Looking for Rise of the Runelords Replacement Player


Recruitment


Hello, all!

In our Rise of the Runelords game, a second player just dropped in these past few weeks. The player who dropped was a half-orc barbarian, so I am looking for a character to fill his role as a tank and front-line fighter. The other characters in the group are a human witch, 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.

Character Creation:

-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.

Can't wait to read your applications. I'll make a decision on Saturday sometime if there is enough of a pool to choose from at that point Good luck!


I actually have an idea for a very simple minded barbarian. He's a farm boy that is very gentle most of the time but goes into a rage when someone harms an innocent life (or he can be tricked into it). His father is a retired paladin that settled into the simple life of a farmer but has passed on some of the order's wisdom so he is sometimes surprisingly insightful. Favored weapon is anything he can get his hands on. First feats are going to be catch off guard and power attack.


Hello!

Is prior knowledge of the AP grounds for exclusion? In my case, I am currently running it for my own group, and have grown quite familiar with it as a result. I do consider myself quite good at separating what I know from my character's knowledge, but I would understand if you are uncomfortable with having me in the group.

That being said, I have a few concepts floating around in my head and should be able to have one posted before your deadline.


Oooooh I've had a couple of meat-head ideas bouncing around for a while. I'm interested!


Got a sturdy fighter in mind for you. Question though.

Will you be allowing use of stamina feat, and splat books like weapon masters handbook and/or melee tactics toolbox?


Mahorfeus wrote:

Hello!

Is prior knowledge of the AP grounds for exclusion? In my case, I am currently running it for my own group, and have grown quite familiar with it as a result. I do consider myself quite good at separating what I know from my character's knowledge, but I would understand if you are uncomfortable with having me in the group.

That being said, I have a few concepts floating around in my head and should be able to have one posted before your deadline.

Knowledge of the AP is definitely not grounds for exclusion, as long as you feel comfortable separating character knowledge from your own.


Boss Zog wrote:

Got a sturdy fighter in mind for you. Question though.

Will you be allowing use of stamina feat, and splat books like weapon masters handbook and/or melee tactics toolbox?

Boss Zog, I do not think that I am allowing material so far from the core material. I'm not familiar with much outside of the core rulebook and the APG.


This is Zayne. Done I think.


I'd like to submit Tylur Thorn.

All the details you've asked for can found under his profile.

The way I see Tylur's progression is right now he is a fighter but I'd like to give him the option of multi classing into a paladin if the story and decisions that the group makes goes that way.

Also in becoming a paladin it would come after a heroic event. So killing wolves and leveling up would not have him become a paladin. Willing to sacrifice himself to save the group from a horde of infernal zombies raised by a lich. That would qualify (provided he lived).

Have a good one.


I would like to play. Wulf is a barbarian. He's kind of dumb. It would be fun to play dumb, and he would cheerfully rush to the front of combat.

I've wanted to do Rise of the Runelords for a while.


Offering up a paladin of Erastil intending to pledge herself to the protection of Sab until such time as her curse fades or she is taken by it. Every oracle needs a not-quite fairy godmother right?

Story:

"Everyone tells you a life on the road is full of adventure, but you're here to remind me that it's actually full of s&*@. For such a sweet horse, you sure put a lot of effort into this."

Lilssa continued to muck the stable, talking good naturedly to her pony Tallow.

"The cathedral's up, and the festival's past, and all there is to show for it is more ears in this place, and a funeral for that poor girl. What comes from building stout churches instead of stout walls."

She shudders a moment, then continues shoveling.

"Still, should count our luck and be happy the strange woman was wrong I say. Strange she was, but a favor from Erastil is a duty to his faithful. If there's trouble, well. There's goblins and then there's demons and of the two I'd rather deal with this madman of a city stabler's harvest of ears as the lasting experience. Even if they do smell worse than the loving deposits of a pony. Here now, have a carrot. There's a good Tallow."

She smiles, setting the mucking shovel aside, then grabs a brush and begins currying the obviously delighted beast.

"Hey now, don't eat it too quickly, you'll get your rub all the same. Then I have to go look for what we're here for. Here's hoping we can turn her up today. Assuming the curse hasn't already taken her mind, the priest said he'd spoken with her yesterday. Desnites always see the heart even if they ignore the rules."

Her task complete she scratches the pony between the eyes, then makes sure her saddle and lance are tucked away in the stall, she turns to walk, then nods back over the stall once, her eyes certain.

"Don't let anyone play with your toys Tallow. I'll be back before you know it."

She heads out, ready to meet these heroes, especially the one the mysterious woman traded favors with the church of erastil for protection. She had her vows to say.

Crunch:
Lilssa
Female gnome paladin (hospitaler, sacred servant) 1 (Pathfinder RPG Advanced Player's Guide 116, 117)
LG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 shield, +1 size)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +0; +2 vs. death, +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee cold iron boarding axe +3 (1d4+1/×3) or
. . cold iron kunai +3 (1d3+1) or
. . dagger +3 (1d3+1/19-20) or
. . lance +3 (1d6+1/×3) or
. . quarterstaff +3 (1d4+1)
Ranged sling +3 (1d3+1)
Special Attacks hatred, smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—create water, dancing lights, ghost sound (DC 14), mending, prestidigitation, read magic, speak with animals, whispering lore[ARG]
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 16, Int 13, Wis 7, Cha 17
Base Atk +1; CMB +1; CMD 12
Feats Fey Foundling[ISWG]
Traits psionic item familiarity, sandpoint faithful, touched by the sky (numeria)
Skills Acrobatics -5 (-13 to jump), Handle Animal +7, Linguistics +2, Perception +0, Ride -1, Spellcraft +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Draconic, Giant, Gnome, Sylvan
SQ fey magic, gnome magic
Combat Gear sharpstone sling bullets (10); Other Gear scale mail, heavy wooden shield, cold iron boarding axe, cold iron kunai (2), dagger, lance, quarterstaff, sling, sling bullets (20), backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wooden holy symbol of Erastil, pony (combat trained), feed (per day), military saddle, saddlebags, 4 gp, 1 sp
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.

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

Pony (combat trained)
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -5 (-1 to jump with a running start), Perception +5, Ride -5 (-3 to stay in the saddle)
SQ combat riding
Other Gear feed (per day) (14), military saddle, saddlebags
--------------------
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 dim 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.


i am super interested and want to submit an unchained monk! But I'm at work tonight. I'll try to get it done in the next 30 minutes


Sagacious Tien of the Even Flow:

Half-Elf Unchained Monk 2
Favored Class: Monk
Ancestral Arms (Urumi)- replaces Adaptability
Low-light vision
Sleep immunity
+2 saves vs enchantment
Low-light vision
Multitalented
+2 to Perception
Unarmed Strike
Flurry of Blows
Stunning Fist
Traits- Monk Weapon Skill (Urumi), Elven Reflexes, Monster Hunter

HP: 12 (+1 FCB)
AC: 16
Fort save +3
Ref save +4
Will save +3

Attack: Urumi +5/1d8+4/18-20x2
Unarmed +4/1d6+3/20x2

Feats: Weapon Focus (Urumi), Dodge
Skill Points: 6 (+1 FCB)
Skills:
Acrobatics 6 (1)
Climb 7 (1)
Escape Artist 6 (1)
Perception 9 (1)
Stealth 6 (1)
Swim 7 (1)
Gear: Monk's kit, Chakram x5
0 GP Remaining

Background:
Sagacious Tien is a man out of time. Born several hundred years ago, Tien became the master of a dojo after he created a new fighting style. His dojo had studied the Iron Mountain style and though Tien had mastered it, he was matched by Liu the Thunderer, his best friend. One day after meditating, Tien had a break through and decided to add the philosophy of water to his style, adding an unmatched versatility to his moves. Tien called this style the Even Flow. He soon became the undisputed master of his school. Jealous, Liu feigned friendship and when Tien had his guard down, struck his former friend with the Dim Mak, a deadly attack.

That was two hundred years ago.

Tien awoke in a mausoleum, disoriented. He remembers the broad strokes of his past but the details are lost to him. He has decided to venture to the nearby town of Sandpoint. Along with his memories, most of Tien's skill has left him, and the monk is determined to regain his skill, find out why he has returned, and what happened to his dojo.


Thanks a lot for all of the submissions! I will make my pick tomorrow morning.


I would like to announce that I am selecting Tylur Thorn for the position! You can head over to the gameplay thread here.

We can start with the assumption that you are a friend of Aldern Foxglove's whom he also invited on his boar hunt. You played a fair part fighting alongside the guard during the goblin attack, so Ameiko and Belor Hemlock are already aware of your existence and fighting abilities.


Great thanks!

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