DM Tarfugal's Reign Of Winter

Game Master Humble Winners

Once upon a time....


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I am thee DM Tarfugal, out to find a party of winter badasses. The cold is a dark place where you will freeze to death with your 20 point buy. I will sing a song at your funeral no matter your class or race. Prepare for your doom with your average class gold and level 1 stats. By merely the power of Paizo material, you will fall. Take two traits or three traits with a fatal drawback. All alignments except chaotic evil is perishable."

All silliness aside... :)

I am excited to open a Reign Of Winter campaign in December!!!

I am going to take 5 players. I have 1 slot open for a friend of mine who will be the 6th player.

Make sure to take a look at the Reign of Winter Player's guide.

Please add a backstory to your character. I like strong character narratives. Quality is more important than quantity.

The deadline will be determined by how much interest there is.

Please ask any questions! I will be happy to answer them!

Cheers! Happy Holidays!

Silver Crusade

Would you allow a Medium who channels different Winter spirits to augment himself and the party?


I have an idea that I want to use but it requires a slight allowance by a GM. I want to use the feat:

Slashing Grace with a light slashing weapon, instead of a one-handed one. This would not be to use it for TWF. What do you think?


Tentative dot; I'm waiting to see how some other recruitment threads pan out before submitting a character here but I'm certainly interested and will keep an eye on the thread :)


Dot-dot-dot.


I'm thinking a Fire elemental wizard Ala Colonel Mustang.


I'm dotting with an alchemist. I'll play around with her a little, see if I can make her more interesting.


Pathfinder Adventure Path, Rulebook Subscriber

Dotting with an arctic elf boreal bloodline (maybe crossblooded with elemental water) obviously specializing in cold spells.


Dotting. Making an arctic druid =^^=

Silver Crusade

Dot


Rather going with a shaman druid. Front line combat character
GM: Instead of a Lion Shaman, can I re flavour it to a tiger shaman?

Dark Archive

Dotting two-fold: either a Linnorm Lands half-orc magus with a flame focus whose family hates witchcraft, or an Irrisen human ranger that hates the witches and their cold fey allies and somehow managed to escape the Witch-Realm.

- Murantos Wolf-Wing: a half-orc raised in the Lands of the Linnorm Kings after his clan, the Winged Wolves, split in two, one remaining in the Holds of Belkzen and the rest migrating to Averaka, a half-orc settlement. The source of their division? the difference between the arcane and witchcraft and which should be favored. Murantos' ancestor, a half-orc wizard, was exiled along with his followers and they found new allies in the Linnorm warriors and kings ... along with a new hatred of the witches of Irrisen.

- Svartokshe Marinter: an Irriseni human whose family was stolen from him before his eyes by the malice and mischief of cold fey. Despite the history of allegiance of the Marinters to Baba Yaga, Svartokshe came to blame the Queen of Witches for both ignoring his family and then allowing them to be taken from him. Using both guile and martial prowess, he escaped the guardians of Irrisen's borders and fled south, the ice and snow now a source of ire for the still young Svartokshe.

Will dot again with the chosen character and links to his page/personality/past.


My druid character

He grew up in the wilds. His family lived and studied nature. Growing up he grew more close to the wild, befriending a young tiger cub who he rescued from poachers

He has grown distance from humans and other beings of the city. He has developed a great mistrust of them. Due to the way they treat the world outside of their cages of society


Dotting with a Sylph Void Listener.


Void listener?

Dark Archive

Do people still play fighters anymore? How about a fighter? I'm dotting with a fighter:

After growing bored with the tedium of farm life, his father decided he had enough children, and so arranged for Michiel to apprentice with Ol' Ironhands, Heldren's master armorsmith.
The work was hard and grueling, but at least the red-hot forge kept the omnipresent cold at bay. After two years Michiel was at last feeling like he finally belonged.

Until the day she walked in....


My pfs character is a lol 10 almost 11 half orc fighter =^^=


Wind listener (Archetype) with the Void elemental arcane school. (Void listener sounded cooler in my head...)


I figured. Just wanted to make sure I was correct =^^=


Pathfinder Adventure Path, Rulebook Subscriber

My submission, the armored skirt is a re-skinned armored kilt. I realize that focusing on ice magic so much might not be the smartest idea, but she will be taking very few of those spells outside of her bloodline spells. She is going to focus more on area control, fog based spells, walls, and pits, in addition to de-buffs like slow.

Build:

Mirri Willowthir
female arctic elf sorceress (cross blooded) 1
CN medium humanoid (elf)
Init +3; Senses Perception +7
--------------------
Defense
--------------------

AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 10 (1d6+4)
Fort +1, Ref +3, Will +0
Defensive Abilities Desert Runner Energy Resistance (cold) 5
--------------------
Offense
--------------------

Speed 30 ft.
Melee dagger +0 (1d4 19-20/x2)
Ranged elemental ray +3 (1d6)
Special Attacks elemental ray (7/7 per day)
Spells (CL 1; concentration +5):
1st (4/4 per day)—color spray
0 (at will)—detect magic, prestidigitate, ray of frost
--------------------
Statistics
--------------------

Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0;CMD 13
Feats eschew materials (bf), toughness
Traits volatile conduit, seeker
Skills Craft (jewelry) +5, Perception +7, Spellcraft +5, Survival +4
Languages common, elven, sylvan
SQ cantrips, crossblooded (boreal and cold)
Combat Gear dagger, armored skirt (kilt); Other Gear none
Misc Gear backpack, bedroll, belt pouch, spell coponent pouch, elven trail rations (5days), travelor's outfit, soap, small steel mirror, common survival kit [flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.], 32 gp 8 sp 9 cp
--------------------
Special Abilities
--------------------

Bloodline Arcana Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1. Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Desert Runner Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.
Elemental Ray (sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Seeker You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Volatile Conduit Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Description:
Mirri is a slender and mid sized arctic elf with pale, ice blue, eyes and hair the color of new fallen snow. Her complexion is very pale and she wears a loose white linen tunic with a strange white skirt that seems to be heavily reinforced and a dagger strapped to her waist. She wears a necklace and rings made of bone and stones, and has taken to selling similar ones to help pay her way for the time being. When she goes out doors during the daytime she binds a thin strip of white linen around her eyes to protect them from the harsh glare of the bright sun, a trick she learned at home for the days when the sun glared blindingly off of the snow and ice.

Personality:
Mirri is a kind individual, though she has a defensive nature and a slight inferiority complex due to her past. Since leaving home she has begun to realize how much she doesn't know, and has been trying to fix that. She is often distracted due to her the distractions caused by her dual bloodline, often having problems focusing on one thing at a time or resisting temptation. At times she can be hard and cruel like the furry of a winter storm, and at others as cold and unyielding as a glacier.

Background:
Mirri was born in the frozen areas of the northern polar regions in the midst of a terrible snowstorm. Her delivery was rough and at the moment of her birth an ice elemental that had been enjoying the storm found it's way into the room, drawn to the newborn child who it felt a kinship with. The heat killed the tiny little elemental, melting it as it approached the child. It came close enough to see into her eyes and perished as her warm breath blew across it in a giggle and inhaled on her next breath, binding with her forever more.

Mirri's hair was touched by the cold of the elemental and turned instantly white as the snow covering the village, and forever marking her as blessed to her people. She grew up with great things expected of her and, while everyone supported her, they were also very critical of everything she ever did. She learned to keep careful watch for her mistakes so that she wouldn't be told how she could do better, or get the looks of disappointment that seemed to follow her failures.

As she grew older, her parents Taridel and Merrilin did their best to support her, particularly when they found that she had some control over cold magics. As her powers of sorcery developed, they encouraged her to become more broadly developed in what she could do, Apprenticing her to a family friend who was a sorcerer himself. But for some reason, she could never focus well enough to bring out the same variety of spells that her master expected of her, always lagging behind in what she should be able to cast, and bringing about disappointment from her teacher at her lack of skill.

As she reached adolescence, she found that, yet again, more expectations were made of her, a way to provide some means of support for herself, finding a man to take as a husband one day, so many things that they began to weigh on her heavily, further distracting her from her studies and bringing even more disappointment from those who expected so much of her.

In the end, she couldn't take it any longer, and she fled her home, the last straw being her betrothal to an arrogant ass of an elf whom she couldn't stand. She had no destination in mind, but set out wandering, finding herself drawn ever farther south and east of her homeland until one day, she found herself in the town of Heldren in southern Talador, drawn there for some reason she can't as yet comprehend. She strongly wishes that she could leave as it is far too hot and bright, hurting her eyes so badly that she keeps a strip of thin linen bound across them when outdoors so that the light isn't as hard on her eyes, but is resolved to waiting until she can find out what it is that brought her to this miserable place.

Silver Crusade

More than Likely Im going to first start out as Hunter.. Channel other spirits THEN go medium and channel MOAR spirits. I Plan on being then Tanky, Skillsy guy.


Hey, guys! Glad to see some interest! Today is my birthday, so I may or may not be able to answer your questions today.

In the meantime.. take a look at this! I wrote this little ditty in the past, but I still stand by it.

This the list of things that I want to keep maintaining.

1. Respect and Compassion: As a DM I must respect my players and take care of my players. Hopefully, Our respect and compassion will be a reciprocal relationship.

2. Enjoyment: I must make sure that everyone is enjoying themselves. Seriously guys, I am truly humbled by you guys taking your time to be in this campaign. Time is extremely valuable and limited. We only have so much time in our lives. I must make it worth your time.

3. Advocate: I will hear your questions and concerns to the best of my abilities. I will answer your questions. I will represent each one of you and help you guys out.

4. Story/Writing: I will fill my words with detail and decent grammar. I will make the best effort to make you guys care about the story.

5. Being Humble: I will accept criticism positively and work with you guys to constantly improve my DMing.

6. Risk Taking: I am going to take risks to give players unique and different play experiences. I will know the rules to break them properly.

7. Balancing: Keep the experience challenging, but not make the encounters broken.

8. Player Improvement/Learning: As a dm I seek for my players to truly benefit in this experience. D&D is an art form that has alot of insight. I will challenge you guys to take the next level as players in your writing and roleplaying.

9. Consistency: I will be consistently posting daily to move the campaign along. (Unless something makes me super super busy or an emergency.)

10. Determination: I will be determined and never give up on the players. I will seek constant improvement. There is always something I could do better.

11. We are really working together. We are working together to create a strong narrative. I am not seeking to win, but I am seeking you to learn and be happy through this campaign.

Silver Crusade

Happy B-day man, Knock backs some drinks and relax.. If you can answer my question on the Occult Adventures Class I will be set. Do it on your Leisure.


Pathfinder Adventure Path, Rulebook Subscriber

Then happy birthday to ya, have a good one.


Happy Birthday Tarfugal. If you accept new players I would submit a feral child druid.


Have an awesome day!!


Happy Birthday!


I will hammer out her backstory real soon, but may I submit Runa Svaladottir, viking (fighter) from the Land of Linnorm Kings!


Hello potential players! I am the friend that DM Tarfugal is reserving a spot for. I am looking forward to looking over your submissions.


All the dotting. I have a great idea. Also, happy birthday =D


Alrighty! Thank you for the birthday wishes.

Endoralis wrote:

Would you allow a Medium who channels different Winter spirits to augment himself and the party?

More than Likely Im going to first start out as Hunter.. Channel other spirits THEN go medium and channel MOAR spirits. I Plan on being then Tanky, Skillsy guy.

I going to have to veto this one because the occult classes are not published in a finalized form yet. However, once the the Occult classes get finalized and released I would be fine with you cross classing into that class.

Tuyena wrote:

I have an idea that I want to use but it requires a slight allowance by a GM. I want to use the feat:

Slashing Grace with a light slashing weapon, instead of a one-handed one. This would not be to use it for TWF. What do you think?

Feel free to create a character with that in mind. Just be careful... if other people have equal or better concepts to yours that don't require me to manipulate the rules, then they will have the advantage.

Lady Ladile wrote:
I'm waiting to see how some other recruitment threads pan out before submitting a character here but I'm certainly interested and will keep an eye on the thread.

Sure thing! A lot of great campaigns out there! :)

Seth86 wrote:

Rather going with a shaman druid. Front line combat character

GM: Instead of a Lion Shaman, can I re flavour it to a tiger shaman?

I am interpreting this as a change on a roleplay level, rather than a mechanical level. If that is the case, go right on ahead. You can be the ultimate badass lion or tiger shaman if you want to! :)

yazo wrote:
I'm thinking a Fire elemental wizard Ala Colonel Mustang.

Looking forward to seeing what you crank out.

El Ronza wrote:
I'm dotting with an alchemist. I'll play around with her a little, see if I can make her more interesting.

Sweet! I will be waiting! :)

House Arneste wrote:

Dotting two-fold: either a Linnorm Lands half-orc magus with a flame focus whose family hates witchcraft, or an Irrisen human ranger that hates the witches and their cold fey allies and somehow managed to escape the Witch-Realm.

- Murantos Wolf-Wing: a half-orc raised in the Lands of the Linnorm Kings after his clan, the Winged Wolves, split in two, one remaining in the Holds of Belkzen and the rest migrating to Averaka, a half-orc settlement. The source of their division? the difference between the arcane and witchcraft and which should be favored. Murantos' ancestor, a half-orc wizard, was exiled along with his followers and they found new allies in the Linnorm warriors and kings ... along with a new hatred of the witches of Irrisen.

- Svartokshe Marinter: an Irriseni human whose family was stolen from him before his eyes by the malice and mischief of cold fey. Despite the history of allegiance of the Marinters to Baba Yaga, Svartokshe came to blame the Queen of Witches for both ignoring his family and then allowing them to be taken from him. Using both guile and martial prowess, he escaped the guardians of Irrisen's borders and fled south, the ice and snow now a source of ire for the still young Svartokshe.

Will dot again with the chosen character and links to his page/personality/past.

Awesome, I like what I am seeing so far.

Yokaiboi wrote:
If you accept new players I would submit a feral child druid.

I have not set a deadline for character submissions yet. I would love to look at your submission.

If you mean that you are new to pathfinder, then don't worry. I like teaching new players! It is joyful, fun, and awesome to share knowledge around.

Atlas2112 wrote:

Do people still play fighters anymore? How about a fighter? I'm dotting with a fighter. After growing bored with the tedium of farm life, his father decided he had enough children, and so arranged for Michiel to apprentice with Ol' Ironhands, Heldren's master armorsmith.

The work was hard and grueling, but at least the red-hot forge kept the omnipresent cold at bay. After two years Michiel was at last feeling like he finally belonged.

Until the day she walked in....

Looking forward to learning more about Michiel.

Umbungo wrote:
Wind listener (Archetype) with the Void elemental arcane school. (Void listener sounded cooler in my head...)

Sounds cool to me too!

Runa Svaladottir wrote:
I will hammer out her backstory real soon, but may I submit Runa Svaladottir, viking (fighter) from the Land of Linnorm Kings!

Hammer away! Vikings are sick!

TreasureFox wrote:
All the dotting. I have a great idea.

Ideas are very welcome here. :)

Drogeny wrote:
My submission, the armored skirt is a re-skinned armored kilt. I realize that focusing on ice magic so much might not be the smartest idea, but she will be taking very few of those spells outside of her bloodline spells. She is going to focus more on area control, fog based spells, walls, and pits, in addition to de-buffs like slow.

You are the first added to the submission list. Cheers!

Clevr Gamer wrote:
Hello potential players! I am the friend that DM Tarfugal is reserving a spot for. I am looking forward to looking over your submissions.

He is indeed the friend that is reserved for the spot.


Dot. Gii here was originally made for Reign of Winter, and he's still the character I want to run through it the most.

He's a dual-cursed Oracle with the Lunar mystery, and will focus mostly on summoning and buffing while stabbing things with his longspear. I've set him up as an Angelkin variant heritage Aasimar, and changed his stats to be equivalent to a 20pb.

Doctor Gii, Oracle of Nethys.

Background:
Gii was born to a pair of Nethian priests, who took his birth as a great omen. His onyx-colored hair and sapphire-hued eyes were not terribly uncommon among the people of Absalom, and were not the hint that tipped the two servants of the All-Seeing Eye off to the boy's partial celestial heritage; it was, instead, the divine magic in his blood. Seeing the birth of such a child as proof of Nethys answering their faith, the newborn was showered with love, and introduced to magic as soon as his parents could.

Gii grew up quickly, and was a friendly, happy child. Though a fair bit more contemplative than his peers, and gregarious as could be, the boy excelled in the schooling he received from his parents. Though he took to the study of magic with unparalleled resolve, his body seemed to improve as his mind did, making him strong and swift. By the time he was in his teens, Gii had become totally absorbed in the study of magic for both creation and destruction. He found the most joy in the creation aspects, but it would be a disservice to himself, his faith and his studies to ignore the other aspect of Nethys.

When Gii reached adulthood, he joined the clergy of the Church of Nethys. Here, he was enabled to study even more, and he became completely immersed in the mysteries of magic. His dedication to the pursuit of scholarly knowledge and practical spellcasting experience earned him a decent amount of respect in the Church. After a few years of this study, Gii received a push to venture out into the world: a burden from Nethys, himself. Weakness took his left leg, forcing the Nethian to shuffle wherever he went, and an unconquerable "speech impediment," which left him speaking in bell-like, airy tones in a tongue most of the other Priests recognized as the language of Gii's bloodline.

Assured that this was his deity tasking him with something in the outside world, Gii received a list of far-flung towns that could use a little guidance from Nethys' hand. The Nethian then set forth to teach his fellow Taldans the wonder and marvel of the All-Seeing Eye.

Physical Description:
Gii is fairly plain. His onyx black hair and sapphire blue eyes are not terribly rare among the humans he was born to, and one would not be able to notice his celestial blood just by looking at him. He is lithely-built, but it is difficult to tell under the heavy clothes he often wears. Gii also wears a pair of simple spectacles, due to his years of study causing him eye strain.

When he must don his armor, Gii wears it over his bulky clothing, as it is sized just a tad bit too large for him.

Portrait of Gii.

Personality:
Gii is a calm, collected young man, who deeply enjoys studying magic. Though he is quite good at dealing with others, he tends to prefer solitude and quiet.

However, Gii can be indecisive at times, especially regarding personal relationships. Where magic and scholarly pursuits are simple, true friendships and the like are rare for him.

Character Sheet:
DOCTOR GII
Male (Angelkin) Aasimar
Oracle (Dual-Cursed) 1
NN Humanoid (Human), Outsider (Native)
Init +2; Senses Darkvision 60ft.; Perception +3

--------------------
DEFENSE
--------------------

AC 17, touch 12, flat-footed 15. . (+2 Dex, +5 armor)
HP 10 (1d8+1+1)
Fort +1, Ref +2, Will +1
Resist acid 5, cold 5, electricity 5

--------------------
OFFENSE
--------------------

Speed 15 ft. (Medium Armor)
Melee Cold Iron Longspear +4 (1d8+6/20/x3)
. . Morningstar +4 (1d8+4/20/x2) [1H] or +4 (1d8+6/20/x2) [2H]
. . Dagger +4 (1d4+4/19-20/x2)
Ranged Sling +2 (1d4+4/20/x2)
. . Dagger +2 (1d4+4/20/x2)
Special Abilities misfortune (Ex)
Oracle Spells Known (CL 1st, Concentration +4)
. . 1st (4/day) divine favor, shield of faith, inflict light wounds
. . 0 (at-will) create water, detect magic, light, read magic

--------------------
STATISTICS
--------------------

Str 18, Dex 14, Con 12, Int 10, Wis 08, Cha 16
Base Atk +0; CMB +4; CMD 16
Feats Extra Revelation: Misfortune (Ex)
Traits Fate's Favored (+1 Luck Bonuses), Adaptive Magic (+1 to Knowledge (arcana) and Use Magic Device, UMD is a class skill)
Skills Use Magic Device 1 rank (+8), Sense Motive 1 rank (+5), Knowledge (religion) 1 rank (+4), Bluff 0 ranks (+3), Diplomacy 0 ranks (+3), Disguise 0 ranks (+3), Intimidate 0 ranks (+3), Perception 1 rank (+3), Climb 0 ranks (+1), Swim 0 ranks (+1), Spellcraft 0 ranks (+0), Heal 0 ranks (-1), Stealth 0 ranks (-1), Survival 0 ranks (-1)
Languages Common, Celestial
Combat Gear -; Other Gear 0pp 2gp 8sp 0cp, scale armor, light steel shield, cold weather outfit, cold iron longspear, morninstar, dagger (5), sling, sling bullet (20), wooden holy symbol of Nethys, spell component pouch, oracle's kit (satchel, bedroll, belt pouch, candle (10), flint and steel, iron pot, mess kit, hemp rope (50ft.), soap, torch (10), trail ration (5 days), waterskin) [Light encumbrance]

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Oracle (HP)
Aasimar Racial Traits (Angelkin variant heritage, Scion of Humanity and Truespeaker alternate racial traits)
Lunar Mystery
Oracle's Curse (Ex)
. . Lame
. . Tongues (never progresses)
Revelations
. . Primal Companion (Ex)
. . Misfortune (Ex)

Matias:
MATIAS
Male Wolf Animal Companion 1
NN Medium Animal
Init +2; Senses Low-light Vision, Scent; Perception +5

--------------------
DEFENSE
--------------------

AC 14, touch 12, flat-footed 14. . (+2 Dex, +2 natural)
HP 13 (2d8+4)
Fort +5, Ref +5, Will +1

--------------------
OFFENSE
--------------------

Speed 50 ft. (No Armor)
Melee Bite +2 (1d6+1 plus trip)

--------------------
STATISTICS
--------------------

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Light Armor Proficiency
Skills Stealth 1 rank (+6), Perception 1 rank (+5)
SQ tricks (attack [all creatures], come, defend, down, guard, heel)

--------------------
SPECIAL ABILITIES
--------------------

Link (Ex)
Share Spells (Ex)

Matias is a proud and ferocious white-furred wolf, whom Gii believes was sent to aid him on his quest to spread the word of Nethys to more of the Inner Sea. Wounded and ill when the Aasimar man found him, Matias had been caught in a hunter's trap outside of Absalom. Far from the territory of these types of wolves, Gii could only free and bandage the animal, not sure what could have brought it here. But the strange pattern on the fur of its forehead said all that the Nethian needed to know: a silver patch that resembled an eye, one of the symbols of Nethys.

Having freed and nursed the wolf back to health, it chose to stay with the Oracle, walking quietly at his side and aiding the limping man, as if he had been bred specifically for that task.

Portrait of Matias.

Shadow Lodge

WEll I have a super awesome idea but i dont know if its your cup of tea. So basically i know one of the modules happen on Russia so I was thinking on playing a Russian who somehow got in golarion trought random planar travel shenanigans of baba yaga. He speaks in russian accent for the GLORY OF MOTHER LAND oh and he would start as a gunslinger but will take his next levels as a trench Fighter. Would that fit? :D


The only thing "mechanical" would be taking a tiger instead of a lion. Thats all. Nothing else changes. Just the companion species.


Umbungo's Void listener checking in!

Einarr Windstalker

Character sheet:

Male Sylph
Wizard (Wind Listener) 1
NN Outsider (Native)
Init +3; Senses Darkvision 60ft.; Perception +5

--------------------
DEFENSE
--------------------

AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 8 (1d6+1+1)
Fort +2, Ref +3, Will +3
(+2 vs spells & SLAs, +4 vs cold weather, +1 vs cold effects)
-1 to saves when adjacent to allies or when aiding another
Resist cold 2, electricity 5

--------------------
OFFENSE
--------------------

Speed 30 ft.

Melee Dagger +0 (1d4, 19-20, x2)
Ranged Light Crossbow +3 (1d8, 19-20, x2, 80ft)
Dagger +3 (1d4, 19-20, x2, 10ft)
-1 to attack when adjacent to allies or when aiding another

--------------------
STATISTICS
--------------------

Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 8

Favored Class: Wizard (HP)

Base Atk +0; CMB +0; CMD 13

Feats: Scribe Scroll, Spell Focus (Divination)

Traits: Northern Ancestry (Campaign), Tundra Child (Regional), Desperate Resolve (Magic), Loner (Drawback)

Skills: Acrobatics +3, Appraise +4, Bluff -1, Climb +0, Diplomacy -1, Disguise -1, Escape artist +3, Fly +3, Heal +1, Intimidate -1, Kn:Arcana +8, Kn:Nature +8, Kn:Planes +8, Linguistics +8, Perception +5, Ride +3, Sense Motive +1, Spellcraft +8, Stealth +3, Survival +1, Swim +0

Languages: Common, Auran, Draconic, Aquan, Elven, Gnome, Skald

Gear: Traveler's outfit, Light crossbow, 30 crossbow bolts, dagger, Backpack, Spell component pouch, Spellbook, ink, inkpen, bedroll, flint and steel, soap, trail rations (2 days), waterskin, 11gp, 7sp, 9cp [Weight = 31.5lbs = Light encumbrance]

--------------------
SPECIAL ABILITIES
--------------------

Weather Savvy (Racial): Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Air Insight (Racial): Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.

Spontaneous Divination (Class): At 1st level, a wind listener can reshape stored spell energy into divination spells he did not prepare ahead of time. The wind listener can “lose” any prepared spell that is not a cantrip in order to cast a divination spell of the same spell level or lower. The new spell must be one the wind listener knows and is capable of casting. Spells cast with this ability increase their casting time to a full-round action (if the spell's normal casting time is longer than a full-round action, it remains unchanged).

Reveal weakness [7/day] (Class): When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

--------------------
SPELLCASTING
--------------------

CL 1, Concentration +6 (+9 when grappled, pinned, in violent weather or entangled)

Arcane School: Void
Opposition School: Fire

Spells per day: lvl 0 = 3, lvl 1 = 2 + 1 (school slot)

Spells prepared:
lvl 0: Detect Magic, Acid Splash, Daze
lvl 1: Shield (school slot), Vanish, Silent Image

Spellbook:
lvl 0: All wizard/sorcerer spells except spark. Plus Guidance
lvl 1: Shield (school), Endure elements, Comprehend languages, Silent image, Colour Spray, Vanish, Magic Missile

Background:

Like many Ulfen families, nobody really knows where clan Windstalker got its name. The men of the family have always had some connection to the skies, and none more so than Einarr. As a child Einarr often dreamt of travelling the world, in particular that great wide open blue. Einarr's daydreaming didn't help him make many friends however, nor did it endear him to the clan elders or the Karlsgard merchant factors he was apprenticed to. From a young age he knew he was different from everyone around him. Only he knew that those blue "tattoos" changed shape every waking day.

Eager to find out if there were more people like him, Einarr took to reading. He devoured books on languages, magic, nations and history, and eventually started learning some minor magic. For years Einarr studied in his spare time, finding only little about the people he now knew were Sylphs, and spending less and less time in the company of others. Then one day, out of the blue, she appeared. A vision, across the square, of someone just like him. Of course Einarr couldn't just talk to her, He didn't even know her name! So he started following her around, only for her to give him the slip the second she noticed him.

From then on, Einarr decided to spend his time actively looking for other sylphs. He packed up his things and left Karlsgard. He's found a few Sylphs on his travels, and over several years has walked across much of Northern Avistan. He's always been a little too shy to ever approach any of them however, each time getting a little closer before scaring them off or losing his nerve. His travels have currently left him in the village of Heldren, his last trail having gone cold and leaving him at a loss as to where to go next. Somewhere a bit less hot than Taldor would be nice...

Appearance:

Einarr is a mostly unremarkable man, apart from the moving blue marks all over his skin. He's relatively tall, though not built as well as one would expect for an Ulfen man. He has pale white skin, piercing blue eyes and the typical long blond hair of a Linnorm Kingdom native. He's never been able to grow a beard though, and has always blamed this on his slightly more than human nature.

Personality:

Above everything, Einarr is a loner. He'd like to be more sociable, but has never really gotten the hang of it. He mumbles, stutters and just never knows what to say, so he just follows and watches from afar trying to find an entrance. He seems not to mind being alone however, and is content to watch people. After all it's much easier to talk to someone when you already know what they want to hear...


I would love to join your group.


I will look into a spirit shaman. The hybrid of witch and oracle. Hope to add some winter witch flavor to it.


Greetings, I am Svartokshe Mar- ... nevermind, call me Black-Ice, most do. House_Arneste sent me here after hearing that there would be others who would join me on an "adventure". He also warned me that they would be asking about my story, personality, and abilities. Well, here goes:

Background:
I was raised in wintry Irrisen, a land corrupted by witches and their fell allies. My family were once their masters, but as the Jadwiga took over and spread their influence throughout the region, my family was forced into lesser social classes.

When I was six, a hag seduced my father and then deposited her changeling spawn on our doorstep. We named her Filla. At nine my mother was stolen away by a warlock and killed after he had his way with her. On my fifteenth birthday, a gang of cold fey kidnapped my siblings and I and tortured them to death, forcing me and Filla (the changeling) to watch. My father soon died from a wasting illness. Filla and I were taken in by another family, but I had had enough. I ran away from Irrisen, from the merciless cold, and somehow got past the guardians of the border and kept going south.

I hoped that the warmth of the southern regions would thaw the ice in my heart, but the cold only got more intense. Eventually I stopped crying myself to sleep, but the nightmares remained. I will have my revenge, the winter and those who abuse its power will suffer at my hands.

Personality:
Those who've known me enough often describe me as distant, as if my focus is elsewhere. Those who call me "Black-Ice" know of my hatred, comparing me to black ice, hidden from most's view till it is too late, and when revealed they soon know how dangerous I can be.

I am not without compassion. I understand suffering, especially from the cold weather and the ice in mortals' hearts, better than most. I will protect others from those who'd bully them, and I will fight those who believe that they can get away with anything.

Appearance:
My skin is very pale, but not translucent, rather it looks like its been frosted. My hair is the color of raven's feathers, and it naturally settles into a feathery texture. My eyes are a very pale blue, almost silver. I am not bulky, but rather lithe and wiry.

I think that is what you in Roleplaying-Land call fluff, so House_Arneste will soon create a "character sheet" to organize my skills for consideration in this adventure. Good luck all, may your blood run warm when you do what you love.


Hey so was thinking about this and a character concept came into mind. Zavier Vitoly, a grappler from the frozen north of Brevoy for your consideration please!

Zavier Vitoly Male Human Brawler
CG Medium Humanoid
STR: 18 DEX: 14 CON: 14 INT: 9 WIS: 12 CHA: 9

Init +4 (2 trait +2 dex)

Perception +5 (1 rank +1 wis +3 rank)

DEFENSE:

AC 14 (2 armor +2 dex)
T 12 (-2 armor)
FF 12 (-2 dex)
HP 13 (10 + 2 con +1 fcb)

Fort 4 (2 +2 con)
Ref (2 +2 con)
Will (0 + 1 wis +2 feat)

Conditional:
Fort 6 against cold climates
+2 to avoid tripping and falling

CMD 17 (1 + 4 str +2 dex)
19 vs trip (heart of the snows trait)
18 vs bullrush and overrun (blood of giants trait)
19 vs grapple (improved grapple feat)

OFFENSE:

Speed 30 feet
Unarmed Strike 1d6+4 (crit x2)
Cestus 1d4+4 (crit 19-20 x2)
BAB 1
CMB 5 (1 +4 str)
6 to sunder (Blood of the Giants trait)
7 to grapple (Improved Grapple feat)

TRAITS:

Human: Bonus Feat
Heart of the Snows: +2 bonus on Fort saves against cold climates, +2 any checks or throws to avoid slipping and falling and to Trip
Blood of Giants: +1 bonus on sunder checks, +1 defense against bull rush and overrrun
Reactionary: +2 initiative

FEATS:

Iron Will +2 to Will Saving Throw
Improved Grapple +2 to grapple CMD/CMB. No Aoo
Combat Expertise Take -1 to Attack to get +1 AC

SKILLS:

Acrobatics +6 (1 rank +2 dex +3 class)
Appraise -1 (-1 Int)
Bluff -1 (-1 Cha)
Climb +8 (1 rank +4 str +3 class)
Diplomacy -1 (-1 cha)
Disguise -1 (-1 cha)
Escape Artist +2 (+2 Dex)
Fly +2 (2 dex)
Heal +1 (1 wis)
Intimidate -1 (-1 cha)
Perception +5 (1 rank +1 wis +3 rank)
Ride +2 (2 dex)
Sense Motive +1 (1 wis)
Stealth +2 (2 dex)
Survival +1 (1 wis)
Swim +4 (4 str)

LANGUAGES:

Common

GEAR:

Leather Armor
Cestus
Cold-Weather outfit
Brawler's Kit
Furs
Snowshoes
Ice Skates,
Lantern, Bullseye
55 GP to spend

Special Abilities:

Braweler's Cunning Int counts as 13 to qualify for combat feats
Martial Flexibility 3 times per day gain beneift of a combat feat you don't have for one minute as a move action.
Martial Training Count as Fighter and Monk to qualify for feat and magic items
Unarmed Strike: Unarmed Strike does 1d6 damage

Tracked Resource:

Martial Flexibility: 3/3 per day

Background:

I am a stranger to this land but I can already tell that it is no stranger to me. Haha! If it feels like cold then it feels like home. I am born and grown of Port Ice in the North of Brevoy where all men and women are big and strong and cold is a way of life.

Even in Port Ice my size and strength were of note. More than 7 feet tall and more than 200 pounds my Da said to me "Boy, you were not mean to be fisherman or sailor." and he was right. The only thing else to do there was gamble and fight. Haha! I did both. I bet on myself and made myself many silver pieces. For my Ma and Da too for they came to bet and cheer me on whenever they could find time from their ship repairing and fish cleaning. I set myself goal of earning them enough that they can retire and rest easy.

Once that was done I grew bored with fighting. They were too easy! I started drinking more heavily and started even losing fights! Hah! My Ma set me straight, as all mothers should, "Boy" she said "You are too large for this place. You have already done your duty by us and it breaks my heart to see you waste away here. Go. You were meant for greater things than Port Ice."

This new goal invigorated me. I got back into shape even more fierce than before and left. I had heard tell of the wonders of the warmer lands so I went south and soon I got to place where melted puddles were actually warm and then there is no ice at all! I do not like it. I heard of some problem in town named Helden where there is snow when there should be none. I say to myself "Zavier Vitoly. This sounds like the place for you." And so I, the Giant of Port Ice, am here. The small people here may not like this winter, but I do!

It's funny, I spoiled myself on the AP when I was researching this character. Sigh, really hope you like him though. Very much a front line fighter will do good damage and should be able to control the battlefield very will with Combat Maneuvers. Please let me know what you think. And the inspiration is of course Zangief!

Actually could you give a bit of guidance on the start of the AP? I always try to tie my character backgrounds into the starting setting but that's a bit hard to do. It seems like the characters just happen to be in Helden?

And Happy Belated Birthday!


"Aruu is here. Ready for adventure in the human lands"

Here is my Feral Child Druid, details are in the Alias


Greetings (and... uhm... happy unbirthday)! I'd like to submit Tiferet Odinsdottir for your consideration, aasimar Skald and devotee of Tolc the Snow-Strider, empyreal lord of Cold, the Frozen Wilds, and Survival. I'm looking forward to better fleshing her out as soon as I have time to jot down a short background, for now I was envisioning her as one of the last descendants of an Ulfen clan of celestial paragons-worshiping warriors. They were driven away from their ancestral lands by the advent of the Irriseni witches centuries ago and are now selling their services as mercenaries in the southern lands, while struggling to maintain their northern traditions and identity alive (very loosely inspired by these guys ;) ).

In the meantime, here's a little bit of

Crunch:

Tiferet Odinsdottir

Aasimar (angel-blooded) skald (Fated Champion) 1
CG M outsider (native)
Init +2; Senses darkvision 60 ft.; Perception -1

==DEFENSE==
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +1
Resist acid 7, cold 7, electricity 7

==OFFENSE==
Speed 30 ft. (20 ft. in armor)
Melee greataxe +3 (1d12+4/x3)
Special Attacks raging song 6 rounds/day (inspired rage +1)
Spell-Like Abilities (CL 1st; concentration +4)
    1/day—alter self
Skald Spells Known (CL 1st; concentration +4)
    1st (2/day)—cure light wounds, charm person (DC 14)
    0 (at will)—dancing lights, mending, prestidigitation, unwitting ally (DC 13)

==STATISTICS==
Str 17, Dex 14, Con 12, Int 13, Wis 8, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Scribe Scroll, Skald's Vigor
Skills Diplomacy +7 (+8 vs. sexually attracted), Knowledge (geography) +7, Knowledge (local) +7, Knowledge (planes) +8, Perform (percussion) +7, Perform (sing) +7 Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Common, Celestial, Skald, Elven
Traits Charming, Restless Wayfarer, Unscathed
Drawbacks Attached
SQ bardic knowledge +1
Gear scale mail, greataxe, bedroll, belt pouch, drum, entertainer's outfit, holy symbol (Tolc), iron pot, mess kit, rations (6), soap, waterskin, 19gp, 4sp {70 lbs., light load}

The spell choice is very tentative as of now; being mostly a support / jack of all trades kind of character, should she be picked I'm more than willing to shift her focus if one particular niche happens to be already occupied by a more competent character. For instance, should a more obvious party face emerge, I'll probably forgo picking charm and the charming trait and substitute them with something more martially oriented (like sleep / tactician). Same with CLW if there's already plenty of healing power in the group etc.

One quick question though: the Player's Guide (well, not that I would have expected anything less given the AP's title) informs me our characters are going to experience plenty of cold weather. What's your stance on the relationship between energy resistance and protection from extreme environmental conditions?

From what I've seen, there seem to be 3 different "schools of thought" on the topic:

  • The old, 3.5 edition one, claiming that having at least resistance 5 against some kind of energy counted as being under the protection of an endure elements spell — thus, no adverse effects would be suffered;
  • The one that states that, since that particular spell has been changed in Pathfinder, the previous argument is moot: energy resistance x would only allow a character to ignore the first x points of damage from a particular source (however, having cold resistance >6 means that one could withstand a source of 1d6 cold damage indefinitely, acting for all intents and purposes as immunity to that particular hazard);
  • Finally, there are those who claim that, since the damage dealt by harsh weather conditions is of the untyped type, by RAW being resistant to a particular kind of energy would not affect a character's ability to withstand adverse meteorological conditions in the slightest.

Any thought, feedback, or criticism would be deeply appreciated!

Liberty's Edge

Hi there!

Wow. A DM who posts on his birthday. I have two words to describe that: Hard Frickin' Core!
(okay, that...that's actually three words. I should probably edit that before hitting submi--)

This is the promised fighter from Atlas2112. I'm just submitting the crunch now to try and get ahead of the looming crowd. And a DM -this- fine deserves some _very_ nice fluff. It may take me a bit to write, so give me a minute.


Here's my dwarven Primal companion Hunter. I'll make an alias if he gets picked. I might take the divine hunter archetype as well (if allowed). But I'm not sure yet.

The point buy isn't correct, but I don't have access to my builder atm :).
He will be a bit tanky with his companion, and some support spells and skills.

Let me know what you think. And of course cheers on your b-day!

backstory:

Breunor Boulderbasher was born in the Five Kings Mountains as a son to a pair of devout dwarven warriors who followed the path of Torag. Breunor was raised as a real dwarf and his parents hoped that he would grow up as a worthy dwarf who could follow in their footsteps. Though he spent most of his youth in the mountains Breunor quickly found that he did not want to remain in the cramped underground tunnels. He wanted to get out and explore the world. Still he listened to his parents and trained his combat skills vigorously, while secretively looking for a way out.
Giants were the worst of their foes during their youth and Breunor was trained vigorously in combating them. It was after one of his first real combats with a couple of hill giants that they found a lonely mammoth babe among the herds the giants stole from their surroundings. When Bruenor released him and walked away, the young mammoth used its trout to keep hold of one of Bruenor's braid. Unable to let the poor lonely creature go, Bruenor decided to take it with him for now.

Being the softy that he was Breunor quickly became friends with the mammoth who he named Pwent. They slept together, trained together and hunted together together. Why they even shared a fondness for alcohol together. Mostly beers, but even wines and the stronger stuff. In his spare time Breunor would try his luck at brewing himself. It was this fondness for brewing and his wanderlust that led Breunor to the adoration of the god Cayden Cailean. He was a role model for him. Enjoying a brew, having fun and traveling around, that is what life should be about!

However his parents thought it ridiculous: the dwarven halls are no place for a mammoth and ordered Breunor to get rid of the beast. They also smashed his statue of Cayden and replaced it with Torag's. Bruenor tried to protest but to no avail, his parents would have none of it. Well they soon learned their kid was as stubborn as they were and Bruenor left the halls with his companion in tow.

During their travels they wandered a lot and they both enjoyed it. However, they did miss the dwarven stouts from the mountains and decided to brew together. Starting with beers and working their way up the difficulty Breunor got quite good at it. Pwent would help with gathering and foraging while Breunor did the finer tasks like control the fire and distillate the alcohol. It wasn't before long that they had enough materials to get their first brew. Cayden Cailean clearly smiled upon the two and blessed then with a little of his divine power. Bruenor was able to cast a few spells and Pwent was able to channel some of Caydens divine energies.

A few years later and Breunor got experienced enough that he could brew a range of alcoholic beverages. Now he travels the lands in search of new ingredients and inspirations to create new flavors for his drinks. He sells them where he goes and helps around if his assistance is needed. Lately he has been having his go at wines in Taldor and ended up in the little town of Helgrin.

crunch:

NG Male Medium Dwarf / Humanoid (Dwarf)
Init +1; Senses Perception +8, Darkvision 60 ft
==DEFENSE==
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
hp 12 (1d8+4)
Fort +6, Ref +3, Will +4
Armor KikkoArmour, Medium
Shield Heavy Steel Shield
Defensive Abilities Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
==OFFENSE==
Spd 20 ft/x4
Melee Warhammer +4 (1d8+4) 20/x3
Melee Cold Iron Dwarven Waraxe +4 (1d10+4) 20/x3
Ranged Javelin Amentum +1 (1d6+4) 20/x2 performance
Special Attacks Giant Hunter (PFRG)
==STATISTICS==
Str 18, Dex 13, Con 18, Int 11, Wis 18, Cha 7
BAB +0, CMB +4, CMD +15
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118)
Skills Handle Animal +6, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +4, Perception +8 [Unusual stonework +10], Profession (brewer) +8, Survival +8
SQ Slow and Steady (PFCR 21), Wild Empathy (PFCR 50-51), Nature Bond (Animal Companion - Elephant) (PFCR 50)
SU Primal Transformation ()
MC Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49)
Traits Glory of Old (Regional: Five Kings Mountains) (PFCo: DoG 11), Restless Wayfarer (Campaign: Reign of Winter) (PFCo: RoW PG 6)
Languages Common, Dwarven, Skald
-- DWARVEN RACIAL TRAITS --
• Con: +2, Wis: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• LANGUAGES: Dwarves begin play speaking Common and Dwarven.
• DARKVISION 60 FT: Dwarves can see in the dark up to 60 ft.
• DEFENSIVE TRAINING: Dwarves get a +4 dodge bonus to AC against monsters of
the giant subtype.
• WEAPON FAMILIARITY: Dwarves are proficient with battleaxes, heavy picks,
and warhammers, and treat any weapon with the word “dwarven” in its name as a martial
weapon.
• GREED: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine
the price of nonmagical goods that contain precious metals or gemstones.
• HARDY: Dwarves receive a +2 racial bonus on saving throws against poison, spells,
and spell-like abilities.
• SLOW AND STEADY: Dwarves have a base speed of 20 ft, but their speed is
never modified by armor or encumbrance.
• STABILITY: Dwarves receive a +4 bonus to their combat maneuver defense
when resisting a bull rush or trip attempt while standing on the ground.
• STONECUNNING: Dwarves receive a +2 bonus on Perception skill checks to
notice unusual stonework, such as traps and hidden doors located in stone walls or
floors. They receive a check to notice such features whenever they pass within 10 ft
of them, regardless of whether or not they are actively looking.
• GIANT HUNTER: Giant hunter dwarves gain a +1 bonus on attack rolls
against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on
Survival checks to find and follow tracks made by humanoids with the giant subtype.
• Automatic Languages: Common, Dwarven
• Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon

-- CLASS ABILITIES --
• FAVORED CLASS (Hunter) : You've gain the following bonuses: +1 Skill Point.
• DRUID SPELLS: A druid casts divine spells, which are drawn from the druid
spell list. Her alignment may restrict her from casting certain spells opposed to her
moral or ethical beliefs. DC for a saving throw against a druid's spell is 10 + the
spell level + Wisdom modifier. Druids can prepare a number of orisons, or 0-level
spells, each day. They can cast these spells at will as a spell-like ability. (PFCR
49).
• DRUID SPONTANEOUS CASTING: A druid can channel stored spell energy
into summoning spells that she hasn't prepared ahead of time. She can “lose” a
prepared spell in order to cast any summon nature's ally spell of the same level or
lower. (PFCR 49).
• WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy. Check
bonus equals -2. Animal must be within 30 ft. (PFCR 50-51).
• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden
by your alignment and your deity's alignment. (PFCR 41, 49).
• NATURE BOND (Animal Companion - Elephant): You have chosen an
animal companion. The Elephant is detailed in [PFBty 128]. (PFCR 50).
• PRIMAL TRANSFORMATION: At first level, a primal companion hunter can awaken
a primal creature from within his animal companion as a swift action. The animal
companion gains a pool of evolution points that can be used to temporarily give the
companion evolutions as if it were an eidolon. A primal companion hunter uses her
hunter level to determine the number of evolution points gained, limitations on how
often an evolution can be selected, and so on. Whenever she gains a level, she must
decide how these points are spent, and they are set until she gains another
level.

Activating these evolutions on the animal companion is a swift action. A primal
companion hunter can use this ability for 1 minute per day per hunter level. This
duration need not to be consecutive, but it must be spent in 1-minute increments. An
animal companion transformed in this way cannot exceed the maximum number of attacks
available to the eidolon of a summoner whose class level equals that of the hunter.
While transformed in this way, the animal companion's type changes to magical beast,
though the primal companion hunter still treats it as an animal for the purpose of the
Handle Animal skill.

If a primal companion hunter's animal companion is dead, she can apply these
evolutions to herself instead of to her animal companion. Uses of this ability count
toward the hunter's maximum daily duration of evolution use.

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of
armor in which you are proficient, the armor check penalty for that armor applies only
to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and
Tumble checks. (PFCR 118)

-- TRAITS --
• GLORY OF OLD (Regional: Five Kings Mountains): In your veins flows the
blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving
throws against spells, spell-like abilities, and poison. (PFCo: DoG 11)
• RESTLESS WAYFARER (Campaign: Reign of Winter): You have long led a
nomadic life. Some call it wanderlust, but to you the thought of new places and
experiences is truly what makes life worth living. You are used to getting along in
unfamiliar lands and interacting with interesting new people. You gain a +1 trait
bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills
(your choice) is a class skill for you. You can also speak one additional language
(this does not count toward your number of languages). (PFCo: RoW PG 6)

==ANIMAL COMPANION==
Elephant 2
Init +2; Perception +5
==DEFENSE==
AC 19, touch 12, flat-footed 17 (3 armor, +2 dex, +4 natural armor)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
==OFFENSE==
Spd LAND 40 ft
Gore +3 (1d8+2)
Slam +3 (1d6+2)
==STATISTICS==
Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7
BAB +1, CMB +3, CMD +15
Feats Armor Proficiency (Light) (PFCR 118)
Skills Acrobatics +5, Climb +1, Escape Artist +1, Fly +1, Intimidate -2, Perception +5, Stealth +1, Survival +1, Swim +1
Special Qualities Low-Light Vision, Scent, Link, Share Spells
Tricks Attack(DC 20), Attack(DC 20)Come(DC 15), Down(DC 15), Heel(DC 15), Seek(DC 15),


Venerable DM, my "fluff and crunch" is, I think, finished. Your honest review of my abilities and story would be appreciated. Also, a belated congratulations on celebrating the day of your birth!


@DM Tarfugal: Indeed they are. I have a core concept in mind for her, fleshing it out and will have it posted by tonight.

RPG Superstar 2013 Top 4

Let me throw my hat in the ring with Arthorion Aegas, elf barbarian with the mad dog archetype. I played him briefly in two RoW PbPs, but both games died right after the first combat...

I think I might have to cut down on the equipment depending on starting gold.

Liberty's Edge

Promised fluff! Of best quality and double-best length!:

Until she walked in....

Her name was Catherine de' Aragon, middle daughter of a noble house, once mighty, now fallen on rough times, so hard that she traveled alone, but the name was still respected. Master Ironhands was busy at forge, and as Michiel met her eyes, he knew he could love no other.

"And what shall it be today, miss?" he said, trying to keep the stammer from his voice. "Shall we turn a suit of plate to halt a hundred goblin blades? Or perhaps a mighty two-hander for slaying giants and dragons in one fell swoop?"

She smiled and his knees turned to goo. Yet somehow he remained standing.

"I'll need a sword for my father, Lord of House de' Aragon. Straight as an arrow's flight and unparalleled in craftsmanship. Is your master capable of such a thing?"

"Master Ironhands could forge a blade to cut the East wind, if my lady requested it. See here," and he came around the counter and directed her to the display case. He removed the mithril-forged rapier they kept for impressing nobles.

"This blade is light as my lady's breath, but hard enough to lay open a troll's belly. Here, grasp it but a moment," and he pressed the hilt to her untrained grip and their fingers touched and her gaze traveled up to meet his--

As he sat at eveningmeal reliving her visit, he recalled that after the rapier she placed an order and he said some words and she left, threatening to visit again to check on the work. He said that he looked forward to it. And he did.

Two days later she made good on the threat, and Michiel led Miss de' Aragon to the forge where Master Ironhands had his head down and was working diligently at the anvil on some other blade. So Michiel led her to the lump of steel that would be Catherine's blade, which was on the warming grill, slowly coming up to a workable temperature, in the way that the finest blades must begin.

She stood next to him, admiring how the light from the reddening coals played on the heating metal.

The backs of their hands brushed each other, and lightning traveled up his arm.

"You, um, you know, after the forging, the blade shall be quenched in the Hot Springs of Mezzigiorno, not far from here. It's said that the Springs sing for their love of steel, and only stop singing when hot metal is immersed in them."

"Oh do they?" she said, sounding incredulous and...something else. "If this is so, then I would see them, if your master can a spare you."

"What? Now?" he said, his eyes wide in disbelief and excitement?

"Do you know of any better time than 'now'?"

He stammered out a request to Master Ironhands, who hushed him quiet and away with a sweep of his hand, biding him to lock the door behind him so he wouldnt' be disturbed.

In truth the spring was not far, and the entire time they walked he kept her entertained with stories of heroics and epic deeds accomplished by Lord Mezzigiorno, who was said to be buried in the springs, and would return once a blade of worthy quality was quenched in its waters.

At last they reached it. Standing together, drinking in the sight of the steam rising from pools of angry water. In truth a sort of singing could be heard, but whether it was from the hot water and cold air interacting, or from the crying of good Mezzigiorno himself, none could say. But they could say was that the sight was quiet, and they were quite alone, and they somhow drifted closer. And closer. And closer.

Somehow his hand was in hers. Somehow her chin was near him and lifting up. Somehow his lips were upon hers.

And then she was gone, running through the snow-swept fields as if a troll chased her, and Michiel had more questions than answers.

The next day she was at the shop again, no stammer in her voice, no explanations on her tongue. She simply asked to see how the sword went, and he led her back to the empty forge, to where the molten steel had been poured and lay in it's form, slowly cooling until the red-hot bar could be worked.

"You must forget me," she said, her silent tears falling toward the forge, evaporating before they touched ground. "My father's debt are great, and I am promised to another. We are to be married the week after Harvest's Fest. I will not return again."

Again she left. Again too many questions and precious few answers.

"She's promised to the young, rich, and haughty Simon de Brie, son of the great jackass Trapani," said Master Ironhands, coming from around the woodpile where he'd been quite deliberately eavesdropping. "Their wealth is exceeded only by their bad manners. Ol' Trap' still owes me a hun'nert for th' blade I made his son last year. Made it light and sharp, like he said. Then th' bastard said it was too light an' too sharp an' refused to pay. Aye, I'd give up many and much t'see him taken down a few. Think you're up for it?"

Michiel had no immediate reply. To take on a noble house? He had neither the mountains of gold nor horde of troops required. But he'd still listen. It would make him feel better. And he said so.

"Right then," said Ironhands. "Harvest Fest is still three months away, so a lot can happen between now and then. And at the Festival, the nobles set up a lot of rules to make themselves feel generous while they're picking the pockets of their subjects. One of these rules is 'ius de plebe'. That means that if any commoner can provide evidence of being slighted by a noble, he can force a duel. An' if ye can win a duel, ye can demand a boon."

Michiel's eyes lit up. A Duel! Surely he could beat any pampered brat!

"Now, the de Brie's got nothin' t' do but practice sword fighting, so you won't beat him," said the Master, as if reading Michiel's thoughts. "But fortunately it's not to the death, just to the yield. And that will work to your advantage. Are ya in?"

Yes. Michiel was in.

The three months passed quickly. Master Ironhands had another apprentice deliver de' Aragon's sword and Michiel did only two things: During the day he made a weapon ("No! Boy! The cross-piece must sweep up like a moon. Start again!") that would serve as his master's piece and at night the Master trained him ("No! Boy! Thrust and THEN twist!") exhaustively, painfully, thoroughly, on it's use.

The day came. Now he just had to pick a fight.

Simon de' Brie strode triumphantly along the Main Rode, his bride-to-be showing proper meekness at his side. He cared not a whit for the pauper's strumpet, but father said he'd be able to keep his other three women after his marriage and this one would decently stay home and raise his legal brats, so all seemed well enough.

His steps were broad and his grin broader. So long as he smiled these thronging peasants would grovel at his feet and pay his taxes. Life was good!

So when one peasant defiantly stood in his way and did not move, it caught him off guard. The fool just stood there, shrouded in his cloak, leaning on his comically-long walking staff.

"Move, knave!" he shouted, as his father had taught him to.

The peasant just stood there, still as a post, and quiet as a...as a...post.

So he quickly backhanded the fool to make him move. The peasant stumbled and fell, and now was out of his way. Simon prepared to move on.

"HALT!" came a call from the fool, getting to his feet and shrugging off his cloak. His face was young, and for some reason his bride-to-be (what was her name? Cathy? Catelan?) let out a small skriek.

"Halt? For what?" said Simon, utterly confounded.

"You have done me insult this day, sir!" said Michiel. "I demanded satisfaction, sir! I demand Ius de Plebe!"

A gasp went through the crowd, and a few old men who knew what that meant cleared a space and drew a large circle in the dirt. Simon caught on, too, something about how we would have to beat this peasant until he gave up. Well, this shouldn't take long.

Simon drew his sword and took his place at the edge of the circle while the stranger (did he have a name?) uncovered his stick and held a...what was that? A spear of some kind? It would take but an instant to parry that and lay in to the man. He might not kill him, but opening his belly should elicit a victory by any count. The man signaled he was ready and Simon charged.

Michiel thrust...and twisted.

The weapon he made was called a 'ransuer'. A polearm with a sweeping crosspiece along the blade designed specifically for disarming.

Simon's light blade went flying from his grip to land in the dirt.

In an instant Michiel was upon him. A sweep of the shaft knocked Simon down and Michiel thrust his steel point at the fallen nobel's neck.

"She does not belong to you! Do you yield?"

Simon saw only the sharp point before him, and fought through his rage and irritation enough to force out "Yes, curse you, I yield!"

Michiel withdrew his ransuer and Simon got to his feet and grabbed his sword and stormed off, a band of sycophants in his angry wake. Michiel let out the breath he had been holding for some minutes and looked for Catherine.

She was gone.

Flush with victory but not really sure what to do, he turned and walked back to the forge.

That night Catherine came to him, dress in tatters, and fresh tears upon her face.

"You know not what you have done!" she cried to him and his confused face.

"I..I have beaten Simon. You are free now! We can be together, and your father's debts--"

"Are massive! My eldest sister Gloria married for love and Narbonny is three years away from legal age. It is my duty to be wed well enough to restore the future of our family, you ignorant, petulant boy!"

Michiel had no words for her.

"My father has beseeched the Elders," she said, regaining composure, "and has begged for the marriage to not be called off. The Elders demanded an honoring of the boon and have called a year's delay."

She came closer and placed her hand on his chest.

"You can use that year to forget me."

And she left.

That night saw a young boy before the temple, a dagger in his hand and a long polearm behind him, making shallow cuts along his arms, swearing oath in the old way.

He knew the amount House de' Aragon was in debt.

And he had a year to make it.

No matter what.

THIS HE WOULD DO.

*heh* I like to write. =)


Think I might switch my submission to a nature's fang druid who has come to Irissen to investigate the strange weather.


I'm interested. Let me put together a character. I think I'll go with a human hunter.


I had this character for a RoW campaign that sadly went belly up (we weren't that far in). I may rework her a bit (make sure she's 20 pt, etc), though her background will remain essentially the same.

Then again, there seem to be a few arcane submissions already, so I might also try something else. Haven't played an inquisitor yet.

So... essentially, I'm dotting for potential interest. :) Do you know when you might close recruitment?

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