RISE OF THE RUNELORDS SUPER MEGA RE-RECRUITMENT SPECTACULAR


Recruitment

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RPG Superstar 2015 Top 32

Rolling because I never try rolling random characters.

I've run RotRL before, all the way through, although that doesn't seem to matter to you much. It was several years ago, and I am good at forgetting when I need to be.

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 3) + 6 = 14

RPG Superstar 2015 Top 32

That, uh. That's something.

Eliminating classes that don't fit the bill of what the group will want.

Class: 1d20 ⇒ 12

*edit* That's Oracle.

Race, since these numbers can do with pretty much anything. Rolling with and without featured races, just to see the results.

Race: 1d7 ⇒ 6
Race: 1d23 ⇒ 10

*edit* That's Half-Orc and Dhampir, respectively.


well, i was going to try and submit a character here, but with so many returning players, and so many really high rolls, I don't think my 20 point buy character has much a chance. Good luck everyone!


I have returned to bring savage fury and blessings of vigor and justice :3


Here's my submission. Eloisa Rathswing, Human Wizard. She's a buffer and summoner.

Stat Information:

Eloisa Rathswing
Female human (Varisian) evoker 1
LN Medium humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-1/19-20) or
quarterstaff -1 (1d6-1)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
8/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +6)
1st—enlarge person (DC 16), mage armor, magic missile, summon monster I
0 (at will)—detect magic, light, read magic
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 13, Int 20, Wis 12, Cha 9
Base Atk +0; CMB -1; CMD 12
Feats Augment Summoning, Scribe Scroll, Spell Focus (conjuration)
Traits pragmatic activator, scholar of the ancients, seeker
Skills Acrobatics +0 (-4 to jump), Craft (alchemy) +9, Fly +4, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +8, Sense Motive +3, Spellcraft +9, Use Magic Device +6
Languages Abyssal, Common, Goblin, Infernal, Orc, Thassilonian, Tien, Varisian
SQ arcane bond (arcane familiar, greensting scorpion), doubt
Combat Gear acid (2), holy water; Other Gear dagger, quarterstaff, backpack, bedroll, belt pouch, book lariat[ACG], flint and steel, ink, inkpen, mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 52 gp, 5 sp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Force Missile (1d4+1, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Step 1:

5 Things about your Character:
Eliosa Rathswing will be a buffer/summoner wizard. She’ll focus on Summoning allies to the battlefield to assist after she buffs her allies. She plans to use her Greensting Scorpion familiar Ausarta to deliver touch debuffs.

Eliosa is very intelligent, but growing up in her sister's shadow causes her to doubt her abilities. She doesn’t think she’s brave, but is willing to step up when it’s required.

She’s tall and slender Chelaxian woman. Has dark brown hair, and wears dark clothing. Her clothing is dark so it doesn’t show stains, and she often wears gloves to cover the ink stains on her fingers from scribing scrolls in her spare time. She wears a necklace with a circular amulet. Ausarta likes to hang from it like a shiny green gem. She is also never without a journal to take her notes.

Eliosa grew up in Magnimar. The third child of two teachers. There was no choice but to be studious. It’s a good thing she liked to learn because there was no choice. They hoped she would become a scholar at teach at a University, but spellcraft is in her blood.

She loves books. Any kind of book is valuable to her. She knows all books contain some kind of knowledge. She’s a trained scholar who likes things quiet and organized. Adventuring isn’t her first choice of profession. She’d rather spend her time with her books and her familiar in her little rooms in Sandpoint. However new books and scrolls are expensive. Eliosa is not sure her skills are up to the task. She gets nervous under pressure, and her doubts come to the forefront.

She came to Sandpoint to study Thessalonian culture and history. It’s been hard to find work for a wizard who isn’t sure she wants to hire on as an adventurer. She’s been able to scribe some scrolls and sell them here and there, but none of the spells in her spell book are super exciting.

Step 2:

Two things that would like to happen:
She wants to get a really awesome spellbook. One that has lots of amazing hard to find spells already scribed in it.

She’d like to have a small home with a tower that has room for a large library where she can study her craft.

Step 3:
List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

Elosia was sent to study wizardry at the Acadame in Korvosa. She couldn’t handle the cut throat environment. She just wanted to learn not fight and backstab other students to get to the top. After a few years of trying she couldn’t take it anymore and snuck away.. She doesn’t tell anyone she studied at the Acadame for a while, and certainly never mentions even being near Korvosa. She has come back to Sandpoint feeling like an utter failure.

Eloisa doesn’t know she wasn't’ raised by her birth parents. She wasn’t adopted but sent to live with her mother’s family friends to keep her out of sight of her father’s family's matriarch who didn’t like her mother, and took it out on the small child. She’s in line for an inheritance, but has no idea that someone may want her dead for it.

Step 4:
Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Hostile: Anna Rathswing is Eliosa’s sister in Korvosa who thrived at the Adademe and made Eliosa’s life tough. Her sister isn’t mean, but very demanding and good at what she does. Their relationship has caused Eliosa to doubt her own abilities. Their relationship was strained before leaving home for school, and being at the Acadame at the same time didn’t help the relationship mend. They don’t speak much.

Friendly: Eliosa chose Sandpoint as the place to head to because of the Thassilonian ruins, and it’s far away from Korvosa. Her childhood friend Kip pointed her in the towns direction. He decided to follow her after she left the Acadame. He always manages to have money, but won't’ tell her how he earns it. She and her Varisian friend are having a great time learning about the history, and trying to find a great artifact.

Friendly: Ruthy Rathswing is Eliosa’s “mother”. She’s a teacher by training. She still teaches at a small children's academy in Magnimar. Those children are from the best merchant families. Ruthy has ways of learning things at her job that can come in handy sometimes.

Step 5:
Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

When she was out and about on a day pass at the Acadame she remembers thinking that this might be the only chance to get away before winter arrives. She wasn't able to take much with her. Some coins and an amulet she had borrowed from her Chelaxian roommate Imperia Mathas. She planned to sell the amulet to fund her way out of the city, but just couldn’t do it. She keeps the amulet with her at all times. She’s terribly afraid that her roommate or her family will come looking for her one day to get the amulet back.

The goblin attack on Sandpoint was her first taste of using spells to defend others. She surprised herself in how well she did protecting a few of the children of Sandpoint. She thinks her proficiency with spells at the time was a fluke not her skills.

Elosia remembers always wanting to learn. She remembers as a small child climbing up in her father's study chair to read arcane tomes almost as big as she was. She remembers the smell of the old pages and leather, and the warmth of the fire on her toes.


Varak Suur wrote:
I have returned to bring savage fury and blessings of vigor and justice :3

Welcome back, Savage Son of Apsu!


Well, I hate to not use such a cool statline, but I just can't get the concept formed completely (was trying to hammer out an aasimar summoner with his eidolon being an embodiment of his wife) but it just isn't flowing right now. Good luck all!


2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 4) + 6 = 13

v


Have this idea for a Elf Investigator, so here she is, working on background and other small things.


Updated my submission. This can also be found in Leezzâ's profile.

Crunch:
Leezzâ
Female human (Varisian) oracle (spirit guide) 1
CG Medium humanoid (human)
Init +3; Senses Perception +6

--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +3

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee
Ranged light crossbow +3 (1d8/19-20)

--------------------
Oracle
--------------------
CL 1st; concentration +5
Mystery: Lore
Curse: Haunted
Revelation: Lore Keeper

--------------------
Oracle Spells Known
--------------------
1st (4/day)—bless, cure light wounds, summon monster I
0 (at will)—detect magic, enhanced diplomacy, ghost sound (DC 14), guidance, light, mage hand, read magic

--------------------
Statistics
--------------------
Str 11, Dex 16, Con 15, Int 15, Wis 13, Cha 19
Base Atk +0; CMB +0; CMD 13
Feats: Augment Summoning, Spell Focus (conjuration)
Traits: Omen, Seeker, Student of Faith
Drawback: Attached (bog of trinkets)
Languages: Common, Giant, Thassilonian, Varisian

--------------------
Skills
--------------------
Acrobatics +0 (-4 to jump)
Diplomacy +8
Intimidate +9
Knowledge (arcana) +8
Knowledge (geography) +8
Knowledge (history) +8
Knowledge (local) +8
Knowledge (nature) +8
Knowledge (religion) +8
Perception +6

--------------------
Special Abilities
--------------------
Attached (Bag of Memories) - If your attachment is threatened, -1 Will & -2 save vs. fear
Augment Summoning - Summoned creatures have +4 to Strength and Constitution.
Haunted - Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Lore Keeper (Ex) - Knowledge Skills become CHA-based.
Spell Focus (Conjuration) - Spells from one school of magic have +1 to their save DC.

Gear:

--------------------
Armor
--------------------
Scale mail armor

--------------------
Weapons
--------------------
Crossbow bolts (10)
Light crossbow
Rapier

--------------------
Backpack
--------------------
Bedroll
Belt pouch
Candle (10)
Flint and steel
Hemp rope (50 ft.)
Mess kit[UE]
Pot
Soap
Trail rations (5)
Waterskin

--------------------
Money
--------------------
100 gp, 1 sp

Background & Appearance:

Leezzâ came from a wealth family that perished a fire the night before her wedding to Giotaelli Travolo of Magnimar. Losing her fiance and her family in one terrible night, was too much for the young maiden. She has lost a bit of her sanity. She immediately began hearing voices and thoughts that guided her. She believes many of these voices are that of her family, trying to help guide her through life before she goes to meet them in the afterlife.

It is her family that she guides as spirits. She also believes the monsters she summons are reincarnations of her extended family; aunts, uncles, cousins, grandparents, etc. She also constantly talks to Dolfo, her valet and personal servant. He too perished in the fire, but Leezzâ is steadfast in her belief that he is, in fact, quite alive and still working for her.

She is very talkative and gracious, but will invade other's "space". She is quite oblivious to the fact that she is going crazy. She is well liked in Sandpoint although people will tend to keep their children away from her. While she isn't harmful, her quirky ramblings and batter are often off-putting to commonfolk.

She carries a rapier that belonged to her father on her hip and in a small pouch on her belt she has a silver brooch of her mother's, small clay doll of her younger sister's, a small knife of her older brother's, a pipe of her paternal grandfather's and a nightcap of her maternal grandmother's. These items are very precious to her, and she reacts very strongly to anyone that attempts to handle them.

10-Minute Background:

Five things about her background
1. Leezzâ was born into a wealthy family that had a very profitable shipping business in Magnimar, as well as a country estate closer to Sandpoint.
2. She had considered becoming a priestess of Desna in her youth. She had gone so far as to temporarily live and work in a temple in Magnimar during her teens. There she studied many of the deities of Varisia.
3. She was betrothed to the son of another wealthy merchant in Magnimar. Her fiance's name was Giotaelli Travolo. When she met Giotaelli, she immediately was overcome with passion for him and decided to leave the temple and her studies.
4. Her fiance and all of her family perished two years ago in an horrific fire at their country estate the night before her wedding. Leezzâ blames herself for the fire and is tormented by the loss of everyone she loved. She has begun to hear the voices of her ancestors in her head. This has been driving her slightly insane. She keeps a bag of a few trinkets that she found in the ashes of the fire. Each "treasure" is that of one of her closer family members.
5. She is a very social person who still fancies herself the daughter of a wealthy merchant although her family's money is now gone and she was orphaned. At times, she hallucinates that her family and servants are still with her. Talking to them as though they were right next to her.

Two Goals
1. Leezzâ greatly wishes to "go home" (that is, repurchase or reclaim) her families home in Magnimar, and once again enter the social elites of Varisia.
2. She also wants to find "treasures" of her family. She lost several family members in the fire and has nothing to remember them by.

Two Secrets
1. Leezzâ knows that the fire was set by her fiance's family, although she has convinced herself that it was accidental.
2. She does not know that there was another survivor of the fire.

Three People
1. Ghrezzd - A kindly old priest of Desna who lived at the temple in Magnimar while Leezzâ lived there. They formed a close bond as he was a tutor and advisor to her before he left the temple to travel and to experience the world.
2. Foramdar - An old friend of Leezzâ's father in Magnimar. He was a trained warrior who owed a life-debt to her father. Foramdar often taught Leezzâ's older siblings the art of war and sword-fighting.
3. Vencinzo Travolo - Her lost fiance's father who's own business has suffered in the years since the fire.

Three Memories
1. Growing up in the country estate with a small river flowing through the grounds. There was a spacious garden with winding paths that Leezzâ and her siblings use to play.
2. Hearing the screams of her family as the fire swept through the manor. She was dropped from a second story window by Giotaelli before he went back for her younger brother. Neither her fiance nor her sibling reappeared at the window. She watched in silence as the fire spread and the window was engulfed in flames.
3. Seeing the charred remains of her family in the morning sunlight as she searched for signs of life. Only a few people were identified, including her parents and several siblings who were huddled together in the master suite.


Here are the updated completed submissions so far, more or less in order of appearance…

Chrona Agri (Female Ifrit: Infernal Bloodline Eldritch Scion Magnus)
Kain Arden Brandt (Male half-elf? cavalier Gendarme)
Zaque (Kobold Sorcerer(gold dragon/ learned))
Mitros (Male human (Shoanti) druid)
Fulito Futo Ferrywarden (Halfling Bard)
Serolt (Male Human (Shoanti) Hunter)
Rast (Rastilian) Cobble (Half-Orc Cleric of Desna from Trunau)
Dain Irongrim (Dwarf Inquisitor (Spellbreaker))
Annika Watches Sky (Female human (Shoanti) shaman)
Praetor Ryswell (Male Human Paladin of the Dawnguard)
-
Thakal (also: (background)) (Male human (Varisian) sorcerer)
Lackspell (Human Alchemist)
-
Gabriel Gearwinder (Male gnome summoner (unchained))
Othar Gillrum (Half-elf witch)
Rulla "Ren" Krumpt (Female Human Rogue)
Bryn Corwin (Halfling Paladin)
Aroden (Human (Focused Study, Heart of the Sea) Wizard (Exploiter))
-
Arkon the Thunderer (Oread Druid (Goliath))
Leezzâ (Human Oracle)
Zaque (Kobold Sorcerer (Gold Dragon/Learned)
Varak Suur (Lizardfolk Warpriest)
Eloisa Rathswing (Human Wizard)
Zalazra Qlinzra (Elf (native) Investigator)

If I’ve missed anyone, I humbly apologize. PM me and I’ll get you added to the list.


Hello, friends!

Quick update;

This if finals week! AAAAAAAAHH!!!!
It's actually not that bad, it's just time consuming. However, because of this, I do not have time to read through your submissions and give them the time and consideration they deserve. Because of this I am extending the submission deadline to next Friday, the 23rd.

I will be MIA until this Monday the 19th, most likely, so any questions or anything you have; please PM me, and I will get back to you as soon as my time allows. I will have quite a bit more of it after this weekend :p


Cool thanks GM wasted


.... darn it, with a time extension like that... heck, count me back in as interested and working on putting those rolls to use, ;)

Luck be with you on the finals.


Woot I love time extensions.


2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16

rolling 3d100 if I choose to play a Tiefling.
3d100 ⇒ (95, 93, 48) = 236

Grand Lodge

Lackspell wrote:
Varak Suur wrote:
I have returned to bring savage fury and blessings of vigor and justice :3
Welcome back, Savage Son of Apsu!

Full table is back, we could pick up right where we left off... Just a suggestion...

Grand Lodge

Update of Twistlok's submission of Rast Cobble.

Dark Archive

Rulla "Ren" Krumpt wrote:
Lackspell wrote:
Varak Suur wrote:
I have returned to bring savage fury and blessings of vigor and justice :3
Welcome back, Savage Son of Apsu!
Full table is back, we could pick up right where we left off... Just a suggestion...

Bump! ;)

Also, just for kicks:
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13


10mins backstory:

Five things about her background
1. Lady Zal-azra Qlin-zra was born into an old noble elf clan whose garden farming lands are expansive. A younger child hers was to be a life of a well to do marriage to a lesser lord. Her elder brother and sister taking the Clan name rights.
2. As a child it became clear she was a gifted thinker, her mind running well ahead of her teachers and tutors. By 20 she had read every books in the high tops. One teacher she respected was a blind Drow called Misrank, old and well traveled. He told her off far off lands and cultures. He also showed her how to craft a mind Palace in which to hold facts and information. To this day she used this skill to remember things.
3. Alchemy was the one craft she felt most at home with when dealing with the magical arts. She has her own ideas on this. To her it gives her the power to change herself with powers needed for her work.
4. When she was of age to be married, by clan law she could set a challenge for any suitor. She did and it was just to beat her at Elf chess. To this date non have, so she is under Clan law unwed.
5. She will always see to thing her way to victory, out smarting and thinking others. Often with a joke. She has no faith in gods seeing them as just more powerful beings just like her.

Two Goals
1. To learn as much as she can, she loves knowledge and problems.
2. Become immortal.

Two Secrets [One known/one unknown]
1. She once uncovered a plot to kill her Brother, the now head of the clan. She switched whine with the poisoned to the plotters and her brother drank it. It was they that died, she then spent 3 mouths killing off one by one the ones that did not die then. Her brother knows nothing of this, but her sister dose.
2. It was her sister at the heart of the plot, but she dropped it and dropped the others in it, once she found Zal telling her of it.

Three People [2 friends 1 enemy]
1. Lord Kilvon Lankily, A human noble she likes who she did some investigating for.
2. Black Heart Reena, I female elf gang boss, who hired Zal once. They like each other and have sent some time in each others company.
3. The Orc smuggler "Offolrog", Zal uncovered his undergraund smuggling root and passed the information on. Offolrog has said he will kill Zal should he ever get his big green hands on her.

Three Memories
1. Looking over a murder scene, winter time and the Inn was locked form the inside. 20 dead bodies, most ripped apart, blood frozen to the walls. The wards still intact and no one left alive. A feeling of excitement working out, what had happened.

2. Standing on the deck of a ship in harbor, a large half-orc coming at her. Sword out, face of teeth and anger. She taking two steps to the left and waiting. His breath as he came close, lifting his word, her counting. He stops looking at her, as if to ask Why are you counting then she gets to zero and the small chemical charge going off. The puff of acid and her pointing at the half-orcs feet. Him looking down nonplussed as the deck gave way and he fell into a hold full of fish.

3. A night on the town with Black Heart Reena, getting drunk and into a bar fight. Hiring a bard and singing rude songs all night.


It's been awhile since I last came to these forums, but I am thinking of casting my hat in. That said, I am also engaged in finals until Monday, so I will likely decide more fully on Tuesday. Tempted to request a samsaran of some sort, but that may not suit, so I'll wait a bit before making any serious decisions.


I'm going to withdraw, my oracle Leezza. I'd really like to play RotRL, as I've had 2 attempts on these boards fall apart before the second encounter. So, I'd really like to start at the beginning of book 1 when I finally get the chance to play. Thanks and good luck!


As an aside; all of my players from the other table? We'all restart your table, guys :)


1 person marked this as a favorite.

Well...pick it back up. Not start at the beginning :p


so is that a "recruitment is close" statement?

Grand Lodge

For the record the link Serolt has for Rast is not the most updated info.


So, I'm probably going to go with a submission of a Samsaran spell sage wizard by the name of Amrit.

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11

Honestly, I'm not sure if that's above 20 point buy or not, but it looks fine to me?

Anyways, here're a couple of things I have at the moment. Nothing crunchy yet, but...

Background, Full:

Amrit is a samsaran, one of the rare eternally-reincarnating humanoids who generally work to bring about harmony in Golarion. This means that when his life first began, he was not, as most beings are, born to a man and a woman. Instead, he simply... reincarnated, appearing as a young child in the land of Cheliax, just fifteen years after the death of Aroden (4621), and before the House of Thrune seized power. It was a dark time, and very few had any time to spare for a strange, blue-skinned child, and so he wandered, begging for what he could to survive and keeping as inconspicuous as possible. These years passed in darkness, for Amrit, who knew his name, and some half-remembered dreams of past lives, but little else. Then, in 4625 (when he had lived for four years in this life), a pair of middle-aged men found him hiding in the yard of their humble hut, and took him into their lives as their child.
Amrit's new adoptive fathers, Gellius and Ursion Decatus, were by no means wealthy, or political. Gellius was a wizard of small talents and smaller ambition, while Ursion had been a minor priest of Aroden until that god's death. The two lived on the fringes of the Barrowood, and tried to avoid the civil war that embroiled their homeland.

The three lived peacefully enough, though they occasionally needed to move around to avoid marching militias and armies, and they survived until 4632, when they moved northwards to the newly created Molthune, hoping that life their would be relatively peaceful once more. They did manage to do so for a good twenty or so years, keeping mostly to themselves in the vicinity of Skelt, and Amrit was happy, quietly helping Gellius with his small magical experiments and learning of magic.

It was in this time that Amrit became increasingly fascinated by magic and began dreaming of the past - of being in a land of ancient and great magical power, learning spells at the feet of a great wizard, and of the sheer joy of practicing magic. This sparked his interest in history, and he began studying to determine what sort of land it might have been. He could not truly determine it from his dreams, but Gellius sometimes spoke of the Runelords of Thassilon, in Varisia just to the west, and Amrit studied as much of that lost land as he could.

However, neither Gellius nor Ursion were young when they adopted Amrit, and both men were humans. Thus, in 4653, even as rumblings of discontent spread throughout the Fangwood and what would eventually become Nirmithas, Gellius died in his sleep, passing peacefully from his life to the next. Bereft of his beloved husband and his emotional support, Ursion died some months thereafter, though he encouraged his son to follow his dreams before he went to join his husband (but not his god) in death, leaving Amrit an orphan at 32, long before he was emotionally or physically prepared for fending for himself.

Amrit spent the next few months attempting to continue his studies in matters arcane using the fragments of memories of past lives and his father's own studies to learn, but within the next two years, the guerrilla war between Molthune and the resentful members of the frontier broke out, and Amrit became increasingly disconnected from his passionate neighbors who felt the weight of Molthune most heavily. Eventually, though no threats were made, Amrit left to Varisia, where he wandered from city to city, eventually reaching Galduria, where he spent some years studying at the Twilight Academy - nearly a decade. In 4669, he left again, going south once more, though he hired on with a ship to sail to the newly liberated Andoran rather than spend any time in the land of his 'birth,' Cheliax, which had fallen to Asmodeus and the devils decades before. In Andoran, he continued his studies, remaining carefully apart from the mostly-human population, and though he was welcomed there, he was never truly one of the Andoran liberals, even though triumphalism was high in the air at the time. Nevertheless, he had no memories (from his previous incarnations or those gleaned from his historical studies) of a government like Andoran's, and he spent a great deal of time in the budding nation's capital of Almas.

For nearly thirty years, Amrit watched in increasing amazement as the humans of Andoran built a society of justice and freedom, balanced with one another for the common good of the people... and gradually felt that it was coming to become his home. This feeling was solidified when he fell in with a Forlorn elf, who, much like Amrit, had lost his friends and companions to age even as he remained young and youthful. The elf, whose name was Ithelien, spent time teaching what he knew of magic to the younger samsaran, who learned with an unrivaled eagerness, and gradually, both became able to deal with their loss.

In 4701, though, Amrit began dreaming with both greater frequency and intensity of his past lives. He recalled his people's god, Tsukiyo, and upon feeling his love once more, Amrit began worshipping him, as commemoration for his past lives. This new, alien deity and the samsaran's increased devotion to uncovering his own past built up a wall between Amrit and his neighbors, and he turned to his father's last words to him - "follow your dreams." While he recognized it as a metaphor, his dreams drew him back to his past, and Amrit began wandering the world in an attempt to find places his previous incarnations had once been. The decade that followed was one of great discovery and excitement for Amrit, and in 4710, he eventually found his way back to Varisia, wondering whether he would discover the secrets of his earliest incarnation yet...

Background, 10 minute:
Five things about his background:
1. Amrit was reincarnated in Cheliax in the years immediately after Aroden's death, and was adopted by a married couple of human men. The small family moved about fairly often, until his adopted father's deaths when he was only 32.
2. Amrit spent time in Varisia studying the runelords and Thessilon, because he suspects that one of his earliest incarnations may have learned in that ancient realm. It is highly unlikely that this is true, he realizes, but still, he would be intrigued if it was.
3. Amrit recalls his previous incarnation and the one immediately preceding it best, though even those are fragmentary - his previous one was a female monk in Tian Xia, while the one prior to that was a priest of Tsukiyo, though he's not sure where.
4. After his time in Varisia, Amrit spent a great deal of time in Andoran just after the revolution succeeded, and is most intrigued by their achievements, though he has pondered the philosophies of Jubannich and Hosetter in depth, and is not certain he would ever fully join such a society.
5. Though throughout his life he has tried to avoid becoming too attached to short-lived races such as humans, he did become close friends with a Forlorn elf in Andoran before leaving a decade ago.
Two Goals
1. Discover as much about his past lives as he can whilst cultivating harmony in himself and in his surroundings. This includes bringing justice and peace, and building good relationships within groups, something he recognizes will require him to shed his customary isolation.
2. Uncover secrets of magic and unravel mysteries involving arcane and divine magical power. Amrit believes that magic is perhaps one of the most impressive things in the world, and cultivation of knowledge contributes to becoming more harmonious.

Two Secrets
1. Amrit is aware that at least one of his lives very nearly slipped from the path of harmony due to the temptations of an evil outsider or fey of some sort, and while most of him prays that the outsider or fey in question has forgotten him, another hopes that it will come to pass that he redeems it when it seeks him out.
2. Amrit is not aware that one of his fathers' families in Magnimar recently discovered that their prodigal son (who was outcast for his refusal to marry someone they chose) had an adopted son of his own, and have their own plots to take advantage of this fact.

Three People
1. Ithelien, a Forlorn elven teacher of magic in Andoran, he was Amrit's first friend, with whom he still corresponds via letter and occasional magical contact. The two helped one another out when they needed friends the most.
2. Zrorica the Wanderer, a Varisian scholar whose grandmother was a fellow student of Amrit at the Twilight University, and whom he met during his return journey to Varisia from Andoran.
3. Gellius Ratarion, a Magnamarian noble whose family left Korvosa during the civil war, but which was the family of one of his fathers.

Three Memories
1. Watching his fathers grow weak and die by inches, urging him to be strong even after their deaths. The smell of incense that one lit for the other in the months preceding his own death.
2. The serenity of meditating in the mountains of Tian Xia, as winds carried birdsong to his ears and the scent of water to his nose, signaling the return of spring. This is not actually Amrit's memory, but that of his previous incarnation. It is nevertheless an important and formative memory for him.
3. Spending hours in Ithelien's small private library, studying, discussing, and unraveling various pieces of lore, from the arcane, to the philosophical, to the historical, to the mundane.

I'll... figure more stuff out when my mind isn't being incoherent.


Nosir, lizardwizard!

I initially ran two ROTRL tables. When I came back one was listed as inactive so I thought it was gone. Looks like those players are still around so I will start that back up for them.

That has no effect on this recruitment, except you can remove Praetor, Chrona, Lackspell, Ren, Arkon and Varak from the running :)


I may submit A different character, thinking something like a bolt ace. Maybe, Haven't decided what weapon he is going to use.

would it be too far-fetched to have a PC who has a relationship with someone from sandpoint? Or is sandpoint only at the start?


A good portion of the adventure takes place in Sandpoint but you will travel to other places

Grand Lodge

Woo! Hoo!


Here are the updated completed submissions so far, more or less in order of appearance…

Chrona Agri (Female Ifrit: Infernal Bloodline Eldritch Scion Magnus) Other party
Kain Arden Brandt (Male half-elf? cavalier Gendarme)
Zaque (Kobold Sorcerer(gold dragon/ learned))
Mitros (Male human (Shoanti) druid)
Fulito Futo Ferrywarden (Halfling Bard)
Serolt (Male Human (Shoanti) Hunter)
Rast (Rastilian) Cobble (Half-Orc Cleric of Desna from Trunau)
Dain Irongrim (Dwarf Inquisitor (Spellbreaker))
Annika Watches Sky (Female human (Shoanti) shaman)
Praetor Ryswell (Male Human Paladin of the Dawnguard) Other party
-
Thakal (also: (background)) (Male human (Varisian) sorcerer)
Lackspell (Human Alchemist) Other party
-
Gabriel Gearwinder (Male gnome summoner (unchained))
Othar Gillrum (Half-elf witch)
Rulla "Ren" Krumpt (Female Human Rogue) Other party
Bryn Corwin (Halfling Paladin)
Aroden (Human (Focused Study, Heart of the Sea) Wizard (Exploiter))
-
Arkon the Thunderer (Oread Druid (Goliath)) Other party
Leezzâ (Human Oracle) withdrawn
Zaque (Kobold Sorcerer (Gold Dragon/Learned)
Varak Suur (Lizardfolk Warpriest) Other party
Eloisa Rathswing (Human Wizard)
Zalazra Qlinzra (Elf (native) Investigator)
-

If I’ve missed anyone, I humbly apologize. PM me and I’ll get you added to the list. I’ve cleaned up Rast’s link and begun to remove the other party (I’ll pull em completely with the next update). I'll add Amrit when they're complete.


Aha! I still need to hammer out a few details mechanically (man, it has been so long since I've done this), but here's my mechanics so far for Amrit.

Amrit:
Amrit
LG Medium Humanoid (Samsaran)
Init +1; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 5
Fort -1, Ref +1, Will +5 (+4 additional vs. death effects, +2 vs. negative energy effects, negative levels, and fear effects)
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Quarterstaff +0 (1d6 bludgeoning)
Ranged Light Crossbow +1 (1d8 piercing, 19-20/x2)
Space 5 ft., Reach 5 ft.

--------------------
SPECIAL ABILITIES
--------------------
Spell-Like Abilities (Sp): 1/day - Comprehend languages, deathwatch, and stabilize

Focused Spells: At 1st level, once per day the spell sage's understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. This ability replaces arcane bond.

--------------------
STATISTICS
--------------------
Str 11, Dex 13, Con 9, Int 19, Wis 16, Cha 13
Base Atk +0; CMB +0; CMD 11

Feats:
Scribe Scroll
Meditation Master

Racial Traits:
Low-Light Vision (Ex): Amrit can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Amrit gains a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Amrit has the following spell-like abilities: 1/day— comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to his level.
Shards of the Past (Ex): Amrit's past lives grant him bonuses on two particular skills: Diplomacy and Perception — he gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class he actually takes.

Traits:
Scholar of the Ancients (Campaign) - Although he is not from Varisia, Amrit suspects that at least one of his incarnations spent time there, perhaps even during the era of Thassilon itself! As such, he's spent a great deal of time researching the area and its local history. He gains a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begins play able to speak and read Thassilonian.
Reincarnated (Faith) - As a samsaran, fear holds little sway over Amrit, who has passed through many lives before. He gains a +2 bonus on saving throws against fear and death effects.

Skills:
Diplomacy +7 (1 rank, 1 attribute, 2 racial, 3 trained)
Knowledge (Arcana) +9 (1 rank, 4 attribute, 1 trait, 3 trained)
Knowledge (History) +9 (1 rank, 4 attribute, 1 trait, 3 trained)
Knowledge (Religion) +8 (1 rank, 4 attribute, 1 trait, 3 trained)
Spellcraft +8 (1 rank, 4 attribute, 3 trained)
Perception +9 (1 rank, 3 attribute, 2 racial, 3 trained)

Spellbook:
Cantrips: All wizard/sorcerer spells. (Save DC 14)

1st level (Spell Save DC 15) - Protection from Evil, Mage Armor, Sleep, Hydraulic Push, Color Spray, Ray of Enfeeblement, and Shocking Grasp

Languages: Common (Taldane), Samsaran, Thassilonian, Varisian, Celestial, Chelaxian, Draconic

--------------------
GEAR/POSSESSIONS
--------------------
Quarterstaff
Light Crossbow
20 bolts
Spellbook
Journal book
Ink
Medium Tent
Ten days of trail rations
Moonrod

Carrying Capacity Light: Less than 38 lb. Medium: 39-76 lb. Heavy: 77-115 lb.

Currency: 20 gp, 0 sp, 0 cp
Total Weight: lb.


10 minute background:

1- Cedric is a local of Sandpoint, living there most of his life.
2- Cedric has a Sister named Anna, who he cares about almost more than anything.
3- Cedric lost both his parents when he was around 13 to orcs and or goblins.
4- Cedric attempted to join the sandpoint militia, however due to a couple of differences of opinions he wound up working as a vigilante of sorts, protecting the town on his terms. Not the laws.
5- Cedric Detests goblinoids of any kind, likely shooting first, and not caring to ask questions later. After all, he saw them merciless kill his parents.
6- Cedric would sacrifice himself to save his little sister.
7- Cedric is a bit of a tinker when it comes to weapons, having heavily modified the standard heavy crossbow used by the guards.
8- While his preferred method of combat is with his crossbow, Alex is no slouch in a more personal confrontation, as many people in town that attempted to fight him can attest to.
9- He is calculating and tactful, while he can be friendly, he is slow to trust, and slower to forgive.
10- He has a strong sense of right and wrong, and any that challenge that sense have a hard time getting on his good side.
11- He began fighting at first, to protect his Sister Anna, and a select few others in Sandpoint, however he eventually began to enjoy the thrill of a fight, and began honing his skills further, at the expense of other things.
12- His Sister is young, only 14 and disapproves of Cedrics growing tendency to start a fight.
13- As his enjoyment in a fight grew, he started venturing out from Sandpoint to hunter goblins or other more bestial creatures.
14- He has a small pelt business in town, selling any furs he gains from his kills, and any scrap he finds that he deems useful.
15- Cedric is on more than rough terms with the sheriff of Sandpoint due to his, active, sense of justice and combat participation. However, his skill with his crossbow and aid in fights has kept him, mostly, out of trouble.
16- He has started dabbling in alchemy as a side hobby, both to placate his sister on doing something other than shoot things, and in an effort to increase the potency of his shooting things. To some considerable success.

Goals-
Cedric always dreams of becoming one of the most renown sharpshooters across Golarion.

Cedric wants to gain enough fame, or money, to be able to send his sister to the city so she can continue her study in magic, as she has proven to be fairly adapt at it.

Cedric wants to find the creature that lead the raid that killed his parents. He is sure its an orc or something similar, but he really doesn't know.

Cedric does, to a point, want to protect not only sandpoint, but other places as well. The only way he can go about doing this in his mind is removing the threats to those towns and people. efficiently, and ruthlessly.

Secrets- 1. known to cedric, 2. not known to Cedric
1.

2. Cedric and Anna are descendants of an

Character Relations-

Anna: Anna is Cedric's only (to his knowledge) living family member. Anna is cheerful, friendly, and rather innocent. She has Black hair, green eyes, and a smattering of freckles. She has shown some talent for magic and is often sharp witted and more calculating even than her older brother. While Cedric feels like he protects his sister, Anna sees herself as the only reason Cedric has yet to die. He never cleans up, he doesn't cook anything but meat, he constantly gets hurt on his hunts and while his first aid knowledge is decent, it normally takes a good amount of care from Anna before he is back at full capacity. She also makes him bathe and shave, against his will.

Quirks, mannerisms, and memories:
1. Cedric remembers when his parents caravan was overrun by goblins and orcs. He remembers watching in frozen terror, barely able to stand in front of his sister as a screaming orc with a battleaxe ran towards him. It was the first time he'd actually seen death, but instead of dieing that day, a guardsman from the nearby town managed to get between him and the orc and cut the orc down. It was what started his desire to be a guardsman one day. To be able to protect people like he had been. It still holds both good, and bad, memories for him. However as Cedric got older that awefilled wonder of him as a kid slowly died out into the realism of the world. Thanks to Anna however, he continues to force himself to believe in that ideal of protector, at least a little bit.

2. Cedric is, in most regards, extremely lazy. While he could spend most of the day practicing his shooting, or hunting some beast or goblin in the forests, he detests chores and other mundane things. He rarely cleans, Rarely bothers to clean his clothes, and only cooks the meat he gets from his hunt as farming for fruits and vegetables is too much of a hassle, and he doesn't like to spend money on it. Even if he did, he states that cooking vegetables is far too difficult. He does however, sometimes purchase sweet fruits when he has spare money or is in a good mood. Or when he wants to apologize to Anna.

3. Cedric seems lethargic and lazy, complaining about doing minor things, however when something threatens the town, or more specifically, him or his sister, he becomes a very different person. A fire lights up in his eyes when he can test his marksmanship against live, dangerous foes.

4. When he is telling a lie, or otherwise half-truth he often scratches under his chin and looks up and away from the person he is talking to.

5. He prefers to use only his own bolts he crafts himself. Something about not trusting the craftsmanship of people he hasn't met. He is however ok with using the bolts from the local Fletcher.

6. He has gained a penchant for tasting random things that my be considered ingredients for his alchemy, and has had a few... issues a couple times.

7. He remembers the first time he worked with the guard, there was a caravan not far out from the town that came under attack. However the sheriff/captain ordered the guards on duty to remain in the town for fear of a larger attack coming. Cedric disobeyed, his sense of right stronger than any sort training to follow orders(something he never had been good at anyway). He managed to help drive the goblins back, but noticed with distaste the inefficient reloading and stopping power of a crossbow. This was the instance where he decided to quit the guard and become a hunter, as well as to work on tinkering his crossbow to make it more efficient.

Cedric:

Male Human Gunslinger (Bolt Ace)
N Medium Humanoid (Human)
Black Hair, Green eyes
Age: 21
Init +4; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC: 18, touch 14, flat-footed 14(+4armor, +4dex, +0 shield)
hp:12(1d10+2)
Fort: +4,
Ref: +6,
Will: +3
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Longsword: +2
-Damage: 1d8+2

Morning Star: +2
-Damage: 1d8+2

Ranged
Crossbow:+5/+6
-Damage: 1d10/+1

------------------------------
STATISTICS
------------------------------
Str: 13, Dex: 18, Con: 14, Int: 14, Wis: 17, Cha: 12
Base Atk +1; CMB +0; CMD 10
Traits:
Drawbacks:
Feats:
1- point blank shot, Precise shot

Skills (points; 4 class, 2 INT +1 race)
Perception: 1
Athletics: 1
Acrobatics: 1
Survival: 1
Intimidate: 1
Sleight of Hand: 1
Know. Local: 1
Know. Engineering: 1
Craft(alchemy): 1
Craft(weapons): 1
ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages common, goblin, elven, varisian

------------------------------
SPECIAL ABILITIES
------------------------------
Grit: 3
Deeds:

Sharp Shoot: (Ex)
At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

This deed replaces deadeye.

Vigilant Loading (Ex):
At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

This deed replaces quick clear.

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Arms and Armor: chain shirt, Masterwork Repeating heavy crossbow, Morning Star, Longsword, 50 bolts(10 clips), 5 fire bolts (one clip), 5 acid bolts (1 clip)

Misc Items: Backpack, belt pouch, bandolier, 100ft silk rope, grappling hook, waterskin x2,

Alchemical Items: alchemist fire (3), acid (3), sunrod (5),

Money 23 GP 5 SP 0 CP

Here is my updated submission, I am awaiting a few responses from Wasted before I finish it up however. Just wanted to get this posted.


I have, alas, been captured by another table so I must humbly bow out here.

If anyone wants my source for the updated submissions, PM me. Thanks all, and good luck!

Dark Archive

Thank you Wasted! See you all back in the thread!


10 minute background:

1- Cedric is a local of Sandpoint, living there most of his life.
2- Cedric has a Sister named Anna, who he cares about almost more than anything.
3- Cedric lost both his parents when he was around 13 to orcs and or goblins.
4- Cedric attempted to join the sandpoint militia, however due to a couple of differences of opinions he wound up working as a vigilante of sorts, protecting the town on his terms. Not the laws.
5- Cedric Detests goblinoids of any kind, likely shooting first, and not caring to ask questions later. After all, he saw them merciless kill his parents.
6- Cedric would sacrifice himself to save his little sister.
7- Cedric is a bit of a tinker when it comes to weapons, having heavily modified the standard heavy crossbow used by the guards.
8- While his preferred method of combat is with his crossbow, Alex is no slouch in a more personal confrontation, as many people in town that attempted to fight him can attest to.
9- He is calculating and tactful, while he can be friendly, he is slow to trust, and slower to forgive.
10- He has a strong sense of right and wrong, and any that challenge that sense have a hard time getting on his good side.
11- He began fighting at first, to protect his Sister Anna, and a select few others in Sandpoint, however he eventually began to enjoy the thrill of a fight, and began honing his skills further, at the expense of other things.
12- His Sister is young, only 14 and disapproves of Cedrics growing tendency to start a fight.
13- As his enjoyment in a fight grew, he started venturing out from Sandpoint to hunter goblins or other more bestial creatures.
14- He has a small pelt business in town, selling any furs he gains from his kills, and any scrap he finds that he deems useful.
15- Cedric is on more than rough terms with the sheriff of Sandpoint due to his, active, sense of justice and combat participation. However, his skill with his crossbow and aid in fights has kept him, mostly, out of trouble.
16- He has started dabbling in alchemy as a side hobby, both to placate his sister on doing something other than shoot things, and in an effort to increase the potency of his shooting things. To some considerable success.
17- Cedric has a minor crush on the tavern keeper Amieko, much to her brother's disdain.

Goals-
Cedric always dreams of becoming one of the most renown sharpshooters across Golarion.

Cedric wants to gain enough fame, or money, to be able to send his sister to the city so she can continue her study in magic, as she has proven to be fairly adapt at it.

Cedric wants to find the creature that lead the raid that killed his parents. He is sure its an orc or something similar, but he really doesn't know.

Cedric does, to a point, want to protect not only sandpoint, but other places as well. The only way he can go about doing this in his mind is removing the threats to those towns and people. efficiently, and ruthlessly.

Secrets- 1. known to cedric, 2. not known to Cedric
1. Cedric has joined a rather secretive hunters lodge in the region, learning about how to read the land and follow animal tracks from them. He also learned most of his alchemical skills from a hunter specializing in poisons and the like from the Lodge.

2. ummm. To be decided?

Character Relations-

Anna: Anna is Cedric's only (to his knowledge) living family member. Anna is cheerful, friendly, and rather innocent. She has Black hair, green eyes, and a smattering of freckles. She has shown some talent for magic and is often sharp witted and more calculating even than her older brother. While Cedric feels like he protects his sister, Anna sees herself as the only reason Cedric has yet to die. He never cleans up, he doesn't cook anything but meat, he constantly gets hurt on his hunts and while his first aid knowledge is decent, it normally takes a good amount of care from Anna before he is back at full capacity. She also makes him bathe and shave, against his will.

Rivals/Enemies: Jubral Vhyski and Tsuto Kaijutsu have more than on a few occasions butted heads with Cedric.

Frienemies, Friend/rival: Sheriff Hemlock. Ever since Cedric left the guard/militia of Sandpoint, he has both worked with, and around the Sheriff. Cedric's type of justice and protection often involved going around laws or orders which caused the Sheriff much frustration, however the Sheriff grudgingly acknowledges Cedrics more than adequate skills so keeps from "locking him up" for long periods.

Quirks, mannerisms, and memories:
1. Cedric remembers when his parents caravan was overrun by goblins and orcs. He remembers watching in frozen terror, barely able to stand in front of his sister as a screaming orc with a battleaxe ran towards him. It was the first time he'd actually seen death, but instead of dieing that day, a guardsman from the nearby town managed to get between him and the orc and cut the orc down. It was what started his desire to be a guardsman one day. To be able to protect people like he had been. It still holds both good, and bad, memories for him. However as Cedric got older that awefilled wonder of him as a kid slowly died out into the realism of the world. Thanks to Anna however, he continues to force himself to believe in that ideal of protector, at least a little bit.

2. Cedric is, in most regards, extremely lazy. While he could spend most of the day practicing his shooting, or hunting some beast or goblin in the forests, he detests chores and other mundane things. He rarely cleans, Rarely bothers to clean his clothes, and only cooks the meat he gets from his hunt as farming for fruits and vegetables is too much of a hassle, and he doesn't like to spend money on it. Even if he did, he states that cooking vegetables is far too difficult. He does however, sometimes purchase sweet fruits when he has spare money or is in a good mood. Or when he wants to apologize to Anna.

3. While Cedric seems lethargic and lazy, complaining about doing minor things, however when something threatens the town, or more specifically, him, his sister or those he cares about, he becomes a very different person. A fire lights up in his eyes when he can test his marksmanship against live, dangerous foes.

4. When he is telling a lie, or otherwise half-truth he often scratches under his chin and looks up and away from the person he is talking to.

5. He prefers to use only his own bolts he crafts himself. Something about not trusting the craftsmanship of people he hasn't met. He is however ok with using the bolts from the local Fletcher.

6. He has gained a penchant for tasting random things that my be considered ingredients for his alchemy, and has had a few... issues a couple times.

7. He remembers the first time he worked with the guard, there was a caravan not far out from the town that came under attack. However the sheriff/captain ordered the guards on duty to remain in the town for fear of a larger attack coming. Cedric disobeyed, his sense of right stronger than any sort training to follow orders(something he never had been good at anyway). He managed to help drive the goblins back, but noticed with distaste the inefficient reloading and stopping power of a crossbow. This was the instance where he decided to quit the guard and become a hunter, as well as to work on tinkering his crossbow to make it more efficient.

Cedric:

Male Human Gunslinger (Bolt Ace)
N Medium Humanoid (Human)
Black Hair, Green eyes
Age: 21
Init +4; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC: 18, touch 14, flat-footed 14(+4armor, +4dex, +0 shield)
hp:12(1d10+2)
Fort: +4,
Ref: +6,
Will: +3
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Longsword: +2
-Damage: 1d8+2

Morning Star: +2
-Damage: 1d8+2

Ranged
Crossbow:+5/+6
-Damage: 1d10/+1

------------------------------
STATISTICS
------------------------------
Str: 13, Dex: 18, Con: 14, Int: 14, Wis: 17, Cha: 12
Base Atk +1; CMB +0; CMD 10
Traits:
Drawbacks:
Feats:
1- point blank shot, Precise shot

Skills (points; 4 class, 2 INT +1 race)
Perception: 1
Athletics: 1
Acrobatics: 1
Survival: 1
Intimidate: 1
Sleight of Hand: 1
Know. Local: 1
Know. Engineering: 1
Craft(alchemy): 1
Craft(weapons): 1
ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages common, goblin, elven, varisian

------------------------------
SPECIAL ABILITIES
------------------------------
Grit: 3
Deeds:

Sharp Shoot: (Ex)
At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

This deed replaces deadeye.

Vigilant Loading (Ex):
At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

This deed replaces quick clear.

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Arms and Armor: chain shirt, Masterwork Repeating heavy crossbow, Morning Star, Longsword, 50 bolts(10 clips), 5 fire bolts (1 clip), 5 acid bolts (1 clip)

Misc Items: Backpack, belt pouch, bandolier, 100ft silk rope, grappling hook, waterskin x2,

Alchemical Items: alchemist fire (3), acid (3), sunrod (5),

Money 23 GP 5 SP 0 CP


So this is (finally) The Emerald Duke's submission: Asa Norowareta, Bladebound Kensai Magus of the dhampir variety. Still trying to sort out what gear I want her to have (I know she will have a falcata and an masterwork artisans tools set for weapon crafting... probably a magus kit from Ultimate Equipment splatbook to cover the basic needs... but not sure what else yet) but everything else including the 10 minute background bits are on her page.


And updated her for equipment now too. Luck all!

Grand Lodge

I used the 20 point buy so this is just to see if I do better with the roles.

Ability: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Ability: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Ability: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Ability: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Ability: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Ability: 2d6 + 6 ⇒ (6, 1) + 6 = 13


I am a little confused. is there any chance for new applicants? or is this pretty much a done deal for prior applicants coming back.


Fulito Ferrrywarden wrote:


I am a little confused. is there any chance for new applicants? or is this pretty much a done deal for prior applicants coming back.
GM Wasted wrote:

Nosir, lizardwizard!

I initially ran two ROTRL tables. When I came back one was listed as inactive so I thought it was gone. Looks like those players are still around so I will start that back up for them.

That has no effect on this recruitment, except you can remove Praetor, Chrona, Lackspell, Ren, Arkon and Varak from the running :)

I believe that there is still a chance for new applicants, as GM Wasted is planning on running two tables?


Pretty sure that the "old applicants" were folks from a different game entirely which went dark with the GM due to inciting health reasons... which now can resume post haste thanks to practically all of them arriving here at the same time. They are going back to that game, leaving the vacant spots open from this one. Still a decent amount of competition though... good luck!

Dark Archive

The Emerald Duke wrote:
Pretty sure that the "old applicants" were folks from a different game entirely which went dark with the GM due to inciting health reasons... which now can resume post haste thanks to practically all of them arriving here at the same time. They are going back to that game, leaving the vacant spots open from this one. Still a decent amount of competition though... good luck!

Correct, we're all out of the running for this game, leaving it open for everyone else.


Recruitment is closed. This is a holiday weekend so I'll make my choice on Sunday evening.


This might or might not work out. But. Given the attrition rate of forum games and, frankly, the quality of your submissions, I have decided to take on FOUR new players.

Eloisa Rathwing.

Asa Norowareta.

Rast Cobble.

Annika Watches Sky.

You have been chosen.

Many, many thanks to everyone that applied! Please, keep these characters; most all of them would be great fits for a ROTRL game, I just felt that this would be the best party configuration.

Newly chosen players; please report to discussion here.

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