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Snow buries the spring. Ice claims ocean, lake, river. Winter's come: Hope dies.
Hello Paizo community!
It is time to gather your courage and save Golarian from eternal winter.
Expectations
- You will read the Player's Guide.
- You will write a backstory that includes at least the following: Why you live or are in Heldren, how you make your living, one short and one long term goal, one fear, one living person you care deeply for.
- You will not PvP
- You will keep player and character knowledge seperate
- You will post at least 3 times between Monday and Friday and 1 time during the weekends. (If you cannot make this, you must let us know)
- You will respect the GM's and each other's time and the fact that we all have real lives too.
Character Creation
- 20 Point Buy
- No evil, no chaotic neutral
- Core Races, Aasimar, Hobgoblin, Ifrit, Oread, Tiefling, Arctic Goblin, Vanara only. Disclaimer: the more outlandish your character, the harder time you may have as the campaign progresses to new and exciting places.
- No Antipaladin, gunslinger, samurai, or summoner. Also, no advanced classes are allowed.
- Two traits: 1 must be a campaign trait. An optional third trait is allowed if you take a drawback. Disclaimer: I will enforce these.
- No gold traits allowed.
- All players may choose one skill to make a class skill that they don't already have.
- No Leadership feat.
- Average starting gold.
- Players who live in or have relations in Heldren may have a winter blanket OR a cold weather outfit in storage (Free of charge). If you are not from Heldren and do not have family there, you carry summer gear as it is summer time when the game starts.
Hints
- Actions (or inactions) have consequences.
- Creativity (within reason) will be rewarded when possible
- Stupidity will be deterred.
- Helping other player's characters shine is the path to mystical treasures.
If it's not listed, ask. If you have a question, ask.
I'm look for 4 additional characters to make up a party of 5.
GOOD LUCK!

Ryksa the White |

@Gotthammer: Unless specified usually, you make a character and then submit them. Now I say usually, because sometimes a GM does make it a first-come, first-served thing, or something radically different than that!
But, better to err on the side of caution, whip up a character, and then go from there. n_n I hope I was informative.

KBoom |

Ooh, this looks fun. I haven't played Reign of Winter yet. I'll make an alias if accepted!
Female Human (Taldan) Ranger 1
CG Medium humanoid (human)
Init +4; Senses Perception +5
Defense
AC 17, touch 14, flat-footed 13 (+2 armor, +1 shield, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +1
Resist cold 2
Offense
Speed 30 ft.
Melee handaxe +2 (1d6+1/×3)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (fey +2)
Statistics
Str 13, Dex 18, Con 12, Int 12, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits northern ancestry, vagabond child (urban)
Skills Climb +4, Disable Device +8, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Stealth +7, Survival +5 (+6 to track)
Languages Common, Sylvan
SQ track, wild empathy +1
Other Gear leather armor, buckler, handaxe, longbow, backpack, bedroll, cleats, flint and steel, holly and mistletoe, snow goggles, snowshoes, tent, small, thieves' tools, torch (10), trail rations (5), waterskin, 11 gp
Special Abilities
Cleats -50% walking penalty for slick surfaces.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Human).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Snow goggles +8 save vs. visual effects, -4 sight-based Perception & all foes have 20% concealment.
Snowshoes -50% walking penalty for heavy snow.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Ellowin came to the attention of the local magistrate when she discovered a smuggler’s cache hidden in the woods while hunting. He decided to make use of a girl with such talent for finding hidden things and began to set her missions to locate stolen items, eventually escalating to ‘lost’ people. No one ever saw what happened to the fugitives once they were turned over to the court – although rumors abounded about a cave system outside of town where fighters and gamblers would congregate.
Although she preferred to work alone, Ellowin was ordered to join Lord Klemp’s troops for a series of raids on an neighboring lord. During the confusion of a battle occuring on the outskirts of Lionsmane, she was able to sneak her family out and relocated to Heldren, hoping that it was far enough south to keep her family safe and hidden from the eyes of the feuding lords. Unfortunately, Ellowin was unable to keep her entire family alive and her mother died when the small group was found while crossing a stream by a patrol. Ellowin was forced by her father to flee with her younger sister, Moira, as he held the patrol off to cover their escape. Blaming herself for her parents deaths, Ellowin places all her energy and love in her sister.
Living in Heldren for the last few years has been a quiet time for the two. Ellowin has hunted for game and traded with the locals and the odd traveller here and there with meat and hides. In exchange, the two share a cottage on the outskirts of the town. They are always on the lookout for Lord Klemp's men to come and return one of their most valuable assets back to Lionsmane.
Ellowin hopes to be able to one day be able to afford and operate a successful trade post, but for now struggles to keep her sister and herself fed and clothed.

Gotthammer |

Here's my character: Kætilmund.
Kætilmund
Male Chaotic Good Human
Barbarian 1
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 10 (0)
Charisma: 11 (0)
Acrobatics: +2
Appraise: +1
Bluff: +0
Climb: +4
Diplomacy: +0
Disable Device: -4
Disguise: +0
Escape Artist: -2
Fly: -2
Handle Animal: +4
Heal: +0
Intimidate: +4
Linguistics: +1
Perception: +4
Ride: -2
Sense Motive: +0
Sleight of Hand: -2
Spellcraft: +1
Stealth: -1
Survival: +4
Swim: +0
Use Magic Device: +0
Hit Points: 15 HP
Hit Dice: 1d12+3
Initiative: +3
Attack Bonus: +1
(melee: +4)
(ranged: +2)
Fortitude Save: +6
Reflex Save: +1
Will Save: +0
Armor Class: 15
(touch: 11)
(flat-footed: 14)
CMB: +4
CMD: 15
(flat-footed: 14)
Feats & Traits: Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency - All, Power Attack -1/+2, Shield Proficiency, Simple Weapon Proficiency - All, Weapon Focus (Battleaxe), Northern Ancestry, Reactionary
Special Abilities: Damage Resistance, Cold (2), Rage (7 rounds/day) (Ex), Fast Movement +10 (Ex), Furs
Battleaxe (+5, 1d8+3 damage, crit ×3)
Magic Items:
Other Gear: Arrows (x20), Battleaxe, Bedroll, Charcoal stick, Fishhook, Flint and steel, Furs, Hide armor, Signal horn, Soap, String or twine, Torch (x2), Trail rations (x10), Waterskin

Grandma Mable |

"Hello dear, I would just love to join your group!" Grandma Mable says with a smile.
I will need to add a few items to my backstory for "one long term goal, one living person you care deeply for"
I will update my character tonight.
Oh in case it is not clear in my backstory I make a living as a baker. The town already has a healer. My fear is getting put in the bone mill, and my short term goal is to protect my flock (the people of the town).
Good luck everyone.

Ryksa the White |

So far, we have:
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Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry
Kætilmund - Human (Ulfen/Taldan) Barbarian - Northern Ancestry
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Northern Ancestry
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer
Grandma Mable - Human (Ulfen?) Oracle of Battle - Northern Ancestry
Iosef Magdason - Human (Taldan) Fighter (Taldan Duelist) - Northern Ancestry
Bronan Krass - Aasimar (Agathion-Blooded) Cavalier (Huntmaster) - Restless Wayfarer
-----
So, a breakdown by campaign traits:
Adaptive Magic - 0
Blood of Giants - 0
Failed Winter Witch - 1
Northern Ancestry - 5
Restless Wayfarer - 2
Vigilante Witch Hunter - 0
Warded Against Witchery - 0
Northern Ancestry easily takes the lead!

Gmpastrana |

This sounds like it'll be great fun, here's the character I'd like to play if you're permit me.
Keth Andrin
Male Arctic Elf Wizard 1
MG Medium Humanoid (Elf)
Init +3; Senses - Perception +5, Darkvision 60'
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Resist cold 5
Offense
Speed 30 ft.
Melee Staff -1(1d6-1/×2)
Ranged Shortbow +3 (1d6/×3)
Special Attacks Hand of the Apprentice - Staff +4(1d6-1/×2)7/day
Statistics
Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats: Scribe Scroll, Attuned to the Wild (Cold)
Alternate Racial Traits:
Darkvision - Darkvision 60' and Sensitivity to Light, replaces Low Light Vision
Desert Runner - +4 bonus to CON checks and Fort saves to avoid fatigue, exhaustion, and ill effects from running, forced marches, starvation, thirst, or hot or cold environments. Replaces Elven Magic
Elemental Resistance - Resistance 5 Cold. Replaces Elven Immunities.
Traits:
Adaptive Magic - +1 trait bonus to Knowledge (Arcana) and Use Magic Device. Use Magic Device is a class skill.
Magic is Life - +2 saves vs death effects and automatically stabilize when under the effects of any spell.
Skills: Appraise +8, Craft (Alchemy) +8, Knowledge (Arcana) +9, Perception +4 (GM Bonus), Linguistics +8, Spellcraft +8, Use Magic Device +5
Languages: Common, Elven, Skald, Sylvan, Goblin, Giant, Draconic
Other Gear: shortbow, Arrows (20), backpack, bedroll, Cold Weather outfit (GM bonus), flint and steel, Spellbook, trail rations (6), waterskin, 16 gp 9 sp
Special Abilities:
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Bonded Item - Amulet, can be used 1/day to cast a spell from his spellbook and is able to cast, even if the spell is not prepared.
Spellbook -
L0 - (All) *Memorized - Acid Splash, Detect Magic, Ray of Frost
L1 - Blend, *Mage Armor, Identify, Sleep, *Magic Missile, Ray of Enfeeblement, Feather Fall
Keth's mother, Amaya, was an Irrisan. In her youth she'd been a white witch but when she'd become pregnant she'd become more and more disillusioned with the order. She fled to Heldran where she gave birth to Keth. However, her flight from the white witches had left her in poor health so as the years went by he spent as much time taking care of her as she him.
He took up the study of magic at a very young age but the way he learned conflicted with what his mother knew so they fought and his studies went very slowly. To earn extra money and to help pay for the medicine that his mother needed, he'd taken a job with the apothecary. One day, as he was working on cataloging the Alchemy books he came across one called Arcane Magic and Wizardry. It changed everything.
Soon he was picking up the things that his mother was trying all those years to teach him as if they were second nature. He loved using magic and casting spells. His studies were his escape from the toil of taking care of his mother and he threw himself into them at every opportunity.
Even with that he was starting to chafe at living in the small town, he was eager to learn and to explore. He'd earns a good wage and had money set aside for his mother's care, now all he needed was the right time and he'd be off on his new life of adventure.

Ragnarok Fimbulwinter |

I would like to submit RAGNAROK FIMBULWINTER
A large young man in his late teens, he is probably one of the biggest humans you have seen. His body is hairy and his hair comes in all white. He keeps his facial hair well trimed. He has blue eyes.
Human Druid (Mountain Druid) 1
N Medium humanoid (human)
Init +1; Senses Perception +6
Aura enlarge
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Defense
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +1, Will +4
--------------------
Offense
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Speed 30 ft.
Melee greatsword +3 (2d6+4/19-20)
Ranged sling +1 (1d4+3)
Druid (Mountain Druid) Spells Prepared (CL 1st; concentration +3):
1st—cure light wounds, enlarge person [D] (DC 13), entangle (DC 13)
0 (at will)—detect magic, read magic, stabilize
[D] Domain spell; Domains Growth, Plant
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 15, Cha 9
Base Atk +0; CMB +3 (+4 sunder); CMD 14 (15 vs. bull rush, 15 vs. overrun)
Feats Martial Weapon Proficiency (greatsword), Toughness
Traits blood of giants, highlander (hills or mountains)
Skills Climb +7, Handle Animal +3, Knowledge (nature) +7, Perception +6, Stealth +6 (+8 in hilly or rocky areas), Survival +8; Racial Modifiers highlander (hills or mountains)
Languages Common, Druidic, Giant
SQ nature bonds (druid [mountain druid] domain [growth] domain), wild empathy +0
Other Gear padded armor, greatsword, sling, sling bullets (10), backpack, bedroll, belt pouch, blanket, winter, cold weather outfit, rope, trail rations, waterskin, whetstone, 7 sp, 8 cp
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Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Druid (Mountain Druid) Domain (Growth) Associated Domain: Plant
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Ragnarok's mother Crystal arrived at Heldron alone, pregnant and with nothing besides a wagon to get started. She never told anyone where she was from, and Ragnarok never got the chance to ask as she died giving birth to him. Her last words were his name. Ragnarok grew up poor and fairly wild. Some villagers would take him in, but he mostly lived off the land. Recently, in exchange for him occasionally guarding the town, he has gathered up enough money to buy a greatsword. It's purchase has left him penniless however and he is in desperate need of a job. This is his short term goal. Long term, he really wants to discover who his father is. He has a fear of fire, he has dreams of being burned. He cares deeply for the woods and forests surrounding Heldron, and indeed all woods and feels a oneness with the earth that he finds hard to explain.
EDIT: Intimidate is his extra class skill

Jack Speed-Runner |

Let's see if I can craft myself leather armor with one single craft check and get it for only 33% of the cost starting the game. Rounds up to 34 silver. craftarmor: 8 + 1d20 ⇒ 8 + (13) = 21
Leather armor=10 GP. =100 SP. I pay 33% rounded up, so 34 silver to buy, AC of 2. DC of 10+2=12.
Result X 12 has to equal 100 or greater.
21 x 12 = 252. I crafted this in about 2 1/2 times the rate which is about 2.8 days.

Kara Soltani |

Dotting for interest...
- No Antipaladin, gunslinger, samurai, or summoner. Also, no advanced classes are allowed.
When you say "advanced" classes, are you referring to prestige? I've been considering a sorceror who multi-classes into the Harrower prestige class, if that's available (this profile is what I'm referring to, though I would have to rewrite for this specific campaign).
Also, I just realized we were in a Kingmaker campaign together that didn't take off. I was playing Hazel Medvyed, a character with a very similar concept to this one!

Namtarou |

I'll make an alias if accepted.
This is Narsius, a human magus.
Actually, Narsius is 20 years old. He often dreams of travelling, of going in the North to see its splendors, to visit Whitethrone and the fierce winter witches who rules there but he fears what his family will become without him. His grand parents are now old and the young man has started to work at the Silver Stoat to help his family, using his cantrips, his skill at persuading others and his grand mother's old but still sharp cutlass to work as a bouncer.
He's good looking but his stern demeanour has left him single and at times he fears he'll have to stay alone for his whole life.
Human Magus 1
NG Medium humanoid (human)
Init +5; Senses Perception +1
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Defense
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AC 13, touch 11, flat-footed 13 (+3 studded leather armor, +1 Dex)
hp 11 (1d8+2+1)
Fort +4, Ref +1, Will +2
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Offense
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Speed 30 ft.
Melee Cutlass +3 (1d6+3/18-20)
Ranged Shortbow +1 (1d6/x3)
Special attacks : Spell combat
Magus spells prepared (CL 1st; concentration +4):
1st—Shocking grasp x2
0 (at will)—Read magic, Arcane mark, Prestidigitation
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Statistics
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Str 16, Dex 12, Con 14, Int 16 (14 base, +2 racial), Wis 10, Cha 8
Base Atk +0 ; CMB +3 ; CMD 14
Feats : Improved initiative, Fast learner
Traits : Adaptive magic, Pragmatic activator, Student of philosophy, Meticulous (drawback)
Skills : Knowledge (arcana)+8, Spellcraft +7, Use magic device +8, Diplomacy +7 to persuade others/+3 to gather information, Climb +7, Swim+7, Perception +1
Languages Taldan(Common), Draconic, Skald, Sylvan
SQ arcane pool (4 points)
Other Gear : Cold weather outfit (GM bonus), Pathfinder's kit, Chronicler's kit, Grooming kit, Mess kit, Spell component pouch, Spellbook, 20 arrows, 11 gp, 98 sp
Diplomacy is his extra class skill.
Ah well.. I hope I forgot nothing.

Jack Speed-Runner |

After the game starts, if anyone wants light armor early on, but can't afford it, I guess I can craft it for you, give me 33% money of the cost for the material +7% for what I would charge you as my profit, so 40%, that is if the DC isn't too high, though I'd be making checks by day instead of by week to avoid ruining the materials which is a safe way to do it. I do light armors 25 GP or less, otherwise I'm going to spend a lifetime crafting for others instead adventuring. I can also do hide armor which is medium armor of 15 gold as well as shields. As I progress, I guess I could help with more expensive armors.
Actually I can also use accelerated crafting: Accelerated Crafting You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
I keep checking for drawbacks to using the accelerated crafting and there is none.

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@ Ionia - I honestly have not even tried to understand that system yet. That said, I don't have any reason to be opposed, but I tend to avoid things I haven't GM'd before as a reflex.
If you wanted to stat out the character and write a backstory, I'll commit to looking into it if you get picked and worst case scenario is you play a normal caster?
Sound ok?

Birch33 |

I have been in two minds over a character and when I saw how many have now applied, it seems the honourable thing to do to withdraw. You've got so many good applicants there, you're bound to have a great game.
Enjoy (I just admit to being slightly jealous as the AP background looks so cool (pun intended))...

Ryksa the White |

Ryksa the White - Human (Jadwiga) Witch (Winter Witch) - Failed Winter Witch
Ellowin Jax - Human (Taldan) Ranger - Northern Ancestry
Kætilmund - Human (Ulfen/Taldan) Barbarian - Northern Ancestry
Ulfgard Strongarm - Dwarf Fighter (Foehammer) - Blood of Giants
Jack Speed-Runner - Vanara Ranger (Infiltrator) - Restless Wayfarer
Grandma Mable - Human (Ulfen?) Oracle of Battle - Northern Ancestry
Iosef Magdason - Human (Taldan) Fighter (Taldan Duelist) - Northern Ancestry
Bronan Krass - Aasimar (Agathion-Blooded) Cavalier (Huntmaster) - Restless Wayfarer
Keth Andrin - Arctic Elf Wizard - Adaptive Magic
Ragnarok Fimbulwinter - Human (Ulfen) Druid (Mountain Druid) - Blood of Giants
Narsius - Human (Taldan?) Magus - Adaptive Magic
Hege Vargsdóttir - Human (Ulfen/Taldan?) Oracle of Winter - Northern Ancestry
-----
Adaptive Magic - 2
Blood of Giants - 2
Failed Winter Witch - 1
Northern Ancestry - 5
Restless Wayfarer - 2
Vigilante Witch Hunter - 0
Warded Against Witchery - 0
-----
Aasimar - 1
Dwarf - 1
Elf - 1
Human - 8
Vanara - 1
-----
Barbarian - 1
Cavalier - 1
Druid - 1
Fighter - 2
Magus - 1
Oracle - 2
Ranger - 2
Witch - 1
Wizard - 1

Ryksa the White |

Fighters get beefy. They soak damage, withstand fear, and if they get the right equipment and have someone willing to throw the odd buff on them, they can stand toe-to-toe with pretty much anything. Honestly, I don't find any class 'bad' as long as you know both what it's good for as well as it's weaknesses.
Like my witch here: Not a fighter, so she'll stay at range. In later levels, I be scrounging for buff spells so that her meat shields allies stay between her and the enemy.