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haldir
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the below is from the recuitment thread

 

don't know about the 2nd level hit points

 

how many methods do they have in PF for hp/level?

 

Classes:

 

Pathfinder rpg. the Warmage & Hexblade are grandfathered in, but I'd like to just keep with the PF book from now on.

 

 

Races

 

Pathfinder rpg

 

Pathfinder's races are slightly different then say a Greyhawk campaign, these are the changes-

 

Humans (at least in the nation of Varisia)

 

there are 3 ethnic backgrounds that humans fall under, Chelexian, Shoanti, & Varisian.

 

Chelexians are some what new to the realm of Varisia, their empire of Chelixa lies South of Varisia, but they also hold claim to the mighty cities of Magnimar & Korovosa, thou their empire is in decline due to death of their deity, Aroden & the rise of outside influnences, still the Chelexians hold true.

 

The Shoanti are nomadic tribesman, similar to American Indians of our world. The Shoanti once held all if not most of the lands, but due to the influx of Chelexian colonists from the south, they have lost many people & the land, there are only 7 remaining tribes that roam the Storval Plateau, the Cinderlands, the Curchainian Hills, and the Velashu Uplands. Shoanti & Chelexians do not get along, due to the bad blood amongst their histories. Shoanti tend toward ruddy complexions & most men are over 6 feet tall (women being slightly shorter). Hair is most often shaved, both sexes included as it tends to get in the way of combat, something to familiar with Shoantis. Dress is functional & practical. Shoantis often decorate themselves with tatoos ranging from small ones on a shoulder to elaborate ones that take over the entire arm.

 

Varisians are wanderers, clannish, think gypsies in our world & your close to a Varisian, fiercely independent & hot headed. Varisians have a olive-complex with hair tending toward black being most common amongest them. They tend to keep their hair long, but male & female. With dress toward being elaborate & loud, thanks to entertainers being they're most common ways of employment. Varisians also have tatoos but unlike the Shoanti's warlike designs, these tend to be intricate in design & complexity.

 

Feats

Again, the Pathfinder rpg + take 1 free feat from that Player's Guide.

Starting level: 1 (give yourself enough xp for halfway to 2

 

Stats: stats have been preset with the following numbers--15,14,13,12,10,8 arranged in any order with an addition of +3 added however you'd like (+2, +1, or +1,+1,+1 or straight +3) before racial mods are added.

 

Staring Gold: Max whatever your class says + add in 100 gp, you guys have been in Sandpoint for a bit.

 

Player dice rolling

 

Invisible Castle

 

 

Update Chelexian language is the Common tongue of Golarian(Varisia)

 

thanks for filling that last spot, Qwyk!!

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I'm working of the PSRD, so I have no idea on the hit point rolling...

 

As for the gold, I was wondering if I had any extra since I'm starting at second. I can afford all my critical gear, but there's a few extra things I'd like the character to have if I have more to spend...

just the extra 100gp as mentioned above

 

money wise, your really starting off at 1st level, but just leveling up to 2nd level, time spent in town you've managed to get the extra 100gp

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I'm working of the PSRD, so I have no idea on the hit point rolling...

 

As for the gold, I was wondering if I had any extra since I'm starting at second. I can afford all my critical gear, but there's a few extra things I'd like the character to have if I have more to spend...

just the extra 100gp as mentioned above

 

money wise, your really starting off at 1st level, but just leveling up to 2nd level, time spent in town you've managed to get the extra 100gp

I believe thats roughly what the rest of us have earned

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Invilareth Quaressithal (Vil)

Male half-elf Ranger2

N Medium humanoid

5’10”, 150 lb, black hair, gray eyes, 23 years old

Init +3 ; Senses Perception +11 (+2 vs. humans), Low-light Vision

 

AC 17, touch 13, flat-footed 14, CMD 18

hp 19 (1d10)

Fort +4, Ref +6, Will +1

Special Immunity: magical sleep, +2 save vs. enchantment, 50% chance to stabilize

 

Speed 30 ft.

Melee Short Sword +5 (1d6+3, 19-20/x2)

Melee Short Swords +3/+3 (1d6+3, 19-20/x2)

Melee Blackjack +5 (1d6+3 nonlethal, x2)

Melee/Ranged Dagger +6 (1d4+4, 10 ft, 19-20/x2)

Ranged Throwing Knife +5 (1d4+3, 20ft, x2) *full-round to draw and throw

Ranged Throwing Knives +3/+3 (1d4+3, 20ft, x2) *full-round to throw: must draw earlier

Ranged Tanglefoot Bag +5 touch (-2 atk, -4 Dex, half speed; Reflex DC15 or stuck; 2d4 rounds; 10 ft)

CMB +5

Special +2 attack and damage vs. humans

 

Str 16, Dex 16, Con 10, Int 14, Wis 13, Cha 8

Feats Lone Wolf, Skill Focus: Perception, Two-weapon Fighting, Double Slice

Skills Acrobatics +4, Climb +7, Disable Device +4, Escape Artist +4, Knowledge (Geography) +6, Perception +11, Sense Motive +3, Stealth +7, Survival +6, Swim +6

+1 Survival when tracking; +2 Bluff, Knowledge, Perception, Sense Motive, Survival vs. humans

Languages Elven, Chelaxian, Shoanti, Varisian

Class Features Favored Enemy: humans +2, Track, Wild Empathy +1

Gear 2 short swords, 6 throwing knives (2 concealed), blackjack, masterwork chain shirt, artisan’s outfit, waterskin, sack (crowbar, 50 ft silk rope, grappling hook) thieves’ tools, hunting knife, whistle, 1 tanglefoot bag, 25 gp, +1 dagger (concealed)

 

Born amongst the elves, Invilareth Quaressithil never knew his human father (though his appearance suggests he was Varisian), and his mother has never been willing to speak of him. As it is for most half-elves, he was never wholly accepted into the elven community; much of his childhood was spent alone in the woods, wandering whichever way his feet took him and constantly getting into and out of trouble. As he approached adulthood, he tired of this outcast life and left for the human city of Magnimar. From the day he left his home, none has ever heard his elvish name; he introduces himself in human lands simply as “Vil”. Something of an outcast even there, he became quite familiar with the underlife of the city, acquiring numerous questionable skills. Short on cash, but unwilling to turn to thievery, he offered his talents to the city guard as a thief-catcher: a specialist in tracking down and capturing thieves and other criminals. Such a post being rather dangerous and requiring an odd combination of talents, the guard was more than willing to bring in an outsider for the job. For two years, Vil worked in this capacity; however, tiring of city life, he wished to relocate to a quieter community. Sandpoint seemed the ideal location; with the shadow of the Late Unpleasantness still hanging over the town, the local sheriff was glad to have someone of his talents available if needed.

 

Vil’s days as a city thief-catcher have taught him to be ready for anything; his standard kit includes a number of unusual items—a crowbar, grappling hook, various other tools, and a variety of alchemical substances can frequently be found on his person. This is in addition to the eight blades he carries: two short swords across his back, four throwing knives at his belt, and another two in his boots, plus a short hunting knife for utility purposes.

 

Vil now lives alone in a rented room in Sandpoint. He works with the town guard on a per-job basis, as Sandpoint is quiet enough not to warrant a full-time thief-catching position. He supplements this income by hiring himself out as a guide in the surrounding countryside; his knowledge of the surrounding lands is significant. He tends to be somewhat nocturnal; those looking for him in the middle of the day may find him sleeping, while those looking for him at night may not find him at all.

 

Despite his estrangement from his elven kin, Vil still thinks himself as an elf first. Exposed to many of the worst elements of humanity, he has a dim view of the race as a whole, and tends to come across a bit harsh in his everyday dealings with humans. To him, the majority of humans are little more than potential criminals. As a side effect of this worldview, he tends to take it personally when a fellow elf or half-elf turns to thieving. Since moving to Sandpoint, he has become slightly more willing to accept that there are good humans in the world, but it is still extraordinarily difficult to gain his trust.

 

Note: would have bought some manacles, but ran out of gold...will acquire ASAP--no good catching a thief if you can't secure him.

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2nd level & beyond hps

 

1) roll your hit die +/-Con bonus if any--take what you roll (thou if you roll a 1, make it a 2 then Con stuff)

 

or

 

2) take half your hit dice +/- Con bonus if any

 

Also for you go ahead & add a +1 dagger to your arsenal. You found it among a thieves cache of stolen goods, you just errr "forgot to mention" it was in there to the local authorities

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2nd level & beyond hps

 

1) roll your hit die +/-Con bonus if any--take what you roll (thou if you roll a 1, make it a 2 then Con stuff)

 

or

 

2) take half your hit dice +/- Con bonus if any

 

Also for you go ahead & add a +1 dagger to your arsenal. You found it among a thieves cache of stolen goods, you just errr "forgot to mention" it was in there to the local authorities

 

Neat, good backup weapon...

 

By the way, the listed "throwing knives" are actually statistically darts, just having the cost, weight, and appearance of knives. In case anyone was wondering about the 20 ft. range.

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Languages Elven, Common, Chelaxian, Varisian

Common and Chelaxian are the same thing last i remember, unless it changes with the offical setting, so you can choose another language

 

Huh...I'll probably change it to the other human tongue then, makes sense given my favored enemy: human.

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*chimes in from the Peanut Gallery*

 

Huh? I didn't know PC rangers could take Human as favoured enemy.

 

Wow. I feel as if I have missed out on SO much now. :devil:

 

*skulks off to plot mayhem elsewhere*

 

Well, it's on the list in the book...and it does make an awful lot of sense for law enforcement.

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I've always house-ruled for that. Makes sense. Your a human & you hate other humans, thus favored enemy!!

 

Looks good. I'll stick you in soon, but first I wanna get the group through the Glassworks & of course get orcsoul's character into the game, along with Qwyk's character.

 

RM

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