Rise of the Runelords - A Tale of Wrath & Greed - 1st Edition Pathfinder

Started by Praxis, July 21, 2021, 02:59:08 PM

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Praxis

Quote from: FoxgirlJay on July 22, 2021, 08:57:25 AM
Are Backgrounds/Traits in use?

Also. Cosmetic side of things. I'd like to have a familiar using the Raven statblock, but for looks sake, it'll be an Owl. That alright?

Background/Traits, yep!

I'm comfortable with people taking them just for the bonus.  They don't have to actually weave them into their character story if they don't want to.

And raven-owl/owl-raven approved.

Quote from: FoxgirlJay on July 22, 2021, 08:57:25 AM
https://www.myth-weavers.com/sheet.html#id=2491585 - Still working on my sheet

Nice-u!




Praxis

Quote from: PhantomPistoleer on July 22, 2021, 09:02:07 AM
Hugh Longfellow
XP 0
Male human unchained rogue
CG medium humanoid
Init +7; Senses  Perception +4



DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +0


OFFENSE
Speed 30 ft.
Unarmed attack +1 (1d3+1)
Space 5ft.


STATISTICS
Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Improved Initiative, Weapon Focus (Rapier)
Skills Acrobatics +7, Climb +5, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Linguistics +6, Perception +4, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +5
Languages Common, Shoanti, Varisian
Gear See below
SQ None


CLASS FEATURES
Weapon Proficiency:  Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack:  If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.  At level 1, the extra damage is +1d6.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.




Questions:

I guess I have a few questions about general character creation.

1.  What is starting GP?
2.  Do characters start with traits?
3.  I'm not planning on it, but can characters take flaws (or whatever they're called in Pathfinder)?
4.  I'm not planning on it, but can characters start with self-crafted items?


Nice.

1.  Let me look into coin and I'll get back to you.
2.  Sure, they can if you like. I think two is the limit.
3.  Yep, they can.
4.  That's a hard maybe?  I think it depends so people just need to ask about it and we can hammer it out.

Praxis

@Pistoleer

4d6 x 10 for your rogue!

I rolled and he got 170.   BUT...you're welcome to roll your own if you like.

PhantomPistoleer

Quote from: Praxis on July 22, 2021, 10:01:50 AM
@Pistoleer

4d6 x 10 for your rogue!

I rolled and he got 170.   BUT...you're welcome to roll your own if you like.

I will take the 170gp.

I am finished, though I feel a little weird walking into the game with only one melee weapon (if the character is selected).  I kind of splurged on MW Thieves Tools, since they're usually rarer to find.
Always seeking 5E games.
O/O

Hatless

Is the Blossoming Light archetype for Cleric on your list? I'm looking at making a follower of Shelyn that's focused on channeling. Incidentally, how do you feel about Variant Channeling? I think my domains are going to be Luck and Protection if that influences your decision. :P

Praxis

I wouldn't worry too much about weapons PP.   Lots of opportunity to get more weapons once the party arrives at Sandoint.


Hatless...can't tell you at the moment.  Buying lunch but I'll be back at my desk in 30.  Then I'll send upu a screen cap of what archetypes I have.

Praxis

Quote from: Hatless on July 22, 2021, 11:24:21 AM
Is the Blossoming Light archetype for Cleric on your list? I'm looking at making a follower of Shelyn that's focused on channeling. Incidentally, how do you feel about Variant Channeling? I think my domains are going to be Luck and Protection if that influences your decision. :P


Green light!  Also...Blossoming Light is fun!

I'm good with Variant Channeling.  Just keep me in the loop with what your plans are.  :)




pdragon

What a thrill...with silence and darkness through the night....

Request Thread

Chulanowa


Praxis

Quote from: pdragon on July 22, 2021, 02:21:13 PM
First draft for my tiefling twink sorcerer

Reviewing presently!  Thank you.  I'm just loading this into my version of Hero Lab and checking things.  :)

Praxis

Quote from: pdragon on July 22, 2021, 02:21:13 PM
First draft for my tiefling twink sorcerer

Alright man.  No real concerns!

I can't find Phoenix bloodline for the life of me in Hero Lab but digging in, it doesn't seem broken or anything.

I can't find where Fiendish Resistance came from (trait?) (feat?) (racial benefit?) but again.  Doesn't seem broken and isn't a big deal.
Same goes for Prehensile Tail which is a pretty fun (trait?) (feat?) (racial benefit?)


Seems like a fun little short to mid-range blaster type.



Let me get everyone in that wanted to get in.  Then I can make final decisions and we can map out backgrounds  next week.   If you want to invest a little time, grab the Runelords player's guide from Paizo.com or I can email it to you.    Ideally...settle on one of the following.

1 - Zael is from Sandpoint

or

2 - Zael is from Magnimar (probably a little better fit consider race)

or

3 - Zael is from somewhere else






pdragon

Quote from: Praxis on July 22, 2021, 03:35:26 PM
Alright man.  No real concerns!

I can't find Phoenix bloodline for the life of me in Hero Lab but digging in, it doesn't seem broken or anything.

I can't find where Fiendish Resistance came from (trait?) (feat?) (racial benefit?) but again.  Doesn't seem broken and isn't a big deal.
Same goes for Prehensile Tail which is a pretty fun (trait?) (feat?) (racial benefit?)


All stuff is taken from the SRD tiefling page. One of the reasons I wanted to use Mythweavers is that I saw that PCgen had pretty much none of the extra options for tieflings, not even variant heritiges, and I'm assuming Hero Labs must be the same if those options aren't there. For example Fiendish Resistance is just a default trait Tieflings have, so it really doesn't make sense that it's not there.
What a thrill...with silence and darkness through the night....

Request Thread

FoxgirlJay

Just wanna check. How many traits? I see the standard on PFSRD is 2, and some other DMs do 2, and take a drawback to get 3.

Just wanna make sure how you run things before taking a second go at my sheet and having you look it over

Praxis

Quote from: FoxgirlJay on July 22, 2021, 04:20:52 PM
Just wanna check. How many traits? I see the standard on PFSRD is 2, and some other DMs do 2, and take a drawback to get 3.

Just wanna make sure how you run things before taking a second go at my sheet and having you look it over


2!

Hatless

Here's my sheet: Sheet

I was tempted to link to a Waluigi picture, but some people around here have class.

I went the 'take traits just for the bonus' route so ignore that Flames of Hell thing. I promise I'm not secretly evil.  O:)

Quote from: Praxis on July 22, 2021, 01:20:37 PM
I'm good with Variant Channeling.  Just keep me in the loop with what your plans are.  :)

The plan is to get Purifying Channel so I can heal for a little bit, buff the team, and deal damage with one channel. After that, it's probably just a slew of other channeling feats to pile on as many extra benefits as I can. One healing and buffing machine reporting for duty. :P

FoxgirlJay

At 2021-07-22 18:18:21, Foxgirl Jay (uid: 63104) rolls: 2d6 Result: 6 = 60 GP. 21 for Wizard kit, 2 for a dagger.

Sheet's just about done, I think! For backstory/placement, she's going to be from somewhere else. When it's wanted I can post the backstory/finalize the application sheet!

https://www.myth-weavers.com/sheet.html#id=2491585

Hexed

Sheet for Ranna Walstad

Gold roll Result: 9 for 90g

PCGen and Hero Labs are lacking most of the options for me so used mythweaver. :)

Don't typically play melee types so here's hoping she's decently built. And ignore the axe the picture has. Earth Breaker is what I picked. ^^

Praxis



Quote from: Hatless on July 22, 2021, 05:50:33 PM
Here's my sheet: Sheet

I was tempted to link to a Waluigi picture, but some people around here have class.

Not me!

Also it's noted that your inability to accept and acknowledge Waluigi as a classy gentleman of the highest order is noted and possibly a significant point of concern.


Quote from: Hatless on July 22, 2021, 05:50:33 PM
I went the 'take traits just for the bonus' route so ignore that Flames of Hell thing. I promise I'm not secretly evil.  O:)

Roger roger.  :)


Quote from: Hatless on July 22, 2021, 05:50:33 PM
The plan is to get Purifying Channel so I can heal for a little bit, buff the team, and deal damage with one channel. After that, it's probably just a slew of other channeling feats to pile on as many extra benefits as I can. One healing and buffing machine reporting for duty. :P

Yep.  Clerics get a bit out of control.  It's fun.  Fortunately I have an infinite-sized monster closet to throw them in if 'n they get too uppity.

Quote from: FoxgirlJay on July 22, 2021, 06:27:32 PM
At 2021-07-22 18:18:21, Foxgirl Jay (uid: 63104) rolls: 2d6 Result: 6 = 60 GP. 21 for Wizard kit, 2 for a dagger.

Sheet's just about done, I think! For backstory/placement, she's going to be from somewhere else. When it's wanted I can post the backstory/finalize the application sheet!

https://www.myth-weavers.com/sheet.html#id=2491585

Good stuff!


Quote from: Hexed on July 22, 2021, 09:24:05 PM
Sheet for Ranna Walstad

Gold roll Result: 9 for 90g

PCGen and Hero Labs are lacking most of the options for me so used mythweaver. :)

Don't typically play melee types so here's hoping she's decently built. And ignore the axe the picture has. Earth Breaker is what I picked. ^^


I wouldn't sweat efficacy too much.  We're all here for the journey.  Not for consistent round by round damage.  :D


And big crazy hammers are big crazy fun.

Praxis

Recap...



We have so far...


Hugh Longfellow | Rogue - Human | Melee focused (ish)

Zael Ras'kar | Sorceror - Tiefling | Short to Mid-range blaster type

Shadi Bahar | Cleric - Human | Blossoming Light Spec

Cirene Galath | Wizard - Human | Exploiter spec - think spell-tastic multi-tool with legs

Ranna Walstad | Barbarian - Human | In yo face melee



There might be a few more people coming in but I'm gonna be going over characters this weekend and off the grid mostly.  It seems like we presently have our five.  Which is great if we don't get more because I feel like I'd be picking which of my children are my favourite.

Not bad and you guys got sneaky, fighty, spelly and healy covered.



So do me a favour over the next 72ish hours.

1.  Get thine hands upon the sacred scrolls titled Rise of the Runelords Player's Guide.

2.  Settle a little bit on a back story.  You CAN make it elaborate and lengthy BUT...you can also phone it in and we'll fill in the cracks as we go along.

3.  We start the campaign in Magnimar; a free city in Varisia.  When you think about Varisia, think of a Mediterranean vibe from a landscape and climate perspective with a fantasy shtick.   

4.  We are exploring and dying having fun on The Lost Coast in Varisia.  The Lost Coast is a section of Varisia that was once populated by the ancient empire of Thassilon roughly ten thousand years ago.  Throughout the Lost Coast there are still structures that stand (albeit weathered and mostly ruined) that remind everyone that there was a good deal that happened  a long, long time ago and leaving plenty of mysterious locations to explore and die have fun in.

<3



pdragon

Zael Ras'kar

Gold:2d6=6 x10 = 60 starting gold

Like many tieflings, Zael found himself born to a family that was less than thrilled to pop out a little demon baby. And like many of the orphaned children in Riddleport, Zael learned from a young age how to scrap and scrounge to survive. However "luckily" for Zael, he was not destined to take up the life of a petty thief, for as he got older and grew into his dainty, feminine looks, he discovered a much easier way to get by than by picking pockets and snatching food from stalls. A few years of hooking later and the boy had all but resigned himself to a life of prostitution, when one night an especially drunk and aggressive client started getting violent with him. It wasn't anything he wasn't used to, but for whatever reason this particular incident caused something within him to snap, and it was then that his dormant power was first unleashed, his sorcerous blood quite literally erupting in a fiery burst of rage. After the initial shock and horror wore off, the newly awakened sorcerer felt...surprisingly good. It was the first time Zael had felt strong, significant, like he might have some greater purpose in the world. And that feeling, along with the charred corpse on his hands, inspired Zael to leave Riddleport behind and pursue a life of adventure.
What a thrill...with silence and darkness through the night....

Request Thread

Chulanowa


Hatless

Gold roll: At 2021-07-23 17:08:51, Hatless (uid: 64026) rolls: 4d6a2 Result: 16

I think my sheet is 100% official now. I made a few small changes (like shifting a skill point away from Sense Motive and to Appraise) and spent my money.

Lazy background: Shadi hails from Qadira. In that land of opulent wealth, she apprenticed herself into the service of a local priestess of Shelyn for the majority of her formative years. The transformation that took place was a gradual one, though the dogma of her patron deity soon gave Shadi a new appreciation for the world and everyone in it. Gold had not lost all its luster and appeal, but rather than desiring it for the sake of accumulating wealth alone, Shadi came to see the rivers of coin that flowed through her homeland as a gateway to experiencing everything that life had to offer, both for herself and to share with others.

Upon reaching adulthood, Shadi found that her spirit yearned for something more than the sheltered life she had begun to carve out for herself. Days spent practicing her trade, contributing to artists, and counseling those that sought to better their lives -- while all noble pursuits -- left her feeling unfulfilled but unsure how to remedy the problem.

Shadi eventually settled on embarking on a pilgrimage of sorts, a journey across the Inner Seas to see the wonders of the world and meet its people. It's been over a year since her quest to find herself started and she's now at its final destination: Magnimar, City of Monuments, a place brimming with history and idyllic coastal beauty that should speak to the heart of any priestess of Shelyn. And while her trek across the continent has been a wonderful experience, Shadi still cannot shake the feeling that she has yet to find her place in this world.

Vague personality: Gregarious, charitable, optimistic, sees the good in everyone, enjoys being pampered

I'm open to any connections with other players. Shadi's been wandering around, traveling east to west, over the last year so she could have bumped into anyone. Assuming, of course, that it's ok with our strangely Waluigi-obsessed GM.

Praxis

Quote from: Hatless on July 23, 2021, 06:54:52 PM
Gold roll: At 2021-07-23 17:08:51, Hatless (uid: 64026) rolls: 4d6a2 Result: 16

I think my sheet is 100% official now. I made a few small changes (like shifting a skill point away from Sense Motive and to Appraise) and spent my money.

Lazy background: Shadi hails from Qadira. In that land of opulent wealth, she apprenticed herself into the service of a local priestess of Shelyn for the majority of her formative years. The transformation that took place was a gradual one, though the dogma of her patron deity soon gave Shadi a new appreciation for the world and everyone in it. Gold had not lost all its luster and appeal, but rather than desiring it for the sake of accumulating wealth alone, Shadi came to see the rivers of coin that flowed through her homeland as a gateway to experiencing everything that life had to offer, both for herself and to share with others.

Upon reaching adulthood, Shadi found that her spirit yearned for something more than the sheltered life she had begun to carve out for herself. Days spent practicing her trade, contributing to artists, and counseling those that sought to better their lives -- while all noble pursuits -- left her feeling unfulfilled but unsure how to remedy the problem.

Shadi eventually settled on embarking on a pilgrimage of sorts, a journey across the Inner Seas to see the wonders of the world and meet its people. It's been over a year since her quest to find herself started and she's now at its final destination: Magnimar, City of Monuments, a place brimming with history and idyllic coastal beauty that should speak to the heart of any priestess of Shelyn. And while her trek across the continent has been a wonderful experience, Shadi still cannot shake the feeling that she has yet to find her place in this world.

Vague personality: Gregarious, charitable, optimistic, sees the good in everyone, enjoys being pampered

I'm open to any connections with other players. Shadi's been wandering around, traveling east to west, over the last year so she could have bumped into anyone. Assuming, of course, that it's ok with our strangely Waluigi-obsessed GM.



Everything looks excellent save your lack of appreciation for Waluigi.


Those of you interested can direct your web browser to   heroforge.com.  It's free of charge and you can create a rendition of your character.  It's pretty deep as far as options go. 

IF you make someone and then you post it here, I can follow the link and then turn it into a custom token on the battle maps for when the fights start.

Here's a couple I have thrown together in the past.  I tend to go pretty tame but there's lots of wild stuff you can make with the online builder.







PhantomPistoleer

Hugh Longfellow
XP 0
Male human unchained rogue
CG medium humanoid
Init +9; Senses  Perception +4



DEFENSE

AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Armor)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +0


OFFENSE
Speed 30 ft.
Melee
Unarmed attack +1 (1d3+1)
Rapier attack +4 (1d6+1, 18-20/x2)
Space 5ft.


STATISTICS
Str 12, Dex 16, Con 12, Int 14, Wis 11, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Improved Initiative, Weapon Focus (Rapier)
Traits Armor Expert, Outlander (Exile)
Skills Acrobatics +7, Climb +5, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Linguistics +6, Perception +4, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +5
Languages Common, Shoanti, Varisian
Gear See below
SQ None


CLASS FEATURES
Weapon Proficiency:  Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack:  If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.  At level 1, the extra damage is +1d6.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.


GEAR
Explorer's Outfit
MW Thieves Tools
Rapier
Parade Armor
Kit (Dungeoneering):
-- two candles
-- chalk
-- a hammer and four pitons,
-- 50 feet of hemp rope,
-  a hooded lantern with 5 flasks of oil,
-  two sacks,
-  two torches, and
-  four tindertwigs




Background:  Hugh has traveled to Sandpoint as a member of a roaming nomad Sczarni band of Varisians.  Though he plies his trade as a thief, pickpocket, and ne'er-do-well, he has a good heart.  He's the sort of thief that consoles orphans, feeds the homeless, and tends to the elderly.  A streetrat through and through, Hugh nevertheless isn't a stranger to hard work, especially if his fellows have been paid handsomely by local governments to behave.

Personality:  Hugh is charming, friendly, and extremely superstitious.  In faith, he is an opportunist, willing to support or condemn whichever God seems most appropriate at any given time.  Although he gets along well with people, he has never been able to form deep roots anywhere.
Always seeking 5E games.
O/O

Chulanowa

Name: Aspen Tynnel
Race / Gender: Male Half-Elf
Class: Bard 1
Sheet: https://www.myth-weavers.com/sheet.html#id=2459045

Brief History: Aspen was the unwanted by-blow of who knows who; the unwanted babe was passed into the hands of a Varisian caravan, and whichever parent did it never looked back. Aspen grew up on the stories and songs of his adopted people, eventually leading him to Magnimar to study more earnestly. After a while in that city he decided, completely on his own and not under any sort of duress, to take to the frontiers by himself. He's a mild student of Varisian history and its peoples, but has settled for the time being in Sandpoint, partly because of an interest in a certain bartender, but mostly because of the beach.

Personality: Aspen presents himself as easy-going and curious, especially when it comes to elves. He knows a little about a lot, and is always trying to get one more little nugget out of someone. He has a genuine interest in the wildlands of Varisia, though little skill in navigating them himself. He's taken an especial fondness to the shores. Aspen is a faithful worshiper of Desna. he tries to be optimistic about most things, but is known to often put himself before others.

Starting Gold: 3d6 x 10 = 130 GP

Equipment
Longbow (75 GP)
Quiver w/20 arrows (1 GP)
Daggers x2 (4 GP)
Quarterstaff (Free)
Lute (common Quality) (5 GP)
Studded Leather Armor (25 GP)
Ranger's Kit (9 GP)
Journal (10 GP)
Silver Holy Symbol of Desna (Free from Trait)
Total: 129 GP spent

Alternate Racial Traits
Ancestral Arms
Source Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Disregarded
Source Legacy of the First World pg. 5
Half-elves with this trait practice magical techniques to conceal their fey features from casual scrutiny. These half-elves treat their caster level as 1 higher when casting illusion spells. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities 1/day—guidance, innocence, lullaby, and mage hand. The caster level for these effects is equal to the half-elf ’s level. The DC for these spells is equal to 10 + the spell’s level + the half-elf ’s Charisma modifier. This racial trait replaces keen senses.

Flexible Half-Breed
Source Blood of Shadows pg. 14
Once per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.