Fun with snow! A Reign of Winter Campaign (Inactive)

Game Master Keith S.

The Reign of Winter adventure path

CURRENT MAP



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I am looking for 4 players for the Reign of Winter Adventure Path.

Plan on 1 post per day (that is about all I will be able to do as GM).

Core races only.
Classes from the core book or advanced player's guide, but no gunslingers (no firearms in this campaign).
20 point build. Two traits, no drawbacks.
First level, 150 gold for equipment.

Please supply a character concept and rough back story for consideration.

You start the campaign in Taldor in high summer. So no meta-gaming please with snowshoes and ice goggles.


Awesome, another Reign campaign! I keep trying to snag a spot in one, but... really good competition.

Lemme get my sheet set up. Probably going with an Arcane Duelist Bard.

Grand Lodge

wilbert mugfunkle
Male Elf oracle 1
TN Medium humanoid (elf)
Init +1, Senses low-light vision; Perception +5
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex, )
hp 9 ((1d8)+1)
Fort +1, Ref +1, Will +2, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 20 ft.
Melee longspear +1 (1d8+1/x3)
Ranged alchemist's fire (flask) +1 (1d6)
Ranged holy water (flask) +1 (2d4)
Special Attacks Death's Touch,

Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, command(DC 14), inflict light wounds(DC 15)
0th(at will)-detect magic, guidance(DC 13), light, spark(DC 13)

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TACTICS
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STATISTICS
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Str 12, Dex 12, Con 11, Int 16, Wis 10, Cha 16,
Base Atk +0; CMB +1; CMD 12
Feats Spell Focus (Necromancy)
Skills Diplomacy +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +5, Profession (Fortune-teller) +4, Spellcraft +7,
Traits Eyes and Ears of the City (Abadar), Forlorn,
Languages Celestial, Common, Draconic, Elven, Goblin
SQ bone mysteries, elven immunities, elven magic, lame, low-light vision, orisons, urbanite, weapon familiarity,
Combat Gear armor ointment, oil (1 pint flask) (9), powder (5), alchemist's fire (flask), holy water (flask),
Other Gear longspear, entertainer's outfit, parade, compass, crowbar, folding ladder, iron spike (2), belt pouch, saw, shovel, common, sack, basket (2), hammer, mirror (small/steel), piton (2), rope (hemp/50 ft.) (2), sewing needle, soap (per lb.), string (50 ft.), whetstone, 0.73 gp
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SPECIAL ABILITIES
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Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.

Death's Touch (Su) You can cause terrible wounds to appear on a creature with a melee touch attack.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Forlorn Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Urbanite (Ex) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Wilbert is a bitter elf, born in the city of Taldor with lame legs and a constant sense of morbidity. However, during his 120+ year life span, he has become quite adept at manipulating people. He knows when to fake a smile, when to tell a polite lie and he has a knack for quickly getting to know the ins-and-outs of whatever city he finds himself in. He joined the city watch, learned how to use a spear, developed some basic fighting skills and made a couple friends. but what he wants more than anything is to figure out what, if any, purpose he has in life.

Grand Lodge

P.S. I've never done a play by post game, so I'm not sure how I do it, but I figured I might as well try!


All set! Everything should be in order.

Crunch:
Ford Benett
Male Human Bard (Arcane Duelist)
CG Medium Humanoid (Human)

Init +2; Perc +4
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Defense
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AC 16 Touch 12 Flat-footed 14
HP 10/10
Fort +2 Ref +4 Will +2
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Offense
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Speed 30 ft.
Melee Longsword +3 (1d8+3/19-20/x2)
Ranged Shortbow +2 (1d6/x3)
Special Distraction, Fascinate

Spells
0th - Dancing Lights, Detect Magic, Ghost Sound (DC 13), Spark (DC 12)
1st - Silent Image (DC 14), Vanish (DC 14)
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Statistics
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Str 16, Dex 14, Con 12, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15/12 Fl
Feats Arcane Strike, Spell Focus (Illusion), Defiant Luck
Traits Ear For Music, Resilient
Skills Acrobatics +6, Appraise +1, Bluff +2, Climb +3, Diplomacy +2, Disguise +2, Intimidate +6, Knowledge (Arcana) +5, Knowledge (Local) +5, Perception +4, Perform (Comedy) +6, Sleight of Hand +2, Spellcraft +5, Stealth +6, Swim +1
Languages Common, Undercommon
Combat Gear Studded Leather, Longsword, Buckler, Shortbow, Arrows (20)
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Equipment
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Backpack
Bedroll
Caltrops (x3)
Mess Kit
Rope (Silk/50 ft.)
Soap (per lb.)
String (50 ft.)
Waterskin
Belt Pouch
Burst Jar (DC 12)
10 gp 9 sp 9 cp

History:
"Laugh now and think about it later."

Thus is the ever constant motto of Ford Benett, a true rags to riches tale if one was ever told. Ford grew up in an Taldan orphanage, constantly getting passed up for adoption time after time. Rather than be bitter about his lack of luck, Ford simply buried it all away, shielding himself from the pain by laughing at it. In turn, he learned how to get others to laugh at him and in the process, secured his future. He developed a canny sense of humor, trying a variety of flavors in order to find the one that got that giggle out of his target audience. He began plying his craft in the streets at every opportunity, and incredibly, garnered quite a bit of revenue for both himself, and the orphanage.

But Ford's tragedies were not over. On one particular day, Ford was attacked in broad daylight on the streets, his savings stolen and he himself beaten up and left in the street. By the time the city guards came to the scene, his assailants were long gone and Ford was left copperless. Ford picked himself up, dusted himself off, limped home and did what he did best: laugh. It was easier then to confront the issue. Yet he learned from his experience, and began to practice with both weapons and the arcane. He would not be caught off-guard again - he would be ready to fight back as needed.

And sure enough, his practice and training paid off. Once again, in open day, his assailants had come back to score another easy payday. They could not be more surprised when the young orphan drew a rusty blade, ran one through and vanished from sight, only to strike from behind and foil his attackers. Handing them over to the guards, Ford was rewarded for his bravery in gold pieces for their bounty, and regained a fair bit of what was stolen from him. His daring was an instant addition to gossip circles far and wide, and his knack for cracking jokes made him a request at several venues.

Finally, at 18 years old, Ford left the orphanage he'd helped to raise up and support, venturing out into the world at large and honing his many crafts. Ford has since spent time wandering wherever the roads take him, continuing to improve on his combat expertise, arcane mastery, and natural penchant for telling jokes. It's been two eventful years since his journey has started, but his real tale is about to reveal itself to him...


My submission.

Athromar Karthis
Human Noble of Taldor
Paladin of Iomedae L-G

Strength – 16 (5 +2 Bonus for Human)
Dexterity – 10
Constitution – 12 (2)
Intelligence – 12 (2)
Wisdom – 11 (1)
Charisma – 16 (10)

Hit Points = 11

AC = 16 (Chain Shirt + Heavy Steel Shield)

Initiative +4

Fortitude +3
Reflex +2
Will +3

BAB = +1

Attack = +4
Damage = 1d8+3 Long Sword (19-20 x2)

CMB = +4
CMD = 14

Skills:
Diplomacy - +7
Knowledge Nobility – +5
Perception - +1
Sense Motive - +4
Use Magic Device - +4

Feats:
Lightning Reflexes
Improved Initiative

30’ Movement

Traits:
Indomitable Faith
Dangerously Curious

Special Abilities:
Aura of good,
Detect evil,
Smite evil 1/day

Languages:
Common
Halfling

Equipment:
Backpack
Rope (Hemp)
Signet Ring (House Noble Symbol)
Waterskin
Holy Symbol (Wood)

5 GP

Concept: Noble son seeking to restore the glory of the Empire. Hailing from Cassomir his inclination to accept all peoples regardless of background and race is seen as an oddity amongst his peers. Athromar though sees the current state of the Empire as one of corrupt nepotism which must be somehow swept away before the old glory can be restored. Growing up, Athromar was drawn to the arcane arts and his parents sought magical tutors for him to achieve any possible potential. One day, he was drawn towards a beautiful woman speaking about the Goddess Iomadae. Despite his parents protests, his destiny lay on the path to being one of her followers.

A younger cousin of a Senator in the Empire gives him contacts though he has yet to press his agenda having been only recently been granted powers by his Goddess, he is 25 years old. In addition, as Iomadae is not one of the more popular religions of the Empire, Athromar is a bit apprehensive at pushing such a radical agenda. Currently Athromar is considering whether he should press support for a war effort against Qadira or if such an action would be against the tenets of his new faith.

RPG Superstar 2012 Top 32

How long are you going to leave recruitment open? I'm definitely interested but I have two outstanding applications and I don't want to overcommit if I get picked for them (I'll hear back on both of them tomorrow)


Is this an interest check? cause I'm definitely interested.

A while back I was looking at interesting combinations and developed Ragnar, he will be a ranger/cleric, who is just looking for a good He time. He was actually built for this adventure path, though one would assume he was built for "the wormwood". I've taken some liberties with the "northern gods" and there "symbols" If you have questions or observations please feel free to ask, thanks.

Background:

Ragnar was born on the night of the winter solstice, just as grandmother had prophesied. More importantly he had been born with the "Mark" just as grandmother had prophesied. Adonara, his paternal great great grandmother and the last priestess of the empyreal lady Pulura, The Shimmering Maiden, Mistress of the Stars and the Mysterious Light of the Aurora. Had prophesied that a child would be born in the land of the Kellids in the city of Gundrun the last city of Sarkoris. She prophesied that the child would be born on the winter solstice, that the child would bare Pulura's mark, her holy symbol; the north star and its constellation, on the child's body. The prophecy continued that the child would be born within Adonara's lifetime and would become Pulura's representative on earth, Adonara's replacement. So each year after the prophesy grandmother would return to Gundrun to await the child. What grandmother had not prophesied was that he would be born with all twelve constellations.

Ragnar's father, Agdor Cold Iron, like his entire family, was a nomad at heart. He had travelled south spending time with the Shriikirri-Quah eventually marrying a Shoanti shield maiden named Sinopah. In time he felt the tug of the wormwood, the battle for the ancient lands of his people and he returned to the north. Sinopah, her brother Istakkos and about twenty other Hawk clan warriors went with him. They arrived in Gundrun just before Sinopah was to bear their first child, Ragnar.

Ragnar's early life was simple, Grandma (that is what Adonara insist he call her) stayed with him in their little house as mommy and daddy raided into the wormwood. Until that fateful day when Istakkos returned alone, wounded and bloody with Agdors cold iron sword and a tale of horror and loss. After Istakkkos recovered the three of them left Gundrun for the nomadic life a cleric of Pulura should live. They traveled the far north, on clear bright nights grandma would tell stories and sing songs of Pulura. On dark cloud covered nights she would whisper tales of Kostchtchie. During the day Istakkos would teach him the ways of nature; the forest, the tundra, the prairie. The ways of the Shriikirri-Quah; the horse, the klar, the earthbreaker .The ways of the guide; the long trail, the camp, the fire. After a time they returned to Gundrun so grandma could await her death near the last image of Pulura at the Walk of Lost Gods. Istakkos returned to the Shoanti. Ragnar determined to wander the north as a guide until he received the mantle of Pulura and the responsibilities it would contain.


Appearance:

Normal is a relative term. Ragnar's height and build is normal for a northerner, 6'2" and stocky. His eyes and hair, grey and black, respectively are normal. His skin tone and the color of his tattoos are normal also. His heavy fur lined cold weather clothing is normal for the deep north. His gear: the armor, the cold iron sword, the klar and the earthbreaker may seem a little exotic but not what one would call abnormal, especially if the person is as well travelled as Ragnar.

What is abnormal, curious at best and down right disturbing at worst is his birthmark, we should say birthmarks. Twelve of them, the smallest on face, the largest on his back, others on arms and legs, feet and hands, belly and chest. All of them in the shape of the northern constellations, each of them outlined, emphasized and charted by the Shoanti tattoo styling. The most obvious birthmark/tattoo being on his face, from the left cheekbone, around his left eye up onto and across his forehead: the constellation of Pulura. The most ominous and hidden birthmark/tattoo being across his back, thirteen stars in all: the constellation of Kostchtchie.


Personality:

Like the dualistic gods of cold that he serves, Ragnar's personality shifts from sanguine the vast majority of the time to melancholic the small minority. Normally talkative and gregarious rarely quite and contemplative. Usually he gladly embraces the call of Pulura but occasionally wishes for the simple life of a guide. He is a good companion normally encouraging and uplifting but can be critical. He embraces the life of a nomad living on the open road but he knows one day he will like his father answer the call of the wormwood.


Always thought this would be a fun AP, and judging from the current characters posted, it looks like a skill/support character could be useful.

Wraxus Drake
Half-Orc Alchemist (Trapbreaker or Chirurgeon?)

So here is the beginning of his fluff, getting rather tired, will finish in the AM.

basic fluff:
The Qadiran merchant prince Akhmed ibn Feradihn was quite pleased with his most recent purchase. She was a stunning creature from the distant northern realm of Irrisen ~ tall, slender, with alabaster skin, and pale blonde hair bordering on silver. Her azure eyes sparkled like ice crystals reflecting the morning light. She would be the jewel of his harem...

When word reached him that his caravan had been struck in the night by Orc desert raiders, he was furious. The messenger's head hit the floor only moments before Feradihn dispatched a group of riders to rescue his icy jewel... he had to have her...

And so unto him was delivered his pale treasure. Feradihn's agents were lavishly rewarded, and she was offered every luxury he could afford. After she recovered, all his attentions fell on her, and within several months he saw the seed of his affection growing in her womb.

The midwife cringed as she realized what she held in her hands. The Irrisen woman had not spoken a word of what had happened while held by her Orcish captors, but now the truth was irrefutable. Hearing the cry of 'his' newborn child, Feradihn burst into the room, yet no exclamations of joy echoed forth. Only the painful cry of a lonely baby.

His gaze frozen, his heart shattered, the merchant prince drew his shining blade and freed his treasure from her shame. The three midwives quickly joined her in the world beyond. Feradihn stared at the child, born with the pale skin and hair of his mother, but the horrid deformities of his monstrous father. Only his eyes, with the same icy twinkle, stayed the blade. Destroyed, Feradihn departed, never to look on the child again.

A few gold coins exchanged hands, chains were placed on the infant, and Feradihn's shame departed into the desert. Thus begins the tale of Wraxus Drake...

fluff (part II) and crunch to follow...


@ Robert Henry: this is recruitment. I find that it is sometimes challenging to get the headers right on the Paizo boards (for me anyway!) but we can work around this.

When I get enough folks and I am ready to go, I will choose the players.

Not too specific I realize but it is the way of it.

RPG Superstar 2012 Top 32

ok... i'll check back tonight i guess...

i don't know anything about the AP but if recruitment's still open (and i'm available) i'll definitely submit something.


Interested!

I've long wanted to play the Reign of Winter path, and I have a character built for it. However, I've build him as a skald, so I'll change that and post him later today.


@ Storyteller - we should discuss the detect evil ability of a paladin.

I have had players insist it was a form of magical radar that allowed them to detect range and bearing of evil as long as they concentrated. They could rotate and never be surprised while detect evil is operating.

I do not use detect evil this way. It does detect evil within 60 feet, and it does allow you to focus in a visible object within 60 feet to determine further information. It may prevent surprise from evil creatures if you know they are about. But it is certainly not a guarantee.

So I don't consider it magical radar, just a powerful ability.

Just want you to be clear on this if it is a key component of a paladin build for you.


Interested.

What's your deadline and whats your stand on archetypes of the newer books?


This is Kjell "pronounced shell". Thanks for your consideration. I'd love to be a part of your game.

Backstory, personality, and stat block are in the profile.


@ Jolly - see the initial post for requirements. Only core book and advanced player's guide for classes and archetypes.


Also, i don't remember which book Arctic druid is from off the top of my head, but i could just go plain druid easily, if you prefer.


Are alternate racial traits for the core races cool?

Any limitations on sources for feats and spells?


Alternate racial traits are fine.

I don't see a need to limit spells and feats but I don't have all the books - will use the SRD for some info.


Keith S. wrote:

@ Storyteller - we should discuss the detect evil ability of a paladin.

I have had players insist it was a form of magical radar that allowed them to detect range and bearing of evil as long as they concentrated. They could rotate and never be surprised while detect evil is operating.

I do not use detect evil this way. It does detect evil within 60 feet, and it does allow you to focus in a visible object within 60 feet to determine further information. It may prevent surprise from evil creatures if you know they are about. But it is certainly not a guarantee.

So I don't consider it magical radar, just a powerful ability.

Just want you to be clear on this if it is a key component of a paladin build for you.

Fine for me I don't consider it the lynch pin for my build plus I would tend to agree with your interpretation of the rule.


Applying with this character, Half-elven Lore Oracle. I may need to update him mechanically to fit the build requirements, but his stroy is the same.

Been trying to get him into a RoW PbP, but have had no luck thus far.

RPG Superstar 2012 Top 32

Keith- i don't want to overwhelm you (and i have no objections to the class/archetype restrictions), but allow me to introduce you to d20pfsrd... it has all the classes, archetypes, feats, spells, etc from all of the books organized in a much more user friendly format than the official srd (plus each page tells you were the info is coming from and includes cited FAQ/errata info and comments made by designers where clarification is needed)

Also- I did get accepted to the Wrath of the Righteous game I had applied to, so I'm not going to submit an application here after all. Good luck to those who do :)


May I present Fetch, the former Kitchen Drudge now Abjurer on the run, for your consideration. Info is in his profile, but here is concept for quick viewing:

Fetch can't remember any other cognomen flung his way that was not a more unsavory insult, and so "Fetch" he became as he grew ever so slowly amongst the clamor and grime of the kitchens of the Masters Guild. Mistreated was a state of being for the kitchen drudge, yet in spite of these hardships, Fetch evinced a shrewd intelligence and clever fingers; so much so, that rumors abounded as to the certainty of his parentage belonging to one of the many notorious guild masters. He also discovered a knack for causing discomfort to the summoned creatures the various wizards and apprentices would employ from time to time. This talent only made life worse for Fetch. The apprentice wizards took it upon themselves to both torment and teach him some rudimentary magics in an attempt to see if talent might surface that would prove telling. Fetch outwardly showed mostly ineptitude, but learned much more than any could imagine until one day he felt competent enough to exact some measure of revenge. He succeeded in introducing both a potent soporific and an effective bowel relaxer into the stew, creating what he thought was a memorable experience for the entire guild membership. At the height of the evening's events he purloined a minor folio of spells and some supplies, surreptitiously exiting the scene with a personal vow to one day return as a force to be reckoned with. His absence was noted by the bleary eyed masters two days later and additional vows were no doubt emphatically stated.
Fetch has been on the run for three months now after learning about the Master's lasting displeasure, attempting to find a group of adventurers that would serve as both protection and camouflage or, failing that, work in a place none of the guild members would frequent.


@ Nate - I am familiar with the 20pfsrd. Thanks. The restrictions stand as originally posted for classes.


Kieth S. you listed two traits, do they need to be from the core book or advanced player's guide also. Or can they be from a broader spectrum of sources? Also does one of them need to be an adventure path trait?


Does not need to be an adventure path trait. Any reasonable trait will be accepted.

In fact, some of the adventure path traits don't fit a person located in Taldor in high summer.


Okay, checked to ensure I was within the standard, and just needed to add 50 gp. So his entry is complete now.

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

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

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


Tentative dot...thinking mebbe a wizard.


@ Kjell - seems a bit meta gamish to have an arctic druid in Taldor in the summer.


Keith S. wrote:
@ Kjell - seems a bit meta gamish to have an arctic druid in Taldor in the summer.

Have you read the Player's Guide? Your previous reply to the question on traits indicates that you missed something. Not trying to be snide, but it seems like you want the characters to get killed by unfitting builds for the AP.

An arctic druid is not really metagaming. Consider that they start as ordinary druids, and gain their archetypical features at later levels (the first at level 2), at which levels his character has probably had some experiences to learn from. Would you rather he played a jungle druid?

I'm not trying to start an argument, but you seem a little gung ho on the metagaming issue.


I had this discussion in the last RoW I applied for. I personally hate most of the traits for the fact that it is supposed to be a surprise. Also, the weather is supposed to be a big problem for the PC's, but the title and player's guide end up seeing a lot of winter-based characters in the recruitments.

I understand, that they did it to prepare the PC's, but they also announced that the guide was a bit of a spoiler. They felt that they wanted it to be a secret, but that it could be tough on the PC's to be too far from prepared. So, I understand the guide for having clues for it, but the way it is written, it kind of also suggests that they be still unaware/unprepared for it. I just think that they had WAY too many cold specific traits, and could have offered more non-cold related to help. I just wish that almost everything in the player's guide wasn't so directed towards cold.


I think the GM is just giving guidance as to the type of characters that he would like to have in his campaign.


@Keith S., the RoW Player's Guide goes to great lengths to outline the icy nature of the campaign's threats. It even goes so far as to say that the ability to survive in arctic climate is a must. It lists arctic gear to start with, and arctic animal companions to choose from. I could have gone much, much further if cheese is what I was after. I was trying to fit into the theme of the adventure.
If that's not what you want, then I did indicate that I'm fine with a regular druid. It would change nothing at 1st level.


I'm interested. I'll see if I can come up with a character I like.


None of my comments are meant as an insult. I am only trying to clarify my thoughts on the campaign.

If you want to play, submit a character. When I have enough submissions to choose from, I will make a selection and announce the players and we will start the game.

There are already 4 or 5 potential players in the submissions so far.

I will likely announce players tomorrow night.

Thanks for any and all interest.

Grand Lodge RPG Superstar 2014 Top 16

Is this PFS or non-PFS?

I know you said Core and Advanced players. Is Ultimate Magic and the Magus class allowed?


Jrcmarine wrote:

Is this PFS or non-PFS?

I know you said Core and Advanced players. Is Ultimate Magic and the Magus class allowed?

It sounds non-PFS, but that's just my presumption. It sounds like, since he's permitting non-AP traits, it's a moderately off-the-rails go, which last I heard with PFS, was kind of a no-no. (Disclaimer: Take everything I say regarding PFS or this campaign with tremendous piles of salt.)


Dreaming Warforged's application for a druid. Let me know if you have any questions or comments.


Submitting wizard Marigold Montajay for consideration. Let me know if there are any questions or things I need to adjust :)

The Exchange

Hassan was in a short-lived RoW campaign that ended when the GM fled. Wouldn't mind running the beginning again to get the to good stuff in the middle.

He is a Qadirian inquisitor of Sarenrae, part of a ultra conservative sect persecuting witches and other heresies. He has been sent North to Taldor to investigate the strange weather phenomenon reported by travelers there.

Being a Qadirian in Taldor, he is already out of his element, and his close-minded religious principles may cause friction with other party members etc, but leads to loads of good role-playing opportunities.

Crunch:
Hassan al'Akbar
Male human (keleshite) inquisitor (witch hunter) of Sarenrae 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 53)
NG Medium humanoid (human)
Hero Points 0
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
scimitar +2 (1d6+2/18-20)
Ranged longbow +3 (1d8+1/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +5)
7/day—fire bolt (1d6 fire)
Inquisitor (Witch Hunter) Spells Known (CL 1st; concentration +5)
1st (2/day)—bless, hex ward[UM] (DC 15)
0 (at will)—daze (DC 14), detect magic, disrupt undead, stabilize
Domain Fire
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 11, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Favored Judgment[UM], Point-blank Shot
Traits flame of the dawnflower, vigilante witch hunter
Skills Heal +8, Intimidate +5, Knowledge (planes) +4, Knowledge (religion) +4, Perception +8, Sense Motive +10, Spellcraft +4 (+8 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Survival +8
Languages Common, Kelish
SQ hero points, spell sage, stern gaze +1
Other Gear studded leather, arrows (50), dagger, longbow, scimitar, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text, manacles, spell component pouch, trail rations (3), waterskin, wooden holy symbol of Sarenrae, 15 gp, 11 sp, 1 cp
--------------------
Special Abilities
--------------------
Favored Judgment (Humans) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Fire Bolt 1d6 fire (7/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Witch Hunter) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Sage +4 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic

Fluff:
Raised in the desert Plains of Padesh of Qadira, Hassan grew up in a tribe of very fundamental believers in Sarenrae. While followers of other good-aligned gods were at least tolerated, others were persecuted including attacks and burnings. He was trained in the use of the scimitar and longbow as a youth as his tribe as the scourge of the steppes.

Arcane magic users were considered witches in his tribe, and he was raised to hate and fear them. In his early teen years, he lost both his parents to disease, which his tribal shaman attributed to witchcraft. Hence, his hatred which formed early was cemented. The rest of his education was with a church sponsored orphanage in Omash. The priests who run this church have heard of strange happenings in the Border Woods and have sent Hassan, now of age, to investigate.


Will you offer PFS credit?
Note that to do this, you can run it in campaign rules with all your own custom rules and are still eligible for PFS rewards. It's just the paperwork which takes 15 minutes or so.


Having read all the other posts and carefully looking at the map of "The Inner Sea Region of Golarion." I don't know that Ragnar would have reason to travel as far south as Taldor, so having said that I am removing my applicant, thank you.


Jolly Roger's application.

Jamie is around doing tournies in Taldor as a challenge to make a name for himself. And to court the pretty Taldan ladies of course.

He goes where he can make a name for himself.

Let me know if PFS credit is an option.

Cheers!


Zarsh:

Male half-orc barbarian [invulnerable rager] 1
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (1d12+3);
Fort +5; Ref +3; Will +1; +1 trait vs. spells/SLAs/Su abilities of evil arcane spellcasters, +4 Fort vs. nonlethal from cold/hot, +4 Fort vs. suffocation
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee dire flail +5 (d8+4) or dire flail +3/+3 (d8+4/d8+2) , or kukri +5 (d4+4/18-20)
Ranged shortbow +2 (d6/x3)
Special Attacks rage (6 rounds/day)
STATISTICS
Str 18, Dex 14, Con 15, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats EnduranceB, Two Weapon Fighting
Traits Armor Expert, Warded Against Witchery
Skills Craft (weapons) +4, Linguistics +1, Perception +4, Spellcraft +4 (+5 to ID spells cast by evil arcane spellcasters);
Languages Common, Orc, Skald
SQ chain fighter, orc blood, sacred tattoo, shaman’s apprentice.
Combat Gear arrows (20); Other Gear hide armor, dire flail, cold iron kukri, silver kukri, shortbow, barbarian’s kit, gear maintenance kit, 4 gp
SPECIAL ABILITIES
Chain Fighter
Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Orc Blood
Half-orcs count as both humans and orcs for any effect related to race.
Rage (Ex)
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman’s Apprentice
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Zarsh grew up as part of an orc tribe in Irrisen. The chief of the clan singled him out for shaman training early. The clan shaman, being worried about Zarsh supplanting him, made sure to ride him especially hard and torment him via arcane magical means. Eventually the shaman was able to convince the chief that Zarsh was a weakling, and the chief had Zarsh sold into slavery. Zarsh wound up as a gladitorial contestant, fighting in the arena. After several victorious fights in the arena, Zarsh began to gain some trust from his captors, and they showed him the rudiments of caring for his own equipment. When it became clear that he had a talent for such things, they began letting him spend some of his off time creating weapons for the other gladiators. He carefully squirreled away resources until eventually he was able to stage his escape. He has come to Taldor to hide from those who might try to reenslave him, but he feels a call in his blood to return to the north.


I am going with Storyteller (Paladin), Wanderer82 (alchemist), Oliver Hoffman (Oracle), and JoshB (Sorcerer)

I will also PM the players to make sure they see they are in the game.

Players - please post in the discussion tab and introduce yourself.

Thanks for all the applications! There are always more players than GMs, and I am sorry I cannot fit you all in.


Ah well, maybe next time! Congrats to the selected and have a great game :)


Nuts! Ah well, there'll be another campaign. All in due time. Good luck, gang!

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