GM Phntm888's Rise of the Runelords Re-Recruitment


Recruitment

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Hello! Due to player attrition, I find myself in need of a few more souls for my Rise of the Runelords campaign. I have two players still active, and they are:

1. A Half-Elf Unchained Rogue
2. A Halfling Inspired Blade Swashbuckler

The party has finished the initial encounter, the Glassworks, the Catacombs, and are currently exploring Thistletop (they just defeated Ripnugget). I am looking for 2 - 4 players to round out their numbers. Details on character creation and submission are below:

Submission Requirements
1. Stats
2. Backstory
3. Appearance & Personality
4. Time Zone (Doesn’t actually factor into the decision, but it does help me ballpark when someone is likely unable to post)

An alias is not required for submission (because they accumulate so quickly), but will be required for the game itself. It will also make it easier for me to find your character, although I will Favorite posts that do not have an alias. One submission per player, please.

Character Creation:

Ability Scores: 20 Point Buy. No stat above 18 (before racial modifiers). Can only drop one stat below 10, and only to 8 (again, before racial modifiers).

Race: Any Paizo, 15 Race Points or less, except Goblins (for AP reasons). For Tiefling and Aasimar variant abilities, you may choose one. Please note that it replaces your SLA, and is not in addition to. You may choose up to 3 variant physical features, as well. I will have people treat odd races as the oddity they are, and accordingly. So, people may fawn over an Aasimar or make signs to ward off Evil at a Tiefling. It all depends on the person and the location.

Class: Any Paizo except for Antipaladin (see Alignment below) and Vigilante, because I don’t feel this is the appropriate type of campaign for a Vigilante. Must use Unchained Summoner and Unchained Rogue. Third Party material will be allowed on a case by case basis, after I have evaluated it. I use the Emerging Firearms rules in my games, so Gunslinger is allowed, but since this AP was written before the Gunslinger was, you will find gunslinger-specific loot very hard to find as you adventure in Varisia.

Level: The party is level 3, therefore you are level 3.

Skills: We will be using the Background Skills system presented in Pathfinder Unchained.

Feats: Any Paizo except for Leadership and similar feats. Item Crafting feats will be allowed, but I would not suggest making them your primary focus.

Traits: 3 Traits, one of which must be a campaign trait. Only one trait per category. No drawbacks.

Alignment: Chaotic Evil is a no-go for any PC. This AP assumes the players tend towards the heroic, or are at least interested in helping others and have concern for their well-being, especially in the first couple of books, so I would encourage you not to pick an evil alignment, but I will not automatically discount you if you do.

Gear: Wealth-by-level for a 3rd level PC.

Backstory:

This doesn’t need to be super long, just a paragraph or two. If you write more, that’s fine. Try to work your Traits and Background Skills into your backstory (that’s what I view them as being for, helping shape your character’s backstory). Newly introduced characters will be in Sandpoint. If you choose a particularly exotic race or your class isn’t one necessarily local to Avistan (Samurai, Ninja, etc.), how you justify your character being in Sandpoint will factor significantly into my decision of whether or not you are in the game.

Also, one of the main motivations for PCs in this AP is their connection to Sandpoint. Therefore, I would like you to come up with a reason why your PC cares about the fate of Sandpoint. This is required, regardless of alignment. Even evil characters can have family they care about.

Appearance & Personality:

What does your character look like? Is their face scarred, do they have tattoos of mystic glyphs on their arms? Are they short, tall, fat, skinny, athletic? Do they have a beard?

By the same token, what are they like? Do they play practical jokes, or are they very stoic, rarely laughing? Do they trust others easily, or are they hesitant to rely on strangers?

Recruitment will be kept open for ONE (1) week, ending Monday, July 1st, 2019, at 11:59 PM EDT. I will consult the two remaining PCs, and then notify those of their selection.

I did see that someone was recruiting for a new Rise of the Runelords campaign as well, so feel free to submit to mine in addition to that one if you are interested.


Dotting for my love of GM Phntm888.


Dot

RPG Superstar 2015 Top 8

Interested, but out of town for the moment. Will post my submission before the deadline if I am able; if I don't make it nest of luck to you. Probably going for a cleric of Desna or hedge mage witch.


I'm interested, and have a character or two from defunct campaigns that might be adjusted for this, mainly varieties of elven magi.

To make it easier to settle on which character I might like to submit, Phntm888, are your current players close enough to level 4 that you would consider a submission at that level, perhaps to be introduced after the other new players, in one of Thistletop's lower levels, as a prisoner of the bad guys, for example?

It's perfectly fine if that's too much to ask, in which case I'll work on adjusting a third-level character for submission.


I'm interested, I'll bring up a character soon.


@Yorciks: Aw, thank you! Great to see you submit.

@Qunnessaa: I'm using the milestone leveling recommended by the AP, which means they are roughly halfway to level 4. I'd prefer submissions at level 3, especially since I think the two remaining players will decide to have the party fall back to Sandpoint in order to recover and recruit new allies. One's already voted that way, and I suspect the other will, as well. If you submitted at level 4 for that idea, I fear you'd be sitting bored for quite a while.


I've used this character for 2 other RotRL campaigns that both collapsed shortly after the initial attack on Sandpoint (The last one used Pathfinder 2E rule set).

I will work on tweaking this character to fit your build reqs as a Tattooed sorcerer


So this campaign is exactly where mine died. Nice.

Applying with this character. Gonna go over him and Edit later, but All the more relavant stuff should be there.


A question: Would you allow Combat Stamina and would Fighters get it free?


Gruingar e'Morcaine the Kal Drak:

Male human (Garundi) bloodrager (rageshaper) 1/sorcerer 2 (Pathfinder RPG Advanced Class Guide 15, 84)
NG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 27 (3 HD; 2d6+1d10+9)
Fort +7, Ref +4, Will +5; +1 trait bonus vs. death effects
Resist electricity 5
--------------------
Offense
--------------------
Speed 40 ft.
Special Attacks bloodrage (7 rounds/day), claws, claws (2, 1d4, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—mage armor, magic missile, shock shield[UC]
. . 0 (at will)—dancing lights, detect magic, jolt[UM], message, prestidigitation
. . Bloodline Draconic, Draconic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 12, Wis 7, Cha 19
Base Atk +2; CMB +5; CMD 17
Feats Eschew Materials, Heighten Spell, Improved Initiative, Iron Will
Traits blood of dragons, greater purpose, monster hunter
Skills Acrobatics +6 (+10 to jump), Bluff +8 (+6 for 24 hours when you fail an opposed Charisma based check), Climb +7, Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check), Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check), Fly +6, Handle Animal +8 (+6 for 24 hours when you fail an opposed Charisma based check), Intimidate +8 (+6 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +7, Knowledge (history) +2, Knowledge (nobility) +2, Linguistics +2, Lore (Dragons) +6, Perception +9, Ride +6, Spellcraft +5, Survival +2, Swim +7, Use Magic Device +8 (+6 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Draconic, Osiriani, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, vain
Combat Gear potion of cure serious wounds; Other Gear belt of physical might +2 (Str, Con), boots of the cat[UE], cloak of resistance +2, eyes of the eagle, furious amulet of mighty fists, headband of alluring charisma +2, ring of sustenance, robe of arcane heritage[APG], 1,250 gp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Claws (7 rounds/day) (Su) As a free action, gain 2 claw attacks.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------

Fear no longer! For I, Gruingar, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.

Gruingar believes himself to be a dragonic avatar of Apsu who has somehow gotten trapped in the shape of a human. His goals are to find a way to 'return' to his proper dracon form. Then peacefully rule in Apsu's name. {Totally irrelevant to me if those are beyond the scope of the campaign. Maybe that will be a post level 20 occurrence.} That is what he has in mind and what he is working toward.
Will take 2 more levels of sorcerer, then 10 of dragon disciple, and will take a few of preferred spellcaster feat to keep casting as a full level sorcerer.


Here is Nex. I have a few purchases yet to make. I think his campaign trait will be monster hunter for having grown up with stories of the Sandpoint Devil. Though I'm still trying to find one the fits well.

Nex is the typical son of a military man. He likes order keeps things neat. Armour is clean and polished, cloak freshly maxed, and wolf always washed and brushed. This is in contrast to the more free stylings of his mother's side. Nex has strong features but they are too fresh and not nearly weathered enough to hold the type of authority he wishes he embodied.

Mountain for time zone.

Backstory:
Nex was raised by a druid's circle of which his mother the head. His father, a local militiaman, and lived in town. Child care and druidic education was the responsibility of the whole circle, so Nex had, by default a large family. He did, however, spend half his time in the small barracks that housed the town’s militia. Bored most of the time, do to the lack of other children and teens Nex to took to training with sword and shield like the rest of the men in the barracks (Malitia Trait). Average for his age he made his mark as a relentless fighter, fighting dirty whenever he needs to (Dirty Fighter Trait). At the Circle with his druidic family, he studied nature and magic. To foster the care needed to tend to nature Nex, like all children of the circle was given a baby wolf to raise. The wolf eventually joined him in the training yards back at the barracks.

So was Nex’s life growing up, a week in town, a month with the circle. There was no fixed time in either place. Nex came and went. Every couple of weeks he, his mother and his father would spend the weekend together in the woods. At the end of their time together his mother would return to her duties at the Circle and his father to his small command. As a child, the parting was hard but adjusted as he got older. As an adult, they maintain this tradition. In the rare instances when Nex and his mother are in town they will go to the poorer areas and bring goodberries for as many people as their power will allow. It’s a small gesture they hope it helps.

When on patrol Nex dons his leathers, calls for Amarok and they leave town. Nex searches for those forces which bring imbalance to the world. Nex has been thrust into the center of conflict recently as the factories of Palin's cover have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy and an important Sandpoint trading partner.


Hi, any consideration for these Feat Tax alternate rules?

Feat Taxes - and How to Help

Also, would you mind another Rogue, no-traps... Melee, flanking and starknives. Knife Master.

Also Charisma, not Intelligence focused.

Divine Fighting Technique (Desna, Starknife).

Could make for a perfect pair.

Scarab Sages

Alendree

Pertinate stats (lvl 3):
NG M Human Unicorn Bloodline Sorcerer
Str 10, Dex:14, Con:14, Int:14, Wis:10, Chr:16
Skills: Knowledge-Arcana+8; Heal+6; Spellcraft+8, Use Magic Device +9, Knowledge-Nature +9, Diplomacy+9
Feats: Toughness, Fey Foundling, Cunning
Traits: Fey Mediator, Student of the Faith
I'm still working on gear, and I haven't fully calculated all hitpoints and to hits and everything, but that's all mechanical. Plug in the numbers and it comes up kind of things. If I get accepted I will do that, of course.

Backstory:

Alendree did not grow up in Sandpoint Proper. Instead he and his family made pilgrimages around the larger Sandpoint area, stopping by in the outlying farms and offering healing, both ordinary and magical, in exchange for a few coins and a place to stay for the night. Through his youth, as Alendree journeyed, he began to discover that his knack for healing others was more than just a byproduct of being raised by loving parents. It seemed that it was in his very blood. He had some sort of supernatural connection to the fey, and it wasn't too long into his teens before he started casting spells without training and healing others with each spell cast!

Alendree continued journeying with his parents for some time, and as he did, his connection to the fey grew. He found he could talk with many fey creatures readily, could channel healing energies, and could eventually cure wounds with his own spells. Unfortunately, his parents were slain in a recent goblin raid. Alendree has made his way to Sandpoint in an effort to start a new life. However, in his conversations with they fey of this realm he has learned that there is something stiring beneath Sandpoint. Something that needs. . . magical attention.

Personality and Appearance:
Alendree is a young, boy-faced man who wears a purple cloak and pink tunic. He worships Saranrae and displays her holy symbol openly. He strives to always be calm and reasoned, understanding all peoples' points of view as best as he can and seeking diplomatic solutions with all reasonable people. However, he finds wanton cruelty and violence so distasteful that he sometimes seeks to end it as quickly as possible, lest that evil fester int he world.

Possibly Alendree's biggest pet peeve is traditional gender roles. Because he is a male, he will never get to meet and converse with the source of his power-Unicorns. He finds this fact greatly disheartening and if left to his own devices will sometimes go on tirades about how terrible traditional gender roles are.


Still need to do Equipment (which I'll do if I am selected), but here's my "familiar face" Investigator for consideration. And my timezone is EST.


Dotting. Played in a Rise of the Rune Lords campaign right up to the point where the town gets attacked (Glassworks?) and then the campaign fell apart. I would love to get back into it again :)

My first thought was to roll a summoner (with a fun eidolon that ISN'T overpowered), but I'm seeing a ton of casters coming by and relatively little healing and or support, so I might have to reconsider.

@Yorick - mind if I steal your character sheet template? I love it. The character also looks great.


Solicitor wrote:
@Yorick - mind if I steal your character sheet template? I love it. The character also looks great.

Go right ahead! Glad you like it


Nice to see the interest. I'll start reviewing characters later today, and answer some questions now.

@Cuan - Yes, Combat Stamina is allowed and Fighters get it for free. I realize I forgot to include it in the initial post.

@Djack - I'm familiar with the feat tax rules, and am using them in one of my other games, but not for this one. As for a second rogue, if they are distinct enough from the current one, I will consider them.

@VampByDay - I'd prefer if you had a more complete, calculated stat block for consideration. You don't have to do all the gear shopping, but I'd like a bit more than just what you have there.

Scarab Sages

Expanded sheet:

Alendree
NG Male Human Sorcerer (Unicorn Bloodline)
Init+2 Senses
DEFENSE
AC12 Flat footed 10, Touch, 12 (+2 dex)(16 w/ mage armor, +gear)
HP 24 (3d6+12)
Fort+3, Ref+3 Will+3 (+gear)(+2 vs. charm/compulsion, +4 vs. spells with evil descriptor)
Resistances none
OFFENSE
Speed 30
Melee Quarterstaff +1, (1d6)
Ranged Light Crossbow +3(1d8)(19-20)
Space[b]5 ft.,[b]Reach5 ft.
Supernatural Abilities
Special Attacks
Spell-Like Abilities
Class Abilities Bloodline arcana: When casting a spell, one target within 30ft heals 2x(that spell's level) in hit points, this does not automatically stabilize dying creatures; Safekeeping 6xday; Pure of Mind (already factored in)
Spells
1-(6/day) Mage Armor, Magic Missile, Liberating Command, Cure Light Wounds (Bloodline Spell, +1 caster level)
0-Detect Magic, Read Magic, Acid Splash, Light, Prestidigitation
Base Atk+1; CMB +1CMD13
Feats : Toughness, Cunning, Spell Penetration
Skills Knowledge-Arcana+8; Heal+6; Spellcraft+8, Use Magic Device +9, Knowledge-Nature +9, Diplomacy+9
LanguagesCommon, Varisian, Sylvan, Elven, Giant
Traits Fey Mediator, Nature's Mymic, Student of Faith


Okay, it's later today. Here are some initial notes for some people's characters.

@Syeira - Let me know when you have updated the character to the Tattooed Sorcerer.

@Thalrik - Same as Syeira, let me know when you have the character updated.

Gruingar:

Okay, so, first thing I noticed - you're a little over the Wealth By Level for a level 3 character. You should only have a total of 3000 gp worth of equipment and such.

Was this character originally a higher level? I removed the headband and belt, but the point buy is still over.

Str: 16 - 2 Belt = 14 = 5 Points
Dex: 14 = 5 Points
Con: 16 - 2 Belt = 14 = 5 Points
Int: 12 = 2 Points
Wis: 7 = -4 Points
Cha: 19 - 2 Headband = 17 = 13 Points

5 + 5 + 5 + 2 - 4 + 13 = 26 Points.

I thought that the overage might be explained by the character originally having been a higher level and scaled down, as well as why the equipment is so far over what it should be. Also, the point buy rules above state that you cannot drop a stat below 8 before racial modifiers, so the Wisdom will need to come up to 8.

You'll need to remove your drawback, as well.

AS for backstory, I'm looking for a bit more. How did Gruingar come to Sandpoint? Why does Gruingar think he's the reincarnated herald of Apsu? Why does Gruingar care about the fate of Sandpoint (a required aspect of your backstory).

What does Gruingar look like? Also, what time zone are you in?

Nex Lupe:

First, Ability Scores. My point buy rules above state that you cannot drop a stat below 8 before racial modifiers. The Charisma will need to come up a bit.

Second, your Armor Class lists a +3 Dex modifier, but with a 15 Dex, you only have a +2 Dex modifier. Same thing with your Initiative. You used the right modifier for the Reflex save, though.

It looks like you forgot your bonus spells for level 1 and level 2 for your Wisdom modifier.

I see Knowledge (geography) listed as one background skill. What is your other background skill? Did you put ranks in Sense Motive? If so, I think you forgot to add your Wisdom modifier.

As for the Animal Companion, you've got the Dex issue going the other way. For a 16 Dex, the Animal Companion should have a +3 Initiative, not +2. I'm also not sure how it has +5 Perception with all of its skill ranks in Intimidate.

Backstory wrote:


When on patrol Nex dons his leathers, calls for Amarok and they leave town. Nex searches for those forces which bring imbalance to the world. Nex has been thrust into the center of conflict recently as the factories of Palin's cover have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy and an important Sandpoint trading partner.

I think this part of the backstory needs to be modified to put you in Sandpoint, and explain why Sandpoint is important to your character. We aren't doing anything with Palin's Cove, so it feels like Nex isn't quite in the right place.

Yoricks:

Okay, so, I see you went in a very interesting direction. I think you've made a very tricky choice, and I'm not sure where I'm at with it.

I don't see anything wrong mechanically, although I am concerned you may feel frustrated in combat, especially once you add in Power Attack. Just something to keep in mind.

As for background, it all makes sense. I'll think more about whether I like the idea of you being Ameiko's cousin or not.

VampByDay:

First glance looks good. I do think you forgot your background skills, though.

I don't know that Spell Penetration is particularly useful at this low a level - you won't be facing many things with Spell Resistance, so there might be a better option to take right now.

I'm not sure I'm getting Alendree's attachment to Sandpoint. If you could find a way to strengthen that, it would definitely help your chances.


Thanks, GM. I had changed this over from a stat rolled PC I have hoped to play in a past Rise of the Runelords game and had not had a chance to give the PC another look over. I will make those changes.

Switched to dual talented to help with the MADness of this character. This delays feat progression slightly but it all works out in the end. The missing spells are open slots my shorthand is to leave the commas and spaces for empty slots. Moved a few skill points around due to having 3 too many skill points allocated.

It's funny that you point that part out as a portion of it is cut and pasted from the player's guide so I assumed it would come up. I will change it, though it is just meant to be emblematic of the role of druids more broadly in Varisia Sandpoint or otherwise. There are tensions in the region.


GM Phntm888 wrote:

Yoricks:
Okay, so, I see you went in a very interesting direction. I think you've made a very tricky choice, and I'm not sure where I'm at with it.

I don't see anything wrong mechanically, although I am concerned you may feel frustrated in combat, especially once you add in Power Attack. Just something to keep in mind.

As for background, it all makes sense. I'll think more about whether I like the idea of you being Ameiko's cousin or not.

Haha, interesting directions are my bread and butter. I definitely get if it's not a something you're looking for. It's possible that combat will feel frustrating, I think that Studied Strike at Investigator 4 will help, and I half-considered a level of Magus for Arcane Strike or Monk for Flurry. But yeah, playing it a bit by ear.


Note for Syeira:
Be advised that I played a character with a traumatic backstory, but as soon as I referenced it, the two players who are remaining in the group refused to engage with it and explicitly stated that they would not play in any scenes where it was mentioned. (This is what contributed to the group breaking up and needing a re-recruitment.) So, if you plan to have any of Syeira's abandonment as a child and trauma come up, be advised that it may be an issue, and you should probably discuss it with the team beforehand!

Scarab Sages

Background skills:
Ah, yes. Haven’t played with them before, so I had to look it up. As much as I want to take Linguistics for metagame reasons, the skills that make the most sense are Profession-Herbalist (+8) and Craft Alchemy (+8).

Spell Penetration:
It’s an investment feat. Planning on taking it now, greater at 5. Then seven Lunging spell touch at 7 and by level 9 I’ll probably be into metamagic feats.

Connection to Sandpoint:
Alendree and his folks were a common sight around Sandpoint, I’d imagine. Coming in probably during the winter months and even in the spring and summer to stock up on supplies. I imagine they were well-liked as traveling healers, and probably very well regarded by the surrounding farmers. Even if they didn’t live in Sandpoint proper they still lived in and around the surrounding area and I’d imagine their presence would be felt. I’m trying to go for a Dr. Quinn, medicine woman kinda feel here.


GM Phntm888 wrote:
@Qunnessaa: I'm using the milestone leveling recommended by the AP, which means they are roughly halfway to level 4. I'd prefer submissions at level 3, especially since I think the two remaining players will decide to have the party fall back to Sandpoint in order to recover and recruit new allies. One's already voted that way, and I suspect the other will, as well. If you submitted at level 4 for that idea, I fear you'd be sitting bored for quite a while.

After a bit of thinking about it, I realized both characters I had in mind play a bit too similarly for me to be particularly enthused by both at the moment, and it’s the higher-level one that I’m feeling happier about, so I’ll just bow out this round, since I wouldn’t want to add to your GMing burdens by asking you to keep track of a higher-level alt to potentially introduce later while you weigh how many new characters to add to your campaign. If I may, I’ll just keep an eye out on the Recruitment boards in case a spot's left open when the party does reach level 4.

Good luck to everyone submitting characters! :)


Here's Zhenka Valeria. The absent-minded Human Cleric of Desna who remembered the Swallowtail Festival a bit late and just arrived back in Sandpoint.

Stat Block:

Zhenka Valeria
Male human (Varisian) cleric of Desna 3
CG Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (3d8)
Fort +4, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +2 (1d4/19-20) or
. . mwk starknife +3 (1d4/×3) or
. . quarterstaff +2 (1d6) or
. . unarmed strike +2 (1d3 nonlethal)
Ranged mwk light crossbow +5 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—bit of luck
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—blinding ray[ARG] (DC 15), delay poison, locate object[D]
. . 1st—bless, longstrider[D], magic weapon, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, light
. . D Domain spell; Domains Luck, Travel
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 12, Wis 17, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Extra Channel, Point-Blank Shot, Selective Channeling
Traits ease of faith, scholar of ruins, student of faith
Skills Diplomacy +9, Heal +9, Knowledge (geography) +8, Knowledge (religion) +6, Lore (Thassilon) +7, Perform (oratory) +5, Sense Motive +7
Languages Common, Thassilonian, Varisian
SQ agile feet (6/day)
Combat Gear alchemist's fire (2), holy water (4); Other Gear mwk breastplate, blunted bolts (10), crossbow bolts (10), dagger, mwk light crossbow, mwk starknife, quarterstaff, cloak of resistance +1, sleeves of many garments[UE], belt pouch, flint and steel, grappling bolt[UE], ink, inkpen, masterwork backpack[APG], parchment, scroll case, silk rope (50 ft.), silver holy symbol of Desna, soap, trail rations (5), waterskin, 546 gp
--------------------
Tracked Resources
--------------------
Agile Feet (6/day) (Su) - 0/6
Alchemist's fire - 0/2
Bit of Luck (6/day) (Sp) - 0/6
Blunted bolts - 0/10
Cleric Channel Positive Energy 2d6 (7/day, DC 14) (Su) - 0/7
Crossbow bolts - 0/10
Dagger - 0/1
Holy water - 0/4
Masterwork starknife - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Selective Channeling Exclude targets from the area of your Channel Energy.

Backstory:
Zhenka grew up in Varisia as part of a caravan traveling all over the country from Korvosa to Magnimar to Riddleport. His father was a driver and his mother was the cook. Ever since he could remember he was on the road visiting new places, seeing wondrous sights, and meeting interesting people. While on the road, when he wasn’t riding next to his father, he spent a lot of time in his grandmother’s wagon. His grandmother was the caravan healer and fortune teller. She watched over the caravan with Desna’s blessing. Zhenka would learn from her the secrets of Desna and the history of Varisia. It was these stories of the ancient ones that fascinated him the most. He would look upon the ruins in Magnimar or Riddleport and picture the ruins filled with those time has forgotten.

Life on the road was wonderful, but if his grandmother’s stories told him anything is that everything changes over time. When he was seventeen he was sitting around the campfire on the road just south of Galduria listening to everyone tell stories, his mother came up to him and said his grandmother wanted to speak to him. He went to her wagon and she was lying in bed. He’d never seen her so pale and fragile. She told him that he couldn’t stay with the caravan forever. It was time for him to find his own way. She handed him her silver butterfly pendant, the symbol of Desna, and told him that she and Desna will always be there to guide him. Minutes later, she fell asleep and passed on to meet Desna. The next morning the caravan made its way toward Magnimar, it was the quietest the caravan has ever been since Zhenka could remember. He decided he would leave the caravan at the next town, Sandpoint.

Zhenka told his parents he needed to find his own way as grandmother had said. His mother opened her mouth to protest, but his father put his hand on Zhenka’s shoulder and smiled, saying he understood. Zhenka said goodbye to his parents and told them he’d keep an eye out for them and would visit them when he saw the caravan. He then grabbed his bag and walked into the town. Sandpoint was a lively little town and would make a fine place to start his new life. Over the next few years Zhenka traveled about and Sandpoint was his base of operations. His travels took him mostly to the old ruins from his grandmother’s stories. Along the way he met interesting people and loved exchanging stories with them. Though he always made his way back to Sandpoint to tell the folks there of his adventures. The little town and its wonderful people have grown on him, and it was something he never had before, a place to call home.

Appearance:
Zhenka is a Varisian male with tanned skin. His eyes are deep blue, but on certain days can almost be violet in color. He is of average height and thin. He aquired a magic item that changes his clothes on a whim and he does so often (usually to match the story that he’s telling). When on the road, he has a walking stick with an interesting design on the head of it, though when asked what the design is, he has a different answer each time.

Personality:
Zhenka is very friendly with everyone he meets, but often has his head in the clouds. When not directly engaged in conversation with someone else, his mind is elsewhere dreaming of far off lands (past and present) and thinking himself on some other adventure. He loves to tell stories of things he’s seen or others have seen; often embellishing and taking credit for the adventure himself (stories are much more entertaining in the first person). Even when under duress he seems to have a wry smile on his face at all times.

Time Zone: Mountain Time

@GM Phntm888: Are you allowing Lore and Artistry for skills?


About Gruingar.

Quote:

Okay, so, first thing I noticed - you're a little over the Wealth By Level for a level 3 character. You should only have a total of 3000 gp worth of equipment and such.

Was this character originally a higher level? I removed the headband and belt, but the point buy is still over.

You'll need to remove your drawback, as well.

AS for backstory, I'm looking for a bit more. How did Gruingar come to Sandpoint? Why does Gruingar think he's the reincarnated herald of Apsu? Why does Gruingar care about the fate of Sandpoint (a required aspect of your backstory).

What does Gruingar look like? Also, what time zone are you in?

Ha! Sorry, I was playing around with what he might be like at higher levels and guess I forgot to remove everything. The drawback was just so HeroLab would let me give him 3 traits without an error maessage. I will be playing him as incredibly vain anyhow (dragons are always vain). I will fix and specify the additional info either this evening or tomorrow evening at the latest. Oh, and I'm in the US Eastern time zone.


GM Phntm888 wrote:
@Djack - I'm familiar with the feat tax rules, and am using them in one of my other games, but not for this one. As for a second rogue, if they are distinct enough from the current one, I will consider them.

Certainly, quite distinct.

Male Half-Orc Desnan Champion of the Faith/Knife Master

Cha/Dex Build

Way of the Shooting Star & Startoss Style (all about the starknives).

One might categorize him as "fighter" rather than rogue.


@Djack - Go ahead and build it out.

@VampByDay - Okay, I just didn't want you to feel that you wasted the feat choice. Should be fine, then.

@Qunnessaa - I understand. Thank you for considering applying.

@Eric Sklavos - I am allowing the Lore and Artistry skills. See the spoiler below.

Eric Sklavos:

One of the themes of Rise of the Runelords is how unknown Thassilonian history is at this time. There is almost no concrete information, and many competing theories. Most people believe the Thassilonian empire to not even be as old as it is. Even the oral tales of the Varisian people don't get everything exactly correct, for much has changed in the telling over the years.

This a kind of long-winded way to say I'm not comfortable with Lore (Thassilon) as a Lore background skill. However, I would be okay with either Lore (Varisian History), which would be the history of the Varisian people and lands, allowing you to attempt checks related to Thassilon at a slightly higher DC, OR Lore (Varisian Monuments), which would be more focused on Thassilonian ruins, and not focus on other aspects of Thassilonian history.

Otherwise, everything is fine mechanically. Looks like a fairly standard-built support cleric.

Backstory-wise, how long has Zhenka been in Sandpoint. Was he there during the Late Unpleasantness? I may have follow up questions if so.


Perfect, thanks for the feedback. The Lore skill is always up to interpretation. Lore (Varisian History) probably fits my backstory best.

Short-term Zhenka has been in Sandpoint for only a couple days. Though he said he'd be back in time for the festival and he intended to be back in time, he always seems to lose track of time and, once again, shows up late. He's probably catching up with the town folk on the recent events and helping where help is needed. Long-term he's been in Sandpoint for about 3 or 4 years.


Eric Sklavos:

Okay. That's after the Late Unpleasantness, but still lets me see how you can build relationships. I'd like you to tell me about Zhenka's relationship with Father Zantus, the high priest of the Sandpoint Cathedral.


Corrected and expanded

Fear no longer! For I, Gruingar, am here to protect you. As all know, I am the reincarnation of the Morcaine. The previous dragon avatar of Apsu.
Together we shall throw down the vile creatures which threaten the countryside. Then this can be peaceful prosperous place.
Where all can live under the benevolent guidance of the dragons which make all good things possible.

crunchy bits:

Gruingar de'Morcaine the Kal Drak
Male human (Garundi) bloodrager (rageshaper) 1/sorcerer 2 (Pathfinder RPG Advanced Class Guide 15, 84)
NG Medium humanoid (human)
Init +6; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 24 (3 HD; 2d6+1d10+6)
Fort +4, Ref +2, Will +4; +1 trait bonus vs. death effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee cold iron halberd +4 (1d10+3/×3) or
. . silver warhammer +4 (1d8+2/×3)
Ranged javelin +4 (1d6+2)
Special Attacks bloodrage (6 rounds/day), claws, claws (2, 1d4, 6 rounds/day)
Sorcerer Spells Known (CL 2nd; concentration +5)
. . 1st (5/day)—magic missile, shock shield[UC]
. . 0 (at will)—dancing lights, detect magic, disrupt undead, drench[UM] (DC 13), jolt[UM], prestidigitation, touch of fatigue (DC 13)
. . Bloodline Draconic, Draconic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Eschew Materials, Heighten Spell, Improved Initiative, Iron Will
Traits blood of dragons, greater purpose, monster hunter
Skills Acrobatics +4 (+8 to jump), Bluff +7 (+5 for 24 hours when you fail an opposed Charisma based check), Climb +4, Diplomacy +3 (+1 for 24 hours when you fail an opposed Charisma based check), Disguise +3 (+1 for 24 hours when you fail an opposed Charisma based check), Intimidate +7 (+5 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +7, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (religion) +2, Linguistics +2, Lore (dragons) +7, Perception +3, Ride +4, Spellcraft +5, Survival +3, Swim +4, Use Magic Device +7 (+5 for 24 hours when you fail an opposed Charisma based check)
Languages Common, Draconic, Osiriani, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, vain
Combat Gear oil of bless weapon, potion of cure light wounds, potion of enlarge person, potion of remove fear, potion of shield of faith +2, scroll of ant haul, comprehend languages, mount, scroll of detect secret doors, disguise self, expeditious retreat, scroll of floating disk, grease, infernal healing, scroll of jump, magic weapon, monkey fish, acid, alchemist's fire, alchemist's kindness[APG], bottled lightning[UE], caltrops, candlerod[UE], holy water, liquid ice[APG], oil, reagent, brimstone, tanglefoot bag, thunderstone; Other Gear lamellar (leather) armor[UC], cold iron halberd, javelin (3), silver warhammer, handy haversack, air bladder[UE], animal call (linnorm)[ACG], animal glue[UE], belt pouch, blanket[APG], brush, shaving (0.1 lb), candle, chalk (3), cleric's vestments, collapsible plank[UE], cup, shaving (0.2 lb), earplugs[APG], fishhook, flask, folding pole[UE], glue paper[UE], grappling hook, hammer, hemp rope (50 ft.), inkpen, iron spike[APG] (3), iron vial[UE], lamp, magnet[APG], marbles[APG], marlinspike[ACG], mirror, mug/tankard, parchment (3), piton (3), pot, powder[APG], sack, saw[APG], shaving powder (one shave) (0.01 lb) (50), signal whistle, snorkel[UE], soap, spear-thrower, spell component pouch, straight razor (0.2 lb), string or twine[APG], swim fins, teapot[UE], thread (50 ft.), tindertwig, torch (3), trail rations (3), waterskin, weapon cord[APG], whetstone, wooden holy symbol of Apsu, wrist sheath, spring loaded, wrist sheath, spring loaded, 8 gp, 4 sp, 2 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (6 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Claws (Ex) 2 Claw attacks deal 1d6 damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
--------------------

soft bits:

Little to nothing is known (or at least remembered and admitted) of Gruingar's past. He was found unconscious near a healer's hermitage suffering from at least a few diseases, poisons, illicit substances, and a large number of individually minor wounds. Though he was very near unto death they managed to help him recover over the course of a few weeks. Dilerious for most of his recovery, he staired a poor quality painting of a large lizard that was on the wall beside his cot. Eventually he began to mutter "I am the dragon...", "only dragons are perfect...", "my hoard will be the beginning..." and similar nonsense. Then one afternoon he simply walked out of the hermitage (not paying for services rendered).

Though he has no external scars, Gruingar believes himself to be a dragonic avatar of Apsu who has somehow gotten trapped in the shape of a human. His goals are to find a way to 'return' to his proper dracon form. Then to peacefully rule in Apsu's name. {Totally irrelevant to me if becomming a dragon and starting a nation is beyond the scope of the campaign. Maybe those will be a post level 20 occurences. That is what he has in mind and what he is working toward.}

He is interested in protecting Sandpoint, because this is where he intends to begin his Draconic Kingdom. He is unaware of athe already existing draconic kingdom on the isle of ??? of the coast of ???
If brought to his attention, he will vehemently deny its existance as nothing more than a myth which he will bring to reality.

Appearance: A tall fairly athletic young man. Gruingar is obsessive about shaving all hair off of his entire body. He find is embarasing that he has hairs instead of his proper scales. Although he normally dresses as any normal moderately well-off traveller, He does have one set of fine vestments for when he istempting to be an evangelist for Apsu.

He currently has a lot of cheap 'gear' in his haversack, becasue he just tucks in anything that seems interesting or useful at that particular moment.

Will take 4 levels of sorcerer, then 10 of dragon disciple, and will take a few of preferred spellcaster feat to keep casting as a full level sorcerer.

The 'Vain' drawback is in the build just to allow Herolabs to give him 3 traits without an error message. I would be playing him as excessively vain anyway. Because dragons are of course vain.

Still considering replacing Heighten Spell with Elemental Spell.

I'm in the USA Eastern time zone.


I would like to submit my Ranger, I'll add a background and description before the deadline.


Nex's background is has been expanded to include a clearer relation between the tensions in Varisia and the role of a druid in Sandpoint. HIs relation the Sheif has been made explicit.

RPG Superstar 2015 Top 8

Here is my submission. Alas, I had also been working on a cleric of Desna (as mentioned earlier), so I understand competition may be tight. :)

Riori Stargazer:

RIORI STARGAZER
CG Half-elf Cleric of Desna 3
Init +2; Senses Low-light vision; Perception +5
Aura: Chaotic Good

=DEFENSIVE ABILITIES=
AC 19 (touch 12, FF 17) (Armor +6, Dex +2, Shield +1); CMD 14
hp 17 (3d8)
Fort +4 (3 base + 1 trait); Ref +3 (+1 base + 2 Dex); Will +6 (+3 base + 3 Wis)

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

=OFFENSIVE ABILITIES=
BAB +2; CMB +2

Melee or ranged: Mwk starknife +5 (1d4/x3) (20 ft range)

Channel positive energy 5/day; 2d6 Damage DC 15; (10 + 1/2 level + Cha mod + trait). 30 ft. radius centered on caster.

Spontaneous casting: Transform any prepared spell into a cure spell of the same level.

=Cleric Spells=
Caster level 3, Concentration +6

Spells prepared:
ORISONS (prepare 4/day)
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch
Mending: Makes minor repairs on an object.
Stabilize: Cause a dying creature to stabilize

LEVEL 1 (prepare 3/day + 1 Domain)
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Domain: Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

LEVEL 2 (prepare 2/day + 1 Domain)
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Domain: Locate Object: Senses direction toward object (specific or type).

=Domains=
Liberation
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Liberation Domain Spells: 1st—remove fear, 2nd—remove paralysis,

Travel
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Travel Domain Spells: 1st—longstrider, 2nd—locate object,

===STATISTICS AND OTHER ABILITIES===
Str 10 Dex 14 Con 11 Int 12 Wis 17 Cha 14
(20 point buy, half-elf bonus to Wis)

=Feats=
Weapon Finesse: Use Dexterity when attacking with light melee weapons. A shield’s armor check penalty applies to attack rolls.
Selective Channeling: Choose number of targets equal to Cha modifier; these targets are not subject to your channeling.

Weapon and Armor Proficiency: The starknife (deity’s favored weapon) and all simple weapons, light armor, medium armor, and shields (except tower shields).

=Skills and Skill Related Abilities=
(2 + Int modifier + 2 background skills-noted with asterisk-per level)
Diplomacy (Cha) = 1 rank + 3 class + 2 Cha = +6
Heal (Wis) – 1 rank + 3 class + 3 Wis = +7
Knowledge (history)* (Int) – 2 ranks + 3 class +1 int = +6
Knowledge (nobility)* (Int) – 1 rank + 3 class +1 int = +5
Knowledge (religion) (Int) – 1 rank + 3 class + 1 int =+ 5
Perception (Wis) 2 race + 3 Wis = +5
Profession (astrologer) * (Wis) – 3 ranks + 3 class + 3 Wis = +9
Sense Motive (Wis) – 3 ranks + 3 class + 3 Wis = +9
Survival – 3 ranks + 3 class + 3 Wis + 1 trait = +10

Reflexive Improvisation (from Inner Sea Races pg. 212): Half-elves raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a +2 racial bonus on untrained skill checks. This racial trait replaces adaptability and multitalented.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Languages: Common, Elven, (bonus language not yet chosen)

=Traits=
Student of Faith (campaign): While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Resilient (combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Poverty-Stricken (social): Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

===GEAR===
(WBL 3,000 gp to start)

Muleback cords (Str is 18 for purposes of encumbrance only – 100 lbs light load) 1000 gp, 1/4 lb

Cleric’s vestments (free)
Mwk agile breastplate – (550 gp) - +6 armor, +3 max Dex, -3 ACP (0 to Climb and Acrobatics to jump) (25 lbs)
Mwk light steel shield (159 gp) -+1 armor, 0 ACP (6 lbs)
Starknife (x2) (24 gp x2) 1d4 damage, 20 ft range, crit x3, 3 lbs each
Mwk starknife 324 gp

Holy symbol, silver (25 gp, 1 lb)
Spell component pouch (5 gp, 2 lbs)

Belt pouch 1gp 1/2 lb
=In belt pouch=
1 potion cure light wounds (50 gp)
1 potion magic weapon (50 gp)
4 vials holy water (25 gp each)

Backpack (2 gp, 2 lbs)
=In backpack=
Area map 50 gp 2lbs
Bedroll 1sp 5 lbs
Chronicler's kit (Contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.) 40 gp, 4.5 lbs
Gear Maintenance Kit (5 gp, 2 lbs)
Grappling hook (1 gp 4 lbs)
Grooming kit (1gp 2 lbs)
Healer’s Kit (50 gp, 1 lb)
Mess kit (2 sp, 1 lb)
Silk Rope (50 feet) (10 gp; 5 lbs.)
String (1 cp, 1/2 lb)
Traveler’s Any-Tool (250 gp, 2 lbs)
Waterskin (1 gp, 4 lbs)

Spent: 2747.31 out of 3,000 (I may spend more or re-jigger gear later)

Load: 78.75 lbs, Max Light Load – 100 lbs (33 lbs without muleback cords)

===DESCRIPTION==
Background
Riori’s mother Lierna was already with child when she married Verik Khezidor, but Verik was not Riori’s father. The two had never loved one another, at least not romantically, but when Lierna’s elven suitor fled at the news of Lierna’s pregnancy, Verik married her to ensure she had a home to go to—especially as her own superstitious family wanted nothing to do with her bastard, half-breed offspring. They raised Riori in the Shingles, the ramshackle, upper-story shantytown of Korvosa, and Riori felt nothing but love from her mother and adoptive father—until her younger, fully human sister Siera came along. Perhaps it was all in Riori’s head, but Siera seemed immediately the favored of the two, as well as less stared at by the rest of the neighbors. Riori tried hard not to resent Siera—her sister was kind and never tried actively to compete with her—but Riori mainly felt alone. Often would gaze at the stars from her family’s high-up window. Looking out across the coast, she wondered at what might be out there and asked more than once that if she followed the stars, if they would lead her to somewhere better. Her mother, seeing Riori’s fascination with the stars, taught her an old family trade: astrology. Riori became obsessed with following the Cosmic Caravan, and enjoyed performing divinations for her friends and neighbors, which seemed harmless enough. Her obsession with the stars also led her to begin to worship Desna.

One day, however, she came upon several of her peers alongside her sister, laughing about the “mongrel’s silly star stories.” Suddenly she was filled with rage, and charged forward to slap the boy leading the mockery. Siera, wanting to prevent a fight before it started, tried to intervene—and Riori slammed into her sister, sending her flying. Siera only did not fall stories below save for her skirts catching onto a wide window ledge. As Riori, mortified (no matter how angry she was, she did not want to kill her sister, who was only a witness, not a participant, to the others’ cruelty), leaned over to reach for her sister’s hand, a black swallowtail landed upon the window ledge. Despite not being very strong, Riori managed to pull her sister to safety. She took the swallowtail as a sign of divine blessing—as well as a warning not to follow her more impetuous and jealous side. She needed to stop fearing she wasn’t enough compared to Siera and stop seeking validation from those who neither wanted to give nor owed her any such thing. She needed to understand herself, and other people better—to know when and whom to trust and when not to. Most of all, she needed to learn to trust in herself, and tame her temper. Travel, and faith in Desna, would help her, and she promised herself she would never forsake her faith for mere fancy over another person.

When she announced her decision to travel in the name of faith in Desna, Verik connected Riori to a traveling tinker called Touchstone—seemingly a daft vagabond, Touchstone was in fact a devotee of Desna as well, and knew more of the ways of the world, especially Varisia, than he let on to most strangers. As they traveled together, he taught her about not just serving Desna, but of all the gods and the harmonies—and destruction—they create, and to appreciate what those in service of the gods can do from a broader perspective. She and Touchstone have since parted ways, as those drawn to new horizons are wont to do; he gifted her with a set of muleback cords so she would have little trouble carrying traveling gear and whatever souvenirs she finds. Riori still practices her astrology—it is a useful focus for divination spells, and sometimes other hints appear in her calculations; other times sometimes acting as a fortuneteller is a more low-key way of moving through a hostile region than letting on she is a priest. She traveled to Sandpoint recently to see the new cathedral and, moreover, participate in the Swallowtail Festival. When goblins brutally attacked during the festivities, she remained in town to help heal the wounded, quickly earning the gratitude of many of the residents. She has worked to get to know the caretakers of the cathedral, both to learn from them as well as see how she could continue to help.

Appearance and Personality
Riori is a little taller than average, willowy, and pale, the last two features particularly coming from her elven heritage. She has long, black hair that she normally braids purple and green ribbons into, and violet eyes. Her ears are slightly tapered. Her long, slender fingers always seem to be moving—touching, twitching, or tracing some shape no one else can make out. In Sandpoint, she wears purple robes embroidered with butterflies over her protective armor—sadly a necessity for traveling the dangerous roads of Varisia. Her robe has a grey lining and is reversible, if she decides she needs to lay low. She carries a favorite starknife among a handful looped on her belt she keeps for throwing. Her muleback cords, when worn, make her appear stronger, which helps dissuade harassment on the road.

Riori usually seems quiet and reserved at first until she gets a read on the area she is in—different places and peoples have embraced her as often as shunned her, depending on how they feel about half-elves, priests, astrologers, and so forth. Once she feels comfortable in an area she grows more talkative—and deeply curious. She tries not to annoy with too many questions, but loves to learn from the people and places around her. Her education was piecemeal—she only learned basic reading and writing, living in poverty in the Shingles, though Touchstone gave her a good sense of history and engineering, there are still many gaps she is desperate to fill. If people in a particular area seem unfriendly, she will turn to books and historical buildings as sources of learning—and refuge. While experience has calmed her since her youth, the occasional slight or threat may cause her temper to flare—usually (though not always) regretted soon after. Her chosen surname-epithet, “Stargazer,” is after the constellation, depicted often as a prophet or fool. She knows she’s mainly the latter, seeking to become the former.

Sandpoint Connection: Riori came both to explore the cathedral as well as participate in the Swallowtail Festival, and asked to help release the butterflies on the holy day. When the goblins attacked, she has stayed with the other local priests to heal the wounded and repair damage with mending orisons and make whole spells. She feels sorry for the town and loves its lively spirit (at least the one it had leading up to the festival), and wishes to seek wisdom from Father Zantus, whose openness to other faiths reminds her of her former mentor Touchstone.

Please let me know if you see any questions, concerns, or errors.

I'll note I have played in a RotRL game that died almost EXACTLY where your game has stalled. So I'm aware of the gist so far, but have little knowledge of where it's going from here. I'm not apping the character I played before because I don't think she's as good a fit for the party and I'm using the alias in another game; Riori is a new character design.


Although Zhenka prefers to commune with Desna at night under the stars, his relationship with Father Zantus is friendly. Zhenka would occasionally visit the cathedral and help Father Zantus with the construction and even make supply runs for him (though Father Zantus learned quickly that even though he'd get the supplies he ordered from Zhenka, when he got them was at the whim of Desna). Upon arriving back into Sandpoint Father Zantus and the new cathedral would be one of Zhenka's first stops to check on him and apologize for being "late" to the festival.


Here are the flavor portions of my submition.

background:

Leptus was not born in sandpoint but he has lived here his most of his life, his father Garon, a Nirmathi Ranger, brought the infant here hoping to find a peaceful home for the boy, the last bit of his beloved wife. A youth filled with adventuring set Garon up well for the move and many years after but by the time Leptus was six he needed to begin to earn a living, a guerrilla fighter can not earn a living in a place like Sandpoint, however the same skills do make for a good hunter. Garon took to the woods to become a hunter/trapper. No longer able to afford a full time nanny young Leptus often accompanied his father learning woodcraft at his father's side. He had his own full pull shortbow and hide armor by the time he was ten. And by the time he was 13 he was managing his own traps. His father had learned his magic at the hands of the druids and he sensed a spark in the buy, but was not able to teach any of that to Leptus,

But Leptus was also a boy and he ran the streets with the other boys, played at Armored knights and goblin slaying, many was the day he and his friends would watch the creatures from Junkers edge. As his peers where becoming apprentices or finding girls things changed for Leptus as well, near his 16th birthday Garon did not return from one of his rangings, Leptus looked for him but while he was able to piece some of the events of the range together he was never able to determine what happened or even if Garon is dead. Young Letpus was taken in by one of his friends family until he was able to support himself

That was 6 years ago and when he is ranging Leptus still looks for signs of his father, even if he does not expect to find any, he is usually in the field for 3 weeks at a time and able to spend the next 2 weeks in Sand Point, he shares a cottage with a childhood friend Kadgar a journeyman Blacksmith working as a farrier. And he is courting a Varisian barmaid Tula.

Description:

Leptus is a big lithe man standing nearly 6ft tall he has weathered skin and short hair. When he is home he is clean shaven and gregarious, wearing well made and well used clothing he and Kadgar are well known at The Lucky Pear. In the wilderness he is melancholy, wears camouflaging face paint, and leathers of his own make, and seldom speaks beyond passing information. That same sort of does come over him if he drinks too much.


Dotting for interest. I’m thinking of a Barbarian or a alchemist. I’ll build both and see which I like better to submit.


Revolving Door Alternate:

Thank you. I understand Gruingar much more now. For the dragon kingdom, I assume you're talking about Hermea?

As for the feat, I'd suggest replacing Heighten Spell with something that might be more useful. As it stands, I don't think you'll see much use out of that for a while. Elemental Spell won't even get you much right now. Toughness or Extra Rage could be more beneficial at this time. You can always retrain it later.

Leptus:

I've never actually seen anyone take the Goblin Watcher trait. That might help you stand out.

For your Appraise skill, the +5 to identify the most valuable item in a treasure horde replaces the normal +1 from the trait - both are trait bonuses, which don't stack.

I'm only counting 4 total background skill points (1 in Craft (leather), 3 in Handle Animal). You get 2 per level, so you should have 6 total.

Everything else looks good.

Nex Lupe:

Thank you, that helps expand a lot. I think you still need to clean up your stats a bit (point buy specifically), but otherwise you're in good shape.

DeathQuaker:

Everything looks good.


Updated per suggestions


I just double checked. I mentioned I switched to a dual talented human, thus the loss of twf and better pb.

The scores are as follows:

Str 15+2, Dex 13+2, Con 14, Int 12, Wis 14, Cha 8

Which is 7+3+5+2+5-2 = 20


Brigittia Pera
Female human fighter (Two Handed Fighter) 3
NG Medium humanoid (Human)
Init +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +1 Dex, +1 dodge)
hp 13 (3d10+2)
Fort +5, Ref +2, Will +4;
--------------------
Offense
--------------------
Speed 20 ft.
Melee Great sword +6 (2d6+3/19-20x2)
Ranged longbow +4 (1d8/x3)
--------------------

Statistics
--------------------
Str 17, Dex 12, Con 15, Int 12, Wis 12, Cha 10
Base Atk +6; CMB +6 (+8 sunder); CMD 17
--------------------

FEATS
Iron Will, Weapon Focus (great sword), Dodge, Improved Initiative, Toughness

TRAITS
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves

Skills: Appraise +7, Climb +4, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +7, Survival +7

Languages: Common, Varisian

greatsword, longbow, 5 arrows, chain mail

Backstory:

Spoiler:
Brigittia has been in Sandpoint ever since she was born. The daughter of a guardswoman and a logger, she had always hoped to follow in her mother's footsteps as a protector of Sandpoint. An eager girl at her young age, she often hung out with other guardspeople if only to observe what they do.

When she came of age, she began to explore the outskirts of town to see what was out there. It was in one particular adventure when she ran afoul with goblins. Before she was overwhelmed, the goblins laid dead in a flurry of arrows, courtesy of Shalelu. After a stern talking down by the elf, she was taken back home and received the same tongue-lashing from her parents. Yet the lesson stuck with her. If she was going be a decent fighter, she would have to keep a more level head. As such, she learned how to better survey the land beyond, while learning the art of the blade from her mother as well as her friends.

Appearance and Personality:

Spoiler:
A solidly built woman, she stands at 5 and a half feet tall with brown, wavy hair that she keeps short at her shoulder, though she occasionally keeps it shorter. She rather picks clothing that suits the nature of her environment, whether it's armor for combat, pants and shirts when in town or a dress for special occasions.

Brigittia is comfortable whether it's getting her hands dirty or getting dressed in parties, though she prefers the hustle of combat above all else. She is friendly to others and likes to socialize, though she does have a competitive streak. When confident, she can be brash and even arrogant, but strives to keep that in check. Above all else is her love of Sandpoint in general from the buildings to the people. She would do whatever it takes to keep it safe and gives little quarter to those who threaten it. She sees Shalelu as an idol of sorts and hopes to find the chance to meet her once more.


After a little more thought about my character I have another question: Would you allow a non human Aasimar/Tiefling?
I'm thinking Halfling born, so it would be small.


Welp! I had drafted a Herald Caller of Desna, but I see Desna priests are already well represented so yeah, about that =P

Maybe something else will come to mind as I will be sitting in the sun this afternoon, doing nothing else but flipping the pages of the book I'm bringing with me to the balcony.


GM:

Quote:
... For the dragon kingdom, I assume you're talking about Hermea?...

That sounds right. I loaned out my World Guide and can't remember the name.

Quote:
... As for the feat, I'd suggest replacing Heighten Spell with something that might be more useful. ... You can always retrain it later.

If you aren't going to be too extreme on the retraining, definitely Extra Rage. A lot of GM's make retraining cost so much in time and/or gold that it never seems worthwhile to do it. You end up missing out on too much adventuring time or gear.


@Nex Ah, yes, I did miss that when I looked over it. Everything looks good.

Patrickthekid:

With Improved Initiative, you get a +4 bonus to Initiative. That, plus your Dex bonus, should give you a total of +5.

You need 13 Dex for the Dodge feat - you'll either need to adjust your ability scores or swap for a different feat.

I'm giving three traits, no drawbacks, so you'll need to pick a third trait.

Base Atk in a stat block refers to the class's base attack bonus (+3 at this level).

Everything else looks good.

@Cuan - Yes, that would be fine. Adjust both Size and speed accordingly.

Revolving Door Alternate:

Per the retraining rules, retraining a feat takes 5 days with someone who has the feat, and costs 10 x your level x 5 gp. So, if you retrain at level 9, you would pay 450 gp. I'd say Heighten Spell would be a common enough feat that finding a trainer wouldn't be hard. I'm just going to use retraining rules by the book, so the total cost of retraining it is really based on how long you wait for it.


Thanks gm. If I happen to get selected I will give the sheet a thorough second look to see if there is anything I missed.


This is Wrath, follower of The Way of the Silver Claw. Wrath is a loyal and dedicated monk of The Way of the Silver Claw, a group that venerates silver dragons and particularly the silver dragon Zandet, their founder. Wrath has arrived in town while the party has been at Thistletop. He has sought to help Sandpoint's residents recover from the goblin attacks. Regretting his delayed arrival in Sandpoint, Wrath has vowed to stay and protect the town from any threats, goblinoid or otherwise.

Statistics:
Wrath
Male Aasimar (Angel-Blooded, Dwarven appearance) Scaled Fist Monk (Unchained) 2, Crossblooded Sorcerer 1
LG Medium humanoid (Dwarf)/outsider (native)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+3 monk, +1 Dex, +1 Dodge, +1 deflection)
hp 22 (2d10+1d6)
Fort +4, Ref +4, Will +1
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike(PA) +4 (1d6+6/x2) or
. . flurry of blows(PA) +4/+4 (1d6+6/1d6+5/×2) or
. . unarmed strike +5 (1d6+4/x2) or
. . flurry of blows +5/+5 (1d6+4/1d6+3/×2)
Special Attacks
Arcane Strike
. . Swift action, all weapon attacks add +1 damage
Dragon Style
. . While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st 5/day(3+Cha+Bonded Item)— Snowball
. . 0 (at will)— Mage Hand, Message, Detect magic
. . B Bloodline spell; Bloodlines (Crossblooded) Draconic, Arcane
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 12, Wis 10, Cha 17
Base Atk +2; CMB +5; CMD 21
Feats Improved Unarmed Strike, Stunning Fist, Eschew Materials, Dodge, Dragon Style, Power Attack, Arcane Strike
Traits Magical Knack(Sorcerer), Indomitable Faith, Scholar of the Ancients
Skills Acrobatics +7, Knowledge (Arcana) +8, Knowledge (History) +8, Linguistics +3, Perception +5, Use Magic Device +9, Lore (The Way of the Silver Claw) +7
Languages Common, Thassilonian, Draconic, Dwarven
Gear - Ring of Protection +1, Wand of Cure Light Wounds (50 charges), Acid (2), Trail Rations (6), Waterskin, Soap
225gp 9sp 9cp

--------------------
Special Abilities
--------------------
Angel-Blooded Spell-Like Abilities
. . 1/day-Alter Self
Stunning Fist- 2/day, as part of attack, Target is stunned for 1 round, DC 14 fort save negates.
Evasion- If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Draconic Bloodline
-Arcana: Whenever you cast a spell with the Cold descriptor, that spell deals +1 point of damage per die rolled.
-Claws (Su): you can grow claws as a free action. make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4+Str - 6 rounds/day

Arcane 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.
-Arcane Bond (Su): Amulet. At 1st level, 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. Once per day, your bonded item allows you to cast any one of your spells known.

Backstory and Connection to Sandpoint:
Wrath was born into a small Monastery in the northern Mindspin Mountains. The Way of the Silver Claw has been around for centuries, a congregation of dwarves (a mixture of sorcerers and monks) who have venerated silver dragons since it's inception. The silver dragon Zandet was their first teacher. He taught these dwarves that there are impurities within all mortal beings and that we must seek to root them out in order to become a perfect self. He taught them that all vice stem from these seven impurities: Envy, Gluttony, Greed, Lust, Pride, Sloth, and Wrath. The Way of the Silver Claw seek to follow Zandet's teachings, even though he hasn't been seen in many years. At a member's coming of age ceremony, they are named after their greatest vice. Only after overcoming this vice are they able to shed themselves of this name and take on a new name.
Wrath has recently received his new name, he received this name because of a lacking in emotional restraint. Only when he can completely control his anger and sense of justice will he be able to shed his shameful name. All his life Wrath has studied the teachings of Zandet. The Way of the Silver Claw focuses on 3 tenants, overcoming your vices, learning about yourself and the world around you, and preserving and protecting innocent life. It was at this point that going out into the world would best help Wrath to progress toward fulfilling these tenants. Wrath's master told him to go to Sandpoint and that there would be a festival there soon, and that he had a dream that terrible things would happen there soon. Wrath was sent to help this town in any way he can and to represent The Way of the Silver Claw. Because of bad weather and minor incidents on the road, Wrath arrived in Sandpoint late for the festival to find that there had been an attack by goblins. Things seem to have settled at this point, the cathedral has already been dedicated and life has mostly returned to normal. Wrath goes about town looking for anyway to help the victims of an attack he should have been there for. Regretting his delayed arrival in Sandpoint, Wrath has vowed to stay and protect the town from any threats, goblinoid or otherwise.

Description:
Wrath is of dwarven appearance, he has blond hair and a short darker blonde beard. His eyes are an icey blue color. Wrath has a more fit build than you might expect for a dwarf. Red symbols are tatooed onto the backs of his hands, a reminder of his vice. Wrath wears a plain tan shirt that has the sleeves cut off. He wears baggy brown pants and leather boots.
Wrath under normal circumstances is very calm and slow to take offence. He is focused and because of his upbringing is slower to get jokes or to laugh. He does enjoy the company of others and cares about people, and that is how he gets into most of his trouble. Wrath is very loyal to those he consider's friends. If someone were to hurt, threaten, or insult one of his friends he would be quite angry and might physically harm these assailants. Wrath's friends would describe him as someone you can always rely on, a friend who is loyal through the thick and the thin, he is the kind of person that would never betray a friend. Wrath's second joy is learning new things about the world around him. It isn't unusual to find him consumed in some book or conversation with the elderly. Wrath doesn't particularly enjoy fighting and sees it as something he has to do when there are no other options. He knows that it brings out his weakness, something that is easier for him to avoid than control. Despite this, Wrath only tries to avoid combat when he believes there is a better solution.

Edit: Forgot to mention that I am on Mountain time.


Brigittia Pera 
Female human fighter (Two Handed Fighter) 3 
NG Medium humanoid (Human) 
Init +5 
-------------------- 
Defense 
-------------------- 
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) 
hp 24 (3d10+2) 
Fort +5, Ref +2, Will +4; 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee Great sword +6 (2d6+3/19-20x2) 
Ranged longbow +4 (1d8/x3) 
--------------------

Statistics 
-------------------- 
Str 17, Dex 12, Con 15, Int 12, Wis 12, Cha 10 
Base Atk +3; CMB +6 (+8 sunder); CMD 17 
--------------------

FEATS 
Iron Will, Weapon Focus (great sword), Power Attack, Improved Initiative, Toughness

TRAITS 
Monster Hunter: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Skills: Appraise +7, Climb +5, Handle Animal +6, Intimidate +6, Knowledge (dungeoneering) +7, Survival +7

Languages: Common, Varisian

greatsword, longbow, 5 arrows, chain mail

And I work at Central American Time.


FiliDestro:

Mechanically, it looks mostly good. What is the math on your CMD? I only count up to 17.

Did you take the Scion of Humanity alternate racial trait?

I have some questions about how your ancestry interacts with the backstory.

First, where does his Angelic blood come from? Does the Way of the Silver Claw often traffic and breed with angels? Is there an ancestor further back who did so? Does Wrath know who that is

Second, is Wrath descended from Zandet or another silver dragon? While the flavor of Scaled Fist monk works for learning draconic ways, sorcerer isn't something you learn, it's something you're born with. If he is descended from a silver dragon (Zandet or otherwise), does that give him any kind of special status within the Way?

Third, where does Zandet's arcane heritage come from? Dwarves don't become arcane spellcasters often, so one being powerful enough to produce arcane bloodline sorcerers in his bloodline would be noticeable.

The character right now feels like a collection of mechanical abilities that needs more fleshing out. Give it some thought, and see if you can find a way to expand Wrath's backstory.

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