GM Rennai's Reign of Winter (Inactive)

Game Master Rennaivx

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I read the recruitment with great interest so I thought I'd submit Runa Pendersmith for consideration.

background:
Runa just turned twenty and yet she still didn’t know where her family was originally from. This is not because her parents were deceased but because they still refused to tell her. As was her custom, she asked them again when they celebrated her birthday if they would tell her where she grew up and again they gave her a grim smile and refused. They always said it was for her own good, to keep her safe, but their reluctance always annoyed the ranger and she spent the next few days in a foul mood.

The reason that they wouldn’t tell her is because they knew she would go back and try to find her brother, Pellin, who went missing fourteen years prior. Their thinking was that they had lost one child already and they wouldn’t lose another. Runa remembered that fateful day vividly but she couldn’t remember where they had been. Memory was a peculiar thing and having been only six, the day’s events had traumatized her to the point where she couldn’t remember where she had spent those first years of her life – a fact she found most frustrating. Young Pellin and Runa had been exploring the forest near their home as usual when they had gone deeper into the woods than they had before. They stumbled onto a grove of trees that someone had adorned in such a way that they knew it was important. Runa had also thought it felt sinister and warned Pellin that they should leave but her brother had told her that she was being a scared little girl. The moment that he stepped into the perimeter of what seemed like a crude circle, he disappeared in a flash of light. Runa stood rooted in fear and couldn’t move. A shadowy figure seemingly appeared out of nowhere and simply said, ”He has trespassed and is ours now.” Blackness crept into Runa’s vision and she woke up near to their home. It was dark and she could hear her parents looking for them. She called out to them and was soon recounting her story. She never saw the knowing, somber look her parents exchanged with each other as she hugged her mother’s waist because her face was buried in her apron. Days later they moved south to Helgren and her parents never spoke of the incident again even though Runa begged them, almost incessantly, to look for Pellin. They told her to accept that her brother was gone but to this day, Runa’s greatest desire was to find her brother even though she had no real idea where to look. Over the years she tried to forget about what had happened but the memory was always simmering just below her consciousness and refused to let her go. This is what drove her out into the wilderness day after day. She hoped that somehow she would stumble upon something that seemed familiar that would serve as a clue.

In the meantime, Runa was the dutiful daughter. She followed in the footsteps of her father’s trade and apprenticed in blacksmithing. Makel was the town blacksmith in Helgren and taught what he knew to his only heir which included weaponry. Since she insisted on going out and exploring the wilderness, Makel made sure that Runa could protect herself if needed.

For the last few years, her familiarity with the surrounding area has allowed her to act as a guide for both locals and visitors. She hopes that her interactions with various types of people will lead to insight into what happened to both her and her brother.

10min background:
Step 1 – 1) Years working the forge has created defined muscles for Runa but she doesn’t appear too bulky in nature. She has learned to use her dexterity and not just brute force which keeps her from looking too mannish. That being said, she takes pleasure in beating the crap out of the heated metal with a hammer – especially when she’s had a bad day. 2) She keeps her auburn hair tightly braided since she has had a few instances which resulted in singed hair. 3) Her hazel eyes are kind but there is an underlying sadness in their depths that only comes from loss. 4) She favors using swords instead of a bow as she finds this more challenging. 5) She’s designed her own weapons and forged them with the help of her father.

Step 2 – Obviously Runa’s primary goal is to find her brother. My goal for her is to realize that she needs to find her own life that is not dictated by her parents or her missing brother.

Step 3 – Secret she doesn’t know is that her brother is being trained as a witchguard to protect the coven who they stumbled upon when they were young. Secret she does know is that she feels drawn north for some unknown reason and plans to leave as soon as she finds the opportunity.

Step 5 – Runa finds it difficult to remember information ever since her encounter with the shadowy figure in the woods so she often repeats things she wants to remember; She often talks to herself - part of her trying to remember things; She is left handed but tries to hide it because she was once told that being left handed was the mark of something sinister.

Crunch:

Level 1 Human Ranger, archetype = Guide
Stats: Str 14 Dex 15 Con 12 Int 10 Wis 13 Cha 12

Fort 3 Ref 4 Will 1
HP 12; Senses: Perception 6; Initiative +2

Defense: AC 16 (+4 armor, +2 dex); FF 14 Touch 12

Offense: BAB +1 CMB +3 CMD +15
Longsword +4 (+2 with two-weapon fighting); 1d8+2
Shortsword +3 (+1 with two-weapon fighting); 1d6+2 (or +1 two-weapon)
Shortbow +3; 1d6

Feat:
Two-Weapon Fighting
Weapon Focus (longsword)

Skills:
Climb +3 (1rank; +3 class skill, +2 str, -3 armor check)
Handle Animal +5 (1rank; +3 class skill, +1 cha)
Knowledge, geography +4 (1rank; +3class skill, +0 int)
Knowledge, nature +4 (1rank; +3class skill, +0int)
Perception +6 (1rank; +3class skill; +1wis; +1 seeker trait)
Stealth +3 (1rank; +3 class skill; +2dex; -3 armor penalty)
Survival +5 (1rank; +3class skill; +1wis)

Profession, blacksmith +6 (2rank given; +3 class skill; +1wis)

Traits:
Warded against Witchery
Seeker

Class Abilities:
Ranger's Focus (replaces favored enemy with Guide archetype)
Track
Wild Empathy

Languages: Common

Equipment: Hide Armor, Longsword, Shortsword, Shortbow, 20arrows, Ranger's kit, Survival kit, Compass, Smith's Tools, CLW potion

Wealth: 25gp


Anyone else a traveller through town or staying at the inn?


Evelina Silverblade for your consideration. She is a chaotic good, human swashbuckler.

I actually started a different Reign of Winter game with her that didn't last very long. It was unfortunate, because I really liked RPing her. However, I believe everything has been updated to be in line with the submission requirements for this game.

Grand Lodge

Selena Snow wrote:
Anyone else a traveller through town or staying at the inn?

Sorry friend, but could you clarify what you mean by "Traveler through town or Staying at the inn"?

Grand Lodge

Excuse me, GM Frosty, but I would like to propose an idea, though by all means, this is your recruitment board so I will gladly accept rejection on it. I'm rather curious as to the overall writing style of my peers, and was wondering if we could try a "Tavern Rest" where we all simply enter a tavern in a setting disconnected from the main Adventure, and simply have conversations and preform simple action that would be quite normal in a bar. I would like to see how many of these people act when interacting with each other, but I understand how hard it can be to cull the "Bar Act" from recruitment posts. As such, I would like to ask for your blessing on this rather than start on my own. I eagerly await your response, whatever it may be, and may Desna bless the path you choose.


Malian Azlanium wrote:
Selena Snow wrote:
Anyone else a traveller through town or staying at the inn?
Sorry friend, but could you clarify what you mean by "Traveler through town or Staying at the inn"?

Just thinking of what you just mentioned, a little pre-rp.

Selena is just passing through town at the moment, while looking for short jobs for a little extra coin. So, she would most likely interact with another traveller met on the road or at the inn.

Grand Lodge

@Selena Snow Haha, well if that's the case, then yes, I am a traveler passing through town, though I prefer to spend my nights under the watchful eyes of the stars. Still, I believe it best to ask the host before starting something like this. We must respect GM Frosty's wishes if he would rather us not start an act in the middle of his recruitment. Still, glad to know someone else would like this idea.

Sovereign Court

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Hmm. Sorta like the Wrath of the Righteous recruitment thread that blew up into 300 posts. ;)


The nice thing about it though, it not serves as example posts, it also gives something for all applicants, even those who don't make it into the game.


Oh yes, Basically done, just touching up a few things, making final tweaks and corrections.

To fellow players, there are aspects of the character that would probably be more satisfying to discover in play, so peak at your own risk. Anyone who doesn't make it, or everyone if I don't make it, can freely look and tell me what they think.


Just want to see if my friend will be joining before i submit. Obviously. So i know how to build and word backgroundd etc
But if my friend joins, they will be looking at a human paladin


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Soliana of the Rose, Chosen One of Shelyn and her familiar Janus submitted for consideration. All the background information and such should be finished and on her profile, but please let me know if I've forgotten anything!


GM Frosty, how do you feel having a completely fresh new player in the party (haven't played a proper PbP yet, or any Pathfinder games)? I just joined this (great, by the looks of it) community, and I'd like to try for your game. I still haven't built any characters here, but will in the following days, so I will probably be able to submit one if you allow me.

Silver Crusade

Would you allow the Linnorm Death Curse Rage Powers for Unchained Barbarians?

Grand Lodge

Traveller Elbin wrote:
GM Frosty, how do you feel having a completely fresh new player in the party (haven't played a proper PbP yet, or any Pathfinder games)?.

Well, allow me to be the first to say Welcome to the family known as The Pathfinder Community. I'm glad to see anyone give these kind of games a shot, and I'm sure being fresh won't be that bad, as long as you understand the mechanics of the character you play. I wish you luck in future adventures, and may Desna bless the path you chose.


@Bar LongShanks: The thing is that the it could be a non-impacting drawback if you simply let the others do the talk but I also see your point that even if it is minor, you also took a minor extra trait so we are good! Just adjust your Cha to the minimum of 8, please.

@Malian Azlanium: Thanks for adding more to her past! I'm sorry but I'm going to say NO to your idea since it will make my life harder by trying to answer everyone's questions about the game and many RPing posts will only make it harder. I also think it is a bit cruel to let prospective players to RP their characters (getting attached to them) and then not being picked.

@Thom Greenward: OK, let me see him when you are finished.

@SCKnightHero1: Let me know when/if you fix Lyrev.

@Epiphany Bluntridge: She is looking really nice now! I'm ok with you taking a younger horse now.

@Rennaivx: Glad to see you around!

@CaptainFord: He is looking good but I should ask: what is the story behind this barrage of kobolds?

@Ammon Knight of Ragathiel: She is looking nice so far... eager to see her expanded background. Also, since you are going for this 'double identity', have you considered the vigilante class?

@miteke: IMO in pbp, there is no problem at all with a bunch of summoned creatures so we are good. Any idea about your PC's god?

@Rotolutundro: If you manage to keep the minimum of 1 post/day, I have no issues about when you are able to post. In weekends we'll probably slow down a bit since this is when I'm mostly busy.

@Something Wicked: I think the Hellknight idea won't work because their presence in Irrisen is almost non-existent. I think the easiest way for her to discover this secret is by bumping into another of her former friends who have witnessed everything before escaping, perhaps a caravan guard that run away instead of fight...

@TheAlicornSage: Selena looks good so far. Just to let you know, normally a Jadwiga uses the name of the witch she is a descendent as her last name. Also, looks like you built her with a 5pt buy instead of 15, so you still have 10 points to spend!

@Shari: I like Runa and must say that she really fits the dark fairy tale theme of this AP.

@Evelina Silverblade: She looks fine but if you could expand her background a bit, telling me more about her recent years it would be nice!

@Lady Ladile: Really like Soliana! Oh and looks like you ended up with a pet again!

@Traveller Elbin: I have nothing against new players (both pbp or pathfinder) since one day I was also one of them, but I honestly think this game isn't the best place to start. An AP in pbp will take probably 2+ years to finish. Perhaps a better place to start would be in Pathfinder Society games which last around 1 month... this way you'll be able to take a better grasp about the rules and commitment and also try different PCs so you can find out which is your favorite playstyle... as an example, it took me a while to discover that I really dislike playing full-casters!

@Rysky: I'm completely ok with them!

List of Players:

Combatant
ElenionAcalima: Evelina Silverblade - human swashbuckler [complete]
Grogimus: Bar LongShanks - human ranger [complete (just adjust Cha from a 7 to at least 8)]
Lady Ladile: Soliana of the Rose - half-elf paladin (chosen one) of Shelyn [complete]
Leedwashere: Lars Gustafson - human fighter going Arcane Archer [complete]
Nickadeamous: Alec Furornkiln - half-elf ranger [complete]
Shari: Runa Pendersmith - human ranger (guide) [complete]
TawnyKnight: Epiphany Bluntridge - human gunslinger (ace bolt) [complete]

Divine
Almonihah: Cithembi - catfolk oracle of Desna [complete]
CaptainFord: Charyxkobold cleric of Serenrae [complete]
GoatToucher: Karst Ironbrow - dwarf cleric of torag [complete]

Arcane
Sapiens: Margrish Corkir - dwarf wizard [complete]
SCKnightHero1: Lyrev half-orc ice sorceress [missing 10 minute background]

Other 3/4 bab
bluedove: Blaze Oriel - tiefling kineticist [complete]
Roxboyxiii: Malian Azlanium - elf mindblade [complete]
Something Wicked: Arvanya Pertovi - human hunter [complete]

Expressed Interest

Ammon Knight of Ragathiel: daring infiltrator swashbuckler
Archpaladin Zousha: winter witch or frozen shadow ninja
Dickie: interest only
Digger Chandler: elf void elementalist
DoubleGold: interest only
Jesse Heinig: interest?
miteke: tiefling inquisitor (monster tactician)
Orannis: sensate fighter
Raltus: interest only
Rotolutundro: interest only
Rysky: unchained barbarian
Seth86: catfolk ranged
TheAlicornSage: human? sorcerer/witch
The Morphling: interest only
TheNine: interest only
Tom Greenward: Halfling druid
Viviana Masters: Feyspeaker Druid
Warhawk7: dwarf primal companion hunter/bloodrager
YanJieming: interest only
zomblishan: arcane caster, perhaps winter witch


Quote:
@TheAlicornSage: Selena looks good so far. Just to let you know, normally a Jadwiga uses the name of the witch she is a descendent as her last name. Also, looks like you built her with a 5pt buy instead of 15, so you still have 10 points to spend!

>.<

Doh!

Yea, 10 extra points will really help. :)
I completely forgot to change her name, thanks for the reminder. I hope I'm still under 10 posts.

Edit: Aha! I even remembered to put the "e" in there. :)


@gm frosty Haven't really considered vigilante actually, didn't feel like learning a new class. wasn't sure how many new rules it might have added and well new rules make me nervous. but yea you are correct it would help with a few things now that i think about it. i'll probably end up taking a look at it see if it's an easy pick up to learn


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@Ammon - The big new thing with them is the dual identity, which gives some protections against divinations and such for your multiple forms. Other than that, they pull in a lot of rogue-type elements and some fighter-type elements to make what I think is a pretty neat little thing, and one you can make just about any character with once you take archetypes (many of which give casting) into account. They're worth checking out even if you decide it's not for you this time.

@Frosty - I've wanted to play around with an Ulfen lycanthrope-ish character for a while now (the Ulfen actually hold lycanthropes in high regard, rather than shunning them); I'm assuming skinwalkers would count as one of the weird races in your reckoning, even if she plays as very much Ulfen human with a curse or affliction? Totally fine if it does count as weird to you; I'm still up in the air as to what I want to go for (although they'll probably be druid, ranger, or oracle of some kind).


GM Frosty wrote:
@Evelina Silverblade: She looks fine but if you could expand her background a bit, telling me more about her recent years it would be nice!

Hey. So, the way I had pictured it, Evelina had spend the last couple years bouncing from place to place, doing a bunch of odd jobs that she either screwed up or lost interest in. To make sure I understand, do you want me to elaborate more on this period of her life or are you saying you would like to have seen her doing more during this period?

@Soliana: Just wanted to say, I was reading through the characters and I really like yours :). I'd never seen that personality guide before and I may have to use it in the future.


@Rennaivx: I'm inclined to regard all races that are able to disguise them as a core race as such, since most of the time they won't be in their natural appearance.

Grand Lodge

@GM Frosty Haha, that's quite alright. This is your post and far be it from me to try and run it. I can definitely see what you mean though, having people get attached to their characters and not being able to play them does seem rather cruel, and I never had any intention beond seeing new writing styles and learning more about how others play. That being said, I retract what I said about a "Tavern Rest", and appologize for any inconveniences it may have caused you. Also, and this is only a minor detail, but I am a Male elf, not female. As a general rule of thumb, I only make male characters. Not because I hate the idea of playing as a female, as I have ended up finishing a few campaigns as one when playing some of my friend's Home-brew games and found the unique differences rather enjoyable, but because it is easier for me to understand the mindset of a fellow man so that I may act out his actions more naturally. I thank you for your time, and may Desna bless the path you choose.


Got my crunch done and out of the way. About to write up that delicious fluff. No void wizard, went with a budding painter half orc barbarian.

The Exchange

dot. ratfolk alchemist. this is the alias, but not the stats/crunch.

The Exchange

hey, GM Frosty, can you roll starting gold for an alchemist(3d6x10)

and i can take average if it's lower right?


GM Frosty wrote:
@Rennaivx: I'm inclined to regard all races that are able to disguise them as a core race as such, since most of the time they won't be in their natural appearance.

Sounds perfect - as you said, she really is human, just with a bit of something weird going on. ;) With that in mind, I'm thinking...

Nascent fluff and crunch:
...a daughter of one of Grand Prince Stavian's Ulfen guard, raised in Taldor until being removed from court as she blossomed into adulthood due to her disruptive outbursts, which resulted in spontaneous growth of claws, much property damage, and a few terrified pages. Her father, realizing that she was manifesting some kind of lycanthropic influence, sent her back to the Land of the Linnorm Kings to live with an aunt, where she'd be respected rather than feared or shunned.

Living with her aunt, she found herself often drawn toward solitude, and took up forestry as a profession mostly to avoid others. While out trapping one day, she met a true werebear; over time, this mentor helped her to learn to control her transformations, taught her to hunt and track, and exhorted her to use her gift to protect others. With time, her father recalled her to Oppara, but on the ship from Kalsgard, she decided the court life wasn't for her anymore; instead, she took a job from one of her shipmates as a hunter and guide in the Border Wood. She prefers Heldrun as a resupply point over Zimar because it's nice and quiet - nothing crazy ever happens there. ;)

Mechanically, she'll be a werebear-kin ranger, guide archetype, natural weapon combat style.

Proper crunch and more up-to-my-standards fluff will be up over the next couple of days.

The Exchange

well, here's the crunch (assuming average gold)

Stats(saves and such):
HP:9/9
Fort:+3 Refl:+4 Will:0
AC:16=10+(2 dex,3 wooden armor,1 size,)

BAB:0

racial traits:
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Surface Sprinter: Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet. This racial trait replaces darkvision and slow speed.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Cheek Pouches: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

Lab Rat: For every ingenious ratfolk inventor, there is another who must inevitably test the invention. Those who survive enough experiments sometimes develop strange metabolic quirks that grant them heightened resilience and, on occasion, fortunate side effects when consuming alchemical or magical draughts. As a result, they gain a +1 racial bonus on saving throws against poison, alchemical weapons, and harmful effects from drinking potions or elixirs. In addition, once per day such a ratfolk can either increase the caster level of a potion he consumes by 1 or double the duration of an alchemical remedy he consumes or applies to himself (to a maximum of 4 hours). This racial trait replaces tinker.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

background traits:
Adaptive Magic: The wonders of magic have always
fascinated you, and you find the urge to tinker and
experiment with magic almost irresistible. You could be
the child of an alchemist, wizard, or witch; a member of
the Pathfinder Society; or maybe someone with a touch
of fey or dragon blood. You may not be trained in magic,
and you’ve had your share of accidental mishaps, but
you possess a natural knack for activating magic items.
You’ve always been intrigued by the cold magic of the
winter witches and ice mages of the North, and would
love to get your hands on some of their magic items.
You gain a +1 trait bonus on Knowledge (arcana) and Use
Magic Device checks, and Use Magic Device is a class
skill for you.

Cross-Knowledge: Once per day, you may treat an extract you drink as if your caster level were 1 level higher as long as that extract appears on the wizard spell list and the alchemist list of formulae.

Class traits:
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Skills and Feats:
Skills(ranks/ability/other=total)
Appraise (Int),4/4=8
Craft (alchemy) (Int),8/4=12
Craft (glassblowing),4/4=8
Disable Device (Dex),4/2=6
Fly (Dex),4/2=6
Heal (Wis),0
Knowledge (arcana) (Int),8/4/1=13
Knowledge (nature) (Int),0
Perception (Wis),4/0=4
Profession (Glassmaker)(Wis),4/0=4
Sleight of Hand (Dex),4/2=6
Spellcraft (Int),8/4=12
Survival (Wis),4/0=4
Use Magic Device (Cha),8/-1/1=8
Lore (Glass/stone) (Int),2/4=6

Feats
throw anything
Sharpclaw(racial feat)

Formulae Book:

1-cure light wounds, enlarge person, endure elements, adhesive spittle, disguise self, bomber's eye

Prepared
1-Disguise self

Equipment:
wooden armor, sling, 30 sling bullets, longspear, 5 tinder twigs, bag of foaming powder, 5 vials(iron) of oil, 5 empty glass vials, Alchemist kit(an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), cold weather outfit, ice skates, snowshoes, tailblade,

Attacks:
bomb:+2 1d6+4(minimum:5)
sling:+2 1d3 20/x2
longspear:+0 1d6 20/x2

Background and appearance:

Rizien has always been a strange ratfolk. Ever since his first days in his warren Rizien has always seemed to enjoy anything with a vile taste(even to ratfolk standards). He was known as "Gimpy" because one day he decided to swallow the contents of an alchemist's mutagen. For the next week he was lurching around the warren. His stride was so weak and gimpy, everyone thought it was a great name. from then on, Gimpy was determined to not live up to his name. he began work for an alchemist as her ingredient collector and "lab rat". From her he learned the basics of alchemy. he left to begin his own life as an alchemist, but it was harder than he thought.
he had to work in three separate places just to get the supplies necessary to craft the mutagens and bombs alchemists rely on. He learned glassblowing and began to make his own vials. finding the life of a Warren alchemist tougher than he thought, Gimpy left to find somewhere he could use his skills at a much lower cost.
He traveled for a year, traveling with gypsies and groups of adventurers. one day he caught a caravan up to Heldren, where he hoped he would finally find a place to use his skills to use.

Rizien is 3'6"(a little over a meter) tall. his fur is black, and his chest is white. He wares such a set of tiny glasses that you wonder how he even uses them. he's covered with glass vials and bottles, all clinking together to make a soft, chilling song whenever he moves.

I'll have a ten minute background up in a second

10 min background:
5 concepts: Gimpy is a shorter than normal ratfolk, he tends to get in trouble by eating or dinking the wrong things (he cares little in the quality of his food... as long as he can eat it), His glasses are for reading- he can't see anything closer than 1/2 foot, he has a strange personality(really quriky)

Goals: 1)Gimpy simply wants to be an alchemist, to perfect his mutagen and be well known for his craft. 2) I'm planing on going master chymist, his alternate personality being a rude, very "stereotypical rat" kind of person. with the beastmorph it will work out great!


GM Frosty wrote:
@miteke: IMO in pbp, there is no problem at all with a bunch of summoned creatures so we are good. Any idea about your PC's god?

I'll be having the character worship Tolc in spite of the crappy favored weapon just because it is so thematically apropos. Besides, I just love Empyreal Lords. Heck, that is what drove my choice that he would be a Demodand-Spawn descended Tiefling since they are typically chaotic. I figure he will be neutral with a 'dark-side' / 'light-side' inner conflict going on which is probably not all that unusual for a tiefling. I spent an hour or so working on it last night but I still need to work on the personality and 10 minute background you requested.

How does the varient multiclassing work as far as selecting secondary class abilities. Which abilities may you select and may it be from an archetype? The channeling ability and some of the Cleric (Herald Caller) abilities would be an awesome match for an Inquisitor (Monster Tactician).

So, could you roll the starting gold using an Inquisitor for me?

Sovereign Court

Ok, as threatened I came up with two possible recruits.

Ivo Crownwheel, gnome unchained rogue
He is a tinker, inventor, and all around clever fellow. Unlike the stereotypical "tinker gnome" popularized by Dragonlance, he is not comic relief, nor is he an abject failure who makes dumb and useless items solely so that they can explode comically like some kind of smurf with a bomb. Rather, he is a happy-go-lucky explorer with a keen interest in clever ways of solving problems via engineering, cunning devices, and crafty alchemy. He also has a panoply of rogue abilities and is excellent at sneaking.
Why Ivo is Awesome for the Team: In addition to being a small but enthusiastic mascot with an unflappable charm and drive, Ivo can handle all the usual rogue business of traps, stealth, climbing, bluffing, and so on. Additionally, he can create alchemical items, and he has a bunch of useful knowledge skills, including the uncommon knowledge (engineering), at which he's quite good.
Also, he makes toys. He's not a goofy useless tinker gnome; he's the kind from Scandinavian mythology who fixes shoes and makes toys for children because he loves clever devices and working with his hands to make useful or amusing items.
Where He'll Go: Ivo will continue to gain levels as a rogue. He is designed with the expectation that he will eventually use firearms (probably a musket) and he will also take rogue talents that let him synergize with trapfinding skills. I would like to eventually take the bomber rogue talent, but this is not normally available to unchained rogues, so we may need to talk about that.

Wardell Cascadian, human sorcerer (crossblooded psychic/starsoul)
As a child Wardell escaped from a family tree that had grown rotten with cultists of the King in Yellow. After the cult was crushed he grew up thinking that his family heritage was behind him, until he discovered that the entities of the Dark Tapestry had left their mark on him as well. He tried very hard to lead a normal life, but eventually found that his mind had opened to new possibilities that few people possessed.
Why Wardell is Awesome for the Team: Wardell isn't built as a social powerhouse, though he does have a pretty strong Charisma. Rather, he's a straight-up blaster. As a crossblood he has only a few tricks, but he uses them well. He has some useful skills in the form of arcane knowledge and spellcraft. He also has a Cthonic thread that will be fun for roleplaying. Unlike most sorcerers he can actually wear armor (thanks to his psychic bloodline).
Where He'll Go: Wardell will continue to gain levels as a sorcerer. His bloodline choices will grant him some utility magic to supplement his blasting, and eventually give him strong survival abilities that may be helpful if/when the game winds up in the frozen north (cold resistance, primarily). Most of his feat choices will likely be taken up adding spells to his list or improving his bloodline abilities.

Note to the DM: Both aliases include some pretty well-developed backgrounds and personality notes. I generally eschew things like the 10-minute background because they tend to force characters into this mold of "You must have five personal connections and two secrets," when not every character would plausibly have all of the features in the list, and others might have more. (Ivo, for instance, is not really the kind of person who has lots of secrets; Wardell has few personal connections, as most of his family were killed.) If you absolutely must have 10-minute backgrounds I can do them... but I don't think they will appreciably add to either character.

EDIT: Apparently putting "smurf with a bomb" in your text causes it to auto-generate a profile picture of said character.


Putting smurf in your post at all makes you a smurf. Because reasons...


That is... a weirdly amusing easter egg if I've ever seen one...

@Gm Frosty Truth is... I don't really have one beyond 'I absolutely adore underdogs'. And honestly, you cannot get much more underdog than a kobold, mechanically or within the narrative. For some reason, they make my creative juices flow a bit more than your standard core races (not that I can't make core race characters I like, I just favor kobolds... for some reason.)

I guess I just love the fact that on average, they are designed to fail unless you play with every advantage that you have, which demands you make more use of rules you normally wouldn't consider. I always feel like it demands you soak in your current situation, which makes you all the more attached to the world you play in. You can't swing your sword at an enemy and make it go away. Heck, you sometimes can't even just sneak past in the shadows. I feel like playing a kobold demands having some sort of plan in place, which can make it all the more dangerous and all the more epic if it succeeds. The odds are not stacked in your favor, but you have to push on in spite of it.

Because, honestly, pressing on in the face of insurmountable odds is what makes heroes so.... heroic! And I think it's amplified when that hero is a creature who shouldn't be winning any fights at all.

/rambleEnd


Trokar the Barbarian:
Background: 

Trokar comes from a nomadic group of orcs, half-orcs, and humans in the Kelesh wastelands. They were led by a fierce and proud chieftan, Mokran the Merciless. Trokar suspects that, like most of the half-orcs in the tribe, Mokran is his father. He is correct, but Mokran is also his grandfather.

From the beginning, Trokar was different from his tribe. He …noticed things others simply took for granted. A vibrant sunset; the coloring of an exotic reptile; the garments of the latest village they sacked.

This growing tendency troubled the chief, as they were a very pragmatic group of nomads, with little time or desire for “art.” As the boy became more and more reluctant to slaughter for survival and spent more and more time painting with whatever he could find.

He was banished at the age of 15 (not really that unusual in his tribe …any male could be seen as a threat to the jealous chieftain), and began making his way west towards this “civilized world” his father so despised (despite never having been there). Getting to Taldor was fairly easy as he took on work as a guard for a caravan. The various goods from all over Golarion fascinated him, especially anything colorful or artistic. He has yet to make his way to any major city, but recently came to Helden on his way across the land. He has been staying there a short time, painting in his free time with legitimate materials for the first time.
10 minute Background: 
-Step 1:

1.  An eye for beauty; Trokar is a secret aesthete sometimes carried away by inspiration, whether it come by way of rainbow, magic, or blood splatter on snow.

2. Homely but kind; Trokar has an impressive beer gut at an early age, uneven, snaggly teeth, and orcish rosacea, resulting in very dark green and blue splotches on his cheeks and nose; however, he is outgoing and friendly

3.  Colorfol warrior; He loves painting and repainting his weapons and armor. The paints often don’t last more than a battle, but he doesn’t mind. “It’s the little things.”

4. Self-conscious racism; Kinda freaked out by small humanoids, but feels terrible guilt for this internalized racism, often overcompensating and making it worse.

5. Budding gourmand; now separated from his nomadic home life, Trokar is developing his palate bit by bit. He loves trying new things.

-Step 2: Trokar’s deepest goal is to become the best painter he can; perhaps the best painter alive. He enjoys travel to faraway lands as a way of absorbing more influences, seeing more unique sights, and, deep down, proving his father wrong.

In the past I’ve used alignments as a way to structure a character arc, but I see Trokar as starting out as fundamentally on the Good side, and I can’t see anything changing that. So I want to explore other ways of building a character, without a set ending point in mind. I want him to grow and change as he experiences things. It would also be awesome for him to do art stuff during down time.

-Step 3:

The Secret he knows: he was not sent out on a mission from his chief. He was exiled.

The secret he doesn’t know: His chief is both his father and grandfather.

-Step 4: Ifeyani, his mother, was always kind and loving to the odd half-orc, but he hasn’t seen her in two years. In Helden, he has become somewhat attached to an eldery woman who is teaching him painting.

-Step 5:

1. When nervous, he often mumbles a string of stream-of-consciousness jokes, sometimes without context at all.

2. He enjoys very loud music when he paints.

3. When bored or anxious he taps his feet or fingers almost subconsciously.

Profile to come.


Life's a circus--it moves on.

Here's Something Wicked's hunter. I went ahead and created an alias, keeping to your suggestion regarding the secret about dead parents. I think this completes my submission. Thanks for reading!


@Evelina Silverblade: Yes, I'd like to read more about these last years. Much like in our own lives, every experience shapes us towards what we are today. As an example, if she fumbled many jobs, perhaps she is a bit depressed about it, imagining if she will ever be good at anything; If she just lost interest, she might be looking for something to captivate her...

@Gimpy Grumps: Let me know when you finish your background and 10-minute background. If I roll for you, you CAN NOT take average if lower. It is a gamble.

@miteke: When you take a VMC, you take the whole package and so it is not compatible with archetypes. I'd be ok with secondary changes not tied to an archetype, like subdomains or variant channel energy though. Starting Gold: 4d6 ⇒ (4, 3, 4, 3) = 14140 = 140

@Jesse Heinig: I liked both characters but I fell Ivo would fit better. Save Wardell for the new AP that will be released in a couple months focused on the Mythos.


I take some pleasure in submitting my entry - Freyja, an Ulfin Arcane Duelist bard who finds herself in the small village of Heldren searching for her father that she has never met. In her alias you will find her background and description. I am still working on her 10 minute background and will post those details well before the due date.

If anyone has thoughts of comments on Frejya I'd welcome them.

Sovereign Court

GM Frosty wrote:
@Jesse Heinig: I liked both characters but I fell Ivo would fit better. Save Wardell for the new AP that will be released in a couple months focused on the Mythos.

Ok, thoughts on the bomber rogue talent? It's not on the list of talents that unchained rogues can take, but you've required that all rogues in this game be unchained. Is it just off-limits, or can we make an arrangement? (Obviously, not important at the outset, but will come up later down the road.)

Also, Crownwheel is not just some whimsical name choice -- a crown wheel is a specific type of differential gear. I wanted it to fit with his sensibilities as a tinker!


Digger Chandler's submission is complete.


Malgrivner the unchained rogue:

Fluff:

Malgrivner
male human unchained rogue 1 CG
hgt: 6’0, wgt: 150 lbs
eyes: green
hair: black
age: 24

Appearance:
Taller and sturdier than a Varisian, but smaller and more slender than an Ulfen, Malgrivner enjoys the benefits of his good looks - with dark hair and green eyes, he was an unusual sight in the North, less so among southerners, but with his brimming confidence and wolfish grin, he is rarely lonely. He speaks with no accent, but his cloak is the pelt of a wolf, complete with wolf's-head-hood, and his shortswords bear the runes and wolf-head pommel of Ulfen blades. He wears his chain shirt comfortably, but does not have the look of a mercenary; his black boots are worn from long travels.

Background:
Born in the Thanelands, Malgrivner was marked an outsider from birth. No blue eyes and fair hair to share with his father or mother, it was whispered that his mother had trysted with a Varisian from a passing caravan, and as he grew, both his body and nature seemed to confirm it. Where an Ulfen man was towering and sturdy, he was merely tall and slender (though not so delicate of build as a Varisian). Where the Ulfen boys were concerned with strength and honor, Malgrivner was relatively weak and quick to grab what advantage he could - in fact, he was quick and agile like no other in his homestead, and his tricky ways often landed him in hot water. If a pie was stolen, or someone had been convinced to jump off a roof with two fistfuls of chickens in an attempt to fly, or someone's boots had been greased before a wrestling match, or the children had been frightened by a story of giants and trolls, you had to look no farther than Malgrivner's easy grin to find the culprit.

No warrior he, but ever a troublemaker; he counted on his mother's weary pleas and, later, his rugged good looks to get him out of any scrapes, but his lack of good sense eventually got him into trouble with the jarl himself, whose daughter's bed he was caught in - a daughter betrothed to another man, from another clan. Things looked grim for him, but his best friend, Thigrymner, convinced the other youths to go on a raid that very day, and they took Malgrivner with them. Once their looting was done, Thigrymner put a hand on Malgrivner's shoulder, and apologized. "You can't come back. The jarl will kill you. I'm sorry." Then he cold-cocked Malgrivner, leaving him behind in the south countries to save his life.

Malgrivner was bitter about his fate, but not at Thigrymner - no, it was the jarl whose fur had been rubbed the wrong way! Unjust that it leave Malgrivner far from all that he knew. Rebelliously, he joined a caravan of Varisians in their travels, and learned to be even more clever than he'd thought he already was - and to love wandering the open road. It was like he'd never breathed free before he'd been evicted from the Thanelands. Every new sight was an epiphany; every new city an adventure.The caravan led him far and wide, eventually to the far southern kingdom of Taldor...

10-minute background:
-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
- Concept: A sly troublemaker is seeking a glorious fortune, so he can return home triumphant.
- outcast from the Ulfen clan he wishes to return to
- insufferable, but in a good way
- a mix of Ulfen and Varisian blood, giving him his unique blended physique - and a sad excuse for facial hair, by Ulfen standards
- Carries Ulfen shortswords, and never fights fair if he can avoid it

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
- PC: to return to his clan as a gloried hero
- Player: to develop friendships and play the insufferable rake

-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
- Unknown: Malgrivner's father was a skinwalker.
- Known: While sneaking about the homestead (and into Sterk's chambers), Malgrivner overheard Sterk praying to a demon lord for his strength, and the strength of his men. Perhaps that is why Sterk always wins his challenges... and his raids are always successful.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
- his mother, Hilde: After having embarrassed Malgrivner's "father" with the boy's birth, he divorced her, and she raised the boy alone. Forever chasing after him to behave, despite his lack of concern for a slap or smack, she is long-suffering but never ashamed of him, and she loves him fiercely. She likely had something to do with Thigrymner's idea to take Malgrivner out of harm's way.
- his best friend, Thigrymner: A stocky, fair-haired man who enjoys Malgrivner's pranks (except the ones on him), he has stepped between Malgrivner and harm more than once - a brother in all but blood. Unlike Malgrivner, he always does as he thinks is best, rather than what he thinks is fun.
- the jarl, Sterk: Named for his strength, Sterk is a traditionalist who has no patience for boys who will not fight fair or young men who ignore custom and propriety. He has tolerated Malgrivner until now, but on the matter of his daughter there can be no doubt - should Malgrivner return, he will surely be killed.

-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- Malgrivner has a full-blooded Varisian's wanderlust, and chafes at staying in any one place for long.
- Arrogant as any Ulfen, or Taldan for that matter, Malgrivner is an incurable showoff.
- Malgrivner loves stories, and has memorized all the ones he's heard.
- A loyal friend, but a smart-ass.

Languages:
Common (Skald)
Common (Taldane)
Giant (extra from trait)
Varisian (extra from Linguistics)

Crunch:

CLASS: Rogue 1

Str 12
Dex 16
Con 12
Int 13
Wis 10
Cha 13

SENSES Perception +4

DEFENSE
AC 17 Touch 13 FF 14 (+3 Dex, +4 armor)

CMD 14

HP: 10 (1d8+1 Con +1 fc)

SAVES
Fort: +1
Ref: +5
Will: +0

OFFENSE
Init: +3
Speed: 30'

Melee
shortsword +3 (1d6+1, 19-20) Weapon finesse
dagger +3 (1d4+1, 19-20) Weapon finesse

Ranged
dagger +3 (1d4+1, 19-20) 10'

SA: 1d6
TWF: -2/-2

BAB: +0 CMB: +1

Traits, Feats and Skills:

Racial traits: human

Traits:
Armor expert (combat)
Restless wayfarer (campaign)

Feats:
Two-weapon fighting
Fast learner
Weapon finesse

Skills:
Acrobatics +6
Appraise +5
Bluff +5
Diplomacy +5
Disable device +7
Escape artist +6
Knowledge: geography+6
Knowledge: local +6
Linguistics +2
Perception +4
Sleight of hand +6
Stealth +6
Use magic device +5

Equipment:

Worn equipment:
chain shirt
shortsword
shortsword
dagger
explorer's outfit
belt pouch
flint and steel

Carried equipment:
backpack
waterskin
bedroll
winter blanket
sunrod x2
trail rations x10
gold remaining: 4gp

Like Frejya, I welcome comments!


@Evelina - Thank you! I like it for being able to get a better handle on character personality if I'm having some trouble nailing it down. There are definitely lots of really cool characters here so no matter who gets picked it'll make for a great group :)

Grand Lodge

Crunch for the Crunch Gods:

Bar LongShanks
Human (Ulfen) ranger (witchguard) 1 (Pathfinder Player Companion: People of the North)
N Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 18 (1d10+8)
Fort +3, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+3) or
heavy shield bash +4 (1d6+3) or
rapier +4 (1d6+3/18-20) or
unarmed strike +4 (1d3+3 nonlethal)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Tribal Scars, Two-weapon Fighting
Traits cosmic caravan (the lantern bearer), restless wayfarer, tireless avenger
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-4 for 24 hours when you fail an opposed Charisma based check), Diplomacy -2 (-4 for 24 hours when you fail an opposed Charisma based check), Disguise -2 (-4 for 24 hours when you fail an opposed Charisma based check), Intimidate -2 (-4 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +5, Perception +6, Profession (soldier) +4, Profession (Tracker) +4, Sense Motive +4, Spellcraft +1, Stealth +1, Survival +6
Languages Aquan, Common, Skald
SQ track +1, vain, wild empathy -1
Other Gear scale mail, shield spikes heavy steel shield, arrows (20), iron-tipped distance arrow[UC] (20), pronged arrow (20), rapier, shortbow, whistling arrow[UC] (20), backpack, bandolier[UE], bedroll, belt pouch, camouflage netting[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, signal horn[APG], signet ring, snuffbox, tin[ACG], tattoo[Witch Guard, face, back, chest, arms, legs] [UE], torch (10), trail rations (5), waterskin, winter blanket, wooden holy symbol,Snow Shoes, Snow Goggles, Bear Skin Cloak
--------------------
Tracked Resources
--------------------
Arrow, iron-tipped distance - 0/20
Arrows - 0/20
Light (3/day) - 0/3
Pronged arrow - 0/20
Torch - 0/10
Trail rations - 0/5
Whistling arrow - 0/20
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Track +1 Add the listed bonus to survival checks made to track.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using

Fear Ensurers Loyalty:

Everyone eventually slows down, gets old, and has to stop adventurering. That happened to LongShanks, he detested it, his hair was white, beard white and long, and his animal companion long dead. It had been over a decade since he had hefted a shield and sword, and it showed. His Tattoes had been the last thing he had renewed, already having bought replacement gear. The White Spider on his left arm reminded him of the duels he had won as a Witch Guard, The Blue Scorpion on his right arm was there to tell all who saw it that he had lead men into battle as an officer of some renown. His chest had a roaring snow lepoard clawing its way out of his chest, this represented that he had never been defeated by any foe, no matter the number or the number of troops he had. On his back was a Soaring Snow Owl, shrieking with talons out, this was a representation of the Witch he had served long ago. When she had died, part of him had as well, he had left the Guard soon after, traveling far away to be with his thoughts. Snow his bear had died last year, with him dead, he had skinned him and worn his hide, forever would Snow be with him, nothing had ever parted them after they had come together, and nothing now would make them part. His joints hurt as if a cold wind blew over him, and he had struggled for some time, even walking outside and screamed at Death to leave him be, he wasn't going to fight anymore. That changed when he found a single Snow Owl feather on his front steps, much like snow, it had awoken him; just like him he had awoken with the need to kill something, to tear it apart, to destroy it. Whoever played this trick thought him too hold, too tired, to carry on. Picking up all his gear he headed into town, looking for "Adventurers" to tag along with that were heading North, where he would find anwsers.


The Commissar Demands Perfection:

10 minute Background: This is in Addition to the written background and isn't just another 'formatting'. The information in this small sentences are here to give life and color to your PC so please add different content from the previous Background. This section has the following steps:

-Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1:Getting older has worn away his skills, but that doesn't mean that he can't gather them again.
2:Hunting down those that would endanger those he cared about was a driving force in his life, in fact one of the only forces, now however its revenge.
3:Stand talls the old oak, 6 foot 7 inches tall, white of beard and hair, skin like new milk, Cold and piercing are his blue eyes, and his aura is of confidence and Cold.
4:There are few lands that the older man hasn't been too, it might take a bit but he can remember things about almost all countires given time.
5:The older man reserves hate for those that strike women, arcanists the most, as it bring back memories of battles long fought.

-Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1: Bar Longshanks wants to become a Guard or Knight again, he tires of the life that he lives of peace. Nothing quite brings the world into a clear state as warfare.
2: I want to see him become more lawful, instead of strictly neutral.

-Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1:He is a former Witch Guard, something that he doesn't talk about alot, because he failed in his watch.
2: There are fellow Witch Guards still looking for him so as to bring him a younger Winter Witch to protect.

-Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile. <- Unlike other games, this AP makes it difficult to use character-tied NPCs (won't say why not to spoiler anything) so this is optional.
1: Sgt. Edgar Robert Stout- Dwarven Ranger Witch Guard, and his former sergeant. He searches for him still as he had someone that needs protecting

2: Samantha Von Snowflake, daughter of the Winter Witch that he failed, and supposed charge that he must take up.[I will most likely be taking Leadership in order to have her around]

3: Darsanga, Human Barbarian; he was a lover of Elizabeth Von Snowflake, and blames LongShanks with losing his love, as well as the fact that she left him as he was a rather boring fellow.

-Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1: He is always smoking, always, be it a pipe, ciggerttes, or through chewing barbarian chew directly he has to be doing something.
2: He dresses to match the local, not fashion
3: He stands straighter and with more bearing when around Soldiers, as he was once one of them, and lead them and has a air of confidence about him that he otherwise doesn't show.


Hmm - taking a closer look at the submissions list, it's looking like we're fairly heavy on physical types, especially rangers. As such, I'll take a look at reworking my already-existing concept into a lunar oracle - I think there's enough there to make a decent bruiser while also providing some divine support. More to come!


GM Frosty wrote:
@Evelina Silverblade: Yes, I'd like to read more about these last years. Much like in our own lives, every experience shapes us towards what we are today. As an example, if she fumbled many jobs, perhaps she is a bit depressed about it, imagining if she will ever be good at anything; If she just lost interest, she might be looking for something to captivate her...

Sure. Makes Sense.

I updated her background with a fair bit more information. I also added an appearance section. Being stylish is one of her personality traits, so in retrospect not having any kind of physical description felt like an oversight.


GM Frosty wrote:
@bluedove: I have no problem with the kineticist but if picked I'll need your help because I'm not completely familiarized with her capabilities. Also, I'd prefer if you give a bit more love to her mental stats... you have not dumped them but barely! I like what I've heard so far and appreciate this RP sample but could you also give give me a written background? I know you put a lot of information in your spoiler but a background ordered by date would really help to fully understand Blaze.

Good notes! I have done as you asked and increased her intelligence. Probably a good idea, since I don't play dumb very well. I can manage low charisma by being abrasive, socially inept and just a bit crazy. And low wisdom is easy enough to play with the reckless, self-harming aspect. But I've never managed to play low intelligence very accurately.

I also made some corrections. I used PCgen to help generate the character sheet but I had to use the alchemist as the basis since they haven't added the kineticist class yet and I hadn't edited everything correctly. I'm almost positive she is correct now. I also hadn't added the background skills before but have put them in now.

I was recently impressed by the kineticist when someone played the pre-gen Yoon in a few of the PFS games I GM'ed. I had to learn a lot about the class quickly and will be happy to explain how it works and provide you the documentation so you won't have to go combing for it like I did.

Finally, I wrote up a more extensive background, but you might regret asking when you see how extensive! I do tend to be a bit long-winded and when I really like a character, they seem to write themselves. The background is written like a journal entry and divided into two sections. Anyway, you can find it all under her profile: Blaze Oriel Profile

Thanks for the consideration!


@Digger Chandler: I think something is wrong with Trokar... how an orc from a normal nomadic (probably pillaging) tribe of orcs goes from tribe member to CG painter? Your background suggests that he left his 'barbarian' thing behind but he is quite strong...

@Freyja*: I really like her!

@Jesse Heinig: I'm ok with the bomber rogue talent. As a side note, do you have access to the Inner Sea Intrigue book? It has the tinkerer alchemist archetype that seems almost perfect for Ivo... if gives up mutagen/persistent mutagen and the poison related stuff to acquire a upgradable/personalized clockwork familiar as well as the ability to create clockwork versions of magic items (even if only at 14th).

@Rotolutundro: Malgrivner looks good!

@Bar LongShaks: Thanks for changing his stats. I think everything is OK now.

Sovereign Court

GM Frosty wrote:
@Jesse Heinig: I'm ok with the bomber rogue talent. As a side note, do you have access to the Inner Sea Intrigue book? It has the tinkerer alchemist archetype that seems almost perfect for Ivo... if gives up mutagen/persistent mutagen and the poison related stuff to acquire a upgradable/personalized clockwork familiar as well as the ability to create clockwork versions of magic items (even if only at 14th).

I do not currently have Inner Sea Intrigue. From what I gather the tinker alchemist is not quite what I'm going for - fewer skills, and I'm not really looking for the clockwork familiar. Ivo isn't looking to replicate intelligence in constructs, he just loves making clever devices and toys.


Soliana of the Rose wrote:
@Evelina - Thank you! I like it for being able to get a better handle on character personality if I'm having some trouble nailing it down. There are definitely lots of really cool characters here so no matter who gets picked it'll make for a great group :)

Wow, Evelina is right, that is awesome. I very glad attention was brought to it. Hardly perfect, but all good and with the other stuff there it is better for getting a handle on the character in my opinion. It does really distort the psychological motivations though. I'll certainly be making some use out of it myself.

:)


Here's the "fresh new player" putting his toe in the water :) Only equipment left to do I think (and some formatting), and I'll be looking over the crunch to see if there are any holes, but I'm open to all suggestions. Avatar's a little futuristic maybe, but the only one that comes close to my vision of the character.


Is there anything else I'm missing before I get added to list of complete/mostly complete PCs?


Welcome to the boards, Traveller Elbin! Pathfinder is loads of fun, I hope you enjoy it! :)

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