
GM Niles |

Ok folks, this one is simple.
20 point buy
Anything Paizo written should be fine
2 Traits one must be from players guide (I suggest reading it)
I'll need 3 things from you
1) a character sheet, profile isn't needed unless you are chosen
2) A story explaining why your character is investigating an area of unnatural winter in Taldor.
3) Post a link to a picture of an actor or actress you think would best play your character. idea stolen from another gm on the boards.
5 people will be chosen. Recruitment will close Jan 17th and the game will start the following Monday Jan 20th.
Thanks for showing interest, this should be fun!

Uloth Muleskin |

1) Character sheet in the alias, although I would get 1 more point of CON. (Current sheet is set up for a 19 point buy).
2) In his own words:
Background? "I don’t remember a time when I wasn't fighting for something. Seems like it’s my lot in life, my heritage from both sides. Those that made me trained me from birth to be a warrior. They beat me, praised me, chained me up but they never could tame me - and I guess it was inevitable at some point I would overpower them. Maybe it was better to have the crowd jeering me on, and three squares a day, I don’t know. But the forest is my home now - dirt for a pillow, sky for a blanket, no one to answer to but myself."
Philosophy? "Good? Evil? F#@# it. Everyone's gotta make their way in this world somehow. I've got mine, you've got yours. If you think you've got mine too, we're gonna have a problem coming to terms. Just might even come to blows if you press the issue, but I ain't one to bother skinnin' up my knuckles for a few coppers. We draw swords though - I'll fight you to the death, and you better hope to hell you got what it takes to kill me."
Why Heldren? "Heldren ain’t a bad town. It’s close to the Wood, and they don’t bother me much when I feel like getting a drink or some fresh supplies. I figure this is a good a place as any to find some work - especially when the Wood's as cool as it is recently."
3. Ron Perlman
---
Made the profile for another Reign of Winter recruitment thread, but I'd like to throw my hat in the ring here as well. I will update you to take me name out of consideration if I am selected for that other game. Thanks!

Ekran Batorówka |

Human Fighter 1
NG Medium Humanoid (Human)
Init +4; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 12 flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 13 (1d10+1+2)
Fort +4, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Cold Iron Bastard Sword +5 (1d10+4 (19-20 x2) or PA with two hands bastard sword +4 (1d10+9 (19-20 x2)
Ranged: N/A
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Exotic Weapon Proficiency (Bastard Sword), Power Attack, Improved Overrun
Traits
Trained Skills (2) Knowledge (Dungeoneering) +4, Knowledge (Geography) +4 Survival +4,
Untrained Skills
Languages Common,
--------------------
Gear
--------------------
(on person)
Chainshirt
Cold Iron Bastard Sword
Heavy Wooden Shield
Explorer's Outfit
Whet stone
Bag of talcum
Canteen
(in backpack)
A bedroll, torches (5), gear maintenance kit, a flint and steel, trail rations (5 days), a tankard and a tent.
--------------------
Feats / Skill bonuses
--------------------
Exotic Weapon Proficiency (Bastard Sword): Proficient wielding a bastard sword one-handed.
Power Attack: You take a -1 to attack rolls and gain +2 to damage rolls. This bonus is +50% if wielding a weapon two-handed.
Improved Overrun: You do not provoke an attack of opportunity when performing an overrun combat maneuver. You receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus on CMD when an opponent tries to overrun you.
--------------------
Traits
--------------------
Reactionary: You gain a +2 trait bonus on
initiative checks.
Restless Wayfarer: You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
Ekran left that night, not even bothering to close the stall. Happening upon a small group of travelers on the road, he followed them on their adventures until they eventually landed in Heldren. The relaxed attitude in the tiny town allowed him to finally know some peace. He bid his friends farewell and remained behind.
Me? I'm just a man on the road of life, my friend. I enjoy the simple things: good whiskey, curvy elven women and bawdy tavern jokes. Did you hear the one about the stone giant with the bloody flux? NO?!? It was all over town!! BWAHAHAHA!!!!

The Norv |

Dotting with interest.
Out of curiosity, GM Niles: everything in the player's guide suggests going ice- and cold-themed to follow the path of the AP. Do you have any thoughts on going intentionally in the opposite direction? I had an idea for a pyromancer who's a benevolent force exactly because he's so powerfully opposed to (and powerful against) foes with wintery powers. Could that work, or would it be odd/inappropriate to the themes and plot?
Thanks!

Shadow Bloodmoon |

Adding my interest:
Moriana
Female Human (Chelaxian) Rogue (Knife Master) 1
N Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2) and
. . dagger +1 (1d4+1/19-20/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +3 (+4 sunder); CMD 12 (13 vs. bull rush, 13 vs. overrun)
Feats Agile Maneuvers, Stealthy
Traits blood of giants, reactionary
Skills Acrobatics +1 (-3 jump), Bluff +5, Climb -1, Diplomacy +5, Escape Artist +3, Intimidate +5, Perception +6, Sense Motive +6, Sleight of Hand +1 (+1 to conceal a light blade), Stealth +3, Survival +3
Languages Common, Shoanti
SQ hidden blade
Combat Gear Caltrops; Other Gear Lamellar (leather) armor, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Dagger, Backpack (33 @ 50.5 lbs), Bandolier (8 @ 8 lbs), Bedroll, Belt pouch (5 @ 3.3 lbs), Chalk, Crowbar, Flint and steel, Grappling hook, Mess kit, Mirror, Piton (10), Pot, Rope, Soap, Thieves' tools, Torch (10), Trail rations (5), Waterskin, 35 GP, 5 SP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Moriana was taught the ways of the street to survive by her father, a member of a thieves' guild. She has wandered north with him to finish a contract and he has since gone missing...

Kienyach |

Hello! Have a character made for this.
1) I know you said it wasn't necessary, but I have the entire character under this profile. Half-Elf (Drow Descended) Brawler. I hope material from the ACG playtest is fine, I've really been itching to try this class out. Plus I got pumped about the background.
2) He heard a rumor that his mother was somewhere in the north (see background and trait from players guide) and wants to see if he can find her.

Spacefighters |

Druid (Bat Shaman) 1
N Small Humanoid (Halfling); Favored Class Druid (+1HP)
Init +5; Senses Perception +5
---
DEFENSE
---
AC 17 touch 14, flat-footed 14 (+1 Size, +3 Armor, +3 Dex)
HP 10
Fort +4, Ref +4, Will +6
SQ: Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. Lasts 1 round, 6/Day.
---
OFFENSE
---
Speed 20ft.
Melee; Spear +2 (1d6+1), Dagger +3 (1d3+1)
Ranged; Sling +4 (1d3+1)
Spells:
0- Unlimited/Day: Guidance, Know Direction, Create Water
1- 2/Day: Goodberry, Magic Stone. Domain: Sleep
---
STATISTICS
---
Str 12 (5), Dex 16 (5), Con 12 (2), Int 10, Wis 16 (10), Cha, 10 (-2)
Base Attack +0; CMB +0; CMD 13
Feats: Point-Blank Shot, Blind-Fight (Night Domain bonus feat)
Skills: Survival +9, Knowledge: Nature +7, Stealth +11, Climb +4
Languages: Common, Halfling, Druidic
Traits: (Regional) Highlander, Reactionary
Combat Gear: Hide Shirt, Sling, Sling Stones (20), Spear, Dagger, Backpack, Druid's Kit.
Racial Features: +2 Dex, +2 Cha, -2 Str
Small (+1 to AC, and attack. +1 CMB, CMD. +4 Stealth)
Slow Speed, 20ft.
Halfling Luck, +1 luck bonus on saves.
Keen Senses, +2 perception.
Warslinger, Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
Class Features:
Nature Bond: Night Domain (subdomain of darkness).
Nature Sense: +2 on knowledge: nature, and survival.
Wild Empathy: A bat shaman can use wild empathy with bats as a full-round action with a +4 bonus.
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
In reality he is a child of Cheliax, his story a tale of woes.
His parents were scared, they had run far you see,
But their pursuers were gaining, zipping right through the trees.
There in old Backar they left their small child,
To hide in a burrow, they'd be gone for a while.
Along came the dark and with it came sounds,
And young Blik could hear it, coming right through the ground.
A horrible flapping, and a non-stop high squeaking,
But worst was the end, then came the speaking.
A terrible voice rang down from the dark,
It was a creature of fear and a creature of bark.
It should have been mad, at young Blik's intrusion,
But despite that it held naught but confusion.
The creature found Blik so young and so strange,
It flew right on down and asked the young boy his name.
Poor Blik was so scared he could not even speak,
So the dark thing just lifted him right off his feet.
In through the trees the creature did fly,
With Blik hanging on, along for the ride.
Despite it's old laws and long standing rules,
The dark fey raised Blik, he was better than schools.
A student of nature and a shaman of bats,
Blik's training was tough, I can guarantee that.
But then came the cold, it was wrong for the time,
It was killing their food, it was hard just to climb.
Into the north the young Blik did go,
To fix what was wrong, then go back down below.

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Hey I'd be interested. My sheet is here http://www.myth-weavers.com/sheetview.php?sheetid=758938 . If that doesn't show up, I'll type it up in here.

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Character sheet in the profile.
Wikwik Winterborn was raised in the ratfolk warren in the bustling town (Trait:Child of the Streets) of Zimar to a family of brewers (Profession:Brewer) where he demonstrated a knack for brewing innovative and tasty ales (Craft:Alchemy). Always a keen-eyed observer (Perception), he was fascinated by gadgets (Use Magic Device), which he frequently kept hidden up his sleeve (Sleight of Hand). He felt an affinity for cold (Trait:Northern Ancestry) which frequently found him spending hours in the cold storage rooms.
Upon his 15th birthday, he was given a portable brewer's kit and a crash course in Diplomacy ("Son, you're representing the warren. Don't be a jerk.") and sent off to drum up sales in the neighboring communities. He has spent the better part of a year doing so (Knowledge:Local) with moderate success.
He wears a signet ring on his right hand with his family seal, which he uses with sealing wax when sending home notices of sales he has made. He has several small casks of samples ("Devil's Snot Gonna Get Ya Ale" and "Angel's Lament Bitter Lager" being particularly popular), which he generally keeps in his room at the inn when not needed.
Wikwik is pretty happy being an ale salesman, and has never even considered the possibility of a riskier career choice. Still, those rumors of a mysterious wintry region are intriguing. It sounds like just the place to try out his newest creation: "leTitsNow Snow-Brewed Ale"...
Who should play him: Martin Short

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Svetlana
Female Witch (Endurance Patron) 1
Medium Samsaran / Humanoid (Samsaran)
Init +1; Senses Perception +1, Low-light Vision
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 8 (1d6+1)
Fort +1, Ref +1, Will +2
Defensive Abilities Lifebound (PFCaS: DrEG)
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 8, Dex 12, Con 12, Int 20, Wis 10, Cha 10
BAB +0, CMB -1, CMD +10
Feats Extra Hex (PFAPG 160)
Skills Bluff +1, Diplomacy +1, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +1, Spellcraft +9, Use Magic Device +4
SU Healing Hex, Slumber Hex (PFAPG 66)
MC Witch Cantrips (PFAPG 65 - 66)
Traits Magical Lineage (Magic) (PFAPG 329), Northen Ancestry
Languages Aquan, Auran, Draconic, Ignan, Samsaran, Terran, Tien
Racial Mystic past lives
-----
Svetlana remembers some flashes about having spend many incarnation up in the great North. in the land of the witches. Her previous incarnation had left for the South in taldor but she could remember why, but it left her with a gloomy sense of a bad aftertaste
she was heading to the town of Heldren she had promised her friend Helena who lived there that she would attend her wedding.
----
Image: Monica Bellucci in the The Sorcerer's Apprentice

DM DoctorEvil |

Introducing Hassan al'Akbar, witch-hunting inquisitor of Sarenrae from nearby Qadira. He has been sent north to investigate the rumors of strange weather phenomenon in the Border Woods. He has an ingrained hatred of most things arcane, including anything called a witch. (His tribe considered wizards and sorcerors witches also). He is very fundamental in his beliefs and isn't afraid to bring the cleansing fires of Sarenrae to rid the world of heretics and witches.
Male Human (Keleshite) Inquisitor (Witch Hunter) 1
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20/×2) and
scimitar +2 (1d6+2/18-20/×2+2 fire)
Ranged longbow +2 (1d8/×3)
Special Attacks Judgement of Sacred Destruction +1, judgement of justice, judgement of piercing, judgement of smiting
Inquisitor (Witch Hunter) Spells Known (CL 1st; concentration +4):
1st (2/day)—bless, hex ward (DC 14)
0 (at will)—disrupt undead, daze (DC 13), detect magic, light
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 11, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Favored Judgment, Point-Blank Shot
Traits flame of the dawnflower, vigilante witch hunter
Skills Intimidate +5, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +7, Ride +3, Sense Motive +9, Spellcraft +4, Survival +7
Languages Common, Kelish
SQ domains (fire), fire bolt, judgement 1/day), spell sage
Other Gear Hide armor, Arrows (40), Dagger, Longbow, Scimitar, Backpack (18 @ 12 lbs), Bedroll, Belt pouch (2 @ 2.54 lbs), Candle (10), Flint and steel, Holy symbol, wooden (Sarenrae), Holy text (Sarenrae), Manacles, Spell component pouch, Trail rations (3), Waterskin, 15 GP, 11 SP, 1 CP
--------------------
Special Abilities
--------------------
Favored Judgment (Humans) Judgments gain +1 to bonuses for attacks to from foe chosen (on ranger's favored enemy list).
Fire Bolt (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Inquisitor (Witch Hunter) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Sage +3 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Arcane magic users were considered witches in his tribe, and he was raised to hate and fear them. In his early teen years, he lost both his parents to disease, which his tribal shaman attributed to witchcraft. Hence, his hatred which formed early was cemented. The rest of his education was with a church sponsored orphanage in Omash. The priests who run this church have heard of strange happenings in the Border Woods and have sent Hassan, now of age, to investigate.
Played by Naveen Andrews (Sayid from Lost)
Will make a dedicated alias if selected for the game. Thanks!

Delweir |

Here is a character that I made for RoW. He is obsessed with reaching Irrisen in time to see the appearance of Baba Yaga. This is primarily because he believes that there he will somehow learn something of magical value by witnessing the appearance of a legendary being. But nearly as important is the fact that he simply wants to lay eyes on the great witch-queen. Delweir will rationalize this is any number of ways.
I will look for a picture of an actor who represents him well.

GM Niles |

A few more details about me as a DM.
1) I don't do XP. I award levels as appropriate. As a reward for excellent RP I generally give temporary bonuses to skill checks or other d20 rolls.
2) I post pretty frequently. 2-3 times per day, I expect daily posts and appreciate players who will progress the game at a decent clip.
3) I didn't specify alignment above and I should have. I'm not into antiheroes or evilly aligned characters.
@Uloth Like it
@Ekran Good
@theNorv I haven't seen anything that suggests a Fire based caster would be at an especially big deficit.
@ Moriana Why are you in Taldor? How is your character tied to the AP?
@ Kienyach see above questions. Also, I'm not cool with 1/2 Drow, Golarion unfailingly portrays Drow as evil. I'm also not comfortable allowing classes from a playtest.
@ Spacefighters I like the little poem, but how is Blik in Taldor? What ties him to the AP?
@Vucub Good
@ Wikwik I like it however check out THIS link. Ratfolk are mostly in Tian Xia but! they also hail from Akiton. This begs for a connection to the Dancing Hut.
@Algar Looks ok, but Samsaran are more of a Tian Xian and Vudrani thing.
@ Gandiik I need a sheet.
@ lordzack no
@Doctorevil Nice, this would make the "culture shock" part of the AP work well.
Martials
Uloth Muleskin, Ranger
Ekran Batorówka, Fighter
Skills/Stealth
Moriana, Rogue
Hassan, Inquisitor
Divine
Blik, Druid
Svetlana, Oracle
Arcane
Ventil, Bard
Wikiwik, Alchemist
Delweir, Wizard

Apollo Randasian |

Possibly looking to play a Barbarian as I haven't touched one in so long, but I'm going to give the player's guide a read before I decide on race, class, archetypes and skills etc.
Oddly, my favourite class is a Cleric, but usually only those of their own ideals (some accept their god, others recognise them as their source of power, and others think they just inherited some kind of power through their bloodline), and my second favourite which is equally as good is the Ranger class.

GM Niles |

@ Lordzack I'm cool with Ratfolk, although a paladin would be a rare sight indeed.
@Apollo the Goddess Milani plays a part in the AP. I'm sure her cleric would be pretty cool.
Also, I've read a bunch more about the AP and read over everyones characters and decided that the AP will begin wherever the players want it to. This means that Vudrani and Tian Xian characters are more than welcome. It also means I'll accept the Dremscarred press Psion and Psychic warrior classes (from Vudra) and Ninjas/Samurais can be added.

Psyonis |

Morgan the Black
Male Human (Chelish) Fighter 1
LN Medium humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield)
hp 14 (d10+1+ Toughness)
Fort +3, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 12
Feats: Weapon Focus: Long Sword, Toughness, Iron Will
Traits: Warded against Witchery, armor expert
Skills: Intimidate+6, Ride+5, Perception +2, Swim+7, Climb+7
Languages Common, Hallit
Gear: longsword, dagger, scale mail[5], hvy steel shield[2], 63 gold
--------------------
--------------------
Morgan has a True born name, but he has sworn not to use it. Smuggled out of the castle hours after he was born, he was raised to never say it aloud. Years later, he watched his younger brother take over the Barony when his father passed away, or was it killed? Raised by a loyal squire of his father, before The Change made him, darker…, Morgan has been moved from country to country, raised to know what should be his…
The last words the dieing squire said in his arms were “The Ungodly cold in Taldor…it holds the key…”
A scruffy Orlando Bloom http://www.totalfilm.com/kingdom-of-heaven-1
Insert whatever family name works for your story!

Kienyach |

Hmm, well that's a number of problems. Well drow descended is just a few alternate racial traits for half elf, but he was raised amongst humans and does not hold their evil tendencies. In fact he's a military man, a soldier. Follows orders, definitely leaning towards good more than evil (what makes him neutral is he can be a "ends justify the means" kind of guy). Are you adamant about no half-drow? His mom is a drow and he has some of their magic, but he essentially acts like a normal half-elf. Are you just opposed to alternate racial traits, or is it just a dislike of drows? The ACG class isn't really something negotiable I imagine, so I'll have to think on that.

Shadow Bloodmoon |

Re: Moriana,
I figure her background as a child of the street puts her anywhere on Golarion, even Taldor, even though she herself is of Chelaxian descent. Her father's contract to the North is taking him close to her mother's side, descendants of the frost giants, though he never told Moriana of her mother, other than she passed long ago. (Thus the Blood of Giants Trait from the AP). Moriana's father purposely disappeared so that she would not follow, but being stubborn, she went anyway, presuming he was simply missing..

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@GM Niles, not sure what you're suggesting. If there is no ratfolk community in Taldor, I can adjust the backstory.
What little I know suggests that interplanetary portals are rare (and thus unlikely to be used by itinerant beer salesrats). I see three possible adjustments to the backstory -- in decreasing order of probability:
a) Taldor's ratfolk community is tiny, oppressed, and largely in hiding.
b) Wikwik is originally from Tian Xia and made his way here as part of an overseas trading venture.
c) Wikwik is from either the Hivemarket or the city of Jekkara on Akiton, and discovered a portal to Golarion which he keeps secret and uses occasionally for tourism essentially.
If any of those are better than the existing backstory, I'll be glad to update it.

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DM Niles;
i can change race without a problem To a human.
here is :
Svetlana
Female Witch 1
Medium Human / Humanoid (Human)
Init +1; Senses Perception +0
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 9 (1d6+2)
Fort +2, Ref +1, Will +1
==OFFENSE==
Spd 30 ft/x4
==STATISTICS==
Str 8, Dex 12, Con 14, Int 20, Wis 8, Cha 10
BAB +0, CMB -1, CMD +10
Feats Extra Hex (PFAPG 160)
Skills Bluff +1, Diplomacy +1, Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +0, Spellcraft +9, Use Magic Device +4
SU Healing, Cackle, Misfortune (PFAPG 66)
MC Witch Cantrips (PFAPG 65 - 66)
Traits Magical Lineage (Magic) (PFAPG 329)
Languages Abyssal, Common, Draconic, Elven, Infernal, Skald

Psyonis |

@ Digger Gunslingers are a mixed bag really. I'm ok with them as a class I guess, but there is 0 support for them in the AP. I guess I'd have to say, maybe?
@ Psyonis, intriguing what does "The Change" mean?
I'm thinking something "Witch-y" or "Curse-y" that we can come up with that fits the campaign, same with my Family name

GM Niles |

Martials
Uloth Muleskin, Ranger
Ekran Batorówka, Fighter
Morgan the Black, Fighter
Skills/Stealth
Moriana, Rogue
Hassan, Inquisitor
Divine
Blik, Druid
Svetlana, Oracle
Arcane
Ventil, Bard
Wikiwik, Alchemist
Delweir, Wizard
@ Keinyach upon further review, 1/2 Elf drow are ok, It was a bit of an knee jerk reaction by me. Change class to the Fighter archetype and I'd be ok.
@Shadow Bloodmoon Cool, that all works for me.
@Wikwik Any of those would work, alternatively Wikwik could have fallen through a portal on accident and be stuck on Golarion and be lookin for the Hut to get back home!
@Algar your original race was cool, human is cool too. I'm ok with Samsaran.
@ Psyonis I'm sure we can come up with something appropriate

Kienyach |

I understand the knee jerk reaction, odd races can quickly make things unbalanced. I have changed Kienyach to a Fighter (Brawler), and also moved his stats around a bit (needed to buff his dex). He doesn't have nearly as many skills as before, but he's going to do a lot more damage with his double kukri knives.

Gaandik Fatebound |

Race=Aasimar
Languages: Common, Hallit, Celestial
Alignment=LG
Cleric Iomedae level 1
Domains=Sun, Good(Friendship)
Middle aged
ST=11; IN=8; WIS=20; CHA=16; CON=12; DEX=12;
HP=9 (rolls = 8) (+1 CON)
AC=18=10+5(scale)+2(shield)+1(dex)
Flat footed AC=17, Touch AC=10
Saves:
Will +6
Ref +1
Fort +3
BaB=+0
CM=+0; CMD=11;
Feats: Selective Channeling
Traits: Northern ancestry, omen

Celestial |

I'll add a human ranger into the mix. :)
.
.
.
.
EINOR
--------------------
Male Human Ranger 1
NG Medium Humanoid (Human)
Favored Class Ranger (+1 Hit Point/Level)
Init +2; Senses Perception +6
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DEFENSE
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AC 17 (+5 Armor, +2 Dex), Touch 12, Flat-Footed 15
HP 11 (1d10+1)
Fort +3; Ref +4; Will +2
Northern Ancestry +1 Trait Bonus to Fortitude Saves
Resist Cold 2
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OFFENSE
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Speed 20 ft.
Melee Cold Iron Greataxe +5 (1d12+6, 20/x3)
Ranged Shortbow +3 (1d6, 20/x3)
Space 5 ft.; Reach 5 ft.
SA Favored Enemy (Ex) (Humanoid [Human]) +2
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STATISTICS
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Str 18; Dex 14; Con 10; Int 10; Wis 14; Cha 10
Base Attk +1; CMB +5; CMD 17
Traits Bastard, Northern Ancestry
Feats Cleave, Power Attack
Skills Heal +6, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +6, Sense Motive +7, Stealth +6 (+2), Survival +6; ACP -4
Bastard +1 Trait Bonus to Sense Motive Checks
Favored Enemy +2 Bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival Checks vs. Humanoid (Human) Enemies
Track +1 Bonus to Survival Checks to Follow Tracks
Languages Taldane
SQ Track (Ex), Wild Empathy (Ex)
Combat Gear Cold Iron Greataxe, Scale Mail, Shortbow w/ Cold Iron Arrows (40)
Other Gear Ranger's Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Iron Pot, Mess Kit, Rope, Torches [10], Trail Rations [5 Days], Waterskin)
Money 42 gp
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SPECIAL ABILITIES
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Bastard You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Favored Enemy (Ex) (Humanoid [Human]) At 1st level, a Ranger selects a creature type from the Ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the Ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the Ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Track (Ex) A Ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A Ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The Ranger rolls 1d20 and adds his Ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
I need to inform my superiors, he concluded quickly. As a member of the High Sentinels, it was his responsibility to help patrol this section of southern Taldor's boundary with Qadira. The organization guarded an area that encompassed a large portion of the Border Wood, and included the town of Demgazi and the village of Heldren. And right now, of all the settlements nearby, he was the closest to Heldren. It would have to do. Word needed to get out fast because whatever was responsible for the abnormally cold weather wasn't something that could be dealt with as easily as a Keleshite raid.
Character Played By: Karl Urban

zaarbuc |
2 Traits:
Adaptive Magic
Armor Expert
1) Character Sheet: Jinn
Male NG Half-Elf Inquisitor, Level 1, Init +2, HP 10/10, Speed 30'
AC 17, Touch 13, Flat-footed 14, CMD 16, Fort +4, Ref +2, Will +3, CMB +3, Base Attack Bonus 0
Reach, Trip Fauchard +3 (1d10+4, 18-20 x2)
Cestus +3 (1d4+3, 19-20 x2)
Shortbow (Common Arrows(20)) +2 (1d6, x3)
Leather Lamellar (+4 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 14, Int 12, Wis 13, Cha 10
2) Jinn was born in Heldren to a Ulfen man and an elven woman. His mother was killed by a harsh winter shortly after he was born and was raised by his human family. When he came of age he traveled to Zimar to study at the church of Erastil but was more martially focused than many of the priests there. He spent hours out in the yard practicing with the temple guards becoming proficient with the Fauchard and more comfortable in armor than most but at the cost of some of his spiritual training. He also had a knack for using magic items not normally associated with the divine, possibly due to his elven blood, and has a natural gift for noting the strengths of various creatures. When an unnatural winter broke out around Heldren Jinn returned to his home village to investigate the cause and hopefully save lives.
3) A young Liam Neeson

Aku Warashi |
Here I present Kirraak for approval.
The whooping woke him.
It had been the better part of a week since Garreth had talked to Orwyn and the others around the timber wagons. Both he and Oreseis had spent the intervening days asking questions under a succession of guises. Mostly Garreth chose illusionary identities whose mysterious disappearances, like the Pezzacki half-orc's, could easily be laid at the Hellknights' door; when such people vanished, it burnished their knights' reputation for ruthlessness and raised few questions about where they had gone. Sometimes, so that people would not wonder why the Nidalese never showed their faces, he went undisguised.
But whatever face he chose, and whomever he approached, Garreth learned little about the strix. Wild rumors and speculation abounded, but accurate observations seemed scarcer than waterfalls in the desert.
Some said the strix were winged devils in more than name—that the diabolists of House Thrune had deliberately summoned them from Hell and set them loose on the people of western Cheliax so that they could offer protection from the threat they themselves had created. Some said the mine overseers had struck a secret bargain with the strix, allowing them to feast on lazy and unruly workers in exchange for leaving the others unmolested. A few claimed—never when they knew Garreth was listening—that the strix were not living creatures at all, but rather Nidalese thralls who had escaped from the shadowcallers' control and hid in the deep recesses of Devil's Perch because no light could reach them there.
The only sure thing anyone knew was that the strix had murdered Chastain, her daughter, and everyone accompanying them—and that the outrage demanded retribution.
That thought leaped to the fore of Garreth's mind when he heard the whoops that morning. Pushing off his blankets, he went to the window and pulled the curtain to the side.
The street below was crowded with cheering men gathered around four sweat-stained riders on lathered horses. A dark-winged figure staggered on foot between the riders, and two more broken, winged forms dragged in the dust behind them. The ropes that bound the corpses were not tied around their ankles, but threaded through gashes in their calves.
Fastening his shadowcaller's robe as he went, Garreth hurried down the stairs.
Every citizen in Crackspike seemed to have mobbed the street. He glimpsed the Hellknights pushing forward through the fray, Posie's girls leaning bare-shouldered on their balcony, and miners and laborers who had come fresh from their work, wearing clothes sweated through and caked with dust so many times that the men seemed made of mud.
The creature who had attracted all their notice seemed oblivious to the crowd. The strix hobbled between the riders with his head lowered between his enormous, bedraggled black wings, unresponsive to the curses hurled his way or the occasional gob spat on him by a spectator. The riders and their horses, spattered with similar missiles, were less restrained; they answered with imprecations fiery enough to burn a Hellknight's ears, or—if the spitter was foolish enough to be identifiable, and in reach—vicious blows from their quirts.
Garreth ignored them, along with the occasional shrieks from the bystanders they struck. It was the strix that interested him.
This one was a juvenile, he guessed, and male. Head to toe, it was the color of coal. Its eyes were enormous and eerily luminous, reflecting a green-violet iridescence in the bright hot sun. There were no whites or pupils that Garreth could see, although it was difficult to be sure with the creature's head bowed. Its ears were thin and sharp, lying flat against its skull. It went barefoot, its toes and fingers alike tipped with short translucent talons, and its clumsy pigeon-like gait suggested that it did not often find reason to walk upon the ground.
Above all, however, it was the strix's wings that commanded attention. Bent and broken, they still towered over the men on horseback. The feathers were a glossy, oily black, touched with a peacock shimmer like the plumage on a loon's throat. There was an undeniable grandeur to those wings, even as the creature who bore them tottered crippled and diminished on the earth.
"How did you catch him?" one of the whores called down.
"Hunting," the lead rider shouted back. "This one"—he jerked the strix's rope as if the creature were a balky dog on a leash"—thought he'd catch a few of our mules for dinner. That was his mistake. The other two came to free him. That was theirs. They didn't care to be taken alive, so I thought it only right to oblige them."
"Are there any others?" Paralictor Erevullo asked.
The rider hesitated, winding and unwinding the reins around his hand several times before answering. "I can't be sure," he admitted, "but I don't think so. These two rushed in blind, they were so upset we'd caught their friend. Any others would've done the same, if they were out there. Anyway, we didn't see no more."
Erevullo nodded curtly. He gestured with a gauntleted hand to the battered strix. "We will take that one. In the name of Her Imperial Majestrix Abrogail II."
The rider opened his mouth to protest, then closed it, returning the Hellknight's nod even more brusquely. "What about the others?"
"Sell them to your tavern to stuff as a showpiece. Cut them apart and sell the pieces as keepsakes. Or just throw them by the roadside and let dogs feast on the corpses." Erevullo shrugged. "They are of no use to us. Do as you will." The paralictor turned his flinty eyes on Garreth. "It is said that the Kuthites of Nidal are unrivaled in extracting information from their charges. I trust this reputation is well founded."
"It is," Garreth answered.
"They don't speak no civilized tongue," the rider interjected. "Just screeches and devil squawks. We couldn't get nothing sensible out of none of them."
"Language is no obstacle," Garreth said. He turned to Erevullo. "Is there somewhere we might work without interruption?"
The paralictor waited for the rider to untie the strix's rope from his saddle horn. Upon receiving it, Erevullo tossed the mudstained hemp to Garreth. "One of the alehouses has a cellar. They were using it as a dungeon of sorts. It's yours." He motioned to one of the other Hellknights, a signifer whose clean-shaven scalp was tattooed with spiked swirls of red and black. "Odarro. Show the shadowcallers where they will work."
"This way." The bald signifer turned on his heel, leaving the riders and the crowd to look on in confusion that soon turned to abuse of the two remaining strix. Whether their victims were alive or not, the people of Crackspike seemed all too happy to beat them and spit on their feathered remains.
Tugging his captive along behind him, Garreth left them to their sport.
The cellar Erevullo had spoken of was beneath the Long-Bottomed Lady, the largest of Crackspike's three ramshackle taverns. It was a cramped and dingy space, illumined by wobbly shafts of light that spilled through the tavern's floorboards. Barrels of beer and jars of white whisky crowded every available inch. A coating of sandy grit clouded the vessels, although the tavern always drank through its stock within days.
It was only on account of the liquor that the owners of the place had undertaken the trouble of digging a cellar and laying in a wooden floor. Spirits were unconscionably expensive in Crackspike, which had to import all its necessities across miles of hard road. The owners of the Long-Bottomed Lady wanted to protect their investment, and the easiest way to keep thirsty miners from stealing their beer was to sit on it.
Garreth wondered whether his work would dent their appetites. He doubted it. If anything, strix blood seemed to whet thirsts in Crackspike. And there would likely be a great deal of blood before he was done.
He wanted to begin gently, though. Confidences won through trust were worth more than secrets extracted through torture; the latter were often fragmentary and peppered with lies. Many Kuthites chose to rely on torture anyway, but Garreth valued effectiveness above piety.
The cellar had no chairs. He rolled two of the smaller barrels from their nooks, arranging them so that they faced one another across a short space. Touching the small clay talisman of a ziggurat in his pocket, Garreth murmured the words that would grant him the gift of tongues. He'd prepared the spell with the intention of questioning some of the miners whose Taldane was shaky, but it would serve as well with the strix.
"Speak to me," he said. The words had an odd, doubled echo as they left his lips. Garreth heard his own voice clearly, but just as clear were the stretched, shrill vowels and harsh plosives of the strix's tongue. He was never sure what the listener heard—but it hardly mattered, as long as he was understood. "What is your name?"
The strix gave him a hostile, unblinking stare. It did not sit on the barrel as Garreth did, but perched on top, its clawed toes grasping the wooden edge. In this light its eyes showed no iridescence; they were yellow as a hawk's. Faint striations of darker gold, converging in the center of each eye, expanded and contracted as it breathed.
"You should answer me." Garreth drew the holy symbol of Zon-Kuthon out from under his shirt and let it rest pointedly upon his chest. "Sooner or later, you must. And ‘later' will come at a cost."
"I am not afraid. Pain is nothing." The strix's voice had the same odd echo as his own: familiar human words twinned to piercing shrills and whistles only barely recognizable as speech. Its true voice seemed extraordinarily hoarse; judging from the chapped skin around the strix's lipless mouth and the sunken, bruised-looking circles around its eyes, that was a symptom of its recent hard use rather than the creature's natural tone.
It made the creature's bravado even more wearying. The strix would break. Under the ministrations of a Pangolais-trained torturer, all men broke. And all dwarves, and all orcs. A strix would be no different, however alien its appearance.
Garreth had had his fill of breaking brave rebels in Westcrown. It was tedious, the progression from braggadocio to stoicism to abject begging. Such men clung to loyalty and principle as though it were a raft that could save them. It never did, but the Nidalese wizard had long lost his taste for snapping their fingers to make them let go.
"I could show you otherwise very quickly," Garreth said, "but I will give you the chance to help yourself first. Again: what is your name?"
"Kirraak," the strix cried. Whether it was a name or a curse, the spell didn't translate it.
Garreth decided to accept it as a name. "Kirraak," he repeated, altering the sound to fit on a human tongue. "How were you captured?"
For a long time the strix did not answer. Its chest heaved with silent, desperate breaths. Then it cocked its head downward and veiled its eyes with semitransparent membranes that slid across them from the side, instead of lowering vertically like its true eyelids. "Stupidity. They left a hurt mule behind. I wanted it. Some of their dogs wanted it too. I was butchering the dead mule when the dogs came upon me from behind. They kept me from flying." The strix motioned toward one of the black wings hanging broken from its back. Up close, it smelled of dust and wild oily feathers and a rank undercurrent of infection. "I could not escape when the men came back to see what their dogs were quarreling over."
"And your companions?"
"Untie me." The strix lifted its head and held its arms out, showing him its rope-chafed wrists. The coarse hemp was spotted with blood, red as Garreth's own. "Untie me, and I will say."
Kirraak tensed as Garreth drew a small knife to cut its bonds. The muscles at the bases of its wings flexed, and it crouched slightly, gathering its strength. Garreth noted its tension but continued sawing at the rope.
He wasn't surprised when the strix attacked. He was surprised at how fast it was. Garreth was already ducking away when Kirraak snapped the last few strands between its wrists, but he barely had time to put a barrel between them before the strix seized a nearby bottle of brandy and hurled it at his head. The bottle shattered on the wall inches away, raining liquor and glass shards. One splinter nicked Garreth's chin, another his cheek.
"Krevaar!" the strix screamed. "I tell you nothing!"
Garreth didn't waste his breath on a reply. He shielded his eyes and dodged behind a second barrel. Another bottle hurtled past, clipping the side of his head, but the strix itself did not come. Glancing back, Garreth realized that the strix's wings gave him the advantage in this confined space; Kirraak flinched every time the wounded appendages struck anything, and the creature could hardly move without smacking its massive wings into a wall or keg.
It had fashioned a crude sort of knife from the remains of a broken bottle, though, and Garreth guessed that might prove more lethal than its ineptly thrown missiles. If the strix got close enough to use it.
He kicked a wine rack toward his adversary, sending bottles tumbling everywhere. Two of them slammed into Kirraak's infected wounds, eliciting an ear-splitting shriek and causing the strix to drop its improvised blade.
Garreth seized the chance. Thrusting a hand in the strix's direction, he chanted quickly, nearly tripping over the familiar words in his haste. Magic gathered in him like lightning and lanced out, surrounding the strix in a crackling black halo. Needles of dark energy stabbed into Kirraak.
The strix collapsed, keening in agony. Its makeshift knife cracked under its body, cutting into the creature's arm and chest, but it hardly seemed to notice this insult compared to the wracking pain of Garreth's spell. As the strix's shrieks gave way to whimpers, and then into insensible sobs, Garreth straightened and brushed the glass flinders from his hair.
"You should have answered my questions," he told the strix without rancor. He had not, of course, really expected that Kirraak would. The rebels in Westcrown seldom did; why would a strix be any different? This was just another step in their dance, predictable and inevitable.
Kirraak made no answer. Garreth hadn't expected one. He picked through the shattered glass and liquor pooled around the semiconscious strix, selecting several of the longest, smoothest fragments and laying them atop a nearby barrel. He was careful to arrange them where the shafts of wintry sunlight made them glint in the cellar's gloom.
When he had all the shards he needed, Garreth retied the crippled strix's arms and tossed the rope over a rafter, hoisting Kirraak up onto its clawed toes. Standing in that partly suspended position wouldn't hurt immediately, but in a few minutes it would start to ache, and in an hour or so it would become unbearable.
As an afterthought, and as a courtesy to the Long-Bottomed Lady's guests, Garreth gagged the strix with the wine-sodden remnants of a burlap sack. Then he started another, simpler incantation, and passed a pale hand over the stained rips in his robe. The torn threads knitted back together; the stains faded from the cloth. In moments there was no evidence of his prisoner's defiance.
The illusion of infallibility was crucial to the fear a skillful torturer inspired. Nothing his victims did could be seen to hurt him, or even interrupt his plans. Everything that happened in his domain had to serve his purpose. The strix's struggles, the shattered bottles, the wasted brandy—all of it, as far as the world would ever know, was part of Garreth's designs.
Garreth picked up a sliver of glass and drove it through the joint of the strix's infected wing. Pus and dark blood spurted out. Kirraak screamed again, weakly; its head jerked up once and fell back down, limp.
Coldly Garreth took a second sliver of glass from the barrel and held it poised, waiting for the strix's eyes to flutter open again.
∗ ∗ ∗
It was stupid. First getting caught by dogs, then tortured until he betrayed his clan. He deserved the name he got. Kirraak, a bastard.
For some weeks things would be the same, never he would get enough sleep. Never would they let his wings heal. In time, they it seemed they were just doing it for fun, no one asked him anything else.
Days turned into weeks, weeks into months until something changed. He was put in a cage, and other humans took him from his prison. He could understand a bit of their language now. His wings now crippled would barely support him. His pride was lost, his clan most likely dead and it was his fault.
He was not in some sort of caravan, and he was a 'praised' possession of the caravan master. The master would everyday sit in front Kirraak cage, and talk to others. The strix was just a symbol: “Look what I can do; I have a demon for pet”. Kirraak had already learned that defiance would win him a beating, his torture time has taught him at least that, so he waited and observed.
And observed he did, and learned many about the humans and their customs. And even hating then more than ever, Kirraak knew his people were no different. Humans hated the strix because they were afraid of then. It was not the same with the strix?
“You should be careful with arrkar, the protector leader. He plans to steal your daughter honor.” Kirraak said one day when he was alone with Brannon Cirillo, the caravan master.
“So you can speak now, and lying about my most trusted employee. What do you think you can accomplish?” - said Brannon.
For some time, the strix said not a word, as if trying to decide what say.
“There is a brrika, a place the water rains from the rocks above. The told your daughter of this place, and plans to steal from her there.”
“How… do you know about the waterfall?” but even before Kirraak could answer, Cirillo had already left.
For some days he would not appear again, and no one gave Kirraak water or food. But then Brannon returned, with water and food. He would then talk with Kirraak, a little each day, until in time, the caravan master was almost having Kirraak as his advisor. He was still held in his cage, but life was not that hard anymore.
One day, Brannon daughter visited him.
“I know you can understand me, I know you have filled my father head with your lies. Harv loved me, we…” tears began to flow on her face. “… You may have his trust now, but it will not be so for long.”
After that day, Brannon began to visit him less and less, until it stopped.
They arrived in a large town; his cage was hidden beneath a dark cloth. Soon after they would began a new travel, but this time, no one talked to Kirraak. Weeks he would be inside his dark cage, and soon it began to get cold, and with every day the cold was stronger. He was not prepared to that, and soon the strix began to suffer from cold.
None would give him anything to cover himself, the food was hard to chew and he had to lick ice to get water.
One night, the convoy was attacked. He was barely conscious at time and the last thing he remembered was his cage being hitting the ground.
He awoke in a dark place, he tried to get up but was not able. ‘Am I bound again?’ he thought.
“I don’t know if you can understand me, but don’t try to get up. You were almost dead when I found the caravan in the road. No one else survived I fear. From the looks of it, you were some sort of prisoner. No, don’t need to explain. You own me nothing. For now rest and recover.”
For some time, Kirraak consider fleeing or killing his benefactor, but that was not the solution. It would only bring more hated between the strix and the humans.
He got better, soon he learned to dress so he would escape the cold, and then he began to learn from Lyza, the person who saved him the local language.
His wings though never were the same.
--------------------
Male Strix Ranger (Urban Ranger) 1
Chaotic Neutral Medium Humanoid
Init +3; Senses Dark Vision 60ft Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +0 Shield, +3 Dex, +0 natural )
hp 11 (1d10 + 1)
Fort +3, Ref +5, Will +1
Resist None
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Offense
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Offenses
Speed 30 ft. Fly 20ft(Poor)
Ranged Longbow +4 40 Arrows (1d8 20/x3)
Special Attacks
Spell-Like Abilities
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Statistics
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Str 13 , Dex 16, Con 13, Int 12, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 14
Languages Taldane,Skald, Strix, Giant
SQ None (dc XX)
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Feats
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Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Traits
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Fast-Talker:
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Restless Wayfarer:
You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).
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Class Features
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1st favored enemy (Human),
track,
wild empathy
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Skills
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6 +1 +1
Bluff +7 (+1 Rank, +3 trained, +1 Ability, +2 Racial)
Climb +5 (+1 Rank, +3 trained, +1 Ability, -2 Armor, +2 Racial)
Diplomacy +3 (+0 Rank, +0 trained, +1 Ability, +2 Racial)
Disable Device +5 (+1 Rank, +3 trained, +3 Ability, -2 Armor)
Disguise +0 (+0 Rank, +0 trained, +1 Ability)
Fly +5 (+1 Rank, +3 trained, +3 Ability, -2 Armor)
Intimidate +1(+0 Rank, +0 trained, +1 Ability,)
Knowledge (Dungeoneering) +1 (+0 Rank, +0 trained, +1 Ability)
Knowledge (Local) +6 (+1 Rank, +3 trained, +1 Ability +1 Trait)
Knowledge (Geography) +1 (+0 Rank, +0 trained, +1 Ability)
Perception +7 (+1 Rank, +3 trained, +1 Ability, +2 Racial)
Ride -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +5 (+1 Rank, +3 trained, +3 Ability, -2 Armor)
Survival +5 (+1 Rank, +3 trained, +1 Ability)
Swim -1 (+0 Rank, +0 trained, +1 Ability, -2 Armor)
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Magic
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None
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Special Abilities
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None
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Equipment
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Equipment list
Melee Weapons
Ranged Weapons - Longbow
Armor -Chain Shirt
Other Gear
Basic adventure stuff.
Explorer's Clothes
Magic Item
Wealth
20gp
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Racial Traits
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Standard Racial Traits
• Ability Score Racial Traits: Strix are swift and elusive, but tend to be stubborn and swift to anger. They gain +2 Dexterity, and -2 Charisma.
• Type: Strix are humanoids with the strix subtype.
• Size: Strix are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Strix have a base speed of 30 feet on land. They also have a fly speed of 60 feet (average).
• Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose from the following: Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal. See theLinguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Nocturnal: Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
Magical Racial Traits
Offense Racial Traits
• Hatred: Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes.
Senses Racial Traits
• Darkvision: Strix see perfectly in the dark up to 60 feet.
• Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, Strix have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Alternate Racial Traits
• Tough: The strix receives a +1 racial bonus on Fortitude saves. This racial trait replaces suspicious.
• Wing-Clipped: The flight of wing-clipped strix is weaker than normal, whether from deformity or injury. Their fly speed is 20 feet (poor) instead of the normal fly speed, and they must make a DC 30 Fly check to fly upward. Ostracized by their tribes and forced to deal with other races, these strix compensate for their weakness by gaining a +2 racial bonus on Bluff, Climb, and Diplomacy checks.

GM Niles |

Martials
Uloth Muleskin, Ranger
Ekran Batorówka, Fighter
Morgan the Black, Fighter
Einor, Ranger
Kiraak, Ranger
Kienyach, Fighter
Skills/Stealth
Moriana, Rogue
Hassan, Inquisitor
Jinn, Inquisitor
Divine
Blik, Druid
Ix, Oracle
Arcane
Ventil, Bard
Wikiwik, Alchemist
Delweir, Wizard
Svetlana, Witch
@Keinyach looks good
@ Lordzack awesome
@ Algar ok
@ Wikwik, I like it!
@ Gaandik Gonna need a little more
@ Ix awesome
@ Celestial Looks Great, I'm a big Karl Urban fan
@ Zaarbuc what diety will Jinn venerate?
@ Aku Warashi Cool story, I enjoyed it.