The Dungeon Maestro's Reign of Winter Campaign


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Djack wrote:

Working on Djack's profile.

LG Human Rogue to multi-classing into Paladin.

I just love pathfinder breaking old conventions. A LG Rogue who plans to go Paladin... Priceless in my mind.

Also remember the roleplaying implications though and what that means if you get picked.


Okay, i have updated his background to bring more information into his life. I hope this is good.

Backstory:

Late one winter night, while Paul Deep was out hunting, he heard a crying in the forest. At first he thought it was a cat’s mew. But as he kept listening to it, it had a similarity to a human babies cry. He got worried and decided to look for the source of the cries. He came upon a dead female catfolk and the baby that she was clutching. He looked upon the body of the woman. From what he could tell, she was killed in a battle. Who she was and where she came from was a complete mystery to him. The only thing on her was a locket with a picture of a male catfolk on one side and her face on the other. He took the crying baby and raised it as his own for years. He named the baby Shadow. Sooner than he knew, the boy was growing and timed passed.

When Shadow was 12 years old, he found the locket in his father’s dresser. He asked what most kids that age would ask, “Dad, who is she?” It fall upon Paul to answer tell his Shadow about the day he was found. From that day forth, Shadow wore the locket and ached to search for his father and his family.

For the next 4 years, Shadow trained with his foster father, learning the ins and out of hunting and trapping. He learned how to use the claws he was born with to defeat wild animals. Sometimes Paul sent him out to hunt, without any weapon. Those times, Shadow became an animal, hiding in the snow, almost invisible due to his white fur. At first, it took him a week to bring back a rabbit, but as he grew, so did his skill at hunting. Eventually, there was nothing more that Paul could teach Shadow about the bow or hunting. Paul knew that some people sent off their children to foster in a sell-sword camp, and he wasn’t sure about letting his boy go off to join one of those. Instead he talked to the village elder about what he should do.

The elder told him this. “The boy will grow and he will want adventure.” The elder walked to his wardrobe and pulled out a cloak. “This was gonna be my son’s when he was of age. Shadow has been dear to the village, but he needs to spread his wings and fly.” He sit down and wrote a letter. “Have him take this to Chiro Bear. He lives near the mountain. He can teach him the sword and a little more about the world.” After that, Shadow left to be trained by Chiro.

Two years have passed since then and Shadow life has been hard, but he has learned much from Chiro. He has been out in the cold wildness for most of his life, but living with the old bear has gifted him with the wisdom of the land, more than he learned from his hunter father. Week after week, Chiro attacked Shadow and Shadow had to defend himself or be seriously hurt. Most of the matches left Shadow aching and beaten. Finally, Shadow was able to win some battles and eventually his won more than he lost. Chiro decided that there was no more that he could teach Shadow, so he gifted him with a sword, armor and a shield to continue his training.


Darrian Masters Dungeon Maestro wrote:
Djack wrote:

Working on Djack's profile.

LG Human Rogue to multi-classing into Paladin.

I just love pathfinder breaking old conventions. A LG Rogue who plans to go Paladin... Priceless in my mind.

Also remember the roleplaying implications though and what that means if you get picked.

Wouldn't have it any other way.

I envision the Rogue class as a light specialized combat unit. Alignment is motivation, ethics.

Slightly differently in this "fairy tale" setting. Where Djack is the "everyman" animus who must save the anima and overcome (subsume) the shadow. Classic fairy tale theory.


Sorry, that was Djack... Sorrin.

Actually, good/evil as morality, law/chaos as ethics.


crunch is in profile but posting here for ease for you :)

Einar Gunnarson, Son of Gunnar , Son of Alrik:

Image of Einar
Half-Ogre
Mighty Godling 1
CG Medium Humanoid
Init +0, Perception +6, Senses darkvision 60

Defense
AC 14, Touch 8, Flat Footed 14
(+6 Armor, -2dex)
HP 15
Fort +5, Reflex +0, Will +1
FCB +1/2 Divine Rank
Defensive Abilities

Offense
Speed 30ft (20ft in armor)

Melee: w/Desperate Battler
Great Sword +7 (2d6+9 19-20x2)
Long Spear +7 (1d8+9 x3)
Cestus +7 (1d4+7 19-20x2)

Statistics
Str 20, Dex 7, Con 17, Int 12, Wis 12, Cha 12
Base Atk +1, CMB +6, CMD 14
Feats: Desperate Battler
Traits Blood of Giants, Reactionary, Adopted (Dwarf) Zest for Battle
Skills: 3 Ranks Perception +6, Diplomacy +5, Survival +5
Racial/Template Modifiers +4str, +2con, -2int, -2wis
LanguagesCommon, Giant, Ulfen
Special Qualities
Darkvison 60ft
+2 racial bonus to Intimidate
Other Gear Scale Mail, Armored Kilt, Great Sword, Cestus, Long Spear, Pathfinder Kit, Cold Weather Gear

Wealth 0gp

Special Abilities
Lineage Domain: Animal (Feather): +1/2 level to perception


Nothing to do with your character specifically, save race. But, I always wanted to create Half-Ogre Earth School Wizard. Glass canon, baby!

Talk about increasing low level Wizard survivability!

Still working on Djack, thinking:

Traits - Friend of the Fey, Sacred Touch
Feats - Fey Foundling, Weapon Finesse

Hails from the Land of the Linnorm Kings.


Djack wrote:

Sorry, that was Djack... Sorrin.

Actually, good/evil as morality, law/chaos as ethics.

actually law/chaos does not have to be ethics, it could be civilized manner. The lawful evil villain will pay a hitman off to kill his target, or do it quietly. The chaotic evil villain will do in in bar in front of a dozen witnesses. The chaotic evil villain will raid a town, slaughtering hundreds to takes its gold and other supplies, putting the town on high alert. The lawful evil villain would try to leave no little or no trace, thus sneak in at night, slaughter only the targets he needed too, maybe even none at all, and do a quiet raid. And if they wanted to take someone for ransom or grab a certain hostage, they would try to engage as little targets as possible while doing so, while the chaotic evil villain would start a bloodbath if it meant getting to the king. I think about it way too much, and for those DMs that do allow Lawful Evil characters, I've been thinking about how I'd role-play Lawful Evil. Not to mention D&D 5e adventures league allows Lawful Evil.


Einar Gunnarson wrote:

crunch is in profile but posting here for ease for you :)

** spoiler omitted **

Thank you so much for posting it on the thread. It makes my life easier by not having to open up a lot of windows and allows me to view things side by side.

DoubleGold wrote:
actually law/chaos does not have to be ethics, it could be civilized manner. The lawful evil villain will pay a hitman off to kill his target, or do it quietly. The chaotic evil villain will do in in bar in front of a dozen witnesses. The chaotic evil villain will raid a town, slaughtering hundreds to takes its gold and other supplies, putting the town on high alert. The lawful evil villain would try to leave no little or no trace, thus sneak in at night, slaughter only the targets he needed too, maybe even none at all, and do a quiet raid. And if they wanted to take someone for ransom or grab a certain hostage, they would try to engage as little targets as possible while doing so, while the chaotic evil villain would start a bloodbath if it meant getting to the king. I think about it way too much, and for those DMs that do allow Lawful Evil characters, I've been thinking about how I'd role-play Lawful Evil. Not to mention D&D 5e adventures league allows Lawful Evil.

The way I think about about Lawful Evil Vs. Chaotic Evil is like comparing a Militaristic Regime Vs. Blood Thirsty Bandits in terms of structure and action. One is very disciplined and holds itself to strictures set down by the higher ups and the other is very undisciplined and lives by what each individual can lay down and enforce themselves (basically listen to me or get stabbed).

Commenting on what you said about DMs allowing Lawful Evil characters, the funny thing is is that lawful evil characters can coexist in a normal society while Chaotic Evil cannot. You can have a lawful evil bureaucrat/merchant/etc that lives alongside neutral and good aligned citizens and most likely wont bother anybody unless your in the way of his own personal goals. He's also likely extremely apathetic when it comes to the concerns of others ("Oh, you can't pay your taxes? Well I'll tell you what... Get me twice that amount by Saturday or I take everything you own.") and is most likely to take advantage of his position at every turn ("Unhand me! Do you know who I am? I am the Duke of "Such-and-Such" and will not be treated this way. Take me to your superiors this instant!").

A very interesting example of LE characters are those Hell Knights who take the alignment. In the Emerald Spire SuperDungeon, the LE Hell Knights never tried to take advantage of their position, followed all of their laws to the letter (and actually punished their own if caught violating them) and defended the common folk from bandits and other lawbreakers. Of course they also allowed slavery, severely punished anyone breaking any tiny law (you were out a second past curfew), declared martial law on the populous, and were extremely apathetic when it came to the plights of the common man ("You aren't going to be able to pay taxes this year because the weather killed off a bunch of your crops? Pay it by the date or work off your payment as an indentured servant.").


Sorry for the delay. Here is a crunch you requested for quick viewing. I copy/pasted Mirri (that you pointed out) and manually changed info to mine, so it's not an "official" crunch by herolab. Hope this helps.

crunch:
Caladrel Wintergrasp
male arctic elf witch 1 (winter witch/cartomancer)
CG medium humanoid (elf)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+1)
Fort +1, Ref +3, Will +3
Defensive Abilities Arcane Focus +2 concentration to cast defensively Energy, Resistance (cold) 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4 19-20/x2)
Ranged sling +3 (1d4 20/x2)
Spell Like Abilities (CL 1, concentration +5)
Endure Elements (cold) (constant)
Spells (CL 1; concentration +5):
1st (2/2 per day)—Cause Fear (dc 15), Unseen servant
0 (at will)—arcane mark, detect magic, ray of frost, read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 13, Cha 12
Base Atk +0; CMB +0;CMD 13
Feats extra hex
Traits student of philosophy, fiend blood, restless wayfarer
Skills Bluff +9, Diplomacy +5, Knowledge (arcana) +8, Knowledge (local) +9, Perception +4, Spellcraft +10
Languages common, elven, scald, aklo, draconic, sylvan, hallit
Combat Gear dagger; Other Gear none
Misc Gear backpack, bedroll, belt pouch, spell coponent pouch, elven trail rations (5days), travelor's outfit, soap, common survival kit [flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.], 32 gp 8 sp 9 cp
--------------------
Special Abilities
--------------------
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Cold Steel At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Elemental Resistance Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Seeker You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Restless Wayfarer (campaign): You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).


Caladrel Wintergrasp wrote:

Sorry for the delay. Here is a crunch you requested for quick viewing. I copy/pasted Mirri (that you pointed out) and manually changed info to mine, so it's not an "official" crunch by herolab. Hope this helps.

** spoiler omitted **...

Thank you for that. It would help a tiny bit more if you went into special abilities and bolded the names of them so I can seem them better, but besides that well done. ^_^

Edit: Oh, and you also accidentally took some of her abilities with you.


Statistics:
Male Human Commoner (Archetype) 1
N Medium Humanoid (Human)
Init +4; Senses Perception +0
------------------------------
DEFENSE
------------------------------
AC 18, touch 17, flat-footed 11 (+0 armor, +0 dex, +0 shield)
hp 11
Fort +5, Ref +4, Will +3
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Katana:
To hit: +5
Damage: 1d8+4

Ranged
Light Crossbow
To Hit: +4
Damage: 1d8
------------------------------
STATISTICS
------------------------------
Str 10, Dex 19, Con 14, Int 16, Wis 10, Cha 08
Base Atk +0; CMB +0; CMD 15
Traits: Northern Ancestry, Magical Lineage- shocking grasp, Focused Mind
Drawbacks:
Feats:
1-1-weapon finesse, Free: exotic weapon prof. Aldori dueling sword, free: weapon focus, slashing grace
Skills: (0 points; 0 class, 0 INT)
6 per level.
Perception-1 (+6)
Acrobatics-1 (+
Linguistics-1
Knowledge Arcana-1 (+7)
Knowledge Planes-1 (+7)
SpellCraft-1 (+7)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Diminished Spellcasting

A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.
Weapon Focus (Ex)

At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Perfect Strike (Ex)

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

This ability replaces spell recall.

Fighter Training (Ex)

Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

This ability replaces knowledge pool.

Iaijutsu (Ex)

At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

This ability replaces the medium armor ability.

Critical Perfection (Ex)

At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.

This ability replaces the magus arcana normally gained at 9th level.
Superior Reflexes (Ex)

At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

This ability replaces improved spell recall.

Iaijutsu Focus (Ex)

At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

This ability replaces heavy armor.

Iaijutsu Master (Ex)

At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised.

This ability replaces greater spell access.

Weapon Mastery (Ex)

At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability.

This ability replaces true magus.

Spells/Gear:

------------------------------
Spells
------------------------------
0th (at will)
all 0 level magus spells
1st (3/day)
1st-
Shocking Hands
Color Spary
Vanish
Shield
Frostbite
Mount
Grease

------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Cold Iron dueling sword, Armored kit (clothing)

Misc gear: Backpack, belt pouch, flint and steel, rations (20), Lantern, oil(30), waterskin (3), hammer, silk rope 50ft, Cold weather gear, furs, travelers clothes, bedroll,

Money 100 GP 0 SP 0 CP


Adjusted "crunch". Hopefully this one is easier to read

crunch:
Caladrel Windergrasp
Arctic Elf Witch 1 (Winter Witch/Cartomancer)

Ability Scores
Str = 10 (0)
Dex = 16 (+3)
Con = 12 (+1)
Int = 18 (+4)
Wis = 13 (+1)
Cha = 12 (+1)

Offense
Initiative = +3

Melee
Dagger = +0 (1d4/19-20x2)

Ranged
Sling = +3 (1d4/x2)

Defense
HP = 8

AC(Touch) = 13(13)

Fortitude = 1
Reflex = 3
Will = 3

CMD = 13

Witch Features
Hexes

Cackle(1st Feat): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye(1st Witch): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. DC = 15 will

Cold Flesh(1st Winter Witch): At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

This replaces the witch’s 4th-level hex.

Patron: Deception

Spells
1st Level 2/day

Adhesive Spittle
Beguiling Gift
Cause Fear
Cure Light Wounds
Mage Armor
Obscuring Mist
Unseen Servant

Standard Prep

0-Level

Arcane Mark
Detect Magic
Ray of Frost
Read Magic

1-Level

Cause Fear
Unseen Servant

Skills
Bluff = 9 (4+1+3+1) (Fiend Blood)
Diplomacy = 5 (4+1+0)
Knowledge (Arcana) = 8 (4+1+3)
Knowledge (Local) = 9 (4+1+3+1) (Restless Wayfarer)
Perception = 4 (1+1+0+2) (Elf)
Spellcraft = 10 (4+1+3+2) (Elf)

Feats
Extra Hex (1st lvl): You gain one additional hex. You must meet all of the prerequisites for this hex. Cackle

Equipment

Armor = none
Weapon = dagger
Weapon = sling

Magic Item = Special Harrow Deck (Cartomancer)

Backpack
--Bedroll
--Case (map/scroll)
--Chalk
--Ink Pen & Ink
--Paper
--Pouch, Belt
--Rations, Trail
--Rope, 50'
--Water skin

Traits
Alternate Racial

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Cold

Traits

Restless Wayfarer (campaign): You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). Knowledge: Local

Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Fiend Blood (Race): The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Bluff


Varian Seldlon wrote:

** spoiler omitted **

** spoiler omitted **...

... I know you are Magus... but LOL... You are one powerful "Commoner!"

(hint hint)

Caladrel Wintergrasp wrote:

Adjusted "crunch". Hopefully this one is easier to read

** spoiler omitted **...

Non-standard but orderly. I like it.


I've decided to go with a half-elf ranger.

Vonali:
Vonali Dwen'ettln
Male half-elf (Snowborn) ranger (skirmisher, wild shadow) 1 (Pathfinder RPG Advanced Player's Guide 128, Pathfinder RPG Advanced Race Guide 45)
LN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +4 (+4 racial bonus to avoid nonlethal damage from cold environments), Ref +6, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +2 (1d8+1/19-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-blank Shot, Skill Focus (Survival)
Traits child of nature, elven reflexes, northern ancestry
Skills Climb +3, Craft (bows) +4, Handle Animal +4, Knowledge (geography) +6, Knowledge (nature) +7, Perception +8, Stealth +6, Survival +9 (+11 to find food and water), Swim +3; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Hallit
SQ cold-honed, elf blood, track +1, wild at heart, wild empathy
Other Gear studded leather, buckler, dagger, handaxe, longbow, longsword, 47 gp
--------------------
Special Abilities
--------------------
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Cold-Honed Snowborn can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild at Heart (Ex) Only add 1/2 your class level to wild empathy checks and 1/4 to follow or identify tracks in urban areas.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Vonali a Dwen'ettln (Ice Shadow of the Walkers in Magic) earliest memories are of nothing but cold and blinding white covered terrain. Born in Irrisen, his mother raised him with the intent of sacrificing him so that she could gain the power to become one of the Witches. He was twelve before he realized what his mother had in mind, so in the middle of the night he grabbed what he could and fled out into the ice and snow.

Among the items he grabbed was a letter that his mother had written to his father but never sent. While it appeared that she had written it to simply let him know of Von's birth, something told him that it was more of a taunt to hurt the man. It took weeks of hiding and moving for Von to finally arrive at the village of Heldren, where the letter had been addressed. Unfortunately, he discovered that his father had left a year earlier and not returned.

Disappointed and unsure what his next step should be, his path crossed with that of Tessarea Willowbark when he brought some herbs that he had found to sell. Over the next few months, they developed something of a familial relationship. For the last eight years he has been in and out of the village more than most and known for helping with any travel or other task involving the wilderness around the village.


You said you liked powerful characters, would you be willing to make this a gestalt game?

If so, I have an idea for a Barbarian//Druid

Caveman riding a dinosaur (or mammoth)


1 person marked this as a favorite.
BigP4nda wrote:

You said you liked powerful characters, would you be willing to make this a gestalt game?

If so, I have an idea for a Barbarian//Druid

Caveman riding a dinosaur (or mammoth)

Might be a little bit too OP for this AP though. It also wouldn't be right for me (at least in my mind) to tell people to scrap their characters and remake them after so many submissions... So I'm very sorry but I can't.

Silver Crusade

Darrian Masters Dungeon Maestro wrote:
BigP4nda wrote:

You said you liked powerful characters, would you be willing to make this a gestalt game?

If so, I have an idea for a Barbarian//Druid

Caveman riding a dinosaur (or mammoth)

Might be a little bit too OP for this AP though. It also wouldn't be right for me (at least in my mind) to tell people to scrap their characters and remake them after so many submissions... So I'm very sorry but I can't.

Really it'd be a simple fix (mostly) add advanced template to the creatures and it's usually good. Also, a housrrule I use for 'boss' enemies. 1.5x max HP.

Personally, I have a pretty nifty idea for my magus that fits his theme with gestalt. Wouldn't really change a thing.

Edit: not that I am pushing it or anything. Just throwing around my 2 coppe .


Questions for Everyone:

Do you guys have any concerns so far? Did I answer all of your questions beforehand (if I accidentally skipped you, I am sorry)? Any questions specifically about the AP (some things can't be answered without ruining it, but I say try me, I'll tell you if I can't)? Anything else you need me to clarify?

Reminder: The Recruitment closes on Monday and I will also try to select 4 individuals by then. Good Luck!


Here is Grandma mable's crunch. I have also added it to my profile. Please let me know if I missed anything.

Crunch:

Grandma Mable
female Battle Oracle 1
nG medium human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+3 armor, +2Shield)
hp 8 (1d8+0)
Fort +1, Ref +0, Will +5
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Longspear 3 (1d8+2 20X2)
Heavy Mace 2 (1d8+2 20X2)
dagger -1 (1d4-1 19-20/x2)
Ranged Cross Bow Light +0 (1d6)
Spells (CL 1; concentration +4):
1st (4/4 per day)—Cure Light Wounds 1d8+1 , Enlarge, Endure Elements
0 (at will)—Stablize, Purify Food & Drink, Detect Magic, Read Magic
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 16
Base Atk +0; CMB +2;CMD 12 (CMB for Trip 3 due to furious focus)
Feats Power Attack, Furious Focus (Longspear)
Traits Friend in Every Town = +1 knowledge Local & diplomacy. Knowledge Local becomes a class skill
Northern Ancestry = +1 trait bonus on Fortitude saves & 2 cold resistance (this does not stack with other sources of cold resistance)
Skills Cooking +6, Dipolmacy +8, Disguise, Heal +6, Knowledge - Local +7, Knowledge-REligion +6, Perception +7, Spellcraft +8
Languages common,
SQ Domain
Combat Gear Longspear, Heavy Mace dagger, Studded Leather, Heavy wooden shield--------------------
Special Abilities
--------------------
Mystery Battle
Revelations: Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus (plus the BAB from other classes) when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats. == Trip


Grandma Mable wrote:

Here is Grandma mable's crunch. I have also added it to my profile. Please let me know if I missed anything.

** spoiler omitted **...

You need to add your racial +2 bonus.

Reminder for Everyone: Remember to add your racial bonuses/penalties after point buy please.


The only thing i am wondering about, is my back story.


Shadow Cat wrote:
The only thing i am wondering about, is my back story.

Its interesting, but what is your relation to Heldren? Does your character live there or how did he get there if he doesn't?


He lives there.


Shadow Cat wrote:
He lives there.

K.


Amazing job being on top of questions and diplomatic with your answers.

I do have a question I've been wondering... out of curiosity, why 4 characters?

"I believe it would be in the best interest of all involved, if we sought out at least 1 more brave adventurer"

diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20

or...

"Hell hath no wrath like a 4 person party!"

intimidate: 1d20 + 4 ⇒ (20) + 4 = 24

perhaps one last attempt...

"This mission is destined for an epic fail. 4 is a very unlucky number. The gods shall bestow upon you great wealth and prestige, only if you combine your prayers to the gaming lords in numbers greater than 4."

bluff: 1d20 + 9 ⇒ (11) + 9 = 20

with so many players interested, just thought I would make an attempt for at least 1 more of us to get accepted. :)


From the games I have seen and been in it isn't a bad idea to start with five or six as normally one or two drop out/disappear within a few weeks of start so it gives you a cushion. Still it's your game so it is up to you.


I, Djack, volunteer to be the fifth element!

Honestly, Djack is meant to be very human, very innocent and quite mortal. In a sense his very mundaneness with what makes him exceptional. Created my own little niche, sorry.

Just a man (person), with a man's courage.

In that light he doesn't add much awe/power factor, but is an interesting counterpoint to the other more exotic or rare races and classes/powers. He does offer, skills, trap finding, and combat support with some excellent RP.

@DMDM - I'm happy with slots 1-4 as well! But, slot 5 frames the proposition more properly. Crunch will be up in time.


I haven't had a moment yet to finish the few pieces of Sevante (look into a possible different campaign trait, buying gear and tidying up) but I was going to ask for any feedback you might have. Otherwise you have been very forward with information and feedback. It's has been enjoyable and probably a reason you have so many entries (that and the lack of people recruiting for the AP currently.)

Also a fifth or a sixth is not a bad idea, expecially if you are going to delay/GMPC people who don't post in combat after a set amount of time.


Darrian, are you allowing the Skinwalker race?

If yes, I'll apply with a Skinwalker(Witchwolf) Bloodrager from another Reign of Winter game that has seemed to die off recently. (We only made it 1/4 through the 1st book.)

Crunch:
--------------------
CONNOR BRISBANE CR 1
Male Skinwalker(Witchwolf) Bloodrager 1
CN (leaning toward CG) Medium Humanoid (shapechanger)
Init +1; Senses low-light vision; Perception +6(+7)
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+5 Armor, +1 Dex)
hp 14(1d10+4)
Fort +7, Ref +1, Will +0 (+1);
Resist cold 2
--------------------
OFFENSE
--------------------
Spd 40 ft. (30 ft. w/ armor)
Melee greataxe +4 (1d12+4, x3)
. . . . . greataxe w/ power attack +3 (1d12+7, x3)
. . . . . greataxe w/ power attack & rage +5 (1d12+10, x3)
. . . . . glaive-guisarme +4 (1d10+4, x3, brace/reach)
. . . . . glaive-guisarme w/ power attack +3 (1d10+7, x3, brace/reach)
. . . . . glaive-guisarme w/ power attack & rage+5 (1d10+10, x3, brace/reach)
. . . . . bite +4 (1d6+4, x2)
. . . . . 2 claws +4 (1d4+3, x2)
Ranged
Special Attacks bloodrage(8 rounds/day), bloodline power(disruptive bloodrage)
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 18, Int 8, Wis 10(12), Cha 13
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Traits Axe to grind, Lycanthropic Bloodlust, Northern Ancestry
Skills Acrobatics +5(w/ armor penalty +1), Intimidate +5, Perception +6(+7), Survival +4(+5)
Languages Common(Taldane)
SQ change shape (4/day), bloodline(arcane)
Combat Gear scale mail, greataxe, glaive-guisarme
--------------------
CLASS ABILITIES
--------------------
Weapon and Armor Proficiency Bloodragers are proficient with all simple weapons and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass bloodrager still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bloodline - Arcane
- Bloodline Powers When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
-- Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat.
Bloodrage (Su) Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting at 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from bloodrage and spells like bear’s endurance, don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline.
Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex) A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s land speed.
--------------------
RACIAL FEATURES
--------------------
+2 Constitution, -2 Intelligence
Animal-Minded Skinwalkers have a +2 racial bonus on Perception and wild empathy checks.
Change Shape (Su) A skinwalker can change shape into a bestial form as a standard action. In bestial form, a witchwolf skinwalker gains a +2 racial bonus to Wisdom. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
* Bite attack that deals 1d6 points of damage
* 2 claw attacks that each deal 1d4 points of damage
* Darkvision to a range of 60 feet.
* +2 racial bonus on all saving throws.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.
Spell-Like Ability Skinwalkers with a Wisdom score of 11 or higher can use magic fang once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.
Low-Light Vision (Ex) Skinwalkers can see twice as far as humans in conditions of dim light.
Favored Class Bloodrager (1 skill point)
--------------------
CHARACTER TRAITS
--------------------
Axe To Grind There is a fire in your heart that can’t be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Lycanthropic Bloodlust (Werewolf-kin) When your lycanthropic heritage awakened, you thrilled at any excuse for violence. Although you might have learned to focus or suppress this urge, it still gives you energy in a fight. Once per day, when you deal damage to a foe with a natural attack, you may gain 1d6 temporary hit points as an immediate action. These temporary hit points last for 1 minute.
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
--------------------
EQUIPMENT
--------------------
Worn
  • Explorer's outfit
  • Scale mail
  • Greataxe
  • Glaive-guisarme
  • Backpack

Inside Backpack
  • Cold weather outift
  • Flint and steel
  • Waterskin
  • Winter blanket
  • Funds (5 silver)

Total Weight: 106 lb.

Background:
If one was to try and trace the Brisbane family history back to the beginning, it would go through more edits than the heavens have stars. According to Connor's grandmother, affectionately known as 'Nan', his great-great-grandfather was a Varisian gypsy prince that married an Ustalvian noble lady, who had some big and furry skeletons in her closet as the saying goes. Then there was great-great-great-great-great-grandmother Minerva that was supposedly seduced by a hound archon, it was quite the scandal. Or great-great-great-great-great-great-great-grandfather, Vulkof, an Ulfen warrior of legendary stature that slew a linnorm before his 20th birthday and in doing so rescued and married a nymph that the wyrm had kept hostage. Connor's mother would tell him not to pay the old woman any mind as she had lost most of her's years ago though that did little to staunch the boy's rapt attention to every fantastical story Nan would weave each day.

When Connor was old enough to make his own way in the world, he would carry these tales like a mantle of remembrance that helped see him through the bad times when his family affliction threatened to turn him into a bloodthirsty monstrosity. As penance for the few times his own nature has harmed the innocent, Connor has taken up hunting the unrepentant monsters hiding amongst the masses behind the veneer of civility. Witches that curse their neighbors, the serial killer that prays upon his own people, or bandits taking more then their share, all are upon Connor's list. Recently, this has seen him in and about the area of Heldren in southern Taldor. The tension between Taldorans and Qadirans has produced many souls that would sow chaos and violence upon their fellow man. He has made a name for himself with the locals for taking care of pesky goblins and others creatures that go bump in the night (and steal or eat livestock and vegetables from their gardens) though he keeps himself somewhat distant by living at the edge of the woods.

Description:

Connor's nationality is a bit hard to pick out at first glance. He has some Ustalavian mixed with Ulfen features and a smattering of Varisian and Chelish to even it all out. He is fairly tall at six and a half feet with a frame that matches that height with its impressive collection of muscles and scars. His hair is a cross between dark brown and black as it seems to ripple between the two at different angles. His eyes are a shade of green that borders close to yellow.

Height: 6'5"
Weight: 210 lbs


Are you alright with the Vishkanya?


I hope I'm not too late: here is Katarina Milos, a young vagabond witch.

Background:
Beyond the walls of Taldor's cosmopolitan cities, past the green fields of its decaying noble manors, there are simple folk living off the land. They are born, they live, and they die without ever seeing the fashionable gowns and bold, dueling Taldan dandies that their land is so well known for. Save for the occasional traveling merchant, they are largely forgotten by outsiders. And in every country across Avistan, there are folk much like them. Katarina has lived her entire life among these people, yet has never been one of them.

Her mother, Isabella Milos, has been a traveling midwife and healer for as long as Katarina can remember. As a younger woman, Isabella drove her small medical cart across the breadth of Avistan, fancying herself an adventuring doctor, seeking out those too remote to receive the benefits of proper treatment. She was well-liked by the communities she visited, even the non-humans, and her brief dalliance with a handsome Elven ranger named Artorius gave her the gift of a daughter, Katarina.

The three of them traveled together for many years during Katarina's early childhood, until her father's natural restlessness led them to part ways. He comes back into her life from time to time, always able to find her somehow, but he never stays for long. Katarina is always glad to see him, and accepts that this visits are always temporary. Life on the road (and her insatiable curiosity) has given her a broader education than most; she is fluent in more languages than many scholars, and has been learning folk medicine and magic from her mother since she was a toddler. Her mother's familiar, a wise old spider named Cecilia, was also a frequent tutor throughout Katarina's life, but always in secret. On her 13th birthday, Cecilia gave the young Katarina a gift: the lifelong friendship of one of her hatchlings, and with it, the unlocking of her own magical potential. Katarina's lessons with Cecilia and Isabella intensified, and she is now a competent neophyte witch.

In her travels Katarina has learned carousing from rowdy northern barbarians, and to spot a trickster from the shrewdest Varisian con artists. But after so many years, even traveling grew to be a grind of Katarina, and one year ago, as they were passing through Heldren, Katarina chose to stay behind. She found part-time employment tutoring children in the village and tending to the injuries of local hunters and their companions, and has become reasonably well-liked among the villagers. She now faces a tough decision: to put down real roots in Heldren and embrace the stability that her parents avoided for so long, or to return to life on the road as a traveling healer.


Crunch:
Katarina Milos

Half-Elf Witch (Healing Patron) 1

STR 08
DEX 14
CON 14
INT 18
WIS 14
CHA 12

LANGUAGES
Common, Elven, Skald, Varisian, Draconic, Sylvan, Dwarven

FAMILIAR
Zacharias, a small black spider with a salty sense of humor (+3 climb)

HEXES
Healing, Ward

SPELLS PREPARED
0: detect magic, light, stabilize
1: mage armor, burning hands

SPELLS KNOWN
1: burning hands, charm person, comprehend languages, cure light wounds, detect secret doors, mage armor, unseen servant

SKILLS
Climb (Str) +2
Diplomacy (Cha) +9
Heal (Wis) +6
Knowledge (arcana) (Int) +8
Knowledge (geography) (Int) +6
Knowledge (local) (Int) +9
Knowledge (nature) (Int) +8
Spellcraft (Int) +8

FEATS
Skill Focus (Diplomacy)
Extra Hex

TRAITS
Restless Wayfarer: +1 on Knowledge (geography) and Knowledge (local) checks, Knowledge (local) is a class skill. Speak one additional language (Skald)
Adopted: Gain World Traveler human trait - Diplomacy is always a class skill.
Skeptic: +2 trait bonus vs illusions

GEAR
Quarterstaff 0gp
Cold-Iron Dagger 4gp
Explorer's Outfit (included)
Healer's Kit 50gp
Witch's Kit 21gp
Goat 6gp
Saddlebags 4gp
Waterproof Hooded Lantern 12gp
10 flasks of oil 1gp
Backpack 2gp


@ Caladrel WinterGrasp: Man, LMAO... stop trying to kill me.... my sides hurt ^_^

@ Djack: Thanks and no rush for getting it up. You still have a few days before the recruitment closes.

@ Sevante: I like your character so far (nice background and character creation), but can you have a Investigator's kit (can be found on D20 not in ultimate equipment) and some thieves tools (not that they have to be called thieves tools but they can be an item equivalent)?

Actually... sorry but can everyone have their respective class kit please (for those that are part of paizo)? All of them can be found here. If you are using third party, can you please get what you think would be the minimum equipment for characters based on the class kits please.

@ Connor Brisbane: Yes I am.

@ BigP4nda: Um... Yes.

@ spectrevk: No, you aren't too late and thank you for posting.

@ Everyone: I hear your concerns about the player limit... The reason why I made it 4 is because most APs are designed to handle such and I'm not extremely confident at running Pathifinder yet (not that I haven't if you were part of the previous thread). I understand that having more than 4 players allow for contingencies and game flow, but I would also have to alter the campaign to accommodate the extra players. I can try if you guys truly want me to, but beware and please think about the consequences of what you are asking of this pbp initiated DM before you guys make that decision, okay?

If you guys really want to, just tell me from 5 to 6 players how many you think I should have.


While there are a significant number of applicants, I've always found 4 players to be a good party and 5 players to be a good party with diversity that still fills all the roles. More than 5 becomes a problem when you start combat and have to wait for everyone to take a turn.


I vote for 5 characters. Sometimes 6 makes it too easy and sometimes 4 is a TPK. If it looks like we are plowing through it, pump up the difficulty a litte.


I second 5

EDIT: Er, third i mean...i think


Signe Character Sheet:
Signe
Female Human (Ulfen) Witch 1
CG Medium humaniod (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d6+6)
Fort +2, Ref +1, Will +4; +1 vs effects from Fey; +1 vs cold effects;
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Light Crossbow +1 (1d8/19-20 x2)
Melee Dagger +0 (1d4/19-20 x2)
Special Attacks Evil Eye (DC 14)
Witch Spells Prepared (CL 1):
1 (2/day0 burning hands (DC 15), Mage Armor
0 (at will) guidance, light, stabilize
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 18, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Toughness
Traits Adaptive Magic, Fey Protection, Snowbound
Skills Craft (jewelry) +8, Knowledge (Arcana) +9, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Spellcraft +8, Use Magic Device +6
Languages Aklo, Auran, Common, Hallit, Skald, Sylvan
SQ Evil Eye, Patron (Elements), Witch's Familiar (Snegopad)
Combat Gear Dagger, Light Crossbow with 20 bolts
Other Gear Acid, Backpack, Bedroll, Belt pouch, Candle x10, Challk x10, Flint and steel, ink (black), inkpen, mess kit, pot, Scroll of endure elements, soap, spell component pouch, torch x10, trail rations x5, waterskin, 10 GP
--------------------
Special Abilities
--------------------
Adaptive Magic: The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathf inder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.
Bonus Feat: Humans select one extra feat at 1st level. (Thoughness)
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Fey Protection: Your birth brought an unexpected guest to your parents’ home: a helpful fey who prophesied about your future and gave you a magical gift in exchange for your parents’ hospitality, a cup of milk, and a drop of your blood. You gain a +1 trait bonus to AC against attacks of opportunities made by fey and a +1 trait bonus on saving throws against the effects of fey creatures.
Evil Eye (Su): A witch can cause doubt to creep into the mind of a foe within 30 feet that they can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier (7 rounds). A Will save (DC 14) reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Patron: Elements
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Snowbound: You came of age in a place with harsh winters amid a culture that rewarded you for testing your limits in the cold. You gain a +1 trait bonus on saving throws against cold effects and a +2 trait bonus on Fortitude saves against the effects of cold weather.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Witch's Familiar (Ex): Snegopad, grants Alertness when within arm reach and adds +3 to fly checks when within 1 mile of Singe

Snegopad:
Snegopad
Female Arctic Tern
N Tiny Magical Beast (Animal)
Init +2; Senses Low Light Vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d6)
Fort +0, Ref +4, Will +4
Defensive Abilities Improved Evasion;
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee Bite +4 (1d3-4)
Space 2-1/2 ft., Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 7, Int 6, Wis 14, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Fly +6, Perception +6, Spellcraft -1, Use Magic Device -2
SQ Alertness, Improved Evasion, share spells, empathetic link
--------------------
Special Abilities
--------------------
Alertness(Ex): While a familiar is within arm's reach,
the master gains the Alertness feat.
Improved Evasion(Ex): When subjected to an attack that
normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
--------------------
Spells Known
--------------------
0- Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue
1-Burning Hands, Comprehend Languages, Cure Light Wounds, Identify, Mage Armor, Ray of Enfeeblement, Snowball

Backstory:
Six years ago Signe arrived in Heldren with little more than her clothes on her back and Snegopad on her shoulder. For the first year of her life in Heldren, the ulfen helped out at the apothocary, grinding up roots, and keeping the shopfront clean for visitors. As Signe grew more accustom to the southern way of doing things, she began to make small pieces of jewlery and would give them out as prizes during celebrations and festivals. Although not magical, most children believe that the trinkets are good luck charms in warding off fey.

Over the years, she has made a few friends, however Signe has kept very hush about her past before her arrival to Heldren. Signe originally comes from the Land of the Linnorm Kings, where familial ties and trust in your tribe is key to survival. When Signe's powers were beginning to manifest, her village was attacked by several warbands of trolls, all weilding the banner of Queen Elvanna. Rumors spread quickly that the trolls and were searching for something. As the attacks grew in intensity, the fear and distrust was palatable. The night before another attack, Signe's father caught wind of the village's plan to drown all female girls who show any magical talent. Wanting to protect his daughter, he gave the teenage Signe a small amount of coin and a symbol to trade for passage on an ship headed south. Signe fled for her life, winding up in Absalom for a time, before joining up with a caravan that would eventually lead her to Heldren.

I am ambivalent towards 4 vs. 5 player parties. That being said, four people means faster rounds and more chance for everyone to shine.


5 is an odd number, but that ensures no ties when deciding by majority.


"Shall we go to the cards?" Caladrel produces a deck of Harrow Cards from under his robe. He shuffles them a few times, occasionally flinging one spinning over his head and catching it in the deck perfectly. He turns each over slowly and places them in line on the table in front of him. "A-ha. Hmmmmmm. I see. Interesting." Caladrel strokes chin in between his thumb and index finger for a moment, then speaks... "It seems the deck calls for at least a fellowship of 4 to succeed. It goes on to indicate a 5th member brings not only increases success, but added wealth as well!"

If we are voting, I would vote for 5. I would encourage the GM to go with whatever he is comfortable with. If a 5th will require more time/effort than he would be able to give quality gameplay with, then stick with 4.

"The cards have spoken. What you DO with their wisdom, will be up to you!"


Shadow cat looks at Caladrels cards, "Are those cards marked?"


Caladrel Wintergrasp wrote:

Amazing job being on top of questions and diplomatic with your answers.

I do have a question I've been wondering... out of curiosity, why 4 characters?

"I believe it would be in the best interest of all involved, if we sought out at least 1 more brave adventurer"

[dice=diplomacy]1d20+5

or...

"Hell hath no wrath like a 4 person party!"

[dice=intimidate]1d20+4

perhaps one last attempt...

"This mission is destined for an epic fail. 4 is a very unlucky number. The gods shall bestow upon you great wealth and prestige, only if you combine your prayers to the gaming lords in numbers greater than 4."

[dice=bluff]1d20+9

with so many players interested, just thought I would make an attempt for at least 1 more of us to get accepted. :)

Caladrel Wintergrasp wrote:

"Shall we go to the cards?" Caladrel produces a deck of Harrow Cards from under his robe. He shuffles them a few times, occasionally flinging one spinning over his head and catching it in the deck perfectly. He turns each over slowly and places them in line on the table in front of him. "A-ha. Hmmmmmm. I see. Interesting." Caladrel strokes chin in between his thumb and index finger for a moment, then speaks... "It seems the deck calls for at least a fellowship of 4 to succeed. It goes on to indicate a 5th member brings not only increases success, but added wealth as well!"

If we are voting, I would vote for 5. I would encourage the GM to go with whatever he is comfortable with. If a 5th will require more time/effort than he would be able to give quality gameplay with, then stick with 4.

"The cards have spoken. What you DO with their wisdom, will be up to you!"

You have succeeded at all of your checks and have amused the Table God, but know what you have wrought.

You guys have convinced me to go 5. I will try my best to accommodate the 5th addition to the party and will try and make the campaign worthwhile. (Note that the 5th player can be a wild card)

But, as I have said and so have warned, I am sorry if I don't do a good job at it. Also, after I choose people, I would like to discuss how I would go about this.


Sorry about that I have updated my crunch with two points to charisma. I also noticed I only have two traits so I added one. Please let me know if you see anything else I should update or you just dont like. Thanks

crunch:

Grandma Mable
female Battle Oracle 1
nG medium human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+3 armor, +2Shield)
hp 8 (1d8+0)
Fort +1, Ref +0, Will +5
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Longspear 3 (1d8+2 20X2)
Heavy Mace 2 (1d8+2 20X2)
dagger -1 (1d4-1 19-20/x2)
Ranged Cross Bow Light +0 (1d6)
Spells (CL 1; concentration +4):
1st (4/4 per day)—Cure Light Wounds 1d8+1 , Enlarge, Endure Elements
0 (at will)—Stablize, Purify Food & Drink, Detect Magic, Read Magic
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 14, Wis 14, Cha 18
Base Atk +0; CMB +2;CMD 12 (CMB for Trip 3 due to furious focus)
Feats Power Attack, Furious Focus (Longspear)
Traits Friend in Every Town = +1 knowledge Local & diplomacy.
Knowledge Local becomes a class skill
Northern Ancestry = +1 trait bonus on Fortitude saves & 2 cold resistance (this does not stack with other sources of cold resistance)
Magical Lineage on Spritual Hammer
Skills Cooking +6, Diplomacy +9, Disguise +5, Heal +6, Knowledge - Local +7, Knowledge-Religion +6, Perception +7, Spellcraft +8
Languages common,
SQ Domain
Combat Gear Longspear, Heavy Mace dagger, Studded Leather, Heavy wooden shield--------------------
Special Abilities
--------------------
Mystery Battle
Revelations: Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus (plus the BAB from other classes) when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats. == Trip


Shadow Cat thinks about an old saying "Do or do not. There is no try."


Watch the queen, watch the queen... Keep your eye on the queen.

Charlatans!


@ Grandma Mable: It's fine and thank you for making those corrections. I will let you know if I see anything else.

@ Shadow Cat: Thou art correct... but I do not yet know that I will succeed or fail... and there in lies the paradox. I could say that I would do my best, but what happens if I cannot by virtue of unknowable future events? The statement becomes false. If I say that I would not do my best, who would wan't to follow or play with me? Very few people. Yet if I did do my best with those few people, the statement then becomes false. Therefore, I compromise, due to my uncertainty of future events, and say that I will try and as long as I am able to put in the effort to succeed the statement will be true.

@ Caladrel Wintergrasp: Did you become a Winter Witch, Cartomancer or did you become a Cartomancer? I'm just asking because that's all you list as an archetype and I thought earlier that's what you were going for. Also, you can only have 3 cantrips memorized at a time and don't start with ray of frost but can get it later if you are a Winter Witch.


Gone for half a day and come back to...this. (22! Posts! 22!) Sadly I was unable to partake in any of this tomfoolery


Just wanted to make sure Vonali didn't get lost in the shuffle. :)


Arknight wrote:

Just wanted to make sure Vonali didn't get lost in the shuffle. :)

Don't worry. When I select anyone I will review all the submissions before I make any choices.


Dot for interest. Thinking human Primal Hunter Barbarian. Uthane Son of Uthgaurd of the tribe of the Bear. From Icewind Dale. Traveling out from the Dale for a chance to make his name legend and bring glory to his people.


I'm interested with the character below. He is currently in the early stages of a RoW, but the GM has stated that RL may take over. Sadly, I have already run into issues with the current GM. Normally, I would not apply for another PbP with a character already in one, but I think the GM and I do not agree with one another

Issues:
He has already accused me of metagaming, though when I asked for what made him think that, he could produce nothing. I even pointed out where the others did so more than I did. This was after he reprimanded me about making rules corrections, because I corrected my own actions when using a reach weapon, as it didn't afford me the AoO he said I could take.

I would have to update for the current build requirements, but for now, below is the planned character.

Background:
Oliver's parents were simple folk. His father was just a mediocre scribe, and his mother a very slight elven woman. She died during his difficult childbirth, and he was left with a stunted leg, never quite the same length as the other. His father would keep Oliver entertained by reading to him whatever he scribed at the time, allowing him to take care of the child while he worked. Oliver was often fascinated by the tales of old, historic civilizations, and the work of bards. He is a friendly and good natured young man, who was reminded often by his father that there was nothing wrong with him, he was just destined for a greater purpose. Oliver always believed that his defect was for a reason, but it wasn't until after his father passed that he decided to go find that reason. He had his familiar walking staff turned into a spear for safety, and began to travel. He found that he had a way with tending the sick and the injured, and has lent his knowledge garnered by his upbringing to communities faced with threats that led them to overcome them. Overall, despite his deformity, he has found to have an almost preternatural sense of danger, that has allowed him to avoid it. He had arrived in a small town called Heldren, and grew comfortable there. The small friendly community had a nice feeling of home, and there was so much acceptance. He easily latched on to the Apothecary, Tessaraea Willowbark, as she had so much to show and teach him. However, he accidently found a job taking minutes at the town hall meetings. Originally he was merely taking his own notes, but when they found out his were more thorough than the ones done by the council member also assigned to take notes, he was asked to take the job. He does it to make a living, using what he learned from his father as a youth, but he still spends most of his free time with Tessarea and Old Mother Theodora just for what he can learn from them. As of late, he has become enamored with Tessarea, and does all he can for her, but doesn't consider trying to woo her. He is worried that his mixed heritage, and lifelong injury will cause her to turn him away.

Personality/Beliefs Oliver is a cheery and friendly person. He never considers his leg to be a handicap, and instead considers it the blessing that got him the attention of the gods. He is eager to meet new people, and learn about them. He loves having new experiences to the point that he considers every one a learning experience. Sometimes, though, his thirst for knowledge can make him a bit of a prattling know-it-all. He is often heard starting many a conversation with, "did you know...?". This has become the core of his beliefs, as he thinks everyone should constantly seek to learn more. He often tries to educate others, when he can, even against their wishes. He also firmly lives by the notion that life itself is an adventure, and people should focus on finding the positive in every situation. Always eager to lend a helping hand, borne of an indomitable spirit of positivity, and eager to prove his capabilities, Oliver would do just about anything to save others.

Oliver (Half-elf Loracle):
Oliver Hoffman
Male half-elf oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (elf, human)
Init -1; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee spear +2 (1d8+3/×3)
Ranged light crossbow -1 (1d8/19-20)
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—bless, comprehend languages, cure light wounds
. . 0 (at will)—detect magic, guidance, light, read magic
. . Mystery Lore
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 14, Int 14, Wis 12, Cha 16
Base Atk +0; CMB +2; CMD 11
Feats Extra Revelation[APG], Skill Focus (Use Magic Device)
Traits adaptive magic, resilient
Skills Acrobatics -2 (-6 to jump), Heal +5, Knowledge (arcana) +8, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +3, Profession (scribe) +5, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Thassilonian
SQ elf blood, oracle's curse (lame), revelations (lore keeper, sidestep secret)
Other Gear studded leather, crossbow bolts (10), light crossbow, spear, bedroll, belt pouch, ink, black (2), inkpen (2), journal, masterwork backpack, scroll box, trail rations (2), waterskin, wooden holy symbol of Irori, 1 gp, 7 sp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

EDIT: Link to the profile - HERE


Also, I think you should stick to 4 if you feel more comfortable with 4. I understand that 5 may increase survival, but if it becomes too much work for you to adjust, then the game risks dying. Which is worse than a party member or two doing so.

I understand the push, as more players allows more people to be chosen, but since the GM does the most work in a campaign (especially a PbP) then what you're willing to take on is more important.

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