Variel's Reign of Winter

Game Master Neltji

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Here is the thread link.

As stated in the title I am looking for 1-2 replacement characters for my Reign of Winter campaign. The current characters are 8th level and will likely be that level when the replacements enter. We are a third of the way through the third book. I ask for 1 post a day during the week and once on the weekend unless told otherwise.

Character build guidelines:
8th level
20pt build with a floating +2 to 1 statistic after the 20 pt build/
2 traits
2 free bonus skills that must be placed in a profession or craft to represent your life before adventuring.
Most content released by Paizo for pathfinder is available but nothing 3rd party.

I am also looking at the wealth right now and will post soon to keep you in line with the rest of the party.

The party consist of a winter witch, paladin/oracle (with a fighter henchman), rogue/wizard/arcane trickster, and archer fighter.

Any questions please ask. I am hoping to find a replacement by the 6th of March.


Is there anything particular the party lacks? (front liner/ trap removal/ healing status removal)


I have this 1st level character which I designed for Reign of Winter but lost out in the selection process. I could revise it to level 8 if selected.

Is the +2 because of the added stats due to level 4 and 8, or is it a freebie you decided to give out?

No background skills as per Unchained, right? You went for two free profession/craft ranks as background at level 1 instead?


What is the Oradin build like? Mostl Pally or mostly oracle? I'm bumbling a very strange oracle/bard build in my head but obviously wouldn't want to cross over too much with the rest of the party.


drbuzzard: The paladin is the front liner in the group currently along with his cohort. They could use another melee character. He also doubles as the party healer with the witch doing her fair share as well. The rogue/wizard/arcane trickster does take care of most traps and scouting.

FLoe PBP: the floating +2 is a game mechanic built into the story arc. Correct in the idea that this is apart form the Unchained book. This houserule was implemented before the Unchained book was published.

spoiler reasons if you want to know ahead of time:
In search of aid for Baba Yaga a black rider finds you upon his death bed. Finding you friendly to his cause he infuses some of his power bestowing a form of geas upon you. You are marked as a temporary ally to Baba Yaga. In addition this infusion of power grants an unnamed +2 bonus to 1 stat of your choice.

Nikolaus: The oracle is a hybrid using the oracle abilities to channel and heal with the paladin to lay on hands and provide some staying and combat prowess. Interesting build that you will have to look at yourself to see if there is any overlap. I don't think so as I imagine you would be more of a party buffer then the fighter type.


What abilities are you looking for in a new character?

Right now you have a:
Winter witch - full arcane
Arcane trickster - depending on how built, 3/4 rogue and 3/4 arcane
Archer fighter - damage dealer
Fighter (henchman) - tank(?)
Oradin - Depending on how built, could be mostly healer or mostly tank

I could see a bard, or a tanky druid being a welcome addition to the group.

-- david


Also I forgot to mention that the feat strikeback is a free feat once you reach bab of 6+.


Papa DRB: The other character that left was in fact a druid with large cat animal companion to provide a melee front line boost. I am not too worried myself about looking for new abilities for the group. As long as you can mesh with the group RP wise and are a reliable poster I can work with whatever within the campaign.

Sovereign Court

Are you still looking for someone to join? I can draft up a level 8 by tomorrow evening for you to review. I can def do a front liner for the party.

Please let me know and I'll get started on it.


Yeah the recruitment will be till March 6th.


I can get a melee guy built up in short order.

Do you have any racial restrictions in mind (though I might just go with a dwarf since I have an idea for one which has not made the cut yet, and I think it will be mostly where it needs to be at 8th).


DM Variel wrote:
Papa DRB: The other character that left was in fact a druid with large cat animal companion to provide a melee front line boost. I am not too worried myself about looking for new abilities for the group. As long as you can mesh with the group RP wise and are a reliable poster I can work with whatever within the campaign.

lol... I had half created a tanky druid with a large cat animal companion for this, because I had submitted a bard for another campaign.

Now that I have gotten in the other campaign, I will withdraw from here. Playing in two is enough to satisfy my itch for now, thanks,

-- david


Ooh, this looks fun! I have a great idea for a herald caller cleric I've been meaning to use, and this looks like just the game. Hopefully summoned monsters would help out a bit on the melee side of things.

A couple questions:

1. Do you have any problem with clerics worshiping a divine concept rather than a deity? I was thinking something along the lines of exploration, discovery, and friendship with strangers - probably taking travel domain to represent the wanderlust aspect of it. It could just count as neutral good for the purpose of herald caller summoning and such, if that's okay with you.

2. Is samsaran an acceptable race?

3. Are you okay with a character using the variant multiclassing rules from Pathfinder Unchained? I was just thinking that VMC wizard would add a ton of flavor to this character.


Interested. Will get something up a bit later.


Dotty McDot. Any objections to summoning focused characters? Thinking about a Monster Tactician Inquisitor


I do have a character that was in a reign of winter game that fizzled somewhere during book 2.

without knowing anything about the AP I can submit this character but the backstory will assume starting from the beginning.

Also being a full arcane caster there may be no need for him but I'll submit it anyway.

the info is in this alias but not at level 8 yet.


Avoron: I am ok with a nonspecific deity but would prefer a character to have a set one. Is it a deal breaker? No, but it is something I would have to consider. As for the samsaran I am going to say no to that and any other uncommon races.

Drbuzzard: no uncommon races allowed besides that I can go with any of the featured or core races and their alternate abilities in advanced races guide.

Dwilhelmi: the only problem with summoned creatures is the time needed to make the map updates. It creates more work for me but is doable.


Also for full disclosure I work at a hospital and am on call quite a bit. There are some nights I get called in and thus unable to post at night. I try to let you know when this happens so you are not waiting for a map update from me. Map updates when needed are usually around 9 PM central standard time.


One of the PCs. If you do summons, get some statblocks cut and pasted for easy use.


Hmmm... now I'm tossing around a couple of ideas. Any thoughts on whether you'd allow variant multiclassing?


Not a fan of the variant multiclassing Avoron.


Sounds fun. I'll see if I can think up something.


Interested. Considering a blaster ice-themed sorcerer. I can have the build up before long, but I have a few questions:
1: Can we take a drawback for a third trait?
2: If I take the Crossblooded archetype, can I take a wildblooded bloodline as one of my bloodlines (in this case, primal instead of elemental)? There's arguments for both ways.
3: Do you allow Words of Power (if the answer to this is no, you can ignore the spoilered questions)?

WoP Questions:

4: Do spells with a Duration of "Instantaneous" count towards the rule about spells having the shortest time determining the spell length? In other words, is it possible to use a Fireball that leaves a fog cloud afterwards, or would the fog cloud immediately dissipate because it's "Instantaneous?"
5: Does the Human’s Alternative Favored Class bonus translate into Words of Power as well? A casual reading of the rules says it will, but it’s better to ask. (I'm actually quite happy either way)
6: Do feats that apply to spells apply to individual Words? To specific combinations of Words? In other words, can you take Spell Specialization (Wrack), and get the bonus to Wrack + Fog Bank?

7: And finally, do we have to meet a trait's requirements in order to take it, if we have a good story reason why we would still have it (in this case, Wayang Spellhunter, a regional trait native to Tian Xia).


This is actually something I've been waiting for! We had a group playing RoW in PBP before, but the group broke up.

Kuragin got to level 9, as we speed-played through the third book. But I can rebuild him back to level 8, no problem with that. It could even make a sensible background story for him to continue adventuring having his fellows suddenly changed into different ones (after all, the Hut makes strange things happen!)

So I do have some knowledge on the third book, but I promise not to take advantage of that.

Here's the previous gameplay in case you're interested to see the playstyle.

So I humbly ask to consider me into this campaign :)

Edit: Also, seeing that you already have a winter witch, I can rebuild Kuragin into some other (caster) class, if you would feel two witches is too much


OK, melee guy built up.

The guy is designed to be nice and tanky to take up space in the front, but he can switch between 5 and 10' reach and fight from behind the front if necessary.

I'm still working on background. I'll ned to find a group of dwarves from the northern mountains who are ill affected by the current situation.

Haarold:

Haarold
Mountain dwarf fighter 8
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +13 (+15 to notice unusual stonework)
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 23 (+10 armor, +2 Dex, +1 dodge, +3 shield)
hp 77 (8d10+25)
Fort +12, Ref +6, Will +9 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 adamantine dwarven dorn-dergar +16/+11 (1d10+12) or
. . dwarven dorn-dergar +16/+11 (1d10+11)
Ranged sling +10 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 adamantine dwarven dorn-dergar, 10 ft. with dwarven dorn-dergar)
Special Attacks weapon training (flails +3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 14, Wis 12, Cha 8
Base Atk +8; CMB +12; CMD 25 (29 vs. disarm, 29 vs. sunder)
Feats Advanced Weapon Training, Darting Viper, Dodge, Phalanx Formation, Power Attack, Shield Focus, Unhindering Shield, Weapon Focus (dwarven dorn-dergar), Weapon Specialization (dwarven dorn-dergar)
Traits northern ancestry, seeker
Skills Acrobatics -1 (-5 to jump), Climb +11, Craft (armor) +8 (+10 on checks related to metal or stone), Craft (weapons) +8 (+10 on checks related to metal or stone), Perception +13 (+15 to notice unusual stonework), Ride +3, Survival +12 (+14 to track vs. humanoids of the Giant subtype), Swim +11; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Orc
SQ armor training 2, giant hunter[ARG], mountaineer[ARG]
Combat Gear acid (3); Other Gear +1 full plate, +1 buckler, +1 adamantine dwarven dorn-dergar, dwarven dorn-dergar, sling, boots of the cat[UE], clear spindle ioun stone, cloak of resistance +2, gloves of dueling[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 31 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+4/+8) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Unhindering Shield Still gain buckler's AC bonus when use that hand for other purpose. Hand is considered free.
Weapon Training (Flails) +3 (Ex) +3 Attack, Damage, CMB, CMD with Flails

Sovereign Court

So I have my character concept finished and very interested in this! I'm Billekax "The Brave" Qrass, the bravest Gnome in all the lands!

Billekax The Brave Qrass, bravest Gnome in all the lands!:

- Level 8 Oracle, Succor Mystery, Pei Zin Archetype (Player Companion: Healer Handbook)
- Adopted by Halflings after my Gnome village was destroyed, which awoke my inner ability to heal trying to save others and cursed me with one good leg (I ran a lot that day from scary things, still a blur).
- My Halfling family were wandering Pei Zin Practitioner that loves being a herbalist. My lay on hands work great to help myself and those around me.
- In combat I'm a front liner to protect those around me, using aid another/bodyguard (+8 AC or Att bonus). I intimidate the enemy with my dented bulbous heavy armor and short stubby arms so I take the hits instead of my teammates. Potentially stabbing those with my trusty reach type weapons.
- When combat starts, Billekax "The Brave" is first in the enemy's face waving hands and yelling obscene things about their mothers to protect my allies to the best of my ability!
- Out of combat I lend, brave yet short spurts of not so wisdom type things (been hit in the head too many times), however anything herbs, spellcraft, healing, ability damage or status removal, I got your back!

I have the stats/character done up will post later.

Thanks!


Is there a restriction on classes or age category? There was a recruitment I applied for that wanted a bunch of over-the-hill, retired characters. I made an old martial artist that was somewhere between Master Roshi from Dragonball Z and Silver Fang from One-Punch Man using Path of War. Here he is at level 15. I can downgrade to 8 or build as monk.


I'll bring the Monk Love. Can tweak where necessary, but I liked how he developed.

Kas'athar:

Background:Kas'athar— though he defers to the slightly easier to pronounce "Cassadar", since the way the non-goblins speak it grates on his ears— is the result of a special project by Warlord Eskanal, noted for her grudging truce with the Ivilan monastery. Trained and sent out as a scout for the allied tribes. More recently, the odd occurrences of winter have drawn attention and require investigation. As the closest resource in the area, he was sent, much to his dismay. His orders were to identify and deter the occurrences if possible, and relay information back, if not.

A benefit of being a scout was that there was more leeway to define his actions, due to the distance from the dominion of the tribe. As such, he has done what he can within reason to settle the suspicions of the individuals that may suspect or outright hate him. While he holds no particular love for the others that inhabit the towns and villages that have not driven him away, he does understand that in these areas, the strength of the community is all that keeps them alive, and that is something that he can respect. The influence of the witches is something that is noticeable and is regarded with distaste, but their strength is also something that is to be respected.

Of late, he has been following the trail of some that have been rumored to be pursuing the same interests that he has, and found that they have been taking action against the oncoming winter, so he has been pursuing more information about them, following their trail and relaying back what information he could.

Crunch: Kas'athar Steelhide
LN Medium Goblinoid Male (Hobgoblin)
Ironskin Monk 8
Init: +4

HP:
AC: 19 =(10 + 4 + 0 + 0 + 3 + 2)
CMB/CMD: +9/23
BAB: +6
F/R/W: +9/+10/+9
STR: 14 DEX: 18 CON: 16 INT: 10 WIS: 14 CHA: 10

Racial Traits: Goblinoid, *Magehunter, *Scarred
Traits: Vigilante Witch Hunter, Militia Veteran(Survival)
Favored Class: Monk
Feats: Dodge, *Improved Grapple, *Scorpion Style, Weapon Finesse(Unarmed), Iron Will, *Gorgon's Fist, Weapon Focus(Unarmed)
SQ: Flurry of blows (+11/+11/+6/+6), Stunning Fist(DC 16), Unarmed Strike(+11, 1d10), Iron Skin(+3), Resilience, Maneuver training, Still Mind, Ki Pool 5 (magic, cold iron, silver), Staggering Blow, Purity of Body, Tough as Nails(DR 1/-), Wholeness of Body
Languages: Common, Goblin, Skald, Hallit

Acrobatics 10=(4 + 3 + 3)
Climb 5=(1 + 1 + 3)
Craft(Alchemy) 5=(0 + 2 + 3)
Escape Artist 9=(4 + 2 + 3)
Intimidate 7=(0 + 4 + 3)
K.(History) 5=(0 + 2 + 3)
K.(Religion) 5=(0 + 2 + 3)
Linguistics: 2=(0 + 2 + 0)
Perception 12=(2 + 7 + 3)
Profession(Butcher) 4=(0 + 1 + 3)
Sense Motive 9=(2 + 4 + 3)
Stealth 12=(4 + 5 + 3)
Survival 9=(2 + 4 + 3)
Swim 6=(2 + 1 + 3)
Perform (Cha), Ride (Dex)


Interested with a Skald (Spell Warrior). The concept is that he is fighting against the influence of both the witches and Koschtchie-worshipers in Iobaria, so he devotes himself to defending against magic and similarly protecting his allies. Will have the full submission done in a day or two.


I'm interested, dotting.


So, I have the character mostly drawn up (under the assumption that WoP is allowed, and I can take crossblooded and wildblooded), leaving just a couple of questions.
What's the wealth level? I'm currently assuming average WBL.
Might it be possible to have a WoP item that functions as a Page of Spell knowledge, save that it adds a Word to my list?


Hi people - another player here.

In all honesty and thus far, what I feel like we miss the most are the most common arcane staple spells (both damage to suplement our archer at range, and utility buffs, crowd control, flight and stuff like that) - it is however possible our Arcane Trickster may be filling out that role in the future so I'll let her chime in if she feels like it ;)

Helgash was initially thought out to be a 'second line' combatant and healer but he has gravitated (successfully I believe) to the front line along with his cohort (fighter) so I think a character which is 'simply' melee (as much as I love melee characters) will be a tad overlap. So 'melee and something else' would probably work well though, since I have found frontlining and healing/buffing simultaneously can be quite a challenge.

There - those are my two cents. Carry on :D


Alright, got a character all made u-.....(reads Helgash's post).

Welp, back to the character board.

Not my official submission for a replacement character, but the one I had just finished for consideration is Camille Devon, she who likes to punch things while leaping. But I digress, I plan on submitting a different character now.


Daedalus: Venja the winter witch has the cold themed arcane caster down pretty well. I would think that there might be a bit too much redundancy. No drawbacks at this time. Wildblooded is ok but I have never used words of power before. Without reading the rules more in depth I would have to say no to them as well at this time. Traits are pretty much locked in and you need to fulfill the requirements to take them. There are plenty of traits to choose from that it should not be hard to find something that works.

Kuragin: no problem with previous knowledge as I am thinking of altering it slightly anyways. Also depending on party dynamic and path they take the encounters do change.

Shiruba: no restriction on classes or archetypes as long as they are from Paizo. Some classes though may require more background and a good story to justify them being in Iobaria though. No venerable ages allowed but the others are ok.

Helgash is correct that he does admirably cover both healing and front lining I would still submit a melee combatant if that is what you want to play. There are plenty of fight that will need multiple fighter types. As he points out though that secondary abilities would be handy for such characters to have.

Those that I have not commented on are those with submissions and not questions. I have you down as applicants. If you have any questions please ask.


I am not sure on my submission back story, as it was written to start this AP from the beginning.

Also I may have missed this but what is the starting wealth for equipment?


I am still working on the wealth but I can tell you that it is below 8th wbl guidelines. It seems in my experience that AP's are always shorter on wealth than what is recommended.

At a quick calculation it looks like individuals are around the 21000gp value. However this is also a misleading figure as consumable items are not tracked for individuals. All such consumables are placed in party loot to be drawn from as needed. The party has 22500.

There are also unclaimed items that have not been divided out yet that would raise the value of each party member as well.

As such new characters would have 21000gp to spend to on items and gear but also be available to claim disposable items and unclaimed items upon joining the group.


thanks I'll work with that for now to start.


Fireballen spellcasters will no doubt be helpful.


Just because everything is cold based Jetro does not mean that fire will automatically work...yeah never mind. Fire spells are a great option.


Ok here is what I got...

Kobad:

Male human (Keleshite) sorcerer 8
CG Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 42 (8d6+8)
Fort +6, Ref +6, Will +8 (+2 vs. channeled negative energy and inflict spells)
Resist cold 2, fire 10, negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . scimitar +4 (1d6/18-20)
Ranged
. . Fire ray +7 ranged touch (1d6+5 fire damage/x2/range 30’)
Sorcerer Spells Known (CL 8th; concentration +14, +18 casting defensively, +4 melee touch, +7 ranged touch)
. . 4th (4/day)—frosty aura
. . 3rd (6/day)—dispel magic, fireball (DC 21), firestream[ARG] (DC 21), fly
. . 2nd (8/day)—burning arc (DC 20), burning gaze[APG] (DC 20), fiery shuriken[UC], flurry of snowballs (DC 18, DC 20 fire), levitate, scorching ray
. . 1st (8/day)—body capacitance[ACG], burning disarm (DC 19), burning hands (DC 19), enlarge person (DC 17), mage armor, magic missile, shock shield[UC], shocking grasp, snowball (DC 17, DC 19 fire)
. . 0 (at will)—acid splash, daze (DC 16), detect magic, disrupt undead, flare (DC 16), jolt[UM], message, prestidigitation, ray of frost, read magic, spark[APG] (DC 16)
. . Bloodline Efreeti
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 23
Base Atk +4; CMB +4; CMD 18
Feats Combat Casting, Dodge, Elemental Focus[APG], Eschew Materials, Expanded Arcana[APG], Great Fortitude, Greater Elemental Focus[APG]
Traits elemental pupil, heirloom weapon (proficiency)
Skills
Bluff +11
Craft (blacksmith) +4
Craft (weapons) +3
Diplomacy +8
Intimidate +10
Knowledge (arcana) +8
Knowledge (planes) +8
Perception +6
Sense Motive +2
Spellcraft +10
Use Magic Device +15
Languages Common, Ignan, Kelish
SQ fire ray, frost-forged steel
Gear
sorcerer's robe[UE]
+1 frost-forged steel haramaki [UC]
scimitar
belt of incredible dexterity +2
boots of the winterlands
cloak of resistance +1
dark life ring
headband of aerial agility (cha +2)[UE]
ioun torch ioun stone[APG]
backpack
bedroll
belt pouch
flint and steel
mess kit[UE]
pot
soap
trail rations (5)
waterskin
649 gp, 1 sp
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptor
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Ray (1d6+5 fire damage, 9/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability
Frost-Forged Steel This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly t
Greater Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.

story:

Kobad was born to a Qadirian military family. His father, Shamed was the army blacksmith making and repairing the men’s armor and weapons and keeping the quivers full. Kobad never really knew his mother, his father always said she died in childbirth and never would elaborate any further.

Kobad had an older brother named Hassiem. By the time Kobad was old enough to apprentice to his father Hassiem was already rising quickly in the Qadirian ranks having obtained the rank of Gond Sālār, in command of an entire infantry division.

Shamed was unable to fight due to an injury that cost him his leg but his talent at the forge made him a continued asset to the encampment.

Word came that additional troops were needed at the fortress of Omash in northern Qadir near the Taldorian border. Tensions were high in this region both enduring their uneasy truce waiting for any sign that the other side had broken the treaty and engage in open warfare.

The call for additional troops was unsettling to Kobad, is it possible that war was in fact imminent? Shamed and kobad journeyed with the division up to Omash. His brother in command, Kobad was given his father’s scimitar to wield and took his place as Hassiem’s squire.

Kobad never really took to melee combat like his brother, but he wielded the sword out of respect for his father; He had hoped he would never have to use it.

The troops arrived at Omash and set up camp. They were not there long when another small group of soldiers returned to the keep badly battered. After a short meeting Hassiem was ordered to gather a small division and lead them north to the mountains and track down a group of Ogres in the area.

Hassiem assigned Kobad as the leader of the expedition and was given the rank of Vasht Sālār. Kobad led the group up into the mountains to find the ogres but instead the ogres found Kobad’s Vasht division first and the entire division was nearly wiped out. Kobad realized that his small division was no match for the ogres and the commander had to of known as well.

Kobad escaped and managed to return to Omash to inform the commander. The commander, Argbadh Abdul, Abdul demanded that Kobad pay for the loss he should have died with his troops.

Kobad was sentenced to 20 lashes for incompetence on the field of battle. But as the punishment was to be administered, Shamed intervened demanding a proper trial be performed. Abdul refused and sentenced both to the same punishment.

Following the lashes Abdul ordered both Kobad and Shamed into exile from Qadira lands. Kobad’s blood began to boil at the news his eyes began to glow a fiery red. Shamed grabbed Kobad, “No, it isn’t possible. You were not supposed to be cursed.”

Kobad heard nothing what his father said and in an instant of rage unleashed a blast of fire form his hand burning a soldier and singeing Abdul.

Abdul flew into a rage and ordered the men to kill Kobad and Shamed, but Hassien stepped in between. Abdul ordered him to step aside but Hassiem refused. the following altercation gave Kobad and his father enough time to escape Omash.

Hassiem was captured and sentenced to death. Kobad and his father never learned about what happened to Hassiem but they knew enough to guess the most probable outcome. Now in exile Kobad and his father journeyed north to Taldor. During this time Shamed told Kobad about what had happened.

Shamed explained that long before Kobad was born it was discovered that his mother was sterile and unable to bear children. Hassiem was an adopted child and not a true relative yet he was raised and treated as their own. But it was custom that a true blooded heir to the family be born to carry on the family name. Shamed made a pact with an Efreeti to remove his mother’s sterility and to bear a son. The Efreeti granted that wish but as they say all magic has a price, Kobad was born with the blood of an efreeti. This made him no longer an heir to the family but instead the future property of the Efreeti that granted the wish. And to ensure that no other child be born the Efreeti killed Kobad’s mother right after his birth.

Now Kobad is of age and it will just be a matter of time before the Efreeti comes to claim his property. The fires of the Efreeti run in Kobad’s veins and fire come naturally to him.

Kobad and Shamed journeyed through Taldor until they finally settled in the tiny town of Helfren. Shamed assumed the name Samuel and Kobad assumed the name of Vors in order to blend in in the Taldorian culture.

As the years passed Shamed (AKA Samuel) became too old to continue farming. Kobad decided to seek work in town he had grown more confident in his Efreeti abilities and learned to manifest various powers. But he kept as much of that as he could secret. Kobad attempted to find work with Isker, the local blacksmith but it seemed that Iskar had figured out about Kobad’s Qadirian heritage and since he was a retired soldier of the Taldorin army he refused Kobad the oppurtunity to work in the smithy.

Kobad and taken a liking to Iskar’s daughter, Xanthippe, this only infuriated Iskar even more and he forbade the two from ever being together. Kobad agreed though reluctantly and he set up a small smithy out of the barn on his home. This second smithy provided competition to Iskar and he was not very fond of it. Iskar would look for every means possible to shut down Kobad’s operation but never met with success.

Today Kobad continues to work his small smithy on his farm and continues to care for is now bed ridden father. Occasionally Xanthippe would stop by to read to Shamed. Kobad liked to believe so she could be near him. But truth-be-told, she only comes by because her father said no.

The debt to be repaid to the Efreeti still lingers in his mind, perhaps the winter witches in the North could help but first, how to get there.


Okay, fair enough. I'm going to withdraw my submission, then, as I can't really think of any other good concepts I'm really interested in and haven't tried.


I'll pitch in a hunter idea - it may be a relatively less disruptive replacement for a druid/large cat since I'm also built up with a large cat companion (tiger, specifically).

I don't have a lot of detail on the background because I would want to be flexible enough to fit in wherever the group is adventuring now (rather than at campaign start in Taldor). Ultimately, he's a human of Ulfen culture who had been living as a hunter and trapper with his large cat (a Siberian tiger) and gets swept up in the strange weather events.

I'm also taking a bit of a guess at hit points (max at 1st, half+1 for levels beyond) and I haven't done anything about my animal companion hit points yet.

hunter PC:
Lindvald
Human (Ulfen) hunter 8 (Pathfinder RPG Advanced Class Guide 26)
CG Medium humanoid (human)
Init +2; Senses Perception +14
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 67 (8d8+24)
Fort +9, Ref +8, Will +5
Resist cold 2
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Offense
--------------------
Speed 30 ft.
Hunter Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—call lightning (DC 16), cure moderate wounds, greater magic fang, summon nature's ally III
. . 2nd (5/day)—barkskin, flame blade, fog cloud, hide campsite[APG] (DC 15), summon nature's ally II
. . 1st (5/day)—cure light wounds, endure elements, entangle (DC 14), longstrider, resist energy, summon nature's ally I
. . 0 (at will)—detect magic, guidance, know direction, light, resistance, stabilize
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Animal Soul[ACG], Nimble Moves, Outflank[APG], Paired Opportunists[APG], Point-Blank Shot, Power Attack, Stealth Synergy[UC], Weapon Focus (falchion)
Traits northern ancestry, world traveler
Skills Climb +11, Craft (traps) +2, Handle Animal +11, Knowledge (geography) +9, Knowledge (nature) +9, Perception +14, Profession (trapper) +7, Sense Motive +15, Stealth +13, Survival +14
Languages Common, Skald
SQ animal companion (tiger named Stig), animal focus (8 minutes/day, double), bonus trick (1), hunter tactics, improved empathic link, nature training, swift tracker, track +4, wild empathy +8, woodland stride
Other Gear 150 gp
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Special Abilities
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Animal Companion (animal companion (tiger named Stig)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Soul You can choose not to let spells that can't target both animals and your base type affect you.
Bonus Trick (Ex) Animal companion gains an extra trick.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Second Animal Focus (8 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Animal Aspects to Choose from
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frog +6 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Monkey +6 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Snake +4 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.

Sovereign Court

I'll have to Change my items after seeing the post for gold amount, however this is what I have thus far. I can be in the thick of things to say the least. I'm a booster to the party, in either combat or out. My aid another is high and I can share team work feats. I also can back up the healer and most especially remove status conditions. I rely on the team, but I boost everyone around me so they are better offensively and defensively. A plus 8 to attack or plus 9 to AC for a turn is awfully nice.

Billekax The Brave Qrass:

Gnome Oracle 8, Pei Zin Practitioner (PC:HH)
CG Small humanoid (gnome)
Init +4; Senses Low-Light Vision; There be Squirrels
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DEFENSE
-------------
AC 22, touch 14, flat-footed 19 (+6 armor, +3 Dex, +2 shield, +1 size)
hp 75 (8d8+32)
Fort +6, Ref +5, Will +4; +2 vs spells cast with language-dependent descriptor
-------------
OFFENSE
-------------
Spd 15 ft.
Melee +1 Benevolent Long Spear +5/-1 (1d6-2)
Ranged Throw Me
Space 5 ft.; Reach 10 ft.
Special Attacks Aid Another Swift Action (+8Att/+9AC); CMC Stand Still
Spell-Like Abilities (CL 8th):
1/dayArcane Mark, comprehend languages, message, read magic

Spells Known
(CL 8th):
0LvL (infinite); Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Stabilize.
1LvL (7/day); Cure Light Wounds, Bless, Ray of Enfeeblement, Healing Token, Recharge Innate Magic.
2LvL (7/day); Cure Moderate Wounds, Shield of Fortification, Restoration, Lesser, Bull Strength, Shield Other.
3LvL (6/day); Cure Serious Wounds, Coordinated Effort, Invisibility Purge, Create Food and Water.
4LvL (4/day); Cure Critical Wounds, Greater Shield of Fortification, Purify Body.

-------------
STATISTICS
-------------
Str 7, Dex 16, Con 18, Int 8, Wis 7, Cha 18
Base Atk +6/+1; Grp I'm a Gnome
Feats Combat Reflexes, Shake it Off, Harrying Partners, Antagonize
Skills Bluff +7, Diplomacy +14, Heal +6, Linguist (2pts), Profession (Herbalist) +15, Spellcraft +0
Languages Common, Gnome, Sylvan, Giant, Dwarven
Other Gear +1 benevolent breastplate, +1 buckler, +1 benevolent long spear, longarm bracers, backpack, bedroll, belt pouch, flint and steel, soap, waterskin, satchel full herbs
-------------
SPECIAL ABILITIES
-------------
Gnome Traits
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: [/b] Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day-arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.
Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
-------------
Archetype Pei Zin Practitioner
Master Herbalist (Su): A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
This ability replaces the additional class skills the oracle gains from her mystery.
Healer's Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin's lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
This ability replaces the revelation gained at 1st level.

Master Healing Technique (Su): At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer's way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle; see pages 24-25 of Pathfinder Player Companion: Alchemy Manual). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.
This ability replaces the revelation gained at 7th level.
-------------
Class Oracle
Mystery: Succor (Player Companion: Healer's Handbook)
Revelation: Perfect Aid (Ex): You can effortlessly give aid to your allies, whether that means providing them with help attacking or defending them in the heat of combat. You gain BodyguardAPG as a bonus feat, and whenever you use the aid another action to provide a bonus on attack rolls or to AC to one of your allies, the bonus you provide increases by 1. This bonus increases by 1 at 4th level and every 5 oracle levels thereafter (to a maximum of +5 at 19th level). It doesn't stack with other feats or class features that improve the bonus you provide when using the aid another action. This revelation also counts as the Combat Expertise feat, but only for the purpose of meeting the prerequisites of the Swift AidAPG feat and any feat that lists Swift Aid as a prerequisite.


OK, have a background worked up, though I will need the current location of the party.

Basically he's a dwarven warrior and smith from Kalsgard who was dispatched with a group to look into the odd weather and rather scary tidings coming out of Irrisen. Then ran into a bit much trouble (as in a lot of giants), and was the one lucky enough to survive.

I will expand this of course once I have more details.


The current location of the party is Artrosa located deep in Iobaria. They have left Irrisen far behind them for now but you could easily be a dwarf from Iobaria as they have their fare share of giants as well.


Fair enough, though I was using the Northern Ancestry trait, which was the tie in to Kalsgard. I will look into Iobaria and see if I can make a sensible approach.

Iobaria seems to be northern enough that the trait is still valid. What are current events that might prompt an expedition? We're not anywhere near Irrisen, so it can't be that.


How would you handle characters able to craft items, specifically, are we allowed to craft wondrous items at half cost with the gold budget, or should we assume we bought items at full price?

EDIT: Also, are you alright with the idea of purchasing more spells for a spellbook? For example, if I wanted another 3rd-level spell, I would pay 90 gp for the initial inscription cost and plus half that as an access fee.

Grand Lodge

what is the general knowledge of the group, do they know where they are going and are they after Baba Yaga? I have an idea for an inquisitor but I don't want to Meta game.


Drbuzzard: the idea still holds merit and any dwarven expedition to investigate giant movements is easily understandable. There have been sighting of frost giants moving in large numbers in Iobaria.

inxpitter: There was some time to craft but not much. They only had 5 days to really craft items up to this point so that is your cap. You could use that same time to create items for yourself within the set gp limit. Purchasing spells for spellbooks is at a premium so the half cost for access is reasonable.

Raltus: they know they are searching for Baba Yaga and more importantly a way to find her. They currently have no idea where they are going next as that is part of the campaign as well.


OK, he will be part of a team sent from Orlov.

background:

Haarold is a dwarven warrior and smith who has long served what remains of the old kingdom around Orlov. The city has a mixed population of humanoids, since the past devestation of Iobaria let to a lot of mixing as people fled plagues and other scourges.

Haarold grew up in his family's smithy working on weapons and armor for the local army, and when of age served in the militia. He proved an able warrior with his odd affectation of the ancient dwarven dorn dergar as his weapon of choice. Fighting bandits, orcs, and eventually giants over time, he became one of the more capable soldiers in the army, but eventually had enough and retired back to the smithy to work alongside his father (who was getting on in the years as even dwarves get old).

A recent spate of frost giant attacks prompted a call for reserves to serve again, and in particular Haarold was summoned due to his renown as a great fighter. A team of particularly skilled soldiers, Haarold among then, to investigate the giant troubles.

The team was well round with a variety of skills, martial prowess and magic, but apparently their scout was not up to the task and they wandered into an ambush of frost giants once they made it into the mountains. Only Haarold and his heavily armored self survived and was able to flee <mind you, if the other new character wants to be part of this, they are welcome to be another survivor>.

Haarold has since ben dodging giant patrols, and keeping to cover as he travels overland back to his home city.

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