Reign of Winter by GM Niles (Inactive)

Game Master nilesr

Reign of Winter AP
Loot Log
Map of Waldsby
Character Level 3


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@ Aku Warashi Yeah, I avoid making a bunch of different categories so I lump Rangers in with the fighters even though they can definitely be built as a skill based class. I will take those things into consideration when I'm picking characters because a well rounded party is important.


I would like to submit my gunslinger for review. I know you said they were a mixed bag, and that there was 0 support for them in the AP, but I'm not concerned. Please let me know if you decide against gunslingers.

Longer backstory to come. Will be put in profile page when finished.

Character Stats:
Marton Belorne
Human Gunslinger 1
LN Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged pistol +5 (1d8/×4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 15
Feats Gunsmithing, Point-Blank Shot, Precise Shot
Traits reactionary, vigilante witch hunter
Skills Acrobatics +7, Craft (alchemy) +5, Diplomacy +1, Knowledge (local) +5, Perception +6, Sense Motive +7, Survival +6
Languages Common, Skald
SQ deed: deadeye, deed: gunslinger's dodge, deed: quick clear, grit
Other Gear Hex Nails(4), Studded leather armor, Alchemical cartridge (paper), Black powder (22), Firearm bullet (22), Pistol, Backpack, masterwork (8 @ 8 lbs), Flint and steel, Gunsmith's kit, Powder horn (22 @ 0 lbs), Powder horn (empty), Torch (2), Trail rations (2), 47 GP, 6 SP, 8 CP
--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
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.

Rolling for Vigilante Witch Hunter trait's Hex Nails: 1d4 ⇒ 4

Backstory:

Marton lost his father some 20 years ago when they investigated a report of a witch in the area. Whatever ritual she was performing was interrupted and in the ensuing battle, Marton's father, Kristoff, was killed. Marton finished the job, killed the witch, and swore to destroy any witches he could find.

20 years later, Marton is handed a report of an unnatural cold in the Taldan Border Wood. Sensing this might be another witch, he sets out immediately, his blood boiling at the chance of destroying yet one more witch.

Best Portrayed As: Javier Bardem


I finally found someone who I think looks like Delweir.

David Tennant


Jinn venerates Old Deadeye, Erastil, god of the hunt and farming, who leadings his followers by example and good deeds, above all others.


Interested. I have an idea for fluff, but not sure yet on the crunch.

Cavalier (Huntmaster), Druid or Ranger...

For now, I'm thinking Oliver Reed would be great.


GM Niles wrote:
@ Celestial Looks Great, I'm a big Karl Urban fan

Yeah, me too. In fact, I'll be watching him tonight on his new show, Almost Human.


Interested...


Everything should be okay in the character sheet, but if you do find something out of order please tell me about it and I'll do my best to fix it.

Enzo....where do I start with this guy? Despite the evil alignment He's pretty easy to get along with, except for his occasional tendency to tease someone or try to get a rise out of them, but hey most people have that one annoying thing about them, right? On the plus side this rogue's got no trouble taking orders, and you'll see through his personality and skill set that he's not your typical thug.

Will Enzo ever attempt to betray the party cause he's evil and what not? The answer is "never" and will remain "never", he's evil for sure but that doesn't mean he's an idiot; why would someone betray a competent, well armed group that he can probably gain a lot more through working with them than betraying? It's also worth mentioning that he's pretty much on board with taking the witches down, more details in the back story.

Okay on to the crunch, yes Enzo is going to be a strength rogue, I don't think its optimized but I really feel that it fits with the thug archetype. I tried to pick feats for him that fit his background and experiences; Like the dirty trick feats which would obviously come from his time as a street tough, and the grapple feats would naturally fit him because he's a pretty big guy, I also plan to give him Body Shield which seems to be just the sort of thing he'd do with someone he's grappling with, Dodge and Improved Critical also seem to be good feats for him to have. Among the rogue talents I plan to get him are Improved Unarmed Strike and the Snapping Turtle Style feats through the Ninja Trick, Combat Trick and Feat rogue talents; I know it's a bit of a stretch to find these on a rogue, and a thug no less, but I think they can work, especially with the reasoning in his back story, then there is Minor magic, Major magic, Bleeding Attack, Offensive Defense, Crippling Strike, Dispelling attack, Weapon Focus and Strong Impression.

I know this is quite a varied assortment of feats and skills, and not all of them fit what you'd expect of a thug to know, but then again Enzo background is rich with things beyond just being a punk with a sword, and I thought that that should be well represented in his feats and skills. Still if you feel that the Style feats are overdoing it I am willing to do away with them and go with something else.

In combat Enzo's job will basically come down to hindering and harassing the opponent; whether it is through dirty trick, grappling or his varied sneak attack options. His intimidation will be a huge factor in battle as well, as he can literally make an enemy frightened if he gets a good demoralization roll, which should be easier once he gets the Strong Impression rogue talent. While his hits will pack quite a punch thanks to his weapon, high strength and crit(if he's lucky) his overall damage will still be lacking since even when he maxes out his BAB he'll only have three attacks.

If you have any advice you'd like to give on his build, I'd be more than happy to listen and take it into consideration.

The motivation for him being here should be at the very end of his back story.

Hugh Jackman


I notice you are also applying Enzo Brooks to Jubal's game. Quite the character he is.

Cheers!


Kirraak is best portrayed as Djimon Hounsou. But you'll need to add some broken wings there...


@Kienyach: Thanks!

@GM Niles: So sorry, I completely missed your second post that mentioned alignment restrictions, and put Enzo up for recruitment. If he has no chance at getting in, I'll see about coming up with a new character.


@ Marton Cool beans, it looks ok.
@ Delweir Thanks!
@ zarbuc Thanks for the clarification!
@ Dreaming Warforged Looking forward to it.
@ Celestial I have it DVRed, my 2 year old controls the household television.
@ Camris Bring it on!
@ Enzo/Wolfgang Everything is cool except Neutral Evil, a NE playercould "in theory" sell out the party and claim that it was in their characters alignment! I'm not accusing you of impropriety but I don't really like Evil Alignments for APs. If you changed a little to make him less evilly aligned in his outlook it would be better for me.

@ Aku I like that actor!

Martials
Uloth Muleskin, Ranger
Ekran Batorówka, Fighter
Morgan the Black, Fighter
Einor, Ranger
Kiraak, Ranger
Kienyach, Fighter
Morton Belorne, Gunslinger

Skills/Stealth
Moriana, Rogue
Hassan, Inquisitor
Jinn, Inquisitor
Enzo, Rogue

Divine
Blik, Druid
Ix, Oracle

Arcane
Ventil, Bard
Wikiwik, Alchemist
Delweir, Wizard
Svetlana, Witch


Ooh! Let me throw my hat into the ring as a Barbarian! I'll get more of the crunch and fluff up in a little bit, but this would be a fun module to get a chance to play through.

Sven Ragnarson
Barbarian (Thinking Invulnerable Archetype)
Human/Ulfen
Blacksmith

Actor: Tom Hardy a.k.a. Bane with a Beard


Sven Ragnarson
Male Barbarian (Invulnerable Rager) 1
Medium Human
Init +2; Senses Perception +4,

==DEFENSE==
AC 16, touch 12, flat-footed 14
hp 14 (1d12+2)
Fort +4, Ref +2, Will +0

==OFFENSE==
Spd 40 ft/x4
Earthbreaker +5 (2d6+6, x3)
No Range Weapon Yet!!

==STATISTICS==
Str 18, Dex 14, Con 15, Int 10, Wis 10, Cha 8

BAB +1, CMB +5 (+6 Sunder), CMD +17 (18 Bullrush or Overrun)

Feats:
Power Attack
Raging Vitality

Skills:
(With Ranks)
Craft (Weapons) +4, Perception +4, Profession (Blacksmith) +1, Survival +4
(Without Ranks)
Climb +2, Swim +2
(Both nullified if wearing armor)

Class Abilities
Fast Movement
Rage Ability (6x/day)

Traits Magical
Easy Way or the Hard Way
Blood of Giants

Languages - Skald

Racial Abilities
Extra Feat (Raging Vitality)
Heart of the Fields

-------------------------------------

Fluff to come... W.I.P.


@GM Niles: Since your looking at a character that isn't of an alignment you would like to have in your games(even including him as a valid recruit), its only fair that I do something in return; how about this? If you end up picking Enzo, I'll add some elements to his back story that will shift his alignment from NE to CN. That sound okay with you?


Pathfinder Adventure Path Subscriber

All right, I'm going to go ahead and throw Irizati Kodara into the mix!

Character Sheet:
Irizati Kodara
Human (Keleshite) Wizard (Scrollmaster) 1
NG Medium Humanoid (human)
Init +1; Senses Perception +0
-------------
Defense
-------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 scroll shield)
HP 8 (1d6+1+1 favored class)
Fort +1, Ref +1, Will +2
BAB 0, CMB 0, CMD 11
Resist 5 fire.
-------------
Offense
-------------
Speed 30 ft.
Melee Scroll blade +1 (1d6/19-20/x2)
Ranged None
-------------
Statistics
-------------
Str 10 Dex 13 Con 12 Int 18 Wis 10 Cha 14
Feats Scribe Scroll, Combat Casting, Cypher Magic
Traits Restless Wayfarer, Canter
Trained Skills Knowledge (Geography) +9, Knowledge (Local) +9, Spellcraft +8, Knowledge (Arcana) +8, Linguistics +8, Appraise +8, Knowledge (Planes) +9
Languages [and in-character matrix] Common [English], Kelish [Turkish], Osiriani [English-phoneme Nepali], Vudrani [English-phoneme Hindi], Draconic [Basque], Skald [Danish], Tien [English-phoneme Japanes]
Gear Backpack, bedroll, flint and steel, belt pouch, ink, ink pen, iron pot, mess kit, soap, spell component pouch, 10 torches, 5 days' trail rations, waterskin, scrivener's kit, spellbook, scroll case, cold-weather outfit. In scroll case: scroll of burning hands and scroll of message. Total weight: 32.5 lbs., light load.
Cash 5 sp.
-------------
Special Abilities
-------------
Scribe Scroll Irizati can create magical scrolls.
Combat Casting +4 to concentration checks when casting defensively or grappled.
Cypher Magic Irizati casts spells from scrolls as though they were 1 caster level higher than the scroll's CL (including scrolls he creates himself). He also gains a +2 bonus to CL checks to activate a scroll of higher CL than he is.
Arcane School: Fire Irizati's opposed school is water.
Scroll Blade As a free action, Irizati can wield a scroll in one hand as a masterwork short sword with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell on the scroll.
Scroll Shield Irizati can wield a scroll as if it were a light wooden shield, with an enhancement bonus equal to 1/2 the level of the highest-level wizard spell inscribed on the scroll.
Fire Supremacy Irizati gains resist 5 fire, and whenever near a source of flame the size of a campfire or greater, he can draw the fire around him for 1 round as a swift action. Anyone striking him in melee (unless with a reach weapon) while he is so cloaked takes 1/2 Irizati's level (min. 1) fire damage.
Flame Jet 7 times per day, Irizati can blast a 20' jet of fire through the air as a standard action. Anyone in line takes 1d6 points of fire damage (Ref DC 14 halves). Creatures that don't save catch fire, taking 1d6 points more next round--this can be avoided with a DC 15, full-round Ref save to extinguish flames.

---------------
Spellbook
---------------
Cantrips (3/day, DC 14): all wizard cantrips but ray of frost.
1-level (2/day + 1 fire spell, DC 15): burning hands*, dancing lantern*, alarm, mage armor, comprehend languages, cultural adaptation, snapdragon fireworks*

* = fire school spell.

Backstory:

Irizati was born in Katapesh, and he was born into slavery. His birth parents were the chattel of Pactbroker Hashim ibn Sayyid, the mortal envoy for the mysterious Katapeshi Pactmasters. When Irizati was just an infant, his birth parents attempted to smuggle him out of Katapesh and, thus, into freedom; ibn Sayyid found out, and had them tortured to death. Fortunately, the Pactbroker was in a relatively merciful mood, and rather than simply drowning the child he had orphaned, he gave the boy to an elderly couple who acted as bodyslaves to ibn Sayyid and his wife: Khair and Shirin Kodara. It was these two who named the child Irizati, and raised him in a life of servitude.

Until he was seventeen, Irizati lived in slavery but relative stasis under the thumb of ibn Sayyid. It was not until that year that he began to consider trying to escape, a decision that was catalyzed into action when ibn Sayyid decided to "reward" Khair and Shirin--then very advanced in age--by taking them to meet the Pactmasters, who bound their souls into aluums, the remorseless iron golems that enforce the Pactmasters' will.

Seeing the mockery his parents' "lives" had become, Irizati took a chance when he saw one and fled out of ibn Sayyid's compound in the only direction he could be reasonably certain of evading pursuit: into the desert. With him went Jalara, Umar, and Amestri, his three closest friends from his days as a slave. They traveled for days into the desert; finally, hoping to be certain of avoiding capture, they split up. Umar and Amestri went south to Selkelas, while Jalara and Irizati went northwest toward Bronze Hook.

The desert was a cruel mistress: the days were harsh, but the nights, as they learned, were increasingly harsher. On the fourth day of their voyage, Jalara did not wake up from where she had curled around Irizati. Frozen to death in the desert's killing night, she had shielded him from some of the worst of the wind at the cost of her own life.

On that day, Irizati vowed never to be helpless again--not against the cold, and not against anything. He made it to Bronze Hook early the next day, and has been traveling ever since: from Katapesh he first found passage on a merchant ship to Jalmeray, where he studied under Ik-Tahar ibn Walawshi, called The One Who Makes Words Dance. Ibn Walawshi taught the young man the rudiments of magic, and, perhaps more importantly, the rudiments of scroll usage and combat.

Since taking his leave of ibn Walawshi three years ago, Irizati has been constantly traveling. From Jalmeray he headed to Osirion; from Osirion to Rahadoum; from Rahadoum to Mediogalti. On Mediogalti he got into an argument with a traveling merchant about what constituted "reasonable" prices for passage off the island. The argument turned violent, and Irizati--to his horror--accidentally unleashed a torrent of flame at the other man. The merchant lived, but only just; and Irizati, assuming the worst, given that he broke the law on Mediogalti, has been heading north ever since then, hoping to avoid possible Red Mantis reprisals.

Things haven't been entirely bad since then. In Cheliax he first made the acquaintance of Kieyanna Summersbane, a redheaded half-elf from Irrisen who's a skilled cat burglar. They became fast friends, and then lovers; though they are sometimes separated by large swaths of geography, the two are most decidedly a couple, and leave little clues and cryptic notes for each other to follow if one should arrive at a meeting place and fail to find the other. They're both enjoying the adventure of transience, not to mention the romance of their on-and-off love affair. It is, in fact, the latest note from Kieyanna that has brought Irizati to Heldren just in time for this intriguing out-of-season winter...

I'm going to nominate Tahar Rahim to play Irizati. Looking forward to seeing what you decide, lots of great options on display!


Current Applicants! Friday draweth nigh!

Martials
Uloth Muleskin, Ranger
Ekran Batorówka, Fighter
Morgan the Black, Fighter
Einor, Ranger
Kiraak, Ranger
Kienyach, Fighter
Morton Belorne, Gunslinger
Sven Ragnarson, Barbarian

Skills/Stealth
Moriana, Rogue
Hassan, Inquisitor
Jinn, Inquisitor
Enzo, Rogue

Divine
Blik, Druid
Ix, Oracle

Arcane
Ventil, Bard
Wikiwik, Alchemist
Delweir, Wizard
Svetlana, Witch
Irizati Kodara, Fire Wizard

@ Enzo, that would work out great for me!
@ Sven looks cool mechanically
@ the Norv, I like it!


Ok, 24 hours and no more applicants so I'll be closing it early. If by 6pm CST no one else has applied I'll go ahead and choose my party to begin adventuring in the snow.


Sounds good GM.

There's a lot of high-quality applications, I'm rather impressed by this turnout. Good luck everybody!


Here is my (Dreaming Warforged) application for an Arctic Druid, to be played by Oliver Reed.


@ Gauthier cool, I took a look at the huntmaster feat and it seems fine. What is the dual trait feat?


It's an alternate racial trait under Human on the pfsrd.

Dual Talent:
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

I hadn't noticed the skills impact. I will adjust my sheet (and use the word talent instead of trait...).

Edit: Done. I reread Huntmaster and am hesitant as it applies only to a narrow subset of animal companions. I might review this, but it can wait.


Ok, that's what I thought it meant but I was just making sure. Also, I'm a pretty rebuild friendly GM, so feel free to change stuff.


Modification to Stats for Sven:
Changing Profession (Blacksmith) to Profession (Brewer)
I'd also like to take the Drunken Brute Archetype, if you'll allow 2 archetypes (they don't modify the same skills). This boy needs to drink.

-------- Fluff ----------

Cattle die
Kinsmen die
All men are mortal.
Words of praise
will never perish
nor a noble name.

Personality:
Sven is loud and present. He laughs from his gut, dances with reckless abandon, and looks you in the eye when he's talking at you). He cares a lot about his appearance, and is wildly superstituous. Above all else, he seeks glory---a name that will be remembered. His inspiration comes from the Norse notion of Valhalla -- a warrior heaven where only the most deserving join an eternity of feasting and battle.

This is the root of most of his loud personality and grand actions. You don't hide if you seek to be noticed. He tends towards the emotional extremes anyway in most situations, whether that's extreme rage, or mirth, or sorrow. In his pride he assumes that everyone is watching him anyway, especially the gods. So even when it seems others might not notice his actions, he feels the weight of scrutiny, ensuring bold actions even in secret.

Because the gods clearly must have taken a great interest in him, he sees omens and portents in just about everything, and is careful to follow a regimen of superstitions.

Finally, he takes a great interest in women, as the messengers of the gods often masquerade as such. This pushes him to often try and dazzle them, often seeking company with the most enticing. But he also fears them for the same reason. If they are indeed messengers, then they hold a lot of weight and power. The thought of upsetting such a being is one of the few things that intimidates Sven.
It's also my understanding that the "Winter Witch" plays a pivotol role in this AP... which I look forward to the opportunity of roleplaying with from this perspective

Motivation:

Being Ulfen, he's native to the north. So Taldor is not far from home. But with the unnatural winter building, it's the perfect destination for one seeking renown.

Actor: Same as in mechanics post--
Tom Hardy

This is a Reader's Digest version of his personality. I'd be happy to flesh out much more if you like to use backgrounds to customize/embelish the story line. But I leave that open for now in case the opposite is true, and you wish to have characters developed more in game.

The Exchange

Submitting Angvar Winterset. This will be a Sylph melee focused hexcrafter magus taking his first level in white-haired witch.

He looks like this era David Bowie. But considering his sylph heritage his features could be more delicate, like Iselin Steiro in drag as that era David Bowie.

I'm going to wait until after the selection process to add more items to the crunch if that's fine by you, GM. Let me know if there's anything missing.

Background:

Angvar began life as a child of little consequence, that is if one ignored the swirling blue markings that peppered his skin. The village he was born in accepted him with little hesitation and he grew up as any child would under the tyranny of the white witches. Their village had a terrible tradition however. On each winter solstice, a cold sister would come and take a single child off to never to be seen again. Her selection process bordered on the perverted, as she would lick, weigh, and sniff each child, sometimes multiple times, before choosing one to drag kicking and screaming into the woods. The day she took Angvar though, there was little deliberation. He was told upon arriving at her makeshift hut just outside of town that he would be her new apprentice and if he failed her, he would be baked into a tart. He found out that his village was not the only one she visited, that throughout the year she would visit many villages in the land of winter to terrorize the subjects into giving her a child to cook. Though this sat terribly with Angvar, especially when they would return to his village, he accepted it, eventually getting used to his mistress's wicked ways.

Many harsh years blurred by under the cruel tutelage of the cold sister. Under the threat of cannibalism he proved to be an able apprentice, weathering the pain, terror, and misery the crone brought upon him. When he would try to escape her his hair would grow as heavy as lead, halting him in his tracks to await the cold sister's retribution. When he pleased her, he would be treated with a treat or pastry made from a child, much to his disgust.

One day as he accompanied his mistress in selecting a child to eat, she was ambushed by witch hunters and quickly killed. She was taken so quickly that Angvar found himself more amused than terrified that it was so easy to kill her. The hunters had not thought to look for him, as he still very much looked like a young man -- and they may have been a tad sexist. He watched as they strapped her to a pyre and burned her body in front of the townspeople, escaping into the grey before word could get out that the witch was slain. It was here that Angvar found Tilda, a crab on its back and drowning in the cold winter air next to the pyre. A strange coincidence, he thought, and was going to leave her at first, but he picked her up and put her away in a jar, beginning a friendship between the two.

Free of his witch captor, Angvar made his way south, slipping past the border of Irrisen bound for warmer weather. However, by the time he made it to Taldor in mid-summer he found things still unseasonably cold. Though not as cold as Irrisen, he grew curious and continued his journey, eventually finding himself in southern Taldor, and the village of Heldren.

Crunch:

Angvar Winterset
Male Sylph Witch (White Haired Witch) 1
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +0
Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +4 (1d4+4/×2)
Special Attacks white hair
Spell-Like Abilities
. . 1/day—feather fall (DC 11)
Witch (White Haired Witch) Spells Prepared (CL 1st; concentration +5):
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 18, Wis 7, Cha 11
Base Atk +0; CMB +1; CMD 14
Feats Rime Spell
Traits failed winter witch apprentice, magical lineage
Skills Acrobatics +4, Intimidate +4, Knowledge (nature) +8, Perception +1, Sense Motive +0, Spellcraft +8 (+9 to identify spells or magical effects with the cold descriptor.), Survival -1
Languages Auran, Common, Elven, Gnome, Halfling, Ignan, Skald
SQ air insight, patron spells (winter)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Air Insight +2 rounds duration when summoning air subtype creature.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Failed Winter Witch Apprentice (Spellcraft) +1 to Spellcraft when identify spells or magical effects with the cold descriptor.
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Magical Lineage (Frigid Touch) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.


Or better yet (on the actor choice), let's go with a Norwegian actor for an even better fit: Thorbjørn Harr

The Exchange

Sven Ragnarson wrote:
Or better yet (on the actor choice), let's go with a Norwegian actor for an even better fit: Thorbjørn Harr

That beard is beautiful.


Submitting my character Devyena Mavashti, Sylph Magus 1 (Kapenia Dancer and Hexcrafter).

Character Sheet:
Devyena Mavashti
Female Sylph Magus (Hexcrafter, Kapenia Dancer) 1
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 11 (+1 armor, +5 Dex)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +1
Defensive Abilities canny defense; Resist electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4/19-20/×2) and
dagger +4 (1d4/19-20/×2) and
bladed scarf +5 (1d6/×2)
Magus (Hexcrafter, Kapenia Dancer) Spells Prepared (CL 1st; concentration +4):
1st (1/day)—color spray (DC 14)
0 (at will)—ghost sound (DC 13), prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 16, Wis 8, Cha 14
Base Atk +0; CMB +0; CMD 15
Feats Weapon Finesse, Weapon Focus (scarf, bladed)
Traits ease of faith, savant
Skills Diplomacy +7, Linguistics +4, Perform (dance) +8, Spellcraft +7, Stealth +8, Use Magic Device +6; Racial Modifiers +4 Stealth
Languages Auran, Common, Dwarven, Elven, Gnome, Varisian
SQ arcane pool, breeze-kissed, hex arcana, spell combat
Other Gear Haramaki, Dagger, Dagger, Scarf, bladed, Assorted Jewelry, Backpack, masterwork (8 @ 16.5 lbs), Bedroll, Belt pouch (4 @ 0.38 lbs), Flint and steel, Ink, black, Inkpen, Mess kit, Pocketed scarf, Reinforced scarf, Reversible cloak, Scarf, Soap, Spell component pouch, Spellbook, Trail rations (3), Waterskin, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 11 GP, 8 SP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Canny Defense +1 (Ex) +INT bonus to AC (max Magus level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hex Arcana You can substitute Hexes for Magus Arcana.
Savant (Perform [dance]) You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Background Story:
The history woven into the Kapenia of the Mavashti family tells of fortune tellers, dancers, and acrobats. It tells of powerful sorceresses binding and consorting with djinn, and their children and grandchildren controlling the wind and living unnaturally long lives. As one follows the whorls and lines of the Kapenia toward the present day, the presence of the djinn blood thins, becoming more and more rare. Once every few generations, however, the ancient blood resurfaces and a sylph is born.

Devyena is the only sylph born in the last three generations of the Mavashti family. It is said her first steps were dance steps, and while that is not entirely true, it isn’t far from the mark. The inherent grace and poise of her race and ancestry made Devyena into a prodigy. Her blood gave her more gifts than dance, however. Devyena began using magic early in her life, at first just a subtle control of the wind. As she aged it became apparent she had the talent to learn the Varisian art of the Kapenia Dancer.

At the age of ten Devyena began an apprenticeship with Anastaszia Vishki a renowned Kapenia Dancer living in Magnimar. In addition to learning how to blend spell and dance, Ana taught the young sylph how to speak a number of languages, to negotiate and haggle, and to defend herself. The lessons culminated in a mastery of the bladed scarf, a traditional, yet rare, weapon of Varisia. In addition, Anastaszia introduced Devyena to the Empyreal Cult of Arshea, lord of beauty, freedom, and sexuality.

At eighteen Devyena finished her apprenticeship and received her own Kapenia. She has since traveled the coasts of the Inner Sea, plying her trade. Her most recent stop was Oppara, capital of Taldor, to see and learn from the dancers of the Kitharodian Academy, and maybe teach them a thing or two.

Devyena recently left Oppara and is traveling through Taldor. She hears of the strange unnatural winter, which piques her mercurial interests, so she goes to investigate.

Priyanka Chopra (Bollywood Actress) is who would play her, but she'd need a bunch of fake tattoos applied.


Martials
Uloth Muleskin, Ranger
Ekran Batorówka, Fighter
Morgan the Black, Fighter
Einor, Ranger
Kiraak, Ranger
Kienyach, Fighter
Morton Belorne, Gunslinger
Sven Ragnarson, Barbarian

Skills/Stealth
Moriana, Rogue
Hassan, Inquisitor
Jinn, Inquisitor
Enzo, Rogue

Divine
Blik, Druid
Ix, Oracle
Gauthier, Druid

Arcane
Ventil, Bard
Wikiwik, Alchemist
Delweir, Wizard
Svetlana, Witch
Irizati Kodara, Fire Wizard
Devyena, Magus
Angvar Winterset, Witch

Ok its 6pm CST, applications are now closed. I'll spend tonight choosing the party with which I would like to play.


Ok so I'll explain my thought processes as I sifted through the 20 odd characters. I had to think about what matters to me as a PbP GM.

1) Reliability and posting rate.
2) Interesting but not crazy or obviously power built characters
3) Party functionality

So how can I gauge reliability and frequency of posting? Well, I can't see anyone's login/logout times but I can see their posts. So I clicked everyone's alias and looked at their posting history. I was looking to see how frequently they posted and if they GMed any games. Gming is a good sign that they frequent the site often.

This eliminated a few candidates who didn't have a long or frequent posting history.

Then I went through character sheets.
Then I looked at what characters I had to have in my game, and what other characters complemented those characters.

And here is the list I came up with

Kiraak the Ranger played by Aku Warashi Archer/Skills role
Sven Ragnarson the Barbarian played by kdtompos Beatstick role
Hassan al'Akbar the Inquisitor played by DMDoctorevil Ranged Divine Smiter
Svetlana the Witch played by Algar Lysandris Debuffer/Healer
Gauthier de Nevereth the Druid played by Dreaming Warforged Divine Meatshield and Animal Lover

Thanks everyone for your interest! If you have any questions regarding why you weren't chosen, or I guess why you were, feel free to PM me.


Good luck and happy hunting to all those chosen!

Sczarni

Good luck to the chosen.


My habit of being mostly a lurker seems to have doomed me. Good luck to the others.


Haha! Sven will be overjoyed! Let's beat back winter, shall we?


Thanks for giving me a chance gm. Congratulations to the people who made it in; DocEvil will be a great addition to the party. As for the people who didn't make it(including myself) its off to other recruitment threads


Congrats to all that were chosen! I look forward to hearing how this AP goes.


Boo Hoo! Runs off, sobbing

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