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
Unleashing his spell Elleross shouts out what he knows about these strange creatures and then suddenly a horrible realisation dawns upon him as Corum draws his blade.
Corum, hang on..Wait a minute you can't .....COORRRUUUMMMM!!! he shouts in vain as the warrior rushes forward throwing himself and Elleross into battle and the old wizard has no option but to be dragged along with him like a useless bundle of sticks.'
I think attacking whilst carrying an O.A.P. Must have some minuses :)
I don't think you posted a knowledge result for me j
They have a variety of spell-like abilities including flight and see invisibility. They are resistant to physical attacks from anything other than a silver or good-aligned weapon.
Resistant to all elements.
Lucrezzia conjures a cloud of foul-smelling gas between themselves and the demons but it is to no avail as they fly straight through it with no ill effects at all.
Efrixes, come on! Bescaylie cries and suddenly the dragonkin mount is snarling fire and wheeling in the air. He hurtles forward like he is in an ecstasy of battle and Bescaylie lowers her lance and smashes it into the chest of the bear-like demon harrying Corum and Elleros.
Two of the demons round on Corum, Elleros, Bescaylie, Efrixes and Corrleon. They open their mouths and unleash a huge crackling cloud of electricity that washes over the group.
Has it be stated what these things actually are? I'm going to presume evil outsiders given the knowledge planes requirement.
"Daxionnen Apsulanti!" Corrleon's words echo through the sky as a white bolt lances down and strikes one of the attacking creatures. "By Apsu's scales, thine presence upon this world is ended!" As if to punctuate his oath, Corrleon looses a pair of arrows that streak unerringly through the air. As he springs back into view astride Efrixes in the wake of his retaliatory shots, wisps of smoke curl from his scorched shoulders and chest but it does little to diminish the golden halo blazing brightly above his head.
Corrleon, you killed the first one with the crit, turned the itrative attack on the second one but missed due to soft cover. Also, you probably need to look up mounted archery, I think there's a lot of penalties associated with that
Greyston I think you can fail this check on anything other than on a 1! You'll need to move half your movement speed and just take a standard action instead
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 screams in pain as the lightning rips through him, causing every muscle in his aged body to cramp and spasm at once, he can taste the metallic twang of his own blood as he bites down on his tongue.
Shaking and dangling from Corums grip he places his trust in the warrior to dispatch the demon before them and he does what he can to aid the others and once more he unleashes his own wave of lightning.
Seeing some foes down Corum scents victory and ignores the pleas to disengage. He hacks at the demon again with long sword, mindful to keep Elleross shielded with his own body.
Corum's axe bites down into the skull of the bear-like demon. It sticks there and it is only it's great bulk plummeting to the ground that rips it free.
"More foes come to test thine mettle, travelers! Ware!" As he shouts the warning, Corrleon slips deftly from his perch astride Efrixes and into the open sky. Instead of plummeting, however, he hangs in the air, turning to face the oncoming dragonkin and its rider. As he balances in midair, he brings some of Apsu's grace to his wounds.
Lay on Hands (no mercies):5d6 ⇒ (4, 2, 4, 1, 3) = 14
standard action to activate boots of levitation, move to dismount, swift to lay on hands
Status:
HP: 62/84
Cold Resist: 10
AC: 20 (18 T / 13 FF) (includes +1 from PoF)
CMD: 21
F/R/W: +14/+11/+14
Lay on Hands remaining: 9/11
Smite Evil remaining: 2/3
Divine Bond remaining: 1/1
Stormlure remaining: 1/1
Hunter's Cloak minutes remaining: 10/10
Ongoing Effects
Favored Terrain (cold): +4 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
Favored Terrain (urban): +2 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
Aspect of the Falcon: +3 perception, +1 to hit, crits = 19-20/x3
PoF (2/10): +1 AC, +1 to hit, +1 damage, +1 vs fear
Deadly Aim: -3 to hit, +6 damage
Noted on the shooting-while-mounted rules, JZ. Sorry for completely blanking on them to begin with.
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
Twisting around Elleross watches the demons fall as his spell and Corums blade end their existence but there is still one left and It was tearing into Greyston.
Ignoring Corrleons warning for the moment he must help his friend as drawing upon his powers again he unleashes a barrage of missiles that leap eagerly from his hand to slam into their target.
Magia Vis, Potestas ictus!
magic missile:5d4 + 5 ⇒ (1, 4, 2, 2, 2) + 5 = 16
help Greyston! he shouts to the others hoping one of them can reach him .
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
Grayston throws his arm up in defense as the creature charges him taking a large chuck out of this arm. The sickness he was feeling getting worse as blood pumps out of his body. from the deep wound.
Fly:1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
He pushes on focusing as he fly's backways and unleashes a torrent of explosions.
Sapphire continues to drift rather than fly with any impetus, a snarl of frustration is etched on her face as she turns to regard the new threat in the form of the dragonrider.
Greyston and Elleros are probably the ones most hurt at the moment Lucrezzia so I assume you are going to heal one of them. In the meantime I will move on with the next enemy action
The dragonkin with it's rider streaks toward the battle and break-neck pace. Though still some distance away, the rider begins to trace arcane sigils in the air and then a moment later five beams of light pulses from his hand and slam into Sapphire's exposed flank.
Magic Missile:5d4 + 5 ⇒ (2, 2, 1, 4, 2) + 5 = 16
Then, the remaining demon, now entangled and struggling to fly, is forced to move in order to generate enough momentum to stay airborne. It does so but unleashes a blast of electricity at Greyton as it passes.
Corrleon hangs in the air with his bow trained on the approaching dragonkin and its rider. He calls upon Apsu's grace once more then holds his bow steady, waiting for the breathless moment to arrive. He offers a soft oath under his breath, "Try to bring thine foul magics to bear once more, cur."
Readied Attack for when the oncoming triaxian casts a spell Longbow:1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23for:1d8 + 8 ⇒ (1) + 8 = 9 Lay on Hands (no mercies):5d6 ⇒ (5, 6, 1, 3, 1) = 16
Corrleon hangs in the air with his bow trained on the approaching dragonkin and its rider. He calls upon Apsu's grace once more then holds his bow steady, waiting for the breathless moment to arrive. He offers a soft oath under his breath, "Try to bring thine foul magics to bear once more, cur."
Readied Attack for when the oncoming triaxian casts a spell
[dice=Longbow]1d20+13-1 [dice=for]1d8+8
[dice=Lay on Hands (no mercies)]5d6
** spoiler omitted **
That readied action will trigger next round Corrleon but will miss
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Grayston turns attempting to cover himself from the full blast of the demon's breath weapon only just getting out of it, taking slight damage. The demon is dead correct?
Greyston pants out the shock still coming through his body. "We need to move! Forget that rider let's just run!" He shouts out, Moving closer to Elleross.
Elleros' missiles burn neat holes through the demon's hide. It topples from the air like a kite with it's strings cut and slams into the ground hundreds of feet below.
Female Mwangi Human Heavens Shaman 10 | HP 83 | AC 18 FF 18 T11 | Saves +5/+3/+13 | Init +8 | Percep +8 (See in Darkness)
The new dragon rider closes the distance and once close enough, Lucrezzia shouts a Dominate Person spell at the rider and then she orders him to fly to the Hut, It is a portal and you must enter and seal it to protect your lord and yourself!
He needs to be in 75 feet, and then DC21 Will. I am pretty sure that protecting himself is not contrary to his nature :p
Lucrezzia, do you speak Draconic? I think it's the only language you may have in common and I thought your ioun stone only allowed you to understand but not speak the language? In which case I think you can only give basic commands.
With Elleros in tow, Corum turns and puts his new-found flight to use, streaking back toward the others so that they can prevent a united front against the new threat.
Round 5 - Enemy
Will save:1d20 + 12 ⇒ (13) + 12 = 25 Success
The enemy caster moves forward atop his mount, it's great wings cutting through the thin air until you can make out the ornate design of the rider's armour.
Lucrezzia tries to take over his mind but with his alien physiology the spell fails and on he comes.
He raises his hands and unleashes a crackling bolt of electricity that rips through Sapphire and Lucrezzia.
Electricity damage:10d6 ⇒ (5, 4, 4, 4, 5, 3, 5, 3, 5, 4) = 42 DC 16 reflex save for half
Bescaylie wheels Efrixes and the pair hurtle toward the caster. She knows she is at a disadvantage because the muscular dragonkin he rides looks as fast as her own companion but he has the benefit of magic whereas she can rely only on her bravery and her lance.
Thanks for the beacon Lucrezzia :) JZ: Presuming the slow spell is still in effect...
Ref save:1d20 ⇒ 11
Sapphire grits her teeth as the electricity arcs through her, swearing under her breath abour her choice of spells to memorise this morning didn;t include eany ranged options, she continues to fly towards the dragonrider.
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 curses loudly as the spell caster unleashes a bolt of lightning.
Preparing to cast his own spell he waits until the dragon rider next tries to bring his magic to bear before he will unleash it
magic missile:5d4 + 5 ⇒ (2, 2, 1, 1, 2) + 5 = 13
can I ready an action to cast magic missile on the dragon rider if he tries to cast another spell
Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7
Thank you Lucrezzia
Grayston nods to Lucrezzia, as his wounds start to heal up. But curses as the rest head towards the rider and not away, he hesitates for a moment and then pushes on back towards the rider with the others.. Double move.
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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy pick +4 (1d6+4/×4)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.