PFRPG Alpha - Rise of the Runelords AP

jkason said:
Uh-oh. What have I gotten myself into? ;)

Reading through the Runelords players guide, I got an idea for a half-orc monk that seems kind of neat and ready for some RP fun: his Shoanti mother ran off with him at birth to keep her tribe from killing him as well as his father from claiming him. They landed at an Irori monestary, where she taught him about his Shoanti heritage and the monks taught him how to control / channel the benefits of his orcish heritage. He's recently arrived back in Varisia by ship at Sandport with the goal of finding his human tribe and relaying the news of his mother's death. Of course, Mom wasn't quite forthcoming about how most humans (and the Shoanti specifically) view half-orcs, and living a literally sheltered life in the monestary has him sort of reeling from the culture shock.

I'll go ahead and start statting, and I can make changes if you decide this wouldn't work. BTW, would it be possible to swap out Orc for Shoanti in his automatic languages, given his background? No big deal if it's not, since it still works with his "I don't quite fit in" concept, but I thought I'd throw it out there.

jason

Nice backstory. He would get stares, for sure!

As for the language, it would seem that his mother would have taught him her native tongue as he learned of his human heritage. He might know a smattering of Orcish phrases that she taught him, but probably not enough to qualify for full fluency. If you end up giving him a high enough INT score, he could know Orc as well. Just my 2 cents.
 

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nonamazing

Explorer
Here's my character, submitted for your approval. I've included his background, but I plan to add more details to it soon, to further flesh him out (and to add in any connections to/relationship with other characters).

[SBLOCK=Character Sheet]
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]
[SBLOCK=Background, Notes, and Appearance]
While there are a number of Varisian sorcerers (some quite famous, in fact) and a considerable amount of Varisian bards, there are very few Varisian wizards. The Varisians are travellers, and not generally suited to the more sedentary life of a scholarly wizard. After all, the Varisians tend to think, if the magic doesn't come naturally to you, why go hunting for it in books?

Chaine is something of an exception. Both of his parents were sorcerers, and even as an infant, Chaine held a deep fascination and abiding love for the wonders of arcana.

Unfortunately, Chaine completely lacked any sort of magical talent. His parents watched him closely, hoping that he'd begin to spontaneously manifest a cantrip or two, perhaps accidentally setting the caravan on fire the way his father had at that age. But Chaine seemed to have not even a glimmer of magical talent.

But during one fateful summer, as Chaine's caravan passed through the sleepy seaside town of Sandport, his life changed. At a local tavern, Chaine tried to pick the pocket of an elderly man who turned out to be a wizard. The old man, a local teacher whose name was Ilsoari Gandethus, scared Chaine off with a well-chosen illusion, but the young Varisian lad came back the very next day, his curiosity getting the better of him. He eventually befriended the Gandethus, discovering that there were other ways to command the powers arcane than simply being born with it. It could be learned! And what's more, it could be taught.

Chaine spent an entire year thinking about it, and when his caravan next came through Sandport, Chaine stayed behind, becoming the wizard's apprentice. Chaine moved into Sandport's modest school/orphanage, Turandarok Academy, helping to teach the younger children in exchange for lessons from Gandethus. Since he began his studies, he has advanced rapidly, already mastering the basics of wizardry and is now considering exactly how best to continue his studies in the future.

Chaine's friend, Sivan, moved to Sandport around the same time Chaine did. Sivan finds Chaine's paintings to be inspired, and has hinted on more than one occasion that Chaine should be grateful for the blessing of Shelyn. Chaine, for his part, finds Sivan a bit stiff at times, but appreciates him as a loyal and true friend.[/SBLOCK]
 
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nonamazing

Explorer
Walking Dad said:
Would you like a cousin, that is paladin of the deity of arts? ;)

We would be oddballs. Paladin sounds even more unlikely for a varisian than wizard.

I think that's a fine idea! You have Shelyn as your patron? She seems like a very interesting deity.

Chaine has been living in Sandport for the last few years. Would your Paladin also be living there? Perhaps Chaine's parents traded in a few favors and asked your character to watch over Chaine and keep him out of trouble. Or perhaps Shelyn has changed you with the duty of protecting practitioners of the art of magic?
 

Walking Dad

First Post
nonamazing said:
I think that's a fine idea! You have Shelyn as your patron? She seems like a very interesting deity.

Chaine has been living in Sandport for the last few years. Would your Paladin also be living there? Perhaps Chaine's parents traded in a few favors and asked your character to watch over Chaine and keep him out of trouble. Or perhaps Shelyn has changed you with the duty of protecting practitioners of the art of magic?
Both would fine by me. But he is more in painting than castin himself ;)
What about taking one rank in a craft? It is a class skill for wizards and uses int.
 

jkason

First Post
Azor Grimcleaver said:
Nice backstory. He would get stares, for sure!

As for the language, it would seem that his mother would have taught him her native tongue as he learned of his human heritage. He might know a smattering of Orcish phrases that she taught him, but probably not enough to qualify for full fluency. If you end up giving him a high enough INT score, he could know Orc as well. Just my 2 cents.

Exactly what I was thinking. :) Didn't make sense with his backstory that he'd know Orc, but not his mother's native language. Alrighty, below is my first go at stats for him. Lemme know if I mucked something up:

[sblock=Saktouk, Half-orc Monk]
Code:
[B]Name:[/B] Saktouk
[B]Class:[/B] Monk 1
[B]Race:[/B] Half-Orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Irori

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

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

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

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


                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +0         +2
[B]Ref:[/B]                       2    +2         +4
[B]Will:[/B]                      2    +3         +5


[B]Weapon                  Attack   Damage*    Critical[/B]
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'


[B]Languages:[/B] 
Common
Shoanti

[B]Abilities:[/B]

--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


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

[B]Skill Points:[/B] 4       [B]Max Ranks:[/B] 1
[B]Skills                   Ranks  Mod  Misc  Total[/B]

--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

[B]Equipment:               Cost  Weight[/B]

--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


[B]Total Weight:[/B]35.5lbs      [B]Money:[/B] 4gp 3sp


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   460   1150

[B]Age:[/B] 16
[B]Height:[/B] 6'2"
[B]Weight:[/B] 250lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Black (shaved bald)
[B]Skin:[/B] Green



[sblock=Appearance]Saktouk has fully embraced his Shaonti heritage, shaving his head and decorating his body with several tribal tatoos; in fact, he tends to go without sleeves in order to proudly display those on his arms. His orcish traits are mild but obvious: a pale green skin tone, slightly pointed ears, and small fangs jutting upward from his lower jaw. His eyes, however, are the clear blue of his human mother. [/sblock]
[sblock=Background]Dyana was out in search of the perfect flowers for her upcoming nuptual bouquet when she ran afoul of an orcish raiding party. After several months enslaved to the party's leader, the resourceful woman escaped. Her return was celebrated with the wedding she had been stolen away from, a binding blessed almost immediately with a pregnancy. And while he seemed a bit ill when he was born, Saktouk had a healthy weight and cry, and instantly took a special place in his mother's heart.

But as she fed her baby, Dyana noticed his ears seemed to come to a point, and realized the pale green pallor of her son was not illness, but the blood of her former captors. Though she reeled with hatred for the orcs who enslaved her, she could not overcome the urge to protect her child. Knowing that the Shriikirri-Quah would kill Saktouk, she took flight for the second time in her life. Dyana escaped with her baby, her fear of the unknown lands to which she fled overridden by her fear for the safety of her child.

Eventually, she came to take santuary at an Irori monestary. There she raised her son away from judging stares and fear, teaching him the ways of the Shriikirri-Quah, nurturing his humanity. The monks, hoping to assuage Dyana's fear that her son might one day take after his father, taught Saktouk discipline, helping him to channel his raw orcish energies into the more civilized path of the monk. And so Saktouk grew, unaware of the world outside save for the stories and tales his mother told him of his tribe.

Recently, an unexpected fever took Dyana's life, leaving Saktouk feeling lost and alone. Taking the advice of the monks, Saktouk has chosen to begin a quest for a place and sense of self. His first steps put him on a boat which has landed in Sandport. From here he intended to bear news of his mother's death to her tribe. But already he's noticed the stares and whispers. And though the woman he passed on the streets thought perhaps Saktouk could not understand, the young man was well aware of the meaning of the Shoantian curse the Lyrune-Quah muttered behind his back. He's beginning to think that Mother may not have told him all there is to know about his Shoanti heritage, and a vague sense of unease has set in, so that he lingers in Sandport, unsure of his next move.[/sblock][/sblock]
 
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Bialaska

First Post
Since I feel there's no need for two druids and two sorcerers, I'll make a Cleric instead. It'll most likely be a greedy Dwarven merchant-cleric of Abadar, who's willing to sell her won grandmother to highest bidder. :D
 

The Rolling Man

First Post
Here's my possible character. A somewhat brawny rogue. Hopefully you don't mind having 2 half orc characters with somewhat similar backstories. The way their stories end differs however, and as such they are a bit the two sides of a same coins. Well enough musings, here it is:
[SBLOCK=Stats]Arahmid
Male Half-Orc Rogue 1
Alignment: CN (with a slight good tendency)
Deity: none
Region: Riddleport (sort of)
Height: 6'1''
Weight: 202 lb.
Hair: Black, cut really short
Eyes: Reddish brown
Skin: Slightly green/grayish, numerous scars
Age: 19
XP: 0 / 2000

Str: 16 (+3) [5 points, +2 Racial]
Dex: 14 (+2) [5 points]
Con: 14 (+2) [5 points]
Int: 10 (+0) [2 points, -2 racial]
Wis: 12 (+1) [0 point, +2 Racial]
Cha: 8 (-1) [-2 point]

Class and Racial abilities:
Darkvision 60 ft.
Weapon familiarity (proficient greataxe and falchion)
Orcish ferocity, 1/day can keep fighting for 1 round even when under 0 hp
Orc Blood.
favored class : Barbarian

Light armor proficiency
Simple weapon proficiency
Proficient with hand crossbow, rapier, sap, shortbow, and short sword.
Sneak attack +1d6
Trapfinding

Hit Dice: 1d8+2
Hit Points: 10
AC: 15 (16) (+3 Armor, +2 Dex, (+1 dodge)) [Touch 12 (13), Flat-footed 13]
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +3 (+0 base, +2 Con, +1 feat)
Reflex +4 (+2 base, +2 Dex)
Will +1 (+0 base, +1 Wis)

BAB/CMB: +0/+3
Melee Atk: +3 (2d4+4/18-20,x2, falchion) or +3 (1d6+3 subdual, x2, sap)
Ranged Atk: +2 (1d4+3/18-20,x2, 10 ft., dagger, thrown) or +2 (1d6/x3, 60 ft., shortbow)

Skills:
Acrobatics +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)
Climb +6 (1 rank, +3 Str, +3 Class Skill, -1 armor)
Disable Device +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)
Intimidate +3 (1 rank, -1 Cha, +3 Class Skill)
Knw (local) +4 (1 rank, +0 Int, +3 Class Skill)
Perception +5 (1 rank, +1 Wis, +3 Class Skill)
Sleight of hand +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)
Stealth +5 (1 rank, +2 Dex, +3 Class Skill, -1 armor)

Feats:
Lone wolf (background bonus, +1 to fort save and 50% to stabilize when dying)
Dodge (lvl 1, combat)

Languages:
Common
Orc

Equipment: (200 gp to spend)
Falchion ; 75 gp ; 8 lb. ; back
Dagger ; 2 gp ; 1 lb. ; boot
Light Mace ; 5 gp ; 4 lb. ; belt
Sap ; 1 gp ; 2 lb. ; belt
Shortbow ; 30 gp ; 2 lb. ; back
20 arrows ; 1 gp, 3 lb. ; back
Studded leather armor ; 25 gp ; 20 lb. ; worn
Explorer's outfit (with a wide-brimmed hat) ; worn

Waterskin ; 1 gp ; 4 lb. ; belt

Sack ; 1 sp ; 1/2 lb. ; back
Thieves’ tools ; 30 gp ; 1 lb. ; in sack
50 ft. of silk rope ; 10 gp ; 5 lb. ; in sack
Grappling hook ; 1 gp ; 4 lb. ; in sack
2 days of trail ration ; 1 gp ; 2 lb. ; in sack
Whetstone ; 2 cp ; 1 lb. ; in sack
1 piece of chalk ; 1 cp ; in sack

Money:
18 gp ; 8 sp ; 7 cp

Carried weight : 57.5 lb.
Encumbrance : Light (< then 76 lb.)[/SBLOCK]

[SBLOCK=Appearance]Height: 6'1''
Weight: 202 lb.
Hair: Black, cut really short
Eyes: Reddish brown
Skin: Slightly green/grayish, numerous scars
Arahmid is a tall and lean half orc. He isn't as obviously muscular as some other members of his race but he's still very strong. His hard life has left many scars on his face and across his body. Arahmid usually wears non flashy colors (brown, greens and black) and he sports a wide-brimmed hat that allows him to somewhat hide his orcish when he wishes to.[/SBLOCK]

[SBLOCK=Personality]While Arahmid is a survivor first and foremost he still sometimes have problem controlling his anger. Indeed, his rage often get the better of his logical mind. Despite all that, if you can earn his trust, Arahmid can become a good and loyal friend. While he would tell you that he is mostly an opportunist who look after himself first, Arahmid secretly yearn to help others, be accepted and find his place in the world.[/SBLOCK]

[SBLOCK=Background]Like many half orc of Varisia, Arahmid was born of an unknown orcish father and a shoanti mother. His mother was taken as a slave as a result of an orcish raid on her clan. He barely remembers her now however. Indeed, death filled her lungs during his fourth winter. As a half breed slave orphan, Arahmid was treated with little respect within the orcish clan. He always had to steal or fight for little scrap of food. He was also beaten numerous times.

Orcish clans don't have much peaceful relations with other humanoids but a few excentric (and well armed) merchants sometimes take the chance to trade with them. Arahmid was able flee the hard clan life by hiding in the cooking wagon of one such merchant. The cook soon discovered who was stealing food during the voyage but he took pity in the wretched youngster. Arahmid was put to work but also fed and eventually, the caravan made its way to Riddleport.

In the big city, Arahmid mingled with the other street orphan living there. With his orcish heritage and his fighting experience, he was able to bully his way into a respected position in the streets. It wasn't long the more organized crime elements of the city noticed him. They first asked for a portion of his revenues, then they made him do a few jobs before sometimes asking him to kill certain people. Arahmid put up with this for a few years but he eventually got tired of it and morally opposed to their demands. He once again hid and fled, this time on a boat heading for Magnimar.

Arahmid is now a full grown adult. He has been in Sandpoint for a couple of months. He has done a few odd jobs and thefts but he is being careful not to get noticed. He is waiting to see if he could find an opportunity to steal something valuable before moving on to somewhere else.[/SBLOCK]
 
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The Rolling Man

First Post
Alright, it took me a while but my character is pretty much done(see the previous post).

Bialaska said:
Since I feel there's no need for two druids and two sorcerers, I'll make a Cleric instead. It'll most likely be a greedy Dwarven merchant-cleric of Abadar, who's willing to sell her won grandmother to highest bidder. :D
I think the two other people interested in making a druid finally when with other options so you could go that way. A cleric would of course do nicely too :D .
 



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