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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Hello everyone, uncomfortably warm weather is here (at least up here in Canada), and I felt the best way to beat the awful heat and gloomy sunshine was to run the Reign of Winter Adventure Path! I'm looking for 4-5 players to start a play-by-post (PbP) campaign here on these boards.

Reign of Winter
Every 100 years, the Witch Queen Baba Yaga returns to the nation of Irrisen to place a new daughter on the throne, but this time, something has gone wrong. Far to the south, winter cloaks the forest near the village of Heldren with summer snows. The heroes venture into the wood and discover a magical portal to the frozen land of Irrisen, whose supernatural winter will soon engulf all of Golarion unless they can discover the fate of the otherworldly witch Baba Yaga—a quest that will take them through snowbound Irrisen to even stranger lands beyond.

Building a character
As I said, I am looking to form a party of 4 or 5. My posting expectation is 4-5 times per week, with posting gaps of no more than two days.

Characters should be built using point-buy rules with 20 points. Any material from the Reign of Winter Player's Guide (RoW PG), Core Rulebook (CRB), Advanced Player's Guide (APG), Ultimate Magic (UM), Ultimate Combat (UC) and Ultimate Equipment (UE) are allowed. I am not allowing any material from the Advanced Race Guide (ARG) in this game. All classes and archetypes from the allowed materials are permitted. Supplemental materials may be allowed on request, but the details must be publicly available online and I must okay the details first.

All characters must be non-evil alignment, and have two traits, one from the RoW PG, and one from the APG. I am open to traits from other sources, but please let me know first.

All players will receive maximum hit points (HP) for their class at Level 1, and average HP + 1 thereafter. (So for example, a class with d8 hit die will receive 8 HP at start, and 5 HP each level after that, plus bonuses from other sources.)

Players will start with the average starting wealth for their class. Any non-magical equipment, weapons and armor from CRB or UE can be purchased. If there are any magic items needed, please clear them with me first. For any potential gunslingers, firearms are emerging, the default assumption for the Golarion setting.

How it will work
I will be tracking character wealth, money, magical/rare items, food and rations, and experience points (XP). We will be following the medium advancement track. I will be using Google Docs to track all this information, which I will be sharing for group reference.

I will also be using Google Docs for maps and coordination. I haven't used it before for this purpose, but hopefully after the first encounter I should have that part figured out.

Other than the above details, I plan on running everything mostly by the "official" rules. I'd like to have as few house rules as possible. (No hero points, words of power, armor as damage reduction, etc.)

In terms of the general tone of the game, I'm going to try and follow the notes in the adventure path. To this end, I'm aiming for a generally up-beat "exciting adventure" game, with dark elements sprinkled (like snowflakes) every once in awhile in a villain or back-story.

Character backgrounds
In your character submission, I'd like a paragraph or two of back-story, a physical description of the character, and a brief summary of their personality. Keep in mind characters either live in or are passing through the Taldor town of Heldren (see the RoW PG for more details). I'm especially interested in characters that are able to draw from their traits, race, class, or even starting equipment (their favorite weapon, for example) and skills (with an interesting profession rank, for example).

Finally, please also give me an idea of how many other PbP games you are actively participating in.

Recruitment will be open until there are enough applicants to choose from. I will announce when recruitment is closed, and then take two or three days to review applications to determine the final party.

Summary
To recap the main details:

  • 4-5 players
  • RoW PG, CRB, APG, UM, UC, UE all permitted (ARG is not permitted)
  • 20 point buy, non-evil, all classes/archetypes, two traits (one from RoW PG)
  • Max HP at Level 1, 1/2 + 1 for subsequent levels
  • Average starting wealth, all non-magical equipment is available
  • 4-5 posts per week
  • Include back-story, physical description, personality summary
  • I will announce when entry is closed, and pick players 2-3 days later

I look forward to reading your entries!

Grand Lodge

Definitely interested. I'm thinking a male human Ranger; I will be putting something together for you.

Liberty's Edge

1 person marked this as a favorite.

I'm interested. Will come up with a character to submit tonight or tomorrow.


I would love to play a witch in this. Would you like me to submit the concept?


Talinthal Uth Mondor wrote:
I would love to play a witch in this. Would you like me to submit the concept?

Yes please!


Ok. Either a witch or an inquisitor as I have never played an inquisitor.


Here is a big man.
After a series of business disasters in the Lands of the Linnorm Kings (his hands are just too big for fine craft work), he decided to pick up his maul and journey south to look for work among the soft peoples around the Inner Sea.


Here is my witch for consideration. The backstory may need a bit of tweaking. As far as a profession or similar key skill, hers is history knowledge. Practically speaking, her best weapon is her crossbow, but she has much more sentimental attachment to her mundane blackthorne staff.

I am using a modified version of this character for a silly beer & pretzles campaign, but would love to be able to use her in a more focused/RP heavy scenario.

All info in the profile.
(I will adjust the traits soon to fit the criteria, but would appreciate being able to keep the Harrow Card Trait because of the story aspects).

Liberty's Edge

You said no material from ARG, but I would like to submit a request for an exception (and am fully prepared for a "no", but wanted to ask anyway):

There is a feat for Humans called "Fast Learner". The requirement is Human and INT 13; the benefit is that you get both +1 skill point and +1 hit point each level you take in your favored class, instead of just one or the other.

I can build without, but if you'll allow it, I'd like to take it. I am putting together a Diviner Wizard.

EDIT: Also, there is a feat in the Inner Sea World Guide called Fortune Teller that I would like to request approval for.


I would like to apply with Verak Grimwolf, Human Ranger.

Stats:

Verak Grimwolf
Male Human (Ulfen) Ranger (Guide, Skirmisher) 1
CG Medium Humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +4, Ref +6, Will +1
Special Defenses : Cold Resistance 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Battleaxe +3 (1d8+2/x3) and
. . Cutlass +5 (1d6+2/18-20/x2) and
. . Dagger +5 (1d4+2/19-20/x2)
Ranged Shortbow +5 (1d6/x3)
Special Attacks: Ranger's Focus +2 (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 9
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Traits Reactionary, Northern Ancestry
Skills Acrobatics +1 (-3 jump), Climb +3, Escape Artist +1, Fly +1, Handle Animal +3, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Ride +5, Stealth +5, Survival +5 (+6 to track), Swim +3
Languages Common, Hallit, Skald
SQ Snowshoes, Track +1, Wild Empathy +0
Combat Gear Arrows (40), Battleaxe, Chain shirt, Cutlass, Dagger, Shortbow; Other Gear Backpack (empty), Blanket, winter, Flint and steel, Rope, Snowshoes, Torch (6), Waterskin, Whetston

Background:

Verak has only known the harsh life of the north. He was born into a large Ulfen family. His family was quite poor and we was tired of being viewed simply as another mouth to feed. He had become quite skilled at hunting and trapping food. A local guide, Fenris Valeward noticed his unique abilities and took him on as an apprentice.
Verak accompanied Fenris for two years until the fateful day a direwolf pack ambushed them at night, during Verak's watch. Verak had fallen asleep during his watch, and was woken by a dire wolf trying to chew through his armored gorget. A bloody fight ensued. Fenris fought viciously and nearly killed most of the wolves himself. Verak mainly helped dispatching them with finishing blows. When it was all over, Verak found himself holding his mentor in his arms, as coughed out blood, trying to speak. He never did manage to get a word out before he died but his look said it all. He was disappointed.

His body and pride wounded, Verak wandered in a daze southward wanting to leave the north and its memories behind him. He eventually found himself in Taldor and recently has stumbled across a small village named Heldren.

Personality:

Having endured the harshness of the north much of his life, Verak is a man who smiles seldomly and has little use for luxuries. He considers himself a man of honor and integrity. His reputation is important to him, which is why he continues to hate himself over what happened nearly 1 year ago. The only effective method he has found to cloud those memories is excessive consumption of liquor. He only drinks though when he is not currently engaged in work.


Dotting for interest. Will post in a bit with a character and concept. :)


Here is my entry with a Fighter. Currently DMing a game on the forums.

Tyro Dardir:

Tyro Dardir
Male Human (Ulfen) Fighter 1
LN Medium Humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +5, Ref +2, Will +0
Resist cold 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +2 (1d4+1/x2) and
Battleaxe +4 (1d8+3/x3) and
Heavy mace +4 (1d8+3/x2)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 14, Int 10, Wis 11, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Improved Shield Bash, Power Attack -1/+2, Two-weapon Fighting
Traits Child of Nature (Knowledge [nature]), Northern Ancestry
Skills Acrobatics -3 (-7 jump), Climb -2, Escape Artist -3, Fly -3, Intimidate +4, Knowledge (nature) +5, Profession (tanner) +4, Ride -3, Stealth -3, Survival +4 (+6 to find food and water), Swim -2
Languages Common, Skald
Combat Gear Caltrops (2); Other Gear Scale mail, Shield Spikes Light steel shield, Battleaxe, Heavy mace, Artisan's tools, masterwork (Craft [leather]), Bear trap, Bear trap, Blanket, winter, Crowbar, Fighter's kit, Fishhook (2), Grappling hook, Hammock, Hip flask, Rope, Sack (empty), Signal horn, Survival kit, 2 GP, 1 SP
--------------------
Special Abilities
--------------------
Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
--------------------
Tyro Dardir inherited the family tannery from his late father Gromthil Dardir. He grew up learning about the 'old ways'. “Take only what you plan to use son” was something that his father repeated to him adamantly. This motto if you will created a sense of pride among his family. Never looking to have more than they needed for supplies, they only ever had enough to fill orders for customers as well as keep their storefront filled.

Tyro however without his father to steadily remind him of the 'old ways' is becoming unsatisfied with the day in and day out routine of the family tannery. Not to say his talents as a tanner are to be questioned. He is indeed the best in the town of Heldren. He has just needed a change in his daily routine. A way he has looked to do this is to take up watches for the local guard. Who trained and taught him what he needed to do, not much if you look at it with outside eyes. The chance to focus his mind on a new endeavor is more than enough to keep Tyro busy.

After he is down with the daily gathered or shipped skins, he retreats to the drying racks to practice his swings, parries, and blocks against a self constructed dummy in the back of his lot.

He says to himself now and again, “Some day this could be needed, and I do plan on using it.”

Tyro stands at 6'2” and a staggering 220lbs No man would willingly go up against him in the training arena for this fact alone. Blonde hair flows wildly around piercing blue eyes, with skin scorched by the sun while on mid summer hunts. He generally keeps to himself, yet will hold true to friends for a vicious ferocity, somewhat reminiscent of a mammoth protecting her offspring. His friends he hold true, while his enemies should be weary. Not well versed in deception so is slightly gullible and can be quite angry when he realizes someone has be dishonest to him.


Perhaps with so many folks wanting to play witches in this AP, throwing a sorceress in for consideration isn't the best choice, but for what it's worth here's my offering; A wildblooded sorceress with the Sylvan bloodline. The build details are all in my profile, although the background is brief and still a work in progress, so if the concept is otherwise acceptable to you, please tell me what you'd like to see changed to make it more suitable for the game you intend to run. Also you wanted to know if people asking to join your game were already in any others; at the moment I have characters in two other PbP games. :)


Nathalia Greenmeadow
Female Human (Jadwiga) Witch (Hedge Witch) 1
CN Medium Humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy mace +0 (1d8/x2) and
Longspear +0 (1d8/x3)
Witch (Hedge Witch) Spells Prepared (CL 1):
1 (2/day) Burning Hands (DC 14), Cure Light Wounds
0 (at will) Stabilize, Dancing Lights, Guidance
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 15, Int 16, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 11
Feats Brew Potion, Extra Hex, Extra Hex
Traits Charming, Failed Winter Witch Apprentice (Spellcraft)
Skills Bluff +1 (+2 vs. characters who could be attracted to you), Craft (alchemy) +11, Diplomacy +2 (+3
vs. characters who could be attracted to you), Heal +5, Intimidate +5, Spellcraft +7 (+8 to identify spells
or magical effects with the cold descriptor.), Survival +2, Use Magic Device +5
Languages Common, Elven, Hallit, Orc, Sylvan
SQ +4 to initiative checks, empathic link with familiar, hexes (cauldron, charm [dc 13], evil eye [dc 13]),
patron spells (healing), share spells with familiar
Other Gear Heavy mace, Longspear, 133 GP
--------------------
Special Abilities
--------------------
+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Charm +1 (3 round(s)) (DC 13) (Su) Improve attitude of humanoid or animal in 30 ft by 1 step(s).
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually
attracted to you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (6 round(s)) (DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves,
ability or skill checks (Will part).
Failed Winter Witch Apprentice (Spellcraft) +1 to Spellcraft when identify spells or magical effects with
the cold descriptor.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


Nathalia Greenmeadow was raised in Irrisen. Due to her talent for magic she was raised among the White Witches. However, her personality was one that was not one that embraced the cruelty that the daughters and kin of Baba Yaga demonstrated. As a result, she was cast out from the society. She found herself in Heldren where she began using her talents to make healing and love potions for villagers. A loner, she often is able to get her way with people with the blink of an eye (charm hex) or if they earn her ire they go away feeling ill (evil eye).

She stands about 5'5, and weighs a 120 lbs. Her hair is white and she is a quiet individual at first. She does love being around people though but due to her treatment in Irrisen can often be intimidated by strong personalities.

Her best friend is her grey lop eared rabbit named Chinchi. Chinchi has been her constant companion from her days in Irrisen. They talk and play with each other even with no one else around.


Thanks for all the submissions so far! I'll take stock of the characters submitted after about a day to see where we are and if I should close recruitment, but in the meantime, I know a few people were asking for additional materials.

Olwyn - The Harrow Card Trait is acceptable

The Great Rinaldo! - The Fast Learner and Fortune Teller Feats are acceptable.

If anyone else requires any additional materials, I'll be happy to review them as well.


Decided to scrap the Ranger idea; instead, I have a Cleric. The background will follow in the next day or two.

Caelia will be a Taldan Merciful Healer Cleric of Saranae. This character is heavy on heal and support ability, less so on combat prowess. In terms of background, she'll a native to Taldor, though her father will have been from the North.


Three questions for two separate concepts

One: What is your opinion of the Synthesist? I was planning on playing a character that turned into some kind of fairy-tale beasty, like a talking rabbit or wise bear.

Two: What do you think should happen if a vivisectionist alchemist (Lacks bombs) goes into the master chymist PRC (levels stack with alchemist for the purposes of bomb advancement)?

Three: Which of these two concepts would you rather see statted out?


I'd love to play but I'm currently running my own PbP of this. Have fun.

GM, I would suggest doing an image file type which you can then upload images of the characters and gridded maps and enemies. That way everyone can move themselves. The spreadsheet doc doesn't play that nice with uploaded images.


[The Great Rinaldo, character details in profile]

In the northern reaches of Varisia, travelling clans of gypsies roam the countryside, going from town to town along the borders with the Lands of the Linnorm Kings, Irrisen, and the Realm of the Mammoth Lords. Children of Desna, these wanderers tell fortunes, entertain, and take news from town to village.

Arkady Syriakou was born under auspicious stars, and the Harrow reading done on the day of his birth showed he was destined for greatness and blessed by Desna with second sight. As a child, he showed his gifted heritage first by a great facility for language, learning the tongues of all of Varisia's neighbors on their travels. As he grew, the predicted second sight began to manifest, as he would react to things before they happened, often without even knowing why he did what he did.

When Arkady was 16, his clan met up with a caravan returning from Kalsgard to Magnimar. The group included a Taldan wizard who recognized the arcane power in the young Varisian, and offered to take him on as an apprentice. The family agreed, and Arkady promised to learn to harness his power, and then return to take his place as a seer among the family. He left with the wizard, taking only his brightly colored clothing and his pet, a white hare.

That was four years ago. Arkady has completed his apprenticeship and is ready to begin the journey home. His master has decided to retire to the southern Taldan countryside, so Arakdy accompanied him to help him settle in. Now, he sits in a tavern in the tiny village of Heldren and dreams of his family.


--------------------
With his Forewarned class ability and high initiative check, Arkady will often get his first action before anything happens; this is his "second sight". My idea is that when this happens, all he knows is that *something* is about to happen and has to pick his reaction blindly. It seemed like a fun approach to a diviner. I assumed that we are starting in Heldrun as stated in the player's guide; if not, I can adjust his story to match wherever we start.


Pathfinder PF Special Edition Subscriber

I'm interested in joining. My submission fills the role of magical support, face, and the traditional trapfinding rogue. Not playing in any other Pbp right now. Finished a PFS PbP about a month ago.

Tribble Padfoot

History:

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 very underestimated thief, 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 decided to raid a jadwiga's home in Irisen. His team was unfortunately caught red handed by the owner in the middle of the heist. It ended very badly for his team, as his team was all killed. He himself was cursed; the witch somehow robbed him of his strength, and his legs wasted away. This ended his thievery career prematurely.

Seeking to cure his legs and his curse, he sought help from the clerics of Desna. The clerics agreed to help him if he worked for them as a healer, as they were short on doctors at the time. He eventually came to like his work as a healer, and eventually regained much of his former mobility and agility despite the condition of his legs through personal training and hard work. More importantly, he eventually developed his own magical powers, and has gained some control over magical cold.

Tribble is now over 50 years old and well into his middle age. At 3'2", he is still tall for a halfling, but is no longer muscular as he was when he was younger. His clothing differs from day to day, but tends to be thick and woolen. He has the beginning of wrinkles on his face, and some of his short hair is becoming grey. He walks with a cane now, though he can move without it.

Tribble feels satisfied with his life. However,he retains some hatred and fear for the Jadwiga witches of the north, and wouldn’t mind getting some revenge if the opportunity presented itself.

Character Sheet:

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

Defense
AC 19, touch 14, flat-footed 16 (Armor +4, 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

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, Concentration +6):
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.

Tinkering: A seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

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: Thieves Tools (common), Oracle’s Kit, Cold-weather outfit


Submitting Sarya, a novice druid that learned everything she knows from the journal of a dead druid and by making it up as she goes. Everything should be in the alias and I'm pretty sure everything is good to go. I did give her the Suspicious trait though. I thought it was one of the more fitting traits that didn't overlap with my trait from the campaign so I'm hoping it's ok. As for my current pbp activity, I'm involved in one other game at the moment that averages about 1-2 posts a day for most of us.

Grand Lodge

Doting for interest.

will have a character sheet plus back story for you to review in a few hours.

it will be an alchemist: focus on melee, secondary skill / arcane / healer

a few notes about me:

- i post a few times per day
- i am from europe
- a regularly play in 6 other Pbp here on these bords


How do you feel about Tieflings, particularly the Oni Spawned variety from Blood of Fiends?
The basic idea is for my character to be have a distant relation to a Frost Yai (Oni Spawned Tiefling & Blood of Giants campaign trait) through an ancestor that made a pact with one many years ago in order to continue his work mapping the north. Basically the entire line became tainted and it rears it's ugly head every now and then.
Also interested what your opinion is on the superior clutch trait from the same book.

As for class, how do you feel about the Winter Mystery from People of the North?
I'd be aiming for a Rage Prophet.

EDIT: As far as my other pbp's go, I play in 1 more on this site and 2 elsewhere.

Grand Lodge

Taliesin Flamel

Alchemist 1
Init +1; Senses Perception +6, Low-light Vision, Keen Senses,
==DEFENSE==

AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 10 (1d8+1)
SR 0
Fort +3, Ref +3, Will +4
Armor Hide Shirt, Light
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)

==OFFENSE==
Spd 30 ft/x4
Melee Longspear +4 (1d8+6) 20/x3 reach
Special Attacks Sneak Attack [1d6] (PFCR 68)

==STATISTICS==
Str 19, Dex 12, Con 12, Int 14, Wis 10, Cha 8
BAB +0, CMB +4, CMD +15

Feats Armor Proficiency (LIGHT) (PFCR 118), Brew Potion (PFCR 119), Iron Will (PFCR 129), Throw Anything (PFCR 135)

Skills Craft (alchemy) +7, Disable Device +2, Perception +6, Profession (apothecary) +4, Survival +4, Use Magic Device +3

SU Alchemy (PFAPG 26), Extracts (PFAPG 26), Mutagen (PFAPG 26)

MC Bleeding Attack (PFUM 20)

Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19) Northern Ancenstry

Languages Common, Draconic, Elven, Thassilonian

Archetype Ragechemist, Vivisectionist

Formula known CLW, Shield
--------

Taliesin had begun his time as the apprentice to Heldren's apothecary. He was taller than must half elves due to his northern ancestry from his father's side (of which he never knew. His mother refusing constantly to speak of him, but the only time she told him about their meeting, he could tell that they both loved each other.)

He always tough that alchemy was going to be the way of the future. That for those who were deprived of magical talents or a spiritual connection to the divine, it was the mean for pure advancement. And the possibilities was limitless. He had focus his own inclination on the study of the body. On the biology and the keys that would, one day he hoped, to enhance it in order to be able to create specific body enhancement.

Overall his life was good. He is part of a small community helping his former master as now a full fledged journeyman apothecary, providing a valuable service to Heldren. And all tough he has few friends as he spends most of his time working or researching, he does have some (aka any other party member from Heldren) He does socialize and party from time, to time and he is currently "dating" someone.
His current goal is to save enough money to be able to either buy the laboratory when his master retires, or move to a bigger city in order to access better "knowledge" facilities.

But between the two he doesn't know for sure yet.


Almost forgot, for reference.

Winter Mystery: http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracl e-mysteries/winter

Oni Spawn (Hunger Spawn) Tiefling: http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling (you have to scroll down, it's in the table)

Superior Clutch: http://www.d20pfsrd.com/traits/race-traits/superior-clutch-tiefling-hungers eed


Wow, lot's of applicants! I count 15 so far, including those interested that have not yet submitted a concept.

I'm going to keep applications open for one or two more days, closing at some point on the weekend, just to give people that don't check these boards as often a chance to submit a concept.

Additionally, after I close applications, I will give everyone one extra day to refine their concepts before choosing.

Here are my answers to people asking for other additional materials:

Pendin Fust - Thanks for the suggestion, that was how I was planning on doing it anyways!
Sarya Melisandra - Supicious trait is okay
Cuàn - Winter Mystery is okay, but I'm going to have to say no to the Oni Spawn Race and Superior Clutch trait.


Ok, in that case I'll go with a human and the Blood of Giants trait, make the taint in her ancestry frost giant instead of oni.

I do have another question though: How do you feel about alternate favored class bonuses? Mainly asking because while they do feature heavily in the ARG some of them actually come from the APG.


I'll answer a few more questions:

Ptolmaeus Arvenus - I have no problem with a Synthesist. I think the Master Chymist Prestige Class will not give the bombs feature to a Vivisectionist, and will also not progress his/her sneak attacks, making that a poor choice for a Prestige Class. In terms of what I would prefer, I don't mind so much either way, just pick the one you feel will be the most interesting and/or fun character to play.

Cuàn - I have no problem with alternate favored class bonuses in general, and all of the ones in the APG are allowed. If you want to use one from the ARG, though, you'll need to ask first.


For anyone still working on their submissions, here's what we've seen so far (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)
  • 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 Human (Ulfen) 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 - TBD - Female Oracle?

If you want to play and I missed you on this list, please let me know!

Dark Archive

I'm thinking of a Hexcrafter Magus probably of Ulfen/Taldan mixed origin. I'll think on it and get something up later today.


There are an awful lot of Ulfen, including myself, roaming around Taldor if that list is to be taken as demographically representative. Perhaps I should've chosen to be a half-elf or another race after all. And maybe I will.:)


Female Human Oracle yes, at the start. Will take levels as Barbarian later. I could also start with the Barbarian levels if that pans out better for the group. The goal is Rage Prophet. She is (almost) fullblooded Taldan.

Her name will be Maleiu Selana, I'm working on her atm.


Well, I created this witch some time ago for a RoW recruitment (which had arguably the most intriguing creation rules I've witnessed so far) and I got passed over, just barely. SO! I say, why not throw my hat in the ring again?

BE WARNED: It was for a slightly less...cheerful...atmosphere and may not be as "upbeat" as was originally described above, but if you want a little darker flavor to spice the party up a bit while still contributing, check the alias.

I'll get her familiar an alias as well if desired; I've got the crunch written out on a notepad.

As for my current PBP's, looks like I've got 6 going with varying degrees of activity (to my dismay, some are starting to lag a bit, and they're the ones I'm most eager to post in,) Had a couple die off unceremoniously, and always interested in more. RP has always been an itch that's hard to scratch, given my location and lack of interested players and hard materials, so PBP has become something of a...whats the word...(addiction? obsession?) HOBBY! That's the word. Hobby. I tend to check my statuses a couple times a day, so I should have no trouble with minimum posting, except in the rare event that I just have nothing to add. This would also be my first witch in the event I get to play her.

TMI? Sorry. Just looking forward to the game.


For the GM's info, I've changed Aishe from being an Ulfen to a half-elf, adjusting the build and the brief background accordingly. There were just too many humans on the list of characters submitted so far... :p


Thanks for the update. How will we be informed if we are chosen?


I'm definitely interested :)

Looks like there's no skill types or pure fighters submitted yet either.... Maybe a half-elf rogue... Hmm....


Nathalia Greenmeadow - I will post updates regarding character selection in this thread, so as long as you check this thread every couple of days, you don't need to do anything else.

Gellwyn Finnisdottr - Changelings will not be permitted in this game.

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 - TBD - Human (Ulfen/Taldan) Hexcrafter Magus
  • Daynen - Gellwyn Finnisdottr - Female TBD Witch
  • Arknight - TBD - Half-elf Rogue


I'm interested in making a Dwarf Bard (Thundercaller), which comes from Varisia, Birthplace of Legends. Is this allowed? I would also like to request the Noble Savage trait from Pathfinder Chronicles: Faction Guide. I've linked them for you. Thanks, and I'm excited about the opportunity!


Seamus Greenbottle wrote:
I'm interested in making a Dwarf Bard (Thundercaller), which comes from Varisia, Birthplace of Legends. Is this allowed? I would also like to request the Noble Savage trait from Pathfinder Chronicles: Faction Guide. I've linked them for you. Thanks, and I'm excited about the opportunity!

Both the Thundercaller archetype and Noble Savage trait look fine to me.


Excellent. Here is my Thundercaller, Igmar Cratebearer. His background, personality and appearance, and stats are in his character profile.

As for other PbPs, I have been in a number of them before on other sites, but I am not currently playing in any and this would be my first here on Paizo.

Thanks again for your consideration!


I had proposed this Alternate Racial Trait in another RoW game I didn't get into. Would you allow it for this one for a half-elf?

Strong Heritage: The blood of one of your parents runs stronger in you than the other. Choose Human or Elf, and take the Human Spirit or Elven Spirit feat as a bonus feat. This replaces the Adaptability trait.


Arknight wrote:

I had proposed this Alternate Racial Trait in another RoW game I didn't get into. Would you allow it for this one for a half-elf?

Strong Heritage: The blood of one of your parents runs stronger in you than the other. Choose Human or Elf, and take the Human Spirit or Elven Spirit feat as a bonus feat. This replaces the Adaptability trait.

I am not going to allow this trait.


No Problem :)

My intent was to be able to use it to be able to exchange Elven Spirit for the Desert Runner Elven trait to help simulate his Artic Elf heritage, but I can work without it :)


Why not just be an snowcaster elf, Ark?


Considering that :)

The background I had in mind fits a half-elf better but I can adapt. :)


I'm dotting for interest. I am potentially in a Kingmaker game, if I get accepted. Ill post up a full idea in a few hours.


Antwar:

Stats:
Antwar Bahtwani
Garuda-Blooded Aasimar (Plumekith) Monk (Zen Archer) 1
LN Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +6
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks flurry of blows -1/-1
Spell-Like Abilities See Invisibility (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 19
Feats Improved Unarmed Strike, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Traits Reactionary, Restless Wayfarer (Knowledge [local])
Skills Acrobatics +9, Climb +6, Escape Artist +7, Fly +5, Perception +8, Stealth +7; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, 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.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.

Background/Description/Personality:
Antwar grey up in Osirion, orphaned at an early age from circumstances he can no longer recall. Living on the streets he ran into a group of Irori worshipers who, immediately noticed his celestial heritage and took him under their wing as an omen of Irori. It quickly became apparent that Antwar was specifically skilled with the bow and so they set to training him. 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. 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 a blazing 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.


I would lie o submit Firebeard, a dwarves monk. I'll need to redo his crunch and tailor his backstory a bit, but I think he'll make a good addition.

I am currently DMing 3 adventures right now, and would like a chance to play a character myself.

Dark Archive

Magnus Olafson, Human (Ulfen) Magus (Hexcrafter)

Spoiler:
Magnus Olafson
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)
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, Longsword, 65 GP
--------------------
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.

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Background: (I'll expand on it some more, later)
Born the son of a former member of the Ulfen Guard and a Hedge Witch, Magnus was raised in both the martial and arcane arts.

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