GM Rennai's Reign of Winter (Inactive)

Game Master Rennaivx

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All travel is currently at half-speed due to snow.


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Here's my druid that I promised :)

Crunch:

Cyrene Syrinx (Reign of Winter)
Human druid (arctic druid, feyspeaker) 1 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Ultimate Intrigue 26)
CN Medium humanoid (human)
Init +2; Senses low-light vision; Perception +4
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Defense
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AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +3, Ref +0, Will +2
Resist cold 2
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Offense
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Speed 30 ft.
Druid (Arctic Druid, Feyspeaker) Spells Prepared (CL 1st; concentration +6)
1st—burning disarm (DC 16), entangle (DC 16), frostbite[D,UM], produce flame
0 (at will)—create water, dancing lights, detect magic
D Domain spell; Domain Arctic domain
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Statistics
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Str 8, Dex 10, Con 10, Int 10, Wis 10, Cha 20
Base Atk +0; CMB -1; CMD 9
Feats Fey Spell Lore, Improved Channel
Traits northern ancestry, reactionary
Skills Bluff +9, Diplomacy +9, Disguise +9, Handle Animal +9, Knowledge (nature) +4, Perception +4, Perform (dance) +9, Spellcraft +4
Languages Common, Druidic
SQ call cold, fey magic, nature bond (Arctic domain[UM]), wild empathy +6, wild mischief +6
Other Gear 150 gp
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Special Abilities
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Call Cold (3/day, DC 17) (Su) Channel as cleric to heal/command cold subtype targets.
Druid (Arctic Druid, Feyspeaker) Domain (Arctic) Granted Powers: You master the might of the endless, snowcovered wastes beneath the midnight sun, where icy polar winds blow.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fey Magic (Favored Terrain [Cold]) Gain spell-like abilities in selected terrain.
Fey Spell Lore Add fey-themed spells to your druid spell list
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mischief +6 (Ex) Fool an animal into thinking food/made/predator near, as if using Bluff.

Background:

Even at birth, Cyrene had already started off a rather unusual life. The daughter of a fey already marked her out as unusual, and while her mother would never be drawn upon the suspect, it appears that Cyrene could not escape her unusual heritage. Wherever she went, the magic of the First World appeared to accompany her, granting her stronger abilities to manipulate or trick local wildlife, or alternatively, employ the use of specific spells that would normally be beyond the reach of her divine magic. It appeared that even then, the gifts went slightly deeper, with Cyrene inheriting some of the trademark grace and capriciousness of the fey, this best reflected within her ability to be quite the talented dancer. When she was younger, Cyrene had done her best to narrow down the options for who her other parent might actually be, but the best that she could tell is that perhaps they were from the Lands of the Linnorm Kings, attributing this guess due to her own talent with cold based magic. Despite the attempts of her younger self however, Cyrene never really learnt anything more, just vague coincidences and nothing more, and as she grew older, the subject became of slightly less importance for her.

Cyrene struggled to make friends among the people of her village, although this was largely no fault of her own. People who knew her were aware of the unique circumstances of her birth which provided a certain amount of superstition, so Cyrene gradually began to prefer her own company, roaming as she pleased. Cyrene was charming enough when she wanted to be, and gradually began to see herself as more of a wanderer. Strangers for instance, knew little about her and therefore had predispositions towards her, and gradually her roams to ever wider until she approached the Worlds Edge mountain range. Isolated, and freezing cold, the landscape was hardly ideal for Cyrene, but she had always felt close to home within cold temperatures, so she settled herself by the foot of the mountains, close enough to interact with the local wildlife, close enough to explore, and isolated enough to not build up overly familiar friends. She could travel around, exploring as she so often loved to do, usually a mysterious figure on the roads popping in and out of the taverns before gradually finding her way back to her own little house. If money grew difficult, Cyrene was confident enough in her abilities to dance for her lodging for a night or so, but her time in the wilderness made her accustomed to survival. Cyrene was aware of the location of the Green Faith at the Isle of Arenway, somewhere within travelling distance for her, and she would often make the trip to converse with likeminded folk, keeping in touch, expanding on ideas and so on. It was on her way back from one of these trips that she stumbled into Heldren along the way, looking for a place to break her journey home.

10 Minute Background (Which surprisingly usually takes a bit longer than 10 minutes):

Concept Elements:
1.Cyrene doesn’t actually know who her father is. She is certain it would be someone with a fey bloodline or background – otherwise she has little idea how to explain her characteristics, but her mother refused to go into any great detail. Growing up without a father was hard for Cyrene but I wouldn’t consider it a driving goal for her character, its something she might want to find out, but as yet, its not a driving force.

2.Cyrene is very much someone interested in bridging disagreements with others. While fey realms and mortal realms don’t often intersect, whenever they do, Cyrene tries to be on hand, believing she is uniquely poised to lower tensions and find common ground. It means that in general, Cyrene is very much someone interested in diplomacy or sorting out disagreements wherever she finds them

3.In perhaps an ironic twist however, while Cyrene might easily act as a peacemaker to others, she can get extremely passionate quickly. If someone for instance, is prepared to throw an insult in her direction, Cyrene would almost certainly respond in kind, having a bit of a temper when riled up. More than once has Cyrene helped someone with a disagreement only do then need some assistance herself.

4.Despite this, Cyrene would very much act as a trickster. Not so much a joker, but more of a prankster. Manipulating someone, teasing someone, practical jokes and so on are extremely amusing to her, and reflects her more “playful’ nature. Likewise, her fey nature tends to mean she pushes boundaries, perhaps a bit more than she should. Often inquisitive, Cyrene has a taste for the exotic; people, fashion, food, and so on.

5.As far as a general description goes, Cyrene is fair skinned, although it’s a very pale tone. More than once it’s been referred to as being of a similar color to ‘moonlight’ or ‘ivory’. In stark contrast, her hair would be as black as sin. She dresses simply, usually in clothing that doesn’t restrict her movements, as she prefers grace above all else, a preference from the time she spends dancing as a form of leisure. Quite at home in extremely cold temperatures (or perhaps more comfortable than other people might be), Cyrene tries to get away with limited layers of clothing, its an extreme source of amusement for her spotting a strapping lad in bulky cold weather outfits confused and flummoxed at how at ease she can be in cold weather with her slight build, and casual clothing.

Character Goals:
While an entirely unrealistic goal, it would be remiss not to mention that Cyrene would one day like to complete a transition from Human  Fey. A more achievable goal for Cyrene at the moment, would be achieving high status within the Green Faith. It’s in pursuit of this dream as to why she left the World’s Edge Mountains (temporarily) to visit the Circle Between and exchange similar ideas with fellow druids. Technically, the journey was a ‘bust’ but not a wasted one, Cyrene doesn’t hang out much with other druids, so she considered it a worthy experience.

My goal as a player would like to see the effect of the “Reign of Winter” on Cyrene. Lets not forget here, that this is someone that currently lives up on the mountains, its effectively always cold for her and (I’m just guessing here), it looks like there are attempts to spread winter far further than it would be usually. Its going to be an interesting push and pull development for Cyrene who might not initially see anything wrong with a bit more cold in the world. Bring in a couple of enemies with fey connections and you have Cyrene a bit all confused as to where she stands. I’m fairly certain her ties to the party are going to influence this somewhat, especially as it’s a collection of new people she hasn’t had experiences with before, that are (probably) going to be spending a fair amount of time together as a group.

Secrets:
Cyrene has this façade where she acts serious, the mature one, always polite and so on. For instance, around fellow Druids meeting up for annual gatherings, there would not be a hint of mischief for Cyrene, charming yes, but playing tricks? Definitely not. Truthfully though, Cyrene likes cutting loose, feeling the urge to be a bit rebellious. Secretly, while Cyrene had very good reasons (or excuses) for leaving the mountains she just wanted to be around people a bit more, and the opportunities that it brings. Cyrene might enjoy being fey, but she probably enjoys hanging out with fellow humans more. As far as super-duper secrets go that Cyrene is largely unaware of at the moment, I was hoping I could link it to her parentage somehow, although I’m not familiar with any significant members of the AP that I could name drop at the moment. Still, it’s worth thinking about I think.

3 People (Optional): I am happy to do this, but the fact that it was largely optional makes me hesitate slightly. I could link in a few people in detail with existing backstory without too much trouble, but I just want to avoid going into extreme detail if it has limited relevance in the AP. Still, if its ever something the GM or anyone else would like, I'm happy to roll with it.

3 Mannerisms or Quirks:
1. Cyrene has a habit of twisting a strand of her hair around one finger, yet tends to use the mannerism in a variety of different ways. For instance, she might wind it around her finger when attempting to flirt, or on one memorable occasion, successfully managed to use this particular mannerism to ‘fake’ a tell while playing cards with a few world weary travelers. Who knows, perhaps a party member was someone she conned with this particular trick!
2. Perhaps a relatively minor quirk but Cyrene tends to be a bit more creative with some of her more simple magic. For instance, she might use her Create Water cantrip often for drinking water, or for washing, but equally she’s perfectly happy attempting to create a miniature rain cloud above someone’s head and dumping water on them, especially if they have peeved her recently.
3. Like a moth to a flame, Cyrene adores Lanterns, happily staring at them for hours. Cyrene will tell almost anyone that its because she loves to watch the 'light dance' (and frequently attempts to support this fiction by incorporating any dances she does with lanterns) whereas in reality she sights lanterns as a sign of the deity she most closely associates with - which she almost never mentions for concern people will treat her differently.


DMFrosty: I see what you mean. But I look at it like this: painting is what he wants to do, swinging am axe is what he was taught from the moment he could walk. He's a big ol' boy, 6 foot and some 250 lbs, and growing up weird in that tribe meant he had to get tough to survive ("A Boy Named Sue" style). Now away from the tribe, he uses his combat skills and frightening appearance to make a living, to see the world, and afford painting supplies and better food. I forsee his arc as becoming more "civilized."


@Selena: Just patience! Not sure if you noticed but I just post my list once/day! lol

@Sieltis Crommi: Nice job, he looks nice.

@Viviana Masters: Cyrene looks nice but even if she is following my rules, I must be honest to you that I'd never pick a one-sided character like her... 20 Cha is too high for a 15 pt buy build... I advise you to drop it to at least 18 (giving you 4 more points) or preferably 16 (giving you 10 more points to spend somewhere else).

List of Players:

Combatant
Digger Chandler: Trokar Unnamed - half-orc barbarian (invulnerable rager) [complete]
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: Charyx - kobold cleric of Serenrae [complete]
Viviana Masters: Cyrene Syrinx - human druid (artic druid, feyspeaker) [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]
TheAlicornSage: Selena Snoe Yelizaveta - 'kitsune' witch (winter witch) [complete]

Other 3/4 bab
bluedove: Blaze Oriel - tiefling kineticist [complete]
Jesse Heinig: Ivo Crownwhell - gnome rogue [missing 10 minute background]
Rotolundro: Malgrivner - human rogue [complete]
Roxboyxiii: Malian Azlanium - elf mindblade [complete]
Something Wicked: Arvanya Pertovi - human hunter [complete]
Skorn: Freyja* - aasinar (angelkin) bard (arcane duelist) [complete]
Traveller Elbin: Sieltis Crommi - helf-elf skald [complete]
william Nightmoon: Gimpy Grumps - ratfolk alchemist [missing 10 minute background]

Expressed Interest

Ammon Knight of Ragathiel: daring infiltrator swashbuckler
Archpaladin Zousha: winter witch or frozen shadow ninja
Dickie: interest only
DoubleGold: interest only
miteke: tiefling inquisitor (monster tactician)
Orannis: sensate fighter
Raltus: interest only
Rysky: unchained barbarian
Seth86: catfolk ranged
The Morphling: interest only
TheNine: interest only
Tom Greenward: Halfling druid
Warhawk7: dwarf primal companion hunter/bloodrager
YanJieming: interest only
zomblishan: arcane caster, perhaps winter witch


Friend informed me cant take on more games. So will make my submission tonight

The Exchange

sorry, some stuff came up. here is the rest of my 10 minute
as for gold, i'm just taking average.

the rest of my ten minute:

Secrets: 1)Gimpy has actually made most of his money stealing. 2)Gimpy unknowingly is possessed by a second personality( the one that will emerge when he becomes a chymist)

ties to NPC: 1)his teacher was a ratfolk alchemist. she had Gimpy test out all of her new concoctions. 2) he had two bothers and a sister. im not going to go into detail, as they all are younger than Gimpy (by alot) i'm also keeping them together as a connection because it would feel cheep if all three of my ties where siblings. 3) Gimpy once fell in love with a half-elf ranger. her name was Selinah, she was an adventurer in one of the groups gimpy joined. unfortunately(for gimpy anyways) some recent "financial endeavors" forced Gimpy to leave his "love" behind.

Quirks: 1)gimpy fiddles with the end of his tail when he is nervous. 2)Gimpy is so used to going by Gimpy instead of Rizien, he won't respond to his real name. 3)Gimpy has a fascination with food of all kinds. he tries to eat whenever and whatever he can.

okay, done. this is the last of the ten minute...from before...


Interested....i have read your intro and spoilers. I will be able to draw something up after work this week if you are still aiming for 26th?...i will read the guide also prior to building.
Thank you for DMing...

(internet in south america...weird)


Ok i have read through this thread just to catch up.

(Hi Jesse)

I probably will go with my warsighted oracle build although i will need to build it to your specs...i really have grown attached to him...


Finally decided! I'm working on Astrid Gunnarsdotter, an Ulfen woman with lycanthropic heritage who favors wading into battle against evil with the teeth and claws her heritage grants her and uses her grasp of magic to share Gorum's blessings with her allies and mend wounds when the fighting's over.

Mechanically, she'll be a werebear-kin warpriest of Gorum, using claws and later teeth as her sacred weapons and taking the Destruction and Strength blessings. Her spell layout will favor buff spells, both individual and group, and she'll have spontaneous cure spells and eventually channel energy available should the battle turn ill.

She'll get finished most likely over the course of the day today - I'll confirm when she's done. (P.S. The fact that clerics/warpriests don't get magic fang on their spell list makes me sad.)


Good news everyone I'm finally finished

Link To profile

The Exchange

oh yes, in combat, Gimpy will be useing his longspear mostly, if anyone gets too close, he'll drink his mutagen and claw out their eyes.

as for his extracts, I'll be mostly self-buffing. at later levels I will prepare cure spells in my extra slots and taking the discovery that allows me to give them to other people.(or the same with buffs if we don't need a healer)

edit:OH MY GOODNESS!!! I JUST REALIZED MY SKILLS ARE WRONG....there fixed :)

Grand Lodge

Frosty --

I'm in the middle of my own recruitment right now, so I'm hesitant to apply for one of your main slots as I know how much GMing can take up my bandwidth. However, my recruitment is for a module that will end in a few weeks. With your permission, I'd like to apply for one of your alternate slots directly. PbP campaigns have drops, and I am very skilled at coming in late and blending with a party.

I have really desperately wanted to play a Reign of Winter campaign with a GM who can do storytelling. Having spied on your other games, you appear to be such a GM. It's just that the timing of this is off for me with me GMing a very fast-paced module for next month and a half.

I would be applying with the brand new bard archetype, Studious Librarian from Inner Sea Intrigue. At low levels it plays exactly like a core bard except with an extra Knowledge Skill Focus instead of distraction. At sixth level, it gets a version of the Skald's spell kenning in lieu of suggestion and jack of all trades. Given how long you stay at low level in most play by posts, it would be basically a bard with an extra knowledge skill focus feat.

I was thinking of coming in as a kitsune, but one who mostly stays in human form. If you would prefer me to build a human instead, I can do so. Would you be alright with me applying directly for an alternate slot? If so, I'll spin up the character right now!

Hmm

Sovereign Court

I take it from the listing that this is the backdoor way of saying "Do the damn 10 minute background even if you think it's useless." :)


And Astrid Gunnarsdotter the werebear-kin warpriest is complete! I went with Oppressive Expectations for a drawback to reflect the high esteem Ulfen places on lycanthropes and the resulting expectation for her to be amazing; it's up to you if it's a fair tradeoff, but my other traits are pretty thematic and not overly powerful.

Two observations: one, 2+INT skill point classes make me feel sad inside, and two, making a caster with two stats higher than their primary casting stat is weird to me. New experience.


"@Selena: Just patience! Not sure if you noticed but I just post my list once/day! lol"

Sorry, just wanted to make sure I didn't miss something.


Added equipment and final crunch details. Set the mug up as an improvised spiked gauntlet (I know it's not spiked, but everything else seems too heavy to be comparable), and I'll be taking the feat that removes the improvised melee penalty eventually (would have been fun from the start, but Endurance fits better with the soldier background).

Hope 10 AC isn't too squishy, I fought myself over getting heavier armour but Sieltis feels proper with a light load if he's simply living as a village guard.


@Dorian 'Grey': Yes, the deadline will remain 26th. I'll make my decisions by the end of 27th and start the discussion/game in 28th.

@Rennaivx: Astrid is really nice! The warpriest is a MAD class but I think you did a good job with her stats.

@Ammon: She is looking good!

@Hmm: I'm completely fine with you aiming for an alternate spot.

@Jesse Heinig: Yeah... I really like these 10-minute backgrounds!

@Sieltis: 10 AC is really squishy... Normally a skald is more combat oriented than a caster. IMO you could drop Wis and Int to give you more points to spend in your physical stats. For example: [Str 14(5pts), Dex 12(2pts), Con 14(5pts), Int 10(0pts), Wis 8(-2pts), Cha 16(5pts, +2 racial)]... That being said, it is your PC so feel free to do whatever you want!


Thank you.

Sovereign Court

I personally find the 10-minute background process so bad that I would prefer to withdraw from consideration. Thank you.


Thanks! Not gonna lie, the fifteen-point buy made it really tough, but I got something close to what I wanted, and hopefully I'll be able to work with it. At least with natural weapons I get multiple attacks without penalty, and I don't have to sink a ton of feats into it or worry about a Dex requirement.

Was there anything that needed adjusting?


Jesse Heinig wrote:
I personally find the 10-minute background process so bad that I would prefer to withdraw from consideration. Thank you.

Hmmm. I thought it was rather fun and was a good tool for me to further refine my ideas for the character. It was a little time consuming but I hope it has improved my concept. To each his own I guess.


Weird.

Sovereign Court

1 person marked this as a favorite.

I shall elaborate!

To me, the 10-minute background process is akin to having something like "Writing Fiction for Dummies." It is a system to provide you with a series of tasks by which you can guarantee certain parameters. If you have trouble fleshing out a character, or if you are new to gaming and you aren't sure how to build out a character background, this is a tool to meet certain criteria.

If you already have a well-developed character that is fully formed, this system becomes an impediment. It forces you to fit into a specific box, even if your character typically would not. Not all characters are the same and not all of them will have the same level of background information, quirks, and connections.

This is similar to the way that English teachers will often say "Learn the rules, then learn how to break the rules." The 10-minute background system is an attempt to codify character backgrounds in a useful fashion, but it is a structure that can and should be broken when a character does not fit its conventions.

I prefer not to force my character to fit into a box that doesn't fit the character.

This is purely a personal preference. :)

Grand Lodge

@Jesse Heining I can understand where your coming from. You don't want to end up in the situation of "Forcing the circle block through the square hole." You want your character to feel more natural rather than molded to conform to pre-set parameters. The thing here is, it not only adds more to the character, as most of the points are naturally occurring parts of their lives, but give more material for the GM to use in their game. The only difference between telling the GM that your character has a habit of unknowingly sharpening sticks into wooden stakes because the sight of his family being killed by vampires traumatized him and saying it at some point in the story is it lets the GM plan ahead to make an event important to that aspect. I'm not trying to tell you to stay and do it by any means. I'm just asking that you try to understand why he asked for these parameters in the first place.


I think we're in danger of derailing this thread. Perhaps this discussion should be moved to the general discussion board?


Never had to do one of these before. :(

10 minute background:

Lyrev is a shy devout follower of Tolc, although she tends to be a flirty at times. She doesn't like to talk about her past. But she is kindhearted. She does have a secret though: She wants to one day settle down and start a family, while also trying to find a way to reform the winter witches of Irrisen into one that shows the world the beauty of winter. One of her closest friends is a Ulfen ranger named Arric the Blind, a kindhearted blind man who taught her the ways of Tolc. Along with a kind old elven woman named Herra who helped her find out that her powers were from the very spirits of winter and that might be why Tolc took an interest in her.

There is one enemy that Lyrev hopes to never meet: a young human warlock named Oli Winterfang, a man who was the prized pupil of Lyrev's former winter witch mentor.

Lyrev tends to twirl a loose locke of hair when she is deep in thought. She also tends to practice an unique form of prayer to Tolc each night before she goes to sleep: Kneel naked outdoors at night while dipping your hands in two bowls of tepid water. Slowly raise your hands above your head and hold them there until the water from both bowls has evaporated. It is a ritual that tends to freak out her friends.

And yes that is how followers of Tolc pray. Both her secrets are part of her goals as well.

I hope this is okay. I never written a 10-minute before. Also my character is done.


Thinking of going 1/2 orc warpriest. He will be a witch hunter....thinking....pondering...


I am Submitting Megildur Fallan Alchemist Chirurgeon

fluff:

Fluffiness:
Megildur and his parents travelled all over the central Inner Sea area, Megildur’s father was a healer of some renown. Megildur picked up the trade quickly seeing the value in being able to heal others; his mother taught him of plants all around him. He grew up quickly as his parents never really settled down and Megildur never had a normal childhood. His Father took ill one late summer, nothing that Megildur could do would help his father and his mother told him that only the great healers of their Elven City. Megildur begged his mother to allow him to take up what his parents did, even telling his parents to take their cart and horses with her and he would make it on his own. That day Megildur travelled to Taldor to learn of their healing ways there.

Step 1: he is tall and lean, very thin even for Elven standards. His hair is of a dark root green; he wields a long sword on his hip but never draws it. He loves plants, he uses them for his extracts and such but never abuses them in the way those who poison others for money would. He uses his extracts mainly for protecting and healing those in need.
Step 2: Character Goal – Megildur wants to become a master surgeon, helping those the churches won’t because they don’t have the coin. I want him to be able to heal like a cleric, speak like a bard and fight like a master at arms when needed. I don’t want him to become a 1 dimensional combat machine.
Step 3: Megildur knows that the sickness that his father came down with had something to do an old Witch or hag. Megildur does not know that his Mother and Father once crossed with Baba Yaga and his father was cursed.
Step 4: Sols Yantel – Human Alchemist who taught Megildur how to brew potion and use them to benefit all. Seara Halmer – Human Fighter, Travelled with Megildur and his family for 10 year while she grew up and learned to fend for herself. Halrik Kaiman – Half Orc Shaman, upset with Megildur and his parents because his skills at healing and Alchemy were always less than adequate.
Step 5: He is always fixing his hair; from an early experiment Megildur’s hair has a mind of its own and never does what he attempts to do with it. His long sword is always belted to his hip, he never has need to draw it and hates to do so. Never liked horses, his parents kept 2 but he always steered clear of them when they were awake.

His character sheet is in the profile

Grand Lodge

GM Frosty wrote:

@Selena: Just patience! Not sure if you noticed but I just post my list once/day! lol

@Sieltis Crommi: Nice job, he looks nice.

@Viviana Masters: Cyrene looks nice but even if she is following my rules, I must be honest to you that I'd never pick a one-sided character like her... 20 Cha is too high for a 15 pt buy build... I advise you to drop it to at least 18 (giving you 4 more points) or preferably 16 (giving you 10 more points to spend somewhere else).

** spoiler omitted **...

Done

Liberty's Edge

This is Hmm's application to the list of alternates, complete with a theme song. Although I did your ten minute background exercise, really... songs are what crystallize characters for me. So you're getting one.

The crunch for my studious librarian bard will go into the character's profile tomorrow, once I can get it outputted correctly from Hero Lab.*

Some Fluff and a Theme Song:

A human-looking girl with bright red hair steps outside the Silver Stoat after a long night of waiting tables. Cadence’s feet ache, as do her hands and back, but her assignment from Lord Merriwether Stokes at the Kith had been clear. “Go to a small village this summer. Any fool can melt into a crowd, but an inbred country village is a challenge. Prove that you can blend, Anakevo. Report back any gossip, no matter how small. Show that you were worth saving from the gallows. Perhaps you can start earning your way to the Lion Blades after all.”

The summer night is more chill than usual, but for once there’s a skip in her step. For a month and a half, there had been nothing but small town gossip. Extra-marital affairs. A farmer who had bribed the mayor for more access to the commons and a better water rights than his neighbors. Small petty secrets of hardly any lasting interest at all. With nothing important to relay, what would she have faced back in Oppara this fall? Stokes did not keep incompetent tools. But today, there had been strangers in the inn. New people, odd and out of place and full of secrets of their own. At last, something to report and talk about!

The moon is out, and with low light vision, it’s enough to see by as she happily sketches from memory the scene of each of the strangers dining in the tavern. She catches their faces, their body language, their moods. Soon she will catch their secrets as well. She prays to Zohls for guidance as she makes the sketch, imagining the god sitting in a giant library, smiling as he goes through a giant stack of her pictures. What she wouldn’t give for a comfy chair, a warm fire and a book to curl up with. “Please, god of spies, help me find my way.”

She looks up at the sky, and starts to sing:

The hamlet of Heldren lies quiet tonight
Not a straggler to be seen
One hundred seventy one natives
And one spy planted on the scene

Ice runs through my veins like an out of season frost
What is going to change, will we all be lost?

Don't let them in, don't let them see
Be the little barmaid you pretend to be
Conceal, don't feel, don't let them know
The fur that lies below!

To the snow, to the snow
Can’t hide it all anymore
To the snow, to the snow
There’s a strange new world to explore

I don’t care
That we’re going away
It’s a brand new dawn
The cold never bothered me anyway

It’s funny how one kitsune
Can have no dreams of her own at all
The spy school once controlled me
I was at their beck and call

It’s time to see what I can do
To test the limits and break through
No right, no wrong, just brand new discoveries

To the snow, to the snow
I am ready to take off and fly
To the snow, to the snow
There’s nothing I won’t try!

It’s not what I planned
But that’s okay
Let the show go on

And maybe I’ll find that new possibilities abound
My soul on a new path that is better all around
And one thought crystallizes like an icy blast
I’m never going back
The past is in the past!

To the snow, to the snow
To an icy enchanted wood
To the snow, to the snow
I’m not bad, just misunderstood

It’s not what I planned
But that’s okay
Now the curtain’s drawn
Let the actors come out and play!

Source: Let it Go from Frozen

Background:
Cadence is a spy on a simple blend, observe and report training mission. She’s here in Heldren for the summer only, and supposed to report back to the Kith in the fall, but has been dreading the possibility of returning to Oppara empty-handed. The arrival of the party in town has provided her an unheralded opportunity to have some news to bring back. She’s going to try and follow the party to find out what they’re doing in town and what they know.

Thus providing the GM with a seamless method of dropping her in later, if needed.

Step 1: Concept Elements.

  • Bursting into song is as real and natural to her as breathing.
  • She’s an ex-criminal. She learned to pick locks as a child and got caught at it. However, her spirit and intelligence got her released to the Kith instead, for training as a “musician” in Taldor’s foremost secret school of spycraft.
  • She’s a small feisty redhead with determination and a great sense of humor. In her kitsune form, she’s an arctic fox with pure white fur.
  • She has a deep-suited love of books, archives and libraries. Being in Heldren, away from any center of learning, has been a personal hell.
  • She’s a bastard child, and feels somewhat abandoned on the family front. The Kith is her new family, but her feelings about it are very mixed indeed. It’s fun finding out secrets, but she feels some guilt over the betrayals that are part of her job.
  • She has a great partiality to owls, and loves to imitate their calls.
Step 2: Goals.
  • Surface goal: complete the mission so that she can return to the Kith, and return to her musical instruments, her cyphers and her books.
  • Deeper goal: Get out from under Lord Stoke’s control, and start determining her own agendae. Maybe even have her own library someday.
  • Deepest goal: Uncover more about who and what she is. She knows she’s not human. She’s found legends of fox people in the library, but she’s never met another kitsune. She’d love to assume more human shapes, like she has heard they can. But she has no idea how.
  • Goal she doesn’t know she has: Find a place to belong without needing to collect or hide behind secrets. Be a part of a group of friends who understand what she is and accept her anyway.
Step 3: Secrets.
  • She’s a kitsune, and no one but her and possibly Lord Stokes knows. She’s terrified of revealing this to anyone.
  • Secret she doesn’t know she has: she has both ulfen and kitsune blood. Her mother died too early to tell her much about her father, but her dad is very much alive.
Step 4: NPCs
  • Lord Stokes -- both savior and source of fear.
  • Her missing father, who may or may not be the nicest person.
  • Elir, a fellow student at the Kith who’s the closest thing to a brother that she has.
Step 5: Mannerisms and Quirks.
  • She needs to poke at things. If there is a mystery, she cannot leave it alone.
  • She puns and tells terrible jokes.
  • She is almost never without a pen and a sketchpad.
  • She’s a kinetic thinker, needing to pace, dance and move when she analyzes things.

About me as a player:
I go into a few PbPs deeply, rather than splitting my interests among many. As you can tell from my other avatars, my characters have gone a long way in their respective stories. I am adept at the push and the hook, and I work hard to interact with everyone in a game to make them shine.

____
* There's a statblock in there, but it's ugly. I need to get to my desktop to get it formatted correctly.


Just stopping by to update my Crunch.

Crunch:

Cyrene Syrinx (Reign of Winter)
Human druid (arctic druid, feyspeaker) 1 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Ultimate Intrigue 26)
CN Medium humanoid (human)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 11 (1d8+3)
Fort +5, Ref +0, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Druid (Arctic Druid, Feyspeaker) Spells Prepared (CL 1st; concentration +5)
1st—burning disarm (DC 15), frostbite[D,UM], produce flame
0 (at will)—create water, dancing lights, detect magic
D Domain spell; Domain Arctic domain
--------------------
Statistics
--------------------
Str 8, Dex 10, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 9
Feats Fey Spell Lore, Improved Channel
Traits northern ancestry, reactionary
Skills Bluff +8, Diplomacy +8, Disguise +8, Handle Animal +8, Knowledge (nature) +5, Perception +4, Perform (dance) +8, Spellcraft +5, Use Magic Device +8
Languages Common, Druidic
SQ call cold, fey magic, nature bond (Arctic domain[UM]), wild empathy +5, wild mischief +5
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Call Cold (3/day, DC 16) (Su) Channel as cleric to heal/command cold subtype targets.
Druid (Arctic Druid, Feyspeaker) Domain (Arctic) Granted Powers: You master the might of the endless, snowcovered wastes beneath the midnight sun, where icy polar winds blow.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fey Magic (Favored Terrain [Cold]) Gain spell-like abilities in selected terrain.
Fey Spell Lore Add fey-themed spells to your druid spell list
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Mischief +5 (Ex) Fool an animal into thinking food/made/predator near, as if using Bluff.


This is Dorian Greys submission. I just need to treak it per your specs a bit

Any thoughts?
Thanks.


Here is the updated list. Yesterday was crazy so I got no time to properly read the new PCs on the board. Will read them in the next hours and give you the proper feedback!

@Almonihah: Thanks to stop the derailing!

List of Players:

Combatant
Ammon Knight of Ragathiel: Ashling Frost-Wing - human swashbuckler (daring infiltrator) [complete]
Digger Chandler: Trokar Unnamed - half-orc barbarian (invulnerable rager) [complete]
ElenionAcalima: Evelina Silverblade - human swashbuckler [complete]
Grogimus: Bar LongShanks - human ranger [complete]
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]
Dorian 'Grey': Merlin Brokencrown - half-elf oracle (warsighed) [missing 10-minute background]
GoatToucher: Karst Ironbrow - dwarf cleric of torag [complete]
Rennaivx: Astrid Gunnarsdotter - werebear-kin warpriest of Gorum [complete]
Viviana Masters: Cyrene Syrinx - human druid (artic druid, feyspeaker) [complete]

Arcane
Sapiens: Margrish Corkir - dwarf wizard [complete]
SCKnightHero1: Lyrev half-orc ice sorceress [complete]
TheAlicornSage: Selena Snoe Yelizaveta - 'kitsune' witch (winter witch) [complete]

Other 3/4 bab
bluedove: Blaze Oriel - tiefling kineticist [complete]
Hmm: Cadence Anakevo - kitsune bard [complete]
Raltus: Megildur Fallan - elf alchemist (chirurgeon) [complete]
Rotolundro: Malgrivner - human rogue [complete]
Roxboyxiii: Malian Azlanium - elf mindblade [complete]
Something Wicked: Arvanya Pertovi - human hunter [complete]
Skorn: Freyja* - aasinar (angelkin) bard (arcane duelist) [complete]
Traveller Elbin: Sieltis Crommi - helf-elf skald [complete]
william Nightmoon: Gimpy Grumps - ratfolk alchemist [complete]

Expressed Interest

Archpaladin Zousha: winter witch or frozen shadow ninja
Dickie: interest only
DoubleGold: interest only
miteke: tiefling inquisitor (monster tactician)
Orannis: sensate fighter
Raltus: interest only
Rysky: unchained barbarian
Seth86: catfolk ranged
The Morphling: interest only
TheNine: interest only
Tom Greenward: Halfling druid
Warhawk7: dwarf primal companion hunter/bloodrager
YanJieming: interest only
zomblishan: arcane caster, perhaps winter witch

Sovereign Court

I think I'll also post a catfolk sorcerer for consideration.

going rakshaka bloodline perhaps... I'll look more into it.

I got it, boreal bloodline. have the stats and such up soon.


Reworked the stats a bit after your advice. I also replaced a trait, and now I have a technical question. If an improvised weapon is wielded in the off hand to use as a "shield" through Improvised Defense, but is not used to make attacks, does the main hand suffer the dual wielding penalty?


I believe he is ready for perusal, good GM...


I'm going to do an about face here and make Lyrev into an oracle of winter/VMC boreal sorceress, but she'll still be an ice sorceress (in a way). Pretty much it's really to go but I'm not sure how to do the spells for the sorcerer part. PCGen doesn't have that implemented yet. :(

This won't change her background or 10 minute background at all. I decided on the change because making her into an oracle fit more with her background.

I hope this is okay.


Submitting Floe for consideration. An inquisitor of Tolc. Though I personally have no idea what an inquisitor of Tolc would do. Any help along those lines would be appreciated.

Grand Lodge

Excuse me everyone, but I would just like to say that I've re-done my 10 min extra backstory. All of the new pieces are under the spoiler "Pieces of the past" on Malian's profile. I'm looking for feedback, and would like to know what you all think. I've seen an amazing amount of great characters, and would be very greatful to learn any tips. Thank you for your time.

Sovereign Court

okay, here is Fitz's crunch and backgrounds.

racial traits:

Normal Speed: Catfolk have a base speed of 30 feet.

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.

Climber: Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

class traits:

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

bloodline:

Boreal
Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter's night.

Class Skill: Survival.

Bonus Spells: enlarge person (3rd), rage (5th), elemental aura* (cold only) (7th), wall of ice (9th), cone of cold (11th), transformation (13th), giant form I (15th), polar ray (17th), meteor swarm (dealing cold damage) (19th).

Bonus Feats: Arcane Strike, Diehard, Empower Spell, Endurance, Exotic Weapon Proficiency, Power Attack, Skill Focus (Intimidate), Toughness.

Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell's save DC by 1.

Bloodline Powers: Your connection to primeval winters grants you a mastery of cold magic that few can match, and a savagery that fewer still can withstand.

Cold Steel (Sp): At 1st level, you can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Icewalker (Ex): At 3rd level, you gain resist cold 5 and can move across snow and icy surfaces without penalty and without leaving tracks. At 9th level, you gain resist cold 10 and can climb icy surfaces as if using spider climb.

Snow Shroud (Su): At 9th level, you ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions. In addition, you can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your sorcerer level. This power acts and deals damage as a fire shield (chill shield) that sheds no light. It provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your sorcerer level in snowy or icy areas. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.

Blizzard (Sp): At 15th level, you can create a savage winter storm centered on you. This power acts as control winds, but in addition the entire area (not including the “eye” at the center of the storm) is affected as a sleet storm and all in the area are exposed to extreme cold. You may use this ability once per day.

Child of Ancient Winters (Su): At 20th level, you gain the cold subtype and you become immune to fatigue and exhaustion. In addition, you gain immunity to sneak attacks and critical hits. This power causes you to gain vulnerability to fire.

Spells:

0-read magic, detect magic, ray of frost, dancing lights

1-(4/day):chill touch, true strike, mage armor

Skills and Feats:
skills(rank/ability/other=total)
Appraise (Int),
Bluff (Cha),
Craft (Int),
Fly (Dex),
Intimidate (Cha),
Knowledge (arcana) (Int),2
Profession (fisherman)(Wis),2
Spellcraft (Int),4
Use Magic Device (Cha),2

Feats
combat casting

inventory:
sorcerer's kit( a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin), 2 foaming powders, 2 trailscent kits(catfolk item), softpaw boots

Background:
Fitz has always enjoyed the cold winds of the north. How it blew thorough his fur on those days that the sun shined on the tundra. His parents always called him Fitz Snowfur, because when he was young he would roll around in the snow untill it caked him. and his newfound ability to create and alter the magic around him gave him even more joy for the blessings of his blood.

when he was young, everyone thought it odd that a catfolk was so far north. they would pick on him and tease him. one day, he was attacked by one of the children. unfortunately for the bully, Fitz had claws. Fitz hurt the child badly, and he was marked as an outsider and troublemaker for the rest of his life.

when Fitz was older, he realized he was much taller than everyone else in the town. he asked his mother about this, and she told him that they had giant blood in them, although a very small and distant amount. fitz just happend to get the right amount to be tall.

then, when he was 18, fitz was ice-fishing when the javelin he threw froze in the surface of the water as he thew it. fitz didn't know what was happening. so his mother sent him to Zimar to see a wizard, who discerned the ability as that of a sorcerer's. he took Fitz in as an apprentice for that year, and when fitz could use his powers with a bit more ease, he left to forge his own destiny.

he headed south and soon found himself in Heldren.

10-min. Background:

5 core concepts: 1) Fitz it tough. he doesn't take nonsence and he can't tolerate jerks. 2) Fitz enjoys the cold, although like any normal person he understands the importance of warmth and the role it plays in life. 3) Fitz used to be a fisherman, or was at least training to be one. he uses his skill to feed himself most of the time. 4) Fitz is easy to talk to, and he's quite attractive for a catfolk, even if he doesn't normally talk to people a lot. 5) Fitz is average physically, although most wizards will disagree with that. he's taller than normal catfolk, and even most humans. this is because he has giant blood in him. what type of giant isn't clear though.
Goals
1) fitz isn't sure what he wants so his first goal is to find his passion. 2) I'm planning on useing Fitz climbing ability to become a asset by easily scaling cliffs and pulling others up. i also plan to have him focus his attacks in his claws, delivering touch attacks in the form of his natural weapons. also i would like to get some razor claws(catfolk item) it make his claws worthwhile.
Secrets
1) Fitz is't hiding anything, or at least not trying to. he has no reason to hide anything. 2) Fitz's ansestor was a frost troll. this paticular troll was a tyrant who ravaged the land. He did the standard evil stuff, and had lots of non-troll children.
[/b]NPC ties[/b].
1) the wizard who trained him in Zimar. it was a short amount of time(and rather a lot of trial and error) but Fitz admires the man who tought him how to use his powers. 2)fitz has a childhood crush. another catfolk that lived in his tiny fishing village had a deep crush with Fitz. Fitz never realized it, in fact he doesn't even know the girl very well. 3) the boy Fitz had harmed as a child hates Fitz's guts he joined the town gaurd where he learned how to fight and has sworn to get Fitz back for leaving his face scratched badly (he has three long scars down his face, puckered up and marring his otherwise good looks. if i where to put it into stats, he'd have 14 Cha where it not for those scars.
Quirks
1)Fitz is quiet and calm. he rarely, if ever, gets into trouble. when he does get into trouble it's usually because somebody attacks him and loses. 2) fitz is dedicated to helping others, although he tends to be slow to get going. 3) Fitz constantly takes care for his claws, keeping them sharp and clean at all times.


Malian Azlanium wrote:
Excuse me everyone, but I would just like to say that I've re-done my 10 min extra backstory. All of the new pieces are under the spoiler "Pieces of the past" on Malian's profile. I'm looking for feedback, and would like to know what you all think. I've seen an amazing amount of great characters, and would be very greatful to learn any tips. Thank you for your time.

I think that you have done a fantastic job fleshing your pc out. I could only scan it as i am at work.

I shall try to be more thorough if i get time...


2 people marked this as a favorite.

Guys, I'm really sorry but the rest of this week is kind of crazy so I won't be able to properly review your PCs before the final cut. I'm really pleased about what I've read so far.

There is still some time for those who have not yet submitted a PC and for those who still wish to tweak something about their submitted PCs.

I'm eager to start this game!


Here, here!


Malian Azlanium wrote:
Excuse me everyone, but I would just like to say that I've re-done my 10 min extra backstory. All of the new pieces are under the spoiler "Pieces of the past" on Malian's profile. I'm looking for feedback, and would like to know what you all think. I've seen an amazing amount of great characters, and would be very greatful to learn any tips. Thank you for your time.

It's very nice, but for some unexplainable reason I get the feeling that the character is a female, and was surprised to see he wasn't. Other than that the only odd thing was the way he skipped the gnome lady's advance and proceeded as if nothing had happened. She was probably not important enough for his attention? :) The way he reacted that day makes it a bit odd that he spends time thinking about her later (at least for me, the humble human wizard. Who knows what's in the head of an elf these days).

Grand Lodge

@Traveller Elbin Thank you for the feedback. Your actually the second person to think Malian was a woman. Not really sure why that is, but it's no big deal. As for Lez, his reaction came from the fact that he had no idea how to respond to her advances. He spent most of his time training, and all the girls in the caravan either grew old for being humans, or were more like sisters to him. When Lez asked to be proposed to, Malian had no experience on how to handle this. Lez then left before he could give a proper answer, so that act, along with the five years of being close to one another, lead to her leaving a strong impression on his life. I hope this clears up some things.


I also thought girl at first.

I think the begging to be taught part is partially it, as girls are often the ones that need to beg to be taught fighting while boys are often expected to greatly want it anyway and thus usually have it shoved on them, no begging required.

Silly nitpicks, :)
In the fifth paragraph of the bg, "weapons out of the elements around my by using," the word "my" should be "me."

In the last paragraph, the word "farther" should be "further." Farther is for direct comparison, I.E. "Varisia is farther than Irrisen. You need to travel further that way."


1 person marked this as a favorite.

Admittedly so did I.

Grand Lodge

I'm finding it extreamly amusing that everyone thought Malian was a woman.

@ Selena Snoe Yelizaveta The reason he had to beg wasn't because he wanted to train at all, it was to be trained in the use of every martial and simple weapon. He was freely taught, and expected to learn, how to fight with the usual Elvan weapons, but had to beg to train beond that due to the fact that no one in the caravan expected him to fight, or leave. Also, thank you for pointing out all of those errors, and I will gladly fix them after work.

Thank you all for the feedback. Please continue to help me learn to be the best I can.


Interestingly, the internet is rather divided on farther vs further, though this article nicely describes what I was taught,
http://www.newyorker.com/books/page-turner/further-and-farther-a-theory


I'm excited to see how this plays out. There's an interesting spread to choose from.


Just to let you know, Frosty, I'm considering adding VMC to Astrid, either ranger (mostly for flavor, but the bonuses don't suck) or barbarian (because rage somehow seems appropriate for a lycanthrope). If I go VMC barbarian, I'm assuming the rage I use would be the unchained barbarian style, since that's the version of the barbarian you prefer? (A tiny part of me also wants to consider VMC magus - it's a little harder to justify roleplay-wise without some reflavoring, but it'd be really good mechanics-wise.)

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