Reign of Winter - The Snows of Summer (Inactive)

Game Master Slyness

It is summer, but rumors of unseasonable pockets of winter in the Border Wood have drawn you to the small village of Heldren in the nation of Taldor. It’s surely no coincidence that this is the time when the Queen of Witches, Baba Yaga, is scheduled to return to the frozen land of Irrisen.


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Here's a background for Kira Coldfingers. I can see her as either melee-focused or ranged, and I'm willing to adjust her build based on the party. I've built her both ways for you to see.

Background:

Kira grew up in a Taldane temple of Nethys, raised as an orphan. Her parents were killed by her father's sister, Klaudia, a Jadwiga from Irrisen. Klaudia came to punish her brother for deserting Irrisen and taking up with a southern elf-girl. Kira was six when her aunt attacked the family, killing her mother first for leading the family away from Irrisen. Then she killed Kira’s older brother and then her father. Klaudia intended to take Kira back to Irrisen and train her as a witch. Fortunately for Kira, a priest of Nethys came to investigate the attack. Martyn saw the carnage and drove Klaudia away from the young girl. Afterward, he took Kira back with him to the temple.

Martyn was a member of the sect of Nethys who believed that evil was beginning to upset the balance of magic. They saw the growing threats of Runelords and other destructive powers as proof that without action soon one of these threats would consume the world. To address the need, this sect sought to train warriors specifically to kill mages who were ruining the balance. These mage-killers would keep evil magic in check and allow balance to return. As an orphan with little other ties, Kira was an ideal candidate for the training.

Kira’s life and training was both difficult and rewarding. She learned to recognize arcane spells and how to counter them. She trained with weapons and magic, seeking divine blessings rather than relying on arcane power. The priests of Nethys turned Kira into a finely honed weapon aimed at ending evil arcanists. Because of her childhood, she fiercely understands the need to eliminate dangerous spellcasters. After years of training, the priests have begun allowing Kira to explore the world outside the temple. Now they have detected strange auras seemingly centered on the small town of Heldren, and want Kira to investigate.

Appearance:

Kira is a pretty girl with a cold demeanor. She’s lived most of her life on the temple grounds, which means she hasn’t experienced much or interacted with many people beyond the mages and priests of Nethys. Her skin is the pale color of the Irrisen folk, but instead of the pale blonde, typical of northerners, her hair is a light brown. He has elven ears, showing off her mother’s heritage. She bears little physical signs of her ordeal as a child with the strange exception of her hands. No matter what she does, they’re always ice cold. Kira usually wears gloves to avoid strangers commenting on the odd feeling. From this oddity, she’s taken up the name Kira Coldfingers to avoid the memories of her family’s death.

Kira Coldfingers - Melee:

Kira Coldfingers
Half-elf inquisitor (witch hunter) of Nethys 2/slayer 2/gestalt 2
N Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +9

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Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (2d10+4)
Fort +5, Ref +5, Will +5; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs spells/spell-like abilties, +2 vs. enchantments
Immune sleep

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk scimitar +6 (1d6+3/18-20)
Special Attacks judgment 1/day, studied target +1 (1st, move action)
Inquisitor (Witch Hunter) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, read magic
. . Domain Magic (Divine subdomain)

--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +5; CMD 17

Feats Combat Expertise, Improved Initiative, Power Attack, Skill Focus (Spellcraft), Step Up

Traits fate's favored, underlying principles, warded against witchery

Skills Acrobatics +3 (-1 to jump), Climb +7, Intimidate +1, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (history) +2, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9, Sense Motive +7, Sleight of Hand +1, Spellcraft +9 (+10 to identify spells cast by evil arcane spellcasters, +11 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), Stealth +3, Survival +6, Swim +4; Racial Modifiers +2 Perception

Languages Common, Elven
SQ arcane training, divine vessel, elf blood, knowledgeable defense, spell sage, stern gaze +1, track +1

Other Gear mwk agile breastplate[APG], mwk scimitar, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 105 gp

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Special Abilities
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Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Divine Vessel (5/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor (Witch Hunter) Domain (Divine)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Sage +2 (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 decipher a scroll.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

Kira Coldfingers - Ranged:

Kira Coldfingers
Half-elf inquisitor (witch hunter) of Nethys 2/slayer 2/gestalt 2
N Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +9

--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 24 (2d10+4)
Fort +5, Ref +6, Will +5; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 bonus vs spells, spell-like abilities, spell+2 vs. enchantments
Immune sleep

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged mwk composite longbow +6 (1d8+2/×3)
Special Attacks judgment 1/day, studied target +1 (1st, move action)
Inquisitor (Witch Hunter) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, read magic
. . Domain Magic (Divine subdomain)

--------------------
Statistics
--------------------
Str 14, Dex 17, Con 14, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats Combat Expertise, Point-Blank Shot, Power Attack, Precise Shot, Skill Focus (Spellcraft)
Traits fate's favored, underlying principles, warded against witchery

Skills Acrobatics +4 (+0 to jump), Climb +3, Intimidate +1, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (history) +2, Knowledge (local) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9, Sense Motive +7, Sleight of Hand +2, Spellcraft +9 (+10 to identify spells cast by evil arcane spellcasters., +11 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), Stealth +4, Survival +6, Swim +3; Racial Modifiers +2 Perception

Languages Common, Elven
SQ arcane training, divine vessel, elf blood, knowledgeable defense, spell sage, stern gaze +1, track +1

Other Gear mwk chain shirt, mwk composite longbow (+2 Str), backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 120 gp

--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Divine Vessel (5/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor (Witch Hunter) Domain (Divine)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Sage +2 (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 decipher a scroll.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.


Between that name and your avatar portrait, I'm put in the mind of some sort of nasty cold fey.

Ironically enough, I actually thought she was a witch until I looked at her :).

RPG Superstar 2012 Top 32

So, I'm going to withdraw Ulfgar... I can't in good conscience submit a character so incredibly similar to another (earlier) pitch.

I don't remember seeing anyone whose focus was healing and status removal... maybe I'll work on some kind of cleric or oradin...


I definitely didn't want to discourage you from the idea. If we both get selected, it would be interesting to work on some shared background (brothers or similar). Feel free to submit what sounds fun! :)

On a different note, most of my background is written up but needs some additional fine tuning. I should have it done tonight.


Here's Zelic. He's a Dread/Cavalier Half-Orc.

He's good at swinging a sword at things need to be hit with a sword, and very, very good at de-buffing with Intimidate.


I could use the same profile and (if both selected) we could work out the details of our relationship, but I think he's only recruiting 3 (maybe 4?) party members so there's no way that both of us would be selected when we're so similar, I don't think. Maybe I could do an arcanist/magus so our training was related but on opposite sides of the spectrum... or do a different version of the first build i pitched (a ranger/warpriest)... I actually have one idea for a character very loosely based on Santa Claus, but I haven't seen an answer from the GM yet on gestalting animal companions (and I wouldn't want my reindeer to be too fragile).

@ DM Slyness- I apologize if I just missed it but did you ever answer the question about gestalting animal companions? Like, if I made a druid/wizard (just as an example) could I take the Int and the special abilities my familiar would normally get and apply them to my animal companion instead (gaining 1 somewhat more powerful companion instead of two more fragile ones)?

Sovereign Court

Ulfgar Helmhammer wrote:
@ DM Slyness- I apologize if I just missed it but did you ever answer the question about gestalting animal companions? Like, if I made a druid/wizard (just as an example) could I take the Int and the special abilities my familiar would normally get and apply them to my animal companion instead (gaining 1 somewhat more powerful companion instead of two more fragile ones)?

I think no for combining. Maybe free Toughness for companions. I'm still thinking about how much of an issue it is. I know that in Mythic, they definitely lag behind.


They are merely one class feature among many, I don't really think they need to a big buff.

Gestalt is more about being versatile than being super powered like mythic (though there are some plenty crazy gestalt builds).


I much prefer to maintain the versatility of gestalt. I have no problem with using versatility that can work together, though I personally try to stay away from gestalting for maximizing one aspect. That's the reason I selected rogue and wizard. A straight up rogue fits the bill for all the sneaky bits, trap finding, etc, while the wizard adds to that versatility and brings in some magical options. To me, these two classes work well together. wizard buffs to help the rogue, rogue sneak attack adds to some spells, etc.


Am I just blind, or was there ever an answer given regarding Path of War content?

RPG Superstar 2012 Top 32

If you're only considering how your companion adds to damage, or how effectively it scouts, then sure- it's just one more class ability... if you want to build a character that has an actual bond with his companion though, bringing a standard one into a game balanced for these characters is just setting yourself up for emo-RP when it inevitably dies... nobody wants to see sad santa moping around because Dasher got torn up by dire wolves.


Who says I don't want to see sad Santa?


My wolf is fine, it will be a good companion up into the later levels, at which point, he would likely begin to fall off either way. Until then however, Frost will contribute much!

another idea is that if oyu have two classes with animal companion abilities, just take two separate companions.


Arrac Brandt wrote:

My wolf is fine, it will be a good companion up into the later levels, at which point, he would likely begin to fall off either way. Until then however, Frost will contribute much!

another idea is that if oyu have two classes with animal companion abilities, just take two separate companions.

One Man Wolf Pack!


Beast master anybody? :)

Path of War was vetoed.

I think the major argument for more powerful animal companions is that a gestalt party would still be more powerful than a normal one, so animal companions, who, in my experience, can already have some problems surviving, have difficulty surviving, or adding much to an encounter designed with more powerful characters in mind. I'm not entirely sure how much of that argument would hold up in actual play, and something like free Toughness seems like a fine fix to me


Soladil Branex wrote:

Beast master anybody? :)

Path of War was vetoed.

I think the major argument for more powerful animal companions is that a gestalt party would still be more powerful than a normal one, so animal companions, who, in my experience, can already have some problems surviving, have difficulty surviving, or adding much to an encounter designed with more powerful characters in mind. I'm not entirely sure how much of that argument would hold up in actual play, and something like free Toughness seems like a fine fix to me

I bet I could come up with a "get out of death free" custom item specific to animal companions. Maybe tie them to a figurine so that when they're killed you can resume on them the next day. Kind of like Gwenevar(sp?) from the Drizzt books.

That way they're useful, but when they die it's a temporary issue.


Soladil Branex wrote:

Path of War was vetoed.

If you don't mind helping me a bit more, could you point it out? I keep looking over the thread, trying to find it, and I can't seem to find where Slyness ruled against it.

Edit: Found it. I was looking for a harder "no PoW" than what was said, that's why I missed it. Carry on.

RPG Superstar 2012 Top 32

drbuzzard wrote:
Who says I don't want to see sad Santa?

Lol- I knew as soon as I posted that someone was going to say that. And, I suppose if I went that route I would be entitled to eight reindeer...

Sovereign Court

Classes from PoW are a no. I'm willing to consider feats and such.

As to the power discussion, I'm looking more for versatility than power, as fnord mentioned. I'll adjust encounters as the game goes. Some power issues will be offset by the small party.


Indeed, and a 3 man party should advance fairly quickly as far as PbP games go.


DM Slyness wrote:


As to the power discussion, I'm looking more for versatility than power, as fnord mentioned. I'll adjust encounters as the game goes. Some power issues will be offset by the small party.

Darn, it's a shame Akashic Mysteries aren't on the table. Oh well. I'm gonna take a fresh look at this once more in the morning, my psychic warrior//warpriest didn't really pan out as I had hoped.

RPG Superstar 2012 Top 32

Alright- I'm going to make a goliath druid/wild stalker ranger. Should be a good mix of melee ability, skills (especially as a scout), and magic. I think I'll switch over the Ulfgar alias (and change the picture).


nate lange wrote:
Alright- I'm going to make a goliath druid/wild stalker ranger. Should be a good mix of melee ability, skills (especially as a scout), and magic. I think I'll switch over the Ulfgar alias (and change the picture).

Sounds like the perfect person to hire as a guide!


Just realised I think I'm missing a feat on River. Let me see if I got this right. Humans normally get two at level one but River took Dual Talent, everyone in this game gets an additional feat at level one plus a non-combat non-metamagic feat at even levels. So he should have 3 feats at level 2 plus Dervish Dance from the archetype.

I reckon Blind Fighting might be worth picking up.


It's been my experience that animal companions, and familiars survival is based on the GM and the player to a lesser extent.

I'm walking down a path when three people step out of the trees in front of me, one with a sword, another with a bow, and the third has a staff with a bird on his shoulder.

What kind of idiot am I to aim for the bird first? Now if there was a wolf instead of a bird, and the three people stand there while the wolf advances, that makes the wolf fair game.

If the swordman advances, the bow is drawn taught with an arrow aimed at me, and the wolf starts slinking around to the side, I'm still some sort of idiot to shoot the wolf first.

I'm walking through a forest, animal noises all around. Why am I going to shoot that one bird?

Animal companions are meant to be in battle, they generally have growth that keeps them pretty close in capability. But the player can still use them stupidly and have them targeted.

Familiars really shouldn't be in the thick of battle, and as scouts, there is rarely going to be a reason to target them. It's not like you can go smacking every cat in town because one of them might be a familiar.

I usually see that GM's are part of the issue because some will unrealistically target animal companions and familiars. For me it really depends on the GM. Do I have to take inordinate amounts of resources to protect my familiar and spellbook because I will magically and automatically be known to be a wizard and priority targeted in nearly every encounter? Or will it come up as often as the opponent that specializes in sundering the fighter's favorite weapon?


Such a shame, but I can't really see myself putting forward a character that can really compete with the submissions that are already in especially since I still can't seem to find a concept I want to pursue. I had a couple things bobbing around, but nothing I think would be worthwhile, and certainly nothing concrete. Enjoy your game, and I certainly don't envy you your choices!

Sovereign Court

Let me know if there is still some room for this campaign. Full disclosure: albeit an experienced Pathfinder GM/player, I'm a 100% PbP noob. I like all classes and I'll play whatever the party needs most. Cheers!


All PbP games have a recruitment stage open to anyone unless they are specifically closed or finished. It should be pretty obvious if one is finished.


Original Post wrote:

I'll be choosing only 3 players...

...
the deadline is 11:59 pm, 1/8.

go ahead and submit, Purple Dragon Knight. Best of luck to you.


Ok, my profile should be complete and ready for consideration now. If you notice anything missing please let me know and I'll try to fill it in before the deadline.

@Cecil- if we're both selected I certainly could have been hired by you as a guide.

@My Twin- not twins anymore... sorry. we can still be more distant relatives though ;)


Paizo was down most of the day for me. And now its 1030pm.


Made a few minor edits. Good luck with your selections DM!


I had mine wrapped up, but I don't see everything in my profile right now. I don't have a backup, so I'm working to rewrite it. Hopefully I'll have it done in the next hour or so. :)


Ok, got the background back together which should give some idea of his motivations, appearance and a teensy bit of personality. More to follow as I get it done. :)

Background:

Towering above other men and weighing over fifteen stone, Hjálmarr embodies the Ulfen ideal. His plaited golden locks, blue eyes, and boisterous drinking certainly mark him as hailing from the harsh northern lands the Ulfen call home. Standing six and a quarter feet tall and weighing more then sixteen stone, the burly warrior cuts an imposing figure. With a sword in his hand, Hjálmarr could readily be mistaken for a viking hero from the skald’s tales, ready to leap from a longboat in pursuit of southron riches. But his appearance, of a ‘mere’ warrior of the Linnorn kingdoms, belies the true power that he commands.

Born 4683 AR to Magnus Erlandsson and Sigrid Leifsdotter in the frigid lands of the Linnorn Kings, Hjálmarr was the third of four children. He grew up, along with his siblings (Haakon, Hedda, and Henrik), in the mighty trade city of Kalsgard. His great-grandmother, Novennia Crispin, a famous Cheliaxian evoker had settled in Kalsgard in her youth as she conducted research into the powers of the fierce Linnorns. His family had lived there since. His father, a thoroughly Ulfen merchant, had no interest in his grandmother's magic. When she passed, her many books of magic were packed away. Hjálmarr would grow up knowingly only a little of this aspect of his family. He was raised as an Ulfen boy should be, with tales of might and heroic bravery of Ulfen warriors.

Hjálmarr's father would often bring his family with him on the longer trade expeditions. Though difficult, Hjálmarr loved his time travelling with his family on the many roads of Avistan. Through Varisia, Cheliax, Nirmathas, and Druma, he walked many roads, met many people, and shared many a tale of Ulfen valor around the campire. Those stories of valor, told by mercenary Skalds, viking warriors turned guards, and the great Varisian bards, took a great hold in Hjálmarr's heart.

Growing up among the many eccentric personalities that are attracted to a life of travel gave Hjálmarr a unique perspective on life, one that many of his more insular fellows don't share. He learned the languages of the roads, and found that he had a thirst for knowledge that would only grow as he aged. He would beg his father to take him with him whenever he could, and it was broadly thought that he would follow in his father's footsteps as a merchant. Fate had other plans, however, and the young Hjálmarr's future would be forever altered due to a chance encounter.

While traveling through the mountains with his father and a caravan guarded by a veteran crew of hardened mercenary guards, the caravan was beset by a band of ice trolls. At their head, walked a woman clad in fine white robes, her platinum hair framing a cruel face with skin unnaturally pale with the cold. Though the mercenaries fought valiantly, killing many of the trolls, they were unprepared for the might of the unnatural woman. She spoke a word, no more, and all of them bowed to their knees, screaming in pain. Peeping from behind the cover of one of his father's wagons, Hjálmarr watched in mute horror as so many of his heroes were so easily subdued. As the trolls began their bloody work on the incapacitated mercenaries, the Irrisien witch (as she had revealed herself to be), began to leisurely search the caravan.

It was then that Hjálmarr and his family's salvation appeared, a stranger clad in southron armor intervened, taking the fight to the witch. In his hands, an unusual blade that seemed almost to be made of obsidian, pulsed with a fiery glow. The man, whose name Hjálmarr would never learn, fought ferociously, engaging the witch with both magic and blade. Dodging nimbly aside from frozen shards that she cast at him, he was able to strike a grievous blow. The witch, desperate, shouted a word that made the air itself tremble and stunned the warrior long enough for a troll to knock him back into the side of a wagon. There he fell, gravely wounded. The witch, now carried by one of her minions, made good on her escape barely clutching to life.

Though he and his family made every effort to help the man, he passed into Pharasma's courts to await his judgement. Of his blade, only shards remained. The hilt was intact, but the rest had been shattered by the fearsome blow from the troll. Hjálmarr gathered them, hoping to see the fragments buried with the warrior who had saved his life. But, when it was time to bury the nameless man, Hjálmarr felt a strange compulsion come over him. He found himself strangely attached to the shards that he had gathered. Gazing at the gold inlaid hilt, he felt that it would be wrong to rid himself of the shards that had somehow become his.

The attack left it's mark on the young Ulfen boy. He still craved to travel, but was troubled by the ease with which the warriors he had grown to love from stories were dispatched. More still, he was bothered by the idea that without the intervention of the stranger, he would be dead. With these thoughts gnawing at him, Hjálmarr made the decision that he would take the man's place. He would master the unusual magic he had wielded, master the sword so that he could serve as a guardian, and learn all he could of the witches of Irrisen and their magic so that he could fight them if ever it was needed.

With this new ambition firmly rooted in the young man's mind, he set out to master both sorcery and sword. He still loved the stories from his youth, the tales of Ulfen heroism and might of arms, but it was now tempered by an appreciation for the powers and dangers of magic. Hjálmarr began to train, with his father's disappointed blessing, in the arts of the sword. In secret, he also began to study his great-grandmother's tomes. For the next six years, he would study both blade and magic, though he was forced to seek a tutor after nearly setting his father's house aflame in an accidental discharge of arcane power. This tutor, a bemused traveling mage from Taldor by the name of Eudonius, was sufficiently impressed by the progress Hjálmarr had made on his own that he was willing to give the perspective mage lessons whenever he was in town. By the time he came of age, Hjálmarr had become a proficient warrior and potent arcanist.

In the years since, Hjálmarr has traveled the word as a caravan guard, seeking to learn whatever he can in the libraries abroad of the magic of the witches of Irrisen. So far, he's learned only a little, but he remains hopeful that in time he will master the magic that they wield so that it can be turned against them. His arcane power is growing and Hjálmarr has an eye on the arcane libraries that might be found in the Arcanamirium in Absalom. He and the caravan he has been guarding from Katheer are making their way to Oppara where he hopes to catch a boat to the fabled city. They're stopped now in the small village of Heldren while a treefall damaged wagon is repaired. Hjálmarr is sure that his path will be clearer from the fabled City at the Center of the World.

Edit 1: Now with an appearance blurb.

Appearance:

Throughout the many years that he's traveled Avistan, there's never been one who's been surprised to learn that Hjálmarr is of Ulfen stock. Standing at six and a quarter feet tall, the heavyset muscular man moves with surprising grace despite his size. Long flowing blond hair, often plaited, frames a jovial bearded face with sharp, lean features. It's rare not to see a smile adding a twinkling glimmer to his dark emerald eyes. Hjállmar, like many of his people, takes great care with his appearance. His golden beard and hair are kept carefully trimmed and braided no matter the road conditions. His employers would go so far to say the he is overly fussy for a guard, but they overlook it for the prowess that he brings.

Edit 2: Now with a personality blurb too!

Personality:

In his childhood, there was little that could excite him as much as the prospect of more tales of heroism and valor by his countrymen. The old tales of Rolf Redhand (and his song and army), King Ulvass, and Rolf Erickson could draw the excitable boy's attention as nothing else could. In age, his love for these stories remains, but it's tempered by experience and a few dark memories. The witches attack has left him painfully aware that his old heroes were not invulnerable. Though he still yearns to be a part of such adventures, he's slowly coming to terms with the reality this may never be. Those thoughts gnaw at him and occasionally break through his normally jovial attitude to leave him quiet and thoughtful.

Hjálmarr is a likable fellow, though the juxtaposition of his outward appearance as a dim-witted soldier for hire and his very clear with and ingenuity often leave people unsure how to react to him. In one breath, he can be gayly singing a dirty Ulfen drinking song in his wildly offkey tenor, only to start explaining his theories on the best means by which to direct the flows of arcane power to produce a galvanic effect. That he sees no apparent contradiction in these aspects of his personality only exacerbates the confusion of those who he speaks with. Despite all this, those who he grows to know find him to be a fast friend. Even those who don't know him can't deny that he has a hero's bravado to him (and the means to back it up).

Suitably for his personality, Hjálmarr worships the Drunken Adventurer himself, Cayden Cailen. Though not a pious devotee (as much as such a thing exists to the Drunken Hero), Hjálmarr admires readiness of the god to help those in need and carefree life that he lived. He carries a tankard inscribed with the god's Placard of Wisdom inscribed upon it with him on his travels. He also offers his prayers to those others who he cares to (generally Desna, Gozreh, Pharasma, etc). He is far from a theologian, but he understands the odd twists of fate that are the god's hands at work.

Sovereign Court

PST, so 6 hours left.


Good luck everyone!


Getting down to the wire. Good luck everybody!


Fingers crossed. Good luck everyone!


May the green mother be with you all.


Oops, I forgot to do this. I'll put it up in case it still helps, sorry about that.

Revised Submissions List:

Completed Submissions

-Asuna Whitetail
Kitsune Oracle 2//Fighter (Weapon Master) 2

DeviousDevious
Zelic Hook Half-Orc Dread 2//Cavalier (constable) 2

Dotraj
-Soladil Branex Keleshite Aegis 2//Soulknife 2

drbuzzard
-Bjorn Olafsson Tiefling alchemist (crypt breaker) 2//fighter 2

Enchanter Tim
Kira Coldfingers Half-elf inquisitor (witch hunter) of Nethys 2//slayer 2

FangDragon
-River Human bard (dawnflower dervish) 2~paladin (tempered champion) 2

fnord
Gwenyth al-Nejem Kasatha UnRogue 2~Wizard 2

Grumbaki
Drun Skytouched Kellid Half Storm Giant Invulnerable Rager Barbarian 2 // Arsenal Champion Warpriest 2

Javall Leon
-Droguk “Many Scars” Human (Kellid) Barbarian (Inv. Rager) 2//Ranger 2

JoshB
-Totho Farstrider human Brawler 2//Cleric of Cayden Cailean 2

nate lange
Ulfgar Helmhammer human Ranger [wild stalker]/Druid [goliath druid] 2

Ouachitonian
-Cnut Bjornsson Ulfen Kineticist//Ranger (Beastmaster)

Pendrak
-Lysander Lotharson swashbuckler 2//oracle 2

Rikash
-Hjálmarr Magnusson Male Ulfen (human) Bladebound Hexcrafter Magus 2//Lore Warden Fighter 2

Seth86
-Xexik Goblin paladin (silver champion) 2//ranger (ilsurian archer) 2

thelizardwizard
-Arrac Brandt human Unmonk 2//Arctic Druid 2

Tiny Coffee Golem
Cecil Von Spirito half elf wizard 2 // sorcerer 2

TriShadow
-Risk ~ Risquelyn Virisix Female drow bard 2//cleric of Desna 2

Valjoen_KC
-Aerryndöl Sylph Fighter 2//Witch (Winter Witch) 2

Sovereign Court

Thank you again to everyone who submitted a character and I'm sorry that I can't take everyone.

The selected party is:

Valjoen_KC-Aerryndöl

JoshB-Totho Farstrider

TriShadow-Risk ~ Risquelyn Virisix

The Discussion thread is open.


Congrats to those who made it. Happy campaigning!


Happy gaming all.


congrats folks. cheers, all.


Congrats all.


Sad I only now noticed this recruitment, when it's over and done. Can I add a submission regardless, in the event that the party suffers turnover or gets a boost in size?

Sovereign Court

Sam C. wrote:
Sad I only now noticed this recruitment, when it's over and done. Can I add a submission regardless, in the event that the party suffers turnover or gets a boost in size?

You are welcome to do so.


Fill-in submission (preliminary) crunch:

Pazeek Splitbeak

NG Male
Race: Tengu
Alternate Racial Trait: Glide
Traits: Armor Expert, Magical Knack, Northern Ancestry

Gestalt Level: 2
Gestalt Class 1: Ranger (Infiltrator)
Gestalt Class 2: UC Rogue (Tengu Swordmaster)

Stats:
Str 14
Dex 14 +2
Con 12 -2
Int 14
Wis 14 +2
Cha 13

Initiative: +3
HP: 20 (2d10+0)
BAB: +2
CMB: +4
CMD: 17
Fort: +4
Ref: +6
Will: +3

Skills: (8 + Int)
Acrobatics (2 ranks) +8, Climb (1 rank) +6, Diplomacy (1 ranks) +5, Disable Device (2 ranks) +8, Fly (2 ranks) +5, Heal (1 rank) +7, Perception (2 ranks) +10, Ride (1 rank) +7, Sense Motive (2 ranks) +8,Stealth (2 ranks) +10, Survival (2 ranks) +8, Use Magic Device (2 ranks) +6;

Handle Animal (2 ranks) +6, Sleight of Hand (2 ranks) +8

Class Abilities: Combat Style (Two-Weapon), Evasion, Favored Enemy (human), Finesse Training, Rogue Talent, Sneak Attack (+1d6), Track (+1), Trapfinding, Wild Empathy

Feats: Combat Expertiseb, Combat Reflexes, Dodgeb, Double S!ice, Extra Rogue Talent, Power Attackb, Quick Draw, Two-Weapon Fightingb, Weapon Finesseb

Rogue Talents: Combat Trick (Combat Reflexes), Combat Trick (Dodge)

Build (Feats and Talents):
Level 1: Combat Expertise, Double Slice, Power Attack, Quick Draw, Weapon Finesse
Level 2: Extra Rogue Talent (Combat Trick), Two-Weapon Fighting; Combat Trick (Combat Reflexes), Combat Trick (Dodge)
Level 3: Endurance, Mobility
Level 4: +1 Dex, Boon Companion; Combat Trick (Spring Attack)
Level 5: Canny Tumble
Level 6: Monstrous Mount, Improved Two-Weapon Fighting; Combat Trick (Circling Mongoose)
Level 7: Blood Beak
Level 8: +1 Dex, Monstrous Mount Mastery; Bleeding Attack
Level 9: Improved Natural Attack (bite)
Level 10: Extra Rogue Talent (Fast Tumble), Two-Weapon Defense; Combat Trick (Improved Unarmed Strike)
Level 11: Weapon Focus (bite)
Level 12: +1 Wis, Extra Rogue Talent (Combat Trick); Combat Trick (Feral Combat Training), Combat Trick (Panther Style)
Level 13: Panther Claw
Level 14: Tengu Wings, Two-Weapon Rend; Combat Trick (Panther Parry)
Level 15: Tengu Raven Form
Level 16: +1 Dex, Flensing Strike; Improved Evasion
Level 17: Weapon Focus ()
Level 18: Extra Rogue Talent (Ninja Trick), Greater Two-Weapon Fighting; Ninja Trick (Fast Stealth), Ninja Trick (Wall Climber)
Level 19: Weapon Focus ()
Level 20: +1 Wis, Extra Rogue Talent (Skill Mastery); Skill Mastery, Weapon Snatcher

Pazeek Splitbeak is, quite blunty, death on two legs. Fighting with a combination of two weapons and a beak, he savagely mauls his enemies with ruthless strikes to their vitals while dancing circles around them. He'll eventually learn to use his beak as a defensive weapon against his unfortunate targets, frustrating and punishing attempts to strike him while he moves with pecks that leave gaping wounds.

At his will be his loyal companion, a majestic {insert appropriate monstrous mount here] that consents to aid Pazeek and his allies. Outside of battle, Pazeek offers a number of skills to support himself and others under a variety of circumstances. Perhaps most useful is his skill at identifying and rendering harmless a variety of nasty traps.

Fill-in submission (preliminary) fluff:

-What was your childhood like?

-What is your relationship to the gods and religion?
They mind their business, I'll mind mine. I acknowledge their power, be an unfledged fool of a chick not to, but the natural world is a much better choice if you've got venerate something. No agenda to push, it treats you the same whether you're good or bad, and is quite content to get along without you. That said, I'll bend a knee to Hei Feng from time to time, what with him being the patron god to tengu everywhere and all.

-What is your physical appearance, bearing, mannerisms, and quirks?
Appearance? Really? Well, since you're obviously blind, I'm a tengu. Five feet and change in height, and lightweight. Hollow bones, you know? Got a lean body, not a lot of muscle to show. But then, don't need a lot for what I do. Glossy blue-black feathers, which I put a lot of work into. Beak, talons, all the rest that come with being an avian. Got a nasty scar on my beak though, where some pigf%~~er savage tried to remove it. I removed his eyes in exchange, with that very same beak. He kind of lost interest in finishing up his side of the trade after that.

Bearing? Well, I'm a proud bird. Warrior and so on. Maybe not like those samurai types back in the old nesting grounds, but I earned my sword skill the hard way, and I won't take lip from anyone who didn't earn their own skills the same way.

Mannerism? Hmm, I'm a plain-talking bird, tell it like it is. Also a ladies' bird, I'll admit. Species don't matter, long as they feel the same way. Prefer to keep quiet and watch more than clacking my beak for the sound of it. Learn more that way.

I got a few quirks, happens when you live alone long enough with nobody to impress. Constantly working on my feathers, make 'em look good. Same for my weapons, and that includes my beak. Got into the habit of messing with my scar when I'm distracted or just thinking hard.

-Do you have an easy way with strangers?
[b]Eh, sort of. Not too friendly and personable of my own accord, being alone for long periods does that, but I can make an effort to be socially presentable if I have to. Get on better with smaller groups, where there's fewer people to deal with.

-Do you play well with others?
As long as they're not outright eggsuckers, I'll give anyone a chance. And sometimes, you just have to suck it up and work together, or die alone. I know which I prefer.

-What draws you to the life of an adventurer?
Plunder and glory. Oh, doing right for the common folk is nice, especially when the lasses want to show a hero their appreciation. But plunder makes life better, and glory increases both the quantity and the quality of the appreciative lasses. And just how appreciative they are, too.

-Do you identify with a particular animal or element?
Ravens and crows, naturally. Best birds, bar none. Nothing at all like those uppity eagles, arrogant feathered ponces. Or those weird owls, you never know what they're thinking when they just stare at you like that...

-What do you find creepy?
Undead. Nothing worse than a corpse that won't stay down. Especially if it has enough sense to hide or pretend that it's just a regular body until you're not looking.

-What specific goals do you have, if any?
Become the greatest tengu swordmaster alive, as well as in the history of my people. I'll also accept greatest swordmaster in the North.

-What secrets do you have?
[b]I can't stop pilfering shiny things. Or things that I know have magic in them. Even when the penalty for getting caught is high, I just itch to slide my fingers over and help myself.

-What does someone else know about you that you do not?
...... This is a silly question, and you should be ashamed for asking it. How am I to know what someone else knows about me that I don't know about me?

-Do the ends justify the means?
Yes, so long as the only ones who pay the price agreed to do so, knowingly, of their own free will, and in advance.

And there you go, my submission, for your consideration if a slot becomes available. As a side note, I didn't add any favored class bonus. There aren't any hard rules for how that works with gestalt after all. I also left off the gear and combat stats, because those aren't really relevant.


gestalt doesn't change favored class bonus. Pick a class, any time you level that class, you can take the favored bonus for that class, 1 hit point, or 1 skill point.

You don't get double favored class bonuses.

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