Reign of Winter - DM Twilight (Inactive)

Game Master DM Twilight

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Apologies, I got stuck with some errands after work this morning.

Here is Vilgeirr Isleifson, a human fighter (viking). He is a member of the Ulfen Guard. I will move him over to an alias here as soon as possible.

Background:

Vilgeirr was born the fifth child of nine and third son to Isleif and Agetha. Growing up in the town Ullerskad in the Thanelands of the Land of the Linnorm Kings, he was steeped in the traditions of the Ulfen Guard. He knew every retired shieldman and maiden in the town and was never happier than sitting fireside in their longhouses reminiscing about the "good ole days" of fighting assassins and ferreting out spies of the hated Qadirans. He learned that the Guard were not only bodymen to the Grand Prince of Taldor, no! Their charge was to protect the bearer of the Primogen Crown, regardless of their personal worth or honor. As he often heard Isleif say, "We gave our word, each of us, to protect he who bears the Primogen Crown. We do not judge their worth nor do we hold them to their word. Their honor is not for us to care. It is our own honor, that of our own word that we must uphold. Our oath is our bond and in over one thousand five hundred years not one of us has forsaken that vow."

Isleif was a mighty warrior, a huscarl to be reckoned with in the shieldwall. His true claim to fame though was his mastery of the Taldan falcata. It was a weapon he picked up during his own service in the Ulfen Guard. Several of the other veterans from his father's time would sometimes quietly mention Isleif's training with Dominicus Rell, advisor to the Grand Prince. Vilgeirr loved to watch his father practice with the exotic blade; how could a sword cut like an axe?

No matter how keen the boy was to watch his father, he was held in awe of Agetha's prowess with the shield. She was a famed skirnir, a shieldmaiden, weaving magic through her shield as if it was her hand itself. She trained his older sister, Briða in the mystic arts. A huscarl in her own right, she trained all of her children in the use of the shield. Vilgeirr learned how to make the shield an extension of his own person, gaining greater advantage from its protection and simultaneously attacking and defending with it.

As he grew older, Isleif began to teach his son the basics of the southern sword style. Vilgeirr took to the strange swordplay and quickly became proficient in it's use, favoring it over the axe, broadsword and spear. In the winter of his fourteenth year, Isleif presented his son with a falcata of his own. Agetha gifted Vilgeirr a great round shield studded with spikes of cold iron, the bane of their traditional enemies in the stolen lands of Irrisen. It was explained to him that he was being granted leave to accompany, Briða, as she traveled to Taldor to join the Ulfen Guard. He would join his uncle's household until he, too, was old enough to petition the Guard.

Vilgeirr was elated. He could hardly wait until that spring when the winter storms abated and the ice melted. When shipping once again became possible, they set off down the Rimeflow to Kalsgard and booked passage on a trading knorr heading south. Over the several months of travel, Vilgeirr took turns at the oar, the rudder and the helm, learning the intricacies of piloting and sailing.

Upon reaching the shores of Taldor, they headed into the mouth of a great river and sailed north to the capital city, Oppara. Never had Vilgeirr known such a magnificent place. All of the tales and histories paled in comparison to the actual sight. He was dumbstruck that so large a city could exist and the massive bridge arching over the river was dwarfed only by the Arch of Aroden itself. Disembarking, they were met by their uncle, who took possession of the fine trade goods his brother had sent to secure his children's upkeep in addition to his niece and nephew. Impatient to join the Guard, Briða could barely contain herself as they made their way to the Staggering Skald, where they both gaped at the sights of their countrymen who were already members of that famed company. Staying the night, their uncle presented his oldest niece the next morning. After seeing to her placement, he took Vilgeirr to his home. There he met his aunt and cousins.

The next three years went by quickly as the young viking learned the ways of the south from his uncle and his family. The lands were very warm for much of the year and even the winters were mild with snow never making it to the eaves of the house let alone covering it completely. Never one to be bothered by a bit of cold, Vilgeirr took to wearing light clothing year round much to the consternation of his aunt, herself a southerner. When she needled him about staying warm he would laugh and shake his head waving her off as he went about his day.

Finally his eighteenth year arrived and he traveled with his uncle to petition the Ulfen Guard. Upon meeting their famed leader, Kol Kodranson, he found himself looking him straight in the eye. after years amongst the small people of Taldor, he only at that moment realized how he had grown to the size of a man of the north. Kol mentioned his sister and how well she fared amongst her fellow Ulfen. He looked the young man up and down and nodded approvingly. Upon seeing the falcata hanging from Vilgeirr's belt, he smiled and laughed. "Truly, one of Isleif's brood, with that wicked axe-knife these people so revere. Tell me, do you share your mother's blood gifts?"

"If you ask, whether or not I can make my shield spout fire, then no, for that is a skill passed from mother to daughter. If instead you ask can I best any warrior with only a shield? Then, yes, I am as formidable as Agetha herself." Vilgeirr answered with a bold grin.

Koldarson returned the boy's smile and nodded his acceptance. "The son of two huscarls are always welcome to our band of brothers and sisters. Come take your oath and serve the Primogen Crown for the length of your life... or at least a single year; whichever may come first."

After taking the oath and spending several weeks training in the ways of guarding the Grand Prince and working out puzzles and questions put forth by his fellows, Vilgeirr was summoned to the offices of his commander.

"Vilgeirr Isleifson, get your gear and hie yourself to the Grand Bridge. There's a caravan heading south and you need to ensure they get as far as the Qadiran border. No, you don't need to know why. Go no further! Once they are safely there, turn around and come back." Kol instructed the young man.

Waving him away, Koldarson turned back to his mountain of paperwork. As Vilgeirr turned to leave, the commander hollered after, "Oh, and don't forget that pig chopper of yours, Taldan-at-heart. Har! har! har!"


Introducing Torben Artair, Dwarf Druid (Bear Shaman Archetype), and his grizzly companion Ursa.

Description:
A somewhat scraggly, unkempt dwarf walks into town. His brown hair and beard are tangled and matted (definitely not kept up with the usual dwarven pride). He's got a bearskin cloak, loosely worn as it's summer, wearing hide armor underneath, a gnarled walking stick, a homemade backpack with animal pelts overflowing out of it, and a small brindle colored (almost the same color as the dwarf's beard) bear walking by his side.

Background:
Torben was born and raised in a small dwarven mine in the mountains along the River of Qadira south-east of Heldren. His parents, always trying to teach him the importance of hard work and discipline to be an important part of his community. Torben tried, but his mind always took him elsewhere. He wondered what life was like outside the mines, beyond the mountains. He often wandered off to the entrance and a little beyond to see the world outside (he’d get in trouble for it too.) “You’re too young. When you’re older, you’ll get your chance, but for now, you stay with the clan. It’s too dangerous out there for you.” At about the age of 15, Torben wandered off further down the river than he had ever before, what he didn’t know was this was the last day he’d ever be with the clan. As Torben was hiking down the river, he saw a grizzly bear fishing in the river. Torben sat down on a rock in the shadows and watched it learn with fascination. He was so enthralled by the cub, he didn’t see his parents come up behind him. Just as the hollering and lecturing was about to start 2 bolts of ice came screaming through the rocks. Torben’s parents were instantly encased in ice. He turned around to see a squat humanoid figure smile at him from under her cloak, all he could see was its razor sharp teeth. She started to summon him to come to it, but instantly the bear attacked the hag from the side, but she didn’t even flinch. An arrow of ice hit it the bear square in the chest. The distraction was enough for Torben to quickly hide. “You can’t hide from me forever, I’ll find you one day.” With that, she left. Torben peaked over just to see something disappear off behind the rocks down the river . . . was it a hut? As he stared at his parents and a bear, a hand grasped his shoulder. He turned around in a start to see a dwarf and a giant badger staring at him. The dwarf was dressed in darkwood breastplate, and a walking stick. The badger is almost as tall as the dwarf and probably weighs twice as much. “Jyord Mustel’s the name, this is me badger, Francis. Come now, it’s gonna get cold tonight.” Jyord said something to Francis in a language Torben didn’t understand and the badger went and fetched the dead bear. “Can use the meat and hide, no sense wasting a good animal, you should be grateful for his sacrifice.” Torben WAS grateful and Jyord showed Torben how to use the bear hide to make a cloak. Jyord took Torben under his wing, and showed him how to not only survive in the wilderness, but to be part of it, channel its energy. As Torben started learning from Jyord, it seemed the spirit of the bear followed him through this journey, protected him. The spirit of the bear made Torben stronger, tougher, and able to endure the harsh seasons of the mountains. Torben stayed with Jyord for a good long while in the mountains. After a good 20 years or so, Torben decided it was time for him to head out on his own. It was early summer when he headed out on his own. He was heading north-west, down the River of Qadira, away from his old home. After the first day of travel, he came across a young bear fishing in the river. The young grizzly looked almost identical to the bear that saved him all those years ago . . . the bear who’s hide still keeps him warm at night. The bear looked right at Torben, looked back down at the river, swiped the water and caught a fish. The bear then walked up to Torben and dropped the fish at his feet. Torben focused on the spirit of nature and asked the bear its name. Ursa was her name. She told Torben her mother had been killed by the cold ones, and she’s on her own, but she’s seen Torben in her sleep. So with that Ursa came with Torben and they headed down the river. About a month later, they walked into a small village. Torben figured he could trade the animal hides he didn’t need, but didn’t want to waste for a few provisions. . . .

Crunch:

A bit of fine tuning yet to do, but you get the gist. If you want to see Ursa's I can post that too, but it's pretty much the bear template with Toughness as her Feat.

Druid (Bear Shaman) 1
True Neutral, Male Dwarf

Initiative: +2
Senses:Darkvision 60 ft., Perception +7

DEFENSE
AC16 Touch 14, Flat-Footed 12(+4 Armor, +2 Dex)
hp11 (1d8 + 2 CON + 1 Favored Class)
Fort:+4 Ref:+2 Will:+5

OFFENSE
Speed: 20 ft.
Melee:
Quarterstaff +2 (1d6+3)
Range
Sling +2 (1d4+2)

STATISTICS
Str14 Dex14 Con15 Int10 Wis17 Cha10
Base Atk+0 CMB+2 CMD+14
FeatsSpell Focus (Conjuration)
Skills: Acrobatics -1, Bluff -1, Climb -1, Craft (Leatherworking), Diplomacy -1, Disguise -1, Escape Artist -1, Fly -1, Handle Animal +3, Heal +3, Intimidate -1, Knowledge (Nature) +6, Perception +7, Perform (Untrained) -1, Ride -1, Sense Motive +3, Survival +9, Swim -1
Languages: Common, Dwarven, Druidic

SPECIAL ABILITIES

Dwarf Traits:
Darkvision: 60 feet.
Defensive Training: +4 Dodge AC vs. Giants
Greed: +2 Appraise vs. non-magical goods w/ gems and/or metals.
Hardy: +2 Saves vs. Poison, Spells, and Spell-Like Abilities.
Hatred: +1 Attacks vs. Orcs and Goblinoids.
Stability: +4 vs. Bull Rush and Trip.
Steady: Speed not reduced due to armor or encumbrance.
Stonecunning: +2 Perception vs. unusual stonework. Free Perception check within 10' even when not actively looking.

Story Traits:
Highlander (Mountains)
Warded Against Witchery

Druid Abilities:
Nature Sense: +2 Knowledge Nature and Survival
Wild Empathy: 1d20+Druid Level+Charisma to improve attitude of animal. (+4 bonus and only a full-round action vs. Bears and Wolverines)

-------------------------------------------
SPELLS MEMORIZED
Level 0

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Level 1
Spontaneous Spell: Summon Nature's Ally I


Lia Neve, Librarian and Noble scholar (Though she'd call herself a biblio-adventurer, or cold-weather librarian).

Background:
In the land of nobles, many tire of the titles that they own. The pursuits of the Bearded can often be frivolous and time-consuming, which can be tiring for some that are heeding the call of other prerogatives. For Lia, the title that she held was more lip-service than anything else. Her family sponsored several libraries, and as a result, Lia was apprenticed there for her childhood. That suited her just fine, since she found worlds of information on places beyond Cassomir.

She often found herself drawn to stories of the snowy north, enamored with the description of the fields of snow, white and glistening, or blinding in the right light. Something about the discussions of the blustery weather, evergreen trees, and the landscape felt right. The winters in Cassomir were her favorite time, and the thought of a land of winter struck a romantic chord with her. Her father remarked once that she had "her mother's blood", and that it reminded him of her so much when she would play in the snow-- when it would fall.

She was aware that her life was leading her towards the "spoiled princess" lifestyle, and rather than accept that, she decided to chase her ancestry-- after all, the trip would toughen her up in the process, right? It shouldn't be that hard! So, she began traveling north, under the guise of finding books for her family's libraries. When there was none to be found, she did what she could to talk to the wise ones, jotting their stories down in a journal. It sure beat the decadence and complacency that she had known.

Besides, the further north she went, the better she felt, so she kept at it.

Lia Neve:
LIA
Female Half-Elf Sorcerer 1
N Medium humanoid (elf, human)
Init +1; Senses Low-Light Vision, Perception+2

~DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6)+1
Fort +2, Ref +1, Will +2, +2 vs. enchantment spells and effects

~OFFENSE
Speed 30 ft.
Known Sorcerer Spells (CL 1st, concentration +4):
1st (4/day) - mage armor (DC 14) , magic missile
0th (at will) - disrupt undead , light , prestidigitation (DC 13) , ray of frost

~STATISTICS
Str 10, Dex 13, Con 13, Int 14, Wis 12, Cha 17
-Base Atk +0; CMB +0; CMD 11
-Feats Eschew Materials, Scribe Scroll, Simple Weapon Proficiency, Skill Focus (Knowledge (Arcana))
-Traits Northern Ancestry(+1 Fort, cold resist 2), Blood of Dragons (+2 vs sleep/paralysis)
-Skills
Acrobatics +1, Appraise +1, Bluff +3, Craft (Untrained) +1, Diplomacy +3, Disguise +3, Escape Artist +1, Fly +1, Intimidate +3, Knowledge (Arcana) +5, Linguistics +2, Perception +2, Perform (Untrained) +3, Profession (Librarian) +4, Ride +1, Spellcraft +5, Stealth +1,
-Languages Common, Draconic, Elven, Sylvan

~SQ Bloodline Arcana, Cantrips, Claws, Draconic Bloodline (White), Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Sociable


drayen here again. I have created the alias and statted it up with the background included.


I'm going to tentatively dot with a middle-aged inquisitor of Andoletta (depending on whether or not I'm succesful in another recruitment). Would you enforce age adjustments to ability scores?


Okay, here is my finished submission. Herok Crane, Half-Orc blacksmith (and Brawler).

Crunch:

Herok Crane
CG male humanoid (half-orc) brawler 1
Init +2; Senses Perception +5; darkvision
Favored Class: Brawler
FCB: +1/4 Brawler level to unarmed damage

DEFENSE
AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
HP 12 (1d10 + 2 Con)
Saves Fort +4, Ref +4, Will +1
Special Defenses Orc Ferocity

OFFENSE
Speed 30 ft.
Melee unarmed +4 (1d6+3) or dagger +4 (1d4+3)
Ranged light crossbow +3 (1d8) or dagger +3 (1d4+3)
Special Attacks martial flexibility (4/day)

STATISTICS
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Armor Proficiency (light), Improved Unarmed Strike, Power Attack, Weapon Proficiency (simple, handaxe, short sword, close weapon group, greataxe, falchion)
Traits Blood of Giants, Iron Control
Skills Acrobatics +6, Intimidate +6, Knowledge (local) +4, Perception +5, Profession (blacksmith) +5
Languages Common, Orc
SQ Brawler’s Cunning, Darkvision, Intimidating, Martial Training, Orc Blood, Orc Ferocity, Unarmed Strike, Weapon Familiarity
Combat Gear: Light crossbow with 20 bolts, dagger, studded leather armor, explorer’s outfit, Brawler’s Kit (backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), waterskin), additional trail rations (5 days), artisan’s (blacksmith’s) tools, small tent, 14 gp, 5 sp

SPECIAL ABILITIES:

Half-Orc Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Strength)
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight for 1 more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with “orc” in the name as a martial weapon.

Class Abilities
Brawler’s Cunning (Ex): If the brawler’s intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

TRAITS
Blood of Giants: You’re a big person, and people have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see whether the rumors about you are true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.

Iron Control: Whenever you're confused and roll to determine behavior in a given round, subtract 10 from the result.

Backstory:

Herok’s mother, Tara, left the village of Haldren at the age of 15 in order to pursue a life of adventure. 9 years later, she returned, along with a 3-year old boy of clearly mixed heritage she called her son. She said little of what had transpired, just that the boy’s father had been a great warrior from one of the tribes in the Hold of Belkzen who had turned his back on the vicious ways of his people to better himself and to ensure her survival. She said only that he was slain, and Herok was son to both of them.

Though Taldan is a tolerant nation, the children of the village with whom Herok grew up were like children everywhere. They would bully him for his more bestial features, and mock him for his abnormally tall body that he never seemed quite comfortable in. Herok, not being one to take the abuse, retaliated violently, giving into anger and often attacking his tormenters. Regardless of how much his mother punished him, regardless of what she said, he would often attack those who provoked him in fits of rage. With his strength, the other children would often be battered, along with the occasional broken bone. As he grew, his mother grew more and more troubled about how to deal with him, as the rest of the village found him to be too dangerous to interact with the other children.

That all changed when Kanen Roh took over the village smithy. Kanen had worked in a blacksmith’s shop in Oppara by day, and fought in an underground pugilist ring by night. Winning more than he lost, he saved up his winnings and then left Oppara for a small village like Haldren. Upon arriving, he bought the shop from the former aging blacksmith and began serving the community. After he had been there a few months, he saw Herok and another boy begin to get into a fight. He separated the two quickly, lifting each by the scruff of the neck. The boy he sent home. Herok, having gained a reputation as a violent bully, he personally escorted back to his mother. Kanen and Tara spoke for a while, and then Kanen suggested he take Herok as his apprentice blacksmith. Tara decided that the outlet would be good for Herok to have, and she agreed with Kanen. So, at age 12, Herok began assisting Kanen with the forge, and learning the trade of the blacksmith. As Herok grew bigger and stronger, Kanen also began teaching him how to fight with his hands and feet. Not the wild, angry swings of Herok’s youth, but the controlled jabs and kicks of a professional fighter. Herok, through both the outlets of pounding hammer on steel and the boxing lessons, learned to control his anger and to not be guided from it. Though he would still feel its heat build in him, he was able to control that fire, as the blacksmith controls the forge, and use it to hone his focus and skill.

Now, after 10 years of a hard apprenticeship, Kanen is grown into a man. He stands nearly 7 feet tall and looks to be built almost entirely of muscle. His more bestial features have softened somewhat, although there is no mistaking his Orcish heritage, and his ice blue eyes, which seem to freeze with a glance, still sometimes burn with the fire of his rage. Nevertheless, he is, if not liked, much more accepted in Haldren than the boy he used to be had been.


Completed Submissions:
Sven Ulafson-Human-Fighter (Viking)
Linge Hagebak-Human-Arctic Druid
Vincent Fleming-Tiefling-Inquisitor
Loggar Flintsmoke-Dwarf-Slayer
Lars Androsa-Human-Ranger (Trapper/Freebooter)
Alec Fuornkiln-Human-Ranger (Guide/Trapper)
[url=http://paizo.com/people/KaixEldwyn]Kaix Eldwyn-Human-Rogue (Unchained)

Pyrrha Snowfrost-Arctic Elf-Winter Witch
Herrok Crane-Half-orc-Brawler
Vilgeirr Isleifson-Human-Fighter (Viking)
Lia Neve-Half-elf-Sorcerer
Torben Artair-Dwarf-Druid (Bear Shaman)
Jamarcus DeTroyce-Human-Brawler

Interest/Incomplete Submissions:
Captain Ford-Melee Sorcerer (Imperious Bloodline)
Big OM-Cleric of Cayden Cailean
The Lion Cleric-Winged Marauder Goblin Alchemist
Ash..-Paladin
Robert Henry-Human Ranger (Trapper)
Nathan Monson-Winter Witch
GM Hills

Me’mori:
Hey, good to see you.

One thing . . . the campaign starts in southern Taldor, in a village called Heldren. You would need to go southeast of Cassomir to get there. Which is fine, I can get through that. But the big thing is, get to Heldren and stay there for a little bit.

El Ronza:
I am not sure yet. Let me think about it. I like the idea of them, but I once had someone use them to start with a 24 in one of his stats. It’s made me a little wary.

I have not had the chance to look over many of today’s submissions, but will do so and make comments as I can.


hey GM Jammin', just a quick fix:

I made all the stats, traits, and stuff for a Half Elf, yet forgot to change the race. I am a Half-Elf Rogue (Unchained) for future reference! :D


GM:
I'm actually asking because I'd prefer not to have the adjustments - on anything other than a full casting class, they're subpar, and would actually hurt an archer pretty badly. I'd prefer to have the character's age as flavour, rather than a mechanical effect. I ask because some GMs enforce ageing penalties, and I want to know going in. :)


I understand that another Viking has been submitted, but I would like to submit Runa Svaladottir, proud northern woman who has come south for fame and riches.


El Ronza:
Alright. I think I’ve figured out what I’m going to do about aging. I will treat your character as if he is just late going into the actual age group. Meaning, if in game time, it takes a year or two, or you are magically aged, you might have to deal with the penalties. But for starting out . . . no. No penalties.

Kaix:
Fixed. And for the linguistics . . . I'll just handwave the any background rolls if your selected.


Due to things staying busy in RL and a couple of other games I am in speeding up, I am going to withdraw my application for the game, thank you for your consideration, good luck and have fun!


GM Jammin' wrote:
Those who have been selected already include an Aasimar Oracle, a Sylph Skald and an Arctic Elf Sorcerer.

I missed that one line! Shoot. I'll withdraw Pyhrra and submit a non-caster. Post incoming...


A question:

Will the bonus Craft, Perform, or Profession point only be for level one, or will we get an extra skill point to level it up as we level up?


@Cydrius: Just for first level.

@ToxicDragon: That's fine, if you feel you'd like to. But, feel free to submit what you want to play. With 5 or 6 players, there is room for a little doubling, and sorcerer and oracle roles can be completely different from one character to another.

@Robert Henry: Well thank you for your interest, good luck in your gaming.


Here is my new character submission

Anchard Wulfear Elven Hexcrafter Magus

Thank you for consideration!


Dotting for interest - I've a paladin of Shelyn I've been wanting to have a swing at for awhile, because damn if glaives ain't fun.


Yerp, missed the pre-recruited couple as well.

I'll withdraw Lia.


Introducing Morena Yagevna

Morena:
Female Human(Jadwiga) Winter Witch LN
Morena is a tall, slender Jadwiga woman with Blue-Black Hair, pale white skin, and Icy blue eyes who appears to be around 20; she generally likes to wear lose-fitting garments of light fabrics and colors. Morena’s attitude is proud and haughty, she believes that she is better than everyone else and is not afraid to say so, however, she is also aware that she is dependent on the goodwill of the people around her for her survival, so she is just rally sarcastic about everyone; She does not like surprises.

Crunch:
Stats: Str 10. Dex 13. Con 14. Int 19. Wis. 12 Cha 10.
HP:8 AC:11 Touch:11 Flat-footed:10 Init:+1 Base Speed:30 ft
Fort:2 Ref:1 Will:3 BAB:+0 CMB:+0 CMD:11
Languages: Common, Skald, Hallit, Aklo, Sylvan, Elven, Draconic
Skills
Acrobatics:1(+1 Dex)
Appraise:8(1 rank +4 Int Mod +3 familiar)
Bluff:0
Climb:0
Craft Alchemy: 8(1 rank +4 Int mod +3 Class)
Diplomacy:0
Disable Device:1(+1 Dex, Untrained)
Disguise:0
Escape Artist:1(+1 Dex)
Fly:1(+1 Dex)
Handle Animal:0
Heal:1(+1 Wis Mod)
Intimidate:0
Knowledge Arcana:9(1 point,+4 Int Mod, +3 Class Skill +1 Trait)
Knowledge Dungeoneering:4(+4 Int Mod, Untrained)
Knowledge Engineering:4(+4 Int Mod, Untrained)
Knowledge Geography:4(+4 Int Mod, Untrained)
Knowledge History:8(1 Point +4 Int Mod, +3 Class Skill)
Knowledge Local:4(+4 Int Mod, Untrained)
Knowledge Nature:4(+4 Int Mod, Untrained)
Knowledge Nobility:5(1 Point +4 Int Mod)
Knowledge Planes:8(1 Point +4 Int Mod, +3 Class Skill)
Knowledge Religion:5(1 Point +4 Int Mod)
Linguistics:4(+4 Int Mod, Untrained)
Perception:2(1 Point +1 Wis Mod)
Perform:0
Profession:1(+1 Wis Mod, Untrained)
Ride:1(+1 Dex)
Sense Motive:1(+1 Wis Mod)
Slight of Hand:1(+1 Dex, Untrained)
Spellcraft:8(1 Point, +4 Int Mod, +3 Class Skill)
Stealth:1(+1 Dex)
Survival:1(+1 Wis Mod)
Swim:0
Use Magic Device:8(1 Rank +4 Int mod(Clever Wordplay) +3 Class Skill)
Special Abilities
Race: Dual Talent (+2 to 2 Ability Scores)
Class:
Familiar(Raven)
Ice Magic (Whenever I cast a Spell with the cold descriptor, the Save DC increases by +1, I can't learn or cast spells with the fire descriptor.)
Cold Flesh (I gain permanent Endure elements against cold only. At 4th Level I gain Resist Cold 5, At 9th Level it becomes Resist Cold 10, and at 14th Level it becomes Immunity to Cold. This Ability replaces my 4th level Hex.)
Patron(Winter)
Hex: Flight(Feather Fall at will on self only +4 racial bonus on Swim checks. At 3rd level, levitate once per day on self only. At 5th level, fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments)
Feats:Eschew Materials. Traits: Clever Wordplay(U M D), Failed Winter Witch Apprentice
Spells Known
0 level: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue.
1st Level: Snowball, Frostbite, Obscuring Mists, Cure Light Wounds, Inflict Light Wounds, Mage Armor, Charm Person
possessions: 105 GP

Ikol:
Ikol, Male Raven
Init+2, Perception+6
Defense
AC:15, Touch:14, Flat-footed:13
HP:3 (1d8–1)
Fort +1, Ref +4, Will +2
Offense
Speed: 10 ft., fly: 40 ft.(average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Stats
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Special Abilities
The master of a raven familiar gains a +3 bonus on Appraise checks.
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Language: Skald

Background:
Morena was born in Irrisin, the second daughter of the Yagevna Family. She and her two sisters received an excellent education in magical theory noble rights and virtues, when their older sister Natalia left to get married, the two Morena and her younger sister Vasilisa became inseparable. Unfortunately as she grew older it became apparent that while Vasilisa might be a skilled diplomat, Morena had no tact whatsoever, this would not have been a problem, except for the fact that she was not at all shy about telling other members of the nobility exactly what she thought of them. Eventually she became to much of an embarrassment, and her mother disowned her and had her exiled; Distaught, Vasilisa gave her a gift, some money for her new life, and a ring with the family seal and advised her to learn and grow strong, so that one day, she might be able to take back her family name.
After her exile, Morena took ship to Korvosa and enrolled at the Acadamae; however her sharp tongue and pride earned her few friends among the young Chellish aristocrats who comprised the most influential members of the student body. One such member in particular, Lucian Jeggare II, son of wealthy Chellish aristocrats, and one of the top students at the Acadamae; made it his personal mission to make Morena's life miserable. That might have been the end of it, if it hadn't been for Tisiphone, one day when Morena was out in the city looking for spell casting supplies, she heard a commotion it the market, upon following it to its source she discovered a man being tormented by wasps. Sensing magic, Morena tracked the spell to the far side of the market where she found the caster, An red haired elven woman with vivid green eyes and a malicious smile sat perched on a crate, chanting quietly, The Elf Introduced herself as Tisiphone and invited Morena for a drink, Feeling alone in a strange city, Morena agreed, over the Next few week the two of them became friends, Tisiphone told her about her life in the faith of Calistria, and Morena shared her exile and her unhappiness with the current situation at the Acadamae. She was not enjoying herself, she explained to her friend, but if she left, then Lucian would win, and she couldn’t allow that; Tisiphone suggested that they should hurt him, publicly, in such a way that no one could doubt who had done it, and everyone would know that she was not running. By the end of the week, Lucien was frozen, naked, to the main gates, and the two women were on a ship bound for Absolom. Unfortunately, a great storm blew them off course and wreaked the ship on the Taldan coast; The few survivors made their way inland to the village of Heldren where they discovered that there would be no caravans traveling through the town for another year; Unhappy, but having no other options, Morena settled down in the village, using the skills she had learned at the Acadamae to make potions which she sold to the townsfolk with ill grace to pay for a room at the Silver Stoat.

Here is my submission, let me know if you have any questions or concerns; I will make an Alias if selected.


Completed Submissions:
Sven Ulafson-Human-Fighter (Viking)
Linge Hagebak-Human-Arctic Druid
Vincent Fleming-Tiefling-Inquisitor
Loggar Flintsmoke-Dwarf-Slayer
Lars Androsa-Human-Ranger (Trapper/Freebooter)
Alec Fuornkiln-Human-Ranger (Guide/Trapper)
Kaix Eldwyn-Half-elf-Rogue (Unchained)
Herrok Crane-Half-orc-Brawler
Vilgeirr Isleifson-Human-Fighter (Viking)
Torben Artair-Dwarf-Druid (Bear Shaman)
Jamarcus DeTroyce-Human-Brawler
Runa Svaladottir-Human-Fighter (Viking)
Anchard Wulfphear-Elf-Magus (Hexcrafter)
Morena Yagevna-Human-Winter Witch

Interest/Incomplete Submissions:
Captain Ford-Melee Sorcerer (Imperious Bloodline)
Big OM-Cleric of Cayden Cailean
The Lion Cleric-Winged Marauder Goblin Alchemist
Ash..-Paladin
GM Hills
Saraban-Paladin of Shelyn


Morena:
Great story. Very interesting. But check on your stats, I count a 23 point buy.


GM Jammin':
Morena took the Dual Talent human apt racial trait. +2 to 2 ability scores. INT and CON.


Ah. I see that now. Thank you.


Anchard:
One of your traits should be from the reign of winter player's guide.


GM Jammin' wrote:
** spoiler omitted **

Whoops! Should have been exile. Corrected


Lotta vikings now... And not a healer to be seen.


Dotting with interest. Thinking a cleric of Sarenrae. Will have details up this evening.

Dark Archive

Kalas wrote:
Dotting with interest. Thinking a cleric of Sarenrae. Will have details up this evening.

You do know that Sarenrae is an outlawed religion in Taldor? Big prejudices against anything related to Qadira, especially as you get closer to the border.


drayen wrote:
Kalas wrote:
Dotting with interest. Thinking a cleric of Sarenrae. Will have details up this evening.
You do know that Sarenrae is an outlawed religion in Taldor? Big prejudices against anything related to Qadira, especially as you get closer to the border.

Yes, but that just adds challenges to playing it. It doesn't make it impossible. Easy enough to keep it secret for instance. Or let's say neighbors do find out. It's a small town with little to no local law enforcement. What is the neighbor going to do? Ostracize him for sure. Maybe try to"save" him. But send he boy she watched grow up to prison? Probably not.


If I recall correctly, there's actually a small shrine to Sarenrae in the local temple, because the local priest doesn't believe she should be outlawed. Though my memory could be foggy.


El Ronza wrote:
If I recall correctly, there's actually a small shrine to Sarenrae in the local temple, because the local priest doesn't believe she should be outlawed. Though my memory could be foggy.

Ah, yes, that is true. I had forgotten about that. His wife is in fact a Qadiran transplant who worships Saranrae


Completed Submissions:

Arcane:
Morena Yagevna-Human-Winter Witch
Anchard Wulfphear-Elf-Magus (Hexcrafter)

Martial:
Sven Ulafson-Human-Fighter (Viking)
Vilgeirr Isleifson-Human-Fighter (Viking)
Runa Svaladottir-Human-Fighter (Viking)
Lars Androsa-Human-Ranger (Trapper/Freebooter)
Alec Fuornkiln-Human-Ranger (Guide/Trapper)
Herrok Crane-Half-orc-Brawler
Jamarcus DeTroyce-Human-Brawler
Vincent Fleming-Tiefling-Inquisitor
Loggar Flintsmoke-Dwarf-Slayer

Skill:
Kaix Eldwyn-Half-elf-Rogue (Unchained)

Divine:
Linge Hagebak-Human-Arctic Druid
Torben Artair-Dwarf-Druid (Bear Shaman)

Interest/Incomplete Submissions:
Captain Ford-Melee Sorcerer (Imperious Bloodline)
Big OM-Cleric of Cayden Cailean
The Lion Cleric-Winged Marauder Goblin Alchemist
Ash..-Paladin
GM Hills
Saraban-Paladin of Shelyn
Kalas-Cleric of Saranrae

Yes I realize that many of these (Inquisitor, Magus, Slayer, etc., etc.) belong to more than one category. Please do not feel marginalized if I stuck you in the “wrong” category. I understand your more complex role, this is more for your info than for mine. So that those applying can see what we have in a somewhat organized manner.


But, but, but I'm a half-elf...no worries.


Sarabian here, with my paladin Ellara; everything's in the alias here.

A bit about me as a player:

Spoiler:
Up front, I'm running this adventure path for my tabletop group. That said, I've been involved in tabletop RPGs for over 30 years - I can keep IC and OOC knowledge separate. Similarly, I've run Curse of the Crimson Throne and am playing it on the boards here, and there've been no issues.

As for my posting schedule - I'm just finishing up school (graduating with a Bachelor's of Nursing on the 7th), so I should be good for once a day without issue after graduation. Before then, I might miss a day or two as I crunch my term paper, but that's about it.

I really enjoy the forum-style game play. It gives time to really formulate your character's words, and the anonymity lets everyone really see the characters, as opposed to the players behind them, making for a more authentic IC experience.


My submission Origen a male human cleric of Cayden Cailean working as a guide besides his calling. Born and raised in Heldren, now returning as often as possible when his travels allow.

Crunch:

Male Human Cleric 1
CG Medium Human
Init +0; Senses Perception +2

--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17 (+5 Armour, +2 Shield +0 Dex)
hp 12 (8+3+1)
Fort +5, Ref +0, Will +4

--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Rapier +1, (1d6+1, 18-20/x2)
Ranged

--------------------
STATISTICS
--------------------
Str 13, Dex 10, Con 16, Int 12, Wis 15, Cha 13
Base Atk +0; CMB +1; CMD 11
Feats Combat Casting, Selective Channeling
Traits Poverty-Stricken (Survival), Restless Wayfarer (Knowledge Geography)
Skills Heal +6, Knowledge (Religion) +5, Profession (Guide) +6, Sense Motive +6, Spellcraft +5
Languages Celestial, Common, Kelish,
Combat Gear Dagger, Rapier, Scale Mail, Shield (Heavy Wooden)
Other Gear Ale (1 gallon)Backpack, Bedroll, Blanket(Winter), Cleric’s Vestments, Compass, Explorer’s outfit, Flint and Steel, Holy Symbol (Silver), Waterskin, 11,2gp

--------------------
SPECIAL ABILITIES
--------------------
Aura
Channel Energy Positive, Bravery, Save vs. fear +1 or +1 to AC and +1 to attack on charge, 3/day
Domains Good (Touch of Good 5/day), Travel (Agile Feet 5/day)

--------------------
SPELLS
--------------------
0th – Detect Magic, Light, Read Magic
1st – Bless, Bless, Domain – Protection from Evil

Background:

”Welcome, welcome to the Silver Stoat, Origen happily greet the latest of the villagers to arrive. The cleric of Cayden Cailean cast a look out and spotted the two children huddling next to the fountain, the older providing water for the younger. Feeling the old pain of an empty stomach Origen quickly walked to the two as his wine-red stole was doing its best to hold on to his shoulders. ”You look like you could use a healthy meal, follow me,” he said ushering the two in front of him. Having seated them in a quiet corner, two healthy portions of stew was secured next and placed before them before he returned to the bar. ”You just couldn’t help yourself?” the older woman besides him asked smilingly. ”I was me at one time before you took me in,” he replied lovingly. ”And you repaid us by leaving to see the world when you first got the chance,” the reply came. ”We both know that you are proud that I joined the church,” he teased. ”Yes but at least you could visit more often,” came the rumbling comment from the innkeeper as he passed by. ”Now back to work.”

Appearance:

Age: 29 (Adult)
Size: Medium, 5'9", 196 lbs
Type: Humanoid (Human)

While a little on the heavy side Origen is like many Taldans has a slight bronze hue to his skin and his grey eyes shin fiercely as they seek your own. His dark hair is kept a short than most of his country men, it is simply more practical that way. When on the road he wear cloth fit for travelling but once behind a bar the brown robe and wine-red stole of his faith is worn.


Completed Submissions:

Arcane:
Morena Yagevna-Human-Winter Witch
Anchard Wulfphear-Elf-Magus (Hexcrafter)

Martial:
Sven Ulafson-Human-Fighter (Viking)
Vilgeirr Isleifson-Human-Fighter (Viking)
Runa Svaladottir-Human-Fighter (Viking)
Lars Androsa-Human-Ranger (Trapper/Freebooter)
Alec Fuornkiln-Half-elf-Ranger (Guide/Trapper)
Herrok Crane-Half-orc-Brawler
Jamarcus DeTroyce-Human-Brawler
Vincent Fleming-Tiefling-Inquisitor
Loggar Flintsmoke-Dwarf-Slayer
Ellara VanDerHoefen

Skill:
Kaix Eldwyn-Half-elf-Rogue (Unchained)

Divine:
Linge Hagebak-Human-Arctic Druid
Torben Artair-Dwarf-Druid (Bear Shaman)
Origen-Human-Cleric

Interest/Incomplete Submissions:
Captain Ford-Melee Sorcerer (Imperious Bloodline)
The Lion Cleric-Winged Marauder Goblin Alchemist
Ash..-Paladin
GM Hills
Kalas-Cleric of Saranrae


I feel bad for not putting a little info about me here for your consideration:

About me:
I've been playing and DM'ing my own tabletop group for 4-5 years with multiple systems (3.5 e, 4e, 5e, World of Darkness, but mostly Pathfinder), and although this would be my first PbP, I have the discipline of keeping IC and OOC knowledge separate.

I've mixed and matched different classes and played different characters, but my sole place of fun is skill-based characters. I love the role-play aspect of Pathfinder and similar systems, but I never forget that just because someone is a skill monkey, that they can't fight!

I'm fine with the post per day as most of the time I can post from work. The only work around I'll have to do is that if you use images via google drive, my computer here blocks those, so I'll be using my phone to view things. Otherwise, the one post on the weekend is more than wonderful as I spend time with family, but I usually am a night owl, so if anything I'll post definitely by evening and night time!


Bump, just in case it might get us some last minute applications!


I'm still interested in trying out with my inquisitor of Andoletta. I'll try to have them done before recruitment closes. :-)


Just so it's out here in plain view - Ellara is a human Paladin (Warrior of the Holy Light) of Shelyn.


Background and appearance done. submission complete. Hope you like him.

Skin-walker Monk Master of Many Forms. He is a Standard Skinwalker but has strong preference for the feline forms and will be multiclassing with druid to gain the ability to wildshape into more "pure" feline forms. In arctic conditions he will be in white siberian tiger form prowling about protecting his friends.

Statistics:
Monk Master of Many Styles 1
LN (Good Tendencies) Medium Male Skinwalker
Init +4; Senses Perception +7 , low light vision
------------------------------
DEFENSE
------------------------------
AC 13, touch 13, flat-footed 13 (+3 wis, +0 dex)
hp 10{8,+2Con}
Fort +4 {+2 Base,+2 Con}
Ref +2, {+2 Base,+0 Dex}
Will +5,{+2 Base,+3 Wis}
CMD 13
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +2;
Base Atk +0
Melee+2 {+0Base, +2Str }

In Bestial form w/ +2 Str Melee Claws +3+3 (1d4+3/x2)

In human form +2 (1d6+2/x2)

In Dragon Style add +50% of str mod to dam of first strike each round

------------------------------
STATISTICS
------------------------------
Str 15, Dex 11, Con 14, Int 10, Wis 17 , Cha 8

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

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

----------------
Race Traits
------------------
Standard Racial Traits
Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2Intelligence, and +2 to one physical ability score while shapechanged (1 RP).  While in their bestial form, they gain a +2 racial bonus to eitherStrength, Dexterity, or Constitution (see Change Shape).

Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.

Base Speed: Skinwalkers have a base speed of 30 feet.

Feat and Skill Racial Traits
Animal-Minded (2 RP): Skinwalkers have a +2racial bonus on Handle Animal and wild empathychecks.

Magical Racial Traits
Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2racial bonus to either Strength, Dexterity, orConstitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
>2 claw attacks that each deal 1d4 points of damage
>Darkvision to a range of 60 feet.
>+1 racial bonus to natural armor.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charismaand Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages) allow skinwalker characters to select from different sets of bestial features.

Spell-Like Ability: Skinwalkers with a Wisdomscore of 11 or higher can use speak with animalsonce per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.

Senses Racial Traits
Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

[spoiler=Feats]
-------------
Feats
----------------
lvl1 Feat: Improved Initiative
lvl1 Monk Master of Many Styles 1: BF Stunning Fist, BF Dragon Style,BF: Improved Unarmed Strike

Traits:

Magical Knack: +2 CL up to Character lvl

Warded against Witchery: +1 vs spells, spell-like abilities, supernatural abilities of evil arcane spellcasters. +1 to spellcraft checks to identify spells cast by evil arcane casters

Skills:

--------------
Skills (4 points, 0 INT)
-----------

Climb*(Str)____+2{+0rank,+2Str, +0Class}
Perception(Wis)____+7{+1rank,+3Wis, +3Class}
Stealth* (Dex)____+4{+1rank,+0Dex, +3Class}
Survival(Wis)____+7{+1rank,+3Wis,+3Class}
Swim*(Str)____+6{+1rank,+2Str+3class}

GM bonus skill 1 rank in perform (dance) developed by mimicking the movement of animals

Languages:
Common

Special Abilities:

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------

Monk (Master of Many Styles) 1
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds hisWisdom bonus (if any) to his ACand his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk isflat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strengthbonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed onTable: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. 
This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as aswift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. 
This ability replaces flurry of blows.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Gear/Possessions:
Will be completed if chosen
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP

To be completed if chosen

Background:

Toran Oakfriend is the sole surviving child of Joran(Druid/Monk) and Tylee Oakfriend (Druid Tiger Shaman) of the Green Faith sent North to protect the Lands of the North by the Druids of the Wildwood Lodge.

After many years living peacefully in the region Joran and Tylee felt secure enough in their surroundings to start a family. Toran and his twin sister Jaylee were born strong and healthy on the night of the summer solstice under the light of a full moon.

Toran and Jaylee were strong and healthy 5 year olds the night of the attack. A coven of Winter Witches and their minions attacked their home. Their parents fought valiantly to protect Toran and his sister. His Father leaping forth in the form of a Huge Dire Tiger and his Mother calling forth white artic tiger allies. Many of the Winter Witches and their allies were killed by his parents, but there were too many!

After his parents were killed the last memory of that night is the sight of his crying sister being flown away in the arms of a Winter Witch.

The next weeks of his life were that of nightmares. He was tortured and used as a test subject for the arcane experiments of the Winter Witch who kept him captive.

The last dying act of his mother the Tiger Shaman was to send her companion the tiger Tyra for help. Tyra traveled the long distance from the North to the Wildwood lodge in the Verduran Forest. She traveled the long distance with no thought in her mind except the need to get help to rescue “her cubs” Toran and Jaylee. She arrived after weeks of travels exhausted, emaciated, her once lustrous coat in tatters and relayed the horrid tragedy to the first member of the Green Faith she could find.

Tyra died of exhaustion on the spot right after relaying the tragedy to the Druid of the Wildwood Lodge.

A rescue mission was launched and after months of torture and arcane experimentation he was rescued from the Clutches of the Winter Witch Jezzelea. Unfortunately, the Evil Witch escaped and his twin sister Jaylee was never found.

The orphan Toran grew up with the Druids of the Wildwood lodge. As he grew and approached puberty a temper and darkness grew within him. Concerned with this growing temper and darkness the Druids sent him to be apprenticed to the Hermit Monk. The last student that the Hermit Monk had taught was his father Joran 40 years prior.

The HM was a tough taskmaster. But he knew this discipline is what was needed to help master and control the beast within as he too was a fellow Skinwalker. HM taught Toran the master and control the urges within through the Disciplined Art of the Forest Fist.

The Forest Fist is an unarmed martial art where the disciple learns to observe and mimic the forms of the animals around him and incorporate those movements into an effective fighting style.

Toran took to this training with great vigor learning harness his Skinwalker heritage changing his form to a more Beast like form with claws and incorporate it into this martial style.

As part of his training he has been introduced to the folk of Fusil to learn that people other than Druids and followers of the Green Faith can learn to live in balance with nature.

Fusil is a town in far-eastern Andoran surrounded on all sides by the Verduran Forest. Ages ago, the inhabitants of the hamlet made a pact with the local druids and fey-folk. In exchange for the location of a rich gem mine, the citizens of Fusil pledged that no one would chop down a single tree of the forest. The terms of the agreement have not been breached, and the inhabitants make a decent living from the mine, use only stone in the construction of their homes, and rely on peat fires for warmth.

Contrast that with the Andoran part of the Verduran Forest.

In the Andoren part of the forest, druids and fey are in a constant friction with loggers and woodsmen, and the two sides frequently come to blows. Logging is a major industry of Andoran, which is comfortable allowing the wholesale logging of forests.[4] Much of the Andoren portion of the forest is controlled by the powerful Lumber Consortium, whose cruelty and greed keep the poor citizens of Bellis firmly in their grasp.

Toran has taken part in attacks against the logging industry who continue their rapacious assault on the forest.

For the first time in his life since being rescued by the Druids, Toran has left Verduran Forest. He has been sent to investigate concerns that Alexius Demetri and Lycio Vallant owners of the Hedren Sawmill are shortsightedly overlogging the forest.

Heldren Sawmill – Heldren’s sawmill stays busy day and night cutting timber harvested by the village’s woodcutters into planks for shipment to Zimar and other cities, and stacks of lumber are always heaped outside. Partners Alexius Demetri and Lycio Vallant oversee the sawmill’s operation, which makes them two of Heldren’s wealthiest residents. Their large house on the north side of town is easily Heldren’s largest private home, nicknamed “Sawmill Manor” by the town.

This being the first time that he has been outside the forest he finds it strange that despite traveling the road south, he finds his gaze drawn not South to his destination but to the North and not North to his forest home, but further north to where his parents where killed and his twin sister Jaylee was lost. And as he does this, a fell shiver travels down his spine. (see Warded against Witchery campaign trait)

Appearance and Personality:
Toran is tall and strong with tousled dark hair and bushy sideburns. He dresses simply in functional clothes in colors of the forest. He travels light, despite his strength preferring freedom of movement.

Bestial form: Skinwalkers' features vary greatly when they shapechange. They gain a bestial visage evoking the creatures they emulate; the snout elongates, teeth become more prominent, claws emerge from fingertips, and skin toughens into hide.

He is more comfortable in the company of animals than with strangers. He has mastered his rage and yet it is still there. It comes to the fore in a controlled manner when he sees nature defiled or disrespected.

He is more concerned with the balance of nature than in morality, yet will respect others when respect is given. He obeys natures Laws and will not actively seek to break the artificial laws of civilization. He does have good tendencies that I hope will be strengthened as he has more experiences in the world.


Just want to wish everyone the best of luck!

Sczarni

After seeing all the nice submissions, and realizing I don't really have the time and energy to commit to another AP right now, I'll bow out and leave.

And if ya hafta choke a witch, choke a witch.

Best of luck, and may merriment be had.


Lara Statblock:
Lara
Female catfolk paladin (iroran paladin) 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder RPG Advanced Race Guide 90)
LG Medium humanoid (catfolk)
Init +2; Senses scent; Perception -2
Aura aura of law
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +0; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), climb 20 ft.
Melee cold iron cestus +3 (1d4+2/19-20), 2 claws -2 (1d4+1), bite -2 (1d4+1)
Ranged longbow +3 (1d8/×3)
Special Attacks personal trial
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 14, Wis 6, Cha 17
Base Atk +1; CMB +3; CMD 15
Feats Fey Foundling[ISWG], Improved Unarmed Strike
Traits adaptive magic, fate's favored, tusked
Skills Acrobatics -1 (-5 to jump), Climb +7, Craft (bows) +6, Diplomacy +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (planes) +3, Knowledge (religion) +6, Profession (astronomer) +2, Sense Motive -2 (-4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +6, Use Magic Device +8
Languages Catfolk, Common, Elven, Sylvan
SQ adaptable luck, confident defense +1, pride, sense perfection
Combat Gear cold iron arrows (20); Other Gear lamellar (leather) armor, cold iron cestus, longbow, backpack, bedroll, belt pouch, crowbar, flint and steel, grappling arrow (2), hammer, holy text, mess kit, piton (4), pot, sack, shovel, silk rope (50 ft.), sledge, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Irori
--------------------
Tracked Resources
--------------------
Adaptable Luck +2/+1 (3/day) - 0/3
Cold iron arrows - 0/20
Personal Trial (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Adaptable Luck +2/+1 (3/day) Some Catfolk have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a Catfolk can gain a +2 luck bonus on an abilit
Aura of Law (Su) The paladin has an Aura of Law with power equal to her class level.
Climbing (20 feet) You have a Climb speed.
Fate's Favored Increase luck bonuses by 1.
Fey Foundling Magical healing works better on you
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Personal Trial (1/day) (Su) +1 insight bonus to hit, damage, saves, and AC vs. target.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sense Perfection (Su) At will, you can detect if a creature has a ki pool.
--------------------

Who is Lara?:
Lara is an Irorian Paladin from the isle of Jalmery. She is in Taldor as part of a journey to learn more of 'the north' in preparation for the Challenge of Sky and Heaven. So far, she thinks she is very far 'north' indeed here at the southern edge of Taldor.

She's traveled from Padiskar to Katheer by postal ship, that being the only vessel in port at the time she set out. She enjoyed her discussions with the captain about the stars of the north, and promised him a complete starmap when she returned. Upon arrival in Katheer over a month later was dismayed to realize she still had quite far to go. She was encouraged to take horse and set out for Oppara, "The most refined center of the Arts" by a kindly enough Paladin of Iomedae. Unfortunately she didn't budget for feeding the beast, and now her funds are running low. She's stopped in Heldren to look for work, and has lent the beast to the local inkeep in return for room and board, promising to pay him back for the horse once she finds work. Meanwhile she's still no closer to understanding these not so northerners, who all insist this is the south.

She's determined to persevere however, and is certain that Irori will provide guidance shortly. She cannot have traveled this far for no reason, right? Meanwhile, the locals have almost adapted to this strangely well mannered Cat and her teachings of the Way.

GM Questions/concerns:

Long term I think I'm going to take a couple more levels of irori paladin then step into archeologist bard, oracle, or monk depending on how the party comes together.

Take a look at traits please - I'm trying to make Lara feel 'different' from the usual inner sea catfolk, and swapped for the more feral and instinctive traits. To that end I also took tusked and adaptable luck. If you object to either I can take it off, but they seemed in keeping with the more eastern catfolk.

I have profession(Astronomer) but if that's going to require a telescope which she can't afford to be any use, I can fall back on craft(bows) and fletching.

I didn't take vuldrani as the adventure probably doesn't include it. If you'd like me to have it to fit the background, I can drop either elven or sylvan, whichever is more redundant. The player's guide wasn't clear.

Lastly I'm open to changing anything, and appreciate your patience. Sorry this didn't get in early, texas has been damp.


Completed Submissions:

Arcane:
Morena Yagevna-Human-Winter Witch
Anchard Wulfphear-Elf-Magus (Hexcrafter)

Martial:
Sven Ulafson-Human-Fighter (Viking)
Vilgeirr Isleifson-Human-Fighter (Viking)
Runa Svaladottir-Human-Fighter (Viking)
Lars Androsa-Human-Ranger (Trapper/Freebooter)
Alec Fuornkiln-Half-elf-Ranger (Guide/Trapper)
Herrok Crane-Half-orc-Brawler
Jamarcus DeTroyce-Human-Brawler
Vincent Fleming-Tiefling-Inquisitor
Loggar Flintsmoke-Dwarf-Slayer
Ellara VanDerHoefen-Human-Paladin (Warrior of the Holy Light)
Toran Oakfriend-Skin-walker-Monk (Master of Many Styles)
Lara-Catfolk-Paladin

Skill:
Kaix Eldwyn-Half-elf-Rogue (Unchained)

Divine:
Linge Hagebak-Human-Arctic Druid
Torben Artair-Dwarf-Druid (Bear Shaman)
Origen-Human-Cleric

Interest/Incomplete Submissions:
Captain Ford-Melee Sorcerer (Imperious Bloodline)
GM Hills
Kalas-Cleric of Saranrae

17 hours till recruitment closes.


Lara:
The adaptive luck should be fine. What did you replace to get tusked? Did you take a drawback for it? Also, 1 trait needs to be a campaign trait.

The Profession (Astronomer) should be no problem without a telescope. You can study much of the nights sky (particularly positioning of stars etc.) without it.

Languages are up to you, although if you imagine Lara spoke it at some point, she should probably have it.


Applying with Mother Theora, an inquisitor of Andoletta with the witch hunter archetype.

Stat block:

Mother Theora
Female human (Taldan) inquisitor (witch hunter) of Andoletta 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 53)
LG Medium humanoid (human)
Init +3; Senses Perception +7
Aura deflection aura (2 ft.)
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +6; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +2 (1d6+3)
Ranged longbow +3 (1d8/×3)
Special Attacks judgment 1/day
Inquisitor (Witch Hunter) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bless, cure light wounds
. . 0 (at will)—create water, detect poison, light, stabilize
. . Domain Protection (Defense subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 10, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Point-blank Shot, Precise Shot
Traits ease of faith, warded against witchery
Skills Acrobatics +0 (-4 to jump), Diplomacy +5, Heal +7 (+11 dealing with humanoid pregnancy or birth), Intimidate +1, Knowledge (nature) +4, Knowledge (religion) +4, Perception +7, Profession (midwife) +7, Sense Motive +8, Spellcraft +4 (+5 to identify spells cast by evil arcane spellcasters., +7 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll)
Languages Common
SQ spell sage, stern gaze +1
Other Gear hide armor, arrows (40), longbow, quarterstaff, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, midwife's kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Andoletta, locket (worth 10 gp), 18 gp
--------------------
Special Abilities
--------------------
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Inquisitor (Witch Hunter) Domain (Defense) 
Judgment (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.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.

History, appearance, and personality - on the long side:

Theodric Horsfall was born in 4675 AR, the third of five children. As the eldest son of minor nobility, she was granted a position of authority over her older sisters, expected to learn swordplay and archery, expected to carry on the family name. Yet she always felt out of place dressed in the latest dandy fashions, didn't take to swordplay, and didn't like being pushed into marriage.

While she enjoyed archery, enjoyed the quiet contemplative nature of it, she found herself more interested in playing with her sisters - tea parties and dress-ups as a child, but as she grew, she found herself desiring the life of the courtly ladies and their obnoxious fashions. Her sisters understood, trying to bring her into this life, but her parents were less supportive, berating her for her foolishness, and telling her she had to act like what she really was - which led to no end of confusion for young Theodric, as she thought that was what she'd been doing all along.

Exploring Cassomir was her only real joy, wearing scarves and loose dresses, keeping herself secret and trying to find herself in the busy streets. She took to research, asking around, hoping to find something or someone who could make her into what she felt she was meant to be. But her curiosity led her into dangerous places, and when she thought she'd found an answer, she barely managed to escape with her life when the person offering turned out to be a practitioner of witchcraft, using pretty words to disguise evil intent. She became more careful after that, swearing to stay away from such wickedness - she turned instead to alchemists, finding temporary fixes that would disguise her, but nothing that seemed to work in a more permanent sense. Heartbroken, Theodric resigned herself to fate, allowing her parents to arrange a marriage for her.

Marriage was a new challenge in itself. While she loved her wife, Yolana, with all her heart, and tried to be the husband she deserved, she felt as if she was lying to her. She withdrew into herself, speaking little to her Yola, confused and conflicted. Eventually, she confessed to Yola, telling her of the struggle of her life - and to her amazement, Yola understood.

"You've been a fine husband," Yolana told her, "But you'll be a better wife. All I ask is that you give me a child, that we may raise our own, as we were both supposed to be."

A year later, Yolana was pregnant, and the two decided to leave the capital and its decadence for new 
lands, for a place where they could begin a new life - for Theodric, now Theora, in more ways than one. They stole away together, beginning the long journey south, intending to reach Absalom, where they could effectively disappear in the metropolis. Yolana gave birth along the way, and Theora had to deliver their son, who they named Ambrose. Yet tragedy struck weeks later, when they were beset by bandits - and having little money to give, a confrontation followed.

Yolana and Theora tried to fight them off, but while Theora managed to fend off some with a dropped longbow, it was the arcanists who troubled them. The same foul witchcraft granted them power, and Theora briefly considered allowing herself to be slain when Yolana fell to their magic. Instead, she managed to retain c trol just long enough to put them down, before burying her wife at the roadside, taking their son in her arms, and continuing her journey.

Absalom didn't seem like the right place for her anymore, so she continued heading south, for the border. Her weary feet finally carried her to the town of Heldren, where she found refuge in the temple. She stayed there, with her son, introducing herself to the Father Natharen as Mother Theora, a humble midwife. Though he raised an eyebrow at her not-so-plain clothing, he accepted her story, helped her into mourning clothes, and offered her a temporary home to raise her son.

Though she nearly lost the will to live, faith has a way of granting people hope and strength they never knew they had. When Theora expressed her concerns to Natharen regarding the ravens that seemed to follow her, he reassured her that the Empyreal Lord Andoletta watches over those in mourning. Though her period of mourning has lasted years now, Theora has taken up the role of a priestess of Grandmother Crow, carrying a staff of willow-wood and a mantle of black feathers at all times.

Theora is a tall, handsome woman, just over six feet, now in her late thirties, thin-lipped and kind-eyed. She is slim and wiry, with long fingers, a strong jawline, and wrinkles at the corners of her eyes and mouth just starting to form. She wears her black hair, which is starting to grey at the temples, in a severe bun, and leans on her willow staff when engaged in conversation. She dresses in black and grey - all her clothes are in the shades of mourning, even the armour she wears as a formality to signify her as a protector. She always wears a silver locket around her neck, containing miniature paintings of herself, and of Yolana.

She is a midwife, and has personally delivered several of the town children, but she spends most of her days teaching Ambrose and talking with Tessaraea Willowbark, who she suspects would benefit from Andoletta's wisdom for coping with bereavement; however, she is content to simply enjoy the other woman's company. She is a friendly figure, always ready to offer counsel or wisdom, or simply comfort to those who need it.

Ambrose is now thirteen, the handsome likeness of his mothers. Theora adores him even more than she loved her wife, and though she often regrets not taking him to Absalom, she awaits the day when the boy can forge his own destiny.

A few notes about me:

I've never played Reign of Winter, though I've read the AP in preparation to run it. I'm good at separating player knowledge and character knowledge, however, and I've honestly forgotten all but the main plot points.

I am currently in another recruitment for a Reign of Winter PBP, but with a different character.

I am aware that the issue of Theora's gender may be touchy. I am simply trying to expand the horizons of the characters I play. I have no intention of causing any offence, and I try to handle things tactfully. Theora basically appeared in my head fully-formed, and I had to try her.

I attempt to post as frequently as I can. However, I live in Australia, so my posting times may be a bit off. In addition, I am battling depression, and sometimes I'm simply not in a good headspace for games. However, I'm a dedicated player, and I love descriptive role-playing and fun characters.

I'd like to know what you think. I appreciate honest feedback!


@ El Ronza: I skimmed really quickly over the background (I don't like knowing too much about other characters), and noticed that Theora has a child. What would she do if she ever had to leave on a long trip? Would she bring him with her even though it might be dangerous?

Just curious!


Grimkell - that's a fair question. While part of me wants to say 'Bring the kid! It'll be fun RP!', the reality is that she probably wouldn't, especially if she thought he'd be safer left behind. If she thought he'd be safer with her, or if she had no choice, she'd take him. At the end of the day, she wants what's best for him.


*Sigh* I'm just not going to be able to get a cleric that I like put together in time for the deadline. Oh well. I hope the selected party has a lot of fun, and I look forward to reading your adventures. Good luck everyone!

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