Reign of Winter - GMRoW (Inactive)

Game Master Jason Lillis


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Welcome to the Reign of Winter Adventure Path!

I'll look at taking 4 PCs for this adventure path, and selecting 4 backup PCs to be ready to go in the event of disappearance or death.

1) Ability Scores: 20 point buy

2) Race: Core and Featured Races (and alternate racial options) from the Advanced Race Guide are permitted.

3) Class: Paizo-Published PRG Classes and Archetypes permitted. Please indicate if you are gearing your character to Arcane, Divine, Martial, or Skill.

4) Skills: The following social traits will also be affected by the ability listed below -
- Bluff: Intelligence
- Diplomacy: Wisdom
- Disguise: Intelligence
- Handle Animal: Wisdom
- Intimidate: Strength

5) Feats: Paizo-published feats permitted.

6) Traits: 2 traits total from Paizo-published sources. Campaign trait encouraged, but not required.

7) Equipment: Average per level. May include PC-crafted equipment if this could be completed by Taking 10 on the roll to craft the item (say if your wizard wants to put together his own scrolls, or a witch her own potions).

8) Hit points:
- Level 1 = Max per Hit Dice
- Even Levels = PM to me Hit Dice Roll + 1 HP
- Odd Levels = PM to me Hit Dice Roll

9) Finishing Details (50 words or less each):
> As one of 171 people in Heldren (in Taldor), what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?

> How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?

> Did I I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?

> How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my moral choices? What are my religious commitments, and how do these shape me?

Questions? Post below or PM me. I'll do what I can to respond.

Recruitment will close at 5:00 PM EST on 3/1/2013. I'll select characters that night. Good luck!


Dotting for extreme interest. I have a human ranger in the works for a Reign of Winter game already; just have to get him finished up. What would your expectations for posting frequency be? How would you describe your particular style as a GM?

Finally, I assume the alternate abilities for the social skills are in place of the standard?


Will be submitting my Barbarian here shortly. Working on tidying up the backstory and other relevant information in the meantime.


Phillip0614 wrote:

Dotting for extreme interest. I have a human ranger in the works for a Reign of Winter game already; just have to get him finished up. What would your expectations for posting frequency be? How would you describe your particular style as a GM?

Finally, I assume the alternate abilities for the social skills are in place of the standard?

Posting: 1 post / 36 hours.

My style: Terse (usually).

Actually, they are in addition to the standard, and I'll be modifying the DCs of each check to compensate.


Barbarian (Invulnerable Rager) and proud of it - won't be doing any sort of level dipping or what-have-you. Firmly a Martial character.

The profile is pretty much fully fleshed out; I'm in the process of reworking the gear, but that should be done momentarily. There's way more information in the profile than you're asking for, but I'll just summarize and post the answers to your specific questions here directly.

Heldren is Home:
Garak arrived in Heldren nearly five years ago, stone-faced and seemingly intent on drowning himself in booze. Brünwald's arrival and intervention on Garak's behalf has set him on the path of smithing and redemption. He now works as a weaponsmith and apprentice under Heldren's blacksmith.

Traits and Training:
Garak is a tower of a man from the Linnorm Kingdoms who wears his distant frost giant ancestry plainly. Though he is new to smithing and Torag's teachings, fighting and the harsh climates of the north are longtime friends of his - the brain forgets, but the muscles remember.

Garak's Gear:
Though the bare essentials are still the remnants of his former days, Garak has long since pawned, sold, or lost the vast majority of what his adventuring afforded him. What gear he has now was either wrought by his own hands or purchased.

Massive Morality:
In his younger days, he was every bit one of the wild reavers the Linnorm Kingdoms are famous for, plundering both tomb and town. These days, he generally tries to protect those who cannot protect themselves without getting tangled up in politics or crime.

Dark Archive

Dotting for interest. Will post more soon!

Dark Archive

Dotting for intrest


1 person marked this as a favorite.

Here is my arctic druid. I'll adjust him for your house rules when I get off work.


Here's my Synthesist Summoner. Bio's in his profile. He was a submission for a prior Reign of Winter game, so I'll need to edit his stats to match your rules. That'll be done tomorrow. I also have no problem removing the archetype if you have issues with Synthesists: he's designed to be the party face and isn't super-optimized for combat.

EDIT: Actually, converting him didn't take that long, so he should be all ready for you. Any feedback would be appreciated.

P.S. I'll only be using the "Diplomacy" option with the Antagonize feat. The "Intimidate" option is a little too cheesy for me. :-)


This is Nimon, This is my Submission Kylanna Everfrost, Hedge Witch from the North. Background is finished I will finish the rest soon. Planing on going Arcane, but with a decent amount of healing and utility.

Dark Archive

I've decided to try for the Divine slot, with a True Neutral Aasimar Cleric of Nethys named Gii (leading towards NG, and channeling positive energy to start, but grabbing Versatile Channeling later). He'll be drawn to the study of all kinds of magic, but especially the positive types - creation, healing, all that good stuff.


Throwing Neltji into the mix. Fills the martial slot with some healing mixed in as well. With a party of four you can always use another healer if your primary goes down.

Half-Orc paladin of Erastil

Will get the conversion for you done tomorrow with your questions answered as well.


Throwing my hat in the ring. I will have to delevel and refluff though for the campaign.


Erika Stirksditter

Spoiler:
Erika Stirksditter
Female Human (Ulfen) Inquisitor (Witch Hunter) 1
NG Medium Humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1); judgement of sacred healing 1
Fort +4 (+2 circumstance bonus vs. cold weather), Ref +4, Will +8
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (cold), resistant touch (6/day)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Resistant Touch (6/day)
Inquisitor (Witch Hunter) Spells Known (CL 1):
1 (2/day) Bane (DC 14), Protection from Evil
0 (at will) Guidance, Daze (DC 13), Light, Detect Magic
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Iron Will, Point Blank Shot
Traits Honor-Driven, Vigilante Witch Hunter (-Choose-)
Skills Acrobatics +2, Climb +0, Craft (armor) +4, Escape Artist +2, Fly +2, Intimidate +5, Knowledge (arcana) +4, Knowledge (religion) +4, Perception +7, Profession (tanner) +7, Ride +2, Sense Motive +9, Spellcraft +4, Stealth +2, Swim +0
Languages Common, Skald
SQ domains (protection), judgement (1/day), spell sage +3
Other Gear Studded leather armor, Arrows (20), Dagger, Shortbow, Hex nail, Artisan's tools (Craft [armor]), Backpack, masterwork (empty), Bedroll, Flint and steel, Furs, Shelyn, Silk rope, Spell component pouch, Trail rations, Waterskin, 12 GP, 10 SP, 9 CP
--------------------
Special Abilities
--------------------
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Inquisitor (Witch Hunter) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
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

Background:
Spoiler:

Erika was born in the southwest of Irrisen, and raised in the town of Whiterook. During her twelth year, her mother Ilsa was arrested for treason against the White Witches and sentenced to hard labor at Hope Lost. Stirk and his daughter fled from the frozen land far to the south. Eventually they settled in Haldren, where Stirk made his living as a hunter. He would sell the meat, furs and leather from the game he trapped and hunted, and as she grew older Erika helped with his trade, becoming a respected huntress and tanner in her own right. Erica still holds a bitter resentment towards Irrisen in general and the White Witches in particular. She prays to Shelyn every day to one day be reunited with her mother, whom she misses dearly. She has vowed to one day either rescue her mother, or avenge her.

Question Answers:
Spoiler:
1) As one of 171 people in Heldren, what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?

Erika and her father have been in Heldren for seven years, since her mother was sent to Hope Lost. They survive on hunting, trapping, skinning and butchering of game. Erika has hunted with her father for years and is an expert tanner. (Profession: Tanner, Craft: Armor)

2) How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?

Erika suffered immensely at the hands of the White Witches, losing her mother to Hope Lost. This has gone to make her untrusting of many, especially arcane spellcasters, and has strengthened her resolve. She also assists her father in the hunt and selling of his game, and has become a fantastic archer, tanner and armor smith in the process.

3) Did I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?

Most of her equipment she either used her earnings from selling furs and skins, or was given by her father. Her bow that he had given her is her most prized possession, as it had belonged to her mother before her mother was arrested.

4) How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my morality? What are my religious commitments, and how do these shape me?

Erika tends toward the lawful end of the Neutral Good spectrum, but opposes the government of Irrisen too much to ever be Lawful Good. She will always help others first, and despises evil. She prays to Shelyn on a daily basis as a way to connect to her mother’s beliefs.


Hex Nail Roll 1d4 ⇒ 1

Dark Archive

Alright, here's the early draft of Doctor Gii, Cleric of Nethys.

Character Sheet:
DOCTOR GII
Male Aasimar Cleric 1
N Medium Outsider (Native), Humanoid (Human)
Init +1; Senses Darkvision, Perception +5

--------------------
DEFENSE
--------------------

AC 16, touch 11, flat-footed 15. . (+1 Dex, +5 armor)
HP 9 (1d8+1)
Fort +4, Ref +2, Will +7
Resist 5 Cold, 5 Electricity, 5 Fire

--------------------
OFFENSE
--------------------

Speed 20 ft. (Medium Armor)
Melee Quarterstaff +1 (1d6+1/20/x2)
. . Dagger +1 (1d4+1/19-20/x2)
Ranged Dagger +1 (1d4+1/20/x2)
Special Attacks Channel Positive Energy (1d6) (DC13) 5/day OR
. . Channel Smite (1d6) (DC13) 5 /day

--------------------
STATISTICS
--------------------

Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Channel Smite
Traits Adaptive Magic (+1 Knowledge (arcana) and Use Magic Device, UMD is a class skill), Focused Mind (+2 Concentration checks)
Skills Use Magic Device 1 rank (+7), Diplomacy 0 ranks (+6), Knowledge (arcana) 1 rank (+6), Sense Motive 0 ranks (+6), Perception 1 rank (+5), Spellcraft 1 rank (+5), Heal 0 ranks (+4), Survival 0 ranks (+4)
Languages Common, Skald
Combat Gear -; Other Gear 1gp 8sp 6cp, quarterstaff, dagger (5), scale mail, silver holy symbol of Nethys, wooden holy symbol of Nethys, spell component pouch (2), bedroll, winter blanket, candle (10), crowbar, flint and steel, oil (1-pint flask) (2), silk rope (50ft.), satchel, 5 days trail rations, waterskin, traveler's outfit, cold weather outfit

--------------------
SPECIAL ABILITIES
--------------------

Aasimar Racial Traits (Scion of Humanity and Truespeaker alternate racial traits)
Favored Class: Cleric (Skill Points)
Neutral Aura (Ex)
Channel Positive Energy (Su) (1d6) (DC13) (5/day) OR
Channel Smite (Su) (1d6) (DC13) (5/day)
Protection Domain

  • Resistant Touch (Sp) (7/day)

Magic Domain (Divine Subdomain)

--------------------
SPELLS
--------------------

Cleric (CL 1, Concentration +7)
0- [DC14] (3/day) create water (1), detect magic (1), guidance, light, mending, purify food and drink, read magic (1), resistance, spark, stabilize
1- [DC15] (2+1/day) abundant ammunition, ant haul, bless, comprehend languages, cure light wounds, divine favor (1/1), endure elements, identify [D], obscuring mist, protection from evil, sanctuary, sanctuary [D] (1/1), shield of faith, summon monster I

Format ruthlessly plundered from Kagehiro/Garak's, because it's cool. :)

There is a Doctor in the House:
Doctor Gii (it's unsure if that's a name or a title) is a healer, clergyman and scholar in Heldren. Having come from Absalom to Taldor to study the cold north and the magics of that place, he has ingratiated himself among the townsfolk, passing as human.

The Divine is in His Blood:
Gii was born to a pair of priests of Nethys, who raised him in the ways of magic. Though pragmatic, he has leanings towards the All-Seeing Eye's more beneficent teachings, and finds great joy in acting as a healer and scholar in the town of Heldren.

Gii's Gear and Equipment:
Gii's holy symbols, armor and weapons were given to him by the Church of Nethys before he set off to Taldor. The rest of his equipment and clothing have been bought from the people of Heldren.

I Have No Strong Feelings One Way or the Other:
Gii triess to stay neutral in conflicts. Though he tends to lean towards the side of Good, he will do what he believes in the best in any given situation. He is much like his god, Nethys, whom he is very devout in his worship of, in this respect.

I'm still writing up his full background and such, but this is a good start!


Dotting for interest. Maybe with a paladin or a sorcerer, I'll have to think about that.


Roondar would like to volunteer, so I'm dotting for interest.
When I get home i'll post so it works out according to your parameters, but the background sounds about right

Is it okay to submit more than one character?
Looking for one group to play it, doesn't really matter what character. Maybe something that will fit the group's needs.


Viscount K here, throwing Rannveig Pack-Bound into the mix. I wrote her up for a different Reign of Winter thread that didn't pan out, so she's all rarin' to go at this point. She's currently set up as a Wolf Shaman Druid, but I could just as easily go Pack Lord or regular Druid to preference. She is aiming to be a martial character, mostly, but there's obviously some strong divine support working for her.

All her details are in the profile. A word of warning: the background's kind of a wall of text, so if you'd prefer a nutshell version, I can throw one up no problem. Without further ado, here's the questions you asked.

Finishing Details:

As one of 171 people in Heldren (in Taldor), what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?
Rannveig has just arrived in Heldren a few days ago, seeking help or information to deal with the pockets of winter she's heard about. So far, she's been staying at the inn, earning my keep with pelts and meat brought in from the countryside (earned through Survival).

How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?
Warded against Witchery comes from her prior experience with the wolf-witch, a side effect of her surviving the transformation. Child of Nature, and most of her class features and skills, reflect her time as a wild beast and subsequent living alone. Her feats show off the wolf fighting style.

Did I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?
She has very little equipment, almost all of it of terrible quality, cobbled together in the wilderness by trial and error. She does possess one small amulet, woven into a braid, that she has taken as a souvenir of sorts from the wolf that cursed her.

How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my moral choices? What are my religious commitments, and how do these shape me?
Rannveig is no paragon of good, believing in the law of the jungle as she does. The innocence of her childhood being ripped away from her is an experience she wishes on no one, though, and she will act to prevent unnecessary cruelties. She has no formal religion, although most would call her a worshiper of the Green Faith.

Agh. Fifty words or less is very few words. I missed it by a couple on that last one.


Ability Scores:

Str - 17
Dex - 14
Con - 14
Int - 12
Wis - 7
Cha - 16

Race and Class Information:

Human
Alternate Racial Trait - Dual Talented (STR, CHA)
Fighter - 1 (Martial!)
+1 Skill Point Favored Class Bonus - Level 1

Feats and Traits:

1st - Power Attack
Human - Replaced (Dual Talent ART)
Fighter 1st - Dazzling Display

Equipment:

Gear: Chain shirt, Greatsword, Bedroll, Blanket, winter, Cold weather outfit, Cooking kit, Flint and steel, Furs, Shaving kit, Trail rations (6), Waterskin (2), 12 GP, 4 SP

Finishing Details:

Town Role: Asmar is in the Heldren militia, which is led by his father, Bjorn Erikkson. Born in Heldren, Asmar lives by himself, as he is still a young man of 22 years and has not started a family of his own.

Training: Asmar inherited his father's combat prowess and strength, but the charms and looks of his mother. Bjorn started training Asmar from the age of 8. He not only showed him swordplay and how to properly wear and move in armor, but how to survive in the wilderness if needed.

Gear: Asmar has inherited his sword from his father, which was the first sword Bjorn had ever used himself. He was issued Chain Mail from the Militia. The rest are general provisions from the militia or bought goods.

Religion: Asmar believes that everyone should be happy and free, but should not take that freedom for granted. He does the best he can, and stands against pure evil, but doesn't condemn others for lesser crimes. He worships Erastil, but he isn't as dedicated as his father and mother.

Full Statblock:

Asmar Eriksson
Male Human (Ulfen) Fighter 1
NG Medium Humanoid (human)
Init +2; Senses Perception -1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will -2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Greatsword +5 (2d6+4/19-20/x2)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 7, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Dazzling Display (Greatsword), Weapon Focus (Greatsword)
Traits Charming, Militia Veteran (any town or village) (Survival)
Skills Acrobatics +0, Bluff +3 (+4 vs. characters who could be attracted to you), Climb +5, Diplomacy +3 (+4 vs. characters who could be attracted to you), Escape Artist +0, Fly +0, Intimidate +7, Perception -1, Ride +0, Stealth +0, Survival +3, Swim +1
Languages Common, Giant, Skald
Other Gear Chain shirt, Greatsword, Bedroll, Blanket, winter, Cold weather outfit, Cooking kit, Flint and steel, Furs, Shaving kit, Trail rations (6), Waterskin (2), 12 GP, 4 SP
--------------------
Special Abilities
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cold weather outfit +5 Fort save vs. cold weather.
Dazzling Display (Greatsword) Intimidate check to demoralize can affect those within 30' who see you.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
--------------------
Personality
--------------------
Asmar tends to act without considering all angles of a situation (i.e. impulsive), and can be narrow minded as far as thinking his way is the best way, due to his father's influence. Especially if fighting his way our is a viable option. This is also because of Asmar always wanting to prove himself. However, he isn't totally disagreeable due to his charismatic nature he got from his mother. Asmar is also much more laid back then his father when he isn't actively pursuing a goal or on duty. He likes to joke and hear stories, and a good drink is always a good thing by his estimation. Asmar is a tad gullible, and can be easy to influence, especially by attractive women.
--------------------
Backstory
--------------------
Asmar (22) was born in the city of Heldren. The only child born to his Ulfen father and Chelaxian mother. His father, Bjorn (54), is the leader of the local militia, and his mother Valeria (40), a beautiful former musician from Chelexia. She hasn't had to work in sometime though, as Bjorn makes a decent living with his position and has procured moderate wealth from his adventuring days. One would say Asmar got his strength from his father, and his charm and looks from his mother, save the blonde hair.

Asmar's father Bjorn had wanted his son to follow in his foot steps, and raised him just as his father had raised him. Engrossed in learning swordplay, Asmar was quite good at it, but his father was really hard on Asmar. Thus, prompting Asmar to constantly seek approval from him and comfort from his mother Valeria as a child. He quickly learned how to gain sympathy from her, and how to use words his father wanted to hear.

Upon Asmar reaching adulthood, Bjorn encouraged Asmar to join the Militia to gain some real life combat experience, and to serve a purpose. Asmar quickly gained favor with his superiors due to his combat prowess and father's position. Still, Asmar's father was tougher on him than any of the other recruits, and Asmar had a lot to live up to.

Dark Archive

Greetings and salutations. I'm marking my interest here.

Given the direction this AP takes, I'd really like to try something inhuman looking. My eye fell to the Kobold, but man are they gimped in the extreme. Should I move on to Ratfolk or Tengu, or would it be possible to negotiate something in regards to the Kobold?

I was thinking of playing up the Dragon Aspect line a whole bunch.


Dotting for interest.

Later today, I'll post a winter witch. Can I use the alternate heritages for dhampirs from Blood of Night?


I have an idea will see if I can flesh it out in time.

and maybe hope my luck turns around with this recuitment.


Alphonse Gregori, marking for interest. either an Alchemist/Fighter or an Alchemist/Magus, I'll work out more details later. Did I miss something about starting level because it doesn't appear to be listed. Regardless, I'll put together a character sheet at first level since my current version is 8th level. He's a Half-elf alchemist using the Racial archetype, more information to come later including backstory.


I realize the dance card is probably full for this game but on the slim chance there's a spot open (or a high attrition rate) I'm interested.


Ohh if Twilsemail is throwing a hat in I'll have to as well. will work an Inquisitor of Erastil up. Half-Orc whose clan was destroyed so he has a bad attitude and a lust for justice.

Speaks quietly but carries a big axe.


Roondar Anunciata wrote:

Roondar would like to volunteer, so I'm dotting for interest.

When I get home i'll post so it works out according to your parameters, but the background sounds about right

Is it okay to submit more than one character?
Looking for one group to play it, doesn't really matter what character. Maybe something that will fit the group's needs.

I would prefer that you only submit one PC, if only for my sanity.


twilsemail wrote:

Greetings and salutations. I'm marking my interest here.

Given the direction this AP takes, I'd really like to try something inhuman looking. My eye fell to the Kobold, but man are they gimped in the extreme. Should I move on to Ratfolk or Tengu, or would it be possible to negotiate something in regards to the Kobold?

I was thinking of playing up the Dragon Aspect line a whole bunch.

I would prefer to keep things as printed, again for my sanity.


Amaranthine Witch wrote:

Dotting for interest.

Later today, I'll post a winter witch. Can I use the alternate heritages for dhampirs from Blood of Night?

Not having that sourcebook, can you point to the information on an online resource?


Alphonse Gregori wrote:
Alphonse Gregori, marking for interest. either an Alchemist/Fighter or an Alchemist/Magus, I'll work out more details later. Did I miss something about starting level because it doesn't appear to be listed. Regardless, I'll put together a character sheet at first level since my current version is 8th level. He's a Half-elf alchemist using the Racial archetype, more information to come later including backstory.

Yes, Level 1.

Dark Archive

Okay, I finished throwing together a background and such! I figured I would condense everything here for ease of perusal. :)

Doctor Gii, Cleric of Nethys.

Character Sheet:
Doctor Gii
Male Aasimar Cleric 1
N Medium Outsider (Native), Humanoid (Human)
Init +1; Senses Darkvision, Perception +5

--------------------
DEFENSE
--------------------

AC 16, touch 11, flat-footed 15. . (+1 Dex, +5 armor)
HP 9 (1d8+1)
Fort +4, Ref +2, Will +7
Resist 5 Cold, 5 Electricity, 5 Fire

--------------------
OFFENSE
--------------------

Speed 20 ft. (Medium Armor)
Melee Quarterstaff +1 (1d6+1/20/x2)
. . Dagger +1 (1d4+1/19-20/x2)
Ranged Dagger +1 (1d4+1/20/x2)
Special Attacks Channel Positive Energy (1d6) (DC13) 5/day OR
. . Channel Smite (1d6) (DC13) 5 /day

--------------------
STATISTICS
--------------------

Str 12, Dex 12, Con 12, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Channel Smite
Traits Adaptive Magic (+1 Knowledge (arcana) and Use Magic Device, UMD is a class skill), Focused Mind (+2 Concentration checks)
Skills Use Magic Device 1 rank (+7), Diplomacy 0 ranks (+6), Knowledge (arcana) 1 rank (+6), Sense Motive 0 ranks (+6), Perception 1 rank (+5), Spellcraft 1 rank (+5), Heal 0 ranks (+4), Survival 0 ranks (+4)
Languages Common, Skald
Combat Gear -; Other Gear 1gp 8sp 6cp, quarterstaff, dagger (5), scale mail, silver holy symbol of Nethys, wooden holy symbol of Nethys, spell component pouch (2), bedroll, winter blanket, candle (10), crowbar, flint and steel, oil (1-pint flask) (2), silk rope (50ft.), satchel, 5 days trail rations, waterskin, traveler's outfit, cold weather outfit

--------------------
SPECIAL ABILITIES
--------------------

Aasimar Racial Traits (Scion of Humanity and Truespeaker alternate racial traits)
Favored Class: Cleric (Skill Points)
Neutral Aura (Ex)
Channel Positive Energy (Su) (1d6) (DC13) (5/day) OR
Channel Smite (Su) (1d6) (DC13) (5/day)
Protection Domain

  • Resistant Touch (Sp) (7/day)

Magic Domain (Divine Subdomain)

--------------------
SPELLS
--------------------

Cleric (CL 1, Concentration +7)
0- [DC14] (3/day) create water (1), detect magic (1), guidance, light, mending, purify food and drink, read magic (1), resistance, spark, stabilize
1- [DC15] (2+1/day) abundant ammunition, ant haul, bless, comprehend languages, cure light wounds, divine favor (1/1), endure elements, identify [D], obscuring mist, protection from evil, sanctuary, sanctuary [D] (1/1), shield of faith, summon monster I

=======

Background:
Doctor Gii, as he is now called, was born to a pair of Nethian priests, who took his birth as a great omen. His onyx-colored hair and sapphire-hued eyes were not terribly uncommon among the people of Absalom, and were not the hint that tipped the two servants of the All-Seeing Eye off to Gii's celestial heritage; it was, instead, the divine magic in his blood.

Gii grew up quickly, and was a friendly, happy child. Though a fair bit more contemplative than his peers, and far wiser than his years, the young Aasimar boy excelled in the schooling he received from his parents. Though not particularly strong, quick or tough, he took to the study of magic with unparalleled resolve. By the time he was in his teens, Gii had become totally absorbed in the study of magic for both creation and destruction. He found the most joy in the creation aspects, but it would be a disservice to himself, his faith and his studies to ignore the other aspect of Nethys.

When Gii reached adulthood, he joined the clergy of the Church of Nethys. Here, he was enabled to study even more, and he became completely immersed in the mysteries of magic. His dedication to the pursuit of scholarly knowledge and practical spellcasting experience earned him a decent amount of respect in the Church, but after a few years of this study, they decided Gii, who they now called Doctor Gii, should go out into the world. Giving him a list of far-flung towns that could use a little guidance from Nethys' hand, he was to try and spread the faith to the area. Having recently read about the Winter Witches of the North, the Aasimar man chose Heldren, in order to possibly interact with them. Sadly, his stay in the town has been quite peaceful and without any meetings with these legendary magic-users. Instead, Gii has ingratiated himself with the people of the town, acting as a scholar, doctor and clergyman for them. The townsfolk believe him to be human, and he doesn't care to correct them.

Physical Description:
As far as Aasimars go, Gii is fairly plain. His onyx black hair and sapphire blue eyes are not terribly rare, even among Humans. He is lithely-built, but it is difficult to tell under the winter clothes he often wears. Gii also wears a pair of simple spectacles.

When he must don his armor, Gii wears it over his cold weather clothing, as it is sized just a tad bit too large for him.

Portrait of Gii.

Personality:
Gii is a calm, collected young man, who deeply enjoys studying magic. Though he is quite good at dealing with others, he tends to prefer solitude and quiet. He is also a voice of reason in Heldren, his sage words holding much sway.

However, Gii can be indecisive at times, especially regarding personal relationships. Where magic and scholarly pursuits are simple, friendships and the like are rare for the Aasimar man.

=======

There is a Doctor in the House:
Doctor Gii (it's unsure if that's a name or a title) is a healer, clergyman and scholar in Heldren. Having come from Absalom to Taldor to study the cold north and the magics of that place, he has ingratiated himself among the townsfolk, passing as human.

The Divine is in His Blood:
Gii was born to a pair of priests of Nethys, who raised him in the ways of magic. Though pragmatic, he has leanings towards the All-Seeing Eye's more beneficent teachings, and finds great joy in acting as a healer and scholar in the town of Heldren.

Gii's Gear and Equipment:
Gii's holy symbols, armor and weapons were given to him by the Church of Nethys before he set off to Taldor. The rest of his equipment and clothing have been bought from the people of Heldren.

I Have No Strong Feelings One Way or the Other:
Gii triess to stay neutral in conflicts. Though he tends to lean towards the side of Good, he will do what he believes in the best in any given situation. He is much like his god, Nethys, whom he is very devout in his worship of, in this respect.


Dot. Got a concept for half-elf ranger. Will try to get something up tomorrow sometime


Inquisitor or Erastil built for fighting and some healing.

questions:
Magnauk helps at the temple.
Great grandfather came from northern territories and settled in Cheliax. (northern heritage)
Studied armor while becoming an Inquisitor (armor expert)

The great axe and armor was my fathers but the rest was purchased.

Strong leaning on doing what is good and hating evil

Bullet-Back-Story:

Magnauk's clan was killed off in Cheliax.
Magnauk was saved by cleric of Erastil.
Magnauk dedicated his life to Erastil dealing out justice as an Inquisitor.
Has come to Heldren to help in temple and study plant life of Borderwood.

Short Back Story:

Magnauk born in Cheliax was part of a small clan of Half-Orcs who lived their lives trading lumber. The clan was wiped out by Hellknights because the leadership of the clan was involved in helping slaves excape from Cheliax. Magnauk was the only one to survive but only due to the saving grace of Jora a cleric of Erastil.

Without clan or purpose, Magnauk studied at various temples of Erastil and found favor from Erastil in small amounts of divine power but he grew in strength even more. Magnauk has become grim yet determined to gain justice for his lost clan. He knows getting at those directly responsible is almost impossible, but he can use his new found abilities to root out enemies of the faith and enact justice upon them. He is now moving from place to place researching any possible threats to the faith that saved him. His journey has recently brought him to Heldren in southern Taldor where he is helping in the temple of Erastil and studying plat life in the Border Wood, but is always keeping his eyes open for injustice that needs to be righted.

Long Back Story:
When Cheliax was even more powerful than it is today; when it was in the last years of its Imperial glories; Roknaug Hailstraum and several other Half-Orc familes moved to just outside of Barrowood. Their dream was to build a sepertist community of Half-Orcs where they could feel safe and live a peaceful life tending the land and trading in lumber of barroak wood for ship building and shade maple used for arcane implements. They lived with out insident for years but then the Civil War spun all of Cheliax out of control for thirty years.

Roknaug was able to keep his small community out of the troubles but that may have been only because of the logging his little clan could produce. The clan was not bothered and were left alone but that didn't mean they didn't notice the changes. They were able to see the power shifts and how the new laws and diabolical followings effected the people. Being removed from the cities the clan was not effected dirrectly by the surrendering of morality to the law and order of fiends and House Thrune.

Ragnauk Hailstraum son of Roknaug had a heart of good. He secretly hated what he saw around him. Yes there was Law and Order but at what cost. What evils were being allowed to support the rule. Ragnauk became outraged at what Cheliax had become. Several people of the clan and Ragnauk started to secretly support Revolutionaries that wanted to return Cheliax to its heyday before the rise of the House Thrune. Maybe do what Andoran had done and establish a common rule. Ragnauk had even started to help in the Bellfower Network as a tiller. It took time for him to prove himself to the mostly hafling freedom fighters but after he did he used his cover as a logger to help sneak slaves to their final destination in Andoran.

Magnauk Hailstraum, son of Ragnauk son of Roknaug, grew up learning to help others less fortunate than he was. He loved his father and knew where his family came from and believed that Cheliax could be something more something better. Magnauk knew the risks but he never thought what the costs could be, but he learned what the costs were. He never saw so many Hellknights at once as they decended upon the clans meager settlement. They were there to hand out their justice to those that went against the law. And being a secret revolutionary and Bellfower agent was about as far as you could go aginst the law.

Magnauk faught and as he did a rage burst from deep inside of him for the first time ever. He faught as ferocious as a caged animal using a great axe to carve into any Hellknights that stood in his way, but there were too many for the small clan. Magnauk turned after taking down a Hellknight and never saw the metal barbed whip coming towards him. He got hit squarely in the face with the whip ripping a deep gash from the top of his forehead down to and through his upper lip. The wound barely missing his left eye as it cut through his flesh. As he fell he heard one of the Hellknights yell for the Order of the Rack before he passed out.

Magnauk was left for dead as the clans houses were burned and the dead left for the vultures to gorge themselves. But Magnauk did not die, because of the kindness of a cleric of Erastil. Jora found him barely alive and healed him and took Magnauk with him out of Cheliax.

Without clan or purpose, Magnauk studied at various temples of Erastil and found favor from Erastil in small amounts of divine power but he grew in strength even more. Magnauk has become grim yet determined to gain justice for his lost clan. He knows getting at those directly responsible is almost impossible, but he can use his new found abilities to root out enemies of the faith and enact justice upon them. He is now moving from place to place researching any possible threats to the faith that saved him. His journey has recently brought him to Heldren in southern Taldor where he is helping in the temple of Erastil and studying the plant life of Border Wood, but always keeping his eyes open for injustice that needs to be righted.

CRUNCH:

Magnauk Hailstraum
Half-Orc Inquisitor 1
NG Medium Humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +7
Aura enlarge (6/day)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+5 armor, +1 shield, +1 Dex)
hp 8 (1d8); judgement of sacred healing 1
Fort +3, Ref +1, Will +5
Defensive Abilities judgement of sacred protection +1, orc ferocity (1/day); DR judgement of sacred resiliency 1: magic; Resist cold 2, judgement of sacred purity +1, judgement of sacred resistance 2 (cold)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +3 (1d12+6/x3)
Ranged Shortbow +1 (1d6/x3)
Special Attacks judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Cure Light Wounds, Magic Weapon
0 (at will) Guidance, Daze (DC 13), Light, Disrupt Undead
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 10, Int 11, Wis 16, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Improved Initiative
Traits Armor Expert
Skills Acrobatics -3 (-7 jump), Climb +4, Escape Artist -3, Fly -3, Heal +7, Intimidate +1, Knowledge (nature) +4 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +4 (+7 to identify the abilities and weaknesses of creatures), Perception +7, Ride -3, Sense Motive +8, Stealth -3, Survival +7 (+8 to track), Swim +0 Modifiers monster lore
Languages Common, Orc
SQ domains (growth), judgement (1/day)
Other Gear Scale mail, Buckler, Arrows (40), Greataxe, Shortbow, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, winter, Flint and steel, Grappling hook, Erastil, Mug/tankard, Rope, Shovel, Tent, small, Trail rations (5), 9 GP, 8 CP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Inquisitor Domain (Growth) Associated Domain: Plant
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Dark Archive

@RoW GM: I'm going to roll out a Kobold sometime this evening. His questions will be answered early this afternoon.

Would you consider allowing a minor rewrite if "Kobolds of Golarion" has a more balanced statblock for Kobolds? It's due out in two months and I figure it's worth asking.

I've got a pretty decent image of this guy at this point. Hopefully he pans out.

ETA: Are you alright with us answering the questions IC if our character speaks poor/ broken "English?" Should I include OOC clarifications?


twilsemail wrote:

@RoW GM: I'm going to roll out a Kobold sometime this evening. His questions will be answered early this afternoon.

Would you consider allowing a minor rewrite if "Kobolds of Golarion" has a more balanced statblock for Kobolds? It's due out in two months and I figure it's worth asking.

I've got a pretty decent image of this guy at this point. Hopefully he pans out.

ETA: Are you alright with us answering the questions IC if our character speaks poor/ broken "English?" Should I include OOC clarifications?

I'll be surprised if there is a change, but willing to consider. Let's see what it brings, but for now use the ARG rules.

I would prefer plain English responses to the questions. They aren't so much being asked of the PC as they are being asked about the PC. Let's keep IC for the actual game. Again: sanity protection.


Alright, interested in this AP, so submitting a Half-Orc Gunslinger for a (Ranged) Martial spot :)

Crunch:
Graav Silvercrag
Half-Orc (Mountain Clan) Gunslinger (Musket Master) 1
LN Medium Humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee War razor +1 (1d4/19-20/x2)
Ranged Musket +5 (1d12/x4)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 10, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing, Point Blank Shot, Rapid Reload (Musket)
Traits Big Game Hunter (Realm of the Mammoth Lords), Restless Wayfarer (Knowledge [geography])
Skills Acrobatics +6 (+2 jump), Bluff +6, Climb -2, Craft (weapons) +7, Diplomacy +3, Escape Artist +1, Fly +1, Knowledge (local) +6, Perception +8, Ride +1, Stealth +1, Survival +6, Swim -3
Languages Common, Hallit, Kelish, Orc
SQ deed: deadeye, deed: quick clear, deed: steady aim, grit
Other Gear Leather armor, Musket, War razor, Artisan's tools, masterwork (Craft [weapons]), Ornate Bone Handle on War

Razor, Gunslinger's kit, Sack (empty), Sack (empty), 63 GP, 8 SP
--------------------
Special Abilities
--------------------
Big Game Hunter (Realm of the Mammoth Lords) +1 to weapon damage against large or larger creatures.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
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.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Finishing Details:
  • Heldren is but Graav's latest home. Having dabbled throughout his travels with weapons crafting, picking up different techniques from various cultures he has found work in the local smithy of Heldren. He also makes some side profits from hunting trophies.
  • The Realm of the Mammoth Lords is one of many places Graav found himself over the years, he found the culture to be particularly to his liking, spending several years there hunting with the Kellids.
  • After spending several years--before finding his way to Heldren--in the Mana Wastes Graav picked up some knowledge from the Shield-marshalls, and has been trying to restore an old Musket given to him by his instructor, Lemmein Mustwater
  • Graav has a strong code as far as his hunting practices are concerned, but is otherwise fairly relaxed. He generally tries to do the right thing, but is not against taking advantage of circumstances for his own benefit.

Grand Lodge

Half Elf guide ranger. crunch behind alias.

Questions

Spoiler:

1) Born and raised in Almas. Father is Humanand mother is Elven. Father was a local guide, for tourists and nobles alike. Father also dabbled in blacksmith. Gilthanis learned both of these from his father and took his knowledge with him as he explores what Golarion has to offer. Passing through town, extending his knowledge to help where possible.

2) Gilthanis has always been interested in exploring the world. He learned of the hamlet of Heldren and wanted to view it for himself (restless wayfarer). Mother is pure elf and some of her Elven graces and sense flows through Gilthanis (elven reflexes).

3) All equipment Gilthanis has, he made himself. He crafts in his spare time to keep his senses sharp and try and earn a few extra coin.

4) Gilthanis does good where possible. He would like to think all people are good at heart but knows that this is impossible.

Dark Archive

Alright, here are the summaries for J'Kull the White Kobold. Crunch will come in whenever I can get back to Hero Lab. I'm looking at a Draconic Sorcerer, though other bloodlines are appealing. Draconic makes the most sense.

Crossblooded with Protean or Elemental has crossed my mind. Though that's more to add a bit more of the North into him.

The Reptilian Delegate:
> As one of 171 people in Heldren (in Taldor), what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?

J’Kull is from the Shadow Glint clan of Hiding Place rock. One of their shaman had a vision that in order to combat the winter, they’d have to send a delegate here. Namely, someone that can talk his way out of getting killed immediately. J’Kull was chosen.

I am Who I Am:
> How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?

J’Kull’s life as a sorcerer in the Darkmoon Vale has left him in an odd position. He has confidence from the power in his blood and he uses that to get what he and his people need.

My Stuff. Mine.:
> Did I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?

Everything J’Kull carries is a gift from his people to guarantee his success. He may have had to bargain or threaten a few folks to get it.

Why I do what I do:
> How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my moral choices? What are my religious commitments, and how do these shape me?

J’Kull worships Vercinthorax, a Green Dragon living in Darkmoon Vale. He doesn’t really have experiences other than that. His people pay homage to the dragon and, if tasked with something, do his bidding. Vercinthorax keeps a lawful domain, J’Kull is quite used to obeying the law or being punished.


As one of 171 people in Heldren (in Taldor), what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?

Born and raised in town. Work at the church as an unskilled laborer while I continue my meditation and training. Been at the church for the past 5 years.

How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?

Harassed continuously as a youth by a kid and his parents. They both used arcane magic to torment and torture me as I grew up. Learned how to persevere and resist those negative magical effects. Training allowed me to learn how to interact and improve the attitudes of those around me.

Did I I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?

Given to me as part of my training in the church to seek out and eliminate the threats to our society using the gifts that Erastil has bestowed upon me.

How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my moral choices? What are my religious commitments, and how do these shape me?

Uphold the tenets of Eastil while still trying to maintain an openness and acceptance of those that do not follow.


>As one of 171 people in Heldren (in Taldor), what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?

He arrived six years ago, and started studying the town's woodcarver's style. At the same time he got a job as an apothecary assistant.

> How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?

He learned the witchcraft of Irrisen from his mother, a wandering Jadwiga that instilled in him a love for woodcarving. His father is an elven alchemist and he taught Aleksey his craft. He abandoned his father's town when his mother died of old age, and started travelling to discover new people, new wood and new carving techniques.

> Did I I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?

His mother gave him his staff, the rest he either purchased or bartered for.

> How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my moral choices? What are my religious commitments, and how do these shape me?

In spite of being a tiefling and a winter witch, he is a soft person that tries to help other people whenever he can and can't stand oppression in any form. He mostly reveres Desna, but he also searched for benevolent deities of cold and winter.


Thanks, all. Looking good. 23.5 hours to go.


well here is my submission for an Arcane caster:

Finishing Details:

> As one of 171 people in Heldren (in Taldor), what is my role in town? Am I settled there, or just passing through? How do I make a living? (Good examples include Craft skills, occupations listed under Profession, or as an unskilled laborer.) Is this a family business or trade, or am I doing something new? How long have I been doing this in Heldren?

Kobad was born to a military family in Qadira his father was a military weaponsmith for the Qdirian army. Kabad was to follow in his father's and his brother's footsteps and become a soldier. They were assigned to the fortress of Omash. forced to leave Omash in exile and all honor stripped of the family they fled into Taldor.
They ended up in the village of Heldren where Kobad's father fell in love with a local woman who was the daughter of a Taldorian prostitute. they lived just outside the village on a small farm for several years. Kobad attempted numerous times to apprentice to Isker but he wanted nothing to do with a qadirian. Also Kobad took a liking to Xanthippe his daughter but he was one of numerous suitors. Kobad's step-mother passed away and his father became to old to work the farm. Kobad set up a small smith in their barn to earn money, something Isker was not to happy with.

> How are the Traits that I have a part of my story? What training or experiences have I undergone to get the Skills, Feats and Class Features that make me good at what I do?

Did not take a campaign trait as the game begins way down south in Taldor how would we know to be going into the icy north. traits selected based on having a home in Taldor.
trait 1: heiloom weapon (proficiency) Kobad has inherited his father's scimitar , the last symbol of his family's honor when he served in the Qadiran army.
trait 2: Elemental pupil (fire) fire was always in Kobad's blood he never knew his mother nor anything about her family. Kobad's father said that there is fire in his veins he has the blood of an Efreeti. Kobad learned to harness and focus this ability
Kobad is a self taught Sorcerer embracing the fire he inherited from his mother. this internal fire is what fuels him, which is also why he enjoys working the forge.

> Did I I inherit my equipment / receive it as a gift? Did I save up to purchase it? Did I steal it / steal to get it? Did I kill for it?

Kobad inherited his father's scimitar the rest of his equipment he worked for he never really carried much equipment.

> How strongly do I live out my alignment? Am I a constant beacon of good/evil/law/chaos? Or am I more surreptitious about my moral choices? What are my religious commitments, and how do these shape me?

Kobad holds his family's Honor in high regards. since leaving Qadia in exile they were forced to abndon his old family name and take a Taldorin name. He believes in the importance of honor and family unity. he holds them above many laws of the land and has no problem breaking the law if that law would bring dishonor to him or his family. When he first left Omash , his father burned the old uniform but kept the sword as a reminder of the importance of loyalty to family over loyalty to a king. the sword his father gave to him is the same sword his grandfather passed to his father and Kobad intends to continue the tradition. The sword was hand crafted by Kobad's Great Grandfather.

Kobad:

Male Human (Keleshite) Sorcerer 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Scimitar +0 (1d6/18-20/x2)
Sorcerer Spells Known (CL 1):
1 (4/day) Burning Hands (DC 16), Burning Disarm (DC 16), Snowball (DC 15)
0 (at will) Spark (DC 14), Ray of Frost, Read Magic, Flare (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Elemental Focus (Fire), Eschew Materials, Expanded Arcana (Sorcerer)
Traits Elemental Pupil (Fire), Heirloom Weapon (Proficiency) (Scimitar)
Skills Craft (blacksmith) +3, Craft (weapons) +3, Knowledge (planes) +5, Spellcraft +5
Languages Common, Ignan, Kelish
SQ bloodlines (efreeti), fire ray (1d6) (7/day)
Combat Gear Keros oil; Other Gear Haramaki, Scimitar, Belt pouch (empty), Tindertwig (5), Torch (2), Waterproof bag (empty), Whetstone, 40 GP, 4 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Fire Ray (1d6) (7/day) (Sp) - 0/7
Keros oil - 0/10
Tindertwig - 0/5
Torch - 0/2
--------------------
Special Abilities
--------------------
Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's descriptor to fire
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Elemental Pupil (Fire) +1 dam when cast damaging spells of chosen element.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire Ray (1d6) (7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability


Welp, with about half a day to go, I suppose now's the time to ask - any questions or other feedback about Rannveig? Anything I can help resolve?


Please accept Nikaana's Martial application. Complete information is behind his avatar. Here are the four questions.

ANSWER 1:
Nikaana wandered into Heldren several weeks ago as a beggar. Wanting alcohol, he found the local tavern and began feasting on their garbage (untrained Survival). A couple nights later, he was concealed in a back alley and observed the tavern’s daughter be accosted by two travelers. Nikaana revealed himself and defeated the travelers who left before dawn the next day. The thankful tavern’s daughter began feeding Nikaana, but her father doesn’t know what to do with him. Nikaana awaits destiny.

ANSWER 2:
The long version is in the background. The short version is that Nikaana was trained as Lawful Good monk swordsman by a master who was devout follower of Shizura, the Empress of Heaven, patroness of honor and swordplay. Nikaana used that wisdom to learn how to glide with his wings from the tall rigging of the sailing ships on which he served as a jinx eater. He has sailed almost his whole life as a Restless Wayfarer.

ANSWER 3:
Nikaana’s only valuable belonging is a cold iron temple sword that belonged to his old master who was killed. It is currently unrecognizable as a sword appearing as a cloth-wrapped club. His traveler’s outfit was in good condition months ago but now appears consistent with his lifestyle as a homeless beggar. He also carries a sling and 20 good-size, claw-picked stones.

ANSWER 4:
Nikaana is currently conflicted and demoralized. He has been trained to unconsciously follow Shizura, the Empress of Heaven, patroness of honor and swordplay, who is Lawful Good. However, he understands that the divine patron of Tengu is Hei Feng, the Duke of Thunder, who is Chaotic Neutral. When faced with a moral dilemma, he will remember his training and act as Lawful Good. With practice and an adventure, he can become the great Tengu that his old master saw within him twenty years ago. Maybe experience and cynicism might move him toward Lawful Neutral.

Unfortunately, I've bad timing. I'm leaving for a week vacation tomorrow Saturday with the wife and kids. I do not plan much Internet access. I hope this will not handicap my submission, because I look forward to play. Cheers!

Grand Lodge

I was born in Irrisen as the son of two court jesters for the Jadwiga. My parents taught me some of my skills as I was growing up because it was expected that I would go into the family business but that obviously didn't happen. When I was nineteen the Jadwiga found out that my parents had been secretly stealing food and coin from them and giving it to the resistance although they kept some of it for themselves. My mother just told me to grab as much gold as possible along with my skis and the weapons that have been passed down from my great great great grandfather Jamir who first came to Irrisen to fight the Jadwiga but was ultimately enslaved. I skied South for days until I collapsed in northern Varsia and sense than I have always made sure that I have heard any and all tales that anything at all to do with the winter witches. After that I have tried to make a living hunting in the wilderness but when that fails I run errands for barkeeps and the like. Recently I found myself in Southern Taldor and decided that it's time that I start adventuring my way back up to Irrisen and find out what has happened to my parents.


Withdrawing Garak


Presenting Eladora Rell, minor noble daughter banished to Heldren after inappropriate behavior in Oppara. She's a Sylvan bloodline sorcerer with a white stag animal companion, and would fulfill the arcane roll.

She is an Aasimar with the blood of a Lilend surfacing in her ephemeral beauty, but seems human - having the Scion of Humanity alternative racial trait.

Answer 1:
Dumped in Heldren after embarrassing her family with “inappropriate behavior,” ward of Mayor Harldor Tullard - who has no idea what to do with her. Heartbroken she has spent months walking the countryside around Heldren. Waiting for the scandal to fade so she can be married to some fat noble.

Answer 2:
The inappropriate behavior Eladora was banished for was an affair with Lorak, the recently arrived Irrisen witch ambassador's son. Fascinated by his mother, Illara, she begged to be taught her magics, but proved unsuitable, and with that failure both mother and son spurned her even as the gossip ruined her.

Answer 3:
Eladora brought little but clothing with her to Heldren, but has found the new love of her life a young white stag she dubbed brunt. After befriending Brunt he became her constant companion and she purchased a set of barding for him after he was injured fighting off a boar.

Answer 4:
Eladora worships Desna, but not very hard or often. She is a good person, but often angry at her vapid expected role in life, and sometimes takes her frustrations out on the undeserving. She is soft hearted, wears her heart on her sleeve, but thinks herself toughened by recent events.


does the reign of winter Ap take place in new jersey where winter reigns nearly 9 months a year?

Silver Crusade

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

No, the AP that takes place in New Jersey is Wrath of the Righteous.

Dark Archive

Edward Sobel wrote:
does the reign of winter Ap take place in new jersey where winter reigns nearly 9 months a year?

This isn't true at all Winter in New Jersey only lasts 3-4 months. Their other season "Construction" lasts the other 8-9.

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