Rise of the Runelords
Please read the wiki for house rules and game items. Once each person has submitted a character to me, I will schedule the first game. You may play more than 1 character if you feel capable of doing so. We need one from each general class represented. (mage, cleric, thief, fighter)
Please familiarize yourself with house rules and the background of the campaign. I have the players handbook in pdf format. Let me know if you want it and I’ll send it via facebook.
Create characters from CORE Pathfinder only. Use stats in the HIGH FANTASY range from http://jody-white.com/pathfinder-ability-score-calculator.php
Follow character creation guidelines at http://www.d20pfsrd.com/basics-ability-scores/character-creation.
Use the Pathfinder Character Sheet attached to this campaign
You will need to act your primary character, in character. Know their likes, dislikes, ticks, triggers, personalities, accents, backstories, and any accents. Know what they do well, and what they are pitiful at :)
Ability score increases: Every 4 levels, characters increase two ability scores by 1 point each. You cannot raise one score by 2 points this way; you must raise 2 separate scores.
Starting gold for level 1 characters.
*Fighter, Paladin, Ranger: 300
*Cleric, Rogue: 240
*Barbarian, Bard: 180
*Druid, Sorcerer, Wizard: 120
Everyone has been issued a standard adventurer’s kit costs 15 gold and contains backpack, pouch, bedroll, flint & steel, two sunrods, 10 days of rations, and a waterskin. No one has initial armor *evil grin* Use this as a starting point for your equipment; it contains the basic necessities, and you can build on it from there. Anything else you need, including armor and horse/pony can be purchased in Sandpoint in character.
Characters begin level 1 with maximum starting HP.
Most races have bonuses or penalties to certain ability scores; remember to apply those after creating your character.
Don’t forget the Favoured Class bonus! At level 1, you select a favoured class. When gaining a level in that class, you gain either 1 bonus skill point or 1 bonus hit point. It may not seem like much, but it can make a significant difference
Alchemist: Alchemists are to thank for the leaps and bounds made in science, sanitation, and medicine of both magical and mundane varieties. Viewed by most common folk as mad tinkerers just as likely to blow off their fingers as they are to burn down their house, adventurers and the more magically-inclined appreciate the alchemist’s keen mind and unique talents, as well as their valuable contributions to science.
Barbarian: Savage, wild, and dangerous, barbarians are normally not found in civilized areas, except as mercenaries, thugs, or particularly brutish soldiers. A barbarian is likely to hail from a nomadic tribe, and is likely to have experience with druids, rangers, sorcerers, and others who appreciate the natural world.
Bard: Wandering jacks of all trades, storytellers, minstrels, and vagabonds, bards can be found anywhere at any time doing almost anything.
Cavalier: Cavaliers tend to find themselves in positions of leadership, whether as a sellsword leading a band of bloodthirsty mercenaries, the captain of a unit of elite knights, or the leader of a band of wandering do-gooders. Cavaliers are almost always trained by other knights, whether mounted fighters and paladins or other cavaliers.
Cleric: Lawful, neutral, and good deities tend to have active priesthoods in permanent population centers large and small, while chaotic gods or gods of nature will have their shrines or temples in out-of-the-way places, or their priesthoods will move with a nomadic tribe. As skilled healers both with and without magic, good (and to a lesser extent, neutral) clerics are always valued members of any community. A cleric might also be self-taught, inspired entirely by divine visions.
Druid: Druids are always trained by other druids, either individually or in groves with an entire circle of them. They’re identified at early ages by other druids as having a connection to the natural world, and taken in for training; potential druids who don’t reach their full potential tend to become rangers. Whether in a grove or otherwise, druids are trained in isolation, away from civilization.
Fighter: A fighter can have many origins. He could have a natural talent for combat which was recognized by a militia or army. He could have been trained in the Ruhiim Academy for Martial Studies, either as an orphan taken in or as a student whose family paid for his training. He could be a self-taught warrior, or he could be the apprentice of a single master, following in his footsteps. Regardless of origin, fighters are prized wherever they go for their combat skill, versatility, and leadership.
Inquisitor: Inquisitors are exclusively trained by large, organized priesthoods. Inquisitors are easily mistaken for clerics, and to the common folk, there might as well be no difference between them.
Magus: Though figures throughout history have combined martial skill with arcane arts, none have managed to do so with the harmony of the magus. A relatively recent class, the magus is primarily a human invention, a perfect example of humanity’s predilection for being multitalented and versatile.
Monk: There are academies in the Northlands and Eastern Continent that teach unarmed fighting arts, passing down a variety of unarmed fighting styles; all have a common origin dating back thousands of years, to a time when a tyrannical kingdom outlawed the carrying of weapons by commoners. Legends tell that it was Mideo who taught these people how to fight like the animals, using only their bodies, to overthrow their oppressors. These fighting styles are also taught at the Ruhiim Academy of Martial Studies.
Ninja: While similar to a rogue in utility, ninja are never self-taught. They require discipline and instruction to learn their ki powers, but fill a similar role in society to rogues as spies and assassins. The island nations of Fusu, off the coast of the Southern Continent, are thought to be the origin of ninja arts.
Oracle: Wielding strange powers and suffering stranger afflictions, oracles are a mysterious lot about which little is known. Oracles make most clerics nervous because of their divine powers without devotion to a specific deity.
Paladin: Some are born with a connection to the divine, and like sorcerers, this gift usually manifests around puberty. These children are recognized at an early age by good-aligned priesthoods, and taken in for training as paladins. A paladin may be taught by another paladin or by a cleric of a lawful good deity, or self-taught and inspired by divine visions.
Ranger: Like the druid, sorcerer, and barbarian, many rangers come from tribal backgrounds, while others might be professional trackers trained by the military, hunters from small communities, or bounty hunters.
Rogue: A rogue might be a street urchin, raised on the mean streets, learning to fend for himself, perhaps being taken in by a gang or even a Thieves’ Guild in a major city. He may be an assassin taught be a secretive cult, a military scout, a professional treasure hunter, or even a student at the Ruhiim Academy.
Samurai: Samurai fill the same role in a given society as cavaliers, but tend to serve lords and clans more than causes. Their use of specific weapons and a certain style of armor makes them stand out from cavaliers, and like the ninja, are found mainly in the island nations of Fusu. Carnir used to be home to several prominent orders of samurai, but the rise of Zalam has destroyed many cultures there.
Sorcerer: Unlike wizards, a sorcerer’s power springs from within; it is inherent and doesn’t require the intense study of massive tomes of arcane knowledge, so a sorcerer is just as likely to be self-taught as he is trained by a mentor. Major cities are likely to have some kind of magic academy, and the armies of large nations place high value on sorcerers and wizards.
Summoner: While many mages and priests cast spells to summon creatures, the art of summoning an eidolon is considered a lost art. In many civilized societies with strong magical traditions, excessive use of summoning spells is seen as dangerous, and the belief is that it weakens the boundaries between planes. There are rumors that research by Zalam mages has rediscovered this lost art.
Witch: There are reasons the term “witch” is used in a derogatory way. Clerics look down on them for their rejection of divine providence, while wizards shake their heads at the witch’s pacts with beings of questionable motives and divine status. Druids, oracles, and sorcerers best understand the witch, sympathizing with their connections to otherworldly forces and their unorthodox methods. Most witches simply claim to be wizards to avoid trouble.
Wizard: Wizards are almost always trained by other wizards, lacking the sorcerer’s benefit of being naturally magical. A wizard might be trained by a military’s battlemage, in a proper academy, or by a hermit sage in isolation.
Humans: You’re one of them. They live everywhere, do everything, are impetuous, passionate, versatile, and ambitious.
Dwarves: In this campaign setting, dwarves are industrious mountain-folk whose society is on the cutting edge of technological advancement. They’re masters of metallurgy and mechanical advancement, and unlike in many settings, are enthusiastic traders and explorers, traveling and cooperating readily and eagerly. Their cities, whether above or below ground, are open to merchants and travelers of all stripes.
Elves: Elves live primarily in forested areas, and while they are content to mind their own business, they are not actively isolationist — they do not turn travelers or merchants away. When they aren’t nomadic tribes, elven villages are built into trees grown to enormous sizes with the aid of druidic magic. Many have integrated themselves into the human kingdom of Aradain, enjoying the life of honest prosperity that the kingdom offers.
Gnomes: While many gnomes share the forests with elves, many more have integrated themselves into human cities, loving the fast-paced and exciting life in the hustle and bustle. The gnomes who stay behind in forests live in small tribes, or in the tree-villages of the elves.
Half-Elves: Primarily the result of elves living in the human kingdom of Aradain, half-elves are welcome in both lands, unlike the shunned pariahs of other campaign settings. Half-elves can be found anywhere humans can.
Half-Orc: The term “half-orc” is considered a racial slur, never something you’d say to one of their faces — they call themselves Farem. This is because half-orcs have their own unique society, consisting mainly of peaceful nomadic tribes in the tundra of the Northlands and the deserts of the Eastern Continent. Humans and dwarves have welcomed the peaceful farem into their societies, and while the elves are willing to look past their ancient hatred of orcs, they still interact with farem only grudgingly.
Halflings: Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.
Research your character race carefully. Be sure description, traits, dieties, and alignments match what’s available for this race in Pathfinder.
This backstory establishes your character’s history, and explains the personality quirks, habits, positives, and negatives. It also includes a reason why you have traveled to Sandpoint. My intent is to grow these characters together, until they die. There are 6 campaigns in Rise of the Runelords to do so. Make your characers come to live!!
Characters made for this campaign should have reasons for being in the town of Sandpoint, and all the better if they have a vested interest in defending it. In addition to the following campaign traits, the Pathfinder RPG Advanced Player’s Guide has a selection of campaign traits from James Jacobs’ “Shadows under Sandpoint” campaign that would also be appropriate for use in this campaign (see page 330 of that book). The other traits in that section (Advanced Player’s Guide 326) can also be used for additional trait selections.
Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
The point is come up with a reason why your character has come to the Swallowtail Festival. A cleric PC might be asked by a superior to travel to Sandpoint to witness the ceremony. A bard might be drawn by the opportunity to perform before a new crowd. A rogue might be tempted by the promise of networking with new contacts. A fighter might be hired to escort a merchant to town