Sigma's Reign of Winter Recruitment.


Recruitment

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PFS characters would be treated normally like any non-PFS ones in terms of loot. This isn't a PFS game and they aren't actually PFS characters. It's more that the players are PFS and the players get the reward of chronicles, which they apply to some other, unrelated character.

Making it be a PFS game would have no effect on this game, save that you would have to include certain locations and/or encounters as outlined in the Additional Resources.

I don't know about additional loot. I suspect the Chronicle sheets can't be messed with.


alright. Sounds simple enough.

my next predicament is, should any of the chosen want PFS credit, how do i break up the pdf so i can send out the chronicle sheet... i suppose i could print it, fill it out, scan it, upload it, and send the link to those who want it.


I'd like to submit Lex Bishop for consideration - will have to scale her stats down as she was accepted and ran in another RoW Campaign that ended, but I love playing as her so much that I'd like to try with her again. I'll clean up her crunch in a bit, but for now you should be able to read her background in the profile which will remain unchanged.

Sovereign Court

As someone that has a far bit to do with PFS ;-), I can sum-up the rules for gaining PFS credit for adventure paths:

1) Module mode.

Run the specific sections of the AP noted in the chronicle sheet download, as written, for existing PFS characters (which is not what you are planning to do).

2) Campaign mode.

Run the AP as a 'home game' (applying whatever rules you like (for example, you could, theoretically, have a party of pixies and awakened badgers!), and modifying the AP as you see fit); at the conclusion of each book of the AP, credit for that book can then be applied to a PFS character of the player/GM's choice (which is what it sounds like you are trying to do).

-----

Whichever 'mode' you decide upon, players receive *only* what is on the chronicle sheet (i.e. no modifications/additions) in terms of money/item access.

I hope that that helps! :-)


Hey Lex!

Luke_Parry wrote:
Whichever 'mode' you decide upon, players receive *only* what is on the chronicle sheet (i.e. no modifications/additions) in terms of money/item access.

That means, modify the loot as you see fit to accommodate more players, but try to at least keep the original stuff among it. If the players find it, you will allow it on their sheet, but if they don't you cross it off.

Regarding the sheets, you can print, fill and scan your sheets, but there's also the option of editing it on the computer and just send them. Here's an example of that last option.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

.

The Exchange

That sounds awesome. Looking forward to the PFS credit if I get in. As for my build I've gone back to the drawing board with it. Same classes (witch/hexcrafter magus) but I'm weighing how to squeeze as much out of debuffs and curses as I can without going to standard frostbite route.


Would love to get a shot at Reign of Winter. Submitting Birger the Hexbreaker. Superstitious Ulfen Barbarian with the vigilante witch-hunter trait. Do you want a character sheet for the apps or just a paragraph of backstory?


After some difficulty posting earlier, I'd like to submit Wendee Masterson--Human Magician/Soundstriker Bard and life of the party, looking to support the party with her repertoire of skills and buffs, and hoping her puns don't get her into too much treble.

Description/backstory and character sheet is in her alias.


@ Elxurian - That's the thing, I dunno how to edit the pdf

@ Birger - both.


Elxurian wrote:

Hey Lex!

Luke_Parry wrote:
Whichever 'mode' you decide upon, players receive *only* what is on the chronicle sheet (i.e. no modifications/additions) in terms of money/item access.

That means, modify the loot as you see fit to accommodate more players, but try to at least keep the original stuff among it. If the players find it, you will allow it on their sheet, but if they don't you cross it off.

Regarding the sheets, you can print, fill and scan your sheets, but there's also the option of editing it on the computer and just send them. Here's an example of that last option.

I was in that game of Silken Caravan :P thought that name looked familiar


man, running the first book of mummy's mask has pampered me as its clear cut when players level which makes it easy to mod it for 6 players. Reign of Winter bk. 1... not so much. I have my mod budget so now i just need to figure out where to put stuff


Seth86 wrote:
I was in that game of Silken Caravan :P thought that name looked familiar

Yeah I do remember Aldrea and her Krakoom! and everyone "naked" trying to avoid the heat effects. Linark even bought a Endure Elements wand after that. And Sutekh was in my Delve the Dungeon Deep game, if my mind does not fail me. Small World ^_^

GM Sigma wrote:
@ Elxurian - That's the thing, I dunno how to edit the pdf

No big deal man, if you don't know how to do that it simply means you don't have the program to do so. Try to download anyone, Nitro PDF Editor, Foxit PDF editor, or really any other. There are even pdf online editors.


Small forum :P

Yah. Foxit is my fav for editing etc


Aaaaaaaaand I was over thinking the moding for the adventure... I just need to up the CR by 1 for every encounter... i hate uping the CR for non-monsters. I always feel like I"m making them too hard for players...

I'll look into Foxit then when I get home later today then and start playing/learning it later.

Just a quick heads up, I'll try to stay vigilant over the weekend but I may not be as quick to post as I'm moving tomorrow to a new apartment and I'm having new furniture delivered saturday.


No worrys, we have to wait anyway until you pick who you want in your game.


I still like being active in my stuff, especially if new people have any questions for me. I'll definitely be free by Sunday night though.


GM Sigma wrote:
Aaaaaaaaand I was over thinking the moding for the adventure... I just need to up the CR by 1 for every encounter... i hate uping the CR for non-monsters. I always feel like I"m making them too hard for players...

Is this because the AP is too easy, or because it is meant for 4 and because you are taking 6, it is a way to even out the exp?


DoubleGold wrote:
GM Sigma wrote:
Aaaaaaaaand I was over thinking the moding for the adventure... I just need to up the CR by 1 for every encounter... i hate uping the CR for non-monsters. I always feel like I"m making them too hard for players...
Is this because the AP is too easy, or because it is meant for 4 and because you are taking 6, it is a way to even out the exp?

its because there's no clear cut level up point. In Mummy's Mask bk. 1, each dungeon nets you a level. Here its "they should reach level # before they reach place Q." the book is divided into 4 parts and the first mile stone listed is in the middle of part 2 despite xp wise you'd level before the end of part 1. I was doing all kinds of crazy stuff to figure out my xp mod budget before remembering all i had to do was up the CR by 1.

I my own milestones gauged by the vague ones listed in the book for when to level up the party, though they are flexible. If stuff gets too difficult for the party and they're close enough to my milestone, I'll level them up early

edit in some more info: player's guide (i think) says that when building encounters, the CR for a standard encounter should be the APL (average player level) +1 of a 4 PC party. So if the APL is 4 and the CR should be 5. It further stats that if it's a party of six, you should raise the CR another +1. That's why i hate parties of 5 because there's no clear cut way to determine xp.


in general, 5 person parties = TPK. in PFS modules those happen. since most modules/scenarios are for 4 or 6 players. yes you can play with 5, but you face monsters designed for 6.

Im just glad monsters give a clear cut amount of XP... unlike 3.5


exactly. I'm already giving me more work having to mod the AP from a party of 4 to a party of 6, why give me even more work trying to figure out that balance for a party of 5.


Seriously, I would not worry too much about experience man. In the games I run, I used to track experience very closely, but realized that was not necessary and decided to go with the suggestions provided by the AP, leaving the game more flexible and allowing us to get a few hours of training between quests, or simply when they rested. There was a rule saying the players need X days of training for each of the X level they are about to gain, but that slows the game too much. Common, you have a princess to save, you're gonna level up from 12 to 13 in 13 days and then come save her? She will be dead!

After about 8 to 10 encounters a party will certainly level, but that number can vary a bit.

Anyway, if there were too many players at the party I would add some extra monster or advanced template, but the best option was to run the scenario at the party being one level lower than they should.

Furthermore, usually there are drops on pbps, so you might not have that issue for a long time.


I'm in that bridge period between keeping track of XP and not. I follow the suggested level stuff in the AP but like making sure the players have at least earned it. Treasure on the other hand... that's something else all together. Thankfully my day long mathing and procrastination says I don't have to add any treasure cause there's a lot in the book.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Dotting for interest.

Planning an Inquisitor of Ng -- either a gnome or halfling.


Dotting for interest.

Working on a Skinwalker (Witchwolf) Bloodrager with the Arcane Bloodline.


Another thing that might help the loot hand out is if players have time to craft things, i have scribe scroll for example, lightening the load on loot a bit on, or any npc's that might owe us or willing to craft items for us as another example. just random ideas that might or not work or fit what you want to do.


I always fully endorse the craft feats. At the very least craft wonderous


OK, sorry this took so long, as I was traveling. But I'm statting up my Inquisitor of Groetus now (at least I got to play the fluff out in my head plenty of times, revising until it seemed most suited).


Crunch for the Inquisitor:
Male Human Inquisitor of Groetus 1
CN Medium Humanoid (Human)
Init +2; Perception +3
--------------------
Defense
--------------------
AC 15/12 t/13 ff
hp 9
Fort +3, Ref +2, Will +5
--------------------
Offense
BAB + 0
Speed 30 ft.
Melee: Dagger +0 (1d4) 19–20/×2 s, p
Melee: Sickle +0 (1d6), trip s
Melee: Morningstar +0 (1d8) b, p
Ranged: Longbow +2 (+3 w/in 30 feet) 1d8 (+1 w'in 30 feet)
RTA:
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 13, Int 13, Wis 17, Cha 10
Base Atk +0; CMB+0 ; CMD +12
Feats: Point Blank Shot, Precise Shot
Traits: Restless Wayfarer, Secret Knowledge

--------------------
Skills:
Bluff 7 (3+1+3), Diplomacy 5 (1+1+3), Heal 7 (3+1+3), Intimidate 8 (3+1+3+1), Knowledge (Local) 6 (1+1+3+1) Perception 7 (3+1+3), Sense Motive 8 (3+1+3+1), Stealth 6 (2+1+3), Survival 7 (3+1+3)
--------------------

--------------------
Languages: Taldane, Draconic, Sylvan
--------------------
Class Abilities, Spells and Special Abilities
--------------------

[spoiler=Judgement (su)]Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus onconcentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


Heresy Inquisition:
Heresy Inquisition
Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics’ own arguments to root them out and bring them to justice.
Granted Powers:

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.


Spells:

Spells Known
0: Bleed, Daze, Disrupt Undead, Stabilize
1 (2/day): Disguise Self, Interrogation

--------------------
EQUIPMENT:

Studded leather
Longbow
Inquisitor's Kit
Dagger
Dagger
Sickle
Morningstar


Background:
Frang Vulfmann doesn't talk about his past much, but I know the scoop. He was born somewhere in Numeria, but far enough from Alkenstar that the Shield Marshalls were about as real to him as the gods, which is to say, not very real. It's said he had a slew of brothers and sisters, but I can't say as I know much about 'em. Maybe that's best. Well, somethin happened, that's for sure, over in Numeria, and the Vulfmann family got the eff out pronto. They headed over to Ustalav, where Papa Vulfmann had kin. Things didn't go that good there, either. Once, while he was in his cups, I heard Frang say, "In Numeria death was just as natural as life. Folks died, but such a thing is not new. Ustalav was different. Death came from men, men and undead."

The Vulfmann family didn't spend a whole lot of happy times in Ustalav, or anywhere, fer that matter. One a them crazy cults took an interest in the Numerian family. Some of the younger kids started helpin out in the temple and such as for extra food. Then they stopped comin home. Frang was the eldest, and workin at the house because of such. When he went to go fetch the rest of his litter, well, it weren't pretty.

Suffice to say, standin in the visera and fluids of his family didn't do much for Frang's mood.

But at least he found the Lord that day.

See, the Lord spoke to Frang that day. "ALL THINGS END," He said. "WHEN I END THEM." The Good Lord Groetus, it seems, ain't to fond of mortals tryin to bring on the end for their own grubby reasons. And his priests, well, they weren't always that ...useful, you know, fer real work. They could rarely cleanse themselves, much less the world. So the Lord knew what he had here in Frang. This weren't no street-beggar nor spasming prophet. This was a weapon.

Since then, well, he's been travelin. When he hears of some s%@%-ass cult gonna try to end it all again, he makes his way there and does what he's gotta. Lately, been talk about an unnatural winter. Frang prayed and prayed, fer he'd been hearin awful things about a Rough Beast cult down south, and he didn't know what he should do.

The Good Lord Groetus gave him a powerful sight that night, in his dreams. Cold, cold, cold. The cold of death, of oblivion, of the Void. But also the cold of northern witches, playin at heretics, thinkin Groetus' might be their own to take.

He left for the north the very next day.

The Exchange

You know, I really don't like that Heldren is in Taldor. It makes for a really awkward shoehorning of a bunch of northerners (if you all take campaign traits) into an out of the way town on the other side of the continent.

Possible game spoilers(I've played about half of the first book already):

I understand that its supposed to be highly juxtaposed against ending up in Irrisen after going through that portal in the woods but it still makes for awkwardness in scenarios where a character's backstory is extremely important (like PbPs)

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Uncle Taco wrote:

You know, I really don't like that Heldren is in Taldor. It makes for a really awkward shoehorning of a bunch of northerners (if you all take campaign traits) into an out of the way town on the other side of the continent.

** spoiler omitted **

Ulfen Guard are extremely appropriate, but I agree that other northeners not so much.


Appearance and Personality:
Frang is a pale Kellid man standing at an even six feet. More lithe than bulky, his frame is almost thin. He is not particularly bad or good looking, and his resting face shows no expression out of his ice-blue eyes. His jet-black hair is usually kept close for utilitarian purposes (long hair is easier to grab). His calm expression makes him hard to read most times, but when he wants to get his point across, he will.

He dresses in black leathers. Emblazoned on his tunic is the white skull-moon of Groetus. His sickle hangs at his side, his bow at the others, while other weapons are less conspicuous. He is determined to lay waste to any who would circumvent his God's mission by choosing their own apocalypse. To that end, he sometimes takes on a "character" to more or less go undercover and investigate more.

He's gotten a bit too good at mimicking insanity, though ...if he's mimicking anymore.

There we go! Been wanting to play this AP forever, so I hope you give Frang a chance!


@Taco, I see what you mean. But I think we can be creative ...not everyone need pick that trait. My guy's from further south, coming to investigate the weird weather.

The Exchange

That's not the only trait I mean. Traits like Failed Winter Witch apprentice or witch hunter also make the assumption that you are familiar with Irrisen or the northern lands in some way. I don't have them sitting in front of me so I could very well be butchering trait names. I guess what really bothers me is the traits are not specific to Heldren, which means you're very unlikely to roll up a town native if campaign traits are assumed to be accounted for in your backstory.


OK, I gotcha. I forgot how many of the others are like that. Maybe some of the northerners came together? Or some of that ancestry was wayyyyy far back?

I mean I guess we could just meet in the traditional bar (where bad relationships and adventuring groups start, heh), but it'd be nice if we worked together some, too.


We could be vacationing in Taldor


Would love to get in on this. Will stat up Svelk a winter witch.


Gii is currently a resident of Heldren, but his birthplace is far removed from it. There's plenty of reason for people to be here, especially people who have heard about and are interested in learning about/hunting Winter Witches.


@Gii heh, this avatar will not be my character's ...this is confusing!


I was already.


Demona and her mommy are just passing through on her way home. I highly doubt her mommy will be going to Irrisen with her.

Which should make Demona very, very happy.

Grand Lodge

I am putting forth a Dwarf Alchemist, he has ventured north because he wants to trap and alchemise the winter into something that he can sell. He is a bit addled at times but can be your best friend if you help him bottle that cold.

crazy chemist:
Hero Lab and the Hero Lab logo are Registered
Naler Stinkbrew
Dwarf Alchemist (Mindchemist) 1 ( Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Ultimate
Magic 0 )
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception -2
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4 (+8 circumstance bonus vs. visual-based attacks), Ref +4, Will +2; +2 vs. poison, spells, and
spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +1 (1d8+1/×3)
Ranged bomb +3 (1d6+2 Fire) and
light crossbow +2 (1d8/19-20)
Special Attacks bomb 3/day (1d6+2 fire, DC 12), +1 on attack rolls against goblinoid and orc humanoids
Alchemist (Mindchemist) Spells Prepared (CL 1st; concentration +3):
1st—endure elements , true strike
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 14, Int 15, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Brew Potion, Improved Initiative, Throw Anything
Traits adaptive magic, alchemical prodigy
Skills Appraise +6, Craft (alchemy) +6 (+7 to create alchemical items, +8 on checks related to metal or
stone), Craft (blacksmith) +4 (+6 on checks related to metal or stone), Knowledge (arcana) +7, Perception
-2 (+0 to notice unusual stonework), Spellcraft +6, Survival +6, Use Magic Device +4; Racial Modifiers
craftsman
Languages Common, Dwarven, Gnome, Terran
SQ alchemy, cognatogen
Other Gear studded leather, battleaxe, crossbow bolts (10), light crossbow, alchemy crafting kit,
backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, paper (5), pot, scroll case, shovel,
smoked goggles, soap, torch (5), trail rations (6), vial (4), waterskin (2), wire, 15 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Alchemical Prodigy (Diagnose Disease) Choose a 1st level spell to treat as on spell list for Brew
Potion.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (3/day, DC 12) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Cognatogen (DC 12) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the
cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects
mutagen* as a discovery).
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
p1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as
having 20% concealment.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
p2


Haha ...these are some cool submissions.


Dot. I love this AP like crazy, and would be giddy to finally be able to play it.


Sorry i was gone for awhile, got off work and didn't really have a chance to sit down and I didn't want to look at the new submissions on my cell. things are looking good. I'm gonna make a new recap post on all the submissions in the morning.


All of these submissions are sweet! I can't wait to see the final lineup! In the meantime, I'd like to throw my hat in the pile: Submitting Ikkis Unmar, an Human Oracle of Winter with the Blackened Curse, turning his young mortal body into a battleground between the elements of fire and ice.

Backstory:
“A body at war, elements entwined. Two powers, one god, opposites combined.”



That prophecy had haunted Ikkis’s dreams for the past ten years. The images it brough forth were always different: the fire, the smell, the sickening cool of his skin. Wherever he woke, whenever he woke, he would feel the words tugging at him. Guiding him. Keeping him alive for some greater purpose. Or so he thought.



A nine-year old Ikkis survived in his mind’s eye. Content, active, plentiful in friends and family. The boy could not have asked for a better life in such a small town like Heldren. But one night, that all changed. Ikkis had awoken in the night to hear the cooing and fawning of an old woman, standing outside their kitchen door. He got up and walked to the house’s entrance, wondering who could be visiting at this hour, and peered through the keyhole.



There stood the oldest looking woman Ikkis had ever seen. Bent at the waist and tousling a young figure’s hair, her wrinkled fingers ended in… claws? Ikkis’s mind flashed to the stories of hags and fey that would carry children away in the night. Without thinking, he lunged through the door, screaming bloody murder at the wrinkled figure.

The Blood Hag heard him coming. With a swift flick of her wrists, a series of rays streamed toward Ikkis, intending to make the next breath his last. 



The pain is not what Ikkis noticed first. It was the smell. The smell of his own flesh burning. Then came the pain, dull at first, but edging slowly up his tibia and fibula until it became unbearable. Then it stopped. Though the pain persisted, the flames went no farther than the adolescent’s outstretched forearms. The rest was… unsettlingly cold. When Ikkis opened his tearing eyes, he saw the Hag staring in amazement, and that his body from elbow to ankle was covered in… ice.


Unsure of what she saw, the hag fled from the scene. She had caused too much commotion already, and it was time to move to the next border town. Besides, the child's sudden encasement in frozen armor stunk of... Irrisen. The very thought made her shudder. No common hag could even think of opposing Baba Yaga, and the possibility that this one had accidentally harmed one of Yaga's bloodline? She dared not to think of it, and put it out of her mind. Whatever that strange magic was, it was no longer her concern.

Ikkis remained, staring incredulously at his charcoaled hands, pain still present, but stymied by the cool comfort of his new icy garb.

The young child, Ikkis’s sister, awoke as if out of a trance. She in turn woke the family, alerting them to Ikkis’s state, and the boy was taken immediately to the closest healer. The poor old Adept was stumped, and gave them a referral that was to be the first in a long line of suggestions of what steps to take for poor, young Ikkis.

After almost a decade of going to every cleric and doctor available, Ikkis’s condition had not been reversed. Instead of accepting his condition, he made up stories and excuses for his disability, concealing his hands whenever he could under thick leather gloves and false anecdotes. This was most prevalent in the stories he would tell about his accidents. Freak freezings, objects spontaneously combusting, Ikkis waking up in the middle of the night with his room half-filled with water. The town began to speculate: was Ikkis the bastard child of his mother and some sort of elemental? Was he a young Sorcerer gone haywire? Was he haunted by vengeful spirits? Ikkis had heard it all, and it enraged him that he knew the origins of his abilities no better than any busybody on the street. 

Having nearly given up on a true cure, Ikkis now waits in his hometown, covertly seeking other options, trying to gain some control over these mad powers that war within him, and searching for a way to finally end their grip on his life.


Description:
Ikkis stands about 5’11”, weighing approximately 185lbs. His hair is short, brown, and wild, due to his inability to hold a comb but frequent visits the barber. He always wears a set of elbow-length leather gloves to cover his blackened arms, along with a set of light leather armor for uninhibited movement. Despite his inability to manipulate much with his hands, he maintains a somewhat athletic build, and cuts what many young women in the village say is an attractive figure. If only he weren’t the center of such strange happenings, they say, those sparkling green eyes might have helped him find a wife by now.

Personality:
Ikkis is often aboundingly cheerful, ready to help others in any way he can. This happiness is indicative of his good-nature, but is also a tool that Ikkis uses to hide his deep-seated depression. Rather than just an injury, Ikkis considers his hands to be a gross deformity to be ashamed of, and will to almost anything to keep them concealed from sight and in conversation. Due to his being limited in physical actions, Ikkis will often weight word over work, and will often solve problems with discussion rather than force. Despite his good nature, he is quite rash and oblivious, often rushing into situations without all the information required to make an informed choice. He refrains from using his magic unless absolutely necessary, hiding it rather than flaunting it. He associates his Oracle abilities with chaos, destruction, and being attacked by the hag rather than anything stemming from himself.

Crunch:
Ikkiss Unmar
Male Versatile Human (Taldan) Oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Init +3; Senses Perception -2
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Defense
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AC 17, touch 13, flat-footed 14 (+2 armor, +2 shield, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +0; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Defensive Abilities revelations (ice armor, icy skin); Resist cold 5
Weakness oracle's curses (blackened)
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Offense
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Speed 30 ft.
Melee dagger -3 (1d4+1/19-20) and
. . unarmed strike +1 (1d3+1 nonlethal)
Oracle Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—burning disarm (DC 15), burning hands (DC 15), command (DC 15), cure light wounds
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 14), spark[APG] (DC 14)
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Statistics
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Str 12, Dex 16, Con 14, Int 12, Wis 7, Cha 18
Base Atk +0; CMB +1; CMD 14
Feats Extra Revelation[APG]
Traits fast-talker, warded against witchery
Skills Bluff +9, Diplomacy +8, Escape Artist +7, Sense Motive +2, Spellcraft +5 (+6 to identify spells cast by evil arcane spellcasters.)
Languages Common, Skald
SQ mysteries (mystery [winter]), versatile human
Other Gear leather armor, heavy wooden shield, dagger, 86 gp
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Special Abilities
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Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Icy Skin: Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Ice Armor +4 (1 hours/day) (Ex) Conjure a suit of armor made of ice, stronger in cold temps, and weaker in hot.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.

Edit: Substituted Wave Mystery Oracle Class Features for those of the Winter Mystery.

The Exchange

@Tassadan: Why not use the Winter mystery? Your character's tagline kind of screams it.


Uncle Taco wrote:
@Tassadan: Why not use the Winter mystery? Your character's tagline kind of screams it.

You're absolutely right. I hadn't looked at the Winter Mystery before. The main reason I missed it is that it isn't featured on HeroLab unless you purchase People Of The North for the App. I'll edit my crunch accordingly. Thanks for pointing it out!


Svelk is complete and ready for evaluation.

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