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Old 05-27-2015, 02:19 PM
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Betwixt the Sheets

PARTY ROSTER
PlayerCharacter NameRaceClass
MegiddoEmilia Anastasia WindsongVarisiancleric
DarkNetwerkSelena ShardovaChelaxianrogue
SassafrassFaustina Reybournehalf-elfarchivist bard
Kilgore TroutCalipso "Cali" DurianShoanti/Varisiandruid
PopCultureBardFinnley Phinneganelfinvestigator
Yogge MothiPtah (and Sekhmet)Osirianisummoner


 

 

 

 

 

 


If you haven't used our wonderful in-house character sheets before, have I got a treat for you! See here: https://www.rpgcrossing.com/profiler/cview.php

Please also make available your general biographical info for your character (possibly as simple as copying your application and pasting it here). One post per person, please. This is for your teammates' perusal.

Generous use of spoiler buttons is appreciated. Makes it easy to scroll to whichever post you're looking for.

Last edited by Keante; 06-12-2015 at 05:47 PM.
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Old 06-04-2015, 06:57 AM
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Ice Cream Cultist
 
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Last edited by Megiddo; 06-12-2015 at 05:43 PM.
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Old 06-04-2015, 08:41 AM
DarkNetwerk DarkNetwerk is offline
Mature Adult Dragon
 
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Name: Selena Shardova
Race: Human {Chelaxian descent}
Sex: Female
Age: 17
Class: Rogue (unchained)

Campaign Trait: 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.

Benefit: 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.
Goblin Watcher
Other Traits:
Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.
Acrobat (social),
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Vagabond Child (region: urban)
Drawback:
Raised by pirates, bandits, or other troublemakers unwilling to stick out their necks for you, you are accustomed to operating on your own.

The presence of allies can easily become a distraction to you, and you do your best to keep them out of your space. You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.
Loner

Feats:
You are skilled at attacking opponents that you cannot clearly perceive.

Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Blind-fight,
You have exceptional manual dexterity.

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Deft Hands,
Choose a skill (climb). You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Skill Focus (climb),
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Finesse

Racial Abilities:
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Focused Study,
Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Heart of the Slums

Class Abilities:
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Finesse Training,
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Sneak Attack (1d6),
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Trapfinding

Trained Skills: Acrobatics 1 rank +3 dex +3 class +1 trait+8, Appraise 1 rank +1 int +3 class +1 trait+6/+5 trait+10 {determine most valuable item in treasure}, Bluff 1 rank +1 cha +3 class+5, Climb 1 rank +1 str +3 class +3 feat+8/-2 penalty+6 {accelerated climb}, Disable Device 1 rank +3 dex +3 class +2 feat +1 trapfinding+10, Escape Artist 1 rank +3 dex +3 class +1 trait+8, Knowledge (local) 1 rank +1 int +3 class+5, Perception 1 rank +0 wis +3 class +1 trait+5/+1 trapfinding+6 {locate traps}, Sleight of Hand 1 rank +3 dex +3 class +2 racial +2 feat+11, Stealth 1 rank +3 dex +3 class +2 racial+9

Other Skills: Survival {urban & underground} 0 ranks +0 wis +4 racial+4

Concept: Down on her luck young woman contemplating turning to thievery to get by one more day.
Role: Skill monkey, trapsmith, scout, melee striker/skirmisher

 

 

Last edited by DarkNetwerk; 06-05-2015 at 10:36 AM.
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Old 06-04-2015, 10:39 AM
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Man・Earth・Sky
 
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Faustina Reybourne
Faustina Reybourne
"History does not belong to us; we belong to it. We're a part of that continuous, uncaring, unending chain of souls from the murky to the ceaseless future. I don't sing for the audience. I don't sing for myself. I sing that the dead be remembered. It's what we all want, isn't it?"

 

Name: Faustina ReybourneRace: Half-ElfClass: Archivist BardConcept: Whimsical Magnimaran Scholar investigating Thassilon's Buried PastTrait: Scholar of the Ancients
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Description: Armed to the teeth with her mandora and an assortment of scrolls in countless languages, Faustina smells of old, molded pages and looks like something that stepped out of the past. Her styles are centuries out of time, giving her a mixture of quizzical fashion choices and utterly original looks. When performing, she is extravagant; when exploring or researching, she is practical, a historian, an academic. A seeker of truth, a student of everything, Faustina gives her devotion to two things: history, and death.

Faustina is not a traditional beauty and rarely pretends otherwise. In her rare performances, she bothers to wear make-up, but otherwise she sees no point in it. Her face is oddly symetrical and smooth in shape, with only chin and ears pointed. Her jaw is not necessarily strong, but it does give her face something of an ovalic shape, in a very Elfin fashion. Lithe, she seems androgynous in her dress until she is in a dress, and then her femininity barely shows. Not excessively tall, she is still something of a tower among her mixed race heritage. Her red hair she keeps in a relatively short cut, no longer than the tops of her shoulder blades at any given time. It's not that she's tired or sad: that's just the set expression of her face. Smiles are small, anger is short, but sorrow comes naturally. Faustina has big emotions and displays them more through actions and words than looks.
Background: Faustina's childhood was a mixture of things. Born of an illegitimate relationship between a traveling banished Elven street musician and a dashing Magnimaran nobleman on the political rise, when he spurned their relationship for something that gave him more power, the Elven bard became making a big hullabaloo. When it became clear that she was pregnant, the nobleman's family, well-off, offered the minstrel hush money, yearly, and an offer to educate the offspring, if she never spoke a word of the children's true father to anyone. She agreed. Faustina has never met her father, and only vaguely knows the story. But she had an adoring mother growing up, who opened a theater and used the hush money to become a patron of the art. Naturally given to wanderlust and using experience as her muse, she became stagnated as an artist and secretly blamed her daughter. This is something Faustina has not been told, but knows intuitively.

At an early age, Faustina began classic schooling. Reading, writing, a classic Chelaxian education was given to her. The arts and history were her greatest subjects; she tried math, didn't like it, but was not unskilled. Magic did not come naturally but she loved it and embraced it. Grammar bored her but deepened her understanding of the arts, if nothing else. Inspired by the theater world of her mother and the tales she read in her histories, she knew from an early age what she wanted to do. Thassilon: a lost empire from before the Starfall, spanning so much of Avistan. Even Magnimar, a great and powerful modern city, was built on its ruins. And so much of it remained a mystery! At twelve, she was determined to become an explorer and to create songs based off of what she found. And so, as she entered adolescence, she began to explore the ruins fo Magnimar on her own, much to the horror of her mother. Never accompanied by anyone, the shy Faustina knew it was dangerous and didn't want anyone else getting in trouble. This, of course, landed her in serious trouble, but the songs she produced were widely popular among her mother's friends. Too scared to do a public performance, two of her songs have been performed on stages in Magnimar and Korvosa.

At 19, after reading about the founding of Sandpoint only a mere two lifetimes ago, and its potential connection as a waystation for territories between runelords, inspired by their benevolence and intrepitudes, she determined that she would go there. Feeling fully matured, she headed out without her mother's permission, with a silent skip in her step and a dream in her head.

Last edited by Sassafrass; 06-04-2015 at 10:43 AM.
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Old 06-04-2015, 11:16 AM
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So it goes
 
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Race: Human Sex: Female Class: Druid (Caster) Age: 25 Height: 5'6" Weight: 125 Alignment: NG

 

 

 

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Last edited by Kilgore Trout; 06-04-2015 at 11:16 AM.
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Old 06-04-2015, 02:31 PM
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Captain F-in Magic
 
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The Pen is Mightier
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Name: Writes under the alias August Body.Finnley Phinnegan
Races: Half-Elf
Alignment: Chaotic Good
Classes/Archetypes: Investigator (Sleuth, Infiltrator) [Multiclass Swashbuckler]
Occuptation: Intrepid Reporter
Theme: "We're Not Gonna Take It" - Twisted Sister

 

 

 

 
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Last edited by PopCultureBard; 06-06-2015 at 04:03 AM.
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Old 06-04-2015, 04:00 PM
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Great Wyrm
 
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Ptah and Sekhmet
Neutral-Good Osiriani Unchained Summoner and Agathion Eidolon
 

Theme Music"Heart of Courage" by Two Steps from Hell

Party RolePtah's brilliant mind and Sekhmet's formidable body compliment each other perfectly. Ptah is knowledgeable about most subjects and usually has relevant insight in any given situation. Sekhmet acts a protector and lends her strength to solving physical challenges.

BackgroundA wanderer with a heart of gold, Ptah left his homeland at a very young age. Giving up his familiar name and ties, he dedicated his life to the pursuit of enlightenment. He traveled for years, studying tomes and exploring ruins to understand the past and apply that knowledge to the present. Even though Ptah's travels were exciting and satisfying for the young man, a cold feeling began gnawing at his soul. Conflicted by his enduring wanderlust and a crushing loneliness, Ptah longed for a companion to join him in his search for knowledge and self-discovery. The solution came in the form of an old volume of books describing the art of the summoner. Intrigued, Ptah began dabbling in the arcane and eventually succeeded in summoning a being from the good-aligned outer planes.

A beautiful woman with feline attributes, the eidolon was nothing like Ptah had ever seen in his travels. She introduced herself as Sekhmet, an agathion dedicated to vanquishing evil and protecting all that is good. Ptah explained to her his goals and asked if she would be willing to join him in his quest. Sekhmet smiled warmly at the young human. She had never encountered a mortal before and the idea of accomplishing such a grand goal in such a short lifetime intrigued her. She agreed to aid Ptah in his pursuit of enlightenment, but explained to him that the acquisition of knowledge alone would not lead him there. Ptah would have to become a champion of good to truly transcend his mortal self. Desperate for company and appreciative of her guidance, Ptah agreed and the two set off to better the world. Since then the pair have become very close, with Sekhmet admiring Ptah's tenacity and courage more with every day. Though they have inherently different mindsets due to their natures, Ptah and Sekhmet care for each other in what most strangers would construe as love.

PersonalityPtah is a very intelligent man and, at times, can come off as kind of a nerd. He revels in old tomes and lost secrets in a way most can't appreciate, but he never rubs his intelligence in the face of others. Ptah excels in keeping a cool mind in tense situations and can be depended on to find a solution while under duress. He sometimes finds it difficult to deal with folks who act on emotion, as well as those who blindly follow laws without considering whether the laws are rational. However, Sekhmet has taught him to be patient and he will attempt to win people over with a calm explanation of his reasoning. True to his good nature, Ptah attempts to avoid conflict whenever possible. The only exception is when he witnesses overt acts of evil. Ptah becomes dangerous when he loses his cool, his brilliant mind thinking of clever and appropriate ways to punish evil-doers. He always delivers punishment in due amounts and will never seek vengeance that outweighs the crime. When taking a break from adventuring, Ptah enjoys riddles and games of strategy and skill. He has taught Sekhmet such games and deeply enjoys spending time with her apart from their work.

Sekhmet is a typical agathion in mind and body. Knowing that she cannot be killed while on the material plane, she approaches conflict in stride and is not afraid of taking on challenges that may be beyond her abilities. This assumes, of course, that she is not endangering Ptah by doing so. Sekhmet is patient in all regards, except when witnessing evil acts. Punishment for evil-doers comes swiftly and painfully, as Sekhmet's physical strength is far greater than what her body would imply. A broken arm or leg is common, especially for villains stupid enough to confront her head on, although Sekhmet will be sure not to leave her victims permanently crippled. Outside of her duties, Sekhmet has developed an appreciation for fashion. Before being summoned by Ptah, Sekhmet had never worn clothing before. However, humanoid social standards required this to change and Sekhmet began exploring the various ways humanoids dressed themselves. She now adores fashion as a personal statement and is never dressed in the same outfit when she is summoned.
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Last edited by Yogge Mothi; 06-05-2015 at 12:53 PM.
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