Reign of Winter AP (Inactive)

Game Master ianbl

A PbP adventure going through the Reign of Winter AP.

Currently inside the Pale Tower


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Growler grabs onto a limb, but has difficulty biting down before slipping and falling back to the ground.

Growler moved to the nearest sprite at D12, and the bite connected, but the DR preventing any damage.

Map has been udpated. Aishe, Yagello, Caelia, Igmar, Sarya and Zev can now take their round 3 action, and Caelia can take one extra (round 2) action if desired.


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

Seeing Growler struggling with the fey, Yagello redoubles his efforts to assist. He trudges through the snow as fast as possible, cursing at his lack of snowshoes!

Double Move Action to E-10


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

Aishe will move back down the trail a little, trying to get an angle from which she can see the fey which Growler is trying to bite. If the creature shows itself, she'll try to feed it a faceful of acid.

Move action - 15' to J15
Standard action - cast Acid splash at the fey in D13

Acid splash, ranged touch attack: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Acid splash, damage: 1d3 + 1 ⇒ (2) + 1 = 3


Map has been updated. Caelia, Igmar, Sarya and Zev can still take their round 3 action, and Caelia can take one extra (round 2) action if desired.


Quick Stats:
AC 13 (*14 w/ shield), 10, 13* (+4 v. giants); F3, R4, W4 (+2 v. spells, Spell-like, poison; +4 v. sonic, language-dependent); CMB 3, CMD 13; Init. +0; Prcpt +5
Status:
HP 19/21; Bardic Performance 8/8; Spells: 1st 2/3; Cold Iron Arrows: 17, Arrows: 20, Alchemist's Fire: 10

Attack with cold iron arrow: 1d20 - 4 + 1 ⇒ (14) - 4 + 1 = 11

Continuing to sing, Igmar looses another arrow, but it sails off the mark once more. Cursing, he trudges forward in the snow.

Standard Action: Attack sprite in R17.
Move Action: Move to L12.
Free Action: Continue Inspire Courage.


Taking over for Sarya, Zev and Caelia in their absence.

Zev runs around the tree, scrambling up the bark again.

Zev Climb: 1d20 + 1 ⇒ (4) + 1 = 5

The wolf continues barking from below, keeping the fey in sight at all times.

Zev moves to N1, and uses a move action to attempt to climb the tree.

Seeing Zev going one way around the tree, Sarya trudges through the snow to get a better angle to let another stone fly at the creature.

Sarya moves to N8, and takes another try with her sling.

Sarya Attack: 1d20 + 2 + 1 - 4 ⇒ (7) + 2 + 1 - 4 = 6
Damage: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

The stone hits the tree instead, bouncing off to one side.

Caelia, with no major healing, holds her ground, trying to stay in the middle of the group and be ready for healing any wounds.

Caelia moves to J10 to stay within easy reach of Yagello and Aishe.


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

You didn't say you were ready for Round 4 actions, but it seems like that's where we are. If I'm jumping the gun, just let me know.

"Damnation, these things are hard to land a blow on, eh?"

Arkady tries to line up a shot on the fairie by Growler. "Desna, fortune has not been with us so far ... please guide my hand."

Standard action fire, move action reload

[dice=Attack on fairie "Y", -4 for shooting into melee, not sure if the tree provides cover]1d20+1-4[/dice]
Damage if successful (gravity bow): 2d6 ⇒ (2, 3) = 5

Oh, this is just unbelievable.

As he reloads, the Varisian shakes his head. "What sort of enchantment do these things have to cause our shots to go so far wide?"


[occ]Arkady, no worries, I got caught up and didn't have a chance to post for the sprites.[/ooc]

The sprite Yagello is closing on laughs in a high voice, taunting in common as it flies above Growler and Yagellos. "Silly, oafish people! Come and get me - if you can!" It mumbles something foreign-sounding, and another image appears next to it.

Sprite at D13 moves to a branch at B11, still about 10 feet off the ground. Another image appears next to it, but it is clear which is the real one - for now.

Sarya's target is a bit more quiet, and attempts to hide behind another tree.

Sprite at O1 moves to P5.

Aishe loses sight of her target behind a large trunk, as it is obviously hiding.

Stealth check to move while unobserved: 1d20 + 20 ⇒ (14) + 20 = 34

Sprite at R17 uses stealth to move while hidden. Even rolling 20 will not be a high enough perception to match this stealth check, so no one need bother rolling. I will continue to make stealth checks as the Sprite keeps moving about. Remember that wovles with scent can use a move action to detect the direction of a scent.

Map has been updated. Growler can take her round 3 action, and everyone except Arkady can take their round 4 actions. I will post again for Caelia, Zev and Sarya after a period of time.


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

Closing on the fey, Yagello calls out to Arkady, "I'm on my way!"

These opponents are hard to hit, but who needs the help of some unknown deity? Cold hard steel is the only protection in life, and I'm going to prove it to my comrades...

Move Action to C-11
Standard Action to attack the fey at B-11

Attack (Cold Iron Longsword): 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23; If successful, Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Critical Hit Confirmation: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6; If successful, Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5


Yagello's blade feels the satisfying crunch of connecting with flesh and bone, as the cold iron sword cuts deep into the sprite. The sprite cries out "Vosi!" as the full weight of the blade drags the sprite downwards.

As Yagello completes his downward swing, the sprite slides off the blade, limply falling into the snow on the ground. Above, the copy image still floating in the air winks out.

The sprite at B11 is unconscious and dying. Everyone except Yagello and Arkady can still take their turn.


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

"Well done, Yagello! Thank the gods, maybe our fortune can change."

Arkady watches with satisfaction as the Taldan's blade strikes true. He turns to see how the others are faring...


F Gray Wolf TN Companion | AC 14 T 12 FF 12 | HP 8/13 | F +5 R +5 W +1 | Init +2 | Perc +5

Being a wolf, Growler probably will leap on the tiny corpse as it slides of Yagello's blade, tearing the remains apart and making sure that her tormentor is dead.

Coup de grace action, making sure that the sprite isn't ever getting up again; Growler is a wild animal after all.


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

Seeing that sprite Growler was chasing has fallen to the ranger's blade, Aishe steps to the other side of the trail, searching for the other fey. Realizing that it must be hiding, or possibly using it's illusions to hide, she concentrates and uses detect magic to scan the area near where she thinks it may be hiding.

Move action - walk to L15
Standard action - cast detect magic and search the branches on that side of the trail for the missing sprite

Perception, using detect magic: 1d20 + 3 ⇒ (1) + 3 = 4

<Sigh>... apparently she's gone snowblind again... :p


Playing for Caelia, Zev and Sarya.

Zev continues to follow the remaining sprite, jumping up once again to try and get into the branches.

Zev Climb: 1d20 + 1 ⇒ (16) + 1 = 17

The wolf manages to scramble up the bark, and bares his teeth at the sprite.

Zev moves to P4, and uses a move action to climb the tree to be next to the fey.

Sarya moves deeper off the path, and takes another shot at the Fey, using Zev at a guide on where to look.

Sarya moves to 08, and takes another try with her sling.

Sarya Attack: 1d20 + 2 + 1 - 4 ⇒ (6) + 2 + 1 - 4 = 5
Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Sarya curses as her shot goes wide. She continues to head towards the sprite.

Caelia decides to follow the action in case she is needed, and moves off the path as well.

Caelia moves to M10.

Igmar can still take his round 4 action. If I don't hear anything soon, I'll count that as delaying, and I'll take the sprite's turn.


The sprite is surprised at the sudden appearance of the wolf. He takes a quick look around to look for any allies, before deciding to attack Zev. "Come here little puppy!" he shouts in Common, before storing his bow and pulling out a small blade, as he jumps towards the wolf.

Sprite at P5 uses a move action to sheathe his bow, which provokes an attack of opportunity from Zev. He then moves into P4 as a (flying) 5 foot step, since he has a reach of 0 ft, and then uses a move action to draw his blade.

Zev's attack of opportunity: 1d20 + 2 ⇒ (6) + 2 = 8

Stealth check:
Stealth check for other sprite to move while unobserved: 1d20 + 20 ⇒ (20) + 20 = 40

Map has been updated. Growler can now take her round 4 action, and Igmar can still take his held round 4 action. Arkday, Yagello, Aishe, Zev, Caelia, Sarya and Igmar can also take their round 5 actions.


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

Yagello peers through the falling snow as best he can trying to reacquire the fey Aishe was fighting earlier. He sighs in frustration at these poor conditions for tracking. Regardless of success or failure, he worries about Aishe being left alone on an island and begins moving in her direction. As he exits the area, he gives the creature Growler is attacking one final pitiful glance.

Perception: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

Double Move to D-15


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

Seeing that Zev still has one visible, Arkady moves to try to get a clear shot.

Move action to I10; Standard to fire at "S". It looks like I have partial cover from the tree, you'll have to adjudicate how much AC bonus the bug gets.

Attack with crossbow: 1d20 + 1 ⇒ (9) + 1 = 10
Damage if successful (gravity bow): 2d6 ⇒ (4, 4) = 8

I am seriously hating the random number generator on this forum...

Arkady mutters a stream of invective that mixes Varisian, Skald, and Hallit, and might even have a word or two from the Giant tongue as he calls down quiet curses on whatever is protecting the fairies.


F Gray Wolf TN Companion | AC 14 T 12 FF 12 | HP 8/13 | F +5 R +5 W +1 | Init +2 | Perc +5

Satisfied that the annoying little blue creature is dead, Growler drops it's remains in the snow and dashes back towards Aishe, ready to defend the sorceress against any more attacks.

Double move action to run back and be by Aishe's side in case of further attacks from the sprites - probably to M16.


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

Knowing that there are other sprites still creeping around the lower branches of the trees, but unable to spot any of them from where she is, Aishe keeps a careful watch in the area around her as she reloads her crossbow.

Reload her light crossbow and be prepared to fire at any sprites which show themselves - not much else that I can think of to do...


Quick Stats:
AC 13 (*14 w/ shield), 10, 13* (+4 v. giants); F3, R4, W4 (+2 v. spells, Spell-like, poison; +4 v. sonic, language-dependent); CMB 3, CMD 13; Init. +0; Prcpt +5
Status:
HP 19/21; Bardic Performance 8/8; Spells: 1st 2/3; Cold Iron Arrows: 17, Arrows: 20, Alchemist's Fire: 10

As Igmar continues trudging forward, stops singing, though his booming voice can still be heard echoing around the battlefield. He moves around the trees, looking for the hiding sprite.

Inspire courage lasts for rounds 4 and 5.

Double move to O15

Perception: 1d20 - 4 + 5 ⇒ (14) - 4 + 5 = 15

If he can see the sprite, he'll move and attempt to attack with his pick. If not, then he'll take a single move action to P17 and look from there. If he then sees the sprite and can attack, he will.

Attack with cold iron pick: 1d20 + 2 ⇒ (3) + 2 = 5

Damage if successful: 1d6 + 4 ⇒ (4) + 4 = 8


Despite the party spreading out, the third fey appears to have vanished.

Uncomfortably standing on a thick branch, Zev lunges out to try and bite the sprite.

Zev attack: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Zev damage: 1d6 + 2 ⇒ (3) + 2 = 5

Zev's discomfort from being up so high leads him to snap short, as the sprite easily jumps out of Zev's reach.

Sarya moves in a bit closer, takes another stone and flings it towards the Fey. She aims a little wide to avoid hitting Zev accidentally, squinting through the snow.

Sarya moves to Q7. She suffers an additional -4 penalty for firing into melee.

Sarya Attack: 1d20 + 2 + 1 - 4 - 4 ⇒ (5) + 2 + 1 - 4 - 4 = 0
Damage: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Sarya's stone goes far wider than she intended, it's eventual landing muffled by the snow.

Caelia takes a look around her, and noticing Yagello and Igmar remain quite a distance away, stands her ground.

The sprite in the branches takes a swing at Zev, whirling the tiny icy blade in a large arc, laughing manically.

The sprite is fighting defensively.

Sprite attack: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Sprite damage: 1d2 - 2 ⇒ (2) - 2 = 0
Zev's fort save: 1d20 + 5 ⇒ (12) + 5 = 17

The blade leaves a superficial wound, and a lingering spot of frost on Zev's fur.

An icicle shoots out from somewhere above, heading towards Caelia.

Sprite attack: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Sprite damage: 1d2 - 2 ⇒ (2) - 2 = 0
Caelia's fort save: 1d20 + 4 ⇒ (17) + 4 = 21

Caelia takes a quick look as she feels a small sting on her arm. The arrow left a glancing blow, nothing serious.

Caelia and Zev each take one point of non-lethal damage.

Stealth and Perception checks:
Stealth check to remain hidden: 1d20 + 20 - 20 ⇒ (7) + 20 - 20 = 7
Caelia Perception: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Arkday Perception: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Aishe Perception: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Sarya Perception: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Igmar Perception: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Yagello Perception: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Growler Perception: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Zev Perception: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9

Arkday and Aishe do not see anything, but most of the group notice movement in the trees near Caelia.

The sprite has been spotted at R11, again about 10 feet off the ground. Map has been updated. Aishe unfortunately loses her held action, since she didn't notice the sprite. Igmar still has his round 5 standard action, and Caelia has delayed, so she still has her round 5 action. Growler can now take his round 5 action, and Caelia, Arkdady, Aishe, Sarya, Igmar, Yagello and Zev can also take their round 6 actions.


Quick Stats:
AC 13 (*14 w/ shield), 10, 13* (+4 v. giants); F3, R4, W4 (+2 v. spells, Spell-like, poison; +4 v. sonic, language-dependent); CMB 3, CMD 13; Init. +0; Prcpt +5
Status:
HP 19/21; Bardic Performance 8/8; Spells: 1st 2/3; Cold Iron Arrows: 17, Arrows: 20, Alchemist's Fire: 10

Frustrated by the difficulty moving, Igmar swears in Dwarven. He moves out from behind the tree and looks around, spotting the shifty sprite. He wades through the snow toward it and swings his pick.

Round 5 action: Double move to R14.

Round 6 actions: Move action to R12.
Standard action to attack with cold iron pick.

Attack: 1d20 + 2 ⇒ (6) + 2 = 8

Igmar swings wildly, missing well underneath the sprite, his pick slamming into the tree trunk.


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

Arkady scans the area while reloading his crossbow. He watches as Igmar swings and hits the tree.

Move action to reload. I'm not sure if Igmar's swing allows Arkady to see the sprite or not. If not, he readies his standard to fire when he does see. Whenever he can take the shot:

Attack (+1 for inspire courage): 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Damage if successful: 2d6 ⇒ (4, 5) = 9

*#&$!!!


F Gray Wolf TN Companion | AC 14 T 12 FF 12 | HP 8/13 | F +5 R +5 W +1 | Init +2 | Perc +5

Glancing around to assure herself that Aishe is relatively safe, Growler turns and dashes towards Igmar and the other sprite, launching herself in a flying leap in an effort to snap the detestable blue fey out of the branches.

Move action - charge and leap at the fey in R11

Acrobatics, jumping up to bite the fey: 1d20 + 10 ⇒ (5) + 10 = 15

Standard action - attack the fey in R11

Bite attack, to hit: 1d20 + 2 ⇒ (3) + 2 = 5
Bite attack, damage: 1d6 + 1 ⇒ (6) + 1 = 7

To quote Arkady: "*#&$!!!". This dice roller really hates us.


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

Despite the danger of hitting Igmar and Growler, Aishe mutters a cantrip under her breath, and gestures with her free hand (the other is still holding the now loaded crossbow). A small orb of acid goes flying into the branches towards the fey.

Move action - move to N13

Standard action - cast acid splash at the fey in R11

Ranged touch attack, acid splash: 1d20 + 2 + 1 - 4 ⇒ (15) + 2 + 1 - 4 = 14
Damage, acid splash: 1d3 + 1 ⇒ (3) + 1 = 4

Only reason that I cast acid splash rather than use the crossbow was to be able to attack the sprite's touch AC, rather than full AC, as better chance to hit with the -4 penalty for firing into melee. Even then I'll bet a to hit of 14 hasn't hit the damned thing.


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

Seeing the fey reappear energizes Yagello, but he is dismayed as to how far away he still remains. He reaches for his bow but then reconsiders seeing the difficulty Arkady and Aishe had with ranged weapons.

Double Move to H-15


Zev makes another lunge at the sprite, as Sarya hurls another stone towards the pale blue light.

Zev attacks. Sarya moves to Q5 and attacks. Effects of inspirte courage have ended.

Zev attack: 1d20 + 2 ⇒ (7) + 2 = 9
Zev damage: 1d6 + 2 ⇒ (5) + 2 = 7
Sarya Attack: 1d20 + 2 - 4 - 4 ⇒ (11) + 2 - 4 - 4 = 5
Sarya Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Well, I can't say that was unexpected...

The sprite dances in the branches, avoiding the assault. Caelia, seeing the action move off the trail, moves in a bit closer, her blade still drawn should an opportunity to use it arise.

Caelia moves to O10, and readies a melee attack in case anything comes in range.

The sprite that had done most of the talking so far takes another stab at Zev. Meanwhile, the other sprite is starting to notice the tall creatures converging on him, and steps back to draw his blade as well.

Sarya's target attacks Zev, fighting defensively. Aishe's target takes a (flying) 5 foot step to S10, uses a move action to sheathe his bow, and another move action to draw his sword.
The sprite is fighting defensively.

Sprite attack: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Sprite damage: 1d2 - 2 ⇒ (2) - 2 = 0
Zev's fort save: 1d20 + 5 ⇒ (14) + 5 = 19

The blade lands another glancing blow, with a trail of frost. Although not very painful, Zev is annoyed by the occasional stings.

Zev takes another point of non-lethal damage, for 3 total (so far).

The map has been updated. Growler can now take his round 6 action, and Caelia, Arkdady, Aishe, Sarya, Igmar, Yagello and Zev can also take their round 7 actions.


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

Relieved everyone still appears uninjured, Yagello continues his trek to close to melee distance. Seeing an opening on the right, he calls out to Igmar, "Igmar, form a perimeter there to your right! Let's not let them escape! I'm closing from the other side!"

Double Move to L-14


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

Hearing Yagello call for surrounding them, Arkady moves down the trail as fast as he can.

Double move north. I can't remember if the trail counts as difficult terrain or not. If it is difficult, end at J4. If it is not, end at K1.


The trail still counts as difficult terrain, something like this might give you a reference point (although there are no trees in that shot).

Map has been updated. Growler can now take his round 6 action, and Caelia, Aishe, Sarya, Igmar and Zev can also take their round 7 actions.


Quick Stats:
AC 13 (*14 w/ shield), 10, 13* (+4 v. giants); F3, R4, W4 (+2 v. spells, Spell-like, poison; +4 v. sonic, language-dependent); CMB 3, CMD 13; Init. +0; Prcpt +5
Status:
HP 19/21; Bardic Performance 8/8; Spells: 1st 2/3; Cold Iron Arrows: 17, Arrows: 20, Alchemist's Fire: 10

Attempting to move around the sprite, Igmar shuffles left, swinging his pick down mightily.

Move Action: Move to T11
Standard Action: Attack sprite.

Attack with cold iron heavy pick: 1d20 + 2 ⇒ (19) + 2 = 21
Damage (if successful): 1d6 + 2 ⇒ (2) + 2 = 4


F Gray Wolf TN Companion | AC 14 T 12 FF 12 | HP 8/13 | F +5 R +5 W +1 | Init +2 | Perc +5

Being the uncomplicated soul that she is, Growler keeps trying to leap high enough to snap at the sprite, running out and back from the tree in order to build up enough speed for the jump if necessary.

Move action - move to S11 then try to jump high enough to bite at fey in the lower branches of S10

Acrobatics, jump: 1d20 + 10 ⇒ (15) + 10 = 25

Standard action - attack the fey in S10

Bite attack: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Bite damage: 1d6 + 1 ⇒ (2) + 1 = 3


While Growler leaps high enough, she just misses the sprite at the apex of her jump. Igmar's pick hits the sprite, though, and while he is not able to pull the full weight down onto the sprite, they fey cries out in obvious pain.

Caelia circles around behind the tree, trying to remain close at hand.

Move action to Q9. Readies a move action to go towards any ally that is hurt.

Zev and Sarya each take another try and their target. Now within range, Sarya drops her sling and draws her scimitar instead.

Zev attack: 1d20 + 2 ⇒ (13) + 2 = 15
Zev damage: 1d6 + 2 ⇒ (1) + 2 = 3
Sarya Attack: 1d20 + 1 ⇒ (14) + 1 = 15
Sarya Damage: 1d6 + 1 ⇒ (5) + 1 = 6

The Fey is able to easily dodge the assault, as Sarya's relative inexperience with martial combat shows.

Aishe can still take her round 7 action.


Sylvan:
"Vosi, get ready!"

The sprite engaged with Igmar and Growler says something before attacking the wolf. Meanwhile, the other sprite continues to try and hurt Zev. Both appear to be moving cautiously to avoid getting hurt.

Sprite at S10 takes a (flying) 5 foot step to be at S11 to avoid an attack of opportuntiy, attacking Growler defensively. Sprite at P4 attacks Zev defensively.

Sprite attack on Growler: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Damage: 1d2 - 2 ⇒ (1) - 2 = -1
Growler's fort save: 1d20 + 5 ⇒ (18) + 5 = 23
Sprite attack on Zev: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Damage: 1d2 - 2 ⇒ (2) - 2 = 0
Zev's fort save: 1d20 + 5 ⇒ (20) + 5 = 25

The sprites flail widely about, neither really getting close to the wolves.

Sarya, knowing a bit of Sylvan, shouts out a warning to the group. "Watch out!" she says, "They're planning some sort of trick!"

Map has been updated. Growler and Aishe can take their round 7 actions, and Caelia, Aishe, Sarya, Igmar and Zev can also take their round 8 actions.


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

I'm assuming I can take my round 8 actions as well.... ;)

Hearing Sarya's warning, Yagello continues his deliberate approach to the scene of the battle. As he passes Aishe, he gives her a tight smile and squeezes her gently on the right shoulder.

Double Move to P-13


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

"A trick, eh? Let's see if we can't catch them at it ..."

Arkady loads his crossbow, then holds it in one hand while forming a ring with the thumb and forefinger of the other. Peering through it, he speaks a few words of archaic Varisian and watches intently.

Move action: Load crossbow. Free action: Shift crossbow to one hand. Standard action: Cast Detect magic, looking directly down row 4 so that both sprites are within the cone. If he sees anything, he will attempt to identify and warn the party.

Knowledge (arcana) if/when needed: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft if/when needed: 1d20 + 7 ⇒ (15) + 7 = 22


Sorry, copy-and-paste error. Yes, Yagello and Arkaday get their round 8 actions as well!


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

Aishes struggles through the snow to stay next to Yagello, and once she has the sprite in sight, she raises her crossbow and looses a cold-iron tipped bolt at the creature.

Move action - move to P14
Standard action - ranged attack with light crossbow at the sprite in S10

Ranged attack, light crossbow: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15
Damage, light crossbow bolt, cold iron: 1d8 ⇒ 4

I'm not sure there are still any bonuses to her attack rolls; is bardic performance or any other enhancement spell in effect? I've lost track.


F Gray Wolf TN Companion | AC 14 T 12 FF 12 | HP 8/13 | F +5 R +5 W +1 | Init +2 | Perc +5

Growler keeps trying to leap up and snap at the sprite with her jaws.

Move action - jump up to attack sprite

Acrobatics, jumping: 1d20 + 10 ⇒ (1) + 10 = 11

Standard action - attack sprite in S10

Bite attack: 1d20 + 2 ⇒ (2) + 2 = 4
Bite damage: 1d6 + 1 ⇒ (4) + 1 = 5


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points
Aishe Grynne wrote:
I'm not sure there are still any bonuses to her attack rolls; is bardic performance or any other enhancement spell in effect? I've lost track.

I believe Igmar's lingering performance wore off after round 6.


Yes, Igmar's lingering performance has worn off for everyone now.

Sylvan:
"Just a bit longer, Vosi!"

As one sprite is being surrounded by Igmar, Growler and Caelia, he shouts out something in Sylvan to his companion dealing with Aishe and Zev. The two sprites continue to take quick stabs at the wolves, flying about to avoid getting hit.

Sprite at S11 attacks Growler defensively. Sprite at P4 attacks Zev defensively.

Sprite attack on Growler: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
Damage: 1d2 - 2 ⇒ (2) - 2 = 0
Growler's fort save: 1d20 + 5 ⇒ (4) + 5 = 9
Sprite attack on Zev: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Damage: 1d2 - 2 ⇒ (2) - 2 = 0
Zev's fort save: 1d20 + 5 ⇒ (16) + 5 = 21

Map has been updated. Sarya, Zev, Caelia, Growler and Aishe can take their round 8 actions, and Yagello, Arkady, Caelia, Aishe, Sarya, Igmar and Zev can also take their round 9 actions.


Posting for Sarya and Zev, rounds 8 and 9.

Now within melee, Sarya and Zev each take turns trying to hit the pale blue orb of light.

Round 8
Zev attack: 1d20 + 2 ⇒ (13) + 2 = 15
Zev damage: 1d6 + 2 ⇒ (4) + 2 = 6
Sarya Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Sarya Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Round 9
Zev attack: 1d20 + 2 ⇒ (19) + 2 = 21
Zev damage: 1d6 + 2 ⇒ (4) + 2 = 6
Sarya Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Sarya Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Zev trip attempt: 1d20 + 2 ⇒ (6) + 2 = 8

While Sarya is not able to connect, Zev manages to get a bite in, and while he manages to throw the sprite down, the orb is able to quickly recover. However, the movement pattern seems a bit off, as if perhaps the sprite is beginning to feel the effects of battle.

Flying creatures cannot be tripped. Had to look it up!

Caelia, Growler and Aishe can take their round 8 actions, and Yagello, Arkady, Caelia, Aishe and Igmar can also take their round 9 actions.


Quick Stats:
AC 13 (*14 w/ shield), 10, 13* (+4 v. giants); F3, R4, W4 (+2 v. spells, Spell-like, poison; +4 v. sonic, language-dependent); CMB 3, CMD 13; Init. +0; Prcpt +5
Status:
HP 19/21; Bardic Performance 8/8; Spells: 1st 2/3; Cold Iron Arrows: 17, Arrows: 20, Alchemist's Fire: 10

I'm pretty sure that I have both round 8 and 9 actions, but I'll use them both to attack.

Igmar, exhausted from the fighting and ready to end the combat, swings twice fiercely at the sprite.

Attack with cold iron pick: 1d20 + 2 ⇒ (16) + 2 = 18
Damage if successful: 1d6 + 2 ⇒ (4) + 2 = 6

Attack with cold iron pick: 1d20 + 2 ⇒ (14) + 2 = 16
Damage if successful: 1d6 + 2 ⇒ (4) + 2 = 6


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

I had said previously Aishe would move to P14. She should have been able to move the 15' there despite the snow. She is now in M13 for some reason, when she started the last round in N13. What's going on with that?

Standard action - cast Acid splash at sprite A

Ranged touch attack, acid splash, into melee: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
Damage, acid splash, plus focus: 1d3 + 1 ⇒ (2) + 1 = 3

Move action - reload light crossbow with standard crossbow bolt


F Gray Wolf TN Companion | AC 14 T 12 FF 12 | HP 8/13 | F +5 R +5 W +1 | Init +2 | Perc +5

Move action - leaping up to get at the sprite (may provoke AoO)

Acrobatics, jumping: 1d20 + 10 ⇒ (11) + 10 = 21

Standard action - attack sprite A

Bite attack: 1d20 + 2 ⇒ (17) + 2 = 19
Bite damage: 1d6 + 1 ⇒ (6) + 1 = 7


Igmar: Yes, that is my mistake. Aishe: My apologies, that was my mistake as well.

Igmar takes a pair of swings at the sprite, but with it moving about so much, he finds it difficult to pin the fey down, finding only empty air. Aishe's acid splash also goes wide, hitting a branch above instead.

Growler, though, is able to whirl around and catch the sprite briefly in her jaws, clamping down on the creature hard. The creature shouts out as it quickly wriggles free, clearly distressed.

Sylvan:
"Vosi, help!"

Map has now been (hopefully) updated. Caelia can still take her round 8 action, and Yagello, Arkady, Caelia and Aishe can also take their round 9 actions.


Male Human (Varisian) Rogue 1/Wizard 1 Status: AC 11, 7/13 hit points

Since Arkady doesn't speak Sylvan, I have not been reading the spoilers. If there is something there you intended me to be aware of, let me know. :)

As the sprites have not apparently done anything magical, Arkady raises his crossbow and makes one more attempt at a shot.

Standard action: Fire at "S". Move action: Reload

Crossbow, into melee: 1d20 + 1 - 4 ⇒ (5) + 1 - 4 = 2
damage, if successful: 2d6 ⇒ (3, 4) = 7

I just give up. *sigh*/


Male Human (Taldan) Ranger 2 (Skirmisher) HP 14/22 AC 20

Yagello's eyes narrow to thin slits as his quarry is finally in range. He kicks some snow out of his way and swings his sword in a wide arc.

I'm assuming the sprite is in square R-11. Hopefully, I'm right, otherwise it'll be another round before I can attack!

Move action to R-12

Attack (Cold Iron Longsword): 1d20 + 3 ⇒ (19) + 3 = 22; If successful, Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Critical Hit Confirmation: 1d20 + 3 ⇒ (1) + 3 = 4; If successful, Damage: 1d8 + 3 ⇒ (5) + 3 = 8


F Half-elf NG Sorcerer 1 | AC 13 (16*) T 12 FF 11 (14*) | HP 7/7 | F +2 R +2 W +3 | Init +4 | Perc +3 (* Mage armor)

It's combats like this one where I wish that I had chosen magic missile as one of my starting spells, despite it's limitations later on.

Snarling now with frustration at her inability to hit the tiny, blue-skinned sprites flitting about the lower branches of the trees, Aishe abandons her attempts to hit it with spells. Seeing that Growler, Igmar and Yagello are now clustered around the tree trying to kill the thing, Aishe instead wades through the snow closer to Caelia, and looses her crossbow at the other sprite which Zev and Sarya are attempt to hit.

Move action - Move to Q11
Standard action - Ranged attack, light crossbow, at sprite fighting with Zev (I can't tell which square it's in; the icon is sitting on the intersection of the gridlines)

Ranged attack, light crossbow, into melee: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Damage, light crossbow bolt: 1d8 ⇒ 6

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Silver Crusade

Submission Link

Crunch is far from done at this point, but the fluff is there. Also may change the picture (former alias and that's the one I had before).


1 person marked this as a favorite.
Xzaral wrote:

Submission Link

Crunch is far from done at this point, but the fluff is there. Also may change the picture (former alias and that's the one I had before).

Hey, it is the Genie! "You ain't ever had a friend like me!"


Dotting with interest.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Dotting for interest

So many ideas for this one, but I have a feeling I'll either end up with a Witchguard Ranger or a Dwarven Viking Fighter.

Unless its a Cavalier. Or a Cleric. Or...you see the problem.


Dakcenturi - Aasimar are not allowed for this game. Sorry!

Here's the updated list of characters so far:

  • Calinthas Aldimay - Caelia Taviskin - Female Human (Taldan) Cleric of Sarenrae (Merciful Healer)
  • The Great Rinaldo! - Arkady Szriakou - Male Human (Varisian) Wizard (Divination Focus)
  • JASON RODARTE - Nathalia Greenmeadow - Female Human (Jadwiga) Witch (Hedge Witch)
  • Camris - Thorfinn Aeldson - Male Human (Ulfen) Barbarian (Titan Mauler)
  • Sersi - Olwyn - Female Human (Varisian) Witch
  • Kor - Orc Scrollkeeper - Verak Grimwolf - Male Human (Ulfen) Ranger (Guide, Skirmisher)
  • Aziza Plumbockett - Aishe Grynne - Female Half-Elf Sorceror (Wildblooded - Sylvan)
  • CrazyYodler - Tyro Dardir - Male Human (Ulfen) Fighter
  • Ptolmaeus Arvenus - TBD - Summoner (Synthesist) or Alchemist (Vivisectionist)
  • The Wise Fox - Tribble Padfoot - Male Halfling Oracle of Winter (Seeker)
  • EndofDivine - Sarya Melisandra - Female Human (Taldan?) Druid
  • Algar Lysandris - Taliesin Flamel - Male Half-Elf Alchemist
  • Cuàn - Maleiu Selana - Female Human Oracle/Barbarian (Rage Prophet)
  • Vanulf Wulfson - Magnus Olafson - Human (Ulfen) Magus (Hexcrafter)
  • Daynen - Gellwyn Finnisdottr - Female TBD Witch
  • Arknight - TBD - Half-elf Rogue
  • Seamus Greenbottle - Igmar Cratebearer - Male Dwarf Bard (Thundercaller)
  • ShadowyFox - TBD - TBD
  • Dakcenturi - Antwar Bahtwani - TBD Monk
  • bigrin42 - Firebeard - Male Dwarven Monk
  • Xzaral - Hyporia Stardust - Female Human Flame Oracle
  • The Crusader - TBD - TBD
  • pH unbalanced - TBD - TBD

If I've missed your submission, or made any mistakes, please let me know!

Since we've got more than enough characters now, I'm going to get ready to close submissions. Just in case anyone still is working on something, I'm going to give until Saturday, May 25 at 9 pm Eastern Daylight Time (UTC -4) to enter your character. After this, I will give everyone 24 hours, until 9pm EDT on Sunday, May 26 to make any refinements or additions before I look closely at the submissions and make my selections.

Based on the number of submissions, I am probably going to increase the party size to six.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Well, I ended up far from what I originally intended.

I will be submitting a Halfling Inquisitor of Ng, with the Witch-Hunter archetype, and the Travel Domain. She will also very likely make a detour into Halfling Opportunist.

Now I just have to put her together...


Really excited about this adventure path, especially since it's unseasonably cold in Pennsylvania right now!

Here I submit Yagello, a human skirmisher ranger and native of Taldor. None of the player's guide traits really spoke to me when creating this character, so I chose Law Enforcer and Heirloom Weapon instead, per GM approval of course. :)

I'm not playing in any other PBP campaigns at the moment, though I played in a Jade Regent PBP on these boards last year. That campaign was a blast though it prematurely ended halfway though the first book when the GM disappeared. :(


I am looking forward to this AP if chosen.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

So here is Renna, my female Halfling Inquisitor (Witch-Hunter) of Ng. I hope you like her -- let me know if you have any questions.

Stats:
ST: 8: DX: 16 CN: 12 IN: 13 WI: 16 CH: 12
Female Halfling Inquisitor (Witch-Hunter) of Ng

Domain: Travel
Feat: Weapon Finesse
Traits: Warded against Witchery, Well-Informed

Spells Known:
Level 0: Brand, Detect Magic, Read Magic, Sift
Level 1: Bane, Expeditious Retreat

Background:
Secrets are the stone in the peach -- the bitter heart lurking within the succulence, which stands ready to sprout the moment you discard it. Secrets are the wind in the trees -- faint voices just beyond understanding that promise that wisdom if only you were just a little more practiced at listening. Secrets are a frost in May -- fragile beauty disappearing at dawn's first crimson caress, but with the lingering chill of fear.

Renna knew all about secrets. They were the armor that had warded her village from Chelaxian slavers, until the day someone else's secret sold them out. Renna escaped through chance alone -- she was picking the most delicious berries, and had followed the trail of bushes until she was far outside the village. She returned from her feast to see everyone she knew led off in chains. It was only later that she realized the season was much too early for those berries to grow.

Renna burned with anger, but she never gave into loneliness or despair. For one thing, she was not alone. There were sprites in the woods, and pixies, and they befriended her in their way, with inappropriate pranks and unlooked for aid. And the woods themselves spoke to her, in the patterns of vines and cobwebs, of riverrocks and falling leaves.

It was in the sprouting of tulip blooms where Renna first saw the name 'Ng' spelled out. "He is the Master of Seasons, and of Secrets," a sprite told her. "Powerful and dangerous -- one of the Eldest. It is best not to talk of him." The pixies would not say even that much. Renna pledged her loyalty to him that day, even as she knew they were already bound.

From then on, Renna took her orders from the wind and the twinkling stars. At spring's first bloom, a flurry of autumn leaves spelled out 'Heldren' and 'Taldor' before being scattered by the breeze, and so she made haste there, for what purpose she does not know.

Description:
Renna is nondescript, even for a halfling, though her skin is perhaps a touch browner and her hair a touch more red than the norm. Her clothing and equipment is well-worn, but in good repair, and also in the browns, yellows, and reds of autumn leaves.

Personality:
Renna is accustomed to solitude, and so only speaks when she has something to say. She is friendly enough, and interested in people, but it is often only after a conversation has concluded that the other person realizes that Renna has told nothing of herself. She is also very superstitious and always on the lookout for strange portents -- mostly because she is very used to receiving them.

Also, would you be willing to allow the Polyglot alternate Racial Ability for Halflings from the ARG? I can certainly make her work without it, but it seemed to be a good fit. Here are the details.

Polyglot:
Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.

Oh, and I'm currently in 4 PbPs, although only one has had any activity in the last week or so.


GM - I am at the beach with my family this weekend (Memorial Day, hoo-rah!), and am updating from my phone. Will try and tweak character, but internet is spotty until Monday evening. If you come across something that seems wonky, just let me know on here or PM.


Here is Kalt Ísson, an Ulfen ranger (guide), born to the frozen wilds of Icemark, and half-ice himself. It's a bit more text than you asked for - I started writing it a while ago for a different recruitment, and got a bit carried away when I picked it up again.

I am currently in 9 other PbPs, and am a very regular poster.

On an unrelated note: pH Unbalanced - from two posts above this one - is a very creative, inventive PbP'er whose characters have a lot of fun flavor - so give her a close look!

Appearance & Personality:

Kalt Ísson - “Ice-son“ in his native Ulfen – is, in several senses, a creature of the frozen wilds. Found on the ice by his mother, somehow still alive after spending a night out in biting cold, his appearance marked him out as different, even when he tried to fit in. Now a grown man, he is tall like most of his Ulfen brethren, though where they tend to be broad and bulky, Kalt is lean and sinewy. He has extremely pale skin, hair so blond it is almost white, and eyes of a crystalline ice blue, all of which combine to make him seem a walking vision of winter’s chill. This effect is enhanced by his attire – a shirt of chain links, the steel of which is a silver color so light it looks more like shade-dappled snow than metal, and surcoat, leggings, and boots of ivory-white leather. Over this he wears a long cloak, pale white on one side and darkest black on the other. The hilt of a long blade protrudes over his left shoulder, and a pale ash bow can be seen over his right.

Kalt has never connected easily with his fellow man. He is kind enough, and interested in the people around him, but he is a poor communicator of this interest, often seeming cold and distant by virtue of his appearance and awkwardness. At times, this bothers him, and he struggles against it to make friends. At other times, when he seeks the solace of wild places, or the solitude of a frosty winter night, he feels that he needs no one else. He is generally able to maintain his good cheer well enough by keeping a balance between these two moods, though it is a lonely life. His solo travels have put him in many hard situations where he has had only himself to rely on, and he has come to be a swift decision-maker, and a daring one. He doesn‘t hesitate in the face of danger. In fact, he has been known to take the riskier route, just for the adventure in it.

Kalt’s tale:

“You ask how I came to be here, a son of the Icemark, here in the soft lands of the southern Linnorm Kings? Well, I’m not much of a tale-spinner, but I’ve enjoyed talking with you so far, and the blizzard outside makes it damn unlikely I’ll have a paying customer looking to travel tonight, so you’re in luck.”

“As you’ll have guessed from looking at me, there are some who say I’m touched by the fey – though I don’t believe it. Fey folk have magic, and fear the touch of iron, and neither is true of me, and I can grow a beard when I choose. Though I can’t claim to not be a bit different from most folk. Cold doesn’t touch me, never has – and that’s how I came to leave the cold lands of the north.”

“My mother – Gunhild was her name - was older, past the age where she could expect to have a child, and full of sadness for the lack of a little one to love, but she was a beauty for the skalds to sing of. My father was younger by some years, mad with love for her and filled with rage – I think he wanted only to make her happy, and he blamed their childlessness on himself. That is what I was told, at any rate, by my uncle Kjartan, my sister’s elder brother, for that was all before I was born. And about that, I know nothing, for I am a foundling.”

“My mother used to tell me the story of how she found me. How she was out walking one day, having told my father she was going to look for spring herbs, though winter had not yet begun to relinquish its grip and no herbs were to be found on the snow on that bitter, icy day. I think she just wanted to be alone with her sadness, though she never as much to me. In any case, she discovered my tiny body, even paler than you see me now, on a patch of ice in the shade of a great soldier pine. A woman who wanted nothing in the world more than her own child, she could not fathom how anyone could leave a babe out to die on the ice. She picked me up and to her amazement, pale and cold as I was, I cried out. And so did she, in joy and amazement, that she held a child, and at the thought that the child could be her own.”

“She wrapped me in her shawl and carried me quickly home, and her joy must have filled my father’s heart with gladness, to see her smile and laugh so at the change in her fortune. I guess they were happy for some years, though my mother much more so than my father. He had wanted a son of his own line, and one not so scrawny and…well, fey. Children left by the fey folk are not uncommon near Elfmeet, in the west of Icemark, not so very far from my home, and he came to believe more and more strongly that I was one of them. Though I’ll say again, I may look it, but I don’t believe I’ve got a drop of fey blood in me. But that’s not the tale we’re telling here, is it? My mother was happy, and loved me dearly. My father took good enough care of me when I was just a boy, though there was little love between us. As I grew, that little love became less. He felt I had taken his place in my mother’s affections, and resented me, and as I grew older, we fought. With words, I should say, at least at first. We would argue and shout and he would threaten, but before he could lay a hand on me, I would vanish into the wild, into the cold.”

“As I said, the cold doesn’t really touch me, and I took to disappearing into the woods and mountains – just for a few hours at first when I was very young, even walking out the door barefoot, in need of the peace and well-being I could find in the cold woods, where few others ventured and I could be alone. I hunted as a boy with my uncle, and he had seen I had some gifts in that regard, and that I would stick to a task until I saw it through, and he came to regard me kindly, perhaps even love me. He taught me what he knew of woodcraft and survival, and I built upon that.”

As I grew, I travelled further and longer, and came to see I was not alone in the cold. The beasts of the frozen plains and the Iceworm Hills came to be my companions and my fascination. I would track and study them, moving through the hills without a sound, learning their ways and weaknesses, their secrets and strengths. Some I learned to avoid, some I failed to avoid and had no choice but to fight them to survive – though my study of them helped me in those fights, no doubt. Other creatures I was able to come to an understanding with, more so than with many people, and the cold wilds truly became my home.”

“My mother ever worried about my rangings, and her concern, and my lack of it, were the death of her. In my 15th winter, after a bitter argument with my father, I snatched up my pack and my weapons and set out on a long trek. I was gone for nearly two weeks, longer than ever before, when my mother took it upon herself to look for me. She was ill-prepared for such an outing, and told no one, leaving the house crazed with worry about me. She got lost, or gave up, or something, and was gone overnight, and found by my father after some days, frozen to death – and of all this I knew nothing. When I returned home, my father attacked me – and this time not with words. He said I was no son of his, and called me a son of the ice, for I had been born to the ice, and now had made my mother ice as well. Forgive me, I need a moment. I have never told this entire tale to anyone, and it was not so very long ago.”

“Where was I? Ah yes, a son of the ice. That is now my name, Ísson, as I‘ve no wish to carry my father‘s name, and it reminds me of what my carelessness and selfishness did to my mother.“

“So, my father and I fought, both fueled by sorrow and rage, and to my surprise, I bested him. I had been hardened by my ranging and my instinct for studying my prey had taught me much about my father, though I never thought to use it. As I say, I bested him, and would have killed him had not my uncle Kjartan come running into the house and stayed my hand. He told me that my mother had loved us both, son and father, and would not wish us to harm each other. I saw he was right and, for my mother‘s sake, I stepped away from my father, who promptly snatched up a wood-axe and tried to kill me. My uncle held him off while I made my escape, for I knew my father would fight me to the end, and there is only one way for a fight to end when one man is unwilling to kill the other.“

“I left my home that day, some four winters ago, to place as much distance as I could between myself and my father, who I fear still seeks some strange vengeance on me. I made my way south and east, learning the ways and dangers of new lands and beasts, and eventually came to Heldren. I now use what I‘ve learned of the cold wilds to guide those who must travel them, or wish to hunt them, or otherwise need to survive in them. And I now study my fellow man as I once only studied the creatures of the wild, noting their strengths and weaknesses, the good and ill of their ways, and it is a fascinating study. And when that study turns my mood too dark, I continue my own private explorations of these cold lands, to learn more, and seek quiet and peace.“

Crunch:
Kalt Ìsson
Male Human Ranger (Guide) 1
CG medium humanoid (6’, 4”', 200 lbs)
Init +2; Senses Perception +6

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor +2 Dex)
HP 11 (1d10 +1 Con)

Saving Throws
Fortitude: +4 (+2 level, +2 Con)
Reflex: +4 (+2 level, +2 Dex)
Will: +2 (+0 level, +2 Wis)

OFFENSE
Speed 30 ft.

Melee Greatsword: +4 (2d6+6/19-20/x2)
Melee Greatsword with Power Attack +3 (2d6+9/19-20/x2)
Melee Light Mace: +4 (1d6+4/20/x2)
Melee Dagger: +4 (1d4+4/19-20/x2)
Ranged Dagger, Thrown: +2 (1d4+4/19-20/x2/10' increment)
Ranged Longbow: +2 (1d8/x3/100' increment)
Ranged Sling: +2 (1d4+4/x2/50' increment)

STATISTICS
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1, ; CMB +4; CMD 16
Feats Power Attack, Cleave
Traits Frostborn, Northern Ancestry

Trained Skills (Ranks per level = 6)
Handle Animal: +4 (1 rank, +3 class)
Intimidate: +4 (1 rank, +3 class)
Knowledge (Geography): +4 (1 rank, +3 class)
Perception: +6 (1 rank, +3 class, +2 Wis)
Stealth: +6 (1 rank, +3 class, +2 Dex)
Survival: +6 (+7 to track) (1 rank, +3 class, +2 Wis)

Untrained Skills
Acrobatics: +2 (+2 Dex)
Climb: +4 (+3 Str)
Diplomacy: +0
Heal: +2 (+2 Wis)
Sense Motive: +2 (+2 Wis)
Swim: +4 (+3 Str)

Languages Common, Ulfen
Other Gear 10 GP | Greatsword, 2 Daggers, Light mace, Longbow (40 arrows, 20 blunt arrows), Sling (20 bullets), Chain shirt, Pathfinder's Kit (backpack, bedroll, belt pouch, mug, 2 fishhooks, flint & steel, sewing needle, signal whistle, 50’ string, 50’ thread, 2 water skins, whetstone), Rope, 50', 5 candles, 3 sunrods, flint&steel, 10 days rations, 5 pieces chalk

SPECIAL ABILITIES
Ranger’s Focus: 1/day, select 1 enemy as swift action, gain +2 attack and damage
Track: add ½ level to Survival roll to track (+1)
Wild Empathy: improve initial attitude of an animal, works like Diplomacy skill, add ½ level to roll (+1)

RACIAL TRAITS
Heart of the Snows: treat cold climates as one category less severe; +2 on Fortitude saves vs effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions.


Looks like I'm slipping in just under the wire. Still have some stuff to fix up and correct. Got to pick traits and go over equipment for sure.

Wondering how you feel about two weapon fighting with a spear. I'd be amenable to dropping the damage to 1d6/1d6 P/B.

Currently running 2 PbPs. (Just finished a third) Playing in 4 or 5 more, but 2 of those are a bit anemic.


Submitting a very unconventional Magus for consideration. This son of a witch is a very late bloomer for very grim reasons, and prefers to wield a scythe instead of a sword. Maybe because it makes more sense to him than the dangerous things he has learned...

This would be my 4th and final PbP. Could manage more, but that ensures all are managed well.


Seems I'm just in time as well. He should be all finished and ready for scrutiny. Currently I'm playing no other PbPs, but am applying for one other.


Cuàn here

I swapped the first and last name since I think the name actually feels more natural this way. I also decided to start as Barbarian and pick up Oracle later as to me explaining why someone becomes an oracle when she was a barbarian is easier than the other way around.

Physical Description:
Selana is a tall, wiry young lady with skin white as snow, except for the blush on her cheeks and the occasional bruising from both hard labor in the field and sparring with her brother. Her long raven black hair frames her face in a very flattering manner when she does not wear it pulled together in a knot on the back of her head, something she does when working.

Selana almost always wears her studded leather armor, even around her parents' house. When asked she says it is to be used to the weight so she can bear it when it's needed, but actually it's a more sentimental reason as the armor used to belong to her older brother, who died as a result of a bear attack out in the woods. She also carries her brother's fauchard, a weapon she learned to wield specifically to honor him.

Personality:
Selana is a sweet but rather rash and brazen girl. She spars with her two brothers and her father, all members of the town watch, but refuses to join herself as she does not like being restricted by the strict rules and hierarchy. To her rules and laws are a much needed thing, but they are not really for her, though she doesn't break them if it can be avoided.

Selana likes to boast about her skills with her weapon of choice and thoroughly enjoys humiliating those who claim they can beat her. Humor is something Selana uses to cope with misfortune and loss, sometimes turning to black humor when times get dire, like after her brother's death.

Background:
Selana was born in Heldren as the third child of Aldert and Melina Malieu and their only girl. Her father is a very devoted town guard while her mother works as a seamstress. Growing up in a family dominated by men she behaved more like a boy than a girl, much to chagrin of her mother who had hoped for real girly girl. Instead Selana cut her own her to resemble her brothers' when her mother denied her request and she'd sneak out to play instead of learning to do housework.

It went on like this for many years until she was thirteen years old. At that moment her eldest brother joined the town guard, just like their father. Seeing how happy her parents were with this she decided she'd become a guard as well when she grew up and as a result got far more serious than she had been before. All this changed once more a year later when the same brother died on a hunting trip with his friends, mauled by a bear. Seeing how much this all pained both her family and her brother's young bride she changed her plan. Thinking about how much of one's time was consumed by the work for the guard she decided it wasn't for her after all. She did not want to feel like she missed the people around her or to later have regrets about not spending time with her loved ones, like her father had after her brother died.

Since then she picked up her brother's armor and weapon, training to protect the town from threats while still doing what she wants to do. Better work a few days on a farmer's field and then go back home tired than be gone every day for almost the entire day. This was something she intended to do for the rest of her life, even if she managed to find a husband worthy of her and had children of her own.

Recently however strange dreams have been haunting her. Visions of herself as a giantess in the far north of the world. Many people had said that her family on mother's side must have giant's blood flowing through their veins as not only was her mother a tall, bulky woman her uncles were also among the tallest man in town. Supposedly her family from before that were in a similar situation being the tallest people in town. The dreams however were a new thing and her mother was surprised when she told her as this was the first time they occurred, or at least that was registered.

Still working on the sheet, but it's getting late. I hope this is enough to keep me up for consideration as I'll finish it when I get up in the morning.


Updated with Human race.

Stats:

Antwar Bahtwani
Human Monk (Zen Archer) 1
LN Medium Humanoid (human)
Init +8; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shortbow +2 (1d6/x3)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 18
Feats Improved Initiative, Improved Unarmed Strike, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Traits Reactionary, Restless Wayfarer (Knowledge [local])
Skills Acrobatics +6, Climb +6, Escape Artist +6, Perception +8, Sense Motive +8, Stealth +6
Languages Common, Osiriani
SQ ac bonus +4, unarmed strike (1d6)
Other Gear Arrows (40), Shortbow, Rope, Trail rations (2), Waterskin, You have no money!
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20) (1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


New entries are now closed. Anyone in the list below still has until Sunday, May 26 at 9 pm Eastern Daylight Time (UTC -4) to make any adjustments before I pick the players. I plan on making my decision by around Wednesday.

Here's the final list of entries:

  • Calinthas Aldimay - Caelia Taviskin - Female Human (Taldan) Cleric of Sarenrae (Merciful Healer)
  • The Great Rinaldo! - Arkady Szriakou - Male Human (Varisian) Wizard (Divination Focus)
  • JASON RODARTE - Nathalia Greenmeadow - Female Human (Jadwiga) Witch (Hedge Witch)
  • Camris - Thorfinn Aeldson - Male Human (Ulfen) Barbarian (Titan Mauler)
  • Sersi - Olwyn - Female Human (Varisian) Witch
  • Kor - Orc Scrollkeeper - Verak Grimwolf - Male Human (Ulfen) Ranger (Guide, Skirmisher)
  • Aziza Plumbockett - Aishe Grynne - Female Half-Elf Sorceror (Wildblooded - Sylvan)
  • CrazyYodler - Tyro Dardir - Male Human (Ulfen) Fighter
  • Ptolmaeus Arvenus - TBD - Summoner (Synthesist) or Alchemist (Vivisectionist)
  • The Wise Fox - Tribble Padfoot - Male Halfling Oracle of Winter (Seeker)
  • EndofDivine - Sarya Melisandra - Female Human (Taldan) Druid
  • Algar Lysandris - Taliesin Flamel - Male Half-Elf Alchemist
  • Cuàn - Selana Malieu - Female Human Oracle/Barbarian (Rage Prophet)
  • Vanulf Wulfson - Magnus Olafson - Human (Ulfen) Magus (Hexcrafter)
  • Daynen - Gellwyn Finnisdottr - Female TBD Witch
  • Arknight - TBD - Half-elf Rogue
  • Seamus Greenbottle - Igmar Cratebearer - Male Dwarf Bard (Thundercaller)
  • ShadowyFox - TBD - TBD
  • Dakcenturi - Antwar Bahtwani - Male Human (?) Monk
  • bigrin42 - Firebeard - Male Dwarven Monk
  • Xzaral - Hyporia Stardust - Female Human Flame Oracle
  • The Crusader - TBD - TBD
  • pH unbalanced - Renna - Female Halfling Inquisitor(Witch-hunter) of Ng
  • Modulok - Yagello - Male Human Ranger (Skirmisher)
  • Khelreddin - Kalt Ísson - Male Human (Ulfen) Ranger (guide)
  • threalthom - Gwen Portrow - Female Human (?) Fighter
  • Yossarin - Aurachas - Male Human (Taldan?) Magus
  • Proioxis - Marcus Valere - Male Human (Chelaxian) Magus (Staff)

I will do my best to answer any remaining questions up until the adjustment deadline tomorrow.


Yagello - I would prefer if you can pick one trait from the RoW Player's Guide. If you feel you really need the two traits you have selected, though, and they are well connected to your back-story and/or other elements of your character, then I won't automatically disqualify you for not picking one.

pH unbalanced - I will allow the Polygot alternate racial ability.

Firebeard - It looks like your traits are from the wrong campaign (from the looks of it, Jade Regent).

Gwen Portrow - A spear is a two-handed weapon, so you cannot use it with two-weapon fighting (TWF). If you wanted a spear for flavor, but wield two weapons, the shortspear is one-handed and appears to be what you'd be looking for. Although I'm not 100% sure what you were asking, so let me know if I misunderstood.

Lantern Lodge

I've updated my submission, cleaning out some minor errors, and changed his background a little bit. His role hasn't changed from magical support, diplomatic face, and trapfinding. His main weaknesses is little direct combat ability, no knowledge skills, and no wilderness abilities.

I forgot to ask if the halfling trait "Fleet of Foot" is legal, since that trait is what makes this build work. Otherwise, my movement speed is 3 squares, which will make positioning with him very difficult as I will not have a combat mount.

Also, Tribble is a middle aged halfling. Should I take my stats and apply aging effects to my stat block?

Tribble Padfoot

Background:

Tribble Padfoot has always been an adventurous halfling. A native of Heldren, he had the complete package: good looks, smart, agile, and strong (for a halfling). He was once a little known but underestimated thief of some skill, and often used his charm and skills for the local thieves guild.

However, when he was 39 years old, he and a few of his buddies were hired by a witch to steal some jewelry in a from a rival witch Irisen. It was supposed to be their biggest heist to date, and was supposed to set him up for life. Unfortunately, his team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as they were all killed by the witch. Tribble managed to escape with the jewelry, and completed his side of the contract. However, because his group was discovered and tied to his employer, his employer tried to kill him. Tribble managed to once again escape, but did not escape unscratched. His employer placed a powerful icy curse on him, turning his pinkish skin white, stealing his strength away, and permanently withering his legs from bitter cold. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the local priest of Erastil. The cleric agreed to help him, but as penance he had to learn the healing arts and serve the community. He eventually came to enjoy his work as a healer. Over the next 8 years, Tribble eventually regained much of his former mobility despite the condition of his legs through personal training and hard work. More importantly, he eventually discovered that he himself had magical talent, particularly over cold.

Despite feeling satisfied with his life, he retains some hatred and fear for the Jadwiga witches of the north, and still holds strong prejudices against witches in general. If the opportunity arose, Tribble wouldn’t mind getting some revenge.

“Those witches, you can’t trust a word they say. They all want one thing: power, and wouldn’t mind sacrificing their allies to get it. If they offer a deal, you are better off either walking away, or jabbing the point of your dagger through their heart.”

Description:

Though Tribble Padfoot is no longer the young, vibrant halfling of his rougish days, he still maintains a handsome face. He is still quite tall for a halfling at 3' 2", but most of his muscles has atrophied under the curse placed on him long ago. Still, he has stayed relatively healthy all things considered. He exercises often, and uses makeup to hide his otherwise beached skin tone. He tends to wear baggy clothes that blend into the background, which hides his weak body and lets him sneak up on his friends when he feels like trolling them. Though he uses a reinforced cane to help him move around, he can hobble around without it. Interestingly, though Tribble has human friends that are sorcerers and wizards, he doesn't trust witches at all, and is quite discriminatory towards them.

Stats:

Male Halfling Oracle of Winter (Seeker)
NG Medium Humanoid (Halfling)

Defense
AC 18, touch 14, flat-footed 15 (Armor +3, Shield +1, Dex +3, Size +1)
HP 10 (1d8+2)
Fort +3, Ref +4, Will +4
Special Defenses: +1 to Fort, Ref, and Will vs. Evil Arcane spellcasters; +2 bonus against fear

Offense
Speed 20ft. (Fleet of Foot, Lame)
Melee: Cane (Club) -1 (1d6-2, x2)
Ranged: Crossbow +4 (1d6, 19-20 / x2)
Oracle (Winter) Spells Prepared (CL 1):
1 (4x/day) Cure Light Wounds, Bless, Shield of Faith
0 (at will) Detect Magic, Light, Read Magic, Stabilize

Statistics
Str 6, Dex 16, Con 14, Int 14, Wis 12, Cha 16
Base Atk +0, CMB -3, CMD 10
Feat: Additional Traits

Traits
Eyes and Ears of the City - +1 Perception, and Perception is always a class skill for you
Silent Hunter - +1 Stealth, and Stealth is always a class skill for you
Warded against Witchery - +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, +2 trait bonus on spellcraft checks to identify spells cast by evil arcane spellcasters
Focused Mind - +2 trait bonus to concentration checks

Skills: Diplomacy +7, Disable Device +8, Heal +5, Perception +8 (+9 vs. traps), Sense Motive +7, Spellcraft +6, Stealth +12
Languages Common, Halfling, Goblin, Skald

SQ: Oracle Curse (Lame), Oracle Revelations, Tinkering, Halfling Luck, Fearless

Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling luck.
Oracle Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Oracle Revelations:
Child of Winter (Ex): You gain the benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked. During winter months, you gain a +2 insight bonus on initiative checks and reflex saving throws.

Other Gear: Studded Leather Armor, Thieves Tools (common), Oracle’s Kit, Cold-weather outfit, 6gp


Good luck to every one.


Sheet for Selana is done.

Selana is an Urban Barbarian/Invulnerable Rager. Later when she picks up Oracle she won't pick any archetypes. As for mysteries, I have reduced her list of options to Dark Tapestry, Life, Metal, Stone, Time or Winter, will decide when it comes up (at about 3rd to 4th level)

And good luck everyone.


GM,

I've updated Yagello's character sheet and switched out the law enforcer trait for the campaign specific trait, vigilante witch hunter. I've also made a minor addition to his background to explain the mechanical changes. I'm posting the change below to save you the trouble of having to reread his entire bio!

Background Edit:
Conversely, he has a hard time attacking female opponents and prefers using nonlethal tactics against them. The exception to this rule would be the winter witches of Irrisen. He doesn't have exact proof but believes the men who attacked his mother were working for a winter witch and now holds the whole lot of them as undeserving of womanhood.


GM - I edited the traits and background to fit the RoW campaign. I can't easlity edit the crunch until tomorrow night since I am posting from my phone, but it won't be significantly different from what's there (plus some cold weather gear).


Gina Bateman wrote:
I forgot to ask if the halfling trait "Fleet of Foot" is legal, since that trait is what makes this build work. Otherwise, my movement speed is 3 squares, which will make positioning with him very difficult as I will not have a combat mount.

Fleet of Fooot looks fine. I'll allow that.

Gina Bateman wrote:
Also, Tribble is a middle aged halfling. Should I take my stats and apply aging effects to my stat block?

I haven't worked a lot with aging, but yes, I think it works best if you apply the aging effects to your stat block.

Silver Crusade

Crunch should all be done at this point. One question though, how strict are you going to be in regards to encumbrance? I may end up changing my equipment slightly depending on the response.


Updated background a bit.

Background:
[spoiler=Background]Antwar grey up in Osirion, orphaned at an early age when his parents never returned home one day. He was so young when this happened he remembers little of his parents aside from a small trinket he carries of theirs. Before getting carted off to an orphanage or worse Antwar decided to flee to the streets. Living on the streets he ran into a group of Irori worshipers who took pitty on the street hardened boy. It quickly became apparent that Antwar was specifically well skilled with the bow and so they set to training him as a disciple of Irori. One fateful day, amidst his training he came across a group of Pathfinders fighting off some undead from a recently opened tomb. Coming to their aid the Pathfinders offered him great opportunities to improve his skills and travel the world. Coming from the streets and never feeling a specific sense of home and always having a sense of wanderlust he parted ways with the monks and went to join with the Pathfinders finding the travel and tasks around the world a much enjoyed change of pace.

Antwar is 5'11", his eyes are an amber color. He keeps his head and face cleanly shaven. He wears simple monks garbs and carries little past his bow and gear to survive.

Antwar is generally quite and keeps to himself. Having grown up on the streets and then being trained by monks he learned to be very self-reliant and independent. He has a generally friendly demeanor if engaged but is not a great conversationalist by any means.


Pathfinder PF Special Edition Subscriber

Updated with new stat block. Moved a single point from Con to Dex to keep his stealth, disarming, and ranged touch attacks decent.

Tribble Padfoot

Background:

Tribble Padfoot has always been an adventurous halfling. A native of Heldren, he had the complete package: good looks, smart, agile, and strong (for a halfling). He was once a little known but underestimated thief of some skill, and often used his charm and skills for the local thieves guild.

However, when he was 39 years old, he and a few of his buddies were hired by a witch to steal some jewelry in a from a rival witch Irisen. It was supposed to be their biggest heist to date, and was supposed to set him up for life. Unfortunately, his team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as they were all killed by the witch. Tribble managed to escape with the jewelry, and completed his side of the contract. However, because his group was discovered and tied to his employer, his employer tried to kill him. Tribble managed to once again escape, but did not escape unscratched. His employer placed a powerful curse on him, stealing his strength away; his legs became withered and maimed. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the local priest of Erastil. The cleric agreed to help him, but as penance he had to learn the healing arts and serve the community. He eventually came to enjoy his work as a healer. Over the next 8 years, Tribble eventually regained much of his former mobility despite the condition of his legs through personal training and hard work. More importantly, he eventually discovered that he himself had magical talent, particularly over cold.

Despite feeling satisfied with his life, he retains some hatred and fear for the Jadwiga witches of the north, and still holds strong prejudices against witches in general. If the opportunity arose, Tribble wouldn’t mind getting some revenge.

“Those witches, you can’t trust a word they say. They all want one thing: power, and wouldn’t mind sacrificing their allies to get it. If they offer a deal, you are better off either walking away, or jabbing the point of your dagger through their heart.”

Description:

Though Tribble Padfoot is no longer the young, vibrant halfling of his rougish days, he still maintains a handsome face. He is still quite tall for a halfling at 3' 2", but most of his muscles has atrophied under the curse placed on him long ago. Still, he has stayed relatively healthy all things considered. He exercises often, and uses makeup to hide his otherwise beached skin tone. He tends to wear baggy clothes that blend into the background, which hides his weak body and lets him sneak up on his friends when he feels like trolling them. Though he uses a reinforced cane to help him move around, he can hobble around without it. Interestingly, though Tribble has human friends that are sorcerers and wizards, he doesn't trust witches at all, and is quite discriminatory towards them.

Stats:

Male Halfling Oracle of Winter (Seeker)
NG Medium Humanoid (Halfling)

Defense
AC 18, touch 14, flat-footed 15 (Armor +3, Shield +1, Dex +3, Size +1)
HP 9 (1d8+1)
Fort +2, Ref +4, Will +4
Special Defenses: Warded Against Witchery, Fearless
Offense
Speed 20ft. (Fleet of Foot, Lame)
Melee: Cane (Club) -1 (1d6-2, x2)
Ranged: Crossbow +4 (1d6, 19-20 / x2)
Oracle (Winter) Spells Prepared (CL 1):
1 (4x/day) Cure Light Wounds, Bless, Shield of Faith
0 (at will) Detect Magic, Light, Read Magic, Stabilize

Statistics
Str 5, Dex 16, Con 12, Int 15, Wis 13, Cha 17
Base Atk +0, CMB -3, CMD 10
Feat: Additional Traits

Traits
Eyes and Ears of the City - +1 Perception, and Perception is always a class skill for you)
Silent Hunter - +1 Stealth, and Stealth is always a class skill for you
Warded against Witchery - +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, +2 trait bonus on spellcraft checks to identify spells cast by evil arcane spellcasters
Focused Mind - +2 trait bonus to concentration checks

Skills: Diplomacy +7, Disable Device +8, Heal +5, Perception +8 (+9 vs. traps), Sense Motive +7, Spellcraft +6, Stealth +12
Languages Common, Halfling, Goblin, Skald

SQ: Oracle Curse (Lame), Oracle Revelations, Tinkering, Halfling Luck, Fearless

Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling luck.
Oracle Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Oracle Revelations:
Child of Winter (Ex): You gain the benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked. During winter months, you gain a +2 insight bonus on initiative checks and reflex saving throws.

Other Gear: Studded Leather Armor, Thieves Tools (common), Oracle’s Kit, Cold-weather outfit, 6gp


Xzaral wrote:
One question though, how strict are you going to be in regards to encumbrance?

I'm not sure what your exact question is, but given this AP involves some travel at points, I will be trying to fairly closely follow the rules for encumbrance. Later on as things progress, and the party has developed magical solutions for most encumbrance problems, I'll likely ease up and only track "major" things.

Let me know if you need more details, or have any further questions.


Just a reminder, New entries are now closed. Anyone in the list below still has until Sunday, May 26 at 9 pm Eastern Daylight Time (UTC -4) to make any adjustments (or in a few cases, submit their character) before I pick the players (just over four hours as I write this). I plan on making my decision by around Wednesday.

Here's an updated list of entries:

  • Calinthas Aldimay - Caelia Taviskin - Female Human (Taldan) Cleric of Sarenrae (Merciful Healer)
  • The Great Rinaldo! - Arkady Szriakou - Male Human (Varisian) Wizard (Divination Focus)
  • JASON RODARTE - Nathalia Greenmeadow - Female Human (Jadwiga) Witch (Hedge Witch)
  • Camris - Thorfinn Aeldson - Male Human (Ulfen) Barbarian (Titan Mauler)
  • Sersi - Olwyn - Female Human (Varisian) Witch
  • Kor - Orc Scrollkeeper - Verak Grimwolf - Male Human (Ulfen) Ranger (Guide, Skirmisher)
  • Aziza Plumbockett - Aishe Grynne - Female Half-Elf Sorceror (Wildblooded - Sylvan)
  • CrazyYodler - Tyro Dardir - Male Human (Ulfen) Fighter
  • Ptolmaeus Arvenus - TBD - Summoner (Synthesist) or Alchemist (Vivisectionist)
  • The Wise Fox - Tribble Padfoot - Male Halfling Oracle of Winter (Seeker)
  • EndofDivine - Sarya Melisandra - Female Human (Taldan) Druid
  • Algar Lysandris - Taliesin Flamel - Male Half-Elf Alchemist
  • Cuàn - Selana Malieu - Female Human (Taldane) Oracle/Barbarian (Urban Barbarian/Invulnerable Rager - Eventually Rage Prophet)
  • Vanulf Wulfson - Magnus Olafson - Human (Ulfen) Magus (Hexcrafter)
  • Daynen - Gellwyn Finnisdottr - Female TBD Witch
  • Arknight - TBD - Half-elf Rogue
  • Seamus Greenbottle - Igmar Cratebearer - Male Dwarf Bard (Thundercaller)
  • ShadowyFox - TBD - TBD
  • Dakcenturi - Antwar Bahtwani - Male Human (?) Monk
  • bigrin42 - Firebeard - Male Dwarven Monk
  • Xzaral - Hyporia Stardust - Female Human Flame Oracle
  • The Crusader - TBD - TBD
  • pH unbalanced - Renna - Female Halfling Inquisitor(Witch-hunter) of Ng
  • Modulok - Yagello - Male Human Ranger (Skirmisher)
  • Khelreddin - Kalt Ísson - Male Human (Ulfen) Ranger (guide)
  • threalthom - Gwen Portrow - Female Human (?) Fighter
  • Yossarin - Aurachas - Male Human (Taldan?) Magus
  • Proioxis - Marcus Valere - Male Human (Chelaxian) Magus (Staff)


Short spear is fine. As a flavor thing, I was wondering if Gwen could wield the spear kind of like a quarter staff, two weapon fighting with the point and butt. It's not a big deal.


Since I noticed there's a question mark there, Aurachas is most likely Kellish by blood, though not so much by culture...save for the fact that the first formative years of his life were spent alone in the woods with a witch, and by the time he reached civilization he had stunted development. Natural intelligence, just only marginally learnéd. He wandered quite a ways to the south after retreating from his mother's icy clutches.


Not sure what the question mark by mine is? If it is race he is Garundi. If it is archetype he is Zen Archer.

Dark Archive

Magnus Olafson:

Magnus Olafson
Male Human (Ulfen) Magus (Hexcrafter) 1
CG Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 14 (1d8+6)
Fort +5, Ref +1, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +2 (1d8+2/19-20/x2) and
. . Spear +2 (1d8+3/x3) and
. . Warhammer +2 (1d8+2/x3)
Ranged Light crossbow +1 (1d8/19-20/x2)
Magus (Hexcrafter) Spells Prepared (CL 1):
1 (2/day) True Strike, Frostbite
0 (at will) Read Magic, Detect Magic, Brand (DC 13)
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 14, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Dodge, Toughness +3
Traits Magical Lineage (Frostbite), Northern Ancestry
Skills Acrobatics -1, Climb +4, Escape Artist -1, Fly -1, Intimidate +3, Knowledge (arcana) +7, Perception +1, Ride -1, Spellcraft +7, Stealth -1, Swim +4
Languages Common, Draconic, Giant, Hallit, Skald
SQ arcane pool (+1) (4/day), hex arcana, spell combat
Other Gear Lamellar (leather) armor, Light crossbow, Longsword, Spear, Warhammer, Backpack (empty), Bedroll, Flint and steel, Ink, black, Inkpen, Trail rations (4), Waterskin, 1 GP, 8 SP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Hex Arcana You can substitute Hexes for Magus Arcana.
Magical Lineage (Frostbite) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:

Born in the sleepy little village of Heldren, Magnus' father was a retired member of the Ulfen Guard, an elite unit tasked with the protecting the Grand Prince and his mother was a Hedge Witch who worked in the palace. When his father tour of duty was over the pair returned to his mother's home village.
During his youth Magnus was trained by his father in the art of swordplay and by his mother in the arcane arts. Magnus took to his studies and was soon combining both into one fluid fighting style. While his days were filled with his studies his nights were filled with his grandmother's, the village's wise woman, tales of her homeland of Irresen, far away and how she fell afoul of that kingdom's leaders and was forced to flee, never to return.
Upon his grandmother's passing his mother took over her duties as wise woman while his father took over the village's armory. As time passed Magnus began riding with local patrols and keeping watch with the local militia and dreamed of joining the Guard like his father before him. But fate has other plans....

If selected I will make a proper profile, Thank you for your consideration.


Thanks everyone for your submissions, changes are now closed. It looks like some people didn't submit a completed character, I will exclude those entries.

I will pick a list of starters by Wednesday, hopefully sooner!


Sounds good. Good luck everyone.


If it is needed, I'm currently playing in one PFS PbP and DMing 6 (2 PFS and 4 of the same AP with different groups)


Just to be clear, I'm not considering the following players due to an unfinished submission:

  • Ptolmaeus Arvenus
  • Arknight
  • ShadowyFox
  • The Crusader

Here's the final list of entries I'll be looking at:

  • Calinthas Aldimay - Caelia Taviskin - Female Human (Taldan) Cleric of Sarenrae (Merciful Healer)
  • The Great Rinaldo! - Arkady Szriakou - Male Human (Varisian) Wizard (Divination Focus)
  • JASON RODARTE - Nathalia Greenmeadow - Female Human (Jadwiga) Witch (Hedge Witch)
  • Camris - Thorfinn Aeldson - Male Human (Ulfen) Barbarian (Titan Mauler)
  • Sersi - Olwyn - Female Human (Varisian) Witch
  • Kor - Orc Scrollkeeper - Verak Grimwolf - Male Human (Ulfen) Ranger (Guide, Skirmisher)
  • Aziza Plumbockett - Aishe Grynne - Female Half-Elf Sorceror (Wildblooded - Sylvan)
  • CrazyYodler - Tyro Dardir - Male Human (Ulfen) Fighter
  • The Wise Fox - Tribble Padfoot - Male Halfling Oracle of Winter (Seeker)
  • EndofDivine - Sarya Melisandra - Female Human (Taldan) Druid
  • Algar Lysandris - Taliesin Flamel - Male Half-Elf Alchemist
  • Cuàn - Selana Malieu - Female Human (Taldane) Oracle/Barbarian (Urban Barbarian/Invulnerable Rager - Eventually Rage Prophet)
  • Vanulf Wulfson - Magnus Olafson - Human (Ulfen) Magus (Hexcrafter)
  • Daynen - Gellwyn Finnisdottr - Female TBD Witch
  • Seamus Greenbottle - Igmar Cratebearer - Male Dwarf Bard (Thundercaller)
  • Dakcenturi - Antwar Bahtwani - Male Human (Garundi) Monk (Zen Archer)
  • bigrin42 - Firebeard - Male Dwarven Monk
  • Xzaral - Hyporia Stardust - Female Human Flame Oracle
  • pH unbalanced - Renna - Female Halfling Inquisitor (Witch-hunter) of Ng
  • Modulok - Yagello - Male Human Ranger (Skirmisher)
  • Khelreddin - Kalt Ísson - Male Human (Ulfen) Ranger (guide)
  • threalthom - Gwen Portrow - Female Human (Taldane?) Fighter
  • Yossarin - Aurachas - Male Human (Kellish) Magus
  • Proioxis - Marcus Valere - Male Human (Chelaxian) Magus (Staff)

Thank you so much for your excellent submissions! I'll be reading them all now, and I'm disappointed that I can only pick six from these great entries!

I will post my selections for the party here before Wednesday, May 29 at 11 pm Eastern Daylight Time (UTC -4), possibly earlier if I have my final selections.


Good Luck to every one


Sorry, I just realized I hadn't a background story. It's done now; hope I wasn't too late.


Good luck to everyone! This really looks like a fun adventure path to play!


Best of luck to everyone!


Good luck!


As I mentioned earlier, there were many great submissions here. I decided to go with six characters to include more of these interesting characters. While it was not an easy set of choices to make, I have decided to go with (in order of first posting to this thread):

  • Calinthas Aldimay - Caelia Taviskin - Female Human (Taldan) Cleric of Sarenrae (Merciful Healer)
  • The Great Rinaldo! - Arkady Szriakou - Male Human (Varisian) Wizard (Divination Focus)
  • Aziza Plumbockett - Aishe Grynne - Female Half-Elf Sorceror (Wildblooded - Sylvan)
  • EndofDivine - Sarya Melisandra - Female Human (Taldan) Druid
  • Seamus Greenbottle - Igmar Cratebearer - Male Dwarf Bard (Thundercaller)
  • Modulok - Yagello - Male Human Ranger (Skirmisher)

For those of you selected above, I will be starting the discussion thread for the game to introduce yourselves and your characters. I am already starting on the prologue and will kick off the game-play thread when I am ready (probably tomorrow).

Thanks to all of you for your submissions, I really enjoyed reading each and every one!


Reign of Winter GM wrote:

While it was not an easy set of choices to make, I have decided to go with (in order of first posting to this thread):

  • Calinthas Aldimay - Caelia Taviskin - Female Human (Taldan) Cleric of Sarenrae (Merciful Healer)
  • The Great Rinaldo! - Arkady Szriakou - Male Human (Varisian) Wizard (Divination Focus)
  • Aziza Plumbockett - Aishe Grynne - Female Half-Elf Sorceror (Wildblooded - Sylvan)
  • EndofDivine - Sarya Melisandra - Female Human (Taldan) Druid
  • Seamus Greenbottle - Igmar Cratebearer - Male Dwarf Bard (Thundercaller)
  • Modulok - Yagello - Male Human Ranger (Skirmisher)

Woohoo! Thanks for including me, GM. I'm looking forward to playing the Reign of Winter AP. :)

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Congratulations to all of those chosen. Have fun!

Silver Crusade

Congratz to the chosen!!


Thanks for choosing me, GM! It looks like a great group, and I can't wait to get started!


Gratz.


Congratulations to the lucky winners.

Thanks for the opportunity, ianbl.

Silver Crusade

That must have been some task. Thanks for picking me, and I look forward to seeing others in future games.

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