PFRPG Alpha - Rise of the Runelords AP

*** RECRUITMENT CLOSED *** Any others will be listed as Alternates.

Greetings!

I'm new here but a long time GM looking to try a Play-by-Post game here using Paizo's Pathfinder RPG Alpha rules. I'll be using the Rise of the Runelords adventure path.

I was planning on taking the Alpha v3 version as-is, then adopting changes if needed once they release the Beta version this August. You can download the rules here . You should also download the RotRL Players Guide (free!) from here . You'll need an account, which is free, but they produce some amazing stuff, so I don't think you'll regret it

I'm looking for 4-6 players who can post at least every other day, so we can keep things moving but at a pace we can all keep up with. I'll post more info soon.

I hope you can join me in this awesome adventure path.

Azor


Potential Players
Bialaska - AIYANA SWIFTWIND - (Female Human Shoanti Druid 1)
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Aiyana Swiftwind
Female Shoanti (human) Druid 1
Neutral Good, follower of Gozreh

Str 13 (+1)
Dex 12 (+1)
Con 13 (´+1)
Int 12 (+1)
Wis 16 (+3)
Cha 10 (+0)
+2 Wisdom from Race

Speed: 30ft
Initiative: +1
HP: 9
Saves: Fortitude +3, Reflex +1, Will +5

Racial/Class features: +2 Wisdom, Bonus feat, Skilled, Weapon Training (Longbow), Nature Bond (Animal Companion), Nature Sense (+2 survival, +2 knowledge nature), Orisons, Wild Empathy (diplomacy on animals with level + cha)

Feats: Totem Spirit (Shriikirri-Ouah, +2 initiative, +2 ride), Track, Mounted Combat

Attacks: Shortspear (+1 to hit, 1d6+1 damage, x3 critical) OR Longbow (+1 to hit, 1d8 damage, 100 ft range)
AC: 16 (touch 11, flatfooted 14)

Skills: Handle Animal +4 (1 rank), Heal +7 (1 rank), Knowledge (Nature) +7 (1 rank), Ride +7 (1 rank), Spellcraft +5 (1 rank), Survival +9 (1 rank)

Languages: Common, Shoanti, Sylvan, Druidic

Spells memorized: 3/2
Orisons (level 0): Purify Food and Drink, Detect Poison, Light
Level 1: Goodberry, Entangle

Equipment: Hide Shirt, Longbow, light leather shield, Spear

Animal companion: Sowingwa, Light horse, large animal, HD: 3d8+6 (19), Init: +1, Spd: 60 ft, AC: 13 (touch 10, flatfooted 12), Attacks: +2 (hoof 1d4+1 damage), SQ: Low-light vision, scent, link, share spells; Saves: Fort +5, Ref +4, Will +2; Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Feats: Endurance, Run
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Shayuri - MELLISANDE - (Female Gnome Druid 1)
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nonamazing - CHAINE (Male Human Varisian Wizard 1)
[sblock]
Chaine, Neutral Good Varisian Wizard
Level: 1 / Experience: 0



Attributes (15 point buy):
  • Strength 8 (-1) {-2 points}
  • Dexterity 14 (+2) {5 points}
  • Constitution 10 (+0) {0 points}
  • Intelligence 17 (+3) {7 points, +2 Racial}
  • Wisdom 10 (+0) {0 points)
  • Charisma 12 (+1) {2 points}
Combat Information:
  • Base Attack Bonus: +0
  • Initiative: +2
  • Fortitude: +0 / Reflex: +2 / Will: +2
  • Hit Points: 6
  • Armor Class: 12 (unarmored)
  • Melee Attack: masterwork starknife +1 to hit / 1d4 damage / x3 crit
  • Ranged Attack: dagger +2 to hit / 1d4 damage / x2 crit / range 10
Feats and Skills:
  • Spell Focus: Conjuration (Human Bonus Feat; +1 to the DC of all saving throws for spells of the Conjuration school)
  • Varisian Tattoo (Background Bonus Feat; Conjuration spells cast at +1 caster level; acid splash 1/day as a spell-like ability)
  • Scribe Scroll (Wizard Bonus Feat)
  • Augment Summoning (1st level Feat; All summoned creatures get +4 Strength and +4 Constitution)
  • Knowledge (Arcana) +7
  • Knowledge (Local) +7
  • Appraise +7
  • Spellcraft +7
  • Linguistics +7
  • Craft (Alchemy) +7
  • Languages: Common, Varisian, Goblin, Thassilonian, Shoanti, Draconic
Class and Race Notes:
  • +2 racial increase to one ability score (Intelligence; noted in statistics above)
  • Medium creature; Base Speed 30 feet
  • Human Bonus Feat
  • Additional Skill Rank at 1st Level; One additional Rank each level
  • Human Weapon Training: starknife
  • Favored Class: Wizard
  • Wizard weapon proficiencies: club, dagger, heavy crossbow, light
    crossbow, and quarterstaff
  • Wizard Spellcasting (0th Level Spells per day: 3 / 1st Level Spells per day: 2)
  • Bonded Item: Weapon (starknife) (1/day can use bonded item to cast any one spell Wizard knows)
  • Universal School Power: hand of the apprentice (functions like mage hand but can attack with dagger +3 to hit, 1d4+3 damage, must concentrate each round to keep active)
Spells and Spellbook:
  • 0th Level Spells Prepared: Detect Magic, Prestidigitation, Daze, Message
  • 1st Level Spells Prepared: Summon Monster I, Mage Armor
  • Spellbook contains spells listed above plus all 0th level spells, Mount, Identify, and Shield
Equipment:
  • Masterwork Varisian Starknife (decorated with flowing Varisian runes; named "Illumination")
  • Five (5) well-balanced daggers (worn on belt)
  • Pocketed Scarf (containing spell components)
  • Loose, comfortable robes with bright colorful patterns
  • Heavy belt w/h one dozen large belt pouches
  • Small Varisian idol
  • Leather-bound and embossed Spellbook
[/sblock]
Walking Dad - SIVAN CALDERON (Male Human Paladin of Selyn 1)
[sblock]
Name: Sivan Calderon
Class: Paladin 1
Race: Human [?]
Size: Medium
Gender: Male
Alignment: Lawful Good
Deity: Shelyn

Str: 14 +2 (2p.) Level: 1 XP: 0
Dex: 11 +0 (1p.) BAB: +1 HP: 10 + 2 + 1 = 13
Con: 14 +2 (5p.) CMB: +3/+7 Dmg Red: -
Int: 12 +1 (2p.) Speed: 20' Spell Res: -
Wis: 10 +0 (0p.) Init: +0 Spell Save: -
Cha: 14 +2 (5p.) ACP: -1 Spell Fail: -
(Racial bonus on Str)

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +6 +0 +1 +0 +0 +0 16
Touch: 10 Flatfooted: 16

Base Mod Misc Total
Fort: 2 +2 +4
Ref: 0 +0 +0
Will: 0 +0 +1 +1

Weapon Attack Damage Critical
Glaive +3 1d10+4 20x3

Languages: Common, celestial

Abilities:
Aura of good
Detect evil
Smite evil 1/day (+2 to hit, +1 damage)

Feats:
County Born, Overhead Chop, Defensive Combat Training


Skill Points: 4
Skills Base Mod Misc Class Total
*Knowledge (Religion) 1 +1 +3 +5
*Diplomacy 1 +2 +3 +5
*Craft 1 +1 +3 +5
*Spellcraft 1 +1 +3 +5

Equipment: (240gp)
Glaive (8gp) (10lb)
Dagger (2gp) (1lb)
Spiked Gauntlet (5gp) (1lb)
Splint Mail (200gp) (45lb)
215gp

Backpack (2gp) 2lb
Holy Symbol (wooden) 1gp --
Grappling Hook 1gp 4lb*
Traveler's clothes (free) (-)
4gp


Total Weight:68lb Money: 21gp

Lgt Med Hvy Lift Push
Max Weight: 58 116 175 350 875

Age: 23
Height: 6'0"
Weight: 194lb
Eyes: Blue
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The Rolling Man - ARAHMID (Male Half-orc Rogue 1)
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jkason - SAKTOUK (Male Half-orc Monk 1)
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Name: Saktouk
Class: Monk 1
Race: Half-OrcSize: Medium
Gender: Male
Alignment: Lawful Neutral
Deity: Irori

Str: 16 +3 (5p.) Level: 1 XP: 0/2000
Dex: 13 +2 (3p.) BAB: +0 HP: 12/12 (1d8+4**)
Con: 10 +0 (0p.) Grapple: +3 Dmg Red: -
Int: 10 +0 (2p.) Speed: 30' Spell Res: -
Wis: 16 +3 (5p.) Init: +4* Spell Save: -
Cha: 10 +0 (0p.) ACP: 0 Spell Fail: -

* Shriikirri-Quah Totem Spirit
** Toughness (+3 HP +1 per HD)

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +0 +0 +2 +0 +0 +3 15
Touch: 15 Flatfooted: 13

Special: Deflect Arrows (negate 1 ranged attack / round if aware)


Base Mod Misc Total
Fort: 2 +0 +2
Ref: 2 +2 +4
Will: 2 +3 +5


Weapon Attack Damage* Critical
Unarmed Strike............+3.....1d6+3.........x2
Unarmed Strike, flurry...+1/+1..1d6+3/1d6+3....x2
Kama......................+3.....1d6+3.........x2
Kama, flurry.............+1/+1..1d6+3/1d6+3....x2
Siangham..................+3.....1d6+3.........x2
Siangham, flurry.........+1/+1..1d6+3/1d6+3....x2
Dagger....................+3.....1d4+3.........19-20/x2
Dagger, thrown............+2.....1d4+3.........19-20/x2, range 10'
Sling.....................+2.....1d4+3.........x2, range 50'


Languages:
Common
Shoanti

Abilities:

--Half-Orc--

* +2 Str & Wis, -2 Int
* Darkvision 60 ft.
* Weapon proficiency: Greataxe & falchion
* Weapon familiarity: any "orc" titled weapon = martial
* Orc Ferocity: 1/day (disabled one round past 0 HP)
* Orc Blood
* Language choices: Droconic, Giant, Gnoll, Goblin, Abyssal
* Favored Class: Cleric

--Monk--

* Weapons: club, crossbow (light or heavy), dagger, handaxe,
javelin, kama, nunchaku, quarterstaff, sai, shuriken,
siangham, sling.
* Add Wis bonus to AC
* Flurry of Blows (-2)
* Unarmed damage: 1d6


Feats: Toughness(1st level)
Improved Unarmed Strike (Bonus Monk)
Deflect Arrows (Bonus Monk 1st)
Shriikirri-Quah Totem Spirit (Campaign bonus)

Skill Points: 4 Max Ranks: 1
Skills Ranks Mod Misc Total

--Class (+3 bonus)--
Acrobatics.................1....+2....+3....+6
Climb......................1....+3....+3....+7
Perception.................1....+3....+3....+7
Ride.......................0....+2....+2*...+4
Stealth....................1....+2....+3....+6

* Shriikirri-Quah Totem Spirit

Equipment: Cost Weight

--Worn / Carried--
Backpack..................2gp....2lb
Belt pouch................1gp....1/2lb
Sling......................--....--
Sling bullets (10)........1sp....5lb
Kama......................2gp....2lb
Siangham..................3gp....1lb
Dagger....................2gp....1lb
Monk's Outfit.............--.....--


--In Backpack--
Bedroll...................1sp....5lb
Flint & Steel.............1gp....--
Rations (5 days)........2.5gp....5lb
Rope, hempen (50 ft)......1gp....10lb
Waterskin.................1gp.....4lb


Total Weight:35.5lbs Money: 4gp 3sp


Lgt Med Hvy Lift Push
Max Weight: 76 153 230 460 1150

Age: 16
Height: 6'2"
Weight: 250lb
Eyes: Blue
Hair: Black (shaved bald)
Skin: Green
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OK, here are the directions for character builds:

Start at 1st level.
No Evil alignments.
Use Core rules only - 3.5 PHB or 3.5 SRD + PfRPG Alpha 3 release (I don't have any of the Complete books; besides, this is somewhat of a playtest).

Ability Scores - Use the Purchase option (Tables 2-2 & 2-2), using the Standard Fantasy point total.

Race - Choose standard race options. If you choose Human, I can post some basic info about the various cultures of the Pathfinder World (called Golarion) if you are interested. It would be mainly for flavor, not game mechanics.

Class - For experience, we'll use the medium advancement (from Table 4-1). For Hit Points, use the standard starting HP (Max at 1st level + your Con modifier). Max gold for each class.

Skills - see the Skills chapter on page 52 of the Alpha 3 release for skill changes.

Feats - from the Alpha 3, just note which feats have changed or been dropped (see the Designer Notes: Missing Feats bullet on page 68).

Other details such as background, equipment, spells known, etc. can be added by you.

If you have ANY questions, please post here and I will try to get back to you ASAP. Thanks again for your interest.
 
Last edited:

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Bialaska

First Post
I would be interested in trying out Pathfinder. It looks pretty good to me, at least on the surface. :)

As for character, I would like to try either a Druid or a Sorcerer.
 

Excellent!

Consider yourself listed. I'm going to go over the playtest rules to figure out character builds, so I will post the info in my initial post for everyone once I decide what options I'll be using.

Thanks for the interest.
 

Shayuri

First Post
Cautiously interested. I also enjoy druids and sorcerors, but am pretty flexible.

Posting every other day should work, though I may take it alarmingly literally. :)

Any info on point buy / level / sources / etc?
 

Shayuri said:
Cautiously interested. I also enjoy druids and sorcerors, but am pretty flexible.

Posting every other day should work, though I may take it alarmingly literally. :)

Any info on point buy / level / sources / etc?

Thanks for the interest.

I should have more character development specifics posted later today (I'm still mulling over the many options).

As for the posting, I'll be pretty lenient as I may have brief spells when posting is limited.
 

nonamazing

Explorer
I'm interested. My first choice would be for a peaceful and wise Varisian human druid, but I would also consider going the entirely opposite direction and playing a furiously vengeful Barbarian from one of the Shoanti tribes. I would prefer the Druid option, although I note that a couple of other people here have expressed the same opinion.

(On the other hand, a party of all Druids might be pretty freakin' awesome.)
 

i'm beginning to gather that the Druid fixes may be better than I thought.

Of course, if you do all play Druids, when you get that many tree-huggers together in one place, you know they'll just have to start organizing a protest somewhere.... ;)

Just kidding. I may let you guys hash out who gets to play a druid or not. If you can't, I can draw straws or something, if you think that would be better.

Thanks again for the interest, guys. I'm looking forward to getting this thing off the ground. I have collected some nice battlemaps that I can post, as well as some tokens for respresentation.
 

Bialaska

First Post
Azor Grimcleaver said:
i'm beginning to gather that the Druid fixes may be better than I thought.

I honestly don't see many fixes to the druid. What I'm mostly interested in seeing is the changes in the wild shape, which makes it appear as if the druid is now no longer just able to ignore all the physical attributes because they could just wild shape and gain the creature's abilities, now wild shape boosts the druids own attributes.

I guess as long as there is one to play a druid in a party I'll be able to see these changes, so I'm withdrawing my own druid application. Instead I'd like a Sorcerer or Fighter.
 

Bialaska said:
I honestly don't see many fixes to the druid. What I'm mostly interested in seeing is the changes in the wild shape, which makes it appear as if the druid is now no longer just able to ignore all the physical attributes because they could just wild shape and gain the creature's abilities, now wild shape boosts the druids own attributes.

I guess as long as there is one to play a druid in a party I'll be able to see these changes, so I'm withdrawing my own druid application. Instead I'd like a Sorcerer or Fighter.

I think "fixes" implied "broken". I should have said "alterations", specifically the shape change ability. I'll re-examine the class to make sure I understand it.

As for other classes, As long as you are happy with your choice, I'm OK with two of the same. If that is the case, I may just go to 6 players and toughen the encounters a bit.
 


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