Consummate C's Reign of Winter (Inactive)

Game Master Holly G.

Reign of Winter


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Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Hokkaido Goto wrote:

So did the kid fail his perception check then or was he interrupted by Nadya's question first?

No, I was interrupted by a child falling off the couch...

Orm Perception: 1d20 ⇒ 5

Orm is suitably impressed by Hokkaido's skills. Ignoring his mother's query about that other guy, he has eyes only for Hokkaido. "How did you do that?" he whispers in awe.

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Yowzers!

Ah my dear boy, not everything is as it seems. Cunning and diversion are sometimes just as useful as magic. Take that wolf for instance. It is unusual that a wolf would be alone. Did you see anything else while you were out there?


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Mjoli pokes his brother, saying, "Next time, take me with you. I'll make sure you don't get lost!" Orm sticks out his tongue, and the boys fall to bickering (as they do).

Nadya intervenes, "No one is going anywhere except to bed! Now!" After considerable griping and wheedling, Nadya settles her boys down.

Meanwhile, Ailmar returns to the camp. The young wolf can be seen, watching, hovering near the treeline.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

A the group packs up and moves on down the road the next day, the young wold follows, keeping a safe distance. After each meal, Ailmar leaves some of his food for the wolf. The wolf grows bolder, following and approaching more closely as the days go on.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

A day out from Ellsprin, you notice you are being followed by something more than the wolf. A large conspiracy of ravens is circling overhead and appears to be getting closer.


I don't like the look of those crows... Copper, can you do your mini-dragon impression again, like you did atop the ice tower? Eiji asks aloud.

Might save Ailmar and me time hunting, and The Rock will only have to worry about side dishes he thinks to himself.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

That is quite the constable of ravens. Hokki, do you have any insights into this?

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Yes, they're probably not from the welcoming committee.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Catriona thinks back on her studies to see if she remembers anything about ravens and casts Detect Magic to see if they are magical in origin.

What knowledge should we be rolling for the ravens?

@Ailmar What say you, Ailmar?


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

DC 15 Knowledge (Nature):
The ravens' behavior is unnatural.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Knowledge Nature: 1d20 + 11 ⇒ (12) + 11 = 23


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Hey youuuuuu guys! Those are some weird-ass ravens!

@ the Party Those ravens are not behaving naturally. I don't know how ravens are supposed to behave, but not like that.

Weirdly, I seem to have a knowledge gap in ravens that only lets me know if they're acting naturally or not. I guess they didn't get the memo to "fly casual"


M Human Ranger (Wild Hunter)

I quite agree Catriona. All things considered, my guess is the answer lies more closely to your realm of expertise than mine.

Ailmar studies the unkindness for a bit, hoping to glean a more precise sense of what it is they're up to.

Knowledge Nature: 1d20 + 8 ⇒ (2) + 8 = 10


Male Tiefling Wizard 1 Perception: 0 Sense Motive 5

Vostok looks up from his scrolls and book for a moment,
Huh, those ravens are acting weird.

He promptly buries his head back into his scrolls and book. Noticing his pipe has gone out

Hey, Copper, could you help a tiefling out?


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Copper eyes Vostok, but decides that she would rather burn birds.

The ravens close on the group, but given Catriona's timely heads-up, Copper is able to blast them.

Burning Hands: 5d4 ⇒ (1, 2, 2, 1, 4) = 10


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

DC 15 reflex for half...

Raven Swarm Reflex: 1d20 + 6 ⇒ (2) + 6 = 8

...and fails, taking 15 damage.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

The swarm then converges on...

target: 1d6 ⇒ 3
1-Vostok
2-Hokkaido
3-Eiji
4-Catriona
5-Copper
6-Ailmar

Eiji it is!

...who gets an attack of opportunity.

If you miss the attack, or somehow don't do enough damage:
Raven Swarm Damage: 1d4 ⇒ 1 and I will need a DC 11 Reflex to avoid eye-raking.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

I like how we've used all the possible names for a flock of ravens... unkindness, constable, conspiracy.... vocab geeking out a bit :)

Catriona activates her spring-loaded wrist sheathes, her wands at the ready.

Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

You dare test my icy mettle, ye bastard ravens!?!

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Initiative: 1d20 + 5 ⇒ (8) + 5 = 13


attack of opportunity: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d8 + 14 ⇒ (6) + 14 = 20
I believe my reflex save successful since I now possess an eight foot long crow-kabob.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Didn't ask for initiative, because the ravens are already dead!

The few remaining ravens, now, perhaps, more aptly named a pair, fly off heading directly north towards Whitethrone. You see no further sign of them.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Finally, a week out from Waldsby, you arrive in Ellsprin. Nadya explains, "My sister's home is on a small farm just to the other side of town... It is very small, though. You will likely be better served to find some accommodations at the tavern, as you did in Waldsby. How long are you planning on staying? Or must you be off immediately?"

You can have at least two weeks of downtime. If you aren't doing anything else, and you choose to work, you can earn half your Profession check result in gold pieces per week of dedicated work.

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Can we get info on Ellsprin such as the places we can visit etc.? Also do you want us to do the downtime things here or on the discussion page?

Thank you for the advice, Nadya. Perhaps we should accompany you to your sister's house in case we ever need to know where to find a friendly face. Also, would you mind pointng out the places of interest as we stroll through the town? I stick out as it is. I'd prefer at least to have a look of "I know where I'm going" about me.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Ellsprin
N thorp
Corruption -2; Crime -3; Economy -2; Law -2; Lore -3; Society +2
Qualities insular
Danger -5

DEMOGRAPHICS
Government council
Population 16 (13 humans, 2 halflings, 1 dwarf)
Notable NPCs
Tavern Owner Thildega Halls (NG female human bard 4)
Smith Erlan Urnst (LN male dwarf expert 4/warrior 1)
Trading Post Owner Mr. Harlen Gnoat (NE male human expert 2)

MARKETPLACE
Base Value 55 gp; Purchase Limit 500 gp; Spellcasting 1st
Minor Items
[750 gp] wand of bless (CL 1)
[2,000 gp] ring of protection (+1) [clue indicates function]
[750 gp] wand of entropic shield (CL 1)
Medium Items —
Major Items —


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

It doesn't matter which page you roll on.
You can use craft, perform, or profession to make money as per the Day Job rules in Pathfinder Society. One check is a week's worth of effort. The table will be copied to the discussion thread for your convenience.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Catriona sends Archimedes to perch on a tree outside of town to keep watch for anyone approaching Ellsprin. She pulls up her hood and tries to see if there are any wanted posters for her on any of the buildings.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

During our last day in Ellsprin, as we were preparing for our journey to Whitethrone, we heard a shriek outside the home of Nadya's sister. As we rushed out to investigate, we saw that Nadya's brother-in-law had been killed by Fey who were intent upon killing everyone in sight.


M Human Ranger (Wild Hunter)

If I can, I'd like to grab a "plain" cold iron greatsword and sell my old one before we head out.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Ailmar Raithor wrote:
If I can, I'd like to grab a "plain" cold iron greatsword and sell my old one before we head out.

No problem.

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Can Hoki treat the crew to some beers before he leaves too? It's been a rough few days.


On the Doings of Deeds both Great and Terrible, Additional Musings of His Most Transcendent, Grand Magister Eiji wrote:

I'm beginning to suspect that Nadya is not the innocent we first took her to be. Everywhere she goes those around her wind up dead. There's something not right about this woman. Even her "sister" is a bit weird. Not just "my husband was randomly murdered by a blue midget gnome and a particularly violent shrubbery" weird, but also a "I sleep with goatmen" kinda weird. Not judging. Just saying...

So now her goatson is helping on the farm - which has got to qualify as some sort of irony, right?

And we're okay with all this because he was tied up in a barn with another blue midget gnome. Hehe. Reminds me of when Vos got in trouble with- but that's a story for another time.


On the Doings of Deeds both Great and Terrible, Additional Musings of His Most Transcendent, Grand Magister Eiji wrote:

Before word of the untimely passing of Nadya's brother-in-law, may he have died before it could be our fault, we decided to flee the scene make haste to a larger locale, the better to disappear into a crowd progress the storyline further our efforts to free The Hut. Specifically, Nadya, woman of dubious character and shady connections that she is, believes she can contact some sort of summer resistance (no doubt someone else she knows will end up dead then). Our witch knows about them, so ask Cat.

As seems to be our plight in this frozen hell of a country, a random stranger waylaid us on the road asking for help. She was a gorgeous redhead and seemed absolutely out of place in the middle of the woods. She's a woman, so absolutely not trustworthy. Also, she’s absolutely some other kind of fey. This land is just evil women fighting evil fey with the lot of us caught in the middle. And snow.


On the Doings of Deeds both Great and Terrible, Additional Musings of His Most Transcendent, Grand Magister Eiji wrote:

She spins an accented tale about trolls and moss and missing fingers. Trolls are probably some sort of fey, and probably women too. Our ranger, being the foolish and noble type declares his instant love for her and we all set off to find her missing fingers. I think. Ailmar follows some tracks, as rangers are wont to do, and they lead to a cave. Not a particularly strange cave. A low cave roof, some craggy cave walls, and a flat cave floor.

It's decided that Hoki should lead the way, so, Ailmar promptly barged in first. The idiot screams something about not touching s***, inspiring musing on the presence of bats in these northern caves.

What followed was, as usual, confusion. A man covered in moss or, more rightly, mold lumbered toward us, wood axe in hand. Feeling very threatened by this lumbering, my colleagues began to rain death upon him. To which the moldman responded by raining mold on them. Then Vos had to go and try to magic again. That nice, flat cave floor I mentioned was suddenly no longer flat. The mold man was now in a twenty foot deep hole. Thanks Vos. I feel like you don't know how to kill something even if you wanted to. The casters all jabber about mold insulating our brains which gives me a bright idea: The Rock doesn't have a brain! He flies into the pit to remove the mold. It was a solid plan by all accounts, but the moldman didn't want to be sanitized and instead climbed out of Vos's ultimate magical trap. And don't ask me how, but the ranger shoots the mold off him. Unfortunately, Hoki has been well insulated by this time, I assume, because he stabs me.

The birdbrain gets tied up and knocked out for the trouble. That reminds me of another time when Vos got into trouble- but another story for another time.

All this effort, and we just end up taking the moldman back to the probably evil fey thing that lives in a cabin in the middle of the woods. He's probably going to be eaten or have his soul stolen, or made into a suit... but he gave me a magic bear trap! Also, Ailmar got lucky.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Ailmar, remember your +2 luck bonus on all saving throws, attack rolls, and skill checks until the next time you all rest for the day


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Near the end of the next day of travel, just before sunset, you see a small village. As you get closer you see that most of the buildings are little more than piles of snow-covered stones, with crumbled sections of their walls rising from the ruins. The only structure that might offer temporary shelter appears to be an old temple inside a walled circular churchyard with an arch at the entrance. The front door of the temple has rotted away, but a smooth stone circle engraved with the outline of a butterfly is mounted above the doorway.

DC 10 Knowledge Religion:
This was a temple to Desna.

DC 20 Knowledge History (+2 for being from Irrisen):
Fourteen hundred years ago, during the first week of the Winter War, a mass exodus of native Ulfen flooded south before the might of Baba Yaga's army of giants and trolls and the onslaught of unseasonable winter. As the invading army approached, the adults of Ulsgaard left the village to search for a place where the community could hide and regroup with other survivors. They planned to return for the village's children, who were entrusted to a pair of clerics of Desna, once they located a sanctuary. Tragically, for reasons lost to history, no one from the village ever returned.

DC 25 Knowledge History (+2 for being from Irrisen):
Abandoned, with no place to hide or run to, and with children they could not protect, the clerics lost their faith in fear and madness. They conspired to offer the children as a sacrifice to Baba Yaga, and foolishly pledged their souls to her in exchange for mercy. But when the armies of the Witch Queen arrived at Ulsgaard, no one was spared.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Knowledge History: 1d20 + 14 ⇒ (17) + 14 = 31

Catriona remembers hearing of this place during one of her many lessons. Not wanting to regale the party with all the sordid details of the sad tale of the temple's end, she tells the party the basics.

This was a Temple of Desna during the great Winter War, but was overrun by Baba Yaga's army.


Knowledge(History), untrained: 1d20 + 0 ⇒ (13) + 0 = 13
A Desnan temple, that's good, right?


Looks abandoned. We can shelter here for the night.
Maybe Desna can keep out marauding fey troll women.

Eiji promptly enters the temple.

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Hokkaido stealths around outside at full speed (No penalty due to talent) to look for a side or back door. If it appears closed, he opens it discreetly with sleight of hand and goes inside.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Stealth: 1d20 + 14 ⇒ (17) + 14 = 31

Sleight of Hand: 1d20 + 11 ⇒ (14) + 11 = 25


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

As the sun nears setting, Eiji, presumably channeling his former master, boldly enters the churchyard and strides towards the temple. To his surprise, he finds a person in the churchyard who addresses him, "Run along and play, child. I'm sure you won't be waiting much longer,"

And, for not particular reason at all, where are folks? Hokkaido presumably in the churchyard, but unnoticed in the shadows?


M Human Ranger (Wild Hunter)

Ailmar, bow in hand heaves a sigh and follows Eiji. What could possibly go wrong with this?

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Yes, Hokkaido is lurking in the shadows. I'm guessing this is Dim Light conditions?

Lol@ Ailmar.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Watching Eiji run towards the temple, Catriona shakes her head.

What is the big oaf doing now? This is why we can't have nice things.

Refusing to enter the temple, Catriona wanders about the temple grounds/yard, perusing anything of interest.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Twenty feet from the entrance of the church, a group of ghostly, translucent children appear in the churchyard, crying for their parents and screaming as ghostly trolls and giants enter the churchyard and begin snatching them up. The palpable despair of the children sweeps over any living creature in the courtyard.

DC 16 Will Save from those in the churchyard to avoid crushing despair

Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This lasts for four minutes,

Additionally, just after the suns sets, the person in the courtyard no longer appears quite as human and alive as first supposed.

Roll your initiative.


Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Edit: Forgot to do the will save, which could have affected initiative (since it's an ability check)
Will Save: 1d20 + 1 + 2 + 2 + 1 - 2 ⇒ (16) + 1 + 2 + 2 + 1 - 2 = 20


M Human Ranger (Wild Hunter)

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21 That includes the +2 luck thing. If free agent applies, another +2 charm/compulsion

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

Perception: 1d20 + 7 ⇒ (17) + 7 = 24 I almost have to assume this creature is of malintent... that's in ref to the not quite so human and alive person

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Will: 1d20 + 2 ⇒ (17) + 2 = 19

Initiative: 1d20 + 5 ⇒ (2) + 5 = 7


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Sorry, I thought I posted this yesterday.
Knowledge religion check if you want some information about what you're facing.

DC 12 Religion:

Huecuva: Rotting vestments hang across the withered flesh of this walking corpse, and its mouth hangs open in a silent scream.

Standard undead traits:
*Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
*Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
*Not subject to nonlethal damage, ability drain, or energy drain. *Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
*Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death. During daylight hours, a huecuva becomes shrouded in an illusion that causes it to appear as it did in life—at these times, a huecuva might seek to infiltrate society to dwell among those it hates. When night falls, it emerges to seek out its prey.

Most huecuvas remember little of their former lives except for the blasphemies that led them to their cursed fates. They often find themselves drawn to the ruins of old temples, where they rage against or seek hopeless absolution from the deities who so afflicted them.

DC 17 Religion:

The huecuvas attack may cause disease.
Filth fever: Injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves.

Rolls for the absent:

Catriona Will: 1d20 ⇒ 10
Catriona Initiative: 1d20 ⇒ 3

Copper Will: 1d20 ⇒ 12
Copper Initiative: 1d20 ⇒ 3

Vostok Will: 1d20 ⇒ 15
Vostok Initiative: 1d20 ⇒ 19

If you failed the will save and you want to add your modifier, just post the total based on this roll when you check in.

Bad Guy Initiative: 1d20 + 6 ⇒ (4) + 6 = 10


M Human Ranger (Wild Hunter)

Knowledge Religion: 1d20 ⇒ 15


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Do you folks want a map for this one? Or just want to fudge it this time?
.
.
.
.
Initiative Order:

  • Vostok
  • Bad Guy
  • Ailmar
  • Hokkaido
  • Eiji
  • Catriona
  • Copper

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Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

This thread is for out-of-character discussion. Use the gameplay tab attached to this campaign for in-character discussion/comments. See this thread for formatting suggestions to improve your in-character commentary.

Character creation: 10 June
First session: 08 July

20 points for ability scores
Max hp at first level
Max gold per starting class
Min 4 + INT skill points/level
2 traits (campaign traits optional)

Suggested starting backgrounds:
You are a member of the Pathfinder Society sent to investigate the odd weather.
You have been sent by the government of Taldor to investigate the same.
You grew up in/around the village of Heldren in Taldor.

If you want to play a witch, especially a "winter witch," or someone from Irrisen, let me know so we can talk about how to make you background work well in the campaign.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Once you have decided on a character, create an alias with the name and put your basic character info in the "classes/levels" field. Something like: Race Class Lvx | HP: x/x | AC: x

Please also add your perception, trap finding, and sense motive modifiers as well!


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

Just checking in to let you know that I plan to be at all those sessions.

I'm probably sticking with the pyro-kineticist (who is currently a pathfinder, so that works). I'll get a proper alias set up once we're closer to starting.


Probably gonna bring my Half-Orc Bloodrager to play, finally.


Really up to folks what roles we need filled for my char. I have a swash a gunslinger, a monk, and a non blasts wizard in the deck. I love them all, but the gunslinger or the wiz would be my pref. Especially if not using the homebrew firearms rules.


Male Tiefling Fighter/7

Yep.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Skizor wrote:
Really up to folks what roles we need filled for my char. I have a swash a gunslinger, a monk, and a non blasts wizard in the deck. I love them all, but the gunslinger or the wiz would be my pref. Especially if not using the homebrew firearms rules.

Trying to avoid homebrew rules; will have enough troubles making the 4 person AP work for 8, let alone adding new rules.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

Kadance = Chris G.
Skizor = Chris Ski.
Mulligansley = Chris M.
Yue Se Fu = Cheyne?


Wow. Yue Se Fu was the kineticist name I was originally going to bring to the PFS game. I don't know why it won't update.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

I don't know where he is looking; I see "Khakhanable." Been looking forward to your bloodrager!!


Male Tiefling Fighter/7

So I tried to create an alias with what info I have atm, but it seems like only my PFS character is present, I couldn't where to add, and the Profile section seems like a better fit. This is unless of course the profile section is that for the same PFS character alias.


I'm thinking Arcane Bloodline Primalist Metamagic Rager Bloodrager. Either Human or Half-Orc.


Male Tiefling Fighter/7

Also, Christy says she's going to play a Winter Witch.


Male Hungerseed Tiefling Unchained Barbarian 1

Testing...


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Mulligansley wrote:
So I tried to create an alias with what info I have atm, but it seems like only my PFS character is present, I couldn't where to add, and the Profile section seems like a better fit. This is unless of course the profile section is that for the same PFS character alias.

Go to "my account" and look about halfway down on the left for "messageboard alias"


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Mulligansley wrote:
Also, Christy says she's going to play a Winter Witch.

Was she thinking to be from Irrisen? I suppose I can probably just ask her tomorrow, but do you think she might be willing to take on the back story of one of the NPCs featured in the first 2 books? Then I could just write out that NPC.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

So, we have...
Winter Witch (has some healing), UNK
Wizard (I heard he's not a blaster type), UNK
Sorcerer, Sylvan (riding a mammoth), Halfling

Rogue, Tengu
Bloodrager, Half-orc
Ranger (Ranged attacker), Elf

I don't know if Kelly is even planning on playing.

I'll look into something with at least some healing for my character. Leaning toward druid right now.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

For our Winter Witch, here's some suggestions:
The GM will allow the Scarred Witch Doctor archetype to stack with the Winter Witch archetype if you're interested in playing Half-Orc

The metamagic feats Rime Spell, Intensify Spell, and Reach Spell could be useful.

The trait Watershaping (available with the Adopted trait) would likely be good too.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
kadance wrote:

So, we have...

Winter Witch (has some healing), UNK
Wizard (I heard he's not a blaster type), UNK
Sorcerer, Sylvan (riding a mammoth), Halfling

Rogue, Tengu
Bloodrager, Half-orc
Ranger (Ranged attacker), Elf

I don't know if Kelly is even planning on playing.

I'll look into something with at least some healing for my character. Leaning toward druid right now.

Play a druid. Caster party! You'll be fine.....!


Male Tiefling Fighter/7

So.. a good feat people may want to look at getting: Rugged Northerner. I know am at level 1 and I don't get many feats.

Prerequisites: Con 13, Survival 1 rank.

Benefit: You treat extreme cold conditions (Pathfinder RPG Core Rulebook 442) as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

Yeah, that could be a life saver. Of course, with a sorcerer, a wizard, and a druid (my current character concept), we may have enough Endure Elements to go around (note: the winter witch won't need it).


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

You guys, ruining all my murderous cold with your enduring of elements and whatnot...


I have arrived. *cheers from the crowd*


Male Tiefling Fighter/7

I'd REALLY like to not have to use my one of few feats early on with that, but I will if I have to.


I saw the class breakdown...if we need some more melee, I can go swash or monk. Let me know.


Male Tiefling Fighter/7

We "muggles" will be just fine. :)


Mulligansley wrote:
We "muggles" will be just fine. :)

alright, and duly noted.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Mulligansley wrote:
I'd REALLY like to not have to use my one of few feats early on with that, but I will if I have to.

I think the casters are telling you that you don't have to...


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Mulligansley wrote:
We "muggles" will be just fine. :)

"We"? I think you are playing the only "muggle." The bloodrager is just a late bloomer.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

Think of it like this: The area around the bad guys won't be too crowded since there's only three of us in melee (if David is still going for a ranged ranger).

Now, do we want a stegosaurus with us?


I was considering using treatmonk's switch hitter build, human. lmk what you think.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

It's a very good way to play a ranger, though I don't know the last time he updated it, so there could be some options available not included in the guide. Treantmonk's a solid source of advice.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
justadude wrote:
I was considering using treatmonk's switch hitter build, human. lmk what you think.

I was actually planning to suggest that to you if you decided to stick with Ranger. I had one generally following that plan for a couple levels until Chris TPK'd us! Was really good.


BAB - essentially the same as your lvl?


justadude wrote:
BAB - essentially the same as your lvl?

If you have a full BAB progression class, such as a fighter, or a monk, or a rogue, or a paladin or another martial based class. Others are 3/4 your level, or 1/2 your level.


Wizard concept updated: Tiefling Conjuration teleportation specialist. In Character intro will be up later tonight on the IC tab hopefully.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
justadude wrote:
BAB - essentially the same as your lvl?

For your ranger, yes.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Let me know if you can't view the map.


Male Tiefling Fighter/7
Skizor wrote:
justadude wrote:
BAB - essentially the same as your lvl?
If you have a full BAB progression class, such as a fighter, or a monk, or a rogue, or a paladin or another martial based class. Others are 3/4 your level, or 1/2 your level.

Rogues are 3/4 BAB as well.


M Human Ranger (Wild Hunter)

So...how do I add my character to this business?

Grand Lodge

Male Samsaran Druid (Goliath) / 1

A single post in the gameplay thread (tabs at the top) will add you as a player.

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

So didn't the DM's info about the area tell us from the beginning that there was no inn? Maybe Chris was just role playing then. I couldn't tell if I missed something.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Yes, he was role-playing his arrival at Heldren. I also couldn't say if he actually read about the town or not. He might be waiting until he role-plays going to a place before reading about it.

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

I figure if you post it without specifying the target audience, then it's for public knowledge. Is that not the case?

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

I tried searching, but does Paizo Msg Boards only allow their own avatars? Can we not upload our own?


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Hokkaido Goto wrote:
I tried searching, but does Paizo Msg Boards only allow their own avatars? Can we not upload our own?

No, you can't upload your own. This is the internet; if you think about that for a minute, you'll likely agree that's a good idea...


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5
Hokkaido Goto wrote:
I figure if you post it without specifying the target audience, then it's for public knowledge. Is that not the case?

I suppose I could have held back the descriptions of places until someone went there, but I don't think it spoils anything. If someone rolls high enough to gather info, I would post it behind a spoiler. You could read it, but your character wouldn't know unless the character that made the check told him. Same as if it was said at the table, you know? I'd consider this basically the same as that.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

Yeah, I've read about Heldren, but Ballu has never been there.


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser
Taldor, Echoes of Glory wrote:


The Bearded: Taldor’s royalty and senatorial classes are know as “the bearded,” a term reflective of their protected legal status as the only males in Taldor who can legally grow beards (though this becomes less of an issue the farther you travel from Oppara).
(Chris's Note: Heldren is 200+ miles from Oppara, about as far as you can get and stay in Taldor)
Wearing a beard is a symbol of status, and the level of extravagance poured into a man’s beard is representative of his personal wealth and power. It’s not uncommon for Taldans to portray Abadar, Aroden, or Cayden Cailean with beards, as it is hard for them to imagine male gods not possessing enough power to earn the right to wear one. This is not to say that any may with a day’s worth of scruff is thrown in jail or onto a slave galley—intent is the key, and long cheek whiskers or a scraggly beard are clearly not attempts to rise above one’s station . It is only when a man of lower class starts to groom and oil his beard (particularly a goatee or chin-beard) in the manner of nobles that others start to take notice and guards are inclined to take action. Furthermore, foreign dignitaries, dwarves, and gnomes are all but exempt from this scrutiny, as Taldor is a human nation and the intent of the law is to keep the Taldan peasant class from putting on airs, not to alienate beard-wearing merchants and diplomats of other races or countries.

Also, here's a lovely map of Taldor. Heldren is located in the south, on the edge of the Border Wood: Taldor

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Ok. Thanks for the clarification. I'll really only read the spoilers then if I roll and am suppose to know in character. I'd rather not have it somehow influence my decision making.

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