| Reign of Winter GM |
Reign of Winter
Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, winter cloaks the forest near the village of Heldren with summer snows. The heroes venture into the wood and discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless they can discover the fate of the otherworldly witch Baba Yaga—a quest that will take them through snowbound Irrisen to even stranger lands beyond.
Building a character
We currently have four players at level 2, and we are looking for one more. Specifically, we are looking for a healer, and other non-healing roles will not be considered at this time.
Characters should be built using point-buy rules with 20 points and be at level 2. Any material from the Reign of Winter Player's Guide (RoW PG), Core Rulebook (CRB), Advanced Player's Guide (APG), Ultimate Magic (UM), Ultimate Combat (UC) and Ultimate Equipment (UE) are allowed. I am not allowing any material from the Advanced Race Guide (ARG) in this game. All classes and archetypes from the allowed materials are permitted. Supplemental materials may be allowed on request, but the details must be publicly available online and I must okay the details first.
All characters must be non-evil alignment, and have two traits, one from the RoW PG, and one from the APG. I am open to traits from other sources, but please let me know first.
All players will receive maximum hit points (HP) for their class at Level 1, and average HP + 1 thereafter. (So for example, a class with d8 hit die will receive 8 HP at start, and 5 HP each level after that, plus bonuses from other sources.)
Players will start with 1000 gp that can be used to buy any starting equipment. Any non-magical equipment, weapons and armor from CRB or UE can be purchased. If there are any magic items needed, please clear them with me first.
Our current party consists of:
- Arkady Szriakou, Varisian Rogue/Wizard
- Igmar Cratebearer, Dwarf Bard (Thundercaller)
- Yagello, Taldan Ranger (Skirmisher)
- Cervin Kelinson, Taldan Paladin (Divine Hunter)
How it works
I track character wealth, money, magical/rare items, food and rations, and experience points (XP). We will be following the medium advancement track. I will be using Google Docs to track all this information, and you can see the current state here. I use Google Docs for maps and coordination as well, which you can see in the gameplay thread if you are interested.
Most players post on average of once per day, with a bit more frequently posting during the week, and a bit less frequently on weekends. You can checkout our gameplay thread if you are interested in seeing how things go right now.
I plan on running everything mostly by the "official" rules. I'd like to have as few house rules as possible. (No hero points, words of power, armor as damage reduction, etc.)
In terms of the general tone of the game, I'm going to try and follow the notes in the adventure path. To this end, I'm aiming for a generally up-beat "exciting adventure" game, with dark elements sprinkled (like snowflakes) every once in awhile in a villain or back-story.
Character backgrounds
In your character submission, I'd like a paragraph or two of back-story, a physical description of the character, and a brief summary of their personality. Keep in mind characters either live in or are passing through the Taldor town of Heldren (see the RoW PG for more details). I'm especially interested in characters that are able to draw from their traits, race, class, or even starting equipment (their favorite weapon, for example) and skills (with an interesting profession rank, for example). I am also interested in seeing submissions that can tie in with our existing characters.
Finally, please also give me an idea of how many other PbP games you are actively participating in.
Timing
Recruitment will be open for four days from the time I post this thread (Tuesday, February 11th, 1:30 UTC). I will announce when recruitment is closed, and then take one or two days to review applications to select the player. I will be consulting with the existing players for my selections, who may also post here as well. Then I will incorporate those player(s) into the gameplay thread (likely as being captured by the next villain).
| Oliver Hoffman |
Here is a character that had a real brief stint in a RoW before the game was cancelled. Half-elf Loracle with the Lame curse and the Lorekeeper mystery. I did not change him to 2nd (as I'd prefer to wait and see if I'm selected before changing him). If you prefer him leveled beforehand, let me know and I'll do so.
Everything is in the profile
As for my other PbP's I run 3, and play in 10, all with varying degrees of speed/activity. On a side note, I also play TT weekly, and run two other TT games sporadically (based on when everyone is available).
Full disclosure: One of the TT I run is RoW. However, if you look at my PbP's, the three I'm running I'm also playing in, and I maintain the separation of Player/Character knowledge.
Reckless
|
Helda Roamsworld
Female Human(Kellid) Druid (Arctic Druid, Shoanti Shaman)
Shoanti Shaman (from Faiths and Pantheons)allows you to choose a totem from one of the Shoanti Clans as a spirit-god and choose one of their domains as a nature bond; Helda follows the Shoan-Quah(Skull Clan) in the aspect of the Vulture as the Voice of the Ancestors and Hunter of the Dead, gaining access to the Vulture Domain.
Feats: Self-Sufficient, Tribal Scars(Night Hunt)
Traits: Battlefield Disciple, Restless Wayfarer
Helda is a Kellid from the frozen Realm of the Mammoth Lords whose wandering ways have taken her far beyond her birthplace. Her parents killed near the border of the Worldwound, Helda spent a few haunting weeks in her teens as a captive of a demon before being rescued by a Taldan Crusader (perhaps an uncle of Cervin's?)
She returned to Taldor with this knight, who passed her off to his family. However, he was confused by the elite Taldan lifestyle and ran away, wandering the world and eventually ending up in Varisia, once again becoming a kidnapping victim, this time of the Skull Clan Shoanti.
It is here that she found a people more like her parents: forced to deal with an unforgiving land, hunted on all sides, suspicious of outsiders to the point of xenophobia. She proved her worth, saving the life of the tribe's Shaman when he was critically injured, and nursing him back to life. In return, he indoctrinated her in the Shoanti beliefs, turning her into a Shaman in her own right.
She eventually convinced her mentor that she had to follow the spirits of her own ancestors, and once again become a wandering nomad. He released her, and she continued her travels, joining a group of Varisian wanderers and adventure seekers (perhaps Arkady among them?) and traveled much of Varisia.
Her travels now take her to this area, where once again she finds herself kidnapped....
Helda is a short, thin Kellid woman covered in Mammoth Lord ritual scars and Shoanti-style tatoos. She wears her jet black hair long and loose, often unkempt. Her sky blue eyes pierce her surroundings with hawk-like attentiveness.
She wears hide armor crafted from an auroch and a cloak made from the fur of a sbre-toothed tiger (its head forming the hood, sabre teeth bracketing her face.)
She wields a shoanti-crafted Scythe, as well as occassionally throwing her shortspear or a dart from the bandolier she carries.
Crunchies:
Female Human (Kellid) Druid (Arctic Druid, Shoanti Shaman) 2
NG Medium humanoid (human)
Init +1; Senses Perception +10
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 21 (2d8+8)
Fort +4, Ref +1, Will +6
Defensive Abilities death's companion
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Offense
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Speed 20 ft.
Melee dart +3 (1d4+2) and
scythe +3 (2d4+3/×4) and
shortspear +3 (1d6+2)
Druid (Arctic Druid, Shoanti Shaman) Spells Prepared (CL 2nd; concentration +5):
1st—cure light wounds, cure light wounds, deathwatch [D], produce flame
0 (at will)—create water, light, mending, purify food and drink (DC 13)
[D] Domain spell; Domain Vulture
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Statistics
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Str 14, Dex 12, Con 12, Int 12, Wis 17, Cha 12
Base Atk +1; CMB +3; CMD 14
Feats Self-sufficient, Tribal Scars
Traits battlefield disciple, restless wayfarer
Skills Handle Animal +6, Heal +10 (+12 to stabilize a dying creature), Knowledge (geography) +6 (+7 in cold or icy terrain), Knowledge (local) +6, Knowledge (nature) +8, Perception +10 (+11 in cold or icy terrain), Ride +2, Spellcraft +5, Survival +14 (+15 in cold or icy terrain)
Languages Common, Druidic, Hallit, Shoanti, Skald
SQ arctic native, nature bonds (druid [arctic druid, shoanti shaman] domain [vulture] domain), wild empathy +3
Combat Gear wand of cure light wounds, Healer's kit (10/10 uses remaining), Healer's kit (10/10 uses remaining); Other Gear hide armor, dart (6), scythe, shortspear, backpack, masterwork, bandolier, bedroll, belt pouch, blanket, flint and steel, holly and mistletoe, silk rope, spell component pouch, tent, small, trail rations (8), waterskin (3), 27 GP, 9 SP
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Special Abilities
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Arctic Native (+1) (Ex) Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in aquatic terrain, and cannot be tracked there.
Battlefield Disciple +2 on Heal checks to stabilize. Bonus is +1 when using aid another to grant ally a bonus.
Death's Companion (+2, 2 rounds) (6/day) (Ex) As an imm action, gain +2 to save vs. disease and death effects for duration.
Druid (Arctic Druid, Shoanti Shaman) Domain (Vulture) Granted Powers: Yours is the power of death and rebirth. Your spirit soars above all and moves with the flow of unseen currents.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
I am currently playing in two pbps and running one.
| Nevinia |
Here is Wrong John Silver's submission. I still have 331 gp to spend; I would like to spend it on healing potions and alchemical substances, but I did not know how you would want to treat the spend on them.
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Nevinia was born on the shores of Lake of Mists, to a proud Kellid woman named Lyudmilla. She lived in a small cottage on the outskirts of a small fishing village, Byelsk. She grew up without a father, but Lyudmilla described him as a fantastic wandering otherworldly being. As she helped out gathering plants in the wild, and cooking medicines in her mother's kitchen, she imagined that one day, somehow, her father would arrive on magical wings, and whisk her away to a new land, where she would be princess of the other world and rule a magical crystal kingdom. She noticed the odd points on her ears, and did not let the stares of the villagers in town bother her, sure of her destiny.
Yet days passed, and she grew older, and watched as men came to her mother, and Lyudmilla gave birth to twin brothers, Donskoi and Leshyan. She watched as nothing happened, day in, day out. She grew to resent her common station, not knowing her history, not knowing anything about herself.
It was in this foul mood that she trudged into Byelsk to deliver medicines and treats on the day of the ice-break festival. The festival occurs in spring, when the ice begins to melt, and the fishing boats replace the ice-holes. She gathered the coin that was for her family, for Lyudmilla and the growing, uncaring, increasingly boorish Donskoi and Leshyan, for food, firewood, and cloth. In a fit of pique, she wandered through the festival, and found a fortuneteller. She deserves a little something for herself, she decided, and paid the old woman her wage to tell her fortune.
The woman, an ancient Varisian with long nails and long teeth, hobbled up to her, sniffed her, and sat her down, pulling from her Harrow deck. "You feel betrayed by this world, expecting more that you receive. Well, get used to it, girl, because the world owes you nothing. Can faeries come and whisk us all away to become queens? It hasn't happened to me, yet. No, don't expect to be whisked away. But, there, do you see that? Your life will change. Your life will change completely, three times. That's all you need to know, girl. Off with you!"
She left the tent, feeling not one bit better, and spent the day doing chores to earn back the silvers she foolishly spent. It didn't help that rest of the day that she kept seeing this odd raven staring at her the entire time.
Returning home, and after sleeping with nothing but a thrashing for supper for not returning with enough goods, she awoke in the middle of the night, with that raven perched at the foot of her bed. She cowered, tried flapping her sheet to get it to shoo.
"You know I won't be taking you away to any magical kingdom, Nevinia," the raven whispered.
Nevinia nearly screamed in terror.
"Calm yourself. I am your guide, your ward, your protector. There is much I will show you. You will see. No, I am not your father, silly girl. I am not that old hag at the festival, oh no, that's ridiculous. I am your familiar, Tzerny. And I have much to show you."
The next day, Nevinia realized she could stay there no longer. She joined the carnival caravan and sought out the old fortune-teller. She was told that she had passed away the night previous, but a young, lovely, elfin medicine woman would be most welcome. Indeed, in the old woman’s tent, her pristine cauldron sat on the table, with a note attached: “To Nevinia.” That’s once, Nevinia realized. She wonders what, precisely, the two extra changes will be. When she expresses her worries to Tzerny, he merely laughs.
She has traveled with the carnival for a while, and recently stopped in Heldren with Arkady, the carnival's new cartomancer. When Arkady said that he was going to stop in Heldren for a while, Nevinia stopped with him. She trusts the Harrow. She doesn't always like what it has to say, but she trusts it.
Description
Nevinia is not particularly tall, and not at all imposing. Her hair is blonde, usually straight, but has a tendency to frizz up in high humidity. Her eyes are an ice blue, very reflective, and her pupils sometimes appear to glaze over frostily. Freckles appear on her cheeks when she blushes.
Youthful and naïve, Nevinia is compelled to travel and see as much as she can. Despite the deep-seated anger of adolescent rebellion, she is still a kind soul at heart and eager to please. Too eager, if you ask Tzerny.
Tzerny, Raven Familiar
For every bit of innocence and kindness that beams forth from Nevinia, her familiar Tzerny matches it with callousness and cynicism. Tzerny is a very talkative and opinionated bird, unafraid to speak in the presence of others. Filled with guidance, goads, chiding, and occasional selfish vitriol, Tzerny is ostensibly filled with mysteries and wisdom far beyond the age of a normal bird. Usually, however, he is just looking for a good meal.
One of the oddities about the relationship between Nevinia and Tzerny is that it is not always clear who is the master of whom. Normally, the two maintain a hierarchy similar to most spellcasters, with the witch in control and the familiar following. But on occasion, Nevinia grows silent and Tzerny seems to speak for her. During these fleeting periods, her behavior seems dictated by the occult passerine.
Yet even when everything appears normal, Tzerny does not shy away from making his feelings known, protesting against Nevinia, acting superior to her, or demonstrating confusion at trying to see things from a land-bound, mammalian perspective. He is both Nevinia's greatest guardian and her staunchest critic.
| Okrin Goodspeed |
Very interested. Will update / reuse this alias as the game I created it for has long been inactive.
Planning on a human male cleric with the cloistered archetype.
| Amy Gillespie |
I have a character up on Mythweavers that I would be willing to migrate here.
Actually, I have two. Both Winter Witches - which can make decent healers.
One is from a failed Reign of Winter game. Yekaterina is found here.
The other is from a failed Jade Regent game ... can I like her concept. I can remove the Jade Regent campaign trait and easily substitute another. The interesting thing about this other witch is that she is an elf that was reincarnated by a force behind winter itself when she died of exposure looking for her lost love in a winter storm. Sekki is found here.
| Okrin Goodspeed |
Profile updated with appearance, personality, and background. Ability scores, traits, and feats are listed. Just working on domain (see below), spell selection, skills, and gear.
The unpredictable trait listed is from Ultimate Campaign. Happy to select another trait and rework back story if needed.
Planning to go with the Magic domain and Arcane subdomain if that's ok (cloistered archetype only gets a single domain).
| magnumCPA |
So introducing:
Duardlen Ferneril
CG Cleric of Shelyn
Duardlen has a lanky yet graceful physique with long arms and legs accentuated by his long and pointed ears, which stretch out from his hair and past his hat. He's about average height for a man his age, but he tends to slouch over just a little. Duard looks to be in about his late 20s or early 30s. Like a lot of his kind, he would come across as just a little bit effeminate (at least compared to some of the human men in the region), if it were not for his dress, his jawline, and broad shoulders. He keeps his black hair about shoulder length, and when one gets a closer look they can see streaks of green in it. His eyes are large and black with a strange whorled pattern of reds and oranges within him, which he claims come from staring too long into his ovens. Duardlen likes to wear brighter colors such as blue and purple, though often he usually just incorporates them into his practical working clothing. He almost always wears a baker's apron out of habit. When he is nervous about where he is going, he wears a suit of chain armor underneath his apron to keep him safe from monsters and bandits. Lastly, he also wears a wide brimmed hat to protect him from the elements, when he isn't wearing a baker's cap.
Duard was born among the great forest cities of Kyonin, although he could not remember much of this part of his live. Ever since he was a child he had an affinity for birds. He enjoyed how birds beautified the place and how dynamic they were, even if they didn't live that long. He was considered blessed by the bird goddess, and thus his mother introduced him to the arts. While he dabbled in many arts, the one he picked up on was actually the art of cooking. The idea that cooking was an art baffled some of his peers at first, though in the biggest cities, he heard that there were artisans which turned baking into a true art. As soon as he could, he joined the church of Shelyn, and became apprenticed to a baker, seeing it as his way out of this country which became increasingly dull and unfulfilling.
Duard started in the church of his home city and stayed there for about a decade. He studied hard in both the ways of the oven and the glaive. When he started out, he was actually quite good with the glaive, the sword, and the bow, and quite willing to resort to violence on behalf of his community. His zeal sometimes made his superiors uncomfortable, though later on he began to mellow out. He then moved to the big city, where he gained a bigger change of perspective. There was a whole world outside of elven lands. By this point he began to isolate himself from his countrymen more and more, before realizing this wasn't the proper way for a priest to carry himself. He heard stories of distant and glorious lands to the east, so that's where he headed. When Duard was an adolescent he ventured south into the Five Kings Mountains, where he learned much of the arts of combat and the dwarven perspective on religions. He found it fascinating, but couldn't quite understand the appeal given his more free-spirited approach to both. He gained safe passage into Taldor. He traveled throughout the forests and bargained with fae and learned a great deal about the natural world before settling in the woodland towns of the South of the Taldan country. He set up shop in two other towns before making it to Heldren. While he came to love his life there, he couldn't shake the idea of traveling again. He wished to travel again. And maybe through travel, he could perfect his craft, spread the love of his deity, and in a couple decades, he could settle down with someone and find one to carry on his craft.
Duard is a lax man with a dedication to his craft not born out of besting others, but out of love. . He considers baking a form of meditation. He considers his job a large part of his identity, but recent events have lead him to believe that his days of wishing to take up arms in the name of his god aren't as behind him as he thought. His wanderlust has made him cling to anyone mildly interesting. He hasn't fought in serious combat in a long time, but has practiced extensively with his glaive. Duardlen places a great deal of emphasis on his personal honor. This has led him to begin his search for someone to settle down with, which has led to some rather rash decisions in recent months according to the gossip of townsfolk. His recent lifestyle has made him come off as slightly foppish and lazy, but despite this he is actually a decently powerful priest of his deity. And if he is unable to prove his power and dedication with words, he will do it through action.
Level 2 Cleric of Shelyn
Domains: Good, Animal (Feather)
CG Medium humanoid (elf)
Init +3; Senses Perception +4
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Defense
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AC 17 ( touch 11, flat-footed 16 (+6 armor)
hp 19 (1d8+5+2+2+3)
Fort +4, Ref +1, Will +5
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Offense
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Speed 20 ft.
Melee: Masterwork Glaive +4 (1d10+3/×3)
Cleric Spells Prepared
orisons: Detect Magic, Enhanced Diplomacy, Create Water, Spark
1st (protection from alignment, bless, magic weapon, *blank*)
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Statistics
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Str 15, Dex 12, Con 12, Int 10, Wis 15, Cha 13
Base Atk +1; CMB +3 ; CMD 14
Feats: Toughness
Traits: Restless Wayfarer, Warrior of Old(elf)
Skills: Knowledge(Local): 5, Sense Motive: 6, Profession(baker): 5, Knowledge(Religion): 4
Languages Common, Elven, Sylvan
Combat Gear: Masterwork Glaive, longsword, Chainmail
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TRACKED RESOURCES
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Silver Holy symbol
Waterskin, 10 elven trail rations, materwork bagback
431 gp
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Special Abilities
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Energy:
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
I have not played this AP before. I am currently participating in one other pbp; the Serpent's Skull ap.
The trait is from Ultimate Campaign. Basically the same as reactionary or bullied for elves with weapons training.
Tiasar
|
I'm back and my submission is completely ready. I ended up dropping a level of cleric to dip into fighter so he could use other martial weapons and wear heavy armor. From this point on he'll be strait cleric though. Fluff is down as well. It's short but I liked the simplicity of it. Always love feedback!
| Reign of Winter GM |
I like a lot of the submissions so far! I will be asking my players to help choose who they would like to play with, and while they might not all have strong opinions, I will defer to their preferences as much as possible.
Please keep in mind that the primary role we are recruiting for is a healer!
The entries so far (in order of mostly complete submission):
- Oliver Huffman, Male Half-Elf Oracle
- Helda Roamsworld, Female Human(Kellid) Druid (Arctic Druid, Shoanti Shaman)
- Nevinia, Female Half-Elf Winter Witch
- Olrune, Male Half-Orc Cleric/Fighter
- Yekaterina, Female Human Winter Witch
- Sekki, Female Human Winter Witch
- Okrin Goodspeed, Male Human Cleric of Nethys
- Duardlen Ferneril, Male Elf Cleric of Shelyn
If I have missed anyone (or any details), please let me know!
Tiasar
|
Please keep in mind that the primary role we are recruiting for is a healer!
You don't mind the fighter dip too much, do you? Yes Olrune will be one level behind as far as healing goes, but generally 100% of his magic will go towards protective and healing magic. I glanced over the party make-up and saw the front line wasn't too solid so I thought a war-cleric might benefit that. If it does bother you I can make him full cleric.
My opinion is trying to take care of all the wounds in battle is simply not numbers efficient. By all means throw out some emergency healing if a party member is taking a lot of damage, but usually having some channels and a wand of CLW for after the fight does the job pretty well.
Veltharis
|
Been struggling to find inspiration for a character that doesn't overlap too much with other people's character concepts, but I think I've finally decided on an Ulfen Oracle with the Lunar Mystery from Blood of the Moon. Presuming GM okays it, of course.
More detailed post (background, et al) will be up sometime tomorrow.
| Reign of Winter GM |
Tiasar: I don't mind the dip personally, but the request for a healer came from the players, and I will defer to their opinions when possible. I think you've given a good reason, though.
Nevinia: Connecting your story to existing characters is fine!
Oliver Hoffman: If you give us an idea of your general thoughts on what you'd do to upgrade to level 2, that would probably be sufficient.
Veltharis: Lunar Mystery is fine with me.
The entries so far are:
- Oliver Huffman, Male Half-Elf Oracle
- Helda Roamsworld, Female Human(Kellid) Druid (Arctic Druid, Shoanti Shaman)
- Nevinia, Female Half-Elf Winter Witch
- Olrune, Male Half-Orc Cleric/Fighter
- Yekaterina, Female Human Winter Witch
- Sekki, Female Human Winter Witch
- Okrin Goodspeed, Male Human Cleric of Nethys
- Duardlen Ferneril, Male Elf Cleric of Shelyn
- Elise Sunwake, Female Half-elf Cleric of Sarenrae
If I missed anyone, please let me know!
Entries will be open for just over 24 hours from the time I post this. After entries are closed, I will consult with my players and post the selection on Monday.
| Oliver Hoffman |
Okay, did a quick once over for what level 2 looks like, and there isn't much to add. So another Oracle level, gives him a new Orison and more skill points (and the other regular benefits BaB, saves, hp...).
The Orison would be Stabilize
The Skills:
Heal
Diplomacy
UMD
Knowledges (Nature and Local)
Sense Motive
Spellcraft
| magnumCPA |
Nevinia: Connecting your story to existing characters is fine!
I was in fact under the impression that it was encouraged.
I haven't gotten the chance to play or read much or any of the AP, but I'm guessing from the level and the fact they are still in Taldor, that means they're still dealing with woodland bandits.
| Reign of Winter GM |
magnumCPA, you are right that I would encourage people to connecting to the existing characters.
The list of applicants I have so far is:
- Oliver Huffman, Male Half-Elf Oracle
- Helda Roamsworld, Female Human(Kellid) Druid (Arctic Druid, Shoanti Shaman)
- Nevinia, Female Half-Elf Winter Witch
- Olrune, Male Half-Orc Cleric/Fighter
- Yekaterina, Female Human Winter Witch
- Sekki, Female Human Winter Witch
- Okrin Goodspeed, Male Human Cleric of Nethys
- Duardlen Ferneril, Male Elf Cleric of Shelyn
- Elise Sunwake, Female Half-elf Cleric of Sarenrae
- Asta Ragnarsdottir, Female Human(Ulfen) Lunar Oracle
There is just under 12 hours left. As I mentioned earlier, I will post the selections by Monday.
| Cuàn |
I'd be very interested in playing
The idea is for a Human Alchemist using the Chirurgeon archetype. He is a member of the royal class by birth though doesn't really care too much about it. His name is Leandric Svarich but his mechanics aren't done yet as it depends a bit on your approval.
As a result Leandric dropped out of university and instead started travelling the countryside, apprenticing himself to various local healers in the towns and hamlets he came across. When he was secure enough in his own abilities he started to instead visit the town that did not have their own healer and rendered services as both a physician and a veterinarian. Whereas some accuse him of being a snake oil paddler he in fact does not sell his wears, instead rendering services for nothing but a roof over his head and full stomach.
Recently he has come to the village of Heldren where he is helping the local apothecary with the increased number of cold related illnesses.
Leandric is a good man, truly caring for his fellow man. The fact that his care comes from a sense of superiority over those "poor, unlucky folks" rarely bothers anyone when he cures their illnesses or helps deliver a filly.
Leandric is very curious about the inner workings of life but at the same time respects it to such an extent that he'd never take a life if not to defend himself or others.
Leandric is an unassuming looking man with well kept facial hair. He is wrinkly for his age, something he blames on the many sun hours he gets wandering and gathering herbs as well as the exposure to experimental substances during his years at university. His hands have many black stains from herbs and medicinal tonics.
The clothing he wears is more practical than anything else, though he always wears a set of chain link armor while on the road to help protect himself from highwaymen. Beyond that he carries an ornate walking stick though he doesn't actually need it for walking.
Yagello: The walking stick Leandric carries is actually a hanbo, a simple weapon from Tian Xia and, together with his beliefe in Qi Zhong, Leandric only remaining connections to Amanadar. He knows how to fight with it and knows stories about many other fighting styles from Tian Xia, which might interest Yagello.
As for how they'd met, considering Yagello's distrust of magic he might have made use of Leandric's services to patch him up sometime in the past.
Cervin: While very different in their methods, both Cervin and Leandric are travellers aiding small communities in need of their services. While their gods differ quite dramatically they are both devout followers of a good god and both care for the lives of the common people.
Igmar: Trickier. Leandric would have approached him in town, recognising someone else who was out of place. He would have tried to help him recuperate.
Arkady: Trickier still with not background in the profile to work with. Still, considering he is both a traveller and a wizard they could have shared stories of their travels and conversed on the subject of magic.
As far as mechanics go there are a few things I'd like that aren't within the list of standard things:
Pragmatic Activator trait
The basic idea is that the use of magic items was part of the education he had at the university in Oppara and applies the theories he has been taught about.
Healing Bomb discovery
Would be an important part of his healing capabilities.
Campaign trait would be Restless Wayfarer
Skill list would include: Craft (Alchemy), Heal, Know (Local), Know (Nature), Perception, Profession (Herbalist), Survival, Use Magic Device and one more.
| Cuàn |
Leandric has been updated further, still found here
There is one more thing that he'd be interested in that would require your
Splash Weapon Mastery Feat
I haven't added anything on the sheet that would require your permission (though I did add both possible UMD bonuses). His gear also isn't done yet.
| magnumCPA |
I didn't work anything directly in for fear of sounding presumptuous, but since the others are doing it, and I do actually believe it is a good idea to have connections to characters beforehand myself.
In dwarven lands he would have popped in, announced himself, and tried to learn as much as he could from them, given their traditions and their religion. Duard would have started out a little argumentative, but would eventually grow to respect them and their views, even if he did try to slyly convert a dwarf or two on one occasion.
In the woods, he didn't have that much of an affinity for surviving alone, and would have had to secure the services of someone more skilled than he was if he was to survive, paying whatever he could. He spoke sylvan and was willing to bargain with both fey creatures and this combined by his divine power and help from others would have got him through it. He'd be heavily indebted to whoever was willing to help him.
Also I think upon reflecting upon the backstory, I should pick up knowledge(nature) and Diplomacy instead. Don't get many skill points, so I better be careful with them.
| Okrin Goodspeed |
Worked up tie ins, though they are not quite as direct as others I think they could serve for good role playing possibilities.
Existing character tie ins:
Having spent much of his life within the walls of wizard’s compound in the service of Nethys, it is unlikely Okrin has encountered the party members. Of the group, it is possible that Arkady visited the compound during his apprenticeship with the older wizard or that Igmar passed through on his journey away from his dwarven home.
Although Okrin may not have met party members, he shares several experiences that could serve as connections to party members.
Like Arkady, Okrin hopes to find his family. Raised as an orphan by clerics of Nethys, Okrin has no recollection of his family. Though he secretly holds onto hope that he might somehow learn of his family, if he learns of Arkady’s desire to reunite with his family Okrin would support the effort blindly.
One of the main reasons Okrin was making the journey to Heldren is that he refused to remain silent while one of the aged clerics that he worked with continued to blame mistakes on younger devotees. Having dealt with unfit leadership, Okrin would sympathize with Yagello’s experience if he learned of it.
Though Okrin still secretly holds onto hope that he’ll find his family somehow, like Igmar he feels the loss of family. Ever believing in the promise of unknown magics, Okrin is likely to share stories of magic that could reunite Igmar with his family. Whether the stories of magic that could change High King Borogrim the Hale’s memories are true or not, not even Okrin knows for sure.
No longer able settle with speaking his mind concerning the elderly cleric’s harassment of the younger devotees, Okrin finally spoke up. Stepping out of line landed him in the group that was to travel to Heldren. If Okrin learns of how Cervin has successfully undone ineffective leaders, he will likely be full of questions. Hoping to learn how he might return to the wizard compound and undo the elderly cleric for good.
| Cuàn |
How about the Pragmatic Activator trait and the Healing Bomb discovery I linked in an earlier post? I will not grab the Healing Bomb at the start by the way, it will probably be my lvl 4 discovery. The reason for this is that I won't have that many curative to fuel it or bombs to use it with at level 2.
Both Spontaneous Healing and Healing Touch or in the planning for later by the way.
| Reign of Winter GM |
Cuàn, sorry I missed that earlier, but both the Pragmatic Activator trait and the Healing Bomb discovery sound fine.
Just so everyone knows, the final list is:
- Oliver Huffman, Male Half-Elf Oracle
- Helda Roamsworld, Female Human(Kellid) Druid (Arctic Druid, Shoanti Shaman)
- Nevinia, Female Half-Elf Winter Witch
- Olrune, Male Half-Orc Cleric/Fighter
- Yekaterina, Female Human Winter Witch
- Sekki, Female Human Winter Witch
- Okrin Goodspeed, Male Human Cleric of Nethys
- Duardlen Ferneril, Male Elf Cleric of Shelyn
- Elise Sunwake, Female Half-elf Cleric of Sarenrae
- Asta Ragnarsdottir, Female Human(Ulfen) Lunar Oracle
- Leandric Svarich, Male Human (Taldan) Alchemist (Chirurgeon)
| Reign of Winter GM |
This was a great pool of applicants, and I want to thank all of you for participating!
However, I would like to select Nevinia, the Female Half-Elf Winter Wtich to join the group! Her personality and unique build really stood out for this particular application.
Congratulations, Nevinia, please say hello in the discussion thread, and I'll be introducing you into the plot momentarily. I'll also address some of your questions in the discussion thread as well.
Many of you had very strong submissions, and if any of you are interested in case we have any further vacancies, please post here in the discussion thread or message me privately, and I will contact you the next time we are recruiting!