DM Jam's Reign of Winter

Game Master Jam412



Hi folks! My group and I are looking for a player or two to join our existing Reign of Winter play by post. The current group is a dwarven Fighter, A human Winter Witch and a human Rogue with the scout archetype, so a Cleric or an Oracle would fit in pretty nicely.

A couple things of note:

  • Starting level is one, we aren't using exp, but leveling when the adventure dictates.
  • We are using 20 point buy
  • Two traits (one campaign, one other).
  • Core races. I will consider APG races but no custom creations please.
  • Starting Hp is max + constitution modifier + 5.
  • Our group has a pretty relaxed posting pace.
  • No Summoners or Gunslingers please.

Here is a link to the game thread if you are interested. DM Jam's Reign of Winter

I'm sure I'll realize that I forgot something important, but that is all for now.

Grand Lodge

hello,

i take it you are still at the start of the adventure since you are asking for a level 1

and what do you mean by relaxed posting pace?


Yep, we haven't made it very far yet, the PCs have really just started their quest.

As far as the relaxed posting pace, we might average once per day, but maybe not even that. We almost never seem to post on the weekends.

You might say our posting pace is.. glacial. (rim shot)

Grand Lodge

dam that is indeed glacial...

oh well :)

Liberty's Edge

Are you looking for a cleric to just be a healbot, or just a cleric who can heal after battle?

I've got a couple ideas for a cleric that I might like to play.

Any other class or would you really like to have 1 and would take 2 if you had 2 really good submissions?


Healing during or after battle are both cool with me.

Now that I'm thinking about it, I think I would prefer two characters but one of them must have some sort of ability to heal.


I actually amthinking about this but I am in a reign of winter game already and don't want to take the experience away from someone else.

I'll keep this thread in mind though.


Any deities that work particularly well in the AP?


Any deities that work particularly well in the AP? Also, are you taking the first applicants, or is there a deadline to submit by?


I've got an idea for a barbarian and one for a bard which one would you prefer?


Pathfinder Lost Omens Subscriber

Here's a female human Bard I put together for another RoW game that I didn't get into. I'll try here.

Tandy:

Tandy
Female Human (Ulfen) Bard (Savage Skald) 1
NG Medium Humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+3 armor, +2 shield, +1 Dex)
hp 14 (1d8+1)
Fort +2, Ref +3, Will +3; +4 to resist cold conditions, +1 vs. Cold effects
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Quarterstaff +1 (1d6+1/x2) and
. . Shortspear +1 (1d6+1/x2)
Ranged Shortbow +1 (1d6/x3)
Special Attacks bardic performance (standard action) (13 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +1
Bard (Savage Skald) Spells Known (CL 1):
1 (2/day) Chord of Shards (DC 14), Feather Step (DC 14)
0 (at will) Know Direction, Dancing Lights, Spark (DC 13), Prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 12
Feats Extra Performance, Scribe Scroll
Traits Northern Ancestry, Tundra Child (Tundra or Cold Regions)
Skills Acrobatics +2, Bluff +7, Climb -2, Diplomacy +7, Disguise +7, Escape Artist -2, Fly -2, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +5, Perform (string instruments) +7, Ride -2, Sense Motive +5, Stealth +2, Swim -2
Languages Aklo, Common, Hallit, Skald
SQ bardic knowledge, bardic performance: insiring blow (+3 hp)
Other Gear Hide shirt, Heavy wooden shield, Dagger, Dagger, Quarterstaff, Shortbow, Shortspear, 90 GP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (13 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Insiring Blow (+3 hp) (Su) Begin a performance as an immediate action after a critical hit, gain CHA temp HP and grant allies within 30' +1 on next attack roll
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.

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psychicmachinery wrote:
Any deities that work particularly well in the AP? Also, are you taking the first applicants, or is there a deadline to submit by?

I'd say Erastil, Gozreh and Desna would fit best, but really any non evil deity would be okay. There is a fair amount of woods and a TON of travel.

I figure I'll let the thread stay open for a day or two, to give folks a chance to get a character done. I may close early though if I get a ton of submissions.


Wolfgang Rolf wrote:
I've got an idea for a barbarian and one for a bard which one would you prefer?

Sorry, I screwed up the original post. The dwarven character is a barbarian, not a fighter. So I suppose the bard is preferable of those two choices.


Understood, now that you mentioned fighter I think I have an idea for a fighter character as well, I'll post both and you can pick anyone you like.


Wolfgang Rolf wrote:
Understood, now that you mentioned fighter I think I have an idea for a fighter character as well, I'll post both and you can pick anyone you like.

Sounds good. I look forward to seeing them!

Liberty's Edge

Here's my cleric idea:

Cleric:
Thoros Chandler
Male Human (Ulfen) Cleric 1
NG Medium Humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +6; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
--------------------
Offense
--------------------
Speed 20 ft.
Melee Morningstar +0 (1d8/x2) and
Unarmed strike +0 (1d3/x2)
Ranged Longbow +0 (1d8/x3)
Spell-Like Abilities Touch of Good (7/day), Touch of Law (7/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Protection from Evil, Obscuring Mist, Summon Minor Monster
0 (at will) Detect Magic, Cure Minor Wounds (DC 14), Guidance
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 12, Int 13, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Fast Learner, Scribe Scroll
Traits Deft Dodger, Warded Against Witchery
Skills Acrobatics -6 (-10 jump), Climb -6, Escape Artist -6, Fly -6, Knowledge (arcana) +5, Knowledge (planes) +5, Knowledge (religion) +5, Ride -6, Sense Motive +8, Spellcraft +5 (+6 to identify spells cast by evil arcane spellcasters.), Stealth -6, Swim -6
Languages Common, Skald
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 12), domains (good, law), spontaneous casting
Other Gear Studded leather armor, Buckler, Arrows (40), Longbow, Morningstar, Cleric's kit, 19 GP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) - 0/5
Touch of Good (7/day) (Sp) - 0/7
Touch of Law (7/day) (Sp) - 0/7
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (7/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Touch of Law (7/day) (Sp) A d20 roll becomes 11.
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.


Forthepie wrote:

Here's my cleric idea:

** spoiler omitted **...

Looking good! What deity does Thoros worship?

Liberty's Edge

He is a worshiper of Erastil


Ok, so I'm not sure if this is too close to what Forthepie has got, but my first Pathfinder character was an archer cleric who worshipped Erastil. I tweaked him a little, and I'm hoping he's different enough to be considered. He's more "punchy" and less "healy", but I envision him being a fair archer and powerful party buffer with the ability to heal a little in a pinch. Please see the details in my profile.

Liberty's Edge

Yeah I went more supportive than martial, the longbow is just a way to provide some damage.

Sovereign Court

Gnome oracle of the heavens for your perusal...
Just have to add traits and should be good to go.

Neji:

Neji
Gnome Heavens Oracle 1
CG small Humanoid (gnome)
Init +2, Perception +6
DEFENSES
AC: 17 touch: 13 flat-footed: 15
HP: 15 (1D8+2+5)
Fort: +2 Ref: +2 Will:+2

OFFENSE

Speed 20ft
Melee: Heavy Mace +1 damage 1d6 /x2
Ranged: light crossbow +3 damage 1d6 19-20/x2

STATISTICS

Str 11 Dex 14 Con 14 Int 10 Wis 10 Cha 18
BAB: +0 CMB: -1 CMD: 11
Languages: common and gnome

Skills:
Acrobatics: 0
Appraise: +0
Bluff: +4
Climb: -2
Diplomacy: +8 (1 rank)
Disguise: +4
Escape Artist: 0
Fly: +2
Heal: +0 (+4 at night)
Intimidate: +4
Perception: +6 (1 rank, +4 at night)
Ride: +0
Sense Motive: +0 (+4 at night)
Stealth: +4
Swim: -2
spellcraft : +4 (1 rank)

GEAR:
light crossbow
heavy mace
studded leather
Light steel shield
Remaining gp for mundane items but wanting to see what is in the AP handout

SPELLS: -/4
0- Guidance, resistance, light, detect magic, ghost sound, Mage hand
1- Bless, Shield of Faith, cure light wounds

ORACLE Abilities
- Oracle Spells: Casts divine spells from cleric spell list; may cast any spell known without preparation; Charisma is primary ability for bonus spells and DC; at 4th level, and every even level thereafter may learn new spell in place of one already known: 1st level: (DC 15): 2 spells known, 4 spells per day
- Mystery: Heavens
Bonus Class Skills: Fly, Knowledge (arcana), Perception, Survival
Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland f light (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th)
- Oracle's Curse (Ex): Haunted
Retrieving stored item requires Standard Action, unless it would normally take longer; dropped items land 10' away in random direction. Add the following to your list of spells known: mage hand, ghost sound
- Orisons: 4 orisons known (DC 14), cast like any other spell, but do not consume any slots and may be used again)
- Revelations: Standard Action and DC 14 (unless noted otherwise)
Guiding Star (Su): when night sky is visible, may determine precise location, may add +4 on all Wisdom-based checks, and 1/night may cast 1 spell as if modified by Empower Spell, Extend Spell, Silent Spell, or Still Spell w/out increasing spell’s casting time or level
Traits/Feats:
- Armor Proficiency, Light: No penalties on attack rolls while wearing light armor
- Armor Proficiency, Medium: No penalties on attack rolls while wearing medium armor
- Reach spell: cast spells at further distance by increasing spell level
- Shield Proficiency: No penalties on attack rolls when using a shield
Racial Abilities:
• Defensive Training: +4 Dodge bonus to AC vs. Giants
• Gnome Magic: +1 to DC of Illusion spells; Spell-like abilities (caster level 1): 1/day—dancing lights, ghost sound (Will DC 14), prestidigitation, speak with animals
• Hatred (reptilians and goblinoids): +1 bonus on attack rolls vs. hated foes
• Illusion Resistance: +2 Racial bonus on saves vs. Illusion spells/effects
• Keen Senses: +2 Racial bonus on Perception checks
• Low-light Vision: see twice as far as humans in dim light, retaining ability to distinguish color/detail under these conditions
• Obsessive: +2 Racial bonus on one Craft or Profession skill
• Weapon Familiarity (Gnome): all "Gnome" weapons are Martial


Looking good. I'm going to make a decision tonight so that we can get things moving. I'll try to decide by 8pm EST, or GMT -4.

Silver Crusade

I just caught this post here is my PC if your willing to take me.


Here is the fighter I mentioned, I am starting to reconsider that bard, I may present something else instead.

Sovereign Court

As for the traits would be taking magical heritage (cure light wounds) so I can heal at range at first level with reach spell. Also would have the restless wayfarer trait. Hoping to choose language and class skill once party is decided so i know if I need to fill a gap anywhere.


Hey all, after much thought, I would like to welcome forthepie's character Thoros Chandler and Wolfgang Rolf's character Franz Dilaan.

I appreciate everyone showing an interest!

I'll get some info up pretty soon on the story so far for Thoros and Franz.


Thanks for picking me DM Jam, I look forward to joining your game.

Liberty's Edge

I'll get my alias made up and change a few things I saw that were wrong on my character sheet. Also, what kind of gold do we start with? Didn't want o spend too much.


Everybody starts with max gold for their class.


My alias.


Spoiler:
So the PCs are currently investigating the disappearance of a noblewoman who was on the way between Zimar and Taldor's capital Oppara. They learned from a surviving guard that her caravan was ambushed by a group of brigands and winter touched fey as it was passing near the Borderwood. He told them tales of winged icy creatures and freezing temperatures near the wood. Hard to believe since it is summer in Taldor.

I'd like you two to work out a reason for traveling together. You could be investigating the cold or just be travelers passing through.

I'll check back in tomorrow and we can work out the rest of the details.


DM, Thoros:
I vote for travelers passing through.


DM, Franz:
I am good with travelers passing through. Perhaps I could be a "circuit rider" going around ministering to the smaller villages in the name of Erastil and Franz could be someone who is acting as a bodyguard sort?


That works for me! I'll let the two of you work out the details of your relationship.

Thoros; I'm probably missing something, but why is your movement only 20?


Also, whenever you like, head on over to the discussion thread to introduce yourselves.


Probably encumbrance. 10 Strength is weaker. I am seriously considering moving some points from Charisma to Strength. In fact, I may do that. Is a mount needed? I am not sure what everyone else is using...


Non of the other PCs have mounts, though that doesn't mean that you can't. You should expect to face the normal complications of bringing a mount with you though, once you begin to encounter smaller, indoor spaces.


Okay, no worries, I was thinking if everyone had one, I could adjust some things to get a mule. I am probably going to adjust my str/cha scores, basically flip-flop them, no huge changes, but I'll run the changes through Hero Lab and reset my crunch tonight. I don't think I'll get to light encumbrance, but what can you do, gotta have stuff.


All set and finalized with Thoros and Franz?

Have you two decided on the traveling cleric/ body guard relationship?


Hmmmmm I'd rather go with the two travelers who've met on the road and decided that since they are going the same way its better to travel together, what do you think DM? Thoros?


works for me.

I am ready


I am ready too.

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