JZ's Reign of Winter (The Frozen Stars) (Inactive)

Game Master JamZilla

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Liberty's Edge

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Hey everyone.

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:

Skeleton 1 init: 1d20 + 2 ⇒ (12) + 2 = 14
Skeleton 2 init: 1d20 + 2 ⇒ (1) + 2 = 3
Necromancer init: 1d20 + 4 ⇒ (5) + 4 = 9
Hank the Ranger init: 1d20 + 5 ⇒ (8) + 5 = 13
Bobby the Barbarian init: 1d20 + 2 ⇒ (16) + 2 = 18
Presto the Magician init: 1d20 + 6 ⇒ (15) + 6 = 21
Shiela the Thief init: 1d20 + 4 ⇒ (9) + 4 = 13

Heroes Group 1 = Presto and Hank

Heroes Group 2 = Bobby and Sheila

Round 1 – Enemy (Necromancer)

Then:

Round 1 – Heroes (Presto and Hank)

Then:

Round 1 – Enemy (Skeletons)

Then:

Round 1 – Heroes (Bobby and Shiela)

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.

Liberty's Edge

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.


Dotting for interest, will have to work up a character for this.

Thinking a melee oriented warpriest.


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.)


Dotting for interest, thinking a human inquisitor. I'll read through the Player's Guide and decide if it's doable. A post a day isn't an issue at all.

Liberty's Edge

Ice tomb is fine and I agree, perfectly thematic for this AP


Dotting for interest. Will see about getting a concept pickling. Maybe a Forlorn elf chirugeon.


i submit Alistar


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.

Liberty's Edge

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


It is for roleplay purposes. Although, would a qingong monk be appropriate?


Mm, that -2 to CON hurts. ;o;

Liberty's Edge

Go for it souldragon. Have a read through the players guide and see how you can tailor your quinggong monk to the region and story.


I have a character concept for an Agathion-Blooded Aasimar druid, who will take the Warded Against Witchery trait, would that be suitable?


Rain, our characters will get along swimmingly! .w.


Dotting for interest, though my first two character ideas were witch followed by druid, so.... we'll see what else I might or might not come up with.

Liberty's Edge

Rain, sounds good. Look forward to seeing the full submission.


Actually, I'm thinking of doing a pack lord with a group of megafauna. Kind of an Ice Age feel to it.


Pathfinder Adventure Path, Rulebook Subscriber

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. :)


DOT


Pathfinder Adventure Path, Rulebook Subscriber

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.

Thanks for the opportunity to submit!


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)

Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 16 Touch 13 Flat-footed 13
HP 12/12
Fort +3 Ref +3 Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Aldori Dueling Sword +4 (1d8+1/19-20)
Ranged N/A
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15/12 Fl
Feats EWP (Aldori Dueling Sword), Weapon Finesse, Power Attack
Traits Fast-Talker, Northern Ancestry (Know: Geo +1, CS)
Skills Bluff +7, Climb +3, Knowledge(Geography) +7, Ride +6, Survival +5
Languages Common, Varisian, Dwarven, Orc, Elven
Combat Gear Studded Leather Armor, Aldori Dueling Sword
--------------------
Equipment
--------------------
Fighter's Kit
-Backpack
-Bedroll
-Flint & steel
-Iron pot
-Mess kit
-Rope, hempen (50 ft)
-Soap
-Spell component pouch
-Torches (10)
-Trail rations (5 days)
-Waterskin
Acid (3 flasks)
Lamp Oil (10 bottles)
Tindertwig x3
63 gp


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'll ruminate on possibilities before submission.


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.


Submitting Merick as a standard tanky fighter. JZ, please let me know if there are any problems. Thanks!


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


Hissssssssss! Keep your damn fire away from Yh'ari! >:C


I will submit Ellina Sensewi My Paladin healer

Ellina Sensewi

Liberty's Edge

@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.

Thanks.


I would certainly be interested.

I have GMed parts 1-3.

Would you be interested in issuing PFS chronicles (played in home mode, as indicated of course)?

I'm still thinking about a concept, and obviously you'd have to accept that I could separate player and character knowledge.


*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.


I would like to submit my half-orc ranger.

Lugert:

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.

The Exchange

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
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.

Cheers

Liberty's Edge

@Wrath - that's fine. I myself am in GMT


Pathfinder Adventure Path, Rulebook Subscriber

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.


I am interesting in the adventure. Grandma started the adventure but we barely got started when it suddenly died.


I am in mate. Wil work on character if my participation is confirmed.


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. =)

Thanks for your time and consideration, JZ.

Liberty's Edge

Ellina Sensewi wrote:

I will submit Ellina Sensewi My Paladin healer

Ellina Sensewi

Hey Ellina, I like the concept but it looks like you have a 32 point buy in your profile. Remember, this is 20 point.

Liberty's Edge

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.

Lialda Boreana - Arcanist - Arcane (obviously!)
Andyla - Druid - Divine
Alistar Leblanc - Cavalier - Melee
Rojerick Alandsson - Paladin - Melee
Merick Renarin - Fighter - Melee
Ford Benett - Fighter - Melee
Lugert - Ranger - Melee
Jolly Roger - Hunter - Melee
Travigan Frost - Barbarian - Melee
Ellina Sensewi - Paladin - Melee
Grandma Mable - Oracle - Melee/Divine
Cretus - Ranger - Ranged

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.

Thanks for your continued interest!

Dark Archive

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.

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