apprentice to the Shaman and the eventual Shaman himself, something happened on his Spirit Journey (the overnight stay outside the camp that all who were coming of age to find their Spirit Animal). Instead of having a dream about his animal, a wolf came to him and stayed, and when Chagindir came back to the village the wolf followed him and stayed with him. The village Shaman and Elders pondered this, as nothing like this ever happened before. Reaching into the Lore of the Wolf, the Shaman told young Chagindir that he must leave the village and make his way into the world. Traveling many months, and following his instincts the pair ended up in Sandpoint at Festival Time.
Timber
Male Companion Wolf animal 2
None Medium animal
Init +2, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural, )
hp 20 ((2d8)+4)
Fort +5, Ref +5, Will +1
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OFFENSE
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Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip,
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TACTICS
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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats Improved Natural Armor
Skills Perception +6,
SQ combat training, animal traits, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Animal Traits (Ex) Animals breathe, eat, and sleep.
Bonus Tricks 1
Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mod Bonus Tricks
Mod Link
Mod Share Spells
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
-- david

GM Nightingale |

For all those of you who were interested in playing but were not selected, we just lost another player, and I have opened another recruitment thread here. We are looking for a replacement for our half-orc barbarian.