GM Tealk's - Return of the Runelords v1


Recruitment

Dark Archive

Hey everyone, GM Tealk here.

I have recently started taking care of some abandoned Return of the Runelords players after the game dissolved in book 1. Out of the five players, only four have shown interest in continuing. Hence, the new problem is to find a player who wants to fill in the last spot.

Where they left of...
We will be picking up where the group left of. They have started investigating the strange occurrences of Roderic's Wreck, so we are basically at the end of Book 1: Part 1. I will be re-writing some of the important hook points when we begin playing, but you would have missed basically nothing by joining up now.

The Party
Paladin
Cleric/Crusader
Druid
Bard

The party is in need of a full progression arcane spell caster.

Final Note.
I am more intersted in picking up players who haven't gotten very far in Return of the Runelords. However, in understanding that this might not be many of you, i will open the player creation to anyone. You can find our discussion thread here! I am looking to get going rather quickly at the start of March.

Character Creation Rules:

20 point character buy. All scores 10 or greater after racial adjustments.
Sources, Races, Classes allowed: Anything
One Campaign Trait for Return of the Runelords.
One other trait, no drawbacks.
Alignment. LG, NG preferred. CG, LN, TN, CN acceptable. NO Evil.
Modified Background Skills: Two extra skill points per level from the following list:
Appraise, Craft (any), Knowledge (engineering, geography, history, nobility), Linguistics, Perform (any), Profession (any).
Medium Role Playing.


Here is Perigord Acinto (or Gordy for short). I don't see any info on background requirements, so let me know what you want and I can whip something up.

For what it's worth, I've never played Return of the Runelords. I took a look at the discussion thread, and looks like it'll be a fun group.


I so wanna play return otrl. I successfully played a halfling paladin through rise otrl.
I don't have a full arcane build ready, but I'm thinking about one.
I see it doesn't have to be a scholarly wizard, because there is a bard.
Maybe a sorcerer with old thassilonian, arcane blood...


Interested. I have an idea for an arcane caster angling for Arcane Trickster. (Similar concept but different execution from a character I'm using for a different ReOTRL application.) Fair warning, I have a certain story I'd love to play out, so I'm building my character's background around it. I'll post a summary below in case it's not something you're interested in.

Character Summary:

- Character is a tiefling under the Sczarni's thumb. I dunno when the party's going to be coming back, but I have a couple of ideas for how to introduce her if this is up in the air or open for suggestions.
- Character would, ideally but not intentionally, manage to get the party into trouble with the Sczarni gang trying to keep her on a leash. After this, it'd be up to the party to help her out. Before the party leaves Roderic's Cove, the gang's disbanded and the Character is free to do as she wants.
- Character is probably going to be a bit goofy. I want to play someone with a bit whimsy to them and I've found that I've been missing the last caster I had like that.
- Character is going to be relying more on guile as a first option than violence. I'm planning on reading the game thread so far to get a feel for the rest of the party, so this may change, but it may not if I think the interactions would be interesting enough.

If you're cool with all of that and me having two characters for the same AP in recruitment at the same time, then I'll work on getting her more fleshed out and statted up.


Submitting my character from another game that fell apart. She is an unchained monk with the Accidental Clone trait. I am happy to restat her as a normal monk if necessary. She has a drawback from the previous game but I will remove that and the extra trait if chosen. Let me know if anything needs to be tweaked.


Awesome! I'd like to submit Shadi (Weaves the Water) a wizard (spirit whisperer) with the Waves spirit. Stats and background are in her profile. Mechanically, she'll function as a generalist wizard with a preference for spells keyed to the natural world (especially water). She has a witch's familiar rather than a spellbook.

I haven't played Return (or Shattered Star), but I have read and am playing in Rise.


Oops, just saw that you are looking for an arcane spell caster. I will rework a different version of Remy if I have some time later this week.


OK, now I really want to play my new arcane character. A sorcerer that has thassilonian blood and awakened during the events of rise otrl.

crunch, background will follow:

Staz
Male Human (Varisian) sorcerer 1
LG Medium humanoid (human)
Init +2, Senses Perception +0
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+1 armor, +2 Dex, +2 shield)
hp 12 ((1d6)+6)
Fort +2, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Ranged acid splash +2 vs. touch (1d3+1)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)-grease (DC 16), mage armor
0th (at will)-acid splash, detect magic, light, prestidigitation
=================================================
STATISTICS
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Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Spell Focus (Conjuration), Toughness
Skills Appraise +4, Knowledge (Arcana) +4, Knowledge (Religion) +4, Profession (Shepherd) +4, Spellcraft +4, Use Magic Device +8
Traits Magical Lineage (Acid Arrow), Intrigued by Thassilon
Languages Common, Varisian, Thassilonian
Gear rations (5), acid (flask) (2), masterwork ring, haramaki, traveler's outfit, shield, heavy wooden, backpack, masterwork, bedroll, flint and steel, mess kit, waterskin (filled), dagger, 33.2 gp
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SPECIAL ABILITIES
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Arcane Bloodline Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Arcane Bloodline ~ Bonus Spells
Arcane Bond (Su) You gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bonded Object Ring
Magical Lineage (Acid Arrow) One of your ancestors was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Acid Arrow, treat its actual level as 1 lower for determining the spell's final adjusted level.
Intrigued by Thassilon The rediscovery of Thassilon’s legacy several years ago was an eye-opener for many, including you. After living so long in the shadow of these enormous ruins, you were intrigued to find out that they were much older than anyone could have guessed and that the runelords who built them may still exist. You’ve made a promise to yourself to uncover all that you can about Thassilon, its runelords, and the mysterious history of that ancient civilization.
You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device. Once per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.
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BACKGROUND
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Submitting Senna here for your consideration. For transparency - I've also offered her in another Return Runelords game. If that disqualifies me, please let me know. Her current build ticks almost all of your requirement boxes, though I will need tweak her skill points a tiny bit and lose an additional trait.

I don't think I've played in Return before, but if I have, it must have died quickly because I don't remember anything about it. Thanks for considering her!

Dark Archive

Thank you to everyone for your amazing submitions. I understand that there are several other Return of the Runelord recruitment threads going on. Please do not worry about submitting in multiple threads. I want to make it clear that I will not be poaching anyone from their respectful games. Before making any final decisions, I will be contacting the other recruiting GMs to ask if it is okay to take a player.

I hope to come to a decision on a player sometime within the next couple of days, in the stride to start playing early March. I might be picking up two players to make it a table of six in hope for a better game, but that is yet undecided.

Stay tuned, and watch your pm's for a message from me.

Keep the submissions coming. Psychic classes are welcome.


Can I buy a wand of CLW with two charges left for 30 gp?


Okay, here is the arcane version of my submission. The backstory is largely unchanged, save that she developed sorcerous abilities instead of training as a monk.

Remy the Sorceress:
Female human sorcerer 1
LG Medium humanoid (human)
Ht: 5'9; Wt: 135 lbs.; Age: 20
Hair: Black; Eyes: Amber
Senses: Perception +4
Initiative +3

Defense
AC
12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d6+5)
Fort +1; Ref +2; Will +2

Offense
Speed 30 ft.
Melee spear +4 (1d8+6/x3)
Ranged light crossbow +2 (1d8/19-20)
Sorcerer Bloodline Powers
5 rds/day--claws
Sorcerer Spells Known (CL 1st; concentration +3)
1st (4/day)--magic missile, shield
0 (at will)--acid splash, detect magic, light, ray of frost
Bloodline draconic (red)

Statistics
Str
18, Dex 14, Con 12, Int 10, Wis 10, Cha 15
BA +0; CMB +4; CMD 16

Feats: Eschew Materials*, Toughness
Adventuring Skills: Bluff +7, Diplomacy +7, Perception +4
Background Skills: Knowledge (history) +1, Linguistics +1
Traits: Accidental Clone (+1 Bluff and Diplomacy/class skills; +20 on a save against a mind-affecting effect 1/adventure), Arcane Temper (+1 initiative and concentration checks)
Languages: Common, Draconic
SQ: Bloodline arcana (Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.)
Alternate Racial Traits: Dual Talent (+2 to two ability scores, no bonus skill or feat)
Favored Class: Sorcerer (+1 HP)

Gear: spear, light crossbow, sorcerer's kit, monk's outfit


Vokrin was an idea I had that didn't get very far in Hell's Vengeance, and I think he could have a fun time in Return of the Runelords. I haven't played it, and I've barely gotten but a few pages into Rise of the Runelords either. For a non-evil game I'll have to revise some of his history, but I do think that a power-hungry Exploiter Wizard would have a marvelous time in an adventure featuring the Runelords. Work to come.


Ah, why not?
On reflection, I’ll throw Maddie Elthis in for consideration, as I’ll go for any chance to play with her. (Hello Remy!)


Okay, got some stats and a background. I present Kalisuel, a runaway from Absolom high-society turned carnival attraction for a Sczarni front.

Stats:
Kalisuel
Female rakshasa-spawn tiefling sorcerer 1 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +1
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee unarmed strike -1 (1d3-1 nonlethal)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—detect thoughts (DC 15)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—minute meteors
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—magic missile, vanish[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation
. . Bloodline Starsoul
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Statistics
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Str 8, Dex 17, Con 10, Int 15, Wis 9, Cha 17
Base Atk +0.5; CMB -1; CMD 12
Feats Cosmopolitan[APG], Eschew Materials
Traits charming, intrigued by thassilon
Skills Bluff +3 (+4 vs. characters who could be attracted to you), Diplomacy +3 (+4 vs. characters who could be attracted to you), Disguise +5, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +3, Linguistics +3, Perception +0, Perform (dance) +4, Profession (cook) +3, Sense Motive +1, Stealth +4; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Azlanti, Common, Goblin, Infernal, Necril, Thassilonian, Varisian
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Special Abilities
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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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Minute Meteors (1d4 fire damage, 6/day, DC 13) (Sp) Summon fiery column in 30 ft (5 ft wide and 30 ft high) that deals fire dam (Ref neg).
Starsoul Dazzle foes who fail a save vs. your Evocation spells for 1 rd/spell level.

Background:

Kalisuel, Kali to her friends, was born not in Varisia, but in Absolom. Her parents, merchants distantly related to the Arkona family in Korvosa and with ties to several Osiriani, Qadiran, and Vudran merchant princes, were able to provide Kali with life of wealth, luxury, and boredom. She never knew the pains of hunger, nor did she sleep in fear. Cocooned by wealth and walls, Kali had only known safety.

Then came the discovery of Xin Shalast. The adventures of the Heroes of Sandpoint were little more than a curiosity for the high society of Absolom, but Kali hungrily devoured any scrap of story or writing she could get. Her mind whirled with imaginings of colossal ruins and treasures beyond compare, but even as her imagination took flight, her parents began to worry.

Kali had always been small and slow to develop, a "late bloomer," but as the years went on, her peers grew and developed more quickly. Kali appeared several years younger than she was, and the priests and physicians they hired to look at her could not explain it. By all signs, she was a young and healthy girl, if physically immature. Shortly after the discovery of Xin Shalast, she began to show other signs of an unnatural heritage, causing yet more worry for her parents. Her eyes grew more vibrant and would shine like a cat's in certain lights. She could see more clearly than she ought to in the darkness. Some of her teeth grew long and sharp. More worrying to both parents and the young girl, however, were her ears that changed into those of a tiger and the tail that grew from her backside.

Kali's parents hide her away, claiming chronic illness while they sought the answer to the riddle their daughter presented. None of Kali's siblings had shown such signs after all, so what was it that made their daughter different? The answers never came to them, and soon most of Absolom's nobles and upper crust had forgotten about her.

Kali continued to study the ancient realms of Azlant and Thassilon with increasing fervor even as she felt the walls of her own home closing in around her. She wanted to travel and explore, but her parents forbade her from ever leaving the house. Seeing no support from her parents, she turned to the Desnan faith instead. She spent hours reading on the many legends and stories around the ancient goddess as well as first-hand accounts of explorers, travelers, and Pathfinders.

Five years into her exile from public view, more news came from Varisia, this time of the reuniting of the Shattered Star into the SIhedron and the surfacing of the ancient city of Xin lost long before the fall of Absolom. She once again tried to get her hands on every crumb of information about the expedition, a venture carried out by the Pathfinders in secret at least until the Shards of Sin had been gathered. She found, however, that she wanted to learn more about one Pathfinder in particular. The young Lady Whitehall had not only helped recover the shards and dealt with the threat of the ancient King Xin of Thassilon, but she had escaped the influence of her step-mother to do it and had even reclaimed her title by the time of Xin's rising.

Over the next few years, Kali tried to persuade her parents to let her go meet Lady Whitehall, or join the Pathfinders, or do anything that let her out of the house that became a prison for her. Each time she was refused, and when her patience had run out, she demanded to be allowed to pursue a life that she choose rather than to be kept locked away in a house she'd not been allowed to leave in ten years.

Her parents and siblings flatly rebuked her. The library of stories, legends, and more that she had collected since word of Xin-Shalast's discovery ten years before was taken from her, lest the books and journals "fill her head with yet more nonsense." She was locked away in a small room away from the main quarters, parlors, ballrooms, and banquet halls. Her only interactions, if they could be called that, were with an old maidservant who refused to listen to a girl more monster than human, tainted by the gods only knew what.

Kali left less than a month later, locking the old woman in her room and sneaking off her family's estate. She abandoned her family name and took what she had been able to gather to pay for fare to Varisia and chartered a boat to take her to Magnimar. Her mind was filled with visions of ruins yet unexplored and treasures she would be the first to see in millennia. Her dreams were dashed shortly after disembarking when she ran afoul of a band of roving Sczarni looking for someone to use in their ruse as a traveling carnival.


Pathfinder Adventure Path, Rulebook Subscriber

Very much interested in this campaign regardless of starting point so I'll put something together tonight/tomorrow. I enjoy casters so that won't be a problem.


Pathfinder Adventure Path, Rulebook Subscriber

I'll be putting the finishing touches on my submission once I get back from some errands this morning. The submission is going to be Yukarii, a nine tailed heir/umbral wildblood sorceress. She's a con artist and a user of illusion and enchantments.

How are you handling the Scion of Legend trait?


Okay, I've tweaked Maddie's stats to reflect the build rules.

Stats:
Maddie Elthis
Young Female Human Wizard (Chronomancer, Transmuter) 1
N Medium Humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 [+2 dex, +4 armor]
hp 8 (1 HD; 1d6+2)
Fort +3, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee Unarmed Strike +0 (1d3 nonlethal/x2)
Ranged Telekinetic Fist +2 v. touch (1d4/x2) (7/day)
Special Attacks Temporal Pool (4 points, forewarned, rewind)
Transmuter Spells Prepared (CL 1st; concentration +6)
. . 1st (2+1/day) - burning disarm (DC 16), mage armor, 1 more
. . 0th (at will) - Prestidigitation, Mage Hand, Dancing Lights
Opposition schools: Necromancy, Divination
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Statistics
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Str 10+1, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 12
Skills Knowledge (arcana, dungeoneering, geography, history, local, planes, religion) +9, Perception +5, Spellcraft +9 (+1 on Craft)
Feats Scribe Scroll, Spell Focus (transmutation)
Traits Time Lost, Spark of Creation, Seeker
Languages Common, Draconic, Thassilonian, Celestial, Infernal, Varisian
SQ
Gear spell component pouch (2), 35 gp
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Special Abilities
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Racial Traits: Awareness (+1 to saving throws, concentration) replacing Feat, Comprehensive Education (+1 to all knowledge) replacing Skilled
FCB: +1 skill point

Spellbook:

0-Level:
All except Divination, necromancy (but does have detect magic)
1st level:
Enlarge Person, Reduce Person, mage armor, magic missile, sleep, wizened appearance, burning disarm, feather fall, color spray, mount, grease, arcane pocket

Background/Characterization:

Maddie's parents were frequently worried about their daughter- she always suffered from nightmares growing up. They weren't particularly well-off nor poor, but had an average, comfortable life. However, while perhaps a little on the bright side as a baby, Maddie didn't seem particularly special, except for an occasional moment where she knew something she apparently shouldn't or acted much older than she was. But by the age of three, she started experiencing very, very vivid dreams every night. They were often nightmares, of terrible monsters chasing her, of dragons burning towns, or corpses lurching forward to attack… Her parents took her to the clerics of Desna, but there was nothing they could do, not even knowing what could be done, or if there was even a problem.
From Maddie's perspective, she understood, though her parents didn't believe her, that her dreams weren't nightmares- they were visions of other places, other times. During the day, she studied when possible, played with other children on occasion. But at night, she met with herself. Well, herself from the future at least. While she had no idea how it was happening (nor did she care to ask, figuring she'd find out in time), she did learn many skills and facts from herself. It was in this manner that she managed to become a wizard at such an absurdly young age- having already gone through the process herself, her older persona knew exactly what to say to guide young-her through her first cantrips. By the time she was eight, she cast her first spells and fell in love with the arcane. While her parents were concerned for her well-being and confused at her studiousness, she *somehow* knew just what to say to put them at ease. After her magical abilities came in, though, the visions and dreams stopped occurring with such regularity, and now she only briefly experiences her time-displacement. It's still enough for her to occasionally sense something happening before it does, though. She's getting the sense that she should be moving on soon, though, but doesn't have a clear motivation or goal as where to go. For now, she's just living her life, occasionally getting herself into trouble, but that comes from her desire to experience whatever old-her experienced to make her so powerful.

Questions from previous recruitment- leaving them in because why not?
"The most important event of my life? Well, *laugh*, I suppose that would be the moment I was born, isn't it?" she pulls back into a contemplative expression and looks off into the distance before responding, "Well, I suppose that perhaps the most satisfying moment I've had was the moment I cast my first spell. Ma-my, that was so much of a rush. I had been trying for months, you know? But when I finally got my mana flowing and channeled into something useful, I knew it was completely worth it. Does that answer your question?"

"The most important person in my life? Well, I guess my parents. My mom really loves me, and I love her too. Papa's great too. I… suppose that they're the most important people in my life, but that doesn't mean they're my favorite. Elric, that half-elf kid who lives over on Gathroad? He's really fun. Not terribly smart, but fun. I like him. Also Audrahni. She's nice. She's seen a lot, which I get. I've known her for a while. My parents tell me to be careful around her, but she's great! And she doesn't treat me like a kid, which everyone else does…."

"Eggs? Hard-boiled. Way easier to eat on the move. Any other kind, I have to actually sit down with a knife and fork. That's not really fun. But I can just grab one that's hard boiled, peel it, and then just take bites out of it while I'm reading or exploring."

Appearance and Personality:

Maddie (picture) is a young girl, around 10, and has a soft, face, but with the odd feature of having one eye a shimmering emerald green, and the other a sparkling sapphire blue, which perpetually gives her a mischievous look unless she really tries otherwise. Her long brown hair is always clean (though usually tangled or braided), but her hands are frequently dirty. She's slender and athletic, with the boundless energy of youth, and has an odd kind of bravery beyond the recklessness of youth- she knows she'll be safe, after all, she's met herself as an adult! Still, she recognizes that doesn't make her invincible, and won't throw herself into suicidal situations.

When someone new meets Maddie, it doesn't take long to realize she's not a typical girl. She's undeniably 10, as she just doesn't have the life experience that comes with age, but is still blessed with a keen mind and insight that belies her apparent maturity. She also has a… not quite naïve, but very optimistic, trusting and with a youthfully cheerful outlook on life. She hasn't entirely learned the world doesn't revolve around her yet, but can still cooperate in a team if it means she gets to adventure.
(She will on occasion go cliff-jumping when the urge strikes her, using Feather Fall to stay safe)


Here is Yukarii, ignore the stat lines and avatar as the alias is being recycled and I won't change them unless I'm chosen. All of the information is in the profile as well as here.

Build:

Kanegawa Yukarii
female kitsune sorceress (wildbloodline/nine tailed heir) 1
CN medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1 19-20/x2)
Ranged varries +3 (varries)
Special Attacks cloak of shadows 7/day
Spells (CL 1; concentration +5):
1st (4/day)—sleep (dc 16), silent image (dc 16)
0 (at will)—dancing lights, prestidigitate, ray of frost, ghost sound (dc 15)
Spell like abilities (CL 1; concentration +5):
(7/day)-cloak of shadows
(3/day)-dancing lights
(2/day)-disguise self
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Statistics
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Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats WP: simple; AP: none; spell focus: illusion (1st); magical tail (bf), eschew materials (bf)
Traits talented (dance), scion of legend (sense motive, knowledge: local)
Skills
acrobatics +5=+3+0+0+2
bluff +8=+4+1+3
knowledge (local) +5=+0+1+3+1
sense motive +5=+0+1+3+1
stealth +7=+3+1+3
Background Skills
perform (dance) +9=+4+1+3+1
profession: con artist +4=+0+1+3
Languages common, sylvan
Combat Gear dagger; Other Gear gear 1
Misc Gear backpack, bedroll, belt pouch, flint and steel, mess kit, soap, trail rations (5 days), and a waterskin, traveler’s clothes, stilleto boots, masterwork short kimono (25gp), 30 gp
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Special Abilities
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Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Bloodline Shadow (Umbral Wildbloodline)

Bloodline Arcana Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
This ability replaces the Shadow Bloodline Arcana.
Magical Tail At 3rd level and every 4 levels thereafter, a nine-tailed heir gains Magical Tail as a bonus feat. If the nine-tailed heir already has nine tails, each additional time the feat is taken, the sorcerer gains one additional daily use of the lowest level Magical Tail ability not already affected by this effect.
This ability replaces the bloodline spell class feature.
Bloodline Power
Cloak of Shadows (Sp) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces shadowstrike.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Kitsune Magic (Ex/Sp) Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level).
Nine-Tailed Inheritor The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class’s bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.
Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.


Description:
Yukarii is an attractive woman in any form she takes. The view most people get of her is that of a gorgeous young woman of Tien decent with long blue-black hair, amber eyes, and an hourglass figure. When not traveling she wears a nice dress similar to a short kimono mixed with more western fashions and a pair of black stiletto boots. She carries a dagger at most as far as weapons go relying more on her magic in combat.

What most people will never know about her is that Yukarii is not the human she appears to be. In her true form she is a bipedal fox with fur the same color as her human hair. Even more remarkable is that she has more than one bushy tail in her true form being one of the rare nine-tailed heirs and is on her way to becoming one of the powerful nine-tailed kitsune.


Personality:
Yukarii is something of an enigma to most people. She presents herself as a human woman capable of attracting most any man or woman she wants and generally uses them for her own purposes. She doesn’t take from them without giving something in return, it just so happens that she believes her companionship is plenty of payment for what she gets. She if rather vain and narcissistic happily conning people for her living. She does have morals in her choice of targets, namely she only targets those who can afford what she wants and never goes after the poor or vulnerable in her cons.

Yukarii enjoys dancing and is in fact quite good at it and it is not unheard of for her to create something artistic with illusions, even if it is something that won’t last for long, and has created some astounding images. She is something of a hedonist, but not so much it is a problem, and enjoys the beauty to be found in darkness.


Background:
Yukarii was born near the town of Turtleback ferry and spent her early life there as an orphan in hiding. No one there ever knew she wasn’t a human and she never told them otherwise. She would, at times, sneak out in the night and shift to her true form to pull a prank on someone but she spent most of her life in the guise of a human.

Yukarii’s life changed when she was eight and the town was nearly flooded out, it was only by the aid of the Sihedron Heroes that she survived the giant snake and the attack of Black Magga. It was rather exciting and she even got to see a dragon tear the snakes head off to get one of the other children out of it after being swallowed whole. When the Heroes finally returned to Sandpoint she chose to follow them, the dragon Krysta in particular. She became Kyrsta’s adopted child and spent the next few years growing up with Krysta and another of the Heroes, Jessica DuMorne who had both taken up residence in the small town. She was raised as a sister to Jessica’s daughter Hope and learned a lot from both Jessica and Krysta.

Eventually Jessica had to leave and go on some mysterious journey never to return and not long after Krysta went to find her friend and part of her horde Jessica. Yukarii, at the age of seventeen left to find them leaving little Hope in the care of the twins Sarah and Samuel. The young Kitsune, who had come clean with her family about her origins when her shadowy magic manifested, began using her looks and wits to scam people to afford her travel until she finally ended up in Roderick’s Cove nearly a year later out of money again. During her travels she had heard of the appearance of the Redeemer Queen among the gods and though she doesn’t know the goddess’s origins she is intrigued and has begun to practice the goddess’ teachings. Yukarii was just looking for a new mark when trouble began in Roderick’s cove, trouble that she would be drug into whether she liked it or not.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

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Dark Archive

Thank you so much to everyone who has shown interest. As explained in the original post, I will only be picking up 2 players for this revival of Return of the Runelords adventure, as to give those players a fair chance a the game.

I had a blast thinking of ways to incorporate everyone's characters into the story. My decisions have been made, and I have messeged those players who made it through.

Thank you everyone, and to GM Phntm for being patient and understanding!


Congrats to those who are in. Hope y'all have fun.

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