Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69
His leg ached like the devil as he stopped before the door and tried time and again to spring the lock.
It was quickly becoming apparent that it was beyond him,but he was dogged in his determination and tried again and again.
About ready to admit defeat he gratefully passed the lock picks to Greyston as the young elf stepped up to try.
by all means Greyston, give it a try. It is too difficult for me, I just can't get it to release he says with relief as he stands up and rubs at his leg easing the ache.
He watches Greyston concentrate and carefully manipulate the lock and eventually it springs open.
welll done Greyston, well done. now let us see what fresh dangers lie ahead of us
Following the others into the doorway he is once more amazed at the surroundings, they were once more standing in the open countryside, the cornfield stretching away into the distance.
If it was an illusion or another plane of existence he could not really tell. But he had a feeling it was a place of great danger whatever it was.
He watches warily as Dell takes the lead and with his typical bravado he approaches the crone before them.
Corum scowls as they step through the door into a field outside. The sheer impossibility of the scene makes his head spin and he is instantly suspicious. "Witchwork!"
He makes the sign of the protective claw above his heart and moves forward with the others. They near the crone and Corum grips his axe tightly. He watches Del engage her in conversation but remains alert, his muscles coiled like springs ready to explode into action at the first sign of trouble.
Sapphire watches carefully as Del works his charms, aware that Corum is on edge and moving to stand nearby so as to be near to hand no matter what happened.
Her hand rests uneasily on her black blade, she shuddered suddenly at the faux familiarity the illusion of the outdoors was causing.
You're a polite young man Mr Del Drinnar. she says approvingly. But Vesvolod, the centaur priest, has rooted in the Pit of Eons and seeks to bend this place against my patron, Baba Yaga. But I sense there is something of her presence among you. Not you perhaps, Mr Drinnar, but the others certainly.
Nazhena is making a play for power is she? Well good luck to her, she'll need it. That old crone knows more, has seen more, than anyone in this world certainly.
Old Jadrenka thinks for a moment.
Though it does beg the question why Baba Yaga hasn't just dealt with her as she has her other daughters. Why does she need protecting?
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
"Black midnight gave us his mark, we've been pushed towards freeing Baba Yaga. Nazhena is stopped her return." He says getting up from the dead crows, moving to stand next to Del.
Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69
Elleross watches the old crone with growing distrust and her tone is starting to irritate him.
why does Baba Yaga need us Jadrenka? Why does your all powerful patron not just end Nazheena and set her world to rights. Elleross asks as he fixes the old crone with a steely stare I will tell you why, because she cannot. If she could she would have done it!
What is the reason for this? Who knows, perhaps you do. Perhaps her powers have faded over the centuries. Perhaps she is not what she once was.
If she were, would she have allowed her heralds to be slaughtered? Would she have allowed her dancing hut to be taken? Would she have allowed her daughter to refuse her and usurp her power? Would She allow her fortress to be invaded by this Vesvolod you mention.
No she would not.
We are bound by Black midnights curse to find Baba Yaga, wherever she is. If you can help with that, if you want your Patron to be found then I suggest you start helping
Mmmm.... It's possible. she says with a shrug. The witch is older than antiquity. But if ye've received Midnight's touch then you'll know she's shrewd even in her dotage. Mayhap Nazhena is just shrewder. she adds with the point of a crooked finger.
Ye've the Hut then? Elsewise there's no way you could have come to Artrosa from wherever you're from. In which case ye'll need the keys.
Baba Yaga left a trail so that her Riders could find her if anything like this happened and aye there's two of 'em here in Artrosa. If you're worthy of 'em and clear out Vesvelod and his minions you'll get 'em.
To enter the Pit where he lies and face the Curse of Eons, you must have time on your side. she says cryptically before fading before your very eyes.
The entire illusion of the field and the night sky fades with her passing, being slowly replaced by cold, bare rock. Where she stood a single iron key now lay on the ground.
Carvings of lifeless cornfields adorn the walls, and withered cornstalks and dead ravens litter the floor. A simple sleeping pallet lies on the floor against the north wall, next to a small trunk and a nightstand holding a basin of fresh water and a few candles.
Del turns back to the group and sighs heavily. "Well then. As far as conversations in Artrosa have gone, I'd say that one was down right delightful. Could have done without the parting witchy riddle though." He chuckles then turns to pluck up the key. "Ah! And she's left a key as well! Spendid!"
Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69
He watches the elaborate surroundings fade all about him and he cannot help but feel an intense distrust toward the crone.
so it seems we are to clear this place of Baba Yaga enemies to gain the keys we need.
I do not like the sound of this pit of Eons, time is something we do not have a lot of. I wonder what she meant by that.
We will find out soon enough . he says pondering the words.
for now we press on, keep that key safe Dell. It may be the key will gain us access to the other areas of Artrosa.
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
Grayston looks to Del and nods "More riddles.. I don't think they know how to speak plainly."
"Nor me Elleross, Pit of Eons sounds like a dangerous place. I wish we could have ask her some questions about it before he had to mysterly disappear again."
Unlike the others, the witches words please Corum. Simply find and kill this person and their followers. "That's more like it. We just find him and kill him. Let's go."
Elleros approaches the northern door and after checking it thoroughly for traps, he tries to push it open. Frustratingly, he finds it locked.
All the doors are locked in here so just assuming Greyston and Elleros will take 20 on a disable device check
After a few minutes, the pair finally manage to force the door and find it opens onto another narrow staircase, again as black a pitch beyond the circle of their light.
The staircase winds for several hundred feet before curving back on itself. It is difficult to get a sense of direction this far underground and the entire place, despite it's incredible size, is beginning to feel claustrophobic.
Eventually the staircase ends in another door that this time opens easily. Beyond the corridor continues south west whilst to the north east, it opens into what must be a large chamber.
A forest of stalactites covers the high ceiling of this enormous cavern. Several stalagmites rise from the floor as well, most with their tops shorn off.
Huge webs fill the north end of the cavern, and a large, cryptic rune about the length of a grown human is carved into the ground at the south end of the cave.
Five web -wrapped cocoons, each almost 10 feet long, hang from the ceiling among the stalactites. A sixth cocoon lies on the floor near the middle of the cavern.
DC 28 Knowledge (arcana):
You identify the rune as part of a binding spell used to create a hedged prison.
Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69
knowledge arcana:1d20 + 18 ⇒ (10) + 18 = 28
perhaps arachnids make good goalers. he says in reply to Sapphire as recognises the rune before him and looks upon it with distaste
this place is a prison. The rune is part of a powerful binding spell, whatever is here, it is not meant to leave he says as he looks around the strange room
they could be Giants, they may have triggered some kind of defensive magic within Artrosa that cast them down here
The group tentatively enters the chamber, finding it much larger than the others you have encountered in Artorosa as it stretches some 70 feet across. Another corridor heads north out of this chamber.
Massive webs hang like shrouds here and there but the room is silent save for the constant drip of water somewhere deeper inside.
Elleros and Sapphire move closer to the cocoons and neither notice the black shape unfurling from among the webs in the south east corner. And perhaps that is for the best. For long, spiked legs uncurl and spread out, touching down with remarkable lightness, the razor-sharp fangs glisten with ichor and the many, many eyes reflect the light of the groups' spells.
Web, Sapphire:1d20 + 11 ⇒ (11) + 11 = 22 Hit
Sapphire, you are entangled and anchored to the ground. You can either make a strength check or deal damage to the web to free you
From out of the darkness comes a sudden sticky mass of webs that splats over Sapphire, gluing her arms to her sides and her feet to the ground.
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
@Lucrezzia
"This entire place is strange.. I feel like we've been in here for weeks so far. I can hardly tell what's real and whats an illusion." He sighs.
---
Grayston takes out a sunrod from his bandolier and strikes it against the cave wall. "It's just out of our range. Corum help Elleross out!" He shouts waving the sunrod about.
Standard to light it and next round i'll throw it if the spider doesnt come closer
Sunrod:
This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
Greyston strikes his sunrod, illuminating the chamber. He almost wishes he hadn't.
An enormous, demonic-looking spider the size of an elephant continues to pull itself out of a hole in the south east wall. It is horrific, the stuff nightmares are truly made of.
Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69
concentration:1d20 + 15 ⇒ (3) + 15 = 18
They move cautiously forward and Elleross cannot shake the feeling they are being watched . This place must be guarded , but by what?
The answer is all too apparantly as the mass of webs shoots out and covers sapphire and then himself and he realises their follly.
caught like damn flies! What fools we are. he thinks to himself as he struggles against his bonds. He looks up as Greyston illuminates the area and he sees the terrifying demon-spider scuttling toward them.
leave me! You have to help Sapphire get free and deal with that he shouts as he struggles to free his arms enough to draw upon his magic.
Working his hands free he draws out a small piece of licorice root and focuses on casting.
augendae, celeritate ,tempora! unleashing a wave of energy he hastes the party, quickening their every move.
"What th-?! Look at the size of it!" Seeing the others get tangled so quickly, Del dashes toward the monstrosity and slips a special bolt into Ruby's cradle. When he's as near as he can get, he lets the bolt fly. "How about a taste of your own medicine, monster!"
Ruby (targeted shot, tangle bolt):1d20 + 12 ⇒ (18) + 12 = 30for:1d8 + 9 ⇒ (8) + 9 = 17 Ruby (crit?):1d20 + 12 ⇒ (18) + 12 = 30for:1d8 + 9 ⇒ (4) + 9 = 13 Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. tanglebolt
60ft of movement thanks to haste, move as near to 30ft as I can for point blank shot; if I can't get to within 30ft, those to-hit and damage rolls are each at -1
As soon as Lucrezzia casts a spell on Corum, he lets his rage consume him. With almost no effort he suddenly flies across the chamber, literally hurtling toward the foul spider like a furious missile. As he closes with it, a bolt explodes on it's head and covers it with a stocky mass of web. The warrior takes advantage of this momentary distraction and smashes his axe down on the spider's thorax.
Del, what am I missing? Do you have improved crit for that 18 to be a threat?
Corum, you only get the bonus attack on a full attack action which you can't make after a charge. Plus you get an AOO because this thing has a big reach
Corum fort save:1d20 + 10 ⇒ (2) + 10 = 12 Fail (this is not a spell)
Corum, you take 2 points of Constitution Damage
As the screaming warrior comes streaking across the cavern, his axe bites down onto the bulbous creature, but not before it too sinks it's fangs into his meaty thigh. The wound is painful but nothing he hasn't experienced before, but as he looks down he sees the flesh all around the puncture turn black and necrotic in a matter of moments!
For my own reference on the next round, Corum if you are raging and charging I believe your AC is 17 on round 2
Thanks JZ, just checked the map though and HorribleNastySpiderThing is way out of the spell's range :s
Sapphire swears loudly and struggles with the webbing suddenly encasing her, almost in a panic she hews back and forth trying to get her hands free, eyes wide and face pale...
Del's bolt thunks home and though the sticky strands that explode from it's shaft wrap around the spider's front legs, that barely prevents it from ripping into Corum, sending blood and strips of skin flying with viscous claws and bites.
Corum screams in pain and rage and smashes his axe into the giant spider again and again and again, his mindless fury driving him on in his relentless onslaught.
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
Grayston drops the sunrod, now seeing the truly horrifying creature before him. He fumbles slightly reaching for a bomb, shaking it up and lobbing it over Corum.
If you like a fast paced game that still encompasses lots of exciting combat, exposition and description along with strong NPC interaction – this is the game for you, because I am a fan of all those things!
I am looking for 4-6 players who ideally haven’t read through or played this AP but if you have, provided you can separate player from character knowledge we should be fine.
Characters
Creation Rules:
• 20 point buy.
• No more than one stat beneath 8 after racial modifiers.
• No stat higher than 18 after racial modifers.
• 150gp starting gold.
• Max hp at level 1 and average thereafter.
• Core races only (I am something of a traditionalist here, not a fan of Grippli Paladins :/)
• Classes – any except for Gunslinger and Summoner. ACG classes are fine, Occult Adventure classes won’t be accepted.
• No third party content and Slumber Hex is out (sorry, witches)
• 2 traits – one from the player’s guide and one other. No rich parents trait. I would really rather traits that are picked for a role playing or character element than a flat +2 bonus to initiative because initiative ROXXORZ!!
• Player’s Guide can be found HERE
• Anything I’ve missed?
I tend to ask a lot of my players in that I like good quality roleplaying in a pretty aggressive timescale as well. Ive seen so many games die here because they are just too slow so I am asking my players for a minimum of one post per day though would prefer more. Obviously we all have lives but I really like to keep my games rolling so if you don’t feel like you can commit to that please think about it before applying.
House Rules
Initiative:
Slow combat is probably the number one reason why games die out so I like to keep fights flowing.
• Enemies will take average initiative, separated by mobs. I will roll for Heroes and order you according to whether you scored higher or lower than the average. For example:
Any of the players in a group can act in any order. So this round Hank might go first because he happened to post before Presto, in the next round it might be the opposite.
Hero Points:
I like Hero Points and give them out liberally based on player’s doing cool stuff, thinking laterally, overcoming challenges or roleplaying well. I have changed them slightly for the Pbp format.
Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. A hero may have a maximum of 2 hero points at any one time. Whenever a hero point is spent, it can have any one of the following effects.
• Bonus: A hero point grants you a +4 luck bonus to any one d20 roll. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check).
• Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn. If that action is casting a spell, the spell must be at least three spell levels lower than your maximum.
• Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.
• Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
• Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
• Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
Please let me know if you have any questions and I hope you have fun submitting your characters! I'd like a few paragraphs on your characters backstory and style, it doesn't have to be Shakespeare but I appreciate if effort has gone in.
Recruitment will close one week from today – Sunday 9th November.
Dotting with interest. I'll apply with the same character as I'm using for the Mythic game, so hopefully I'll get into one. Working on the PDF sheet at the moment, then I'll upload it to GDocs and transfer it here. She's a Samsaran Winter Witch who'll be prestiging into...well, Winter Witch. (Seriously, why didn't they change the name of the prestige class to something else?) Also, probably taking Failed Winter Witch Apprentice campaign trait, as it fits her background.
Edit: I've been run through the first book, though I'll say now that the one I went through was HEAVILY modified in terms of content and storyline, so I honestly don't think it'll be an issue.
Thanks for being the first to show interest Elmae.
One thing I should mention, is that I'm not going to be allowing the Slumber Hex. I hope that doesn't dissuade you from applying or from submitting your witch, it's just that I've seen that one simple hex destroy encounters and make for dissatisfying boss fights. I know the same can be said for any number of spells but i think that's a debate to be had elsewhere.
For this game, sorry witches - Slumber Hex is out.
Hey I've not played this adventure and am looking to join a new game that I haven't done before. I
A post a day should be no problem, I would prefer a fast pace I also hate hanging around for posts or players that are absent a lot of the time. I have a few character ideas in mind and will post a concept in the next day or so.
That's fine, Jam. Honestly, that's the one thing I dislike about early Witches. Early spells per day are a bit scarce, and some of the hexes are a bit powerful in that regard. As long as the party is well-balanced, it shouldn't be a huge issue. Might I ask if Ice Tomb is still allowed? Not only is it thematically appropriate, but it's actually required for Winter Witch prestige class. (The class says that you have to take Ice Tomb, Hoarfrost [Ewwwww, that hex is awful], and Numbing Chill as their first three hexes once they prestige.)
Might be interested, but I know you said only core races, but would you allow aasimars? I have a character I've been wanting to try out for awhile now.
Yeah I should have clarified that assimars and teiflings are an exception to the core only rule provided it isn't just for mechanical gain but rather there is a roleplaying element to being touched by the divine/fiendish
I'm going to de-level the one I have applied to the mythic one and apply to it this one too, if I don't get into one, maybe I will get into the other. I'll have it posted shortly for you.
I am so more than just interested in this campaign. At first I always thought the mid-levels were a bit strange because of where I heard they went, but at the same time I've seen the templates enough to guess that it's a lot more fun than I could have hoped.
That said! I am VERY interested in it, and this is as good as reason as any to work on a Ranger with 8 skill points. I have to ask though, what would be a good pick for a Ranger's Favored Enemy?
Sadly, I'm at work right now, so I can't really workwork on Yh'ari ar the moment. Suffice to say, have you ever seen an albino Samsaran? You just might. :)
Here is my submission, she is a white mage arcanist who will be focusing on conjuration and transmutation magics.
Lialda Build:
Lialda Boreana
female half-elf arcanist (white mage) 3
NG Medium Humanoid (elf, human)
Init +2; Senses Low-Light Vision, Perception +0
--------------------
Defense
-------------------- AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +2
Defensive Abilities: elven immunities
--------------------
Offense
-------------------- Speed 30 ft.
Melee dagger +0 (1d4 19-20/x2)
Ranged +2 (varies)
Special Attacks Arcane Reservoir (3/4),
Spells (CL 1; concentration +5):
1st (4/day)—snowball (dc 16), vanish
0 (at will)—ray of frost, detect magic, read magic, mage hand --------------------
Statistics
-------------------- Str 10, Dex 14, Con 10, Int 18, Wis 10, Cha 14
Base Atk +0; CMB 0;CMD 12
Feats Spell Focus (conjuration)
Traits Failed Winter Witch Apprentice, Magical Lineage
Skills Craft (alchemy) +10, Heal +5, Knowledge (arcana) +10, Knowledge (nature) +10, Spellcraft +10, Use Magic Device +10
Languages Common, Elven, Sylvan, Aklo, Goblin, Hallit, Skald
SQ Arcane Reservoir, Arcane Exploit, Arcane Training, Adaptibility [Skill Focus (heal)], Cantrips, Consume Spells, Elven Immunities, Elf-Blooded, Favored Class (arcanist), Keen Senses, Lowlight Vision, Spontaneous Healing
Combat Gear dagger (1 lbs); Other Gear potion of cure light wounds (1)
Misc Gear Wizard's Kit (21lbs), Healer's Kit (1 lbs), Traveler's Outfit (5 lbs), 27 gp in misc gems
Spell Book
1st-mage armor, unseen servant, color spray, hydraulic push, vanish, snow ball --------------------
Special Abilities
-------------------- Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Arcane Reservoir An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Failed Winter Witch Apprentice You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).
Magical Lineage Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level. (snowball)
Spontaneous Healing (Su) At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life.
This ability replaces the arcanist exploits gained at 1st and 9th levels.
Backstory:
Lialda was born to a tired of winter elves after an ulfen raid when her mother was taken by the victorious warriors and left. While her family could well have gotten rid of here and no one would have complained, they kept and raised her in her early years. As she began to reach adolescence, she began manifesting a strange talent to heal people magically, though her power had no obvious source. It was not long after this that the tribe was to fulfill a bargain with the winter witches that required them to turn over a promising child in exchange for continued protection and assistance in the harsh climates. So, leaving her home for the last time, Lialda was taken in for training.
She spent the next few years attempting to learn the magic as the witches practiced it, but while she could pick up some of the spells they did, she could never attract a familiar from Baba Yaga, or master the hexes that are a part and parcel of the witches craft. Eventually, it was determined that her magic was incompatible with that of the witches, though they had helped her understand her power with magic better. What they decided, was that she was more of a strange wizard than a witch. They had several spell books sitting around and being slowly used up for their own familiars so they let her study them and found that she was a natural at it. One of the first spells she mastered was a snowball, a spell she had been on the receiving end of on several occasions, and one that was particularly vicious in her hands leaving people staggered. She has learned that spell and learned it very well.
When she reached adulthood, the witches felt it was necessary to send her on her way, and aided her in getting to a nearby village. She began to travel and practice her skills at healing to earn her keep by traveling a circuit of villages. Unbeknownst to Lialda though, the witches are still watching her to this day for signs of treachery, and maybe something more.
Rojerick Alandsson, human paladin of Sarenrae, is ready to return to the North. Backstory, Appearance, Personality, and Crunch are in the alias. He's built to be a tank, rather than a source of major damage, but he should still be able to dish it out when needed. No archetypes, no prestige classes, just straight paladin goodness. Thanks for your consideration.
I would very much like to play Reign of Winter as a Monk.
<---------------
Specifically this monk
The reasons you should pick me are that I have never played a monk before, so I will be excited about it. And I am willing to help the GM out with maps, logs, admin stuff. And I have sworn to pay the first GM to let me in to Reign of Winter 20 mickey-bucks. Isn't that an irresistibly deal? I can slam up a stat block and backstory of course...Which I shall do soon.
I'm thinking of creating an Aldori dueling master for this one. Always wanted to try making one of those. Plus, I've always wanted to run this adventure fully, so this should be fun.
Edit: I've got the crunch. The history will come a bit later, but I like where this guy is going.
Stats:
Ford Benett
Male Human Fighter
CN Medium Humanoid (Human)
Respectfully I meld out of the shadows and raise my hand for consideration. While I have DM'd the way through most of the first AP volume twice - I can keep the player and character knowledge apart.
I'm thinking of playing with a good ol' Dex based rogue. For a background I'm thinking a former gang member looking to get into a more honest way to make a living. I've never played this AP before, so nothing to metagame there.
JamZilla - a question... would you allow the following feat from the Monster Codex to be taken?
Bushwhack (Combat):
You can subdue an unsuspecting foe quickly.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.
Benefit: When a flat-footed creature is unaware of your presence and you successfully grapple it, you can attempt a second grapple combat maneuver check to pin the creature as a free action. If you have the Chokehold feat (Pathfinder RPG Ultimate Combat 92), you can instead use this second combat maneuver check to initiate a chokehold.
OK, here is Andyla Fostolfrson. I've got most of her background worked out, and need to do the crunch, but now submitting her for your approval. I could use some advice on her life after coming to Heldren, and am debating on a leopard animal companion.
Dot. Anyone doing alchemist? I'm going to bring the fire! And lots of it!
Fairly standard gnome alchemist, pyromaniac racial. Bomb thrower and discovery focus. Full write up tomorrow.
Or
I have an wonderful dwarf arcanist that needs a home with a slight mod to his backstory to fit into taldor instead of varisia
Caveat is that I have prepped the first book to GM and skimmed the whole thing. Game fell through, about 6 months ago. I'm pretty good at keeping the character knowledge separate
@Duboris - At least in the early levels, fey might be a good idea.
@Evagrius - No problem! Look forward to reading through the submission.
@Mark - I'd probably be cool with it but let me have a little look and get back to you.
@Viskous - that's ok, every playthrough is different anyway.
Trying to keep up with questions and will respond when I can throughout today. Keep the great characters coming!
In your builds remember that the campaign starts in the very warm and sunny Taldor. So of course there's no problem in submitting Winter Witches and Arctic Druids, but just have a think about why you are that far south.
*Nods* - for a frame of reference to the question, the nascent mental thread I have is to build a Brawler that's able to Stealth and potentially take out sentries / witches in a single burst.
The Bushwhack feat allows for enacting a Chokehold as a single action (initial grapple plus follow-up as a free action) and doesn't rely on winning initiative to prevent the target making a noise / alerting others.
Lugert
Half-orc ranger 1
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 12 (1d10+2)
Fort +5, Ref +3, Will +1
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee heavy pick +4 (1d6+4/×4)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 17, Dex 12, Con 14, Int 14, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Traits resilient, restless wayfarer
Skills Climb +8, Heal +5, Intimidate +5, Knowledge (geography) +7, Knowledge (nature) +6, Perception +5, Stealth +4, Survival +5, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Giant, Hallit, Orc, Skald
SQ orc blood, track +1, wild empathy +0
Other Gear hide shirt, heavy pick, backpack, bedroll, blanket, winter, climber's kit, pot, snowshoes, tent, small, torch (4), waterskin (2), weapon cord, 21 gp, 4 sp, 6 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Snowshoes -50% walking penalty for heavy snow.
Track +1 Add the listed bonus to survival checks made to track.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Backstory:
Lugert was enslaved by a bandit camp high in the mountains in his pre-teen after his tribe was scattered by Taldon mercenaries clearing land for nobles. He was chained and marched into the cold mountains to mine iron and precious metals for the bandits' coming efforts to establish their own hold at the base of the mountain. Lugert was kept well fed during the warmer months but gruel was all he could have during the winter, and he soon learned to shrug off the hunger pangs and weariness, as well as the cold temperatures he worked in.
One evening, as he laid down for the night, his feet chained to the wall, the bandit foreman decided it was time to show all the half-orc slaves a lesson. He grabbed a heavy mining pick from the wall locker and walked towards the wall the slaves were chained to. With one drunken swing the foreman brought the pick down onto an orc laying next to Lugert. It made contact with his leg, the snapping of bone and howling from pain filled the air. Lugert pulled at his ankle manacles and jangled his chains.
"Oh, ya wants some too, do ya?" The foreman sneered.
The man brought the pick back above his head and drove it down towards Lugert's head. Lugert rolled to the right away from the blow as rock splintered and hit the side of his face. He reached up a wrapped his wrist-cuffs around the other end of the pick and yanked it towards him. The handle wretched free of the foreman's grip and jerked up hitting the man under his chin, sending him backwards onto the floor. Using what leverage he could get from his cramped bonds, Lugert sat up and positioned the pick's head underneath the wall plate holding him in place. He leaned back with all his might and ripped the metal from its bonds.
The young half-orc stumbled as he gained his footing, his vision clear in the darkness fill room. He looked over to his fellow slave who had been impaled. A pool of blood had expanded from his wound, his breathing light. He would not survive his injury. Silently seething with rage Lugert brought the pick up with his bound hands and sent the pointed head down into the skull of his foreman captor. Bits of skull and brain splattered as the swing brought the pick down in the rocky floor.
"Howell, are you up there?" Came a voice from outside, coming from the barracks.
Lugert's heart raced. He only had time to break his leg chains, enabling him to take a full gait. Taking his chance he ran out into the moonless night, sticking to crevices and shadows of giant conifers until finally a safe distance from the slave camp.
The following two years would see Lugert learning to survive in the wild and hunting the bandits when one wandered to far from their logistics routes. Eventually the camp is abandoned and Lugert becomes a mountain nomad, wandering the wilderness and hunting for his own food. Eventually he comes to Heldren and finds it a suitable place to start over. He keeps his distance from the center of town but works with some of the merchants selling skins and weapons he takes from bandits. He deals with many different traders and has picked up different languages from his time in town. He has made enough coin to afford a small tent, a climbing kit, and winter clothing and blankets which he considers great luxuries. His most prized possession is his Heavy Pick, the same one that gave him his freedom.
Edit: Just saw your above post about starting in the warm/sunny area. The backstory stays the same, Lugert decides to escort some traders he can become friendly with and is spending some time and coin wherever you have the story starting.
I'd like to submit Cretus. He's a half elf ranger (guide archetype).
I picture him as a world traveller, moving with caravans and settling in places for a few years before moving on. He's in Taldor at the moment, and has been for five years or so.
I'll flesh out his story in more detail in the morning.
Cretus:
Cretus
Half-elf ranger (guide) 1 (Pathfinder RPG Advanced Player's Guide 125)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dexterity)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee handaxe +2 (1d6+1/×3) or
heavy mace +2 (1d8+1)
Ranged longbow +5 (1d8/×3)
Special Attacks ranger's focus
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Statistics
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Str 13, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Point-blank Shot, Skill Focus (Knowledge [nature])
Traits highlander (hills or mountains), restless wayfarer
Skills Handle Animal +4, Knowledge (local) +5, Knowledge (nature) +7, Perception +7, Stealth +6 (+8 in hilly or rocky areas), Survival +5; Racial Modifiers +2 Perception, highlander (hills or mountains)
Languages Common, Elven, Hallit
SQ elf blood, track +1, wild empathy +1
Other Gear studded leather, arrows (40), handaxe, heavy mace, longbow, backpack, bedroll, blanket, winter, flint and steel, hemp rope (50 ft.), whetstone, 25 gp, 3 sp, 8 cp
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Special Abilities
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Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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I can commit to one post per day, and two posts most days.
I am however in Australia, so my times may not co incident with other players.
So yeah, assuming we start in Taldor, I realize just how far away from Irissen that it is now. I'll be tweaking the backstory to take that into account today and posting the updated one sometime this afternoon.
Making a Dwarven Hunter with the Divine Hunter and Primordeal Companion archetypes. Still need to work on the background, but he is a brewer and follower of Cayden. He travels around with his trusty mammoth companion (whose hair he clips closely or the poor beasty gets warm) and brews beers, wines and whiskeys. He roams the lands in search of nice flavors and ingredients, and occasionally helps a person in need. He knows Cayden likes his work because somehow he can direct his divine power through his companion. He doesn't care how it works, but is glad it does and that Cayden smiles upon him.
Will flesh it out more tonight or tomorrow.
Let me know if there is a problem with it thus far.
crunch:
Male
NG Medium Dwarf / Humanoid (Dwarf)
Init +1; Senses Perception +6, Darkvision 60 ft
==DEFENSE==
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +2
Armor KikkoArmour, Medium
Shield Heavy Steel Shield
Defensive Abilities Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
==OFFENSE==
Spd 20 ft/x4
Melee Dwarven Waraxe +3 (1d10+3) 20/x3
Melee Warhammer +3 (1d8+3) 20/x3
Special Attacks Hatred (PFCR 21)
==STATISTICS==
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 8
BAB +0, CMB +3, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118)
Skills Handle Animal +7, Knowledge (geography) +5, Knowledge (nature) +4, Knowledge (religion) +4, Perception +6 [Unusual stonework +8], Profession (brewer) +6, Survival +6
SQ Slow and Steady (PFCR 21), Wild Empathy (PFCR 50-51), Nature Bond (Animal Companion - Elephant) (PFCR 50)
SU Domain Powers (PFCR 40-41), Primal Transformation ()
MC Druid Spells (PFCR 49), Druid Spontaneous Casting (PFCR 49), Forbidden Spell Alignment (PFCR 41, 49)
Traits Glory of Old (Regional: Five Kings Mountains) (PFCo: DoG 11), Restless Wayfarer (Campaign: Reign of Winter) (PFCo: RoW PG 6)
Languages Common, Dwarven, Skald
==ANIMAL COMPANION==
Elephant 2
Init +2; Perception +5
==DEFENSE==
AC 19, touch 12, flat-footed 17 (3 armor, +2 dex, +4 natural armor)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +1
==OFFENSE==
Spd LAND 40 ft
Gore +3 (1d8+2)
Slam +3 (1d6+2)
==STATISTICS==
Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7
BAB +1, CMB +3, CMD +15
Feats Armor Proficiency (Light) (PFCR 118)
Skills Acrobatics +5, Climb +1, Escape Artist +1, Fly +1, Intimidate -2, Perception +5, Stealth +1, Survival +1, Swim +1
Special Qualities Low-Light Vision, Scent, Link, Share Spells
Tricks Attack(DC 20), Attack(DC 20)Come(DC 15), Down(DC 15), Heel(DC 15), Seek(DC 15),
JZ! I'm interested, though, full disclosure, I am a player in an on-going RoW at the moment (we just finished in the clock tower in, I believe, Book 2). If that doesn't dissuade you, then I'd like to submit Travigan Frost for your consideration.
I don't have the details for who's who in Heldren, but Travigan, as old as he is, could make for a good blacksmith with whomever the AP has as the blacksmith for the town currently serving as his apprentice. Or vice versa.
Additionally, Travigan is a character I've really come to love, but unfortunately he's not been able to find himself a steady, lasting AP to join. So I've rebuilt him entirely to your character generation guidelines in the hopes he might find some traction with you and your soon-to-be-very-chilly group. =)
Ok, so looks like we have 12 confirmed submissions so far. I know there are others who have started talking about a concept but these are the ones who have submitted finished characters.
I have categorised characters based on what I think their primary role will be. If I've got it wrong, or you have submitted a character and I've somehow skipped past it (sorry), just let me know.
For those who haven't yet submitted, not to worry, lots of time left.
Hey Jamm :) I'd like to submit a half-elf druid Treesinger :) if you think it's fine, I'll be putting together more on the backstory and sheet to apply.