GM Phntm888's Return of the Runelords


Recruitment

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@ Phntm - no problem!


Dakcenturi:

Please list your favored class bonus somewhere. Am I correct in assuming it is +1 HP?


I’m US Central time, btw.


Dots:

Sapiens ??? Medium
motteditor ??? Oracle
theasl dot
HatersInHeaven dot
Helikon dot
BeefLaRoux dot
Gramork dot
Drogeney dot
Yttras dot
Rabscuttle dot
Litejedi dot

For those who may want to know.

List of Applications:
SamuraiNitta // Fane Nulvshanti // Human Magus (Card Caster / Kensai)
Blaydsong // Henric Drake // Human Occultist
Something Wicked // Kera Mvashti // Human Cleric (Varisian Pilgrim) of Desna
AdamWarnock // Kiley Sherrow // Tiefling Slayer
Daedalus // Maddie Elthis// Human Wizard (Chronomancer / Transmuter)
Delightful // Renae Sherson// Human Enchanter
stormraven // Senna Proviso// Human Sorcerer (Tattooed Sorcerer)
Ouachitonian // Shamgar Spellbane// Dwarf Bloodrager
Dakcenturi // Stryn // Goblin Unchained Rogue (Scout, Underground Chemist)

Scarab Sages

GM:
Yes, that is correct. Do you want me to repost all the details and include that?


I am likely to create something this evening in the vein of a spirit guide battle oracle, I found some interesting ideas that work together mechanically.


@GM Got the info. Should I keep it to myself (except when/if it pops up in-game) Or should I add it (eventually) to my sheet?


Okay, I think I'm mostly finished. I might tweak it a bit, but nothing major. Presenting Samaedral Mareynlara, elf weretouched shifter.

Stats plus background/description/personality are here; I'll copy the latter below as well.

Background:
Samaedral isn't quite a typical Forlorn elf. Born to a happy elven family in the far north of the Lost Coast of Varisia, Samaedral was used to freely wandering the wilderness with her many brothers and sisters as a small child. One day, though, they arrived back in the evening to find their isolated home crawling with werewolves, their parents slaughtered and eaten. The children tried to flee, but the werewolves set upon them and took them down one by one until only Samaedral was left. Alone in the Churlwood, wounded and exhausted, the young elf struggled through the moonlit night until she found a small structure in a clearing. Unable to continue further, she collapsed at the foot of the structure, her consciousness fading to darkness.

As Samaedral lay unconscious, her mind was still feverishly active. The lycanthropic disease from her wounds started to change her, replacing her thoughts with a horrible hunger and bloodlust, but with it came a different presence, one of beautiful light swirling about as if to lead her in dance to safety. After a long struggle, this light seemed to overcome its adversary, and Samaedral woke up to find herself in front of a shrine of Ashava, her clothes tattered and bloodied but her wounds entirely healed. The elf was the only person in the clearing, but she wasn't alone - the whispers of the goddess told her what had happened, and what would become of her. While the elf was still cursed, a small spark of Ashava's divine power would allow her to control her transformation, at least with a little practice. Once day returned, Samaedral thanked the goddess and set out once more for civilization and safety.

Samaedral eventually emerged from the Churlwood months later in the north, on the other side from where she began. Following the Chavali, she eventually arrived in Roderic's Cove, where she began to reestablish her life. Initially, the townsfolk were uneasy about this strange elf child's past and abilities, but they decided to give her a chance once she explained what Ashava had granted her and stated her desire to be a normal, productive citizen. Given a small place to stay and watched over by the few elven families in town, Samaedral has lived a simple life in Roderic's Cove, helping out Jarb with his apothecary business and otherwise mostly keeping to herself. A few people around town have noticed that the girl frequently disappears around the full moon - and fewer still claim that they've seen in the woods an elven figure clasping scarves in canine paws, dancing in the moonlight. In any case, she isn't doing any harm, so nobody is particularly alarmed.

Now, Samaedral has finally grown close enough to adulthood that she's begun considering things other than simply surviving in town. While she considers Roderic's Cove home now, she wants to some day return to her birthplace and exorcise the demons that haunt her (figuratively), and had begun to train her mind and body to endure the journey alone. Recently, though, that thought has been cast aside, as a new figure has arrived in town: Audranhi, a fellow Forlorn and follower of Ashava. Samaedral gravitated towards the older elf immediately given their similarities, and the two can now frequently be seen chatting in the graveyard late into the night, rare smiles on their faces - in fact, the townsfolk find it strange if the pair aren't there. Yet, the two were sound asleep at home when the recent violence in the Square happened...

Description and Personality:
For the most part, Samaedral looks like a typical elf, tall and lithe and graceful in her dance-like movements. However, her unusually long canines and the patches of gray fur on her arms and legs betray her weretouched nature - so, considering the prevailing attitude towards lycanthropes in Varisia, she usually keeps them hidden beneath her somber-colored clothing. She often wraps herself in a brilliant blue scarf with silver embroidery that, on closer observation, are a line of metal razors, though she generally keeps them blunted to avoid hurting herself.

With her life filled with as much tragedy and hardship as it has for such a young age (at least for an elven lifespan), it's no surprise that Samaedral has closed herself off from the world. Unlike her former bold and carefree self, she's become shy and timid, preferring to choose the best option for the safety of everyone around her, even if it meant isolating herself. Now that Audranhi is in town, though, she's grown more trusting, and small bits of her old personality have begun to reassert themselves, hinting at the cheerful child she once was.

Sihedron hero: I don't have anyone that fits the bill, so let's go with another fellow Forlorn in Merisiel, iconic rogue, Rise of the Runelords.

Time zone: Pacific Time (-8, soon to be -7)

Thanks!


Gonna dot.

Haven't read through the thread yet to see what others are submitting, but my latest interest is a vanilla fighter. there are a lot of good feat options they have, so I want to explore that a bit.

Will have more details and a build within a few days probably.


@GM

Alright, everything should be an order now.

Character Stats:

Renae Sherson
Female Human (Azlanti) Enchanter 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 8 (1d6+2)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 Ft.
Melee Quarterstaff -1 (1d6-1)
Ranged Light Crossbow +2 (1d8/19–20)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day – Dazing Touch (1 round)
Enchanter Spells Prepared (CL 1st; concentration +5)
1st – Charm Person (2, DC 16), Color Spray (DC 15), Mage Armor
0 (At Will) – Detect Magic, Prestidigitation, Read Magic
Thassilonian Specialization Enhancement; Prohibited Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats: New Thassilonian Magic, Scribe Scroll, Spell Focus (Enhancement)
Adventuring Skills: Bluff +9, Diplomacy +9, Knowledge (Arcana, Dungeoneering, Local, Religion) +8, Spellcraft +8
Background Skills: Appraise +8, Knowledge (History) +8
Traits: Accidental Clone, Charming, Overwhelming Beauty
Languages: Azlanti, Common, Giant, Shoanti, Thassilonian, Varisian
SQ: Arcane Bond (Ring), Enchanting Smile
Combat Gear: Quarterstaff, Light Crossbow, Crossbow Bolts (20); Other Gear: Backpack, Bedroll, Belt Pouch, Flint and Steel, Ink, Ink Pen, Iron Pot, Masterwork Ring, Mess Kit, Soap, Spellbook, Spell Component Pouch, Torches (10), Trail Rations (5 Days), Waterskin; Wealth: 12 GP
--------------------
Special Abilities
--------------------
Arcane Bond: Once per day while wearing her ring, Renae can cast any spell in her spellbook that she is capable of casting. If she doesn’t have her ring, she must make a DC 20 + spell level concentration check to cast a spell or the spell is lost.
Wizard Spells:
Charm Person: Makes one person within 25 feet Renae’s friend for 1 hour.
Color Spray: Renae releases a 15-foot cone of beautiful colors. All creatures who can see the colors roll a Will save. If they have 1 or 2 hit dice, they are knocked unconscious for 2d4 rounds, then stunned and blinded for 1d4 rounds, then stunned for 1 round. If they have 3 or 4 hit dice, they are stunned and blinded for 1d4 rounds, then stunned for 1 round. Otherwise, they are stunned for 1 round.
Detect Magic: Detects all spells and magic items within a 60-foot cone.
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Prestidigitation: Renae can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal.
Read Magic: Renae can read scrolls and other magical writings.

Favored Class Bonus: Wizard (+1 HP)

Appearance:

Before his rebirth, Renae was a nondescript young man of mixed Chelish and Varisian ancestry. In the body of one of Sorshen's clones, she now possesses the Runelord’s Azlanti features and legendary beauty.

Like many of the ancient Azlanti, Renatus is dark-haired and olive-toned. She has Sorshen's full lips, high cheekbones, and vivid amber-green eyes. As with the Runelord herself, Renae is incredibly beautiful by most human standards, being both statuesque and curvaceous.

Despite his new eye-catching appearance, Renae prefers to wear simple, unassuming robes, not only because they allow for easier movement for spell-casting, but also because they draw less attention. Accordingly, many of these robes are hooded as Renae fears being taken for the true Sorshen.

Personality:
While Renae would like to believe that her death and rebirth did little to change her core identity, the truth is far more complex. Whereas before Renae was a kind-hearted, if submissive, amateur scholar who was easily swayed and bullied by others, her rebirth has given her a more assertive disposition that sometimes borders on haughtiness.

No longer does she procrastinate or passively accept an injustice being done to herself or others, instead confronting it and making her objections heard. Similarly, while still adverse to the use of violence to settle matters, Renae has become much more willing to use manipulation and enhancement magic to solve problems than she did back in her old body, a fact she finds slightly troubling.

Even more troubling are the strange desires and thoughts that have cropped in her mind since her rebirth in Sorshen’s clone body. Many of these temptations are morbid and lustful urges of the flesh that Renae finds alien to her past sensibilities. She has done her best to supress these desires as best she can and hopes to find a way to remove them from her psyche altogether.

Despite all these drastic changes, both physical and mental, Renae remains an inquisitive arcane scholar who yearns to know and explore the world around her. She wholeheartedly believes that knowledge should be shared with others so that they can use it to improve their everyday lives, seeing it as a responsibility that all scholars should share. As such, she despises those that covet and conceal their findings for their own selfish ends.

Background:
Born to local shop owners in the small town of Roderic's Cove, Renatus grew up in the shadow of one of the many Thassilonian ruins that spanned across his homeland of Varisia. Originally, he didn’t think much of these ancient remnants of a long-lost empire. He was young, and easily distracted by various interests that would routinely take his fancy, leaving the ruins far from his mind. It was only when his parents took him to the nearby city of Riddleport that he finally learned to appreciate these monuments for what they really were.

Seeing the legendary Cyphergate up close for the first time, Renatus became fascinated with for all things Thassilonian, which inevitability lead him to learn of the enigmatic Cyphermages, a group of arcane scholars known throughout Varisia for their knowledge of Thassilonian lore and runic magic. Believing that joining the order was his true calling in life, Renatus spent the remainder of his childhood earning money doing odd jobs so he could one day pay for entrance to the Cypher Lodge in Riddleport.

When he reached the age of sixteen he did just that, gathering his saved coin, giving his parents a tearful goodbye, and finally setting out to Riddleport to live out his childhood ambition. At first, it was a dream come true. He had access to millennia-old scrolls, artifacts, and spellbooks, and was taught the basics of wizardry to better understand the magic-reliant Thassilonian Empire. Unfortunately, that glowing enthusiasm slowly wore off and was replaced by with an increasing frustration with the Cyphermage’s policy of hoarding its knowledge instead of sharing it with the world. Disheartened that his frequent pleas for reform were falling on deaf ears, Renatus eventually left the order that he had given years of his life too.

Unwilling to let that be the end of his quest to understand ancient Thassilon, Renatus desperately sought a new patron that would allow him to continue his research. Renatus eventually found such a group in a newly formed party of adventurers whose captain claimed that he wished to rescue lost Thassilonian artifacts from crumbling ruins and monster-infested dungeons before they could be destroyed or misused. The party was in need a translator well-versed in Thassilonian, and being eager to continue his research and prove that he didn’t need the Cypher Lodge and its resources, Renatus readily signed up with the party. It would be the biggest mistake in his life.

The adventurers were in reality a band of mercenary tomb raiders in the service of the infamous Aspis Consortium. They had no desire to save lost artifacts for the sake of the people of Varisia, and only wished to sell or exploit them for their own ends. Disgusted by the revelation but now beholden to the party, Renatus held his tongue for a time and suffered working with his new compatriots, seeing it as a necessary evil if wanted to continue his research, and also fearing what would happen to him and his family Cove if he defied the Aspis Consortium. The Cyphermages were one thing, but the Aspis Consortium was notorious for retaliating against those who interfered with its profits.

Eventually though the mercenary’s actions became too much to stomach and Renatus finally spoke out against its captain after one particularly haphazard dungeon dive led to the destruction of several irreplaceable pieces of Thassilonian history. That act of bravery almost cost Renatus his life as the captain beat him bloody and left him hobbled. The brute made it clear that Renatus belonged to the Aspis Consortium now and would serve its interests without question: Or else. Scared for his life, and that of his family’s, Renatus resigned himself to lifelong servitude to the Aspis Consortium. As luck would have it though the gods had a different fate in mind for him.

Days after his brutal beating the party was sent to the south of Varisia on a mission in the Mushfens to pillage a Thassilonian monument for relics. It was there while guiding his tormentors through the dungeon's dangerous tunnels that Renatus regained his courage and made a fateful decision. He wasn’t a murderer, but he refused to live as a slave to greedy thieves. Seeing an opportunity to end his servitude and kill his slavers, Renatus consciously led the party to the center of a magical trap, knowing that would they be unable to read the warnings all around them. With just one deliberate misstep, Renatus activated the trap and was immediately killed, along with the rest of the party,

But it didn’t stick. A moment after closing his eyes for what he thought would be the last time, Renatus reopened them to realize that something had gone amiss. He wasn’t dead, but more than that though he felt strange, different in a way couldn’t understand until he awkwardly moved his body and saw his reflection in a pool of blood. His blood. From his body, which was in a heap around the bodies of the rest of the party. He recognized the face that stared back at him immediately. It was the face of the very woman whose monument he was in. It was the face of the Runelord of Lust, Sorshen. Renatus realized he was no longer himself, having been reborn in the body of that infamous Runelord.

Baffled by his strange resurrection but relieved that he was finally freed from his abusers, Renatus fled the dungeon for the nearby city of Magnimar to recover and make sense of his situation. There he confided in the city’s local Arsheans, who helped him come to terms with his new body. Realizing that he was far more traumatised by his death than his new body and gender, Renatus adopted the name Renae Sherson to ensure that the Aspis Consortium would not be alerted of his continued existence and to subtlety pay homage to the woman whose cloned body had inadvertently saved her life. Renae stayed in Magnimar for some time before finally deciding that she needed to return to Roderic’s Cove to explain to his parents all the changes that had befallen her while she was away and ensure that no agents of the Aspis Consortium would harm them as a twisted form of collateral for the party’s failure to ransack the monument. This is where Renae’s story begins…

Sihedron Hero:

Kasumi Cailean, a Chaotic Good Female Human (Tien-Min) Cleric of Cayden Cailean. A good-natured if hedonistic native of Sandpoint, Kasumi got roped into a series of events that eventually lead to him and other heroes defeating the Runelord of Greed, Karzoug.

Afterwards, Kasumi traveled throughout Varisia, doing good and spending the easy-going word of Cayden Cailean, while always looking out for any news of other Runelords raising to threaten his beloved homeland with their schemes.

Time Zone: EST (GMT-5)


Okay, background has been changed. Funnily enough it wasn't as much of a rewrite as I thought it was going to be. I've also added in a writing sample, and will try to add a couple more before the deadline. I won't be adding them as I complete them here to avoid spamming the thread, so the most up to date application is going to be in this profile.

Stats:

Kiley Sherrow
Female rakshasa-spawn tiefling slayer 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +5, Will -1; +2 trait bonus against supernatural attacks, spells, or spell-like abilities from undead creatures
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) or
. . gladius +4 (1d6+3/19-20) or
. . greatsword +5 (2d6+4/19-20) or
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—minor image
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 11, Int 12, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 17
Feats Weapon Focus (greatsword)
Traits child of the streets, faithful artist, spirit touched
Skills Acrobatics +5, Craft (painting) +5, Disguise +8, Linguistics +2, Perception +3, Perform (dance) +7, Perform (sing) +6, Profession (cook) +3, Sense Motive +1, Sleight of Hand +6, Stealth +5; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Goblin, Varisian
SQ track +1
Other Gear chain shirt, dagger (6), gladius[UC], greatsword, artisan's outfit (2), bedroll, blanket[APG], cutting board, wooden (2 lb), entertainer's outfit (4), Fiddle, flint and steel, Flute, grappling hook, knife, cutting (0.5 lb), ladle (0.5 lb), masterwork backpack[APG], painting tools, pot, seasonings, local (0.5 lb), silk rope (50 ft.), silver holy symbol of Desna, skewer (1 lb), skillet[UE], tinder packet (0.5 lb), tripod, iron (3 lb), waterskin (2), 1 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.

Advancement
1st:
-Class: Slayer
-FBC: +1 Skill
-HP: 10 + 1 CON = 11
-Feat: Weapon Focus (Greatsword)


Background:

Kiley's ancestors came from Vudra to Korvosa when the city was still young. The Rakashas not only assumed the names and guises of the nobles that had foolishly trusted them but also sought to expand their influence into Cheliax through alliances and marriage. Unfortunately for their ambitions, contact was lost with the members of their clan that had left for Westcrown and Egorian. They had been killed once they had been found out, but their lines endured. Generations passed and the fiendish taint was diluted even as it spread. The two lines spread wide as dalliances and marriages resulted in children that grew and carried out their duties to their families to have children. Marriages of convenience saw the two lines merge when Kiley's parents were betrothed before kin and the dark Prince of Hell, Asmodeus.

The Varisian caravan that found the slaughter never knew what had happened, nor the identity of the two Cheliaxian nobles. The dead lay all around and in the midst of the carnage was a lone survivor, a young babe just born. A couple, both of mixed Varisian and Cheliaxian heritage adopted the babe as their own and raised her. She grew less swiftly than the other children, but by all appearances, she was still a healthy, if small, human girl. Years passed and Kiley, as they had named her, grew from a small infant to an energetic young girl. She was sometimes haughty, but despite the nature of her ancestors, she learned to treat others kindly and to take pleasure in the simple things, though she did have a taste for the more refined things in life even as a child.

The caravan elders had planned to attend the consecration of the Sandpoint cathedral ten years ago. Many had known Father Tobyn and his daughter and wanted to pay their respects. Delays on the road to Magnimar, then more delays in the city meant they missed the Swallowtail Festival and the goblin raid. Fortune was not with the caravan, however. Ghouls attacked the caravan and overwhelmed the guards a half-days ride from town. Most were devoured, but several rose again as undead abominations mere minutes after their deaths. Kiley ran and survived to relive seeing her older brothers torn to shreds and her little sisters devoured alive in her nightmares again and again.

She fled to Magnimar, living on the streets for a couple of months as winter settled on the land. She danced and sang for coin to pay for a place by the fire and food at one of the seedier taverns in Dockway. Her talents caught the eye of a Sczarni gang, The Black Rose. Her adoptive parents had owed them a large debt to them and they recognized her from the caravan's most recent stop in Magnimar. One night they cornered her and told her of her situation. She would work off the debt. Her parents may have been family, if barely in their eyes, but she was Cheliaxian, through and through. No kinship would offer her protection, but she would be considered one of the gang so long as she worked for them to pay what was owed.

The Black Rose soon left Magnimar for Riddleport. There, Kiley would perform tricks of agility and dexterity, sing catchy tunes, and dance in several styles to draw attention to herself while others of the gang would pick pockets and cut purses. More than once a crowd turned ugly when the thefts were noticed and it was only through an iron will to live and survive that she wasn't killed on a couple of occasions. Slowly she worked off the debt, copper by copper.

Fate, however, had another hand for Kiley to play. Over the next couple of years, strange things began to happen to the young girl. At first, it was subtle. Her blue eyes would sometimes appear cat-like in certain lighting or they would shine more like gems than proper eyes. People would catch a whiff of cinnamon, Vudran spices, and wood smoke if they got close to her. She only grew stranger as the months wore on. It soon became clear that she was not human as she had believed for the first fifteen years of her life.

Kiley began to hide her ears under a scarf tied around her head and wear layers of skirts and scarves about her waist to hide ears that were growing more pointed and furry and a cat's tail that had begun to grow from her backside. She kept her lips closed when she smiled to hide the small fangs that had grown in her mouth. She found she could speak a strange, sinister language and understand the meaning behind demonic runes when she saw them on a passing cyphermage's spellbook. She prayed that she wouldn't be found out and killed for a monster, but she soon learned there are worse things to fear.

The leader of the Black Rose, Anatolie Stanca, and his lieutenant, Calin Randa, noticed something amiss when Kiley appeared before them after they'd summoned her late into the night to account for a particularly poor showing for the day. Her unnatural features, hastily hidden when the runner sent to fetch her had knocked on her door, were revealed when they pulled the scarves away to reveal the human girl for a lie. Unsure for what to do with her, they locked her away for several months, unwilling to risk others finding our about her fiendish heritage, but also unwilling to kill someone with her talent for distraction, especially when the debt she owed was still rather substantial.

Those months proved fruitful for Kiley despite her confinement. She spent the time drawing and writing in a journal to alleviate the boredom and soon had developed some skill with charcoal, ink, and even paints after one of the gang members noticed her work and brought her some brushes and pigments to use. She also learned to watch people for weakness and signs they were about to lose their temper with her as the tension grew and she grew more desperate to escape her imprisonment. Perhaps more importantly to her continued survival, she began watching the gendarmes of Riddleport drill from her window that overlooked one of the town's squares. She was fascinated by the skill some showed with the long bladed swords that they used and began to practice the strangely graceful moves over and over again as if they were a dance.

Anatolie was not idle during those months, either. He had lined up patrons seeking the beautiful, exotic, and strange from over the Inner Sea using his contacts for her to entertain with risque dances and sultry songs. She was an ornament, a bit of set dressing for deals made and alliances forged that strengthened the position of the Black Rose. For the next few years, she endured the humiliation, and she always worried when looking would turn to touching.

It was a dark night during a winter storm that the gang learned of the unnatural strength Kiley possessed. She put the face of a man who grabbed at her through a table with far more force than she should have been able to with her slight frame and glared into the Anatolie's eyes. She told him in a cold, razor-sharp voice that she would die before turning into his plaything and whoring herself out to seal his dirty deals. Before she'd been an ornament, but now she was a predator baring her fangs. There were some lines that even brave men and fools would dread crossing, and dread crossing this one Anatolie did.

Most of the Black Rose left Kiley to her own devices after the incident, the pickpockets and cutpurses refusing to work with her. The gang's fortunes began to sour as word spread and there were rumors that a schism between the old guard loyal to Anatolie and the young knives gathering around Adelina Lupul was brewing. Kiley found herself hemmed in by both sides. Anatolie demanded that she finish paying her parent's debts, and the ones she owed for the Black Rose's ill fortunes. Adelina merely waited for an excuse to kill the troublesome young woman and be done with it. Even as the tensions grew, she still found herself forced to dance for Anatolie's honored guests, patrons, and partners. Things were different, though, an undercurrent of fear, of anticipation, and of curiosity about who would be next to experience the devil-girl's wrath.

Things are coming to a head in the Black Rose as tensions continue to rise as Anatolie's web of alliances continues to unravel. Rumors of a gang war hang heavy in the air of Riddleport as cracks in the Black Rose's powerbase begin to show. Other Sczarni gangs watch like vultures as the once-promising gang readies to tear itself apart. Rather than waiting for her throat to be slit in the night, Kiley escapes to Roderic's Cove where she now finds herself in a more friendly town, as long as she keeps her ears and tail hidden. For the past few weeks, she's made her way by performing songs and dances for taverns and feats of agility and dexterity for crowds going about their business. While she's enjoyed the new-found freedom, she worries when the Black Rose will come looking for her, and what should happen if they find her alone.


Personality and Appearance:

Despite all that Kiley's been through, she's still the kind girl her adoptive parents raised her to be, performing songs and dances for people in town and doing tricks for and playing games with the young children shopping with their parents. She's more than willing to help others, especially when they seem to be in trouble with the Sczarni. She has a mischievous side that comes out when she tells stories or is confronted by someone particularly pompous and officious. On those few occasions she can, she likes to indulge herself and get the finest she can afford, whether its clothes, lodgings, food, or drink.

She's a short, petite woman with long tresses of deep auburn hair and pale skin. Her eyes are sapphire blue with a subtle strangeness to them that's both unsettling and alluring. She keeps her ears and tail hidden beneath scarves tied around her head and waist (She takes 10 on the disguise check to appear human for an 18) when she's out and about. Her ears and tail are the same deep auburn as her hair with black markings. She rarely grins, despite her generally care-free facade, to keep from showing her small fangs too clearly.

Wardrobe:
Explorer's Outfit: Most items are a little too big/long for Kiley.
- Dark blue shirt with long sleeves and silver trim on the collar and the ends of the sleeves.
- black-dyed leather wrappings around her fore-arms to bind the sleeves of the shirt.
- Black loose-fitting pants.
- Black vest with several pockets inside and outside. Polished steel fittings are securely stitched to it.
- Thick leather belt, dyed black and with fittings that match the vest, holds up the pants and gives some shape to the vest and blouse. A coin purse, a dagger, and a couple of pouches hang from steel loops around it.
- Several long, silver, blue, and violet scarves hide the belt and Kiley's tail while accentuating her hips. Some have silver tassels.
- A pair of sturdy, black boots with polished steel fittings protects her feet.
- Blue scarf covering her ears and tying her hair back.

Artisan's Outfit #1:
- Red, loose-fitting shirt.
- Brown, heavy canvas apron.
- Brown, loose fitting pants.
- Leather shoes.
- Red and gold scarf covering her ears and tying her hair back.
- Red and gold scarves around her hips to provide a place to hide her tail.

Artisan's Outfit #2:
- White, loose-fitting shirt.
- Black, canvas apron.
- Black skirt.
- Light, black leather boots.
- Blue scarf covering her ears and tying her hair back.
- black scarves around her hips to provide a place to hide her tail.

Entertainer's Outfit #1: Kiley absolutely hates this outfit, but hasn't had a chance to get rid of it yet. Used only for the "private" performances.
- Black bandeau and bikini bottoms
- Lots of diaphanous silks in reds and golds
-"Gold" wire jewelry
- Golden sandals

Entertainer's Outfit #2: Another outfit used only for "private" performances. Imagine what someone who's only had a kimono described to them would come up with if asked to make one.
- "Tian Xia" robes in several layers. Outer two layers are blue and gold. Inner layers are white.
- Long gold sash wrapped several times around the waist.
- White stockings
- Black sandals

Entertainer's Outfit #3: Behind the very revealing outfit of diaphanous silks, this is her most hated outfit. Again, he hasn't had a chance to get rid of it.
- Garish, red and azure checked suit.
- Red and azure curly-toed boots with bells on the tips of the toes.
- Red and azure jester's cap with bells on the points.
- White mask with no features.

Entertainer's Outfit #4: Kiley's favorite entertainer's outfit.
- White, loose-fitted blouse with gold trim.
- Red and blue skirts trimmed in gold.
- Blue scarf to tie back her hair.
- Various bits of costume jewelry, mainly anklets and bangles.


Writing Samples:

Scouting the Location
It is a busy day at the Circle Market as Kiley looks for a location to sing from. Garleena Knodston had promised her a chance to earn some silver performing for patrons of the Creekside Tavern and Inn tonight, and Kiley is anxious to capitalize on the deal. If she could draw a big enough crowd, she would be sitting pretty for a little while at least. The problem, she decides, is how to go about it.

"Oi! What'cha doin' on the roof," a gruff voice calls up. Kiley looks down to see one of the town's watchmen glaring up at her. Her attempts to get a better vantage had not gone unnoticed it seems.

"Ah, good sir," she says, her voice carrying a slight Varisian accent despite her pale skin, "I'm just looking for a place where I might sing. You see, I'm rather short." She smiles at the man, careful to keep from showing too many teeth lest he sees her fangs.

The forthright and candid response leaves the watchman at a loss for words for a moment. He soon finds his voice, however, as the scene begins drawing a few people from nearby and a couple of them chuckle at his speechlessness.

"Lis'en here missy! Ya can't just be sittin' on the roof! It ain't propers!" His face begins to turn red as he grips his spear more tightly.

"Okay, if you insist," she says with a hint of resignation. She had found a good spot near the center of the market and would have been coming down anyway. She just couldn't resist the temptation to tweak the man's nose, so to speak, and found it even harder to keep her face straight as she speaks again.

"You are ready to catch me, right?"

The guard's face drains of color as Kiley backs away from the edge as if she were going to take a running leap into the watchman's arms, and almost lost her composure to a fit of giggles as she watched him scramble to clear some room and get ready to catch the apparently insane girl. Instead of leaping off the roof, however, Kiley tucks into a roll at the last second and grabs onto the edge of the roof to direct her momentum and tumbles to her feet after taking another roll on her landing. She stands before the guard, just a hair over five feet tall, and smiles beatifically at him.

"Sorry, guess I caught myself," she says while resisting the urge to give him a beaming grin.

More to come. I'll be adding to them in this profile.

[spoiler=Sidhedron Hero]
Lady Josephina Annabella Whitehall, Female Human Paladin/Fighter(Unbreakable)
Profile

Lady Whitehall, Joanna or Jo to her friends and confidants, was involved in recovering the Shattered Star after running away from her home and her step-mother's control and joining the Pathfinders. Despite her accomplishments, she and her companion, a wolf named Halli who is large enough for the young paladin to ride, are still very young at 22 and just over five respectively.


Time Zone:

CST (UTC-6)
I live in the US, so it's going to be CDT (UTC-5) after March 9, 2019.


GM:
Yes, Daimon is a human cleric of Sarenrae. Apologies for not making that explicitly clear.


Okay, finally got the time to finish tweaking Maddie.

For the non-stat questions...

Spoiler:
For Sihedron Hero, I would use Rixa Glasso, an aasimar Paladin of Sarenrae based on a character I have elsewhere on the boards, from Rise of the Runelords.

My time zone is EST, most of the time (it's where I go to school, so during breaks and the like that might change, but usually it's East Coast), and I have a bit of a feedback loop with how often I post- if a game updates daily, I'll usually post once or more a day (depending on my free time), but ones that update irregularly I might only post to once a week.


Pathfinder Adventure Path, Rulebook Subscriber

Finally decided on what I'm going to build after nearly finishing a different submission. I have most of the crunch for a geokineticists melee/future tank finished and will be working on the background the next day or so around work.

Baeldwyn will be a cantankerous, rude, and abrasiveness individual with a good heart if you can get through his personality. He has talent as an engineer and architect and enjoys a good brawl. Just don't expect him to be very diplomatic, like ever..no I mean it, he'll just tick people off.

One thing I needed to figure out how to do was a book that he doodles in for building designs. I ended up re-purposing a spell book but if there is a choice then please let me know.


Drogeney wrote:
One thing I needed to figure out how to do was a book that he doodles in for building designs. I ended up re-purposing a spell book but if there is a choice then please let me know.

A journal book, maybe?


theasl:

Audrahni isn't necessarily a follower of Ashava, and she still isn't very open - she just trusts you more than others. Actually, you and she are mirrors of each other - not open, but more trusting of the other than the rest of the Cove's denizens. Other than that, looks good.

@Drogeney - I agree with theasl, a journal book is likely the best choice for it. If you were thinking of something bigger, I'll let you purchase a "design book" for the same price.

@Everyone - I will be posting a Google Sheet with the list of submissions in the Short Description section at the top of the page for easy reference. Those submissions considered complete are in bold text.

Dakcenturi:

Don't worry about it. I just wanted to make sure I knew what it was.


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Dots:
Sapiens ??? Medium
motteditor ??? Oracle
HatersInHeaven dot
Helikon dot
BeefLaRoux dot
Gramork dot
Drogeney dot
Yttras dot
Rabscuttle dot
Litejedi dot
Nairb the Grey dot

For those who may want to know.

List of Applications:
SamuraiNitta // Fane Nulvshanti // Human Magus (Card Caster / Kensai)
Blaydsong // Henric Drake // Human Occultist
Something Wicked // Kera Mvashti // Human Cleric (Varisian Pilgrim) of Desna
AdamWarnock // Kiley Sherrow // Tiefling Slayer
Daedalus // Maddie Elthis// Human Wizard (Chronomancer / Transmuter)
Delightful // Renae Sherson// Human Enchanter
stormraven // Senna Proviso// Human Sorcerer (Tattooed Sorcerer)
Ouachitonian // Shamgar Spellbane// Dwarf Bloodrager
Dakcenturi // Stryn // Goblin Unchained Rogue (Scout, Underground Chemist)
theasl // Samaedral Mareynlara // Elf Shifter (Weretouched)

I see your fearless GM will be doing this, so I'll stop updating. :)


GM Phntm888 wrote:
@Everyone - I will be posting a Google Sheet with the list of submissions in the Short Description section at the top of the page for easy reference. Those submissions considered complete are in bold text.

Just a small clarification on the spreadsheet. Henric should have Audranhi's Ally listed for the Campaign Trait. Probably my fault, as it harkens back my original goof-up when I was making my submission.


So having read through most of the player's guide last night, I am left wondering if this is the right AP for me.

I have not played Rise of the Runelords or Shattered Star. Am I going to be way behind and missing references due to my lack of knowledge?

Scarab Sages

GM:
Just to note, if there aren't any other players with the Close Ally trait I would essentially adjust Stryn's background as follows:

Styrn found his way to Roderic's Cove. Knowing established towns generally weren't big fans of goblins he did his best to maintain a low profile. He found an abandoned building to squat in and would sneak out at night to steal food to survive, never taking more than just what was needed. He didn't want people getting wise that things were missing and start looking for him. During the day he would go down to the dock and help out where he could while disguising himself as much as possible, trying to offset the bad he was doing stealing. It's not that the stealing really bothered him, but it was his promise to be good to Jess that always nagged at him. Luckily most of the dock workers were too busy with their own concerns or too drunk to notice his disguise. However, Stryn was hopeful for change. He stole for the pirates because he was forced to, now he steals for himself to survive, he hopes one day he won't have to steal at all and can find his place in Roderic's Cove.


@Henric - Thank you for catching that. Fixed.

@Nairb the Grey - While Return of the Runelords is a sequel to Rise of the Runelords and Shattered Star (and assumes the events of Second Darkness and Curse of the Crimson Throne have happened as well), knowledge of the previous APs is not needed to play through this one. Most of the callbacks or references are more like easter eggs for previous players than major plot points. For instance, in the third chapter of the AP there is an NPC from Second Darkness. I've never played Second Darkness, so for me he's just another NPC. I could replace him with someone else to fill the same role in this AP and wouldn't notice the difference. However, if someone has played through Second Darkness, they might appreciate the callback to the NPC they're familiar with, and see how they've changed since then.

That being said, if you ever intend to play Rise of the Runelords or Shattered Star, the endings of both of those adventures are spoiled by this AP. If you'd prefer to avoid those spoilers, that's fine and no hard feelings. If you don't mind, feel free to submit a character.

@Dakcenturi - Thank you. I'll keep it in mind.


Dotting to look at later.


So as I mentioned, here’s what I came up with, I hope you like it. Please provide notes if you see any mistakes!

-

Stats:

Tellanya

Female half-elf (Shoanti) oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)

CG Medium humanoid (elf, human)

Init +4; Senses low-light vision; Perception +0

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

Defense

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

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)

hp 10 (1d8+2)

Fort +3, Ref +1, Will +2; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 bonus vs. traps and hazards while underground

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

Offense

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

Speed 20 ft.

Melee longspear +2 (1d8+3/×3) or

. . morningstar +2 (1d8+2)

Space 5 ft.; Reach 5 ft. (10 ft. with longspear)

Spell-Like Abilities (CL 1st; concentration +5)

. . 1/day—lter self alter self (specific human, drow, or elf form)

Oracle (Spirit Guide) Spells Known (CL 1st; concentration +5)

. . 1st (4/day)—bless, cure light wounds, shield of faith

. . 0 (at will)—create water, detect magic, guidance, light, stabilize

. . Mystery Battle

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

Statistics

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

Str 14, Dex 12, Con 14, Int 13, Wis 10, Cha 16

Base Atk +0; CMB +2; CMD 13

Feats Combat Reflexes, Skill Focus (Knowledge [history])

Traits arcane temper, resilient, scion of legend

Skills Acrobatics -2 (-6 to jump), Bluff +3 (+5 to pass as full drow, elf, or human), Diplomacy +7, Disguise +8 (+10 to pass as full drow, elf, or human), Knowledge (history) +8, Knowledge (religion) +5, Perform (dance) +4, Sense Motive +4, Use Magic Device +8

Languages Aklo, Common, Elven, Shoanti

SQ blightborn, darklands guide, elf blood, hidden half-breed, oracle's curse (lame), revelation (war sight)

Combat Gear acid, darkflare (5); Other Gear lamellar (leather) armor[UC], heavy wooden shield, longspear, morningstar, backpack, bedroll, belt pouch, canteen[UE], disguise kit, flint and steel, hemp rope (50 ft.), inkpen, journal[UE], mess kit[UE], pot, soap, trail rations (5), 15 gp, 1 sp

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

Special Abilities

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

Blightborn +2 to save vs. necromancy, curses, and temp negative levels.

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Darklands Guide +2 to saves vs. traps and hazards while underground.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

War Sight (Su) Take your choice of 2 initiative rolls.

Favored Class Bonus Human Oracle - Additional 0th level spell known

Progression:

Tellanya will be likely taking eldritch heritage (vestige) to get an arcane bond with a weapon, something ancient and possibly thassalonian. She may also take a level of some fighter type class, at some point (I'm not sure, possibly vestige bloodline bloodrager).

Backstory:

Tellanya was born in the darkness, the illicit child of a drow priestess and a shoanti slave of the Skoan-Quah that was kidnapped and taken to the darklands during a surface raid. Half elves are an anathema to the Drow, who see in them weakness and are typically disgusted by their existence, and Tellanya's experience was no difference. Her mother was distant, and while she was kinder than most Drow, did not spend much time with her, as her "dalliance" was always a blot on her career advancement. Her father raised her to venerate the spirits of the world around them, and the ancestors of the shoanti, who occasionally would visit Tellanya during trying times to reassure her. To learn the power of spirit magic, an unnamed spirit came to her in a dream, promising the power of ancient civilizations in return for a small part of her vitality. Wanting to tap into power in order to escape their miserable lives, Tellanya agreed and was permanently maimed in the process.

Her father manged to escape with her, freed by her mother when she was a teenager, and they spent some time travelling through the darklands, before they escaped to the surface and he travelled back to his clan. He was older when he was kidnapped, and the trip proved very hard on his health, so he passed away shortly after meeting his relatives and introducing Tellanya to them. They were suspicious as many Shoanti are of oursiders and non-humans, but appreciated her connection to the spirit realm and her ability to know the history of the land.

Tellanya moved to Magnimar to ply her trade as an adventurer, never feeling perfectly at home with the Shoanti, and having no other home to speak of, she learned of the empyreal lord Ashava the True Spark. She served as a priestess and oracle for the cult for some time before being directed by the cult to visit Roderick's Hollow to resolve issues with ancient artifacts and the lost kingdom of Thassalon.

Tellanya has such a strong connection to ancient civilizations and history that sometimes she believes that the spirits she speaks to are those of the lost Azlanti. She is convinced that she has a connection to them, somehow, and is searching for clues as to why a shoanti would be receiving these visions.

Appearance and Personality:

Tellanya is a tall, muscular, and attractive woman with dark brown skin, grey white hair, and violet irises. She typically wears her hair in intricate braids, bound together with a fabric band that keeps her elven heritage (ears) hidden, most of the time. She has a number of shoanti tattoos on her back and upper arms showing bones, a vulture skull, and the Sosmo and Graxt runes (all signifying membership of the Skoan-Quah), as well as the holy symbol of Ashava on the back of her right hand. These are frequently covered by her clothing, which is loose-fitting but not revealing. Her left foot appears to be suffering from a permanent malady, which slows her movement considerably, though it does not cause her pain.

She stands tall as she walks, keeping a thoughtful gaze on the areas she enters, and speaks as quietly as the people of the Skoan-Quah are taught. She sometimes frames her thoughts in terms of historical events. She can also be a graceful dancer despite her injury, though she rarely indulges in the process. She is can be a little quick anger when challenged, and especially hates pureblooded dark elves. She is prideful and does not back down from a challenge, but does not go out of her way to seek them. She tends to give quarter to the fallen, other than undead and dark elves of all kinds.

She can be untiring and implacable as a foe, otherwise, and often will stand watch longer than others in her party, knowing that the spirits will rejuvenate her in her time of need.

Sihedron Hero:

I am playing in a RotRL game now with Dak, it’d be fun to extrapolate that out. The character is a Goliath druid with a little bit of Ranger planned. By the end of his career I hope to more or less develop him into a character that tapped into the primal energy of the land to become a giant, basically permanently. He’s a half-orc but is partially from the land of the Linnorm Kings, so is not really related to the shoanti (though I could do so if you thought it was interesting).

Time Zone:

Eastern Standard (GMT-5). I post on the subway when traveling to and from work, so I it is rare that I need to be botted.


Firmly dotting. Decided Aasimar. Randomizing some features and then will go from there for a concept.

Dice:
Subrace: 1d7 ⇒ 6 1 is normal, 2-7 are 1-6 from chart at d20pfsrd.

Garuda-Blooded (Plumekith)
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.

Variant Special: 1d100 ⇒ 69
69 Your tears cure disease. You can cast remove disease once per day as a spell-like ability.

Oh that's fun!

Physical Features: 3d100 ⇒ (27, 35, 3) = 65
3 Arms: feathered forearms Fitting.
27 Face: metallic lips Okay.
35 Hair: turns silver in moonlight Pretty!

With Dex and Wis, and a bunch of decent ideas from these including acrobatics and fly, I'm going inquisitor, I think. Kelinahat. More to come, such as archetypes and the rest of the important bits.


@Phntm:
Aww, I wanted Samaedral to have at least one friend... :(

I've toned it down a little on my sheet (personality and background, in the Other Notes section). Do you want me to repost it here, or is the link enough?

Thanks!


LiteJedi:

1. The cult of Ashava isn't too concerned with Thassilonian artifacts. If you haven't, I suggest reading her entry on the Pathfinder Wiki. Perhaps, instead of the cult guiding her to Roderic's Cove, it could be the ancient spirits who she listens to?

2. The Scion of Legend trait is supposed to link you to a Sihedron Hero. I don't really see a connection to your Sihedron Hero anywhere in there, and I'd like you to work that in, somehow.

3. I like the idea for the Sihedron Hero. What's his name?

@theasl:

The sheet is fine. As long as it's all in one place.


I have started working on a build...if he is accepted then I won't worry about spoilers...if he is not selected then I will rejoice in remaining spoiler free.

I am building an Orc Fighter (Two-Handed Fighter Archetype) who will be focused on melee damage output and intimidating his opponents (Feat plan will include power attack, cleave, intimidating prowess, bullying blow...possibly into the dazzling display tree as well but that will be in a few levels).

His only social skill will be intimidate, but with Intimidating Prowess and the Thunder and Fang Performer Trait he will be extremely good at that.


GM- any comments, things I should look at, etc.?


GM Phntm888:

1. Ahh, your idea makes more sense. She would be guided by the spirits heavily, I was torn between the oracle and the shaman for that reason, but the spirit guide has always been something I wanted to play. If you want to play up the spirits even more, I could switch to Shaman and make it work.

2. Sven was never comfortable with the folks of the land of the linnorm kings. Once he set his mother up to live comfortably in Magnimar itself, he traveled over Golarion for a time in shapeshift form. Eventually he returned and retired to the storval plateau, where he typically takes the form of a sand giant, protecting animals and serving as a stabilizing influence for creatures in the area.

Tellanya got to know the enigmatic giant during her time living with the shoanti family. He revealed his name to her, (only his first name), and trained her a bit in the spiritual arts, as he saw something in her appreciation for the natural world. He would disappear for weeks at a time, but always came back. When he left permanently, she had no other recourse but to leave and find new adventures.

Note, in this case, Sven would only be known to Tellanya as a sand giant.

3. Sven Juttebar. I can (relatively easily) give you a level 18 statblock when you want it.


ScorchedOne's submission. Still a WIP but I will be working on it as the day progresses.


@Nairb - Interesting concept. I look forward to seeing what it's like.

@Maddie - Nope. You made the changes, and everything looks good.

LiteJedi:

If you want to play a Spirit Guide, play the Spirit Guide. That's what I always tell people.

Nicely done with working Sven in. I like the idea that she doesn't know his full story, necessarily.

Everything looks good.

Preston:

I know it's still in progress, but I did notice that it appears "Inquistor" was left out of the class/race line at the top of the stat block. Am I correct in assuming your Favored Class Bonus is +1 hit point?

Under personality, Audrahni isn't very open about her faith, and is very walled off and reserved. I don't know that she'd enjoy discussing her faith.


Phntm888:
I'll be sure to modify the class line, don't know why it didn't include that. Yes, FCB is +1 HP. I'll remove the offending passage from personality. I'll have to review the PG to see those tidbits. Perhaps if I was the Audrahni's Ally feat instead, I know it mentioned her under the Ashava entry, my mistake there.


GM - Crunch is finished...working on floof and answers for your other character creation questions.

Planning on Taking Spirit Touched for the campaign trait...none of them seem like a great fit, but that one can be shoe-horned in the best.

The basic story idea is that Kragg will be an outcast from his tribe after he challenged the leader for supremacy when he was young. He was beaten and taken to the brink of death before his mother, the tribe wisdom and spiritualist begged for his life and healed him. The leader cast him out, but the near death experience left him shaken. Maybe he experienced some kind of vision or something...I don't know, still working it out.

Now an outcast, he travels as a sellsword to earn money and sustenance. He has tried gladiator pits in the past (to explain Thunder and Fang and Mock Gladiator traits), but he kept winning by killing his opponent, which the runners of the pits didn't appreciate...a dead gladiator doesn't earn any money.

Anyways, the player's guide says to consult with the GM to make the story for the trait fit better into the campaign. So looking to you for feedback on that rough outline...


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Here is Baeldwyn, let me know if there are any issues with the build. I know not bumping dex up is a strange choice but I was going for flavor over function on this. For those familiar with the Belgariod and Malorian yes this is an attempt at a character is inspired by Beldin.

Build:

Baeldwyn
human male kineticist 1
CG medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------

AC 13, touch 10, flat-footed 13 (+3 armor, +0 Dex)
hp 15 (1d8+7)
Fort +5, Ref +5, Will +0
--------------------
Offense
--------------------

Speed 30 ft.
Melee kinetic blade +3 (1d6+1+3)

Ranged kinetic blast +0 (1d6+1++3)
Special Attacks ability 1 (uses per)
Spells (CL 1; concentration +4):
--------------------
Statistics
--------------------

Str 16, Dex 10, Con 17, Int 14, Wis 10, Cha 8
Base Atk +0; CMB +3;CMD 13
Feats WP: simpl; AP: light; toughness (1st), improved unarmed strike (hbf)
Traits time lost, mathematical prodigy (engineering), reacctionary
Skills
climb +7=+3+1+3
intimidate +3=-1+1+3
knowledge (dungeoneering) +6=+2+1+3
knowledge (local) +3=+2+1+0
perception +4=+0+1+3
sense motive +1=+0+1+0
stealth +6=+0+1+3
Background Skills
knowledge (engineering) +7=+2+1+3+1
profession (architect) +4=+0+1+3
Languages common, terran, dwarven
SQ burn (,) gather power
Combat Gear studded leather; Other Gear gear 1
Misc Gear backpack, belt pouch, blanket, trail rations (5 days), waterskin, artisan’s clothes, mess kit, traveler’s clothes, architect’s sketchbook (re-purposed spellbook), two sticks of charcoal, 2 gp
--------------------
Special Abilities
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Element Focus (earth) Kineticists who focus on the element of earth are called geokineticists. Geokineticists manipulate the earth itself, and they are masters of defensive techniques.
Class Skills: A geokineticist adds Climb and Knowledge (dungeoneering) to her list of class skills.
Earth Blast
Element(s) earth; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing
You shape earth into clumps or shards and send them flying at a foe.
Time Lost +2 Init


Infusions:

Kinetic Blade
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.


Wild Talents:

Basic Geokinesis (Sp)
Element(s) earth; Type utility (Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Description and Personality:
Baeldwyn is a short human man with a deformed body leaving him gnarled and hunchbacked. He has messy brown hair and muddy brown eyes. What he lacks in dexterity due to his deformity he makes up for it in strength. And intelligence.
Baeldwyn tends to be rather dirty with horrible manners enjoys a good fight and is incredibly rude. All of that leads many to dismiss him as a freak and treat him badly. Baeldwyn doesn’t care what they think of his looks, he knows he is hideous looking and so doesn’t care about his outwards appearance. He never carries a weapon instead relying on his fists and control over the very earth in a fight.

Despite his rude and cantankerous exterior Baeldwyn is very bright with a natural head for numbers. He has a mind capable of great creation and carries around a book that he draws designs in for different buildings he would like to one day build. He is also actually a caring person deep down, though he shows his affection crudely like so many things.


Background:
Baeldwyn was born in a small town in some country or another. He doesn’t really know nor care where it was as he ran away from an uncaring place when he was twelve. He ended up on the streets of Riddleport where he remained independent of the gangs and was generally left to his own devices after he showed them he wasn’t someone who would be an easy target.
Early on he showed great promise at mathematics but Baeldwyn’s attempts to join the Cyphermages never worked out as they wouldn’t take someone as hideous as him. He eventually began to draw, fanciful building, and then figured out ways to make them work. In the end he became something of an architect and builder, particularly once he began to find control over the earth, and started to make a bit of a name for himself.
Baeldwyn eventually was hired by a man in Roderick’s Cove to design a new a statue. His reception wasn’t great, which was normal, but something else felt off as well. There were things about the place that were familiar to him but he was sure he’d never been there before. The whole thing was rather disconcerting and he was about to leave commission or no when something happened that would draw him into a rather strange adventure that may lead to the answers and recognition he secretly seeks.


Baeldwyn:

I'm not sure your Stealth modifier is adding up. It says +6, but I only count 1 rank and the +3 bonus for it being a class skill. Where does the extra +2 come from?

Am I correct in assuming that your favored class bonus is +1 HP? Please list that somewhere in your stat block.

I respect your decision to go with flavor over mechanics. However, you are very easy to hit for someone who is planning on being on the front line. Since I'm guessing you put your +2 ability score in Con, bringing it from 15 to 17, I do suggest dropping it to 16 (14 + 2 for a 16 total), and putting the extra 2 points in Dex. The extra AC could really help you if you get in.

Who is your Sihedron Hero?


As a geokineticist he will be getting flesh to stone at level 2, which will grant him some nice damage reduction as he levels (1/2 character level rounded down with the ability to burn to go up to character level).

I agree that he could afford to be harder to hit...but the DR will help out too as he levels.


Pathfinder Adventure Path, Rulebook Subscriber

GM Phntm:
I originally went 16 dec and changed to str, thought I corrected the bonus. I will tweak the ability scores shortly, doesn't bother me any to do so.

As for the Sihedron hero is it someone I know personally or just some one connected to me in theme.


Pathfinder Adventure Path, Rulebook Subscriber

Got the adjustments made and I think I caught any other issues in the alias. As for the last two points that I didn't get covered.

Sihedron Hero:
I am in a Rise of the Rune lords campaign here on the forums and given the rather earthy nature of both characters I'll use one of my PCs from it. Krysta Amethysta a juvenile crystal dragon rogue.

If it isn't something you'd care to use then I'll simply use the other Jessica DuMorne an ecclesiathurge cleric/evangelist of Shelyn. While Jess hasn't been used for a while she's going to be getting swapped back in when we return to Sandpoint. She only left play due to story reasons.


Time Zone:
Eastern Std, starting next week most of my posting will be after 7pm.


Here's my submission, a little late. Thanks for your consideration, GM Phntm888.

Stats:
Thaviun Rigulus
Human Conjurer 1
NG Medium humanoid (human)
Init +10; Senses Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Wizard Spells Prepared (CL 1st; concentration +5)
1st—mage armor, magic missile, mudball (DC 15)
0th (at will)—acid splash, light, prestidigitation
Opposition Schools divination, necromancy
STATISTICS
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration)
Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5
Languages Common, Draconic, Elven, Infernal, Thassilonian
SQ arcane bond (rabbit), shift (7/day), summoner's charm
Combat Gear scroll of magic missile (2), scroll of mage armor
Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp

Backstory:

Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20.

When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae.

Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere.

That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge.

Appearance & Personality:

The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it.

While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.

Sihedron Hero:

Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life.


Also forgot the Time Zone, I'm at GMT -7


Yttras wrote:
Also forgot the Time Zone, I'm at GMT -7

You can edit your post up to an hour after it was made! There's a button on the upper right corner of the post :)

Dark Archive

GM:
Thank you GM Phntm, I have messaged the players in question. Thank you for your understanding. Best of luck in your recruitment.


As I was fortunate enough to be chosen in the other Return game, I will be bowing out of competition for this one. Best of luck, all!


GM Phntm888 wrote:

@Nairb - Interesting concept. I look forward to seeing what it's like.

@Maddie - Nope. You made the changes, and everything looks good.

** spoiler omitted **

** spoiler omitted **

Thanks! I can give you some writing samples if you’d like, just let me know.

One minor question, though it doesn’t affect me too much - the ancestors spirit gets access to spiritual weapon, but they never updated the language for the spell to allow for casting stats other than wisdom. It’s a relatively commonly discussed issue, with some people saying that was the design intent and others saying it is an oversight. Would you be amenable to Tellanya using charisma instead of wisdom as a house rule when she occasionally channels the ancestor spirits? It would have to be a house rule, as the rules as written are pretty clear.


Drogeney:

I thought that might be the case, but I wanted to make sure I wasn't missing something.

The Sihedron Hero is just supposed to be a PC who has completed Rise of the Runelords or Shattered Star - they don't have to have any other connection to your character, either personally or theme, unless you take the Scion of Legend trait.

I would prefer the Sihedron Hero not be an actual dragon. While Krysta is interesting, I'll use Jessica DuMorne. Otherwise, your submission is complete.

Yttras:

1. You appear to be missing your Favored Class Bonus and your Traits. Please add those, and list what they are.

2. Mudball is a Goblin racial spell. If you are going to have it in your spellbook, I'll need you to tell me how you learned it. If you would like, you can swap it out for the old Conjuration school Snowball.

3. What does Jandar Lilswin think of his departure from the Acadamae? What do his fellow students think? The dean? His parents, if they are still alive?

@Maddie - Congratulations!

@LiteJedi - Writing samples aren't necessary. Yes, you can use Charisma in place of Wisdom for spiritual weapon. I didn't realize they'd never updated that - I think I've been using that rule at my tables for a while, now, so I haven't noticed.


Pathfinder Adventure Path, Rulebook Subscriber

GM:
Given the restrictions on race I figured that a dragon wouldn't agree with you. So it's a good thing I included them both.


@theasl - Thanks for the info! I've been trying to figure out how to do that.

@GM Phntm888 - Favored Class bonus is +1 HP

Traits:

Hedge Magician - Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.
Seeker - You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Time Lost - He feels like he was born a couple hundred years too late.


Nairb the Grey wrote:

GM - Crunch is finished...working on floof and answers for your other character creation questions.

Planning on Taking Spirit Touched for the campaign trait...none of them seem like a great fit, but that one can be shoe-horned in the best.

The basic story idea is that Kragg will be an outcast from his tribe after he challenged the leader for supremacy when he was young. He was beaten and taken to the brink of death before his mother, the tribe wisdom and spiritualist begged for his life and healed him. The leader cast him out, but the near death experience left him shaken. Maybe he experienced some kind of vision or something...I don't know, still working it out.

Now an outcast, he travels as a sellsword to earn money and sustenance. He has tried gladiator pits in the past (to explain Thunder and Fang and Mock Gladiator traits), but he kept winning by killing his opponent, which the runners of the pits didn't appreciate...a dead gladiator doesn't earn any money.

Anyways, the player's guide says to consult with the GM to make the story for the trait fit better into the campaign. So looking to you for feedback on that rough outline...

@GM - poke for follow up on question/feedback on rough draft of character backstory before I write it all the way out.


Here is the full application!

Statblock:

Fane Nvshanti
Human (Varisian) magus (card caster, kensai) 1 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +2
Defensive Abilities canny defense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bladed scarf +1 (1d6+1) or
chakram +1 (1d8+1)
Ranged cards +3 (1d4+1) or
harrow deck +4 (1d4+1) or
Chakram +4 (1d8 +1)
Special Attacks arcane pool (+1, 3 points), spell combat
Magus (Card Caster, Kensai) Spells Prepared (CL 1st; concentration +3)
1st—shocking grasp
0 (at will)—acid splash, detect magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 15, Wis 10, Cha 13
Base Atk +0; CMB +1; CMD 15
Feats Deadly Dealer, Point-Blank Shot, Precise Shot, Weapon Focus (chakram)
Traits charming, Varisian Tattoo,
Skills Bluff +4 (+5 vs. characters who could be attracted to you), Diplomacy +3 (+4 vs. characters who could be attracted to you), Knowledge (arcana) +6, Knowledge (local) +3, Profession (fortune-teller) +4, Sleight of Hand +4, Spellcraft +6
Languages Common, Goblin, Shoanti, Varisian
SQ chosen weapon, deadly dealer, silver tongued[ARG]
Other Gear bladed scarf[ISWG], chakram[APG], dart (54), mwk dart (54), backpack, belt pouch, blanket[APG], cards[UE], harrow deck[UE], hemp rope (50 ft.), magus starting spellbook, soap, spell component pouch, torch (10), trail rations (5), waterskin, 13 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Chakram) Kensai abilities only function when wielding a weapon of this type.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deadly Dealer (Su) May deal lethal damage as long as you have 1 point in Arc. Pool.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.


Background:

Fane Nulvshanti began his life typical of many Varisians, part of a caravan. He spent most of his early years traveling the hinterlands and plains of the Varisian wilds alongside his parents Artur and Kathryn.

Artur’s position as head of security in the caravan was mostly a formal position, the most senior guard having lost the use of his left leg long ago, he provided the young men of the caravan the training they needed to protect the caravan; including a young Fane. His mother, Kathryn, was the caravan’s Harrow reader and healer. She taught Fane what she could about the Harrow but, for whatever reason the young Varisian had difficulties tapping in to the divine energies permeating the cards.

Most of Fane’s life was uneventful, as uneventful as life on the road can be; that is until the incident. It was a rather uneventful stop, a small town in the middle of nowhere. The sort of place that Kathryn would let Fane run the Harrow Reading; small town folks never needed an actual Harrow Reading and it was far easier to convince them something mystical was happening.

As the people lied up, Fane “read” there fate one by one, until a young girl came up. While the caravan had visited this small town before he did not recognize the young girl, still he went through the motions of the Harrow. When he finished his reading, the young girl’s eye turned pitch black, her skin turned a translucent color, he hair whipping in a wind that had not been there moment ago. The now ghostly looking apparition declared that Fane was a charlatan, a trickster that must be punished.

Fane’s eyes turned as black as the girl’s and clouded for a moment. When his vision returned, his caravan and the townsfolk were no longer standing in front of him. In their place was a horde of decay and undeath. He reached for the only thing present at that moment, his mother’s deck of Harrow Cards. Something happened in that moment and Fane connected to the deck in a way that he never did before, the cards lit up as he instinctually began tossing them like darts at what he believed were undead.

There were too many though and Fane was quickly overrun. To his surprise he woke up the next day, the sun shining, the birds chirping as though nothing had happened. As he went to sit up he realized that he was tied down to a cot. His parents informed him that he had gone insane and temporarily killed numerous townsfolk and a few members of the caravan before someone knocked him unconscious. Fane had no recollection of these events and when he asked his mother, she did not remember any little girl asking for a Harrow Reading.

Fane laid on the cot and waited for his sentencing. It’s important to establish that while leaving the caravan to explore of your own volition is encouraged, the most shameful and embarrassing punishment for traveling Varisians to be expelled from the community and forced to travel; never to return. So it was with a saddened heart at Fane had to accept this punishment.

He only travelled the plains for a few weeks when he came to Rodric’s Cove. This was new, a place where no one knew what he had done. He could make a name for himself here and prove to his parents that he could make them proud.


Appearance:

Age: 21

Standing 5' 9" tall, Fane has tan skin and a powerful feel about him.

Fane has a lean face with a angular jaw, a pointed nose, and angled lips. His brown eyes are deep set and he has thin eyebrows.

His black hair is mid-back length and straight, and is worn tied up in the back by a scarf that he keeps around his neck when he lets his hair down, and he has a full beard.

He has many traditional Varisian piercings but the most noticeable one is the piercing in his nasal septum, he thinks it makes him look more like a Harrow Reader.

He has toned arms, a stocky torso, a non-existent waist, narrow hips, and long legs. He has a large stylish tattoo across his entire body, in the shape of stylized harrow card with an open eye in the middle.

He usually wears matching clothes that are mostly light-coloured and slightly baggy.

An easy-going personality, Fane makes quick friends, but often has ulterior motives to making such relationships. A firm believer that having people who believe in you is better than pushing people away, Fane seeks out friends and the pleasures that the world has to offer.


Sihedron Hero:

I think I’ll choose Amiri as my Sihedron Hero.


Time Zone:

EST -0500

GM:

@GM Phntm888 I know that the Card Caster archetype changes Spellstrike to be useable with ranged attacks but does not change Spell Combat to be used with Ranged attacks either.

Would you be willing to think about this and potentially change it so that I could use Spell Combat with ranged attacks? If not that is totally fine, I picked up some melee weapons and such, but thought I would ask all the same.


Hello!

Just one question: RotR ended 10 years ago, but... how long did it take to be completed? I'm working on a character with the Scion of Legend trait, and would like to adjust his age accordingly...

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