AP #67-72 - Reign of Winter: Misfits Unchained (Inactive)

Game Master Wilmannator

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Reign of Winter relevant stuff taken from the Zedroom.

Character Building Rules

We get to make our own deal here. I have always been a massive fan of high fantasy. Unless we have strong objections, we will be using a 25-point buy for all your characters. Take max gold for your class (eg. if you get 3d6 x 10, take 180). It makes it consistent (ie. no random), fair, and your GP values will be eclipsed by the first few treasure hauls anyway. Max HP at first level, and then PFS HP afterwards (I love removing random from character advancement). d6 = 4, d8 = 5, d10 = 6, d12 = 7.

No evil characters are allowed.

Any other rules, just ask me!

You do not need a copy of the relevant rules to take an item, race, class, etc. ALL Paizo source books are available to you, if you should desire (except other APs' exclusive rules). Material from other publishers' books will be evaluated on a case-by-case basis and only if the rules are OGL and available for free somewhere (unless you think you can convince me to buy the sourcebook myself!).

Everyone will need to (at some point) grab a copy of the Reign of Winter Player's Guide to begin creating (or retrofitting) their character.

Jyri (or anyone!) if you'd like to play a witch, there's a Winter Witch archetype in there.

I would like each of you to select one of the available campaign traits. If none suit you, we can work together to modify the flavor of another trait to help tie you in to the AP.

For emphasis, character advice from the Players Guide:

During this Adventure Path, the PCs will visit a number of interesting and exotic places, but humans can go unnoticed in most of these locations. Members of more unusual races might have a harder time blending in at first. However, as the PCs progress through the Adventure Path, they will find themselves farther away from home and what is considered normal. Because the PCs will all be foreigners in strange lands, this campaign might be a good chance for players to try uncommon races.

Character options with winter themes are available to PCs, and while having protections against cold will be very helpful, remember that it is likely your character will be fighting creatures that are acclimated to the cold and resistant to the cold energy type.


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Jorvik_WotR wrote:
Looks like those shelves aren't getting up anytime soon

Classic and nicely remembered! "Procrastination" is indeed my middle name. The drill of my dreams arrived yesterday, it is being charged up today... and my wife is away for work for 2 days. I need helping hands for this the shelves... so, yeah, no shelves as you have correctly surmised. It's also far too wet for garden work - unless I want to get soaked to the bone and have three inch deep footprints in my lawn! When it rains in Texas, it really rains!

That still leaves a pile of house-work that I should be doing... but see previous comment about my middle name.

So yeah, expect chronicle sheets for Scions Part II soon! ;-)

In all seriousness, though, don't expect too much from me on this thread. I'll help you with character generation, but the gameplay thread is all up to you guys and your histories. I put the start-of-adventure flavor text in because I figured that it would help everyone to bring their characters together in the right way before we kick things off... in June.

Oh, and doesn't Jorvik's "_WotR" suffix stand for "Wrath of the Righteous"? If we're going to be playing this one for 1-2 years, probably a good idea to get the name of the AP right! Even better, use a surname or other title. Examples: "Jorvik Halfmind", "Jorvik the Wanderer", "Sir Jorvik the Insane", "Jorvik son of Lort".


Male Human Engineer/4 (ding!)

Dotting for now, will dot in with a character placeholder as soon as I can...


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Some mechanics & Clarifications:

PFS stuff: The first chronicle sheet will be for PFS characters of levels 1-2. The others are for ranges: 5-7, 8-10, 11-13, 13-15, 15-17.

Advanced Players Guide: I would like to use Hero Points. If for no other reason, the 2 hero points to "get out of death free" is exceptionally useful. It also helps to transition between the PFS reroll options and I will be running them as per the book, including hero point feats and spells should you desire (though these are generally weaker options than regular spells and feats).

If you object to the use of Hero Points, please let your feelings and reasons be known! I will happily hear you out.

Advanced Race Guide: I will allow custom races using the race builder. Any custom races built will be subject to my approval and the fine-toothed comb that I keep handy! However, I also want to work with you during the whole process (not just on the crunch). As such, we will be going over the racial concept first and foremost. Once that is fleshed out, we will move on to the rest. If you don't have the time or the patience for a detailed racial background, then custom races are not for you. Only once this is done will I entertain stats of any kind.

I will have further restrictions (ie. you race must be sentient, you must have the ability to communicate verbally) but rather than try to list them all, we'll work out what is sensible during the concept phase.

When it comes to the crunch, I am perfectly happy to entertain 10 RP. Anything more, and we will start looking at ECL and the like. Yes this does mean that Aasimars and Tieflings get a reasonably good deal. Yes it does also mean that Tengus, Sylphs and so on get something of a raw deal. Try to keep in mind that roleplaying will be key here. Outside of PFS, optimization becomes somewhat less important... especially with a group of 6 doing an AP.

Optional rules: In general, I won't be using optional rules. I will try to make it clear which optional rules I am using (eg. custom races, hero points) ahead of time. However, sometimes I've been told that rules have always used as a matter of course are actually optional (mostly in the days of 3rd Ed), so please be patient with me if I've missed anything. If you would like to have an 'option' turned on, please do let me know what and why. I'll review!

Character retools / rebuilds: There's nothing quite like getting stuck into a years long campaign only to realize you've f•cked up your character and no longer enjoy playing them. To alleviate this concern, I will allow each of you to retool your characters (including using a completely different character altogether) at the conclusion of each book. If you go for a completely different character, I will assign an appropriate amount of starting gold (the value of which will not exceed your character's current gear value), and all your existing items will be lost as your previous character departs (except unique campaign items, which may be passed on to the PCs who remain).

I consider this vastly preferable to you leaving because you don't like your character anymore and me having to recruit to find a new player (or just playing without you). I love playing with you all, and I don't want you to get stuck. However, please do endure any poor character choices for the duration of the book. You may use the retraining rules from the Advanced Campaign Guide any time you like, but you will get a raw deal compared with just waiting to the end of the book.

Please don't abuse this ruling or I may change it. I'm 99.99% certain you won't. The 0.01% of doubt caused this note.

"Absent" players: Since this doesn't need to be PFS legal, I will no longer run a "bot clock". Instead, if you take longer than 24 hours to post, I will assume your character takes the delay action. You may act as soon as you can post again. The exception to this is if you are having a planned absence and have explicitly requested that I bot you.

This is your game too: If you don't like something I do or say (including the above - especially the above) please do speak up. I'm not precious about anything. Really. I want you all to have fun, and that is why I am running this game. If something's not working, I'm happy to look at changing it. I would just like a chance to convince you of my ways, or to be convinced of yours. Far better than sitting there and brooding. Our discussions on the Zedroom and elsewhere have proven that speaking up is unlikely to be an issue - but I just wanted to make sure you still felt comfortable doing so without the strict rules-blanket that PFS provides. My word is much more "the law" here than in PFS, but my first law is always first and foremost to have fun.


Male Halfling Bard/1

Anyone want to post their character ideas? Playing a hoary old wizard (you know, the kind with cobwebs in their beard, etc.) is something fumbling around in my brain cavity, but I'm not dead set on it.


Male Level 1 Human Commoner

I posted my idea to the zedroom! Guess It should have been here.


Male Level 1 Human Commoner

As previously seen on the zedroom

I've got it!

For Reign of Winter, I think I'll roll up a homage to Gully from the Battle Chasers comic book. Has anyone read it before? So the toon will be a young girl (9 years old) with gigantic gauntlets that should not be able to fit her but somehow do, and make her magically, ridiculously strong.

Mechanically, she'll be a halfling (skinned as a human child), with levels in fighter/barbarian, and the rounds she rages will be skinned as the magic gauntlets making her super strong. I'm super-duper excited now!


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Oh dear, Chris L. Are you trying to get Jyri to quit? Channeling the hated Iron Man from John's other illl-fated game?

Seriously, though, a halfling fighter/barbarian works. Provided she ends up being sociable enough to be a part of a cohesive group, I have no issues at all with how you do the flavor. Just don't go all... erm... Iron Man style. Seriously, read that douche-bag's posts and then check out the ridiculous sh•t he got for his character and build to sort it out. It shows commitment to the theme, I'll grant him that, but OMFG he'd be annoying to play with.


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So... character ideas so far (at varying stages of maturity):

  • John: Human (northerner) Skald type.
  • Steve: Frankenrace something type.
  • Chris B: Aging wizard type.
  • Chris L: Halfling barbarian / fighter anime type.

Keep 'em coming! Getting very excited about running this for all of you. Loving the AP as written thus far.


GM Damo wrote:

Oh dear, Chris L. Are you trying to get Jyri to quit? Channeling the hated Iron Man from John's other illl-fated game?

Seriously, though, a halfling fighter/barbarian works. Provided she ends up being sociable enough to be a part of a cohesive group, I have no issues at all with how you do the flavor. Just don't go all... erm... Iron Man style. Seriously, read that douche-bag's posts and then check out the ridiculous sh•t he got for his character and build to sort it out. It shows commitment to the theme, I'll grant him that, but OMFG he'd be annoying to play with.

I did a bit of reading in the link you posted. The iron man-dude seems to stick to a really tight theme, I.e. he seems to know exactly what he wants to do with the theme of his toon, and really sticks to it. Except the toon (from what I could see) appears to be really ineffective.

Are the concerns or issues with the iron man-dude that his character doesn't get along with the group or that his character is completely ineffective (or both)?

I think the build I have in mind could really work well for RPing, and fitting in with the group. But, to be 100% honest, the halfling barbarian/fighter will never be as effective as a straight half-Orc or human. But I think I can build something mechanically decent, or at least not completely terrible :)


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Just quickly on Iron Man: the theme he is sticking to is the Avengers and he's playing Pathfinder. I'll let John rant if he likes about how fun that is for people who are trying to play fantasy adventure.

Anyway, the main concern I was talking about was for getting along with the group and roleplaying...

... but I did forget that halflings have a strength penalty! That makes them close to the worst choice stat-wise for a barbarian! On the plus side, you do get 25 point-buy, so her strength can at least be 16 (eep!) without nerfing your other stats.

That said, I always prefer (especially in APs) roleplaying choices over mechanical ones. So long as you take a bit of time to optimize within your roleplaying framework, I think we should be fine. Do just keep in mind that the encounter difficulty ramps up a lot at the end of each book. Since you get to reincarnate for free (ie. roll up a different toon) and have hero points available for you to cheat death, I will not be pulling any punches. I will even be adding extra creatures and/or class levels and/or the advanced template (or whatever seems appropriate) to accommodate and challenge a group of 6 players.

Oh, and if you must have a melee-oriented low-strength character, have you considered making her a brawler? The extra attacks and high dex will help to even things out, and she'll definitely get to make use of those massive gauntlets.

Back on to the roleplaying, I guess I'm not even that worried... mostly my concerns are about verisimilitude. The talking and getting along with each other aspect... well, I'm 100% sure all of you will all do an absolutely fine job of it!

Liberty's Edge

Halfing barbarian might be lot of fun, and it shouldn't be that uneffective... Check out the feat Risky Striker for keeping up with damage. Halfing is "only" 4 points of STR behind bigger races. In the beginning that's a lot, but in the long run that might not be such a big deal. Dex-builds are worth checking out, too; there are a couple of barbarian archetypes which give bonuses to dex. Brawler + amulet of mighty fists (agile) will get you dex-to-damage. Then again, I'm not sure how easy it is to get the items in AP... Haven't really played any Pathfinder besides PFS...

We had one "Iron man" in our local games as well; early levels he was similar with his 1d4+1 magic missiles, but pretty soon started to pull his weight with scorching rays / lightning bolts etc. I think he went fighter/wizard/EK/hellknight armiger route

---

Currently I'm looking at Druids and Witches; but still waiting the inspiration for the character. I do have some build ideas, but the "This I want to play!" -inspiration is missing...


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-Karma- wrote:
Currently I'm looking at Druids and Witches; but still waiting the inspiration for the character. I do have some build ideas, but the "This I want to play!" -inspiration is missing...

Do have a read of the Reign of Winter Player's Guide if you haven't already. It may inspire you - definitely gives you a taste of the flavor of the setting.

Druids and witches can both work very well in this AP. Nature types definitely get some roleplaying advantages early on (at least, haven't read the rest).


Thanks for the information, guys! I was thinking fighter initially, but that was because I completely forgot the brawler existed. That might even be a better fit. I'm going to survey some ideas and then post a tentative build for you all to review/comment on. I think there should be some decent possibilities, but the main problem I see would get not hitting a decent stride (as far effectiveness) for a few levels possibly.


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Don't be too concerned with effectiveness in the early levels - see the magus class!!! Some builds just take a while, and that's okay. Just don't be the kind of character that folds over in two hits by the time the frost giants (or whatever, I really don't know yet) come out!


Male Halfling Bard/1

Welp...if that's a requirement then old hoary wizard is definitely out! :p


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Sorry! I meant "kind of melee character"! Hopefully your tanks will be helping you to avoid that kind of altercation!

Liberty's Edge

Winter Witch (both the archetype and prestige class) is pretty cool. I just wonder... he gets bonuses to ice spells and cannot cast fire spells, and this is a campaign where a lot of enemies are resistant to cold (judging by the player's guide). Will that be useless feature in this campaign?

Of course damage-dealing isn't witches forté anyway...

BTW, how about traits? 2 traits as in PFS? Does one need to be from the player's guide?


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The Winter Witch archetype won't be useless, but if you get frustrated by creatures that resist your primary energy type you might think again. However, if you take the prestige class as your level 6 class, at level 8th it becomes reduced resistance, though. And it will be really quite reduced by 13th level, so you might be fine! There are feats that can help... and you are totally right about the damage dealing not being a witch's primary focus.

The wintry abilities for this archetype/prestige class in this campaign, in my opinion, more than outweigh the issues with the cold resistance! Cold Flesh, for example, will be very useful.

Yes, 2 traits. I think I mentioned it on the other thread, I would like you to choose one from the Player's guide to tie you in to the AP. If the choices don't suit, let's chat privately to figure out a trait that we can modify the flavor text for so that it does work. I want this to be the exception, though, and the Player's Guide traits are decent (Northern ancestry in particular is awesome in this campaign).


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

So here is one of my current ideas. I am thinking I want to try to get this barbarian alchemist idea off the ground. I will skip it if my idea unbalances the party though...

Barbarian / alchemists, oread race. He is convinced in his heart he is a stone giant. Possibly a runt... He uses alchemy to try to break through this human-ish shell and unlock his inner giant.

He would only have one level of barbarian, and the rest alchemist, ragechemist to be exact.

My other idea is some sort of ifrit fire/evoked... No idea where to start on a backstory/ character theme for that one yet...

-Posted with Wayfinder


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Sounding cool, Steve! Keep it coming as inspiration hits you. ;-)


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Ok, I've still got some posts left with this alias before the name becomes permenant. I am scrolling for inspiration today, and I might have stumbled on something.

I do want to mention something real quick - When Damo mentioned playing any class, my ears perked up for exactly the reasons he mentioned. I always love toying with "new" things that I might not ordinarily get to play. If a motley crew of odd races and things is too much for the group, I can have fun pulling off a human fighter (ohh the feats!) as well. The biggest rule at any table should be to HAVE FUN, and if my choices affect other peoples fun... (especially when I can have fun with other choices as well) well you get the idea.

Without further ado... see the reason I had a hard time falling asleep last night... my mind was racing...

--------------
Immolator - An Ifrit Inquisitor, who uses holy fire to purify and judge.

This Ifrit Inquisitor is simple minded, but mostly he is conflicted. He knows his own faults and shortcomings, and often deals with pangs of guilt for what he feels is his own hypocrisy in doling out judgement, but this is in private, and he strives to keep anyone else from seeing that 'weakness', for fear that discovery might lead to accusations of heresy, or worse.

When he does deal judgement, there is no reservation, and fire is the only way to burn off the dross, the fake, the weak, and leaving behind the precious and pure.

There is a debate in his mind as he struggles with his hypocrisy though, growing in voracity as he grows in strength, that perhaps him and all of his kin are hypocrites. Perhaps the cleansing fire needs to be turned on his own people, to see what remains. What is pure and righteous in the blood of his kin? Maybe he is a heretic after all...

Expect constant quotes from the bible should I choose this race/class combo... I am really digging on this idea the more I think about it...
---------------

Ok... So I was going to put some more of my other ideas on this post, but the more I think about it, the more I am falling in love with this idea, and the idea for his backstory. This is what I want to do, hopefully that is ok with everyone!


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Steve, just post on this thread with your main profile. The only characters who join are those who post in gameplay. Even then, I can disable them so they appear at the bottom of the character list under "inactive". No issues.

I love the racial class archetypes (in general) and that one is no exception. Not such a fan of bible quotes on Golarion (since it's a different pantheon and all), but feel free to make up your own snippets of holy text with strong influences from the bible. Just get it right. ;-)

From my perspective, I say that character is a go. Can't speak for the rest of the group, though.

As a side note: if you call him Pyron, he's banned.


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Yea, didn't mean to say I would quote the bible in character as if it was a source, just meant I would use it for inspiration for some of the things the character says, ie, some of his quotes will likely sound familiar, depending on how much old testament you read... :)

In fact, you just have me an idea for the characters name... Shadrach. Just call me shack. :)

-Posted with Wayfinder

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

I'll be honest, I have read everything yet, but just pinging in with Beavis/Cornhulio to mark my place.

Beavis is a goblin fire bomber chirurgeon alchemist... yes, two archetypes! He'll be all gaga over throwing fire bombs around, and his cure extracts are automagically infusions (like potions).

Cornhulio is his alter-ego when he takes his extract, of course.

I'll catch up in a bit. He'll probably get along just fine with Immolator (fire! fire!).

Question for Damo (which might already be answered) -- what are we doing with crafting rules? Is crafting allowed, or not? This comes in to play immediately with Beavis, who has "Brew Potion" as a bonus feat ... in PFS play that would get replaced with Extra Bombs. I just need to know what we're doing.

Thanks!

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

@Chris L -- I have seen several very effective halfling barbarians around locally... so it can work. I agree that the STR difference becomes less important over time. I will also say that I have seen your very concept in play in an IRL game (can't remember where, but I know I didn't get the reference to the character being emulated at the time). It seemed to work. Do as you will... have fun! Another option, if Damo wanted to allow it, would be to play the character as a human with the Young template... then as the game progressed, she could age, and become an adult (dropping the template). Honestly, I'd think that was a less cheesy way of doing it, in a non-PFS setting. Her gauntlets could also be something that were found in Numeria?


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Crafting is absolutely allowed. Item crafting, scroll crafting, shoe crafting (which actually gets a look in, but I'll custom rule around such silliness)... in fact, all (non-optional) feats, skills, etc from the core, ultimate and advanced rulebooks are available. Leadership feat is allowed, too (which often gets banned), but you must be prepared to create a separate alias for your cohort.

PFS rules are all completely out the window (other than those that follow RAW in the books).

I will allow the young template, but it is quite a nerf. -4 strength and con as a barbarian??? The timeline of this game isn't so long that a whole lot of "growing up" could realistically happen (it's about a 6 month - 1 year duration). Also, the roleplaying ramifications of playing a child in a game with "real live" witches could be either awesome or awful.

Liberty's Edge

I think I'm leaning towards the winter witch; I'm imagining a Jadwiga aristocrat, who isn't very popular in his homeland (due to lack of appropriate cruelty) and has taken off to explore the southlands.


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My deleted statement wrote:

@Karma: I love the enthusiasm, and the winter witch is a great archetype / prestige class for this adventure. However, for this AP I will say: you cannot be a Jadwiga. If you like, you can be some bastard offshoot of the line who was abandoned at birth (perhaps then raised in the Lands of the Linnorm Kings or some other northern land). If you want to play a noble type, you can perhaps have been held as a hostage child who failed to prove useful but was then raised as a noble anyway (or whatever you make up). But I'm afraid you cannot be a true Jadwiga.

I don't wait to spoil too much (or anything) about what is to come, but that one throws way too many spanners in the works.

So, yes to winter witch but no to White Witch.

Okay, so I wrote all that, and then I decided there were way too many occurrences of "cannot" in there. If you want to play a Jadwiga descendent, then PM me and we'll work something out. I'll have to read a little more of the Adventure Path, but I realized that I'm not constrained to the plot as written (like I am with PFS) and I was ignoring what could be a hugely awesome roleplaying opportunity.

If you'd like a Jadwiga aristocrat, then please put some background ideas into a PM and I'll work with you to come up with something way cool that can work. To realistically have that as your background, you will end up with a lot of knowledge that will be helpful, so I'd like to make sure you have the appropriate skills before I reveal too much (otherwise it isn't fair). The trickiest bit will be figuring out why you're in Taldor, but I have a very, very cool idea for that!

The more I write, the more I get excited about your idea and the more I want to burn my quoted text above (but I'm leaving it in there for posterity, and in case you read it already).


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Oh, and I keep forgetting to mention some house rules that I have that's become so commonplace in my home games that I didn't even think to write it down:

  • No XP awards. You'll level up when I say so. In my opinion, this discourages XP chasers, and encourages roleplaying. It also helps me to ensure an appropriate level of challenge for the group. If this is going to be a problem for you, please make a convincing argument for XP awards.
  • PFS style weapon enchantments are in effect. You pay the difference in magic enchantment cost and can enchant existing weapons. You can do this yourself with the right item crafting feat (for half the cost of the extra enchantment). This also goes for rings of protection, amulets of natural armor, headbands of mental stuff and belts of physical stuff (anything with a +X bonus tha can scale up, really). However, unlike in PFS, you need to explicitly find an appropriate level magic item enchanter in game and wait the appropriate time for the crafting to occur (after witch time he will make all the usual rolls required - taking 10 where it makes sense to do so).
  • I will often hand wave diplomacy rolls, intimidate, sense motive and bluff checks depending upon the quality of your roleplaying. I know this can discourage taking social skills, so a roll is still needed for particularly hard checks (eg. ones that you would need a 15+ to pass) regarldess of roleplaying quality, I will make a roll with appropriate circumstance bonuses. Gather information, feint and demoralize will still always require a check.
  • Profession and craft skills are (in my opinion) generally a waste of time for adventurers, and I often have trouble seeing how an adventurer improves on such skills by adventuring (eg. congratulations, you're finally at the stage where you've killed a dragon... and you're now the best cobbler in the land). If you wish to take a profession or craft skill, let me know what you want to take (and why) and we'll make some house rules to improve their usefulness and applicability. The obvious exceptions are class-related crafting skills - like craft (alchemy).

That's all I can think of for now.


GM Damo wrote:

So... character ideas so far (at varying stages of maturity):

John: Human (northerner) Skald type.

Half elf. I have to tweak my backstory a bit, and un-mythic/un gestalt him. Thinking about a dip into Fighter (polearm master).

Don't get me started on Iron Man. To each their own, but when you bump the tier from 1-2 to 3-4 because of you, and your main attack is a wand of magic missiles, that is just rude.


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Honestly, I don't even blame Iron Man. I blame the GM who let that guy into the game in the first place. See my guide on recruitment for all kinds of reasons why that guy should never have been let in in the first place!

The place for him is with a bunch of like-minded individuals, not ruining it for the rest of you.

It is GM's fault, and there is no denying it.

Regarding the Skald-type... Half-elf? Cool! I was just going by the beardy avatar (which I happen to know is human because I've used it before!). Haven't looked at stats yet.

Dark Archive

Human (Minnesotan) Rules Lawyer 4, GM 5!

I personally like the Skald myself... in a home game, I am playing a hobgoblin skald. Seems to work well.

Heck, I'll possibly make use of that rage ability with Beavis... perhaps occasionally I go with the Strength mutagen, and get all buffed out and go melee? That might be fun.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Synergistic! I will sing my a$$ off for you!

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

"Bon Jovi rules!"


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Pretty sure you don't need to cover it up when you type "ass", unless you wanted to make the association between money and your ass... in which case... erm... carry on?


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... and that should be "Bon Jorvik rules"


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge
GM Damo wrote:
... and that should be "Bon Jorvik rules"

And we have a nickname. Thanks!

I now have a dancer and a singer in my stable of characters. Hmm..

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

"Breakin' the law! Breakin' the law!"

Heh heh heheheh!

He said ass... heh heh heh heh heh!


Male Human Engineer/4 (ding!)

Ok, So I have been trying to build this inquisitor, and I am just not feeling it. I love the story idea behind it, but I am not liking the mechanics of the character at all.

I think the problem is I am attached to playing an alternate race that I might not normally get to play, and most of the builds would be far better with a human.

I am going to continue to search for inspiration. I am leaning back towards the Oread race, though not necessarily with the barbarian alchemist build.

In the end, I might just end up using the human/fighter/archer character I was going to use as an Alt for PFS.

Still searching for inspiration...


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Hey Papasteve...

How about playing a "near-human" race. Mix and match a little and use the advanced race guide race builder as we discussed earlier? Just come up with your concept (eg. call the race "Djinn-touched" or similar, background for the race and how it differs from existing similar races) and we can go from there. You'll get the roleplaying flavor and most of the benefits of being human (we can change out either the skilled or bonus feats). We could also go with an existing alternate human racial trait that suits and explain that away as part of your near-human heritage. You can then take cool RPG styling highlights like red corneas with flames in your irises or golden hair or whatever you like.

Liberty's Edge

GM Damo wrote:

If you'd like a Jadwiga aristocrat, then please put some background ideas into a PM and I'll work with you to come up with something way cool that can work. To realistically have that as your background, you will end up with a lot of knowledge that will be helpful, so I'd like to make sure you have the appropriate skills before I reveal too much (otherwise it isn't fair). The trickiest bit will be figuring out why you're in Taldor, but I have a very, very cool idea for that!

The more I write, the more I get excited about your idea and the more I want to burn my quoted text above (but I'm leaving it in there for posterity, and in case you read it already).

Jadwiga is not a must, but my inspiration came from russian aristocracy. And Jadwiga sounded much more like that than the other norther ethnicities. But I'll send a PM on some background ideas I had in mind.


Male Human Engineer/4 (ding!)

Ok, so I am somewhat settled on an Ifrit Wizard (evoker). Going to burn the world down. :) I realized that having access to item creation feats (such as scribe scroll) make a wizard much easier to use than in PFS. IE - with enough time I can scribe a decent amount of scrolls to capture some of the versatility of a sorcerer, while advancing like a wizard. And since I could theoretically sell my scrolls for the same amount it cost me to scribe them, I'm not really loosing anything. Instead of carrying my wealth around in gems and coins, I carry it around in scrolls that could save our bacon in a fight... Can't really throw gold coins at the bad guys... :) well, I suppose you could technically, just not likely to have much of an effect...

There is still a chance that may change. I rolled up an Oread Cleric to see what it looked like. Still kinda meh on everything.

I am going to take you up on that offer too Damien, I will stew on it some and PM you what I come up with. Maybe that will help with the "writers block" or whatever you call it for players I am struggling with :)

Maybe some sort of half-breed human like you say, with a mixture of abilities.

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

So, are we planning on having a dedicated skill monkey/rogue? I ask, because alchemists get disable device as a class skill, as well as perception. So, I can be a secondary trap disarmer, or primary as needed. Can also be a secondary healer.

I am thinking I will not be taking the fire bomber archetype, and I don't think chirugeon's stacks with it. Fire Bomber really only gives you elemental form spells onto your known spells.... Plus a little bonus damage (1/die). At the cost of heavily focusing on fire damaged. Still debating, so we shall see.

GM Damo, aw you thinking about using flaws? I ask, because I have a great RP idea with one.


Male Halfling Bard/1

Also, how old can I make my wizard? I would like to make him old, but if you hesitate, I can make him late middle-aged. :)


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Steve, sounding good mate. Love the idea of a flamethrower in a bottle - and this is the right campaign for it. Just expect to be targeted for special attention by things that are vulnerable to fire!

Also, having read the first adventure, some things don't just have resistance to cold, they have flat out immunity to it. Let me know if that affects your class choice, Jyri. I think for roleplaying flavor alone, it's still absolutely awesome... and you won't be too badly off against cold creatures.

For flaws, I'm okay with them provided they have roleplaying merit... and only one and only after a consultation over PM. If you're a fighter and you're looking to have a knowledge (planes) penalty, or the like, in return for an awesome trait then no. The penalty must be felt, must have roleplaying merit and must balance out the trait you take as a result.

Old for a wizard is fine. Keep in mind ghosts and witches' curses. That is all the warning I will give. Also, you'll need a good roleplaying explanation of why you are only just beginning your career when you are so damn old. Also, old is where the penalties get worse than the bonuses don't get better. Are you sure you don't want late middle-aged instead (which I will allow).


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But the way, if you're looking to take a regional language, look no further than Skald. It will have the most utility by far.

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

I was thinking of giving the little guy

ultimate campaign wrote:
Dependent: You are dependent upon the acceptance of others. Whenever you fail a Diplomacy check, you become shaken for 1 hour.

And he will be getting levels in Diplomacy, Pugh I have not decided If I will just leave it as the -2 + class skill + ranks (he is going that've a 6 CHA), or if he will be taking a trait to change that to an INT based skill.

He is going to be Chaotic Good... And will often act like a young child... Always looking for approval. From everyone. He always means well, but his upbringing (and race) will mean that he is sometimes less than perfect at it.

That does mean that he gets another trait, but that is probably why I will not be getti one that makes diplomacy intelligence based.

I am thinking one of the campaign traits (not sure which one yet), and the trait to make UMD Int-based. Then, maybe someone to give him trapfinding, if it exists? He'll be hardening back to his roots in that he is good at breaking into things.

Just realized that Diplomacy is not a class skill for him. We'll have to figure out how that one is going to work.

EDIT: Never mind... really not worth it. Now that I look at the Drawbacks more, they are pretty lame. I'll take my campaign feat, and one other, and call it good.


Male NG Human Wizard (Conjurer) 4 | HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2 | Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Hoary old wizard. Let me know what you think of the background, guys. It was a thirty-minute whipped-up special, so you're not going to hurt my feelings. ;)

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

I like it.... A lot.

And, thinking about it, what would you say to having rescued a young goblin along the way? Coramus could have taught Beavis the alchemy that he himself couldn't quite control, but that came quite naturally to the goblin.
The fact that the young protege came to alchemy quite naturally helped him to sell more cures and remedies, which is also why Beavis took naturally to chirurgy.

Of course, he couldn't quite break him of all of his bad habits!

If you are willing. I would love To go with that.

So, we will be arcane heavy, it seems, with two wizards and an alchemist? And a skald, as I recall.

@Jyri - for this group a druid would be incredible. We can us another front-liner, And a moose would be fun, perhaps, as an AC. Or a wooly mammoth.

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