DM Tarfugal's Reign Of Winter

Game Master Humble Winners

Once upon a time....


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I submit Mera Wist-Thrune, a Chelaxian diva extraordinaire! (Oops, Very sorry, I meant bard)

Appearance:
Mera is in the flower of her youth. She has the black hair, black eyes and light skin common to Chelaxians, combined with the carefully cultivated beauty of a daughter of a lesser house. While she is comfortable enough wearing normal clothes, she tends to default to wearing her entertainer's outfit; a dress befitting an aspiring Chelish diva of the opera. This is part habit, and part cold calculation. Mera knows she looks stunning in the dress, and she will use any advantage she can get.

Background:

In Cheliax, the House of Thrune rules. It is a mighty house, a dark house, an evil house of many scions, and it was such even before the death of Aroden. The Wist-Thrunes are probably an unavoidable result of having so many noble youngsters running around at the same time. To put it kindly, the first Wist-Thrune was born on the wrong side of the sheets.

Since the founding of this lesser 'House', the Wist-Thrunes have been struggling to get in good with their mightier cousins. The occasional intermarriage has occurred, but mostly the Wist-Thrunes have lent their full support to whatever the House of Thrune was doing, hoping to benefit from their cousins' largesse afterwards. By and large, the family has prospered; they have never been recognized as a major noble house, but they have grown wealthy from business contracts handed down to them as a reward for their loyalty, and they have gained a modest claim to fame by becoming sponsors of the arts, especially the Opera.

Mera Wist-Thrune is the fifth daughter born to her parents; she is the youngest and last child, having four older sisters and five brothers. After all of that, her mother had a quiet word with her father, and they agreed to have no more offspring. Mera is not from a prominent branch of the Wist-Thrunes, but she distinguished herself in early childhood with her talent for singing and her keen interest in her studies. Her parents set her up with the best teachers they could afford, and were delighted to see her singing talent improve year after year. As elder Wist-Thrunes took note, the quality of Mera's teachers improved and so did her singing, until she was formally apprenticed to the Opera at the tender age of fourteen. The Wist-Thrunes were expecting great things from her, and congratulated themselves on producing another fine little gem to shine in their crown. They were mistaken, however.

Mera had always enjoyed the luxuries afforded to her as a member of her House. Being able to grow up in a palace, wearing beautiful clothes and having all the fine food and drink she needed was nice. Having access to such fine education was even better! She genuinely likes to sing, and was flattered and thrilled by all the attention she received for this talent. While she did not care too much for the hard discipline required of her as she grew older and her teachers grew more and more famous, she kept up her training to win her family's approval and to bring a bit more honour and glory to their noble name.

Mera enjoyed the other aspects of her education - swordsmanship, magic, and studies of various subjects - a great deal as well, and wished sometimes that she might be allowed to focus on other subjects as strongly as her parents were pushing her to do with her music. Still, she persevered, using her free time to learn about such wonderful, distant places as the Mwangi Expanse, the Lands of the Linnorm Kings, Tien Xia and others. Perhaps someday, she would be allowed to travel and sing in one of those far-flung locales for the glory of her house!

The day Mera was first sent from home to apprentice at the Opera was both thrilling and saddening. She had been a pampered little princess in some ways, a child playing games and studying, and she keenly felt the separation from her family and her old life. Still, she persevered, excited by the prospect of the wider world opening up before her. At first, life at the Opera was a new, grand adventure. Mera learned the art of stealth so she could spy and listen in on the lives of the other performers; she made friends and enemies, and enjoyed the social whirl of her new life.

Then she had her first role in a major performance, one attended by some members of the House of Thrune, and her new world came crashing down around her feet. The Wist-Thrunes are a minor House, completely loyal to the House of Thrune. Mera had never seen a devil before; there was no need for her family to be intimidated by her cousins. Any 'special' visitors that were sent as envoys took on pleasing guises, and all were kept away from the house's children to prevent "misunderstandings" from occurring.

When Mera saw the unearthly creatures sitting in the Opera house's boxes as honored guests, some of them mingling with her distant Thrune cousins, she was afraid she might vomit with fear and loathing. It was a minor miracle that she managed to sing as well as she did. After the performance and the encore, Mera hid in the deepest, darkest corner of the Opera House that she could find and curled up into a ball, shivering in a blind panic until dawn came.

Mera resolved to grow stronger. She was a representative of her family, after all; she must bring honor to the family name and make her relatives proud of her. She trained hard, and trained herself not to pay attention to the leering visages and glowing eyes in the boxes during performances. Her teachers were well-pleased with her progress and she was given progressively more prestigious roles.

Then the letter came for her, the letter whose envelope was sealed with the seal of the thrice-cursed house of Thrune. A lesser scion of that house, one Tertius Thrune, had seen her perform, had heard her perform. He honored her by addressing her as 'cousin' and was inviting her for a private party at his mansion! It should have been Mera's finest moment.

It really should have been.

When Mera arrived at Tertius' manor-house, she was introduced to some of the finest, richest people of Cheliax -- and to Tertius' good friend, Seoghal, a famous composer and tutor in the musical arts. From the moment the man kissed her fingertips, Mera knew Seoghal for what he was, deeply tainted somehow by the evil that the House of Thrune had embraced. When Tertius 'kindly' offered to have Seoghal teach her, in order to refine her voice and increase her chances of success, Mera's blood ran cold; she could see things in Seoghal's eyes, unspeakable things... For her family's sake, however, she dared not refuse. The party passed in a haze of growing fear and the need for pretense; a fake smile, pleasant words murmured in response to compliments and questions.

Mera returned to the Opera House, but things just weren't the same. Seoghal really did come to tutor her, and while Mera's superiors in the Opera House were all aflutter with joy, she dreaded each meeting with the tainted man. He was forever touching her; her hands, her face, and her waist. Quick, fleeting touches that put her in mind of a man acclimatizing a horse to his physical presence before breaking it to the saddle and bridle.His smiles and glances left no question in her mind as to what Seoghal's feelings for her were. He was forever inviting her to this or those functions; services in the church of dread Asmodeus, private dinners, fox hunting... It was increasingly difficult to put him off without insulting him outright. Then came the final blow; Seoghal slyly informed her that he had gotten wind of a wonderful business opportunity, one which could make some lucky minor noble house wealthy enough to rise to the middle nobility, and he was quite willing to share his knowledge with the family of...

…his future bride.

Everyone has a breaking point. Mera found hers at the prospect of becoming Seoghal's property through marriage, and she fled in the dead of night, leaving behind only a note for her family. She managed to sneak onto a ship heading far, far away, to the cold lands of the north. Surely that would be far enough... Right? Her great uncle Refgis had always talked about how he was from the north and how somewhere down the line she shared some of the same northern blood he did. Despite some initial anxiety about the cold she found that it didn't really seem to bother as much as it did most of the others up here. In fact, once the weather seemed to get quite chilly she discovered she had an innate ability to call forth a ray of coldness itself! Giddy with excitement she is never completely settled due to her overwhelming nervousness of being discovered and hauled back to Westcrown.

Motivations:
Her current motivation is to find her way back into the good life again. Having finally gotten away (she thinks) from Seoghal, she is now beginning to miss the good life that she was brought up with. She is treading lightly between trying to impress herself upon whatever nice young wealthy sponsor she can find and at the same time avoiding drawing too much attention to herself as she is certain there are people looking for her everywhere to haul her back home.

Crunch:
Mera Wist-Thrune
Female human (chelaxian) bard 1
NG Medium humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +1
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . rapier +0 (1d6/18-20) or
. . whip +0 (1d3 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)
Bard Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cure light wounds, ear-piercing scream[UM] (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, light, lullaby (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Lingering Performance[APG], Prodigy[UM], Spellsong[UM]
Traits northern ancestry, operatic (chelaxian), winter's soul (irrisen)
Skills Acrobatics +0 (-4 to jump), Bluff +8, Diplomacy +8, Disguise +8, Linguistics +4, Perception +3, Perform (dance) +10, Perform (sing) +11, Spellcraft +4
Languages Common, Hallit
SQ bardic knowledge +1, nervous
Other Gear lamellar cuirass, light wooden shield, crossbow bolts (40), dagger, light crossbow, rapier, whip, backpack, bedroll, bell, belt pouch, flint and steel, inkpen, mess kit, pot, soap, torch (10), trail rations (5), waterskin, 20 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Operatic (Chelaxian) +1 bonus on Perform (sing) checks; +2 bonus to decipher Azlanti.
Prodigy (Perform [dance], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Spellsong Combine spellcasting and bardic performance
Winter's Soul (Irrisen, 1/day) (Sp) Cast ray of frost once per day as a spell-like ability.


Great to see more interest and submissions! I am really excited about this guys.

ElementalXX wrote:
WEll I have a super awesome idea but i dont know if its your cup of tea. So basically i know one of the modules happen on Russia so I was thinking on playing a Russian who somehow got in golarion trought random planar travel shenanigans of baba yaga. He speaks in russian accent for the GLORY OF MOTHER LAND oh and he would start as a gunslinger but will take his next levels as a trench Fighter. Would that fit? :D

I am actually really cool with this. I could imagine some awesome roleplaying with this character that you are the proposing. The only problem I see is that character concept is very very very ambitious. This means that I will be expecting an amazing backstory that makes a decent amount of sense for your character to even be in the adventure.

If you are up to the challenge... :)

Tiferet Odinsdotter wrote:
The one that states that, since that particular spell has been changed in Pathfinder, the previous argument is moot: energy resistance x would only allow a character to ignore the first x points of damage from a particular source (however, having cold resistance >6 means that one could withstand a source of 1d6 cold damage indefinitely, acting for all intents and purposes as immunity to that particular hazard);

This one is what is going to be used for this campaign. I will be using the cold weather mechanics less and less as the story goes on. Winter is a central theme for this campaign that will always be dangerous... in other aspects...

.Morrigan wrote:
:) Do you know when you might close recruitment?

I will be closing recruitment on December 21. I will be announcing the party sometime on December 27th after spending almost a week of agonizing over what the party should be (Also, because of christmas and shenanigans). I will run the first post on the gameplay thread on December 29th


I've heard nothing but great things about RoW, and I'd love to give it an honest shake. I'm very much looking forward to your decisions. :D

DM:
Also, in my haste to post my interest, I forgot to wish you a happy birthday! My own is right around the corner, so I will join you in being older shortly. ;)


Mera Wist-Thrune wrote:
I submit Mera Wist-Thrune, a Chelaxian diva extraordinaire! (Oops, Very sorry, I meant bard)

I meant awesome!

tieflingwizard wrote:


I'm interested. Let me put together a character. I think I'll go with a human hunter.

I am interested in what you come up with!

Pedro Agethias wrote:

Let me throw my hat in the ring with Arthorion Aegas, elf barbarian with the mad dog archetype. I played him briefly in two RoW PbPs, but both games died right after the first combat...

I think I might have to cut down on the equipment depending on starting gold.

And in this corner we have Arthorion Aegas bringing on the smackdown!

Michiel Ruyter wrote:

Promised fluff! Of best quality and double-best length!

*heh* I like to write. =)

Yum, Yum, Yum! :D

Runa Svaladottr wrote:
Indeed they are. I have a core concept in mind for her, fleshing it out and will have it posted by tonight.

I am glad we could come to an agreement on how great vikings are.

Jolly Roger wrote:

Here's my dwarven Primal companion Hunter. I'll make an alias if he gets picked. I might take the divine hunter archetype as well (if allowed). But I'm not sure yet.

The point buy isn't correct, but I don't have access to my builder atm :).
He will be a bit tanky with his companion, and some support spells and skills.

Let me know what you think. And of course cheers on your b-day!

I am honored and humbled by you taking your time to post here. I cannot say that enough to everyone.

Svartockshe Black Ice wrote:

Greetings, I am Svartokshe Mar- ... nevermind, call me Black-Ice, most do. House_Arneste sent me here after hearing that there would be others who would join me on an "adventure". He also warned me that they would be asking about my story, personality, and abilities.

Venerable DM, my "fluff and crunch" is, I think, finished. Your honest review of my abilities and story would be appreciated. Also, a belated congratulations on celebrating the day of your birth!

"The DM god Tarfugal will consider Black Ice in the twists of fate."

Grandma Marble wrote:
I would love to join your group.

Thank you for applying! Looks interesting!

Aruu wrote:

"Aruu is here. Ready for adventure in the human lands"

Here is my Feral Child Druid, details are in the Alias

Sweet!

Doctor Gil wrote:

Gii here was originally made for Reign of Winter, and he's still the character I want to run through it the most.

I've heard nothing but great things about RoW, and I'd love to give it an honest shake. I'm very much looking forward to your decisions. :D

Dual cursed oracle is an interesting archetype.

It is certainty going to be difficult in deciding who is in. There is just so much quality on these boards.

.Morrigan wrote:

I had this character for a RoW campaign that sadly went belly up (we weren't that far in). I may rework her a bit (make sure she's 20 pt, etc), though her background will remain essentially the same.

Then again, there seem to be a few arcane submissions already, so I might also try something else. Haven't played an inquisitor yet.

It's fun to try on new classes. I tend to try to do a different class/role each time I play in a campaign. But, it is also nice to play a character to the fullest. Either way is fine with me. :)

Tiferet Odinsdottir wrote:
Greetings (and... uhm... happy unbirthday)! I'd like to submit Tiferet Odinsdottir for your consideration, aasimar Skald and devotee of Tolc the Snow-Strider, empyreal lord of Cold, the Frozen Wilds, and Survival. I'm looking forward to better fleshing her out as soon as I have time to jot down a short background, for now I was envisioning her as one of the last descendants of an Ulfen clan of celestial paragons-worshiping warriors. They were driven away from their ancestral lands by the advent of the Irriseni witches centuries ago and are now selling their services as mercenaries in the southern lands, while struggling to maintain their northern traditions and identity alive.

Sounds good! I am curious on what is fleshed out.

Einar Windstalker wrote:
Umbungo's Void listener checking in!

Excellent!

Azih wrote:
Hey so was thinking about this and a character concept came into mind. Zavier Vitoly, a grappler from the frozen north of Brevoy for your consideration please! Actually could you give a bit of guidance on the start of the AP? I always try to tie my character backgrounds into the starting setting but that's a bit hard to do. It seems like the characters just happen to be in Helden?

I will consider your character. Thank you for the submission! If you get in, I will most certainty help you tie your character into the setting.

Windfavor wrote:
I will look into a spirit shaman. The hybrid of witch and oracle. Hope to add some winter witch flavor to it.

Winter Witch is definitely flavorful in this campaign.

Seth86 wrote:
The only thing "mechanical" would be taking a tiger instead of a lion. Thats all. Nothing else changes. Just the companion species.

You have the green light from me. :)

Tuyena wrote:
Think I might switch my submission to a nature's fang druid who has come to Irissen to investigate the strange weather.

Todays forecast... endless winter...

I am looking forward to seeing what you will be submitting.


Much thanks. Will post crunch soon.
Just want to know if the short version is okay to work on some more :)


Updated his stats to the way they should be. He's still pretty tanky, going for heavy armor and good saves thanks to his dwarven toughness. In downtime he will be brewing beers and whiskeys.

@GM I figured he already had some brewing equipment before hand on his travels. Are you ok with this?

updated crunch Breunor:

Male
NG Medium Dwarf / Humanoid (Dwarf)
Init +1; Senses Perception +7, Darkvision 60 ft
==DEFENSE==
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +3
Armor KikkoArmour, Medium
Shield Heavy Steel Shield
Defensive Abilities Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
==OFFENSE==
Spd 20 ft/x4
Melee Warhammer +3 (1d8+3) 20/x3
Melee Cold Iron Dwarven Waraxe +3 (1d10+3) 20/x3
Ranged Javelin Amentum +1 (1d6+3) 20/x2 performance
Special Attacks Giant Hunter (PFRG)
==STATISTICS==
Str 16, Dex 12, Con 16, Int 10, Wis 16, Cha 6
BAB +0, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118)
Skills Handle Animal +8, Knowledge (geography) +5, Knowledge (local) +5, Knowledge (nature) +4, Perception +7 [Unusual stonework +9], Profession (brewer) +7, Survival +7
SQ Slow and Steady (PFCR 21), Wild Empathy (PFCR 50-51), Nature Bond (Animal Companion - Elephant) (PFCR 50)
SU Primal Transformation ()
MC Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49)
Traits Glory of Old (Regional: Five Kings Mountains) (PFCo: DoG 11), Restless Wayfarer (Campaign: Reign of Winter) (PFCo: RoW PG 6)
Languages Common, Dwarven, Skald
==ANIMAL COMPANION==
Mastodon 2
Init +2; Perception +5
==DEFENSE==
AC 19, touch 12, flat-footed 17 (3 armor, +2 dex, +4 natural armor)
hp 11 (2d8+2)

Fort +4, Ref +5, Will +1
==OFFENSE==
Spd LAND 40 ft
Gore +3 (1d8+2)
Slam +3 (1d6+2)
==STATISTICS==
Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7
BAB +1, CMB +3, CMD +15
Feats Armor Proficiency (Light) (PFCR 118)
Skills Acrobatics +5, Climb +1, Escape Artist +1, Fly +1, Intimidate -2, Perception +5, Stealth +1, Survival +1, Swim +1
Special Qualities Low-Light Vision, Scent, Link, Share Spells
Tricks Attack(DC 20), Attack(DC 20)Come(DC 15), Down(DC 15), Heel(DC 15), Detect(DC 25),


Thanks for your comment. Please let me know if you see anything you would like updated or changed.


Threeshades here: If this is still open I would like to throw my hat in with Sága Runesdóttir. Ulfen Skald.

I will make sure she conforms creation guidelines and her backstory fits.


Alright then. Here is mourge40k's character. Ladies and gentlemen, meet Marigold Hazeman, Shelyn-devoted Changeling Bloodrager.


Dotting, ill see what I can come up with.


Background is set up!

Liberty's Edge

Dotting...


Mr. GM, what would be a good settlement for a dwarf to come from? Doesn't matter if it's far away.


Idont Sparkle

Male

Dhampir

Brawler - lv 1

Ability Score
Str 16
Dex 18
Con 10
Int 10
Wis 10
Cha 10

Stats:

-----------------
Racial Abilities
-----------------

Ability Score: +2 Dex, -2 Con, + Cha
Size: Medium
Base Speed: 30 ft.
Undead Resistance:
Resist Level Drain:
Manipulative:
Darkvision:
Low Light Vision:
Light Sensitivity:
Negative Energy Affinity:

Alternative Race Trait
---------------------------
Fangs: On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.

----------------
Class Abilities
----------------

Unarmed Strike:
Brawlers Cunning:
Martial Flexibility:
Martial Training:

-------
Traits
-------

Stolen Fury
Unidentifiable Appeal

------
Feats
------

Weapons Finesse

-------------
Languages
-------------

Common

-------
Skills(4)
-------

Acrobatics 1 + 4 + 3 = 8
Perception 1 + 3 = 4
K(Dungeoneering) 1 + 3 = 4
Sense Motive 1 + 3 = 4

Combat Stats:

Initiative: +4

--------
Offense
--------

BAB: 1
CMB: 1 + 3 = 4
Attack Damage
Unarmed Strike 1d20 + 5 1d6 + 3

--------
Defense
--------

HP: d10 + 1 = 11
AC: 10 + 2 + 4 = 16
Touch AC: 10 + 4 = 14
Flat-Footed AC: 10 + 2 = 12
CMD: 10 + 3 + 4 = 17
Fortitude: 2
Reflex: 2 + 4 = 6
Will: 0

Appearance:

Character Backstory:

Idont was bred rather than born. As an experiment of cultists he was created by forcibly impregnating a woman by a vampire. He was one of many such experiments breeding monsters and demons with humans. These mad cultists were trying to breed a perfect being, the perfect warrior. However Idont was very strong willed and this caused many problems for him. Raised amongst the cultists with other experiments, Idont was taught to fight at an early age. Every so often he was tested by being made to fight another one of the experiments. This continued for most of his childhood until the age of thirteen.

At the age of thirteen, the demon cultists thought they would advance to stage two of their plans. So they decided to improve on this particular subject by preforming a demon ritual. However the ritual seemed to fail, and he were not visibly altered. Instead he became stronger and faster. The cultists did not realize this, thinking he was a failed experiment the cultist thought to sacrifice you to a demon. Upon realizing this and decided to escape. When they took him out of his cell to be bought the sacrificial chamber he used his newly enhanced speed and strength to knockout your guards and escape.

Idont spent the next few years and the streets, running with a gang of orphans. The leader of the gang, John was a clever boy and a decent fighter. John however was not very intimidating, and was often challenged by other members of the gang. One day Idont came upon John being pummeled by a member challenging him for position. Being used to fights and having no real social skills, he wonders up to the fight and looks. Seeing him watching, The boy pummeling John, looks and says "what are you looking at Dhampir freak." Idont responds with "Watching your attempt to fight, if that is what this is?" The boy angry and perceiving an insult from Idont's response, stood up and swung a him. Idont having excellent reflexes and being an experienced fighter swung back and hit the boy knocking him out in one punch. John got up and thanked him, and invited him to join the gang. John and Idont soon became friends, Idont's first friend. Within the year he assumed the position of John's Enforcer. Still socially awkward and strong willed John remained Idont's only friend for several years.

All of this changed Idont met Mary. Mary was the most beautiful half-elf Idont had ever seen, she was also the most ambition thief the gang had ever known. And Idont fell for her instantly. When she joined the gang at about thirteen she was already a master pickpocket. Using her new found influence with Idont she convinced the gang to go into the thieving trade full-time. Under her guidance the gang was so successful that they kept trying bigger and bigger jobs. Then one day Mary came to them with a job that was the biggest of them all. They were going to rob the . Some in the gang protested saying the job was too high profile. The job was to rob a reclusive noble man dabbling in the occult.

So they cased the noble mans estate noting that he and his cultists always spent new moon performing rituals for 3 hours after midnight. So the gang decided to sneak in and steal some of the valuable magical artifacts collected by the noble man. They made it over the gate, and through the court yard without trouble. In the distance they could hear the cultists chanting. Sneaking into the mansion they opened the secret door, into a room laden with magical artifacts. Reveling in their seeming victory they stuffed their stacks. So full of themselves they were that they did not notice that the chanting had stopped. So as they were leaving with their booty, they were caught by surprise when they ran into one of the cultists. The cultists called forth demons these demons slew everyone but Idont.

Alone in the world all of his friend slain, the only family he had ever known gone. So Idont set out, leaving the city and wandering the world doing the only thing he knew how, fighting. So for he 90 years he wondered from fighting pit to fighting pit, making his living with his fists.


Morgrun Deeplager, at your service. An honest mercenary living the life of adventure! Also to find my lost elven love. ...oops, I shouldn't have said that.

Brief Story:

The name's Morgrun Deeplager. I grew up in a multiracial town where most people picked fights with me cuz I'm short. I never let that get to me though, and always fought back, usually when I would have saved my own skin if I just ignored it. Still, I'm a fighter since an early age. I lived with my ma an pa, and 3 younger siblings, 2 of them are sisters and I've one brother. Well I used to, anyways.

I fell in love with an elf a few years back. Yes. I said an elf. We hid it for a while before pa found out. He told the girl's parents, and they moved out of town. Pa disowned me and sent me packing.

I've always been a good fighter, but I didn't think I'd become a mercenary. At least not right away. I figured I'd take up in a smithy in some other town. I'm hoping to come across my love some time as I travel, but the life of adventure and coin is certainly fun in the meantime.


Crunch:

About Morgrun Deeplager
Morgrun Deeplager
Male dwarf fighter 1 
LG Medium humanoid (dwarf) 
Init +2; Senses Perception +1 
-------------------- 
Defense 
-------------------- 
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield) 
hp 13 (1d10+2+1) 
Fort +4, Ref +2, Will +1 
-------------------- 
Offense 
-------------------- 
Speed 20 ft. 
Melee dwarven waraxe +4 (1d10+3/x3) and 
Ranged heavy crossbow +3 (1d10+2/19-20) 
Special Attacks power attack 
-------------------- 
Statistics 
-------------------- 
Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 8 
Base Atk +1; CMB 4; CMD 16; +4 vs. bull rush / trip 
Feats power attack, quick draw
Traits devotee of the green, ease of faith 
Languages Common, Dwarf
SQ weapon familiarity, surface survivalist, rock stepper, defensive training, hardy, stability, hatred 
Combat Gear  scale mail, dwarven waraxe, heavy crossbow, heavy shield
Other Gear fighter's kit, common survival kit, cold weather outfit, donkey, animal feed, pack saddle, 2gp, 6sp, 5cp
-------------------- 
Special Abilities 
-------------------- 
Power Attack
Surface Survivalist Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial trait replaces darkvision.
Rock Stepper Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Skills:

Acrobatics -1 
Appraise +0* 
Bluff -1 
Climb +0 
Diplomacy +4 
Disguise -1 
Escape Artist -1 
Fly -1 
Handle Animal -1
Heal +1 
Intimidate -1 
K. Dungeoneering +0 
K. Engineering +0
K. Geography +1
K. Nature +5
Perception +1 
Ride -1 
Sense Motive +1 
Stealth -1 
Survival +5 
Swim +0; 
Racial Modifiers +2 Appraise with metal or gemstone 

Appearance:

Long blond hair
Braided blond beard
Greyish skin
Vibrant blue eyes
Resting b++~! face
Highly prefers what's functional over what's stylish

If you want a gruff, but sweet dwarf who fights hard and keeps you safe, pick this guy!


Dotting with Cullen, a Paladin.


Almost done with the crunch. Just need to work on equipment.


Gaandik was stranded just after second level, but would like to try again. He is the ultimate support cleric. He won't even pretend to be good in melee, just possibly buy a tower shield and stand in the way.

May go for the saving shield feat too later.


The great submission roster of heroes so far.

Mirri Willowthir

Doctor Gil

Einarr Windstalker

Runa Svaladottir

Grandma Mable

Svartokche Black-Ice

Zavier Vitoly

Aruu

Tiferet Odinsdottir

Michiel Ruyter

Arthorion Aegas

Mera Wist-Thrune

Breunor Boulderbasher

Saga Runesdottir

Marigold Hazemen

Morgun Deeplager

Cullen

Gaandik Fatebound


@ I don't Sparkle

I am not allowing chaotic evil characters for this campaign. If you wish to apply with something else, you can.

Gaandik Fatebound wrote:

Gaandik was stranded just after second level, but would like to try again. He is the ultimate support cleric. He won't even pretend to be good in melee, just possibly buy a tower shield and stand in the way.

May go for the saving shield feat too later.

Welcome to the submission roster!

I made a human cleric (merciful healer) doctor as a pure support in a kingmaker campaign. His endurance and diehard feats saved him from many possible deaths. He was not built to be offensive at all, but sometimes I played him that way. He finally died after our succubus leader decided to give alchemist fire to a Will O Wisp worshiping tribe for consumption purposes. Our dm immortalized him in our kingdom (statue) because of the fearless actions of his character that struck against how he was mechanically built. ;) That guy could really soak up damage though.

Jolly Roger wrote:
@GM I figured he already had some brewing equipment before hand on his travels. Are you ok with this?

Yes!


Im not in your list. No crunch yet. But i did give a character :)


So many good characters submitted so far!

I'm starting to fear she might be slipping behind on the badass list...


I made a few changes to Gii to make him a bit more well-rounded (got rid of some Strength to boost his Intelligence and Wisdom a bit!) so he should be a bit more prepared to handle things, now. :)


Certainly some AP's are always very popular. WotW, and RoW are some of them. It is always fun and annoying to see so many good application flood an AP recruitment thread. Especially if there are many alike to your own type (i.e. martial / divine etc)


Submitting the crunch for Lemona, Skinwalker (Witchwolf) Nature's Fang druid.

Will have her backstory completed tonight.


I agree there miss Runa. There are so many wonderful submissions for APs, in fact I'd post several characters if I could. However I've played many a supportish character, so it's time for this gruffian (see what I did there?) to sharpen his axe and cleave some heads. Well that's the goal, anyways. I'm sure many people are in the same position.


@GM Tarfugsl

Can Neutral evil or lawful evil drink blood?


Idont Sparkle wrote:

@GM Tarfugsl

Can Neutral evil or lawful evil drink blood?

You can drink blood no matter what alignment or race you are. How you get it would affect your alignment and how it would affect you would depend on race/acclimation to it. ;)


dotting for later.


Introducing Volaticus Teufel, the Strix Magus that will be joining the players who are recruited. Feel free to take a look and ask questions or give feedback. I am enjoying looking over your submissions and am excited to adventure with you! Good luck!


Hello to you Volaticus! I'd bid you good luck as well, except, hrmm, it appears you have the inside edge on us.

Do you know how to make time go faster? December 27th is realllllly far away :/


As promised, here's some (much belated, alas!) stuff to corroborate my submission. In fleshing out a character, I've developed a preference to picture him in a particular situation (or bunch of situations) and then think about how he would react.

This has often led me to convey a PC's background, appearance and personality through a single role-playing post, with (ideally) the added benefit of giving the GM an idea of my writing style. Another thing that happens quite often is for me to get a bit carried away in doing that; so I apologize in advance it that's too lengthy – I will gladly provide a tl;dr version if asked!

So without further ado, here's the story of

how she arrived in Heldren:

The little Taldane girl was standing at the edge of the town’s main square, clutching her mother’s gown as she peeked at Heldren’s latest arrival. Truth be told, hers weren’t the only eyes fixed on the pale blonde warrioress. She was Ulfen, that was evident enough, and as such easily as tall or taller than the village’s most imposing men. Fair, too – all qualities that have traditionally made Ulfen women sure to invite more than a sideways glance from men all over Avistan. But this one was… peculiar. Her skin and her hair were pearly, almost evanescent. Despite the evening chill, she wasn’t wearing much in the way of clothing: just a scale mail protecting her torso and a double slit-gown, leaving her arms and her sandaled legs bare. A huge axe was strapped to her back, and if the sleek yet well-defined muscles chiseling her limbs were any indication, she was probably quite accustomed to swinging it in battle, too — a mercenary, most likely. Heldren had been seeing a steady flux of them as they were making their way to Zimar, with the rumors of recrudescing hostilities between Taldor and Qadira and all that. But on a closer look, her more striking features were probably her eyes: two pupilless, silvery pools the color of molten ice.

The girl must have stared a bit too long, or a bit too insistently, for the woman was presently walking in her direction, a jovial smile on her face.

“I didn’t scare you, did I? Oh, sure I didn’t! You’re a brave young Lady, are you not?” she said, crouching to look her young interlocutor in the eyes.

Amid the pleats of her mother’s dress, the girl tentatively nodded. Gently ruffling her hair, the Ulfen woman spoke a few words and a with a somewhat flashy gesture, a silver piece was now floating in front of the child’s eyes.

”And a lucky one too, by the looks of it! Look what I’ve found – I suppose it’s yours, isn’t it?”

Eagerly grabbing her newfound treasure, the girl seemed to have overcome most of her shyness and was now smiling widely. ”Hey! You’re big, you know. And your eyes look funny! You’re not from around here, are you?” she retorted, blissfully ignorant of her mother’s chiding glare.

”No, that I’m most certainly not”, a genuine laughter accompanying the answer. ”Do you want to hear a story?”

Once again, the child nodded, this time more enthusiastically.

”So. Our tale begins in the faraway lands of endless winter, where ancient creatures roam and the polar nights are alive with the gleaming of the northern lights.” Standing up, she moved her arm in a wide arc and suddenly the air was filled with glowing orbs, dancing among the small crowd that was gathering around her. ”There, a stalwart folk lived and lives, ruled by mighty lords reigning over kingdoms big and small, from the majestic halls of Kalsgard to the remote clans inhabiting the steppes on the edges of the eternal ices. It’s one of those clans that Guðmundr Snorrason was thane of. As every king before him, he had proved his right to rule by slaying a ferocious beast called a Linnorn, a dragon of the frozen wastes, but despite his valor and his martial prowess, he had seen his fiefdom wither and diminish in the battles against the giants dwelling in the Crown of the World – and now, as old age was starting to claim him with no worthy heir in sight, he had grown increasingly concerned about the fate of his people.”

”Was he big and strong? As big and strong as you?” a child’s voice emerged from the crowd.

Much bigger and much stronger. But you don’t have to take my word for it. Here, let him be the one to recount his own tale!” That said, she smiled mischievously while suddenly growing a whole foot, the muscles in her arms bulging out and, perhaps more noticeably, her delicate lineaments gradually morphing into those of a crooked-nosed, white-bearded huskarl.

Well, I surely hope Father never gets word that I used his appearance to replicate that of our lineage’s founder… she thought, the sudden realization preventing her from fully appreciate the oohs and aahs rising from the crowd.

”But if you are as powerful as you look, how comes those giants were giving you so many problems, Mister Snorth… Snurr… Warrior?” another boy asked.

”A worthy question, young one!” she answered, her voice now deep and hoarse. ”For you see, those were no ordinary Frost Giants. No indeed! Those foul creatures had pledged themselves to the worship of the vilest of demons, a twisted creature whose mere name is enough to make your very tongue sour. Kostchtchie! Strengthened by the abyssal powers bestowed upon them by their clerics, even our mightiest berserkers and shield-maidens were powerless against their numbers! And so it was that in my sixtieth winter, I found myself cut off from my loyal guard, deep into Giant territory, and as I was beginning to feel the cold’s harsh bite gnawing deep into my flesh, lo!, there it was, a towering figure looming in the blizzard, standing right in front of me!”

”A giant?”

”Ha! I surely thought so. But even as I held my axe in both hands, thankful for being granted a glorious death in battle, a thundering voice spoke to me” the aging warrior declared, raising his hand and pointing it towards the crowd.

Arise, Guðmundr son of Snorri, and live to wield that axe against the hateful thralls of Kostchtchie! a booming sound came apparently from nowhere, causing many bystanders to apprehensively turn around, looking for its source.

Who are you? I asked, and why would you care if I live or die?

My allies have given me many names; and my enemies even more so. Suffice to say you may call me Tolc, the Snow-Strider. Now listen: there’s a hidden path not far from here, one your enemy doesn’t know of. I will show it to you, and you will follow it until you are reunited with your clan.

And what do you want in return?

Tell your people of me. Tell them I have been watching their struggle against hated Kostchtchie. Tell them I have cast a pleased eye upon their indomitable spirit, unbroken by either ice or demon. But more importantly, tell them I have blessed them, and now stand with you in your fight. As sudden as its appearance was, the voice had now dimmed out, and with it, the old Ulfen warrior had also disappeared, the white-haired woman now occupying the place where he once stood.

”So did he get extra powerful?” “I bet he became a powerful magician!” “He did defeat the giants then, right?” a plethora of shrill voices asked in unison.

”Oh no. The boon Tolc bestowed upon the Heaven-talkers, as they started calling themselves afterwards – for it was soon clear that the Snow-strider was nothing less than a powerful Empyreal Lord, a mighty Celestial Sire in his own right – those boons, as I was saying, were both mightier and subtler. You see, in the years following that fateful encounter, every child born among them displayed some peculiar characteristics. Those same energies the Fiend Lord’s clerics have been pouring upon their parents, they found themselves all but impervious to. Tolc then taught them powerful rituals: how to enhance that same resistance by willingly exposing themselves to the elements, and how to harness the power of their celestial blood to unleash fury upon their enemies. Infused with this newfound might, this new generation of warriors was able to hunt the giants back into the Crown of the World and into their very icy fortresses; and indeed, it was Guðmundr’s scion, Azrael Guðmundarson, who, in his sixteenth winter, slew his own Linnorn and then fought and brought down Kostchtchie’s champion, the Frozen King himself.”

An eerie silence has fallen upon the small congregation, until one voice suddenly broke it. ”You’re one of them right? This is why your eyes look funny — and you’re not cold even while wearing so little clothing” her original interlocutor stated, still clutching her silver piece.

”Well, first: that’s not a very polite thing to tell a Lady” arms akimbo, the Ulfen woman jokingly answered, feigning a frown. ”And second, good catch. Well, almost. As it often happens with those kind of stories, these events likely took place centuries ago – millennia, even – but it is said that even now among that particular lineage, Celestial blood runs strong. It was not uncommon for children born among the Heaven-talkers to display some of their ancestors’ qualities, albeit to a lesser degree. Aasimars, as we’re sometimes called.”

”And then? What happened next, miss Aasimar?”

”Their long-time enemies finally routed or subdued, the Heaven-talkers finally enjoyed peace. Never the largest or more powerful of clans, they were nonetheless much feared and respected due to their martial might and the power of their celestial patron.” She then sighed. ”At least, until the Witches came. But this is another tale, best left for another time”.

Also, it would be kind of anticlimactic to describe how me marched against the Irriseni threat, only to be broken and scattered across Golarion, forced to eke out a living as mercenaries generation after generation…

The hour was growing late. Her story now ended, the crowd was already dispersing, as the fires glowing inside the houses were signaling that dinner was about to be served. The streets getting empty just as the local tavern was filling, her only audience left was the little Taldane girl she originally performed that cheap magic trick to.

”Well, goodbye then, miss Aasimar. And thank you for your story. I hope next time we meet you’ll tell me the tale of how you defeated those nasty witches!”

Oh, and count me firmly in the Vikings are sick camp ;)


Seth86 wrote:
Im not in your list. No crunch yet. But i did give a character :)

Could you give us some idea of what your character would be crunch-wise?


I'm beginning to think I should step up my game with my background story. Since I need to rewrite it anyway, I might as well flesh it out more.


Finally finished the crunch for my character. Just need to set up personality, background, and various other things.

Jarahel:
Jarahel of the Raptorscale
Human (Kellid/Erutaki) Hunter 1
N Medium Humanoid (human)
Init: +7 Senses: Perception +6 (+4 to avoid becoming surprised)
======
DEFENSE
======
AC 13, touch 11, flat-footed 12
hp 15 (1d8+1+6)
Fort +3 (+7 vs the effects of cold climates) (+8 vs exposure to cold weather), Ref +3 (+1 to avoid traps or hazards), Will +2
======
OFFENSE
======
Spd 35 ft.
Melee longsword +3 (1d8+3; 19-20/x2)
Ranged javelin +1 (1d6/x2, 30 ft)
light crossbow +1 (1d8; 19-20/x2, 80 feet)
Space 5 ft; Reach 5ft
Spells Known (CL 1st, touch +3, ranged touch +1, concentration +3):
1st (2/day) – Aspect of the Falcon, Endure Elements, Summon Nature’s Ally 1
0 (at will) – Create Water, Know Direction, Resistance, Stabilize
======
STATISTICS
======
Str 16 (+3), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 15 (+2), Cha 12 (+1)
Base Atk +0; CMB +3; CMD 14 (16 vs trip)
Feats Improved Initiative, Tribal Scars (Raptorscale)
Traits reactionary, restless wayfarer, world traveler
Drawbacks Sentimental
Skills Acrobatics +3 (+5 in slippery conditions), Climb +7 (+9 in slippery conditions), Diplomacy +6, Handle Animal +5 (+9 to Isolde), Intimidate +5, Knowledge (geography) +6, Knowledge (local) +2, Knowledge (nature) +5, Perception +6 (+4 to avoid becoming surprised), Survival +6
Languages Common, Hallit, Sylvan
SQ animal companion, animal focus, heart of the snows, nature training, wild empathy (+2; +6 to Isolde)
Combat Gear longsword, javelins (2), light crossbow, crossbow bolts (10); Other Gear cold weather outfit, leather armor, common backpack, belt pouch, winter blanket, bedroll, iron pot, soap, 2 torches, trail rations (5 days), hemp rope (50 ft), flint and steel, waterskin, mess kit, furs, 24 gp, 6 sp, 9 cp (carrying 76 lbs)
======
SPECIAL ABILITIES
======
Animal Companion Gain an animal companion; functions like a druid’s animal companion
Animal Focus Go here.
Cold Weather Outfit +5 circumstance bonus on Fortitude saves vs exposure to cold weather
Furs +2 bonus on Fortitude saves to resist cold weather
Heart of the Snows Treat cold climates as one category less severe; +2 racial bonus on Fortitude saving throws against the effects of cold climates; +2 racial bonus on any check or saving throw to avoid slipping and falling; +2 racial bonus to CMD against trip combat maneuvers; +2 racial bonus to Acrobatics and Climb checks made in slippery conditions; replaces skilled
Improved Initiative +4 to initiative checks
Nature Training Count hunter levels as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion
Reactionary +2 trait bonus to initiative checks
Restless Wayfarer +1 to Knowledge (geography) and Knowledge (local), choose one to become class skill; speak one additional language (choose Knowledge (local)) (bonus language: Hallit)
Sentimental You are sentimental, and your thoughts often stray to the past at inappropriate times. You take a —2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.
Tribal Scars (Raptorscale) +6 hp, +5 land speed, +2 Acrobatics
Wild Empathy Go here.
World Traveler Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (Diplomacy)
======
PHYSICAL DESCRIPTION
======
Age: 27
Height: 6’4”
Weight: 163 lbs
Skin Tone: Tanned
Body shape: muscular
Hair Color and Style: Dark brown, reaches midback, in braids, decorated with feathers, beads, bones, and other oddities
Eyes: Steel grey
Special Notes: Ritual scars on his face and arms, scar down the left side of his face (down his eyelids), Kellish tattoos on his right arm

Animal Companion:
Isolde
Female megaloceros
N Medium Animal
Init +3; Senses low-light vision, scent, Perception +6
======
DEFENSE
======
AC 18, touch 13, flat-footed 15
hp 11 (2d8+2)
Fort +5, Ref +6, Will +2
======
OFFENSE
======
Speed 50 ft
Melee gore +2 (1d8+1, 20/x2)
Space 5 ft; Reach 5 ft
======
STATISTICS
======
Str 12 (+1), Dex 17 (+3), Con 14 (+2), Int 2 (-4), Wis 15 (+2), Cha 5 (-3)
Base Atk +1; CMB +2; CMD 16
Feats Light Armor Proficency
Tricks Attack, Come, Down, Heel, Hunt, Track, Uncanny Senses
Skills Perception +6, Survival +6
Languages none
SQ link, share spells, tricks
Other Gear light barding/light armor
======
SPECIAL ABILITIES
======
Link A hunter can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The hunter gains a +4 circumstance bonus on all wild empathy checks and Handle animal checks made regarding an animal companion.
Low-light Vision Can see twice as far as normal in dim light; can see outdoors on a moonlit night as well as they can during the day
Share Spells The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Scent A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

There may be some tweaking to the crunch. But it shouldn't be much.

Liberty's Edge

Tiferet Odinsdottir wrote:
In fleshing out a character, I've developed a preference to picture him in a particular situation (or bunch of situations) and then think about how he would react.

Nice! =D

It's good to meet someone who writes almost as much as me!

I look forward to gaming with you. Hopefully.


Under normal situations, I would have a larger, more detailed background, but my sponsor - the noble, albeit misguided, House_Arneste - tried for developing my persona rather than my story, as he tends to create characters "cut from the same cloth" with their actions and personality. If a developed backstory would be desired by anyone interested, one can and will be written up.


DM Tarfugal wrote:

I made a human cleric (merciful healer) doctor as a pure support in a kingmaker campaign. His endurance and diehard feats saved him from many possible deaths. He was not built to be offensive at all, but sometimes I played him that way. He finally died after our succubus leader decided to give alchemist fire to a Will O Wisp worshiping tribe for consumption purposes. Our dm immortalized him in our kingdom (statue) because of the fearless actions of his character that struck against how he was mechanically built. ;) That guy could really soak up damage though.

I made an archery cleric, and as soon as his bow started to get useful with feats around level 5, his clerical spells made his bow almost forgotten.

I changed to Erastil and chose animal(feather) and plant(growth) as my domains. Gaandik will worship Erastil and never use a bow. I dropped his dexterity as low as I could to make him clumsy.


@Pheonix
When do you plan to close recruitment, I really want to grace Sága with a well done backstory but in the next couple of days i might be a little indisposed.

Grand Lodge

That is a rather creative way to lay out character creation for a campaign! That alone has got me thinking of a character for submission. Lemme see what I can conjure...


You missed the 52nd post of this thread, didn't you, Saga?


ClevrGamer wrote:
Seth86 wrote:
Im not in your list. No crunch yet. But i did give a character :)
Could you give us some idea of what your character would be crunch-wise?

will do so. finally back at pc, and will post my crunch tonight


Sága Runesdóttir wrote:

@Pheonix

When do you plan to close recruitment, I really want to grace Sága with a well done backstory but in the next couple of days i might be a little indisposed.

I'm not the GM here, I was just mentioning that the GM said he was closing on the 27th (I think).


Whoops! Yeah, sorry. It's Tarfugal, not sure why I thought it's you.


According to the DM recruitment will finish on the 21st and then the decision will be made on the 27th and game will open on the 29th. Really nice to have a defined schedule :)


Thanks, that may not be enough time, but I can try.


"Kib wants to come along! I like the snow, but my tribe can't survive for very long if it keeps getting colder!"

I've conjured up a kobold sniper rogue, Kib Rootgnasher, a master at hiding in the snow, running for cover, and pelting enemies with an arrow for every occasion!

Crunch:
Male Kobold Rogue 1
LN Small Humanoid (reptilian)
Init +6; Senses Darkvision (60 ft.), Perception[/] +7
[b]Languages
Common, Draconic

-----------------
Defense
-----------------
AC 18, touch 15, flat-footed 14
HP 7/7
Fort +0, Ref +6, Will +1
DR cold/2
-----------------
Offense
-----------------
Speed 30 ft. (6 squares)
Melee Dagger (small) +1 (1d3/19-20)
Ranged Dagger (small/thrown) +5 (1d3/19-20)
Ranged Shortbow (small) +5 (1d4/x3)
Ammo
-Normal Arrows 20/20
-Blunt Arrows 20/20
-Barbed Arrows 20/20
-Thistle Arrows 20/20
-Whistling Arrows 20/20
Special Sneak Attack +1d6

-----------------
Stats
-----------------
BAB +0; CMB -1; CMD 13
Abilities Str 10, Dex 18, Con 8, Int 12, Wis 13, Cha 10
Feats Kobold Sniper
Traits Northern Ancestry, Reactionary
Skills Acrobatics +8, Appraise +1, Bluff +4, Climb +4, Craft (Untrained) +1, Disable Device +9, Escape Artist +8, Fly +6, Heal +1, Knowledge (Local) +5, Perception +7, Ride +4, Sense Motive +1, Stealth +12, Survival +1, Use Magic Device +4,
Possessions leather (small); outfit (cold-weather/small); arrows (20)(small); arrows (blunt/20)(small); arrows (thistle/20)(small); arrows (barbed/20)(small); arrows (whistling/20)(small); thieves' tools; dagger (small); Pouch (Belt/Small) ; Shortbow (Small) ; Backpack (Small) [ Bedroll (Small); Caltrops; Chalk (1 Piece) (x10); Flint and Steel; Grappling Hook, Common; Mess Kit; Mirror (Small/Steel); Piton (x10); Pot (Iron); Rations (Trail/Per Day/Small) (x5); Rope (Hemp/50 ft.); Soap (per lb.); Torch (x10); Waterskin]
Money 21 gp

History:
Kib comes from the Rootgnasher tribe of kobolds, who live in the forests to the west of Heldren village in Taldor. However, they weren't always the Rootgnasher tribe - long ago, they used to be located much further north as the Icetread tribe. The Icetreads used to be under the command of a mighty white dragon named Kavalnorak, before being felled by a band of adventuring ne'er-do-wells. Without the leadership of their dragon, the Icetreads began to migrate south to warmer climates, seeking new dragons to serve under, but sadly finding none. Finally, after reaching the forests of Taldor, the Icetreads gave up and dug themselves a new home near the future site of Heldren village.

Kib's tribe is more adapted to temperature forests now, but every so often, kobolds in the tribe are born with skills and traits that harken back to their snowy history. Kib is one of these kobolds, displaying a love for the cold and snow, and becoming the tribes best hunter in the winter months thanks both to his love of the frosty weather and his dedication to his work with a bow. While Kib displays the typical leafy green scales of his tribal mates, his flourishes are pure white, indicative of the northern blood that runs through his veins.

Recently, however, the Rootgnashers have been caught in the middle of the freezing patches that have fallen around Heldren and the surrounding countryside. The tribe elders continue to bicker and debate that perhaps their ancient ruler may have returned, but all can agree that if things continue to get colder, it could spell big trouble for the tribe's survival. As much as he loves the new cold adjustment, Kib knows that the needs of his kind come before his own personal tastes. Curious to know if this is simply an isolated incident or if other areas continue to suffer, Kib has packed up his things and set out for Heldren in hopes of finding information about - and perhaps even a way to reverse - the sudden drop in temperature.


Personality:
Perhaps because of his love for the unforgiving cold or simply a quirk of his being, Kib is much less easy to frighten than his kin. It's his lack of fear that has driven him to seek information and help in Heldren, crossing the snowy landscapes quite well by himself. Growing up, Kib was taught to be wary of other races, yet he remains fascinated by larger beings, particular those who can command the forces of winter to their whim. The magic users of his tribe have learned to simply give in and show Kib spectacular displays of arcane cold magic - it's much less grating, and they've come to appreciate the admiration of their work. Kib finds the unknown to be both dangerous and useful, and has learned to ambush even his most alert tribe mates when the snow falls; one can never be certain what lies beneath the layers of frost!

Perhaps contributing to his ease of activity in the cold is his girth, caused by a considerably healthy (if somewhat voracious), appetite. For a kobold, Kib is remarkably hefty (some would say "fat") and retains weight more than his kind usually do. At times, this makes it hard for him to fit through the warren tunnels and avoid setting off some of the traps within, but as a side-product, has taught him to react quickly to danger and get out of the way in time. And he can hardly be called lazy, as he is easily able to keep up with (and surpass) his brothers and sisters in athletics. At the same time, it gives him a healthy layer of excess weight to ward off the freezing cold.

Aside from the cold, Kib loves working with his bow and trying out all sorts of new arrows. Ever since he learned to form a snowball onto a shaft (it's easier to pelt others with), Kib has been tinkering with all sorts of ways to launch things with his trusty shortbow. As a result, when it comes to archery, Kib is second to none in his tribe, and happily teaches anyone curious enough to learn how to make the arrows he uses for hunting, fighting, and sometimes, play.


I'm sorry for this. But I'll have to bow out. Good luck on your adventure! And I'm sorry.


I've made a few changes to Arthorion:

- Swapped the Restless Wayfarer campaign trait for Vigilante Witch Hunter, to reflect his hatred for the Winter Witches of Irrisen for killing his lover and disappearing with his child;

- Picked the nomadic trait to reflect his lifestyle;

- Selected the xenophobic drawback. I picture his people as a very closed and insular community of snowcaster elves, and thus he has a lot of trouble dealing with other cultures, specially since he has embraced life in the wild and, later on, on the road. He treats everyone the same way he would treat his fellow elves, but that often comes across as snobbish without him even noticing. Of course, I don`t intend to make him an insufferable person, because that's no fun to anyone, but yes, he thinks he's better than most non-elves... ;)


DM Tarfugal, I see you are deluged with a storm of characters....it's truly snowballing...and yet, here's a submission. I promise not to flake. :D

I have no idea where this character idea came from, but here he is...Sunder...Sunder...SunderCat!

Shawruu the Sniffer, Catfolk Arcane Bloodrager:

Shawruu
Male catfolk bloodrager 1 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Race Guide 90)
CG Medium humanoid (catfolk)
Init +1; Senses scent; Perception +6
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
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Offense
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Speed 40 ft., climb 20 ft.
Melee armor spikes +4 (1d6+3) or
. . cestus +4 (1d4+3/19-20) or
. . lucerne hammer +4 (1d12+4)
Ranged sling +2 (1d4+3)
Special Attacks bloodrage (6 rounds/day)
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Statistics
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Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +4 (+5 sunder); CMD 15 (16 vs. bull rush, 16 vs. overrun)
Feats Power Attack
Traits armor expert, blood of giants
Skills Acrobatics +5 (+9 to jump), Climb +15, Perception +6, Stealth +3, Survival +6; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat's luck, disruptive bloodrage, fast movement
Other Gear armor spikes studded leather, cestus, lucerne hammer, sling, sling bullets (10), 54 gp, 9 sp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climbing (20 feet) You have a Climb speed.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Appearance and Personality A rather tall, bulky, grey furred catfolk stands jauntily, gripping a long hammer designed for smashing those far armored than he. Though he is not heavily furred, something about him speaks of northern ancestry—the ruff at the neck, the ears smaller and rounder. His pronounced nose looks less feline than most of his folk. ”Oh, hello. I’m Shawruu, also known as the Sniffer. One day, I’ll be known as the Sunderer!” He grins, showing fine canines.

Background
”Shawruu, you have passed the test of the Leopard’s Tooth, my son,” said the chieftain proudly. The young catfolk sat among the tribal council in the warm Garundi night, awaiting the next words, which traditionally elevated the youths to warriors within the tribe. ”And I have news for you.” ”News?” said Shawruu, wonderingly. ”Yes, your mother—“ one of the the council hissed quietly; his father, annoyed at the thought, ”—your mother, as you know, was of the North, and wandered far from this place. You are to follow in her footsteps. There is a blood sign that is calling you; there is a place that has need of breaking of spells. You will gather with others, people not of our kind. The Old One has seen this in her dreams.”

Shawruu bowed, knowing not to question the will of the council. ”It shall be, by your words,” he said. ”But I’m still taking Armor-Breaker. I earned it,” he said with a smile, indicating the long hammer used in his duels.

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