|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I know I'm late to this party but I promised Painlord I would post my impressions of PaizoCon.
This is my third PaizoCon and as always it's a great time. Paizo has grown in remarkable ways and the con is bigger and better every time I've gone.
I spent Thursday relaxing and then went out to dinner with the Wayfinder group. This was a great time and I need to continue to contribute so I can keep hanging out with this amazing crew.
Thursday morning until the banquet (on Saturday) was spent playing PACG in the Great Hall. That's right, all day every day. Sunday was the same, and Painlord was kind enough to share his scotch as we completed the third adventure for the Rise of the Runelords Season.
The banquet was great, and for the first time in years I'm actually excited to run Pathfinder again. I can't wait for Starfinder, I need to inflict Iron Gods on my unsuspecting players before that comes out.
Theryon Stormrune wrote:
Nobody expects the teddy bear!
I went a little nuts but had a lot of fun as well.
I do like Iron Kingdoms.
Do you have the books / PDFs? - if so, do you have just the original Core book, or Unleashed as well?
What sort of character would you like to play?
Would you be happy with a Trollkin centric PbP? - if not, then which racial /social group would you prefer to build around? (ie. Blackclads, Farrow, etc)
Which geographical / political areas of Western Immoren are your favorite and why? - do you like Khador, Cygnar, Five Fingers, etc.
Any other questions for me?
Barbarian submission, history will need refinement but the basics are there.
Male Human Barbarian (Invulnerable Rager, Urban Barbarian) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +4
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +0
Speed 30 ft.
Melee Lucerne hammer +5 (1d12+6/x2) and
. . Spiked gauntlet +5 (1d4+4/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks rage (7 rounds/day)
Str 18, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Combat Reflexes (3 AoO/round), Power Attack -1/+2
Traits Dirty Fighter, Poverty-Stricken
Skills Acrobatics +4, Climb +6, Escape Artist +0, Fly +0, Intimidate +3, Knowledge (nature) +2, Perception +4, Ride +0, Stealth +0, Survival +5, Swim +6
Languages Common, Dwarven
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control
Other Gear Chain shirt, Arrows (40), Lucerne hammer, Shortbow, Spiked gauntlet, Backpack (20 @ 22 lbs), Bedroll, Blanket, Flint and steel, Shaving kit, Signal horn, Silk rope, Torch (5), Trail rations (10), Waterproof bag (empty), Waterskin (2), Whetstone, 4 GP, 6 SP, 3 CP
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Dirty Fighter +1 damage when flanking.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Born of the Moon Clan, Rhesus Ghawn no longer uses his birth name among the people of Diamond Lake. After one too many fools ended up broken for laughing at Hooting Owl he finds it easier. Towering over the frail people of the region at 6'8", Rhesus is an imposing figure.
Named Hooting Owl by his father on the day of his manhood, Rhesus has always hated the name. Full of pride and vanity, he petitioned for a more noble name, fitting what he felt was his great destiny. His father told him a name like Raging Talon would cause men to fear, but a name like Hooting Owl would teach him to fight. He is yet to understand his father's laughter at this.
Although his braided hair and tattoos lead many to expect a brute, Rhesus disguises a cunning that has served him well so far. A barbarian by nature with wanderlust in his soul, Rhesus doesn't know how much longer he will stay in Diamond Lake. The city grows too close to him, as do the local guard. Wanted in connection with an underground gladiatorial ring, his scars give testament to the number of beatings he has endured as the new blood.
Not given to lengthy speech, Rhesus tries to follow by example. Bred for war and longing for the feel of blood flowing, his own or his enemies, he seeks a war leader or chieftan to lead him to glory. Remembering the poverty of his tribal parents he seeks wealth and comfort, having found neither in Diamond Lake so far and refusing to work in the mines.
Oliver von Spreckelsen wrote:
I know, I'm just worried abuot ToN getting a false boost from people who pledge for WotW. Probably needless concern anyway.
DM - Voice of the Voiceless wrote:
I'm submitting Katherson for consideration but with so many fine applicants I may bow out. No gear purchased yet.
Male Human (Ulfen) Oracle (Seeker) 1
N Medium Humanoid (human)
Init +2; Senses Perception +5
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +1, Ref +2, Will +3; +4 Competence bonus vs. disease
Resist oracle's curses (wasting), cold 2
Speed 30 ft.
Spell-Like Abilities Endure Elements (cold only) (Constant)
Oracle (Seeker) Spells Known (CL 1):
1 (4/day) Divine Favor, Bless, Cure Light Wounds
0 (at will) Spark (DC 14), Purify Food and Drink (DC 14), Create Water, Detect Magic
Str 13, Dex 14, Con 10, Int 14, Wis 12, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Skill Focus (Perception), Toughness +3
Traits Friend of the Fey (Lands of the Linnorm Kings), Northern Ancestry
Skills Acrobatics +3, Bluff +0, Diplomacy +4, Disable Device +5, Disguise +0, Knowledge (nature) +6, Knowledge (planes) +6, Perception +5 (+6 to locate traps), Spellcraft +6, Survival +5
Languages Common, Hallit, Skald, Sylvan
SQ mysteries (winter), revelations (child of winter), trapfinding +1
Other Gear 150 GP
Child of Winter (Ex) Move freely on normal ice/snow (heavy snow is 2 squares) & no tracks. +2 Init & Ref in winter.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Friend of the Fey (Lands of the Linnorm Kings) +2 trait bonus on Diplomacy checks against fey creatures.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wasting +4 competence bonus to save vs. Disease
The Ulfen before you has clumps of ice in his dirty blond hair, the once tightly coiled braids coming unraveled at the end and merging with his matted bear. His eyes are red rimmed in a face burned raw by the cold. What little skin lies exposed through his furs is tinged blue, though by race or exposure you cannot tell. Thick fingers end in cracked nails and his frame is thick with muscle and fat, faded tattoos of otherworldly origin tracing up his neck and face from out of the fur lined coat. Standing almost 6 feet tall his eyes are a blue not often found in humans and were it not for his size and hair you would think him descended from the otherworldly creatures that call the far North home. Though he stands tall and proud as befits a warrior prince of the North he is occasionally bent over with a racking cough, and if ever he strips his furs his body seems to be wasting away beneath the tattoos and scars that mark his body.
Katherson was born many years ago in north of the land claimed by the Linnorm Kings. Snatched by fey when he was only 5 he was raised by them for a decade before being left at the edge of a Varisian tinker's camp. Not knowing what to make of the blue skinned tattooed teenager the man took Katherson in and brought him to the nearest town to be raised. None of the local Ulfen would take him in, claiming him a changeling returned to bring ruin to them, but an older woman claiming to be an expatriate jadwiga.
Ludmilla taught Katherson much of magic and the fey who stole him as a child. It was through her divinations that he discovered 90 years had passed in Golarion during his decade among the fey. While Ludmilla spent countless hours attempting to waken his latent abilities it was not until he became lost during a blizzard that his true power revealed itself. Surviving the exposure despite his lack of preparation Ludmilla declared him favored of Gozreh, touched by his Winter aspect and destined for great power.
With nothing further to teach him Ludmilla sent the boy to Trollheim to learn at the temple of Gozreh. As a parting gift she gave him her old component pouch, the same one gifted to her by her teacher almost a century prior. Studying in the temple for several years Katherson slowly explored the limits of his powers. Discovering that his power relied on strength of will instead of useless prayers, he struck out on his own to learn more of the world, feeling he had lost too much time to learning instead of doing.
It was during this ill-fated attempt at independence that Katherson ran afoul of the Pathfinder Society. An organization of thieves and ruffians he was lured by their promises of knowledge and power without the hard work and endless prayer offered by his previous teachers. His years of isolation having left the young man gullible and lacking in self-esteem found him breaking into ancient Ulfen crypts in the name of exploration and preservation of the past. His fingers nimble after being apprenticed to Ludmilla for so many years enabled Katherson to bypass the many traps such places concealed and it was not long before he vowed to retrieve an artifact for Merwyn, a female Pathfinder who had firmly ensnared him with her charm.
Sneaking into the tomb and deftly bypassing the rudimentary traps placed there, Katherson quickly snatched the orb he had been sent to retrieve. His thoughts turning to the warmth he longed for at Merwyn's side, he failed to notice the orb growing colder in his hand. By the time the searing heat of frostbitten nerves had alerted him to the danger it was too late. Waking many hours later he found himself standing over the body of Merwyn, fresh blood on his hands and a strange thirst in his throat. Fighting off the spirit that had overcome him Katherson fled the city and now lives in the wilds, his life destroyed by youthful bravado and the spirit of a long dead Ulfen lord whose rest he had disturbed.
Living off the land and making his way back to Ludmilla's hut, he arrived to a charred ruin and hooded glances. Several questions later he learned the awful truth that his childhood teacher had only hinted at. A first generation descendent of Queen Elvanna who had abandoned her duties, the Red Rider had taken Ludmilla's life and burned her hut to the ground, laughing at those who attempted to stop him.
Katherson speaks little of his time with the fey or the woman who raised him after. He has spent the last year attempting to make his way into Irrisen to avenge his fallen teacher but has so far been stymied by the huts which guard the border. Knowing that some fey owe allegiance to Baba Yaga he has been leery of contacting them again but at this point he has few other options.
Sure, I can do that instead. Right now I'm edging towards his father being a blacksmith and him being groomed as an Iron Fang Pikeman, going to train and OCS then finding his father kidnapped and getting leave of absence to find his father, a well respected Black Dragon. Anything else I should work in?
Here's what I currently have:
Human (Khadoran) Gifted Iron Fang/Warcaster
250 lbs, 6'4", Black Hair, Grey Eyes
PHY 6 SPD 6 STR 6
May change Warcaster for Soldier depending on group.
Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.