GM Frosty's Reign of Winter


Recruitment

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@GM

That's odd in terms of the ice/winter themes. The player's guide actually suggests playing winter witches and boreal bloodline sorcerers. Seems odd that they would suggest you play at a disadvantage in this AP.


Cithembi sprawled out on the grassy hillside with a happy sigh, grinning widely as he gazed at the sky above him. It was a beautiful, starry night, clear with a hint of a breeze. Just the kind of night he liked. Sure, it was late, sure most normal people were asleep, but that's why most people missed out on the best starwatching times!

The young catfolk smiled in delight at the sky above him. Almost he could imagine himself floating up into it, flying away from this world to soar between stars, discovering their individual glories for himself...

With these kinds of thoughts, Cithembi's eyes slowly drifted shut, and he slept.

Okay, I've got my curious catfolk pretty much done, I think! He should be a ton of fun to play. He kind of takes the curious, gregarious nature of Catfolk and plays it to the hilt (hence the poor wisdom). Add some mysterious star powers to the mix, and I can picture him being quite the character in a lot of situations.

Stats-wise, he's not a lot to look at now, but my previous experience with Oracles leads me to believe they're often late-bloomers. He'll be most effective with some support magic and his throwing weapons early on, but a greater variety of spells and Oracle powers at higher levels will give him a lot of versatility and powerful options to add to the party.

And Oracles are just plain fun to play. I mean, you can make up mysterious-sounding mumbo-jumbo to say and get away with it!

Fluff below in the spoilers, and both fluff and crunch on his profile page. Let me know if anything's off or not to your taste as a GM.

Appearance:
Cithembi is a lean, agile catfolk, about 5' 5" tall, with fur that resembles that of a leopard. His eyes are green, and the tip of his left ear is missing. He generally dresses in loose-fitting clothes that breathe well, save for his armor. (This will likely change when the party starts going to cooler places) His clothing and armor are well-worn, patched, and travel-stained.

Background:
Ten-Minute Background
-Step 1: 1) Cithembi takes a catfolk's native curiosity to an extreme, always wanting to investigate any new thing he encounters.
2) The four things he loves most are stargazing, reading about new places, meeting new people, and going to new places.
3) He lost his hearing and gained his Oracle powers a few years ago during an accident while exploring some old ruins
4) Cithembi is outgoing, friendly, and trusting to a fault
5) He's a very catlike catfolk in appearance, resembling a jaguar or leopard most.
-Step 2: Cithembi's number one goal is to always be going someplace he's never been before. He wants to be constantly on the move, and is never content staying somewhere once he feels like he's explored it.

I'd like to have a lot of opportunities to interact with the NPC's and cultures of this AP. The time I played it before I felt like the massive differences in culture with each module were downplayed far too much. I'd also like to play around more with the mysterious nature of Oracles--they're not just a different kind of cleric, they're chosen by strange powers for unclear purposes. And they can ramble about the stars leading them around and maybe actually be telling the truth. :D
-Step 3: Cithembi didn't quite get the concept of personal property at first when he left his clan. They'd always shared with each other pretty freely, so he thought it was the same everywhere. This resulted in him leaving Osirion with some guards hot on his tail. He's rather embarrassed about the whole thing (and hence doesn't want to admit to it), and he (mostly) understands that you ask before borrowing things now, but he still doesn't quite get the fact that he could be thrown in jail or worse for what he's done.

For the secret he doesn't know, his Oracular powers did not originally come from Desna, but rather from the dark powers dwelling between stars. Desna was able to wrest control away from them even before he awakened fully, but the connection still remains, and who knows what these dark beings intend?
-Step 4: I'm skipping this since it's optional. I'll just comment that, while he's open and friendly, Cithembi tends to move around too much to form many lasting attachments with anyone more sedentary than he.
-Step 5: 1) Cithembi calls everyone 'friend' unless they're actively trying to kill him.
2) He makes catlike noises at times when humans would say "Umm..."
3) He often uses metaphors based on living and hunting in the jungle
4) Because he's deaf, Cithembi has a tendency to talk louder than needed without knowing it. If this is brought to his attention, he overcompensates and whispers nearly inaudibly.

Prose Background
If catfolk have nine lives, Cithembi used half of them just surviving to adulthood. Born with a curiosity unique even amongst his kind for its insatiable nature, the young catfolk was constantly getting himself into trouble simply because he wanted to find out what was beyond the swiftly-flowing river, or in the dangerous deep jungle, or to investigate some old ruins. Even in the safest of places such endless inquisitiveness would have been a handful, and in the home territory of his clan in the Mwangi Expanse it was downright dangerous.

Somehow, through the constant vigilance of his clan and more luck than any catfolk had any right to expect, he managed to escape mostly unscathed from his various misadventures. But that changed not long after his twelfth birthday, when he decided he wanted to go watch the stars from the top of some ruins a little ways from where his clan was camped.

Hands used to climbing trees made their way easily up rough stone, but Cithembi soon found that the ruins were far from stable. Just as he was getting in position for some star-gazing, the roof collapsed underneath him, sending him tumbling to the ground in the midst of a hail of rubble. He struck his head along the way, and lost consciousness before he even reached the ground.

The first thing he saw when he awoke were the stars. Unusually for the Mwangi Expanse, it was a clear night, and he could see the sky filled with stars above him. He gasped in wonder, feeling an odd yearning in his heart to just... float up among the stars... Then he gasped with pain as the rest of his senses returned.

Miraculously, he'd managed to live through the ordeal with nothing more than a bump on his head and a cut that sliced off the top of his left ear. Or so he thought, for as he slowly made his way out of the rubble and back towards his clan, Cithembi came to realize that he could hear... nothing. He had gone deaf.

In the days that followed, he found that was not the only change, for he discovered he had strange powers that he could call upon to heal others or fortify himself. The more he discovered, the more convinced he became that the Desna, who his clan called the Star-Lady, had blessed him.

Over the next years he learned to use his new powers and to cope with hid new deafness. But his curiosity could not be sated, and soon enough he left his clan to travel the wide world, trusting in Desna's care to guide his paws.

If he had used many of his nine lives to survive childhood, he must have used all but the last to survive his wanderings. Eventually his meandering path brought him to Osirion, where, after an... educational brush with the authorities, he purchased passage to Avistan. He did not know, as he began to wander the roads of Taldor, that his journeying would soon bring him to the small town of Heldren, where his fate would be forever changed...


Personality:
Cithembi is irrepressibly optimistic and insatiably curious. He loves meeting new people and talking with them about their cultures and lives, as well as traveling and stargazing. He never stays in one place for long, however, always anxious to get back on the road and see somewhere new.

He's very friendly, though the combination of his deafness and his poor attention span means he sometimes has trouble watching people's lips well enough to read them. Cithembi is also very impulsive, which often gets him into trouble.


@Roxboyxiii: I'll have to say no because that would give you an unintended advantage since you are a magus. The thing is that as a magus you ignore spell failure in light armor from the beginning and this archetype trades off the other armor types so letting you take somatic component instead of emotion would mean that you'd not have to worry about this component anymore.

Regarding the disruption of your spells, you'd only be prevented from cast a spell with somatic components if an opponent grabs or pins you while the emotion means that a single intimidation skill kills your spellcasting entirely for 1+ rounds and the opponent is still free to act, differently from a grappling one.

About the thought component, it is also more restrictive then a verbal one since if you happen to have to concentrate, you are basically screwed.

@SCKnightHero1: Yup, but this is how it is, lol. The thing is that the player's guide guides you into 'fluff' mostly. A Winter Witch fits the AP... if it is actually good is or not a completely different matter!

@Cithembi: I've seen no red flags so far and he looks really nice!

Everyone!
I forgot to mention but you ARE NOT required to create an alias at this point since we can wait to do it after you are picked. Feel free to do so if you like though...


Well an ice/winter sorceress would be able to know when to use ice magic and when not to. A shame the winter witch prestige class can't be used by sorcerers. :(

Grand Lodge

Very well. Mind magic it is then. Greetings fellow adventurers. My name is Malian. Please, pull up a chair and lend me an ear, and I will gladly tell you about myself.

Crunch:
Malian Azlanium. Age:131 Height 5'10
Race:Elf. Class: Magus (Mindblade Archtype) Follower of: Desna
Initiative +5. Perception +4
AC 15, Touch 13, Flat footed 12
HP 9 (1d8+1)
Fort+1, Ref+3, Will+0
CMD 14
Speed 30ft (20ft if overweight)
Melee: Projected weapon +2 (damage dice based on weapon)
Ranged: Shortbow+3 (1d6/19-20)
Str=12 (+1)
Dex=16 (+3)
Con=12 (+1)
Int=16 (+3)
Wis=10 (+0)
Cha=10 (+0)
BAB +0, CMB +1
Feat: Expanded Arcana
Traits: Reactionary, Restless Wayfarer
Spells: (2/day: Magic Missle, Shield, Reduce person
At will: Dancing Lights, Detect Magic, Mage Hand, Read Magic
Special: Psy-Spells, Psy-pool, Spell Combat, Knacks.
Skills: Perception +4, Spellcraft +7 (+9 to identify the properties of magic items), Know (Arcania) +7, Know (Planes) +7, Know (Geo) +8
Languages: Varisian, Elvan, Gnome, Draconic, Celestial, Sylvan, Orc
Gear: Shortbow, Arrows (20), Leather armor, Explorer's outfit, backpack, Beltpouch, Waterskin, Trail ration (5 days) 88gp
Carry limits: Current 40lb
Light: >43
Med: 44-86
Heavy: 87-130

Fluff:
I was born to a small band of Varisian gypsies who cared for me as if I was simply another child of theirs. Of course, by the time I could talk, the women who helped my mother give birth, all young at the time, had grown to a ripe age of 60. The men taught me how to fight as if I was their son, and I taught their grandsons how to fight as if I was their father. My Father had left soon after I was born, and the caravan says my mother died of illness while I was only 20 years old. Sense then, the caravan has been the only familiy I have ever had, or needed. Still, my mind drifted off the open path of our caravan, and when I had reached manhood by Elvan standards, I left to find my own path.

Not long after leaving my familiy, I stumbled apon a small community of Gnomes, who welcomed me with open arms. I tried to learn magic from them, but I didn't seem to have the gift for it. Then, one day, I grew so frustrated during practice that the spell finally worked. When I tried again, it failed. That was when the gnomes told me I used "Mind-Magic" They told me I must "Feel" the spell, not shape it with my hands. That I must "See" the spell, not say it in words. Still, to help focus on the spell I'm casting, I still go through the motions and pretend to be a normal Sorcerer.

A year later, I realized I had an amazing gift. By focusing on the natural surroundings, I could manifest weapons out of my own inner energy. The weapon is greatly left up to chance, both in look and function, but the chance is half the fun. Still, it always seems to be a weapon I know how to use.

Now, after traveling all over the Inner Sea, the stars light a path north, and it is a path I both hope, and intend, to walk. I know not the risks I'll face, the friends I'll make, the hearts I'll break, or the riches I'll find, but my heart, mind, and soul all say my destiny lies to the north of this world I call home.

4 of 5 additional fluff:
(One)1: I tend to act as though I am a normal magus, though in all reality, my personality as a gentle soul clashes with my strict beliefs of honor. 2: My personality, shaped by my time among humans and gnomes, has led me to be quite the oddity. Rather than calculating and precise, I am spontaneous and emotional. 3: I tend to convey a different message when I speak to others than the one I intended. I can say something to a fetching Gnome lady, and can be immediately slapped for what seemed to have been an off-colored remark on her outfit. 4: I never sleep, as I am an elf, but when I meditate, I hear wispers in my head. They don't say anything tangible, but the emotion in their voices often causes me to act in accordance to them, for better or for worse. 5: I enjoy the company of all types, from Orc Cheifs to Elvan princes, though humans and gnomes are my personal favorite company.

(Two): I never told anyone before, but one of the reasons I'm heading north is to see if a rumor about my father is true. They say an Elf with a Varisian accent has been performing magic rituals in that area. If that is my father, I want to meet him, and find out just what kind of man he is, as well as ask about my mother. (The secret that he doesn't know is that he is only 3/4 elf, which is enough for him to count as a "Full-Blooded" Elf. His mother was a half elf, and as such, is the reason for his strange personality.

(Three): My goal in this adventure is to not only learn about a new land, but to learn about my past. Who was my mother? Why did my father leave? Why do I have my powers? I hope that, if I do find my father, I can give answers to the questions. (My hope for this character is for him to discover the truth of his blood, and come to terms with the fact that he may have more time than a human, but less than a normal elf. He can already start to feel the wear of time, which does not make it any easier to accept his mothers truth.)

(Five)1: When casting spells, I still pretend to be a normal magus and act as though performing the Somatic and Verbal components, though it is only for show. It does however help me focus better on the spell being cast, if only a little. 2: By personal taste, I find Gnome women to be extremely beautiful in an exotic way. Their innocent appearance, colorful personality, and vibrant lifestyle all fit so well with my own way of thinking, that I can't help but be attracted to them. I even go out of my way to use Reduce Person on my self to seem more their size, though if I can learn Alter Self, that could be far more useful to my hopes of love. 3: As a follower of Desna, I tend to leave things up to chance. What weapon I project is based mostly on the element I use as a physical catalysts, but the results always very. When I comes to making decisions, I sometimes flip a coin to choose what side to pick, if one doesn't fit strongly in my heart that is.


Well, hooray~! I had a great time RPing with Baltor.

This guy is actually a reskin of a character names -Karst- Ironbrow that I played in a PbP RotRL for about three weeks. Much lighter character. Nowhere near the gravitas that Horst had (with everyone but Baltor, if you recall). I just want to see one of these guys go the distance!

I'll download the RoW player's guide and get a better idea of how to start. the Separatist looks cool, but I'll take the fluff rather than the crunch. the domains suit his personality as is.


Character Sheet:

Karst Ironbrow
Neutral Good Dwarf Cleric of Torag-1

HP: 10
AC: 17 (+4 vs. Giant subclass)
CMB: +0
CMD: 12 (+4 vs trip and bullrush)

Str:14
Dex:10
Con:14
Int:10
Wis:16
Cha:11

Fort: +5
Ref: +1
Will: +6
(+2 vs Poison, spells,and SLA's, +2 vs Charm and Compulsion)

Warhammer: +2 - 1d8+2(x2)
(+1 vs Orcs and goblinoids)

Traits:
Birthmark: A portwine warhammer in the middle of his forehead.
Restless Wayfarer

Feat: Extra Channel

Skills:
Craft: Weapons - 6*
Craft: Armor - 6*
Heal - 7
Knowledge: Religion - 4
Knowledge: Local - 5
(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait already added)

Languages: Common, Dwarvish, Skald

Domains:
Artifice: Artificer's Touch: Mending at will, 1d6 damage to constructs 6/day
Protection: +1 to Saving Throws

Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Bless, Bane, (D) Sanctuary
(cast all cure spells at +1CL)

Channel Positive Energy 1d6 6/day, DC 11

Equipment: Scale Mail, Heavy Wooden Shield, Warhammer, Dagger

smith's tools, backpack, bedroll, charcoal pencils, 5 parchment scrolls, scroll case, three small sacks, 50' silk rope, one small waterproof sack, water skin, mess kit, pewter mug, pot, skillet, serving spoon, pouch of salt, pouch of black pepper, one week dwarven hard tack, 5 candles, tinder box,

10gp, 15sp, 8cp on person

Background:

Karst was born the second child of a smithing family in the Five Kings mountains. His earliest memories are playing with a toy hammer and anvil in his father's workshop, getting used to the heat of the forge since before he could walk. As he grew older, he became a runner for his family, taking messages, fetching tools, delivering goods, while his elder sister trained at their father's side. As he became older, he was trained at the forge as well, but it was clear from the very beginning that he was to be his sister's assistant: that she would inherit the family business.

Karst was content with this. The Masters of the Temple told them all how it was good and fitting to serve family, clan, and kingdom, and that indulging individual needs was a road that lead to lax discipline and, ultimately, destruction. In his twenties (adolescence for dwarves) his faith and aptitude as a smith lead the Masters to offer him a place at the temple. His family was overjoyed: they never expected a family as lowly as theirs to be offered such a blessing. As a going away present, his sister crafted him a holy symbol of simple iron which he wears around his neck and over his heart even now.

His time at the temple was instructive, but not without it's problems. The Clericy of Torag is very much about processes. The right thing must be done the right way. Karst's attention is directed more at the results. The way Karst got things done (in the forge, ministering to the sick, feeding the guards on the walls) was creative, and certainly innovative, but they were not the tried and tested methods that had be used for generations. True, his gadgets and inventions were clever, but they weren't "the right way" to do things. For reasons beyond their ken, Karst retained Torag's favor, so they would not put him out of the temple as a failed acolyte. What they did do is send him out into the world. There, he would see problems outside Dwarfdom first hand, and see how things would benefit from a sure and steady hand guided by tradition and discipline.

Karst is on a bit of a walkabout (as far as Dwarves do such things). He is a smith by training, but smiths are a dime a dozen in the Five Kings Mountains. He's headed down through Taldor, headed to the coast for passage across the Inner Sea (where a dwarven smith would be exotic). The plan was to find a little town and settle in if he likes it there. Small towns need defending, and that suits him just fine, as a good skull smashing is bracing and clears the sinuses. Thing is, he settled in for a few stormy days in the village of Heldren, and ended up staying for (at this point) a couple months. Heldren already has a blacksmith, though, and no market for weapons or armor. If he doesn't move on soon, his money will run out, and bang goes his plan to resettle further down south.

Five Points:

Step One: 1: Though still gruff and taciturn to human reckoning, Karst is quite cheery and talkative by Dwarven standards. 2: Karst's birthmark began as a pale pink blotch in his youth, but has changed in form and shape over the years to resemble a black three inch hammer from his hairline to his brow. It is usually covered by his helmet. 3: Karst is a blooded warrior against various goblinoids, but has yet to do battle with a giant. He's pretty eager about it. 4: Karst -loves- spicy food. It is his favorite thing about the outside world, and shudders to imagine going back to the bland fare of his people. If Taldan food is this flavorful, imagine Garundi cuisine! 5: Karst enjoys alcohol, but doesn't see the point to drinking to excess. You can't taste the beer nearly as well when you're drunk.

6: (BONUS) Dwarven society is pretty calcified, with little upward or downward mobility. Everyone knows their place, and respects everyone else's place in it, from Lord to mushroom farmer. Human society is much more dynamic, which pleases Karst's sensibilities, but the powerful have a tendency to exploit the weak for their own selfish gain: not for the general good. Karst hates, hates to see the weak abused by the strong, be it political, financial, or political power at play. The long and the short of it is that Karst has no tolerance for bullies of any stripe, and will not suffer to see the strong abuse their power at the expense of those weaker than they.

Step Two: Karst's goal is to set up a smithy in a small town, and use his skills as a smith, cleric, and erstwhile warrior to become a local leader and aid with the prosperity and defense of the town, watching it grow to something more though his efforts. He'll live a lot longer than his neighbors. Long enough to see a town grow into something extraordinary.

My goal for him is to make him a craftsman of magical weapons, both for his associates and as a tradesman. Ultimately, I'd like to build him a reputation as a skilled craftsman.

Step Three: Karst's secret is that he is much happier living among humans than he was living among Dwarves, and would be satisfied if he never went back to the Five Mountains. What he doesn't know is that the recent turn his life has taken, including his extended stay in Heldren, has been no accident: unseen forces are directing his destiny.

Step Four: Karl is Karst's middle aged drinking buddy and stalwart friend. Irriseni by birth, he claims to have once been a member of the Ulfen Guard in Oppara. He was not. He eats and drinks at the Silver Stoat for free because he saved the previous owner's life during a brawl, and was promised free room and board for as long as he stayed. With such an offer on the table, Karl's stay has extended to thirteen years. A large man, Karl serves as a deterrent to shenanigans in the Stoat, but the new owner (the old owner's son) is tiring of Karl fairly quickly. Karl is, by any litmus, a moron.

Isolde is a barmaid at the Stoat that Karst is in love with. He has no idea why. She is too tall (at five feet) and too slim, but her ready smile and bawdy but no nonsense attitude attracts him. There's no future in it, but when she playfully tugs his beard he blushes behind his whiskers.

Dark Travis (so named for his half Varisian heritage) and Karst had a fight soon after the Dwarf's arrival regarding Ulrik's tendency to belittle those around him who can't defend themselves (in the case in question: Karl). Karst came out the better for it, and Travis has has to move to another inn to continue having his fun at the expense of others. He nurses a fair sized grudge.

Step Five: Karst smooths his beard compulsively when presented with a problem. He only wears his armor in town when he expects a fight, but he always carries his hammer. He also grinds his teeth audibly when he is angry.

Changes to suit a Taldan starting point. Hope it serves.

Sovereign Court

Argh! I really like GM Frosty's gaming chops, but I have zero inspiration for Reign of Winter!


@GM Frosty - No, it's okay! I'm sorry if my own post sounded grumpy; I was rushed when I wrote it earlier. The way you've answered questions here helps me have a better idea of the sorts of PCs you're looking for. I can always adjust my paladin's background and take out the Jadwiga angle to cut down on the 'what a coincidence' thing :)


Hmm, thinking a Feyspeaker Druid, probably with the Arctic Domain at the moment. Should be fairly fun :)


Dotting for interest. Am musing dusting off a RoW concept that I never got going before:

Rúnhildr - a mixed race (Ulfen/Taldan) Human Magnus (Skirnir)

Will get something submitted this day :)


Okay, I'm thinking my character was the apprentice of a winter witch. They traveled far south chasing a thief who stole an important artifact. The master ended up dead, leaving my character to find her way back home.

With just basic training, she had to improve on her own, thus she will have a few levels of witch, but most of her levels will be a boreal sorcerer, her independent studies and practices leading her to figure out how cast spontaneously. The exact progression will vary depending on rp though (i.e. if she gets welcomed back upon return, she will likely take the winter witch prestige class, while if she gets rejected having come back without her mentor, she will likely focus more on her independent spontaneous magic.)

Haven't figured out a name yet though.


Roxboyxiii: I like Malian. I think I missed his alignment but he looks like CG to me.

GoatToucher: Karst is OK now, thanks for the changes!

Jesse Heinig: Well, this is the beautiful of RoW since it supports a complete 'fish out of the water' PC, not vaguely related to the north at all.

Lady Ladile: I really have no problem with this coincidence... keep the Jadwiga fluff!

TheAlicornSage: Looking good so far!

List of Players:

Combatant
Leedwashere: Lars Gustafson - human fighter going Arcane Archer [complete]

Divine
Almonihah: Cithembi - catfolk oracle of Desna [complete]
GoatToucher: Karst Ironbrow - dwarf cleric of torag [complete]

Arcane
Sapiens: Margrish Corkir - dwarf wizard [complete]

Other 3/4 bab
Roxboyxiii: Malian Azlanium - elf mindblade [complete]

Expressed Interest

Ammon Knight of Ragathiel: probably slayer
Archpaladin Zousha: winter witch or frozen shadow ninja
Black Dow: human magus (skirnir)
bluedove: interest only
CaptainFord: kobold magus (skirnir)
Dickie: interest only
Digger Chandler: elf void elementalist
DoubleGold: interest only
Lady Ladile: paladin
Jesse Heinig: interest?
Orannis: sensate fighter
Raltus: interest only
SCKnightHero1: half-orc ice sorceress
Something Wicked: ulfen hunter
TheAlicornSage: human? sorcerer/witch
TheNine: interest only
Viviana Masters: Feyspeaker Druid
Warhawk7: dwarf primal companion hunter/bloodrager
YanJieming: interest only
zomblishan: arcane caster, perhaps winter witch


Karst

Grand Lodge

@GM Frosty: Oops, my bad. Truth is, I typed all that on my phone, due to the lack of Internet at my house. My dad's a bit of a minimalist. However, I'm going to my local Card shop/comic book store that has Wi-fi, and I was going to both fix some things, as well as expand the fluff. I'm glad you like it, though. I hope that my fixing and expanding doesn't ruin it, but the backstory just feels a little light to me, and some of the extra fluff looks like I was repeating myself a lot. Here's hoping I can flesh him out more later today.


dot

Liberty's Edge

I apparently fumbled a Wisdom check and forgot that I'll be without Internet for the whole month of August. So I guess that, unless you had planned on taking a vacation as well, I am out of the game.


This is SCKnightHero1 here. I have to look over m y character over some more but she's almost ready.


GM Frosty wrote:

@Leedwashere: I really like Lars! Just two things: I'd like to know how/why he developed his preference for the bow since it is not a traditional Nordic weapon (if I correctly recall, they used only the shortbow and only for hunting)... perhaps he got a tutor while his father was busy with the Guard? Also, as a suggestion, have you considered the Viking archetype? It could be really fitting and all its abilities could be useful for you... the intimidate as a move action is far better than a sole bravery +1, the shield bonus could be added to your buckler and once you get an adaptable longbow, even the rage could be useful!

Glad to hear it! I had no idea that archetype existed, but you're right that it seems perfect. The eventual ability to rage would be of immense help both with adaptive bows and in the inevitable times where melee is unavoidable. I'll change to the archetype in my notes, and also change the rank in diplomacy to a rank in intimidate to better use the fearsome class feature when I get it. Thanks for pointing it out!

As for the bow, I think it's fair to say that he's always had better aim than oomph, and has a lot more surface area than normal to try to defend, thus generally prefers ranged weapons over melee weapons in some form... and then picked up the Longbow during his time in Taldor because of it's superior range compared to things like javelins and throwing axes. With his father in the Ulfen Guard, finding someone to teach him its nuances would probably not be difficult. One thing I'm looking forward to with the first sorcerer level is to pick up the spell gravity bow so that his giant-bloodedness allows him to use a bow as if it, and he, were fully giant-sized. A bit of neat thematic synergy.


Here is Arvanya Pertovi, my NG female human hunter. I decided against Ulfen, instead opting for a more playful Varisian character. I plan to use her hunter magic and affinity toward animals to create a sort of "good witch" vibe that I hope would contrast nicely against some of the darker themes of the AP.

Background:

Arvanya was quite literally raised in a circus. The Varisian clan she was born into traveled the settlements of that continent, setting up camp wherever they felt they might draw a sizeable crowd. Acrobats, animal trainers, musicians, and even fortune tellers performed for the troupe, entertaining hundreds and packing the spaces inside their big top tents.

Of course, all of this was a convenient cover for their actual venture--thievery. Their sites were always carefully chosen so that, whenever the people would travel out to the remote fields where the acts were performed, the most clandestine among the group would infiltrate homes and swipe money and valuables. While some may have suspected the identity of the thieves, it was quite impossible to acquire direct proof, as the circus performers always had a valid alibi.

It was in this unique environment that Arvanya was raised, surrounded by loving parents and a free-spirited, if not entirely law-abiding, people. While she lacked her mother's knack for harrow, and her father's acrobatic gifts, she had talents of her own. She was good with a blade, and excellent with a bow. And while these talents would have made her an exceptional trapper, it turns out she loved animals. She spent most of her days with the animal trainers, tending to the horses, mountain lions, exotic birds, and other specimens. She had a habit, too, of searching the nearby fields and woods for injured creatures. She had a real talent for mending their wounds and sending them back on their way. It was in this way that she met her wolf, Auryel. In a snow-crested woodland she found him, a snow-white pup, nearly starved. She nursed him back to health and tried to let him go, but he refused to leave her side, and has become a true companion.

After a near-disastrous episode outside Korvosa, when the Order of the Nail was called in to investigate, the clan decided it would be best to find a new territory, far to the southeast, in Andoran. Yet just as they were beginning their journey they were ambushed by the hellknights, who exacted their duty with terrifying efficiency. Several parents, admist the chaos, equipped their children with traveling cloaks and rations, and pushed them into the woodlands. They were instructed to follow the plan, to continue east through the Bloodsworn Vale, Nirmathas, Molthune, and Isger. Panicked by the site of the fires, Arvanya ran to the animal cages and released every one. Her friend Auryel braved the fighting and followed her loyally back to the otehr children. Terrified, they fled into the night.

The details of that journey are the stuff of novels. A group of rag-tag Varisian children making their way through the wilds of Avistan. Arvanya herself had barely come of age. But her near-supernatural talent with a bow, along with her affinity to the wilds, proved invaluable on that long journey. Eventually, months later, the group found themselves on the edge of Lake Encarthan. There they were able to trade what few valuables they held (animal skins, and a few precious family heirlooms) for passage across the lake to the edge of Kyonin, then on into the expansive Verduran Forest of Taldor.

And in that wilderness, they did what Varisians do--they thrived.

In the five years since, Arvanya has made her way in life as a hunter, scout, and guide, along with her companion Auryel, there in the weird woods of Taldor. In that time, her abilities (and reputation) have soared. And while she has found some happiness in this place, her spirit has grown restless. She desires something more. She worries about her parents, of course. She envisions them in some Korvosan jailhouse. But she has neither the resources nor the plan necessary to risk a journey back to Varisia. Not yet. Instead, she looks to the south. To Heldren. There she hopes to make it big. She remembers fondly the circus nights of her childhood--the nights, the lights, the roaring crowd. Who knows, perhaps there's another big top in her future, after all?

10 Minute Background:

Step 1 - 5 Concept Elements:
“she-wolf” - Arvanya is a strong female character tied to the natural world, especially her closest friend Auryel.

The circus - Despite the thievery, I feel this lends a playful, good-natured element to character that would contrast nicely with the sinister witchcraft in the AP.

Life Event - the epic journey across Avistan from Varisia to Taldor. This journey plays a huge role in her life and I plan to expound upon it during gameplay.

Physically, Arvanya has jet-black hair, olive skin, and green eyes. She wears hide armor and animal furs as necessary. Hunters are hybrids of rangers and druids and I definitely see her as a “wild” character, more at home in the verdant woods of Taldor than in any city.

Wanderlust - she misses her family and her clan and yearns to one day travel back across the continent. It must be the Varisian in her. She is not especially religious, but retains an affinity to Desna, as she was brought up in the that faith. The moon, especially the full moon, is an important symbol for her, both for its connections to Desna, as well as its connection to the “she wolf” theme.

Step 2 - 2 Goals
Arvanya herself wants to journey back across Avistan, on foot, to return to Korvosa and search for the remainder of her clan.
I as a player would like to see Arvanya fall in love. One of her travel companions is a likely choice, though her nomadic lifestyle will make this a challenge.

Step 3 - 2 Secrets
She knows she is strongly claustrophobic. Having grown up in a traveling caravan, and trekked across nations, she is used to the outdoors. Sleeping in a small room is unfathomable. Even being inside such places makes her uncomfortable. Anything smaller might cause her to panic.
Unknown to Arvanya, her parents both died in the Hellknight raid. She has little to return to.

Step 4 - People
Arvanya is still closely tied to several of her childhood friends and travel companions, though they have spread out since arriving in Taldor. These relationships can be fleshed out in game posts. In particular, there is a young man whom she holds in special regard (see goals above).

Step 5 - 3 Mannerisms
Arvanya likes to juggle. She learned as a little girl and now almost any time her hands are free she juggles--fruit, rocks, whatever is handy.
She hunts and kills because it is necessary to survive. But she reveres nature, and always says a prayer when she takes one’s life.
As a result of her claustrophobia, Arvanya greatly disfavors being indoors unless necessary. She will usually seek an excuse to be outside, even when sleeping.

Crunch (including Wolf):

Arvanya Pertovi
Human (Varisian) hunter 1 (Pathfinder RPG Advanced Class Guide 26)
NG Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee glaive +2 (1d10+3/×3) or
. . spiked gauntlet +2 (1d4+2)
Ranged longbow +3 (1d8/×3)
Hunter Spells Known (CL 1st; concentration +2)
. . 1st (2/day)—gravity bow[APG], resist energy, summon nature's ally I
. . 0 (at will)—create water, know direction, light, stabilize
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits reactionary, restless wayfarer
Skills Acrobatics +0 (-4 to jump), Climb +3, Handle Animal +4, Knowledge (dungeoneering) +4, Knowledge (geography) +5, Knowledge (nature) +4, Perception +5, Stealth +4, Survival +5, Swim +3
Languages Common, Skald, Varisian
SQ animal companion (wolf named Auryel), animal focus (1 minutes/day), nature training, wild empathy +1
Other Gear hide armor, glaive, longbow, spiked gauntlet, 3 pp, 7 gp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (wolf named Auryel)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------

Auryel
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 20 (2d8+7)
Fort +5, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +2 (1d6+1) plus trip
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Toughness
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +6 (+14 to jump), Stealth +6; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, attack any target, hunting, trip
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


Applying for selection. Everything is complete, I believe except for equipment, which I'm still working on. Just wanted to get my name of the list. Alias should have everything.


Submitting Epiphany, Pifs for short, Bluntridge, a Taldan girl trying to atone for the murders she committed while under the control of the intelligent crossbow Red Maim.

The avatar selected depicts her either in battle, or being patronized, she is not a particularly grumpy character outside of those parameters :)

Background, etc., in much greater detail in this alias :) Please note that I have taken average gold, Bolt Aces receive a MW Crossbow for free, and have purchased a light horse which is carrying almost all non combat gear.


@GM Frosty Sorry, took me a little while to get back today. I understand the desire for a certain atmosphere. I can keep working on my current concept, but I also have a theologian cleric of Sarenrae if that would be an easier one to integrate. I leave the call up to you, I can make both work! (I enjoy working on characters anyways, so I'm content with both.)


Hmph. Tempting me with more excellent PbPs. I will have to think long and hard whether to commit to another game, but I know firsthand you are an excellent GM to play for.


Ok! I got my primary submission drawn up. Introducing Blaze Oriel, Shackleborn tiefling Pyrokineticist extrordinare! She is a little untraditional, being both Kyton-spawn tiefling and a fire focused Kineticist. If this class is too new, unfamiliar, undesired or you find it overpowered, I'd like to alternatively submit "Firebug" Fia, Alchemist(Grenadier). But I will only write for Blaze until I know she is regected since I don't really "see" Fia in my mind yet as she is my second choice. Her background would have some common themes. I'll happily adjust anything that does not meet with approval, though. There is a fair amount of background stuff in the 10 minute below, so I'm going to attempt more of a role-playing audition to give you a sample of how I PbP. Hope that's OK!
☙❦❧ ☙❦❧ ☙❦❧

Blaze was going about her nightly ritual of gathering firewood as the ball of fire in the sky was beginning to steal it's way toward the horizon. She was quite clearly a tiefling and a scantily clad one at that, wearing a gauzy fabric that looked more suited to deserts of Qadira than here. She stepped lightly through the underbrush, holding the stack of kindling in her arms as she reached with her agile tail to lift up dry sticks of wood and place them on the pile. Her tail looked elaborately tatooed from a distance, but a closer look reveals that they are instead carefully and artfully applied brands into the flesh. Her arms and legs bear similar markings, all in various stages of healing.

A noise behind her causes her to whirl, her amber eyes flashing as if lit from within. She jostles the stack of firewood to one arm, freeing up her hand to strike, if need be. She takes a step toward the source of the sound and hears the soft flutter of a ground bird and a smile of anticipation curves her dark lips. She takes a stick of kindling and tosses it toward the bush and the bird flees, flapping madly to get away. But it's luck has run out. Flames leap from her fingers, hungrily seeking dinner for it's acolyte. A panicked squawk and the animal falls from the air, smoldering. "Pheasant! My favorite." She announces in a delighted tone to the open air.

Now she works with a will, quickly finishing up her gathering and choosing out the best place for her nightly fire. With just a flourish of her fingers, she soon has a comforting campfire burning cheerily. "Thank you for your blessings, oh holy flame. Tonight we will both eat well!" She strips the feathers and guts the carcass with a practiced hand, using the dagger she made under the guidance of her old mentor. She spitted the bird on a peeled stick of green wood and stuffed wild onions and mushrooms into the open cavity to cook them all at once and imbue the meat with some flavor. She roasted the bird for some time, simply gazing into the fire with a look on her face like adoration. When the smell was right, she pulled it from the fire and bit right into it, moaning aloud with pleasure at the delicious taste and barely noticing the pain from the heat. It had been at least three days since she'd had meat like this. Soon she'd had her fill, her hands and face shining with the grease of rendered pheasant fat. She pulled loose a leg and the roasted onions and mushrooms and wrapped them for later and then did something that would likely shock an onlooker, if there were any, and tossed the remainder of the meal directly into the fire. She watched with interest as the flames licked over the meat and bones, flaring as the grease caught in a rush that sounded to Blaze like a satisfied sigh. "I know, it is very good isn't it? I'm glad you like it." She said smiling.

Languid now, she reclined near the fire and danced her hand through the flames as a woman might run her hands through her lover's hair. Then she began plucking her own deep red hair out by the roots one strand at a time and feeding it into the fire to watch it turn to flashes of bright light before crumbling to ash. She thought dreamily about what it would be like to lie upon a funeral pyre and let the flames consume her flesh whole. That is what it must feel like to be loved... she thought to herself. The warmth, the caress of the flames, hungry and seeking, the pain that it must be over too soon. She wanted to know, but she was a coward. She could only endure fleeting kisses of the flame, she hoped that one day she would be strong enough to belong to it completely. To console herself, she heated the tip of her dagger until it glowed and began to trace the branding scars of her arm, scorching and blackening the outline of the stylized flame icon she wore there. "I am dedicated to you, and this is how I show it to the world." She said through hisses of pain and sighs of relief as she finished the artistic design.

Sleepy from the exertions of the day and the fresh pheasant meat, she closed her eyes and drifted off to sleep. Hoping to dream of light and fire and warmth and not shadow, cold and chains.

10 minute background:
Apologies for there being no names in this... I really take some time to mull over such things and I wanted to get the character submitted ASAP

Step 1: Concepts

    *Blaze is scarred, emotionally as well as physically. Her first memories are of being kept in a cage by a witch who harvested things like blood and scales from her to be sold as magical components. It wasn't until she was nearly half-grown and she was sold to a cultist of Ashardalon, who meant to harvest her heart, that her fire burst forth and freed her from the packing crate she was hidden in, consuming the travel wagon and the cultist as well, but she was badly burned and mistrustful of all magic users as a result.
    *The only person who was kind to her was a blind swordsmith. He introduced her to the idea that fire is purifying and she began to look upon it like a diety. Long-lived as tieflings are, she had not quite reached adulthood when her adopted father died. Her flames erupted again and consumed his body and lit his house on fire and she was driven from the village as it was believed she killed the old man and set the fire to destroy evidence of her crime. She doubts whether he was really dead when he burned and blames herself as well.
    *She has a masochistic, pain-loving tendency from her Kyton heritage and has many piercings and brands on her body.
    *She is desperate to be accepted and loved, especially in a romantic capacity though she will not admit this as she does not believe it is possible.
    *She seeks to be purified and redeemed through fire. She seeks to do good deeds to make up for what she is and what she percieves she has done wrong. She both loves and fears the fire, just as she imagines others must love and fear gods.

Step 2: Goals
She wants to find out where she came from as she refuses to believe the witch was her real mother, despite what she told her.
She wants to see the Elemental Plane of Fire as her final act. She knows that to go there is to die, but as it would be like the embrace of God itself, she sees it as "going to heaven".

Step 3: Secrets
She sees her father, an [urlhttp://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kyton/kyton-ostiarius]Osriarius Kyton[/url] in her dreams sometimes and she fears he will one day come for her. She has never told anyone of this.
Her mother is alive and unlike most mortals who couple with denizens of hell, she did it willingly and from love. She would have kept and raised her child, but her brother stole Blaze away and left the infant for dead in the wastes.

Step 4: People she knows
A niece of the swordsmith who raised her believes Blaze is responsible for his death and definitely blames her for the damage to the village and herself as her arm was badly burned putting out the fire. She does not actively hunt Blaze, but she will attack her if she sees her again.
She has no friends, but she knows some merchants who tolerate her enough to consider friendly. Perhaps a Ranger who has observed her in the wild from afar.

Step 5: Quirks
Blaze is facinated by fire and cannot help but gaze at it lovingly, sweep her hands through it and even openly speak to flames as it were alive and listening.
She is actually quite fond of her tail and uses it as often as other people use their off hand. She only conceals it when she must go into settlements.
She is nearly always warm and wears an outfit meant for the desert everywhere she goes.


Here is the initial pitch for Thom. Detailed background and crunch forthcoming.

Thom is a supernaturalist druid, feeling the link of the paranormal as a part of the greater whole that is nature. The link of the two he perceives via "Green Dreams" by which the needs of nature are made known to her mortal vessels.

He was taught as a child of Desna, the dream wanderer, and thus he has linked worship of the goddess to the forces of nature. Embracing Desna's traveling and dreaming into his studies of the Green.

He has spent time learning from various races and creeds, including a wise treant who granted him a sprout to serve as emissary and protector.

Now a nomadic halfling traveling up and down from the River Kingdoms into Taldor where he stops to aid both peoples and the wild seeking to help any whose path he crosses. Looking for strange occurrences and how they fit into the greater scheme and looking for remedy for those occurrences which do not fit.


Interest here

Thinking a catfolk rogue. Focused on her claws
Northern ancestry
Snowleopard kind of catfolk

Flirty. bit of a social knack. just enough to get her into and out of trouble

SHINIES!!! =^^=

ps. a friend might also express interest. Hope to link the two characters together

Grand Lodge

Crunch!:
Bar LongShanks
Human (Ulfen) ranger (witchguard) 1 (Pathfinder Player Companion: People of the North)
N Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 18 (1d10+8)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+3) or
heavy shield bash +4 (1d6+3) or
rapier +4 (1d6+3/18-20) or
unarmed strike +4 (1d3+3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 12, Wis 10, Cha 7
Base Atk +1; CMB +4; CMD 17
Feats Tribal Scars, Two-weapon Fighting
Traits cosmic caravan (the lantern bearer), restless wayfarer, tireless avenger
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-4 for 24 hours when you fail an opposed Charisma based check), Diplomacy -2 (-4 for 24 hours when you fail an opposed Charisma based check), Disguise -2 (-4 for 24 hours when you fail an opposed Charisma based check), Intimidate -2 (-4 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +5, Perception +6, Profession (soldier) +4, Profession (Tracker) +4, Sense Motive +4, Spellcraft +5, Stealth +1, Survival +6
Languages Aquan, Common, Goblin, Skald
SQ track +1, vain, wild empathy -1
Other Gear scale mail, shield spikes heavy steel shield, arrows (20), iron-tipped distance arrow[UC] (20), pronged arrow (20), rapier, shortbow, whistling arrow[UC] (20), backpack, bandolier[UE], bedroll, belt pouch, camouflage netting[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, signal horn[APG], signet ring, snuffbox, tin[ACG], tattoo[Witch Guard, face, back, chest, arms, legs] [UE], torch (10), trail rations (5), waterskin, winter blanket, wooden holy symbol,Snow Shoes, Snow Goggles, Bear Skin Cloak
--------------------
Tracked Resources
--------------------
Arrow, iron-tipped distance - 0/20
Arrows - 0/20
Light (3/day) - 0/3
Pronged arrow - 0/20
Torch - 0/10
Trail rations - 0/5
Whistling arrow - 0/20
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Track +1 Add the listed bonus to survival checks made to track.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using

Fluff for the Fluff Gods!!:

Everyone eventually slows down, gets old, and has to stop adventurering. That happened to LongShanks, he detested it, his hair was white, beard white and long, and his animal companion long dead. It had been over a decade since he had hefted a shield and sword, and it showed. His Tattoes had been the last thing he had renewed, already having bought replacement gear. The White Spider on his left arm reminded him of the duels he had won as a Witch Guard, The Blue Scorpion on his right arm was there to tell all who saw it that he had lead men into battle as an officer of some renown. His chest had a roaring snow lepoard clawing its way out of his chest, this represented that he had never been defeated by any foe, no matter the number or the number of troops he had. On his back was a Soaring Snow Owl, shrieking with talons out, this was a representation of the Witch he had served long ago. When she had died, part of him had as well, he had left the Guard soon after, traveling far away to be with his thoughts. Snow his bear had died last year, with him dead, he had skinned him and worn his hide, forever would Snow be with him, nothing had ever parted them after they had come together, and nothing now would make them part. His joints hurt as if a cold wind blew over him, and he had struggled for some time, even walking outside and screamed at Death to leave him be, he wasn't going to fight anymore. That changed when he found a single Snow Owl feather on his front steps, much like snow, it had awoken him; just like him he had awoken with the need to kill something, to tear it apart, to destroy it. Whoever played this trick thought him too hold, too tired, to carry on. Picking up all his gear he headed into town, looking for "Adventurers" to tag along with that were heading North, where he would find anwsers.


Still working on my guy. Half orc invulnerable eager who dreams of seeing the world and painting it.

Grand Lodge

Crunch, sometimes it starts here, othertimes it doesn't:

Bar LongShanks
Human (Ulfen) ranger (witchguard) 1 (Pathfinder Player Companion: People of the North)
N Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 18 (1d10+8)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+3) or
heavy shield bash +4 (1d6+3) or
rapier +4 (1d6+3/18-20) or
unarmed strike +4 (1d3+3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 12, Wis 10, Cha 7
Base Atk +1; CMB +4; CMD 17
Feats Tribal Scars, Two-weapon Fighting
Traits cosmic caravan (the lantern bearer), restless wayfarer, tireless avenger
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-4 for 24 hours when you fail an opposed Charisma based check), Diplomacy -2 (-4 for 24 hours when you fail an opposed Charisma based check), Disguise -2 (-4 for 24 hours when you fail an opposed Charisma based check), Intimidate -2 (-4 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +5, Perception +6, Profession (soldier) +4, Profession (Tracker) +4, Sense Motive +4, Spellcraft +5, Stealth +1, Survival +6
Languages Aquan, Common, Goblin, Skald
SQ track +1, vain, wild empathy -1
Other Gear scale mail, shield spikes heavy steel shield, arrows (20), iron-tipped distance arrow[UC] (20), pronged arrow (20), rapier, shortbow, whistling arrow[UC] (20), backpack, bandolier[UE], bedroll, belt pouch, camouflage netting[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, signal horn[APG], signet ring, snuffbox, tin[ACG], tattoo[Witch Guard, face, back, chest, arms, legs] [UE], torch (10), trail rations (5), waterskin, winter blanket, wooden holy symbol,Snow Shoes, Snow Goggles, Bear Skin Cloak
--------------------
Tracked Resources
--------------------
Arrow, iron-tipped distance - 0/20
Arrows - 0/20
Light (3/day) - 0/3
Pronged arrow - 0/20
Torch - 0/10
Trail rations - 0/5
Whistling arrow - 0/20
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Track +1 Add the listed bonus to survival checks made to track.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using

Fluff for the Fluff Gods!!!:

Everyone eventually slows down, gets old, and has to stop adventurering. That happened to LongShanks, he detested it, his hair was white, beard white and long, and his animal companion long dead. It had been over a decade since he had hefted a shield and sword, and it showed. His Tattoes had been the last thing he had renewed, already having bought replacement gear. The White Spider on his left arm reminded him of the duels he had won as a Witch Guard, The Blue Scorpion on his right arm was there to tell all who saw it that he had lead men into battle as an officer of some renown. His chest had a roaring snow lepoard clawing its way out of his chest, this represented that he had never been defeated by any foe, no matter the number or the number of troops he had. On his back was a Soaring Snow Owl, shrieking with talons out, this was a representation of the Witch he had served long ago. When she had died, part of him had as well, he had left the Guard soon after, traveling far away to be with his thoughts. Snow his bear had died last year, with him dead, he had skinned him and worn his hide, forever would Snow be with him, nothing had ever parted them after they had come together, and nothing now would make them part. His joints hurt as if a cold wind blew over him, and he had struggled for some time, even walking outside and screamed at Death to leave him be, he wasn't going to fight anymore. That changed when he found a single Snow Owl feather on his front steps, much like snow, it had awoken him; just like him he had awoken with the need to kill something, to tear it apart, to destroy it. Whoever played this trick thought him too hold, too tired, to carry on. Picking up all his gear he headed into town, looking for "Adventurers" to tag along with that were heading North, where he would find anwsers.

More Fluff, for the Fluff Gods:

10 minute Background: This is in Addition to the written background and isn't just another 'formatting'. The information in this small sentences are here to give life and color to your PC so please add different content from the previous Background. This section has the following steps:
-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1:Getting older has worn away his skills, but that doesn't mean that he can't gather them again.
2:Hunting down those that would endanger those he cared about was a driving force in his life, in fact one of the only forces, now however its revenge.
3:Stand talls the old oak, 6 foot 7 inches tall, white of beard and hair, skin like new milk, Cold and piercing are his blue eyes, and his aura is of confidence and Cold.
4:There are few lands that the older man hasn't been too, it might take a bit but he can remember things about almost all countires given time.
5:The older man reserves hate for those that strike women, arcanists the most, as it bring back memories of battles long fought.

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1: Bar Longshanks wants to become a Guard or Knight again, he tires of the life that he lives of peace. Nothing quite brings the world into a clear state as warfare.
2: I want to see him become more lawful, instead of strictly neutral.

-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1:He is a former Witch Guard, something that he doesn't talk about alot, because he failed in his watch.
2: There are fellow Witch Guards still looking for him so as to bring him a younger Winter Witch to protect.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
1: Sgt. Edgar Robert Stout- Dwarven Ranger Witch Guard, and his former sergeant. He searches for him still as he had someone that needs protecting
2: Samantha Von Snowflake, daughter of the Winter Witch that he failed, and supposed charge that he must take up.[I will most likely be taking Leadership in order to have her around]

3: Darsanga, Human Barbarian; he was a lover of Elizabeth Von Snowflake, and blames LongShanks with losing his love, as well as the fact that she left him as he was a rather boring fellow.

-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1: He is always smoking, always, be it a pipe, ciggerttes, or through chewing barbarian chew directly he has to be doing something.
2: He dresses to match the local, not fashion
3: He stands straighter and with more bearing when around Soldiers, as he was once one of them, and lead them and has a air of confidence about him that he otherwise doesn't show.


@Roxboyxiii: Well, the more you work on your background, the better are your chances! A fully detailed and thought background are something that I really appreciate!

@Sapiens: I'll be honest to you that in this case your chances are pretty low... A full month is a lot of time for me to bot someone.

@SCKnightHero1:
I think you built her with 20 points instead of 15. Also, I've seen a couple things in her background: 1) isn't a bit exaggerated that a 1st level sorcerer was able to take down a bunch of Ice Trolls with ice magic that they are immune of? 2) if she is running away from Irrisen, way would she willingly return there? 3) what about this hermaphrodite curse? Why the winter witch would let her go? If I correctly remember, you tried my WotR game with another hermaphrodite... I have nothing against it but twice in a row got my curiosity what is your purpose...

@Leedwashere: I'm glad you enjoyed it!

@Something Wicked: I like her! I'm just thinking about her parents... I'm not seeing a way for her to discover about them since Korsova is too far from Irrisen.

@Alec Fuornkiln: I like him! At first I though that he was too 'simple' but then I realized that the think is that he hadn't got the opportunity to adventure yet and it should not count against him. Good stuff.

@TawnyKnight: I like her but could you detail her a bit more? Also, according to her background she killed many people when she was under the influence of the crossbow but then you said she just killed 3... which is the correct number?

@CaptainFord: I think your second idea would be more fitting but you are free to pursue which idea you prefer and even submit more than one PC if you like (I'll obviously not take more than one).

@Marcellus Vossler: Glad to see you here!

@bluedove: I have no problem with the kineticist but if picked I'll need your help because I'm not completely familiarized with her capabilities. Also, I'd prefer if you give a bit more love to her mental stats... you have not dumped them but barely! I like what I've heard so far and appreciate this RP sample but could you also give give me a written background? I know you put a lot of information in your spoiler but a background ordered by date would really help to fully understand Blaze.

@Thom Greenward: Not sure if I missed something but I can't see the link between plants and Desna... perhaps with a more developed background I can have a better idea.

@Seth86: Glad that you are interested! Please remember that by submitting a catfolk you'll be trying for the 'weird-spot' so if your friend is also aiming for an unusual race/class, the chance of both of you getting picked are really low.

@Bar LongShanks: It looks like you overstepped my limit of no score below 8 before racial modifiers (you have a 7). Also I did not find your drawback, only the penalties to your social skills that I assume are from it... I'm not keen to allow a drawback that only cripples your social skills for a pc that have already dumped charisma.

List of Players:

Combatant
Leedwashere: Lars Gustafson - human fighter going Arcane Archer [complete]
Nickadeamous: Alec Furornkiln - half-elf ranger [complete]
TawnyKnight: Epiphany Bluntridge - human gunslinger (ace bolt) [complte]

Divine
Almonihah: Cithembi - catfolk oracle of Desna [complete]
GoatToucher: Karst Ironbrow - dwarf cleric of torag [complete]

Arcane
Sapiens: Margrish Corkir - dwarf wizard [complete]
SCKnightHero1: Lyrev half-orc ice sorceress [missing 10 minute background]

Other 3/4 bab
bluedove: Blaze Oriel - tiefling kineticist [complete]
Roxboyxiii: Malian Azlanium - elf mindblade [complete]
Something Wicked: Arvanya Pertovi - human hunter [complete]

Expressed Interest

Ammon Knight of Ragathiel: probably slayer
Archpaladin Zousha: winter witch or frozen shadow ninja
Black Dow: human magus (skirnir)
CaptainFord: kobold magus (skirnir)
Dickie: interest only
Digger Chandler: elf void elementalist
DoubleGold: interest only
Lady Ladile: paladin
Jesse Heinig: interest?
miteke: interest only
Orannis: sensate fighter
Raltus: interest only
Seth86: catfolk
TheAlicornSage: human? sorcerer/witch
The Morphling: interest only
TheNine: interest only
Tom Greenward: Halfling druid
Viviana Masters: Feyspeaker Druid
Warhawk7: dwarf primal companion hunter/bloodrager
YanJieming: interest only
zomblishan: arcane caster, perhaps winter witch

Sovereign Court

Hmm. Maybe a starsoul sorcerer, or possibly some kind of rogue. Really having trouble finding inspiration at the moment. :/


Quote:

@TawnyKnight: I like her but could you detail her a bit more? Also, according to her background she killed many people when she was under the influence of the crossbow but then you said she just killed 3... which is the correct number?

Sure :) And sorry for being confusing, but 3 is the number of people she believes she has saved thus far travelling trying to atone. She believes she has killed something like 42 people, which is her rounding up and thinking the worst, etc. I'll have a look at expanding her background and post again when I have :)

Grand Lodge

@Gm Frosty

The Drawback is Vain, and having played in a majority of campaigns I know the likelyhood of an NPC talking to anyone or everyone in the party grows with the decrease in the party size, the more often I fail a charisma check the harsher the penality gets, making it a great liabilty.

I choose tireless avenger as it seemed incharacter to have and not just something on pen and paper that made him better, since its unlikely that I will be required to actually track someone for days on end its just a neat little trait that may or may not come up http://www.d20pfsrd.com/traits/faith-traits/tireless-avenger

Would you rather see a character that can fail, or one that on average will succeed in everything he does?

Sovereign Court

Ok, I finally got some ideas, so I will in fact write up the sorcerer and the rogue ideas and see what has some juice!

Grand Lodge

GM Frosty: Looking back at my story I told of myself, I can't help but feel that I had left out much of my early life. As such, I would like to inform you, and any others who might be interested, that by looking at my profile, you can get a more in depth look at my past, though you will only know as much as I know, though my earlier post has my secrets and goals still. Either way, I hope I've piqued your interest, and can gladly answer any questions you may still have about me. Thank you, and may Desna bless the path you choose.


GM Frosty wrote:
Not sure if I missed something but I can't see the link between plants and Desna... perhaps with a more developed background I can have a better idea.

Rather than playing a seperatist cleric of Desna I more approached it the other way.

Supernaturalist druids "...wholly embrace paranormal phenomena as extensions of nature."

I was playing towards the fact dreams are a paranormal divination source and also in the portfolio of Desna.

Also Desna's mentor was Curchanus a god of beasts and her faithful hold creatures that symbolize freedom as beautiful and holy.

A halfling raised in the ways of Desna pulled towards nature Thom has linked the two together.

While his power source is his veneration of nature (druid), he also pays some homage to Desna as an associated power who aligns with his visions of nature.


@GM:

Yeah I forgot to doublecheck her stats. I'll try and fix it this week though. And to answer your questions: 1)I was writing her background during a slow day at work and I probably wasn't thinking but I'll fix that as well; 2) Again I wrote this on a slow day at work and probably didn't think it through. I thought it sounded dramatic and cool at the time, but I'll probably change it so it'll make more sense; 3) I actually rolled on the tiefling physical characteristics list from the Blood of Fiends book for possible curses and that's what I rolled. Weird that I would get that. To be honest, I never really liked that part and I might just take it out completely. The other character that was a hermaphrodite made more sense due to the nature of her birth (you'll have to read her background to understand why though). But yeah this is what happens when I try to write fast and don't think things though completely. I made Lyrev a couple of years ago and never got around to fixing up her background.


just posting a quick update, my final decision on class was daring infiltrator Swashbuckler. i will have everything done sometime today.


Just a note. I may change to ranged. Since unchained doesnt have the rogue talent "vicious claws"

Liberty's Edge

GM Frosty wrote:


@Sapiens: I'll be honest to you that in this case your chances are pretty low... A full month is a lot of time for me to bot someone.

Don't worry, I wouldn't ask that of you. I'll save Margrish somewhere and wait eagerly for another campaign. Thank you for your help and feedback!


Substantially expanded background for Epiphany extra paragraphs enboldened :) Also in alias, but without the bolding.

Background:

Epiphany, or Pifs as she is more frequently known, grew up in Taldor to a proper wealthy family. But a consummate tomboy she always chaffed at the idea of being married off, or indeed getting married and settling down at all.

Whenever possible Epiphany would steal away from her stuffy tutors, or her overbearing mother, tearing off fussy dresses and petticoats and wearing a set of ragged clothing that had once belonged to an amorous stable boy who had made the mistake of going skinny dipping with her sisters. She was horse mad, and had claimed Benson, a young stallion who was supposed to belong to her sister Aderline, though her sister could not bear horses. When she could manage it she would spirit Benson away and ride for hours, when circumstances prevented her taking the horse she would visit Two Copper Iris an old woman who lived in a hut a few miles away and made cheap sausages from unspecified meats she got through an elaborate series of traps. Epiphany spent many happy and informative hours with the lonely old woman, skinning mice, setting and checking traps, and fishing in the river Riot.

The Blunts achieved their wealth, through Ephiphany's great grandfather a notorious Highway man known as The Rovenhurst Reaper. And when she was fifteen hiding from her tutors in the attic she came across a box carefully buried under piles of furniture. Curious she could not resist excavating and opening the box, in which she found a beautiful red enamelled crossbow.

She reached out to touch it, and only came to her senses some three years later in the Riverlands as the Witch made intelligent heavy repeating crossbow Red Maim was knocked from her hands by a dying merchant guard.

In truth there is no magical effect blocking Epiphany's memory, she has simply blocked it out with a conscious effort that has long since become unconscious. But occasionally she recalls the sound of her own maddened laughter, the thunk of bolts tearing into flesh, and the screams. She often sleeps poorly as she relives these horrendous events and hears Red Maim's luscious feminine voice whispering terrible things to her in an alarmingly reasonable way.

Fleeing the scene Epiphany gradually pieced together what had happened, the insidious female voice of the crossbow curling about and ensnaring her mind. She recalled flashes of slaughter, as magically enhanced bolts tore people apart. She had killed dozens of people, many of whom were innocents.

It has now been some nine months since then and Epiphany, has decided to try to atone, by seeking to do good. She is sensible enough to realize there was little she could have done against such a powerful magic weapon, and rarely intentionally tortures herself with guilt about the actions she was forced to take any more.

After being freed from Red Maim she fled the river lands hiding, starving, and distraught. Gradually her common sense prevailed and she recalled some of the traps and fishing skills she had learnt in her youth, managing to catch enough food to survive. Almost unconsciously she made for Taldor and home, but upon arrival found she simply could not face her family, or their constraints again. So she slipped in at night and stole her father's fine, but barely used crossbow - the weapon upon the Bluntridge arms - and her favourite horse, Benson. She left a note on the chalkboard in the stable saying that she was safe and well, but could not be, who, or what, they wanted her to be, and fled.

Epiphany has had a frustrating time since, struggling to find ways to atone and often seeming to spend more time scrounging up dinner for herself and Benson than truly trying to atone.

Her one great success came after finding a wrecked carriage hastily concealed in woods by the side of the road with a dead driver. Following the tracks she came across a clearing where three woman lay bound and gagged while four young men argued over who was to "have" whom - albeit in far coarser terms. A bolt in the throat silenced the largest and loudest, and the second was down clutching at his thigh before they could so much as react. The other two seeing a woman charged towards her, but her bolts proved swifter wounding one, but failing to down him. As they closed Benson reared crushing the uninjured boy, for up close he seemed younger that even Epiphany's tender years, into a bloody mewling thing. The last bandits rusty sword caught her calf, bringing heat and pain, but she guided Benson back and buried her last bolt between his eyes.

The worst of it was that as she "heroically" freed the captive she could not stop sobbing like a hopeless child. Young faces marred by rage and fear were all too familiar, and to her shame she could not even find the stomach to put her dying foes out of their misery, only flinching as their cries faded to gurgles, and then silence.

Since then she has performed a few good deeds here and there, but for the most part they have been trivial and done little to assuage her guilt. So she rides on hoping to find something real she can do to make her mark on the world a positive one.

10 Minute Background:
10 Minute Background:

Epiphany is a bit of a day dreamer, and read too many romance novels as a girl. But being a tomboy she tended to identify more with the heroes and finds the idea of herself in a romantic scenario confusing and tends to sidestep any such suggestions, or take them as jokes.

She hates controlling people, and is more wary of such control coming from men. Being controlled magically again is a terrifying concept and she will go out of her way to target and kill anyone trying to do so.

Epiphany believes she is less attractive than she is, due to a childhood being told so by sisters, nannys, etc. She does not really care about her appearance, and tends to dress for comfort, usually in men's clothing.

Since she spends a great deal of time alone Epiphany has developed the habit of anthropomorphising and talking to both Benson, her horse, and Lurlene her crossbow.

Epiphany tends to think that "proper" women are better than her, an idea which annoys her. So with attractive women she can be in turn deferential and then snappy.

Goals

She would like to feel she has saved more people than she was forced to kill, and keeps a mental track. Currently her tally stands at 3 saved and 42 slain, she does not count those slain while trying to do good, but does count evil men slain without direct cause.

She would like to destroy Red Maim, and discover who created it - and kill them if they are still alive.

I would like to see her come out of her shell a bit and make friends with the group, and maybe gradually take on a leadership role.

Secrets

Red Maim released its hold upon Epiphany several times, but always in situations where she would not survive without its power. So she has been forced to kill innocent people of her own free will to defend herself after Red Maim killed their companions.

Under Red Maim's influence she joined a band of notorious Mercenary killers called The Grave's Kin. Red Maim turned on them during a battle with a tribe of trolls. Killing their leader, Evidd, before having Epiphany hurl his flaming sword into the swamp and leaving the rest of the Kin to the trolls.

Mannerisms

She counts the bolts in her quiver by feel, reaching over her back when nervous or bored.

She often finds it easier to say uncomfortable things if addressing something other than the person she has the problem with - unless that person is an enemy in which case she is more than forthright. So she might say now Lurlene its rude to swear, don't you go picking up any bad habits.

She tends to be hard on herself, but forgiving of others.


I would if possible like Benson to be a young Warhorse breed and eventually pay the difference between a light and heavy combat trained horse so he can remain viable for longer.


So I just had some space open up in my PbP schedule. :) I've wanted to play Reign of Winter for a long time, and this seems like a good chance, knowing the quality of the GM. I'm not sure yet what I want to play - I'll take a look over the submissions so far and see if there are any gaps that need filling.


Should be all set... presenting Charyx the Redeemed! Kobold Cleric of Sarenrae!

Stats:
Charyx
Male Kobold Cleric/1 (Theologian)
LN Small Humanoid (Reptilian)
Deity: Sarenrae Homeland: Taldor

Init +3; Perception +4, Low-light Vision 60'
--------------------
Defense
--------------------
AC 18 Touch 14 Flat-footed 15
HP 8/8
Fort +1 Ref +3 Will +4
Favored Class Cleric (+1 HP)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar -1 (1d4-2/18-20/x2)
Special Fire Bolt +4 1d6+1 5/day

Spells Prepared
1st (DC 13) - Burning Hands (1d4), Magic Weapon, Sun Metal
0th (DC 12) - Detect Magic, Guidance, Spark

Domain Fire
--------------------
Statistics
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Str 6, Dex 16, Con 8, Int 12, Wis 14, Cha 13
Base Atk +0; CMB -3; CMD 10
Feats Weapon Finesse
Traits Flame of the Dawnflower, Warded against Witchery
Skills Kn. Arcana (1) +5, Perform (dance) (1) +5, Sense Motive (1) +6, Spellcraft (1) +5, Sleight of Hand (1) +7
Languages Draconic, Common
SQ Crafty, Armored, Day Raider
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Equipment
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Backpack
Bedroll
Trail Rations x5
Potion of Cure Light Wounds
Spellbook
Scimitar
Studded Leather

History:
Charyx was never really comfortable around his tribe. Always on the fringes and mocked for having to squint into the darkness of their snarl, Charyx was often left alone and to his own devices while the rest of his tribe worked. Which was probably why he stumbled clumsily into the chamber of some gnoll warlock while trying to carve out a new tunnel on the edge of the snarl. Captured and nearly sacrificed for some arcane ritual, Charyx was saved at the last moment by Sa'lucia, a drow priestess of Sarenrae. Taking pity on the frightened kobold, she eased his fears, healed his injuries, and left on her way.

But Charyx followed after her, fascinated by the grace and kindness with which she had acted. She was a drow! Why should she care what happened to a lowly kobold miner, who wasn't even accepted among his own kind!? Slowly and cautiously, he continued to approach her on her journeys through the caves, eventually working up the courage to approach her and ask why she saved him. Ecstatic to see him take such an interest in her religion, Sa'lucia sat Charyx down and explained the teachings of Sarenrae, and how anyone could be redeemed if they really worked at it. She herself used to be a bickering member of a drow noble family, but after happening on the holy book of a Sarenrae cleric years ago, she devoured the scriptures endlessly, finding a new purpose in her life. Although Charyx didn't fully grasp the principles she was trying to convey, the concept of an accepting deity who granted you power out of sheer kindness appealed greatly to Charyx, and he asked if Sa'lucia would teach him about the faith, to which she all too happily agreed.

Months passed, and although the faith turned out to be more work than Charyx bargained for, the progress he showed and the praise Sa'lucia gave him kept him driving for success. But alas, his teachings were about to take a nose dive. Sa'lucia's family had caught up with the wayward drow girl and demanded that she stop this nonsense and either return home, or be killed. Sa'lucia firmly refused, and in the ensuing battle, was gravely injured. Desperate to help his mentor and caretaker, Charyx planted himself behind a rock, casting a massive shadow on the cave wall and, with the cavern's acoustics, loudly declared in his Draconic tongue that he was Charyx the Red, and that the drow were trespassing on his dominion. Firing bolts of burning energy, Charyx made enough of a convincing show that the Sa'lucia's family made a break for safety, leaving their sister to her fate.

As Charyx knelt at Sa'lucia's side and watched the life slowly drain from her, she smiled at him and gave him her scripture of Sarenrae, the very text that had converted her to the faith, entrusting the manucript to the kobold. With her last breaths, she asked Charyx to continue her mission and prove to others that, no matter how seemingly insignificant and irredeemable others may seem, they could be changed, just as she was, and just as he had been. She also told him that a few pages in the back of the script had been left blank, a gift from her to him, so that he could fill them with tales of his own successes, and to read her own for inspiration... except for the final page. That one, he should only read when he truly felt he had become a true agent of the Dawnflower. Charyx swore he was be a testament to her work, and at that, Sa'lucia smiled and closed her eyes for the last time.

Since then, Charyx has ventured to the surface and traveled the lands of Taldor, hoping to inspire others and prove that even someone like him could be inspired to do good, especially by someone who walked the path before him.

10 minute background:
Step 1
-Charyx is a traveling Cleric of Saranrae, who is trying to emulate the drow priestess who sent him along the path to begin with, Sa'lucia.
-Charyx was rescued after fumbling his way into the ritaul of a gnoll warlock-in-training, which, unbeknownst to Charyx, was actually an attempt to turn him into a winter servant.
-As he is still a fledging student of the faith, Charyx is not entirely confident that he is representing Sarenrae's teachings properly, a notion that leaves him feeling seriously inadequate.
-Charyx is never without 2 things on his person - a weathered manuscript of Sarenrae's faith and a pendant necklace Charyx took from Sa'lucia before she was buried. He keeps both of these as reminders of his task and to honor the woman who helped him see the Dawnflower's light.
-Lately, Charyx has been sensing something cold coming from the north, and whatever it is is strangely familiar, though he can't place why. He is traveling to Heldran in hopes of possibly finding an answer with the sudden arrival of the winter winds plaguing the surrounding area.

Step 2
-Charyx would like to successfully inspire some other folks to walk the path of Sarenrae. He believes that once he can convince others to follow the faith as Sa'lucia did with him, he will be a 'true agent of the Dawnflower' and finally be able to read the last entry Sa'lucia left in the scripture she gave him.
-I as a player would like to see Charyx actually redeem a bad guy. Maybe even a big bad, if possible. Seeing him convince someone else to follow him and teach them would feel like he has finally come full circle and become a real priest.

Step 3
-Charyx actually used to worship Asmodeus like the rest of his tribe, and as was customary, actually made a pact with a minor devil at one point to help his tribe prosper. Charyx has yet to pay any sort of consequence for that, but he suspects he might have to one day... and it's not something he looks forward to.
-The final entry in Sa'lucia's scripture is actually a message to Charyx, telling him that she is proud of the progress he has made, that he one day gets to see the Dawnflower's sun that she never got to see, and that, if he's reading the letter and she isn't there, that she will always be watching over him whenever he is in trouble.

Step 4
-Gnashmargd (Living) - The gnoll witch in training that nearly managed to sacrifice Charyx, Gnashmargd managed to escape Sa'lucia's blade, but has never forgotten the kobold he tried to kill before. He's still out there, continuing his work and plotting his (unlikely) revenge!
-Sa'lucia Croornosh (Deceased) - Sa'lucia was the estranged daughter of a noble drow family, having been converted to the faith of Sarenrae after stumbling across the manuscript of a captured priest. Her rescue and eventual mentoring of Charyx have left a profound imprint on the kobold, making him the redeemed force of good that he is today.
-Traliss Croornosh (Living) - The eldest brother of Sa'lucia, and an active pursuer of Charyx. Traliss believes that the necklace Charyx took from Sa'lucia to honor her memory was stolen unjustly by the kobold, and he will do all in his power to see it returned to his hands and the thief punished for his actions.

Step 5
-Charyx likes to dance! Not very well, as his only exposure was spying on Sa'lucia when she danced in her spare time, but he's learned to mimic her actions fairly accurately, so he practices them in his spare time as well.
-Charyx's favorite food is mutton, especially well done, seasoned and tender mutton. Although he can force just about any old junk past his gag reflex, he can appreciate a good meal when he sees (and smells!) one.
-Despite his scales being a vibrant red, Charyx's favorite color is actually green! He finds it's a nice change of pace from all the fire he tends to throw around.


Welp here's the fluff, enjoy. still working on the actually crunch

The Assassin known as Phantom:

Whenever i think about that night i know i should feel angry...i should feel something, but i don’t. It was a normal night, cold , clear skies and snow on the ground. I was returning from an unsuccessful hunt, i called to my family as i walked in, eye closed only briefly “I’m home”. Opening them I saw pools of blood, Tristan stood there. A look in his eye, A look I recognized...”he broke”. His addiction finally got to him, consumed him until the voices drove him insane.
I charged him my blade drawn, he simply threw me aside. “Little sister, the voices stopped” He said not a hint of remorse, “ all i had to do was kill them and drink their blood.” his white coat stained with blood and tattered. He paused for a brief moment holding his head in pain, he muttered, “Remember”
We had a promise, i would kill him if he ever gave in... “I can’t”
“Then run, save yourself” He began screaming the pain growing worse.
I ran far away into the night, through the snow and moonlight. The days past i grew cold and hungry, game was scarce this year, as it always was. Wandering into a town nearby, I checked the bounty board in the local tavern...I was desperate I picked one, A group of thieves wanted dead...How different could it be from hunting?
Things would continue like this, with each kill, each bounty it became easier.

Personality and Appearance:

Ashling, generally wears a dark purple hooded cloak and usually carries a belt of knives, a silvery pendant of Ashava hangs from her neck.

Ashling bares many resemblances to the rest of her family; silvery white hair that she wears short and unkempt, her eyes area bright violet. Having only just become an adult she is still rather child like in appearance: being short and small by human standards.

She generally assumes the personality of a naive and heroic individual, a type of person she assumes most people like. It contrasts greatly from her normal Assassin personality of cold and relentless.

Ten minute background:

Concept

1) Ashling grew up as a hunter with her family in the far north, a in a generally cold environment.

2) Her favorite non-combat related hobbies are dancing and singing. She incorporates the dancing aspect into her style of fighting, that being swift and acrobatic. Whereas the singing is something she does to distract herself.

3) Her emotional state is very limited due to the trauma of seeing her brother murder their parents in a fit of insanity and bloodlust. She enjoys combat for the reasoning that, it one of the few moments where she feels even the slightest of anything. She goes so far as to pretend to feel emotion, in order to keep people from feeling uncomfortable around her.

4) She has two identities, one as Ashling Frostwing and the other under her Assassin identity “The Phantom”. As The Phantom she wears a white mask with a purple lightning symbol over the right eye, she also keeps her hood drawn. All in order to keep her identity protected, as she fears people will associate her with her older brother, who is a blood drinking serial killer.

5)Though she follows no gods, she wears a symbol of Ashava in memory of her mother and father who were devote followers. Her mother and father are dead.

6)Though she is an assassin/Freelance mercenary she will only accept contract that fit within her moral code. those contracts tend to be one's where she kills those who deserve it, are given by government officials, or the military. She does this to keep her life simple and without worry of being chased out of towns. Though she does kill people and occasionally takes pleasure in it so she can't really be considered good.

Quirks and mannerisms

1) She has issues smiling, even while faking it they tend to be rather creepy and unnerving. Not knowing this she smiles often to try and comfort people.

2)Due to her quiet disposition she often accidentally sneaks around. often having her presence forgotten, only for people to be reminded suddenly.

3) Though generally calm she has moments where she looses her cool, she sings to keep calm and remain cool.

Goals

1) To become strong enough to find and kill her older brother, who has become a mass murdering, blood drinking psychopath.

2) to find people who she doesn't have to fake emotions around and will accept her has she is.

Secrets

known- The actual identity of the Assassin Phantom is one that no one knows except her. Also being the younger sister to an insane murderer doesn't help, a fact only she and her brother know.

Unknown- Her brother sudden insanity and violence was cause by the curse of a fey he killed.


I'd like to do a Tiefling Inquisitor (Monster Tactician). Would that be acceptable? I'm planning on doing a write up within a day or two. I need to reread the player's guide and come up with a history.


Weekend and work have stymied me, and with a busy old week ahead I'll graciously bow out of this one.

Cheers

BD


Dot for interest! DM, I can primarily post on evenings (European time) and weekends, is that a problem?


@GM Frosty:

I understand about the secret. So we'd need something that might realistically reappear in the game. I was brainstorming and had a couple thoughts:

The hellknights continue to pursue her and might cross her path again (I've no idea if that's plausible in the AP);

or it turns out she is part witch and never knew it (this would explain the source of her magic);

or her Wolf is actually a human named Steve who was cursed with lycanthropy;

or Arvanya herself becomes a lycanthrope, later on taking a level in Lunar Oracle with the Feral or Hunger curse!

Also, to explain her bonus language (Skald) from her campaign trait: She learned the language from the Ulfen animal trainer that was hired by her circus, an Ulfen man named Yeosaf.


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Here be my profile for Selena. Still filling things in though.

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