Difference between revisions of "Rise Of The Runelords"

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(Korric Brighthammer)
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==Kaci Virzis==
 
==Kaci Virzis==
 
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Kaci Virzis is a level 1 human scarred monk.
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[[Kaci Virzis]], level 1 human scarred monk.
  
 
==[[Korric Brighthammer]]==
 
==[[Korric Brighthammer]]==

Revision as of 12:54, 5 May 2019


Introduction

Welcome to the wiki page for Rise Of The Runelords, a Pathfinder campaign being run on rpg.net forums. It is Pathfinder 1st edition, and the AP was published by Paizo. I, MurderInParqdise am the GM. That said, enjoy!


Player Characters

Our party is currently at level one, and playing the first adventure in the AP, Burnt Offerings!

Fergis Delmari

- Name: Fergis Delmari Race: Human Class: Bard (Sea Singer, aspiring Tattooed Mystic) Alignment: CN Appearance/Personality: Male, mid-20’s, black hair in a rough shag, unkempt beard, piercing green eyes, tanned skin. He wears sailor’s leathers, and walks with a rolling gait.

Fergis has an infectious confidence; some would call it crazy or foolhardy. He believes that he is destined for greatness, and dreads missing out on it; his worst fear is imprisonment. He loves the open sea, good music and cheap booze. He hates disloyalty, snobby rich folk and onions.

Fergis was a sailor on a merchant vessel. He traveled far and wide, hearing all sorts of tales. One of them was about Father Dagon, who lurked in the farthest depths, and was neither demon nor god, but something...else.

He didn't think much of it, or the crazy old salt he heard it from, until he was swept overboard in a huge storm. As he was drowning, his mind raced with pleas to all the powers he could think of. One of them answered.

Fergis doesn't remember how he made it to shore in Sandpoint, but he knows his mind has been opened to a greater Truth. He keeps his enlightenment a secret (or tries to, at least), lest anyone think he was a dangerous cultist or something. For the first time, he has found direction in life, and he can’t wait to find out where it leads.


Str 12 2 Dex 14 5 Con 10 Int 13 3 Wis 10 Cha 16 10 Hit Die: d8 HP: 8 BAB: 0 Fort: 0 Ref: 4 Will: 2

Lang: Common, Elven, Aklo

Skills: 9/level Craft (Tattoo) 1:5

  • Know (Geography) 1:6
  • Know (Local) 1:6
  • Know (Nature) 1:6
  • Linguistics 1:6

Perform (Wind) 1:7 Profession (Sailor) 1:4 Spellcraft 1:5 Swim 1:5

  • reroll 1/day

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

Bardic Performance: 7 rds/day, std to start, free to maintain.

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Performcheck in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform(act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion(figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Willsave (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment(compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Spells/Day: 1st: 2 Spells Known: DC 14 (Conj 15) 0th: 4 Light Prestidigitation Read Magic Summon Instrument: 3 min

1st: 2 Glue Seal: 30', 3 min, 1 object/5' square, Reflex or entangled/item stuck, DC 16 Grease: 30', 3 min, 1 object/10' square, Reflex or fall/item dropped, DC 16


Feat: Spell Focus (Conjuration): +1 DC to saves Mage's Tattoo (Conjuration): you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Conjuration: acid splash: 30', ranged touch, 1d3 damage (five-pronged twig on back, black with green outline)

Traits: Outlander (Lore Seeker): You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Summon Instrument, Glue Seal, Grease)

Shrouded Casting (Conjuration): You can cast spells from that school as if you had the Eschew Materials feat.


Equipment: 105 Studded leather 25 Buckler 5 Crossbow, light 35 Dagger 2 Bolts 1 Short sword 10 Artisan’s tools, common (tattooing) 5 Musical instrument, common (tin whistle) 5 Tattoos 5 Belt pouch (2) 2 Travelers outfit 1 Waterskin 1/97 8 gp

Hallander Greyvane

Hallander Greyvane Human Rogue 1

Init +3; Senses normal vision; Perception +6

Defense

AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)

hp 9 (1d8+1 Favored Class)

Fort +0, Ref +5, Will +2

Offense

Speed 30 ft

Melee Rapier +1 (1d6+1 Crit x2 18-20)

Ranged Shortbow +3 (1d6 Crit ×3); Point Blank: +4 (1d6+1 Crit x3)

Kaci Virzis

- Kaci Virzis, level 1 human scarred monk.

Korric Brighthammer

LG male dwarf cleric of Torag

Rotkarl

- Rotkarl is a Human 1st Lvl Fighter.

Init +3; Senses normal vision; Perception +0

Defense

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)

hp 12 (1d10+2)

Fort +4, Ref +1, Will +0, +2 vs Mind Effecting Abilities

Offense

Speed 20 ft (reduced from 30 ft)

Melee Greatsword +4 (2d6+4 Crit x2 19-20) or Power Attack +3 (2d6+7 Crit x2 19-20)

Ranged Dagger +2 (1d4+3 Crit ×3)