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Winter Snow's page

1,338 posts. Alias of Nik B..

Full Name

Winter Snow




Clr 3/Pal4 HP:62/62, AC:21/T:12/FF:21 - Percep: +13(Dark Vis) F:+10/R:+5/W:+14 CMD: 20, Spd: 20ft, Init: +2




M - 6'5"








Common (Shoanti/Taldane/Varisian) Celestial Elven


Witness & Cleric

Strength 16
Dexterity 10
Constitution 11
Intelligence 12
Wisdom 18
Charisma 16

About Winter Snow

Male Aasimar 3 Cleric/4 Paladin LG
Init +2; Darkvision 60 ft; Perception +13
AC 21, touch 12, flat-footed 21. (+1 Noqual Full Plate)+1 ring
HP 62
CMD 20
F 10/R 5/W 14
DR 5 v Cold/Electrical/Acid
+2 v Spells and spell-like abilities (noqual)
Spd 20'

Melee – +1 Silversheen Great Sword: 11/6 (2d6+5/19-20x2)
Melee - +1 Silversheen Great Sword: 9/4 (2d6+11/19-20x2)(powerattack)
Ranged – Sling: 6 (1d4+2/20x2)



ACP -3

Acrobatics: 0/0/3/-3
Appraise: 1/1/0/0
Bluff: 8/3/1/4
Climb: 0/0/3/-3
Diplomacy: 12/3/4/5
Disguise: 3/3/0/0
Escape artist: -3 ]/0/0/-3
Heal: 8/4/1/3
Intimidate: 7/3/1/3
Knowledge (Arcana):5/1/1/3
Knowledge (Nature): 5/1/1/3
Knowledge (Planes): 5/1/1/3
Knowledge (Religion): 8/1/1/6
Perception: 13/4/4/5
Profession(Innkeeper): 8 /4/1/3
Sense Motive: 8/4/1/3
Spellcraft: 5/1/1/3
Stealth: -3/0/0/-3
Survival: 4/4/0/0
Swim: 0/0/3/-3

Languages Common (Varisian, Shoanti) Celestial, Elven,


Cleric DC: 0/14 ,1/15, 2/16
Paladin DC: 15

SPELLS - Cleric
L0 - 4
L1 – 3+1/day
L2 - 2+1/Day

SPELLS – Paladin
L1 – 1/day

Detect Magic
Detect Posion
Purify Food & Drink

Divine Favour
Obscuring Mist
Protection From Evil


Enlarge Person

Lesser Restoration

(per domains)

Spell-Like Ability: 1/day—daylight (caster level 6)


• Wis: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DAYLIGHT: Can use daylight [PFCR 264] once per day with a caster level of 6.
• AASIMAR RESISTANCES: Resistance to acid 5, cold 5, and electricity 5.
• AASIMAR SKILLS: Aasimars have a +2 racial bonus on Diplomacy and Perception
• LANGUAGES: Aasimars begin play speaking Common and Celestial.
• DARKVISION 60 FT: Aasimar can see in the dark up to 60 ft.
• Automatic Languages: Common, Celestial


Looking for Work [Bluff]: +1 Trait bonus on Bluff checks; Bluff is always a class skill

Reactionary: +2 Initiative.


Cosmopolitan: Gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills )Those skills always count as class skills for you.
Intimidate, Perception. - Shoanti & Elven

- Power Attack: Take a -2 penalty on all melee attacks/combat maneuvers to gain a +4 bonus on all melee dmg (excluding touch attacks/effects that don't deal HP dmg) until your next turn; +6 w/ 2-handed weapon, 1-handed weapon using two hands, or primary natural weapon that adds 1-1/2 times Str mod on dmg rolls; +1 w/ off-hand weapon or secondary natural weapon

-Weapon Focus – Greatsword, +1 to hit with Greatsword
- SHIELD OF SWINGS: When you take a full-attack action while wielding a
two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn. (PFAPG 169)
- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor
- Armor Proficiency, Medium: No penalties on attack rolls while wearing medium armor
- Armor Proficiency, Heavy: No penalties on attack rolls while wearing heavy armor
- Shield Proficiency: No penalties on attack rolls when using a shield


• FAVORED CLASS (Cleric) : You've gain the following bonuses: +2 Hit Point.

• AURA OF LAWFUL GOOD: A Cleric of Erastil radiates a powerful aura of Lawful Good. (PFCR 39).

• AURA OF COURAGE: You are immune to fear (magical or otherwise). Each ally within 10 ft of you gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if you are unconscious or dead. (PFCR 61).

• AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell) is equal to 4. (PFCR 60).

• CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal the living or harm the undead for 2d6. Affects 30 ft radius from you. (DC 15 for half). Standard action. 6 times per day. Does not provoke Attacks of Opportunity.
(PFCR 40).
• PALADIN CHANNEL ENERGY: You channel Positive Energy allowing you to either heal the living or harm the undead for 2d6. Affects 30 ft radius from you. (DC 15 for half). Standard action. Costs 2 Lay on Hands uses. Does not provoke Attacks of Opportunity. (PFCR 62).

• CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list, as listed in [PFCR 226-229]. The cleric must meditate and pray for an hour each day to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each day, as noted under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. (PFCR 39-40).

• CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for spells with "cure" in the name. An evil cleric can swap out prepared spells for "inflict" spells. A neutral cleric of a neutral god can choose one or the other upon taking the Cleric class. (PFCR 41).

• CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Longbow. (PFCR 39).


• DETECT EVIL: At will, a paladin can use detect evil, as the spell. (PFCR 60).

• DIVINE GRACE: You gain a +3 bonus on all saving throws. (PFCR 61).

• DIVINE HEALTH: You gain immunity to all diseases, including supernatural and magical diseases. (PFCR 61).

• DOMAIN POWERS: Each of the cleric's chosen domains [Animal (Fur), Plant (Growth)] grant domain powers.

- Predator's Grace (Su): You can, as a swift action, grant yourself a +10 ft bonus to your base speed for 1 round. In addition, you gain low-light vision for 1 round. You can use this ability 7 times a day. [PFAPG 91]

- Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability 7 times a day. [PFAPG 91] (PFCR 40-41).

• FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden by your alignment and your deity's alignment. Spells with the Chaotic descriptor are forbidden by your alignment and your deity's alignment. (PFCR 41, 49).

• LAY ON HANDS: Heal 2d6 with a touch, or the same as damage undead. Swift action to heal self. Standard action to heal others. Touch attack to harm undead. 5 times per day. The following mercies apply against status effects of those you touch:
- Fatigued: The target is no longer fatigued. (PFCR 61).

• MERCY: The paladin can choose a Mercy that can remove a status effect as part of Lay on Hands. (PFCR 61).

• PALADIN SPELLS: Paladins can cast spells from the Paladin spell list with the Paladin spell progression (see PFCR 62) at a caster level equal to half his Paladin level [2]. (PFCR 62-63).

• SMITE EVIL: 2 times per day, swift action to choose an evil target. Ignore its DR, take +3 to attack and +4 to damage. If outsider, dragon or undead, damage bonus is +8, but only on the first successful attack. Gain +3 deflection bonus to AC vs. target while smite is in effect (until target is dead or paladin rests). (PFCR 60-61).

• WEAPONS AND ARMOR: You are skilled with all simple, all martial, favored weapon of deity, weapons. You are proficient with light armor, medium armor, heavy armor and all shields (except tower shields). (PFCR).


Ring of protection +1
Sling (0)
Full Plate Noqual +1
Leather Armour (pyjamas!)
Flint & Steel
50’ Silk rope (10)
Bedroll, Blanket, toiletries (1)
Fresh food for two days
Silver Holy Symbol (25)

Coins – 1957gp (split in two purses)

Scroll - CLW x2 -50
Scroll - Hide from Undead x2 -50
Scroll - Magic Weapon x2 -50
Scroll - Protection from Evil x2 -50

Anti-Toxin -50
Healers Kit -50
Alch Fire x2
Alkali Flask x2
Acid x2
Holy Water x2
Tanglefoot Bag
Block & tackle
Grappling Hook
Mining Pick
Pole 10’
Portable Ram
Rope 50’ x 2
Sacks x2
Sunrod x2 -4
Ssheen Gtswrd+1
Gird GntStr 2

On a lonely unnamed pass in the Calphiak mountains that hedge in the pirate city of Riddleport, there is an unremarkable ramshackle trading point. The occasional residents of these structures are a mixed bunch of prospectors, rough farmers, and semi itinerant vagrants, its permanent residents are a small handful of Priests (devoted to Erastil) who occupy the only real engineered structure, a small wooden house that looks as though it was dismantled on a farm somewhere and rebuilt in the pass, as it looks vaguely out of place for the environment.
This trading point also acts as a piece of neutral ground where (on the odd occasion) Shoanti tribesmen bring raw produce to trade for manufactured goods (some made locally, others from Riddleport), and on the even rarer occasion, elven rangers have been known to lay up for the night and resupply.

To keep the peace, and to ensure goodwill, the Priests are usually called upon to witness any trade as just about everyone considers them fair and decent people, and just about everyone has had cause to call upon them from time to time in such a remote area where nasty ailments and injuries are commonplace.

So it was that about twenty years ago one harsh frozen snowy night, a couple of the elven rangers appeared at the trading post carrying a small child, and went straight to the door of the priests demanding an audience. They were rather livid that one of their Druidesses had become heavy with child, though she claimed to not know who the father was, saying she had only had a dream of laying with an angel – but when the child was born looking very much like a human child they were certain it had something to do with one of the young Erastil neophytes and a forbidden love tryst in the forest. To keep the peace, and despite their protestations of innocence, The Erasitites, led by an old warrior named Ephestus who had long since lain down the sword and picked up the staff, took in the child to raise as their own.

In an embarrassing admission of defeat they sought the assistance of the ‘camp strumpet’ Wild Sally (part time vagrant, full time prostitute) in matters of child rearing, nappy changing, and other motherly matters. For some time the child didn’t have a name, only being referred to as ‘the baby’ or ‘him’, but demanding a proper name he was called Winter, partly due to the timing of his arrival, and partly due to his frosty colouring of snowlike white skin and shining silver hair and eyes (and his apparent imperviousness to the cold – later he would be seen running naked in the snow as the height of toddler humour)

There were some that noted his flawless looks and exotic colouring and demanded he was of the elves, however it was also plain as day that his build and his countenance was unmistakably much more human. This left people wondering exactly what he was, however it soon became clear that the little stranger was big of heart, and a fairly kindly soul.

As he grew, Winter showed a natural talent for working the trading post, easily mastering the many languages of the passing trade, and having a naturally calming presence. Occasionally matters would devolve and people would seek to go back on a deal – but his now impressive size, strong looks, and powerfully self assured presence meant he was able to easily cow people into backing down and leaving peacefully. Although he never developed an eye for appraising the worth of goods, and wasn’t always adept at reading the hidden intentions of others, his great eye for detail and ability to influence was noteworthy. The Erastites were delighted that he had naturally found his calling, and didn’t see the need to weigh him too heavily with scholarly pursuits – not their most passionate pastime anyhow.

As he grew, Winter liked nothing more than to ‘borrow’ Erastus sword and take off into the surrounding wilds and pretend he was a gallant knight off to save a princess. Noting his interest, Erastus spent a lot of time with Winter showing him how to use the sword, and this also served to further develop Winters growing musculature.

Recently, in an unfortunate turn of events, an accidental fire destroyed a lot of the trading post – including the Erastites home. Not having money or valuables to commission a new proper building, they have (with the aid of some of the other inhabitants) built a temporary shelter. Feeling that this wasn’t good enough to house the people that had always housed him, and with Erastus growing in years and becoming susceptible to the cold, Winter has headed off to Riddleport to find a way to raise money to build his beloved family

Unclaimed & party assets:




Found Spellbook
Level I

Level II

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