GM_Fenwick's [Reign of Winter]

Game Master maca673

Winter is coming...

Can you stop it?

Battle Maps
The Plundered Booty List


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It's about that time of year where Christmas commercials air before Thanksgiving dinner is served, cold medicine is on the rise, and last-minute vacation plans are made. So, what better way to kick off the holiday and winter season than with a campaign based in Golarion's northern hemisphere? I've been away from the wonderful world of Pathfinder for too long, and I'm itching to get my teeth back into Paizo's wonderful world.

The ideal number of players for this campaign is four or five.

Estimated deadline for character submission is next week. I understand that people have schedules and school work to take care of, so I'm setting the deadline to be as it is to accommodate and allow room for everyday occurances.

Character Creation Rules

1. Stats will be generated using either a 25-Point buy system or rolling for them in the recruitment threat going by the 4d6 system of adding the highest three and dropping the lowest one. In the case of the latter, you may reroll the lowest score, but must take the new score in its place. Pick whichever method seems to be more ideal for you.

2. All Paizo classes and archetypes from all source books are permitted, barring the Summoner Synergist. Third party classes/archetypes are not permitted.

3. There is no specific race restriction, but if you wish to use something that's not a part of the CRB, let me know and I'll mull it over.

4. No evil characters.

5. Grab two character traits. One must be from the RoW Player's Guide, which can be downloaded for free from the website.

6. A character background, while not necessary, is a nice supplement. It doesn't need to be a six-thousand word biography (unless you want it to, in which case, go ahead), but it should be able to give me a basic understanding of who your character is and his/her motivations and personality.

--------------

If you have any questions, or if you want something in character creation specified, please don't hesitate to let me know.

I wish all of you the best of luck.

Best regards,

GM_Fenwick


Doy dot dot. Thinking fighter, got some good ideas for not so average fighter.

Either that or an inquisitor


Hmmm could be interesting! What posting frequency are you looking for? I'm a fan of faster paced games.


Interested for sure! I will submit my character as soon as possible!


Do you allow teiflings or aasimars?


I once made a winter oracle for a game of this that failed. I may recreate him.


OK, I created this guy for another Reign of Winter... he will need a bit of fine tuning (uping the statblock for the 25 point buy... though I might try the rolling method just to see what I get...) but I think you can see mostly where I am going with him. Still adding a bit to the backstory based on feedback I received from a friend.


Hey there, very much interested in this AP. I don't mind which category of class you want me to play (eg. warrior, arcane, healing, roguish, etc) and I love character creation, so I'm very much happy to submit more than one character idea - or change it afterwards if you're missing a role. Let me know if you're amenable to multiple character submissions and I'll do my best to give you some choice.

I'm a big fan of random numbers (loved D&D 1st edition) so I'll just roll some dice for ability scores here and get back to you with a character (or characters) soon.

Ability scores:

4d6 ⇒ (1, 1, 3, 5) = 10->9
4d6 ⇒ (4, 6, 5, 6) = 21->17
4d6 ⇒ (4, 3, 2, 6) = 15->13
4d6 ⇒ (6, 1, 4, 5) = 16->15
4d6 ⇒ (2, 3, 2, 2) = 9-> X - will reroll (7)
4d6 ⇒ (6, 1, 2, 4) = 13->12

Reroll...

4d6 ⇒ (5, 5, 6, 1) = 17->16

Nice!

Oh, and please let me know what sort of posting frequency you'll require and be making yourself. I prefer higher frequency games, especially if we're trying to tackle an entire AP!


Gii here was originally made for a Reign of Winter campaign. I believe I will remake him as a Lame Oracle of Nethys (with either the Lore or Lunar mysteries) and am deciding between Human and Aasimar for his race. He'll have the Adaptive Magic campaign trait, as well.

Obviously there is a lot of changes I have to make to bring him back down to level 1, but expect an application soon. :)


4d6 ⇒ (5, 5, 2, 5) = 17
4d6 ⇒ (4, 3, 5, 1) = 13
4d6 ⇒ (2, 3, 5, 6) = 16
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (3, 1, 2, 2) = 8
4d6 ⇒ (2, 6, 4, 1) = 13

So i don't know how to format it so it doesn't total them. Reroll the lowest.

4d6 ⇒ (3, 6, 6, 4) = 19

So i make that
15
12
14
14
7 ditched and now 16
12

I would be interested in playing a sorceror, probably from the stormborn bloodline. I will put something together.


Name: Fist. I never had a surname but I will claim one when I do something worthy of a name.

Race: Halfling
Class: Monk (underfoot adept, martial artist)
Alignment: Chaotic Good. I enjoy helping people in need but I wont be beholden to laws that make me a slave.
Description: I stand 3 ft. 3 in. tall, and weigh 38 lbs. My skin is tan colored and crisscrossed with several dozen scars I earned while I fought in the arena and during my tenure as a slave. I have an extremely honed body and my muscles are my most notable trait. I have green eyes and short brown hair that I tie into a knot or a pony tail if it gets to long. I like to keep mobile so I tend to wear only the lightest of armors and clothes that are form fitting so they don't get in the way during fights and show off my muscles which im proud of. My posture is normally relaxed and loose, if I'm angry its tense and ridged like a snake about to strike.
Personality: I'm adventurous and enjoy life and being free however my time as a slave has left me with serious anger issues and a bit of a Napoleon complex. If someone needs my help ill gladly do what I can to aid them, I enjoy being helpful to the little guys. That being said I do tend to get extraordinarily violent when facing my enemy or protecting my friends. I eagerly go out of my way to try new things and experience life as I feel I have a lot to make up for. I sometimes frighten those I'm with when a situation comes up that brings out my vengeful violent side.
History: I adventure because I want to experience new things, prove the might of my race, and kill those who would enslave me or others.
Quirk: I respond to insults with violence. Being disregarded due to my height or race or insinuating im not a skilled combatant will trigger the same response.

More History: I was born a slave. Being shipped around from Cheliax to Razmir, I was sold off as a novelty, a halfling arena fighter. I was meant to be a joke, something for the crowd to laugh at before I got slaughtered. Then to everyone’s surprise I killed my first opponent and the second and the third. It was then my new owner decided to hire professionals to train me in combat. Before he could schedule me into a new fight I used the training he paid for and killed him before making my escape. I now explore the world making up for the time I lost when I had no freedom.
Quote: “I do NOT have anger issues. Its simply solve my problems with violence.”


Dotting for sure! I'll stat something up.


If aasimar are allowed, I have a character concept that I wanted to use in another Reign of Winter game.

Name: Andyla Fostolfrson
Race: Agathion-Blooded Aasimar
Class: Arctic Druid
Gender: Female
Campaign Trait: Warded Against Witchery

Background Summary: Born of a mixed Ulfen/Taldan couple, Andyla was raised in the frosty Lands of the Linnorm Kings. One day when she was a child, she and her friend were stolen by a witches and taken to Irrisen, were her friend was killed and her soul placed in a doll. Before Andyla could suffer her friend's fate, she escaped and was saved when they ran into an angry mother bear and the witch chasing her was killed. Andyla made it back to her home, and was trained as a druid, taking as a companion the now grown cub of the bear who saved her life.

Grand Lodge

Interested for sure... been wanting to do this AP for awhile now.


background summary:
was trained by a elven warrior after his village was pillaged, the elven warrior (Taldori) saved the lad after he proved to have a natural talent with his late fathers blade (a gladius). used the boys lean body type to teach him the way elves fought. now works as a merc and adventurer, loves the freedom of the life style and the adrenaline rush of combat and the danger.

he is a very reckless lad, almost a thrill seeker. He was separated from his teacher by a rock cave in and has been looking for him for over a year. during which he has heard rumors of a man matching a description of his father, who was at the time the captain of the local militia.

4d6 ⇒ (3, 4, 2, 6) = 15 13
4d6 ⇒ (3, 2, 6, 4) = 15 13
4d6 ⇒ (2, 2, 2, 4) = 10 8 (dropped)
4d6 ⇒ (6, 5, 4, 5) = 20 16
4d6 ⇒ (1, 5, 5, 2) = 13 12
4d6 ⇒ (2, 3, 3, 4) = 12 10
4d6 ⇒ (3, 6, 5, 5) = 19 16

hm.... use the rolls or point buy... decisions decisions.


Lord Inventor Reldic Emerson wrote:
Do you allow teiflings or aasimars?

Yes. Both races are welcome to the table.

RE: Posting frequency

The ideal situation would be to have at least one post per day from every member, and depending on how things are going, we might be able to post multiple times per day.

I'm mulling over whether or not to use Skype or a similar social media to streamline gameplay. Maybe Google hangout because I post the maps on Google Drive.

Either way, that's what I've got to say for all those concerned about posting frequency.


ok... prior to updating with an additional 5 point buy, will try the rolling... I love rolling dice, what can I say.

1: 4d6 ⇒ (1, 3, 6, 5) = 15 14
2: 4d6 ⇒ (5, 6, 2, 1) = 14 13
3: 4d6 ⇒ (6, 3, 3, 5) = 17 14
4: 4d6 ⇒ (2, 4, 1, 3) = 10 9 Dropped
5: 4d6 ⇒ (3, 6, 5, 1) = 15 14
6: 4d6 ⇒ (6, 4, 1, 1) = 12 11
7: 4d6 ⇒ (2, 2, 1, 3) = 8 7

So... 14 (+5), 13 (+3), 14 (+5), 14 (+5), 11 (+1), and 7 (-4) for a total of: 15... (even with the original dice roll would have been 18 point buy)

Ouch... less than a 20 point buy... will stick with the 25 point buy then.


4d6 ⇒ (6, 1, 1, 3) = 11 drop
4d6 ⇒ (6, 4, 5, 4) = 19
4d6 ⇒ (5, 5, 1, 4) = 15
4d6 ⇒ (3, 4, 1, 5) = 13
4d6 ⇒ (5, 5, 4, 3) = 17
4d6 ⇒ (3, 6, 3, 2) = 14
4d6 ⇒ (5, 6, 5, 3) = 19

16, 15, 14, 14, 12, 12


or a sorcerer, depending on other applications, both are wishing to be played :P


OK, apart from updating my character background to be more... fluffy... but I am updated to reflect a 25 point buy, including the rippledown affects on things like skills, crunch numbers, etc.


Looks like my pre-existing PbP group may be gearing up for an AP to change it up from just PFS, so I respectfully withdraw my interest. Enjoy the game, all!


4d6 ⇒ (5, 5, 4, 5) = 19
4d6 ⇒ (2, 1, 5, 6) = 14
4d6 ⇒ (1, 1, 6, 2) = 10
4d6 ⇒ (2, 1, 6, 2) = 11
4d6 ⇒ (2, 2, 2, 2) = 8
4d6 ⇒ (4, 6, 1, 3) = 14

4d6 ⇒ (1, 3, 3, 6) = 13

14, 13, 9, 10, 13, 12

Hm, I think I'll use the 25 point buy.


ok, here is my sorcerer
stats-

Spoiler:
Cross blooded Sorcerer Draconic (gold) and Orc
Angel kin alt racial trade SLA for +2 str, True speaker alt. racial
Traits: Reckless, Seeker
Drawback: pride
AC: 12 (16)
HP:9
Saves: Fort: +2, Ref: +2, Will: +1
Str: 18 +2 +2
Dex: 14
Con: 14
Int: 12
Wis: 10
Cha: 18 +2

Feats: Spell focus (evocation)
Arms and armor: Long spear,
Gear: cold weather clothes, waterskins (5), sunrod (2), backpack, belt pouch, silk rope (100ft), rations (20), grappling hook, bedroll, CLW potion (2),
Skills:
Know. Arcana -1
Spellcraft-1
Acrobatics-1
Perception-1

spells-
0th level-
Detect magic
Spark
Light

1st-
Burning hands

background-

Spoiler:
Born in the mountains, to a small village hidden away from the world, Darien Rhazael Vilander was born. He was the son of an angel, and a powerful sorcerer of the village. Darien’s lineage followed that of one of the last great gold Wyrms within the land. Ancient and powerful blood raged through his veins like wildfire. Leaving him golden, his hair, vibrant blonde, even his eyes were a brilliant gold, he even grew a set of golden wings, while not strong enough to grant him flight, they were able to be controlled slightly and gave him an aura of power. He was trained in controlling his powers by his mother, however there was a very aggressive nature to him. When he played, or learned he always had to be first. He had to be the best, not only because of his lineage but because he demanded it of himself. He wanted power, eventually the lessons did not come fast enough, his lust for strength driving him further on. In his brashness he left the mountain village, seeking ancient caverns surrounding it, and was set upon by a small group of orcs. Darien smiled, he raised his hands and let out a torrent of fire, felling several in an instant, however more came, and some were not deterred by the flames and soon were upon him. He was struck twice by poisoned blades. In pain, a rage came. A rage like nothing he had felt before, he grew claws of a dragon, his skin turned to scales and he was lost to a bloodlust. He shredded several more of the beasts, his physical fitness serving him well, but still more came and he fell deeper into the rage. Finally he was struck down and with blurry vision looked up to a greataxe ready to smash down on him when a golden wyrm lept from on high scattering the orcs. After the orcs fled the golden dragon returned to its normal form, it was his mother. She tended to him there for hours, too afraid to move him lest the poison spread faster. Eventually, the orcs returned with the full size of their war party and they were heading straight towards the village. His mother told him to wait where he lay as if I could move he thought in response. She turned and morphed into the golden dragon once again and flew off into the orc’s ranks. For hours shouting and roars were heard then silence. Darian laid there a day, falling asleep against his will that night, the next morn, his wounds were healed and the poison gone, his mother’s healing proving great. He made his way to the spot he had heard the battle coming from the night before, he looked around in awe as scores upon scores of dead and charred orcs lay where they were slain. It was then he heard a moan, and to his dismay, found his mother, laying beaten and bloody ontop of a pile of dead orcs. After he helped her off the pile and into a sitting position behind the rocks she told him of the battle, about how the orcs warband had been an extremely large one, about the great orc warboss that had lead them, how she fell, to volleys of arrows and the mighty sword stroke of the warboss. Darien laid there crying, blaming himself for roaming so far from the village in the mountains, knowing that orcs and other monsters called these mountains there home.
I swear to you this day mother, The orc shall pay for what they’ve done. I will garner the strength, and power to destroy them all. I swear to you… (sobs) They will all pay, and I will never let something like this happen again. I HATE THEM!

His mother, her glamour now fading due to her loss of strength placed a gentle hand on his face and said.
My son, bear no ill towards them, it is but the way of things… (deep breath) I have something I need to tell you, something I should have told you long before. She pauses a moment and gathers her strength.
know that no matter what, I will always love you, I was not sure if what I knew was true, I thought perhaps, your other great lineage’s would wash it away, and for a while, and at least physically, they have. But when I saw you fight yesterday, I saw not only the strength, a nobility of dragon, and angel, but pure ferociousness and the savagery of orcs. Your drive for power, your reckless ways and pride, Even the way you fight, stems from the blood of orcs. You see, you have orc blood coursing in your veins, it is weaker, and lesser than that of your dragon blood, but it will cause you to seek out power, it will tempt you to anger, and hate, to pride. While these are all emotions we use, it will attempt to force you into feeling only these. You must fight it, you have the strength to do so, you can master it, as I have. as her glamour falls away, her skin turns to a light green, tusks appear on her bottom lip, and her hair vanishes.
The orc leader is your half-brother, my son, the son of me and a human man. His lineage has almost overtaken him, physically, and emotionally. But I saw something in his eyes. A glimmer of hope, there I still, what was once my first baby boy in there somewhere and I could not strike him down. I am sure he hated me, for I am sure he feels I abandoned him… our village was attacked by orcs, burned to the ground, his father slain… I could not find him. I killed many of them that night, but I could not find him. So I left, I left that part of my life behind, leaving him for dead, until today, when I saw him. He recognized me to I am sure… Your half-brothers name is David, my son, forgive me. You must leave these mountains… there is nothing left for you here, find your way, My grandfather, an elf named Tariel, resides in Irrisen, so too, my father, an orc named Krumush, lives there. Seek them out, and remember always I love you.

Darien could only mutter a single world. No…. as he looked on in disbelief, not long after she spoke to him, his mother died. She had saved her last energy to live until she could speak with him, one last time. Darien sat in silent shock for over a day, before returning to the village carry his mother. When he got there the village was in ruins, the houses were burning, the livestock slaughtered. Bodies of the men in the militia of the small village lay about pillaged and brutalized. He buried his mother at the peak of the mountain. Casting a permanent light spell to forever illuminate the site, to this day he still cannot say how he accomplished the task, it just… happened. When he returned to the village he checked the small cave where the children and women would hide during other incidents, though of smaller caliber and found most of the children and a few mothers there alive, some, wrapped in cloth at the back, killed by blades or smoke. He told them they had to leave, the village they had called home for over 200 years was no longer safe for them. He guided them out of the mountains to the closest town nearby and said his farewells, even to his beloved Anna. He promised them he would be back after speaking with his grandfather, and after he gain greater strength. He told them he would come back one day and once again make the mountains theirs, that he would keep them safe. As he left the town, Darian knew what he had to do for now, to anyone looking it seemed he had everything under control, but inside his heart, emotions were swirling, he wasn’t sure of anything anymore. He had a brother, that brother had killed his mother, and his family, but his mother wanted him to save his half-brother from himself? How? Why shouldn’t he just kill him? Why couldn’t he hate that bastard? Why did he feel this pity, this… caring? He could only hope his grandfather Tariel could tell him. Hoped he would tell him what to do, that he should hate his half-brother, hate orcs and kill them all… but yet, somewhere in his heart, he hoped not.

still adding things here and there to it.


4d6 ⇒ (4, 6, 6, 5) = 21 = 17
4d6 ⇒ (2, 5, 5, 1) = 13 = 12
4d6 ⇒ (4, 6, 1, 5) = 16 = 15
4d6 ⇒ (3, 3, 3, 5) = 14 = 11
4d6 ⇒ (3, 3, 2, 2) = 10 = 8
4d6 ⇒ (2, 2, 1, 4) = 9 = 8 - Dropped
4d6 ⇒ (4, 1, 5, 4) = 14 = 13

I'll stick with 25pb. I've also decided that I'll go for an Angelkin Aasimar Oracle with the Lunar mystery (I promise you, no 1.5x level Animal Companion or Moonlight Bridge Wall of Force shenanigans) and the Dual-cursed archetype (Lame/Tongues).

The concept is pretty much a Reach Cleric, but with a trusty wolf, a bum leg, and the inability to communicate during stressful situations.


...Idyllkin druid/Angelkin oracle? Maybe I should rethink this. I could change my character to human...

Grand Lodge

Interested. Would Tengu from Advanced Race Guide be acceptable? I have plenty of ideas, but that's the first one that comes to mind.


Kenji Elindir wrote:
Interested. Would Tengu from Advanced Race Guide be acceptable? I have plenty of ideas, but that's the first one that comes to mind.

Yes.


Okay, Gii should be ready to go now. :)

Comments/questions/suggestions are all very welcome.


Submitting Ellina Sensewi for your campain my Paladin healer.

took the 25 point buy option

Ellina Sensewi Page


Already made a character for a previous game, but will roll for stats.
4d6 ⇒ (4, 5, 5, 6) = 20 16
4d6 ⇒ (5, 4, 1, 2) = 12 11
4d6 ⇒ (5, 2, 6, 5) = 18 16
4d6 ⇒ (3, 6, 6, 6) = 21 18
4d6 ⇒ (2, 1, 1, 5) = 9 8 dropped
4d6 ⇒ (6, 2, 4, 3) = 15 13
4d6 ⇒ (3, 1, 4, 2) = 10 9
Guess I got some lucky rolls in there. These would make my Dwarven hunter quite tanky.

So I'm offering my Dwarven Hunter with the Divine Hunter and Primal Companion archetypes, though I'm not sure yet if I will take Divine Hunter one (which won't come into effect until lvl 3/4).
He isn't very social due to him spending more time with dwarves and his companion than with others. He is friendly, but won't have a good grasp of context for some fun rp time.

@GM will you be offering PFS credit once we pass the specific dungeons/area's?

background:

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.

stats:

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),


I would certainly be interested in this AP. Here a Swashbuckler that I would like to submit (taking the point-buy option).

I think the only thing that I didn't see answered in the OP was starting wealth.


Jolly Roger wrote:

Already made a character for a previous game, but will roll for stats.

4d6 16
4d6 11
4d6 16
4d6 18
4d6 8 dropped
4d6 13
4d6 9
Guess I got some lucky rolls in there. These would make my Dwarven hunter quite tanky.

So I'm offering my Dwarven Hunter with the Divine Hunter and Primal Companion archetypes, though I'm not sure yet if I will take Divine Hunter one (which won't come into effect until lvl 3/4).
He isn't very social due to him spending more time with dwarves and his companion than with others. He is friendly, but won't have a good grasp of context for some fun rp time.

@GM will you be offering PFS credit once we pass the specific dungeons/area's?

** spoiler omitted **...

I'm not sure if PFS credit is aplicable to this AP. I'll check my field guide and get back to you by the end of the day, if not earlier.

Evelina Silverblade wrote:

I would certainly be interested in this AP. Here a Swashbuckler that I would like to submit (taking the point-buy option).

I think the only thing that I didn't see answered in the OP was starting wealth.

Use starting average wealth found in the Advanced Class Guide. I've pulled the Swashbuckler's wealth here for your convenience.

=======
5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
=======


Quote:

I've pulled the Swashbuckler's wealth here for your convenience.

Why, thank you, kind sir.


Hmmm... Sounds interesting!

Lemme stat something up...

RPG Superstar 2013 Top 8

Going to make a skald. Wanted to do a dwarf but don't like the Cha penalty, so going human, probably Shoanti.


As long as you do the dungeons that provide the credit you can stack all the home rules you like on it. We will be playing it in campaign mode. So it is more a question of if you don't mind the paperwork once every couple of levels.

Dark Archive

sounds like fun, must roll!
4d6 - 2 ⇒ (5, 5, 5, 2) - 2 = 15
4d6 ⇒ (1, 3, 1, 1) = 6Drop
4d6 - 1 ⇒ (2, 6, 5, 1) - 1 = 13
4d6 - 1 ⇒ (4, 1, 4, 3) - 1 = 11
4d6 - 3 ⇒ (6, 4, 4, 3) - 3 = 14
4d6 - 2 ⇒ (6, 6, 3, 2) - 2 = 15

4d6 - 1 ⇒ (1, 5, 1, 6) - 1 = 12

hah! a 25 point buy!


GM, PM incoming (contains backstory).


GM Fenwick is back! Of course I'm signing up, as long as there are torture chambers for enemies, and other stuff added for flavor. Magicians who make cards disappear too. Oh, wait, wrong game, but I can still see this one as made interesting, thus dming it beyond what is written. Not sure if you did DM things beyond just what is written, though with the things we were allowed to do, it seems like it, but found out as a DM myself it makes the game flavorful. And by rewritting even just a little of it, adding flavor, I trust your rewrites don't involve making the game much harder, marking up monsters beyond bs, adding in too many more monsters that gets us killed constantly, because those rewrite games aren't fun for me.
I will not make a character this time that goes out of his allies sights, that was just too risky, plus they miss out on all the good and bad times with you if one does that because weren't there to see it.

scores: 4d6 ⇒ (6, 2, 1, 2) = 11 10
scores: 4d6 ⇒ (6, 6, 2, 1) = 15 14
scores: 4d6 ⇒ (5, 3, 3, 2) = 13 11
scores: 4d6 ⇒ (4, 6, 2, 3) = 15 13
scores: 4d6 ⇒ (1, 5, 2, 5) = 13 12
scores: 4d6 ⇒ (3, 1, 6, 4) = 14 13

Edit: rerolling lowest score of 10: 4d6 ⇒ (4, 4, 1, 3) = 12 yes a 11

Edit: wait a second, I didn't calculate correclty, I forgot drop lowest score. So with the correct calculations: 14, 13, 13, 13, 11, 11. 16 point buy

triaxian also how do you feel about the triaxian race? Based on description, it seems like a species people might run into in reign of winter, because of the cold environment.


Jolly Roger wrote:
As long as you do the dungeons that provide the credit you can stack all the home rules you like on it. We will be playing it in campaign mode. So it is more a question of if you don't mind the paperwork once every couple of levels.

Thank you for the heads up. Depending on how many people are interested in me filling out the paperwork, I'll be more than happy to take care of it.

DoubleGold wrote:

GM Fenwick is back! Of course I'm signing up, as long as there are torture chambers for enemies, and other stuff added for flavor. Magicians who make cards disappear too. Oh, wait, wrong game, but I can still see this one as made interesting, thus dming it beyond what is written. Not sure if you did DM things beyond just what is written, though with the things we were allowed to do, it seems like it, but found out as a DM myself it makes the game flavorful. And by rewritting even just a little of it, adding flavor, I trust your rewrites don't involve making the game much harder, marking up monsters beyond bs, adding in too many more monsters that gets us killed constantly, because those rewrite games aren't fun for me.

I will not make a character this time that goes out of his allies sights, that was just too risky, plus they miss out on all the good and bad times with you if one does that because weren't there to see it.

[dice=scores]4d6 10
[dice=scores]4d6 14
[dice=scores]4d6 11
[dice=scores]4d6 13
[dice=scores]4d6 12
[dice=scores]4d6 13

Edit: [dice=rerolling lowest score of 10]4d6 yes a 11

Edit: wait a second, I didn't calculate correclty, I forgot drop lowest score. So with the correct calculations: 14, 13, 13, 13, 11, 11. 16 point buy

triaxian also how do you feel about the triaxian race? Based on description, it seems like a species people might run into in reign of winter, because of the cold environment.

How the heck did a Triaxian, a native to the seventh planet in Golarion's solar system, wind up on Golarion? If you can give me a reasonable backstory/explaination, I'll be more than happy to give you my suspension of disbelief.


Does Reign of Winter take place on Golarion? I know the city says Heldren in players guide, and not even sure where on the Golarion world map Heldren is, but I see nothing in the players guide about which planet it does take place on. Though most games do, I know a good portion of 2nd darkness does not. As well as a few other games.

Grand Lodge

4d6 ⇒ (1, 6, 5, 6) = 18 17
4d6 ⇒ (3, 2, 3, 5) = 13 11
4d6 ⇒ (4, 5, 1, 6) = 16 15
4d6 ⇒ (5, 6, 4, 2) = 17 15
4d6 ⇒ (5, 4, 5, 5) = 19 15
4d6 ⇒ (5, 2, 3, 2) = 12 10

That would be a 35 point buy, I can work with that nicely. Now, what to make?


Oh, forgot to swap out the final roll...

4d6 ⇒ (3, 4, 6, 2) = 15

Sorry, so that makes it 17,15,15,15,13,11. Thinking maybe an Invulnerable Rager.

Edit: Calinthas here... thinking I'll use this guy; just need to adjust his background story.


DoubleGold wrote:
Does Reign of Winter take place on Golarion? I know the city says Heldren in players guide, and not even sure where on the Golarion world map Heldren is, but I see nothing in the players guide about which planet it does take place on. Though most games do, I know a good portion of 2nd darkness does not. As well as a few other games.

I think the player's guide says that Heldren is in Taldor (which I believe is part of Golarion, though I am no expert on the setting).

Dark Archive

Heldren is in Southern Taldor, and the campaign starts in the Summer. This threw me for a loop the last time I applied. It is very specifically NOT cold and wintry to start. :3

The Exchange

Here is Hassan al'Akbar, inquisitor of Sarenrae, and hunter of witches. He played in RoW up until about halfway through the first book, then the game was abandoned by the GM.

He has been sent by his superior's in the Dawnflower's church, in nearby Qadira, to Heldren to investigate the weird disturbances in the Border Wood. If he can gather some intelligence on the border defenses of Taldor, all the better. He understands he will not be liked or tolerated much in Taldor, but he isn't very tolerant in return...

He is a neo-conservative religious firebrand and suffers no witches to live. He may be hard to get along with, but is good support character, strong in a fight, and able to heal or bring divine aid when needed.

I will have to update him for 25pt buy, but that is much easier than downgrading...

Crunch:

Hassan al'Akbar
Male human (keleshite) inquisitor (witch hunter) of Sarenrae 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 53)
NG Medium humanoid (human)
Hero Points 0
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
scimitar +2 (1d6+2/18-20)
Ranged longbow +3 (1d8+1/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—fire bolt (1d6 fire)
Inquisitor (Witch Hunter) Spells Known (CL 1st; concentration +5)
1st (2/day)—bless, hex ward{super}UM{/super} (DC 15)
0 (at will)—daze (DC 14), detect magic, disrupt undead, stabilize
Domain Fire
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 11, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Favored Judgment[UM], Point-blank Shot
Traits flame of the dawnflower, vigilante witch hunter
Skills Heal +8, Intimidate +5, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8, Sense Motive +10, Spellcraft +4 (+8 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Survival +8
Languages Common, Kelish
SQ hero points, spell sage, stern gaze +1
Other Gear studded leather, arrows (50), dagger, longbow, scimitar, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text, manacles, spell component pouch, trail rations (3), waterskin, wooden holy symbol of Sarenrae, 15 gp, 11 sp, 1 cp
--------------------
Special Abilities
--------------------
Favored Judgment (Humans) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Fire Bolt 1d6 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Witch Hunter) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Sage +4 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d

Fluff:

Raised in the desert Plains of Padesh of Qadira, Hassan grew up in a tribe of very fundamental believers in Sarenrae. While followers of other good-aligned gods were at least tolerated, others were persecuted including attacks and burnings. He was trained in the use of the scimitar and longbow as a youth as his tribe as the scourge of the steppes.

Arcane magic users were considered witches in his tribe, and he was raised to hate and fear them. In his early teen years, he lost both his parents to disease, which his tribal shaman attributed to witchcraft. Hence, his hatred which formed early was cemented. The rest of his education was with a church sponsored orphanage in Omash. The priests who run this church have heard of strange happenings in the Border Woods and have sent Hassan, now of age, to investigate.


Still working on this guy, but declaring my interest.

Didn't mean to steal Wilhelm's avatar...will change it.


Any thoughts on my submission (Varok)?


While I'm at it, I might as well put all the info in this thread so it's easier to get at.

-----------------------------------------------
Doctor Gii, Aasimar 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 +4

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

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

--------------------
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 12, Wis 11, 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 (+6), Knowledge (religion) 1 rank (+5), Spellcraft 1 rank (+5), Perception 1 rank (+4), Bluff 0 ranks (+3), Diplomacy 0 ranks (+3), Disguise 0 ranks (+3), Intimidate 0 ranks (+3), Climb 0 ranks (+1), Swim 0 ranks (+1), Heal 0 ranks (+0), Survival 0 ranks (+0), Stealth 0 ranks (-1)
Languages Common, Celestial, Skald
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
--------------------

Aasimar Racial Traits (Angelkin variant heritage, Scion of Humanity and Truespeaker alternate racial traits)
Favored Class: Oracle (HP)
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.

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