
Pendin Fust |
1 person marked this as a favorite. |

Starting at book one The Snows of Summer.
Looking for a 4-5 player group. 20 pt buy or roll 4d6 and drop lowest if you prefer older methods. Core + APG only as I do not own UM, UC, or ARG. Ultimate Equipment is fine. Standard starting wealth. 2 traits if desired.
Please spoiler your character here if interested. Let's shoot to have recruitment ended by Friday 4/12/13.

Kor - Orc Scrollkeeper |

I would like to apply with the aspiring two-weapon weilding Ulfen Ranger, Verak Grimwolf.
Verak Grimwolf
Male Human (Ulfen) Ranger (Guide, Skirmisher) 1
CG Medium Humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +4, Ref +6, Will +1
Special Defenses : Cold Resistance 2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Battleaxe +3 (1d8+2/x3) and
. . Cutlass +5 (1d6+2/18-20/x2) and
. . Dagger +5 (1d4+2/19-20/x2)
Ranged Shortbow +5 (1d6/x3)
Special Attacks: Ranger's Focus +2 (1/day)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 9
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Traits Reactionary, Northern Ancestry
Skills Acrobatics +1 (-3 jump), Climb +3, Escape Artist +1, Fly +1, Handle Animal +3, Knowledge (geography) +5, Knowledge (nature) +5, Perception +5, Ride +5, Stealth +5, Survival +5 (+6 to track), Swim +3
Languages Common, Hallit, Skald
SQ Snowshoes, Track +1, Wild Empathy +0
Combat Gear Arrows (40), Battleaxe, Chain shirt, Cutlass, Dagger, Shortbow; Other Gear Backpack (empty), Blanket, winter, Flint and steel, Rope, Snowshoes, Torch (6), Waterskin, Whetstone
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Special Abilities
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Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Snowshoes -50% walking penalty for heavy snow.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Verak has only known the harsh life of the north. He was born into a large Ulfen family. His family was quite poor and we was tired of being viewed simply as another mouth to feed. He had become quite skilled at hunting and trapping food. A local guide, Fenris Valeward noticed his unique abilities and took him on as an apprentice.
Verak accompanied Fenris for two years until the fateful day a direwolf pack ambushed them at night, during Verak's watch. Verak had fallen asleep during his watch, and was woken by a dire wolf trying to chew through his armored gorget. A bloody fight ensued. Fenris fought viciously and nearly killed most of the wolves himself. Verak mainly helped dispatching them with finishing blows. When it was all over, Verak found himself holding his mentor in his arms, as coughed out blood, trying to speak. He never did manage to get a word out before he died but his look said it all. He was disappointed.
His body and pride wounded, Verak wandered in a daze southward wanting to leave the north and its memories behind him. He eventually found himself in Taldor and recently has stumbled across a small village named Heldren.
Having endured the harshness of the north much of his life, Verak is a man who smiles seldomly and has little use for luxuries. He considers himself a man of honor and integrity. His reputation is important to him, which is why he continues to hate himself over what happened nearly 1 year ago. The only effective method he has found to cloud those memories is excessive consumption of liquor. He only drinks though when he is not currently engaged in work.

Beneš |

I would be interested in playing. I'm on these boards a lot. I've been working up Beneš, a Varisian cleric of Pharasma and Harrow deck fortune-teller (yes, I know most people think it's just women who do that, but Mom thought I had what it takes to do it).
NG Cleric 1 of Pharasma
Domains: Knowledge, Souls (subdomain of Repose)
Traits: Sacred Touch, Scholar of Ruins
Str 12, Dex 11, Con 13, Int 12, Wis 17, Cha 14
Trained skills: Diplomacy, Heal, Know (Geography), Know (religion), Sense motive (spent the 1st level favored class bonus on the skill point)
Feats: Selective Channeling, <undecided>

Colberg |

Here's a guy I have been wanting to play for a bit.
COLBERG
Male Ranger 1
Init +2; Senses Perception +6, Darkvision 60 ft
==DEFENSE==
AC 17, touch 12, flat-footed 15 (+5 armor, +2 dex)
hp 12 (1d10+1)
SR 0
Fort +3, Ref +4, Will +2
Armor Scale Mail, Medium
Defensive Abilities Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
==OFFENSE==
Spd 20 ft/x4
Melee Falchion +4 (2d4+4) 18-20/x2
Melee Falchion +3 (2d4+7) 18-20/x2 [PA]
Ranged Shortbow +3 (1d6) 20/x3
Special Attacks Hatred (PFCR 21)
==STATISTICS==
Str 16, Dex 14, Con 12, Int 12, Wis 15, Cha 8
BAB +1, CMB +4, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
TraitsRestless Wayfinder, Vigilante Witch Hunter
Skills Handle Animal +3, Knowledge (geography) +6, Knowledge (nature) +5, Perception +6 [Unusual stonework +8], Sense Motive +6, Stealth +2, Survival +6 [Tracking - 1/2 speed +7, Tracking - Normal Speed +7, Tracking - x2 speed +7]
SQ Slow and Steady (PFCR 21), Favored Enemy (PFCR 64), Wild Empathy (PFCR 65)
Languages Common, Dwarven, Skald, Sylvan
I'll get a full equipment list if I get picked
Hello Colberg, thank you for joining me here on this fine evening. Let's get things started quickly since you seem to want to get out of here quickly.
Aye, just ask yer questions, don't got all day for this
Most people are curious about your visiting habits around here. You appear randomly and stay for a week or two then you are off and away again. What is that all about?
Aye, well ya see, this place just got that natural draw to it. Can't really describe it. I get a bit homesick of it sometime and just gotta come back and check on all the folks. But after while I get homesick of the forest ya know, and then I gotta be off on my way again. Oh, and them witches ain't gonna be dying on their own either, they need a little help from me. Ha!
I see, speaking of traveling; what do you think about the variety of intelligent races around these parts?
Growin' up in these parts preps you fer all kinds of things, ya learn to deal with a variety of persons, there be many interesting ones you can meet. But, always, and when I say always I mean it, ALWAYS be careful about the unknown, ne'er know when they be bout to stab you in the back. That's why this eye (points to his right eye) always be looking round fer danger.
Hmmm, okay. Well what is it that you do exactly?
I hunt witches! E'eryone knows that, don't be silly.
Ahm, I meant more than that, like-
More? I go out into the forest, track, find, and kill witches. Ain't nothing more than that. They set clever traps sometimes and I gotta figure em out, but then when I do Myr (pats his falchion) comes out, he just loves when head roll.
*Clears throat* Okay, let's change the topic a bit now. What are your goals in life, where do you want to end up?
Kill ALL the witches! Gonna be a witch killin hero, that's where I'll end up. Now I'm done with yer stupid questions. Colberg gets up and storms out with a huff. Now that was a waste of my times. grumble grumble grumble.
Colberg is very gruff and hates when people waste his time. When Colberg was younger he had a terrible encounter with a Witch who killed his pet wolf, Jagros. and now he is out to kill ALL the witches. This revenge has him traveling all over the Taldor and a bit of Irrisen. he loves to travel and he loves animals, especially wolves and likes to keep them as company, though he hasn't found one quite like Jagros.
He is a very cautious individual and takes his time when it comes to anything important, and hates when he is rushed for any reason. Though he is rough around the edges he has a great love of animals and anyone who shares that love will see a side of him they never thought existed.

Votun Raveneye |

@Pendin Fust
There's an archetype in the "Pathfinder Campaign Setting: Inner Sea Magic" that's probably pretty relevant for RoW. It's called the Winter Witch. Would you be open to it?
cheers

![]() |

I too am curious about the winter witch.
Human Witch 1 (Elements Patron)
NG
Male
Medium
Age 22
STR: 10
DEX: 14
CON: 13
INT: 18
WIS: 12
CHA: 10
Initiative: +2
AC: 12 (16 with Mage Armor)
HP: 9
Saves: Fort +2, Reflex +2, Will +3
CMB: +0
CMD: 12
Speed 30ft
Spells Known:
0 level: All witch
1st level: Mage Armor, Burning Hands, Cure light wounds, Obscuring mist, Identify, Charm person, Enlarge person
Spells Prepared:
0: Detect Magic, Light, Mending
1: Mage Armor, Burning Hands
Familiar: "Snow" Rat(stats to come)
Hexes: Healing, Slumber(dc:15)
Feats: Extra Hex, Scribe Scroll
Traits: Restless Wayfarer, Resilient
Skills:
Craft Alchemy: +8 (1 rank)
Knowledge Arcana: +8 (1 rank)
Knowledge Nature: +8 (1 rank)
Knowledge Planes: +8 (1 rank)
Knowledge Local: +9 (1 rank)
Spellcraft: +8 (1 rank)
Languages: Common, Skald, Draconic, Sylvan, Infernal, Undercommon
No gear as of yet.

P0L |

Quzman, Half-Elf Quadiran wandering bard
Abandoned as an infant, he was raised by a priest of Sarenrae in a small town. The old priest taught him the precepts of his religion and a wealth of information acquired on his years of travels, Quzman learned general knowledge, languages and even use of the scimitar and how to survive in the hostile Quadiran desert.
After the old priest died of natural causes, Quzman found that knowing about distant lands wasn't enough, and set forth to experience it firsthand.
Being poor but talented, he got a spot helping a troupe of itinerant entertainers, from one of them he learned to draw arcane power from his performances.
Tired of touring Quadira, Quzman set forth to visit the northern Taldor. Taldorans mistrust his Kelish looks and mannerism, but his natural charm and his skill playing the Setar never fails to win at least some smiles.
Slowly making his way north, he lodged in the Silver Stoat in the small town of Haldren. The community reminds him of his childhood in Quadira, and tough he’s waiting for the appropriate opportunity to move on to Taldor’s capital, he is in no hurry to leave, as the locals enjoy his performances and his tales.
Traits: Restless Wayfarer, Temple Child
Feats: Skill Focus: Survival, Martial weapon proficiency (heavy blades), Spellsong
STR 8
DEX 14
CON 12
INT 13
WIS 12
CHA 18
Skills:
Bluff (Cha) +8
Diplomacy (Cha) +8
Knowledge (geography) +6
Knowledge (religion) +6
Knowledge (local) +2
Knowledge (Nobility) +2
Perform (String) +8
Perform (Oratory) +8
Sense Motive (Wis) +5

Kor - Orc Scrollkeeper |

4d6
4d6
4d6
4d6
4d6
4d6LOL I think I will stick with the 20 pt buy as Dorvren was built with.
Note I need to remove a single Trait and remove his extra money.
Ummm... I think you have to choose 1 or the other - not both. I don't think the GM meant "roll 4d6 method and you don't end up with uber scores that you want then use the 20 point method" :)

Votun Raveneye |

Neutral Good Male Elf
Alternate racial trait Darkvision (Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.)
Class Witch (Winter) 1
Favored Class Witch
Age Adult and 100+ Height 6-ft, 1-in Weight 165 lb.
Hair White Eyes Horizon, pale blue
Initiative +3; Senses Perception +2, Darkvision 60-ft
==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
HP 7 (1d6 +0 Con +1 favored class)
Fort +0, Ref +3, Will +2
Armor none
Defensive Abilities Elven Immunities (Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.); Keen Senses (Elves receive a +2 racial bonus on Perception checks.)
Special Defenses Cold Flesh (Ex) (At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.)
==OFFENSE==
Speed 30 ft/x4
Melee Cold Iron Morningstar +0 (1d8+0) 20/x2
Ranged touch Ray of frost +3 (1d3 cold) 20/x2 Close Range
Special Attacks Elven Magic (Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.); Weapon Familiarity (Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.); Ice Magic (When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.)
==STATISTICS==
Str 10, Dex 16, Con 10, Int 19, Wis 10, Cha 10
BAB +0, CMB +0, CMD 13
Feats Breath of Experience, Weapon Proficiencies (Simple, longbows, longswords, rapiers, and shortbows)
Traits Eastern Mysteries (faction) [Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.], Adaptive Magic (campaign) [You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks]
Skills 2+4 ranks
(0) Appraise +7 = Int + Raven
(1) Knowledge (arcana) +11
(1) Knowledge (history) +10
(1) Knowledge (nature) +10
(1) Knowledge (planes) +10
(0) Knowledge (all others trained) +6
(0) Perception +2 = Wis + Keen Senses
(1) Profession (herbalist) +6
(0) Profession (all others trained) +2
(1) Spellcraft +10
(0) Use Magic Device +1
Armor Check Penalty –0
Languages Common, Elven, Celestial, Draconic, Goblin, and Sylvan
==HEXES & SPELLS==
Hexes Evil Eye, 7 rounds or Will DC 14 for 1 round (The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.)
Spell-casting
Patron = Deception
Caster level check to overcome spell resistance +3
Concentration check +5
Spell DC = 4 + spell level + Ice Magic
Ice Magic (When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.)
Spells Stored
0th – level: all witch & ray of frost
1st – level: Command, Charm Person, Ear Piercing Scream, Enlarge Person, Infernal Healing, Mage Armor, Mount, Ray of Sickening, Sleep, Snowball, Unseen Servant
Spells Prepared
(3) 0th – level: daze, detect magic, ray of frost
(2) 1st – level: Infernal Healing, Sleep
==FAMILIAR==
Raven named Munin
Neutral Male Tiny Animal
Initiative +2; Senses Perception +6, Low-light vision
==DEFENSE==
AC 15, touch 14, flat-footed 13 (+1 natural armor +2 dex +2 size)
HP 3 (half 7)
Fort +1, Ref +4, Will +2
Special Defenses Empathic Link, Improved Evasion
==OFFENSE==
Speed 10 ft., fly 40 ft. (average)
Melee Bite +3 (1d3–4) 20/x2
==STATISTICS==
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
BAB +0, CMB +0, CMD 6
Feats Alertness, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +8, Sense Motive +4
Languages Common
Special Abilities Share spells, Store spells
4d6 ⇒ (6, 5, 2, 5) = 18 = 16
4d6 ⇒ (1, 2, 1, 6) = 10 = 9
4d6 ⇒ (1, 3, 3, 3) = 10 = 9
4d6 ⇒ (1, 6, 3, 1) = 11 = 10
4d6 ⇒ (5, 2, 5, 2) = 14 = 12
4d6 ⇒ (5, 2, 1, 5) = 13 = 12
Not. Thanks for trying.
Cheers
PS Is your "standard starting wealth" maximum or average?

Aardvark Barbarian |

4d6 ⇒ (1, 6, 2, 3) = 12 =11
4d6 ⇒ (5, 2, 3, 3) = 13 =10
4d6 ⇒ (3, 4, 4, 6) = 17 =14
4d6 ⇒ (5, 6, 6, 6) = 23 =18
4d6 ⇒ (5, 3, 1, 1) = 10 =9
4d6 ⇒ (1, 3, 1, 1) = 6 =5
I'm interested, and thinking of playing something new. Looking at a Half-elven, Dual-cursed (Lame/Wasting), Lore Oracle.
I will throw it together and post it before recruiting ends.

Runner188 |

I'm interested. I'll try the randomness and see how the dice treat me today:
4d6 - 3 ⇒ (3, 6, 4, 6) - 3 = 16
4d6 - 1 ⇒ (1, 6, 6, 4) - 1 = 16
4d6 - 1 ⇒ (5, 1, 6, 2) - 1 = 13
4d6 - 2 ⇒ (4, 2, 6, 3) - 2 = 13
4d6 - 1 ⇒ (2, 6, 1, 2) - 1 = 10
4d6 - 1 ⇒ (2, 1, 5, 1) - 1 = 8
Hmmm. . . . not bad. I'm thinking Alchemist, later going into Master Chymist

Airon87 |

Here's Jorgo, half-orc alchemist.
Not every half-orc is born of violence.
Jorgo was the son of Tragor and Raza, two half-orcs working as shock troops in the mercenary company called Ramsay’s Roughnecks. His first years were spent in the mercenary camp, here and there, going where his parents’ commander got a contract.
Far from being traumatized, Jorgo had a tough but pretty happy childhood: his parents were very good at their job, which meant steady income and few serious injuries. They loved him and their comrades in arms started caring about the little runt running around camp as if he was their mascot.
During the battles, Jorgo usually stayed with the quartermaster and the healers, learning how to tend to the wounded, how to find useful herbs in the woods, and how to use his brains in addition to his brawn.
He was growing larger and stronger every day and everyone thought he would eventually become a Roughneck himself.
However, when his real training began, he found himself unable to conjure up the indomitable rage that made his parents so deadly in battle. He was strong enough and skilled with an axe, but without the blind fury he was no Roughneck.
But what he lacked in rage, he got in determination and intelligence. He parted from his parents and from the mercenary camp, assuring he would be back, worthy of fighting at their side. He used the skills in herbalism to get gigs as an apprentice to skilled healers and alchemists, learning bits and pieces of the craft.
Finally, a few months ago, he found in the woods of southern Taldor just the plant he was looking for. By refining its juice and adding a few chemicals, he was able to concoct a cocktails that awakened in him a passable imitation of his parents’ rage! Most exciting day in his life!
Jorgo took residence in Heldren, a small town just close enough to the Border Wood to guarantee him a steady supply of the herb for his experiments. He just needs to improve the recipe a bit, and then he will be ready to be a true Roughneck!
Male half-orc alchemist 1
N Medium humanoid (orc, human)
Initiative +4 ; Senses: Perception +5, darkvision 90 feet (alternate racial trait)
/* Defense */
AC 13, touch 10, flat-footed 13 (+3 armor)
HP 11 (1d8+3)
Fort +4, Ref +2, Will +1
/* Offense */
Speed 30 feet
Melee greataxe +2 (1d12+2, x3)
Ranged bomb +1 (splash weapon, 1d6+3)
Alchemist formulas known
1st (2/day): comprehend languages, cure light wounds, disguise self, enlarge person, shield
/* Statistics */
Str 14, Dex 10, Con 14, Int 16, Wis 12, Cha 13
BA +0; CMB +2; CMD 12
Feats: Brew Potion; Improved Initiative; Throw Anything
Skills: Craft [Alchemy] +8, Heal +5, Intimidate +8, Knowledge [arcana] +3, Knowledge [geography] +8, Knowledge [Local], +4, Knowledge [nature] +7, Perception +5, Survival +5
Languages: Common, Orc, Giant, Abyssal, Skald
Traits: restless wayfarer, bully
SQ: mutagen (+ Str, - Int), alchemy
Gear: cold-weather outfit, studded leather, greataxe, dagger, alchemist’s kit, rope, alchemist formula book (free), 9 gp

Votun Raveneye |

FULL BAB
Kor - Orc Scrollkeeper – ranger
Colberg – ranger
Asmar Eriksson – fighter
Sigrun Jagrsdottir – barbarian
Gaandik Fatebound – paladin
FULL DEVINE
Kjell Nordholm – druid
Tyndas Ithwyr – druid
Beneš – cleric
Bjornin the Wildling – druid
Darius Silvermere – oracle
FULL ARCANE
Votun Raveneye – witch
Ezra Finn – witch
HYBRID
Dorvren – rogue
P0L – bard
Devlin Sylvanus – inquisitor
Airon87 – alchemist
INTERESTED
Ptolmaeus Arvenus
Bilbo Bang-Bang
Arknight
TerraNova
Moranica
Aardvark Barbarian
Runner188

Pendin Fust |

@Votun Raveneye
Just noticed your Standard Starting Wealth question. Maximum :)
Also, can you break down your point buy for me? You get +2 Int for Elf, +2 Dex for Elf, and -2 Con for Elf. So I'm guessing you bought 17 Int, 14 Dex, and 12 Con? Just want to make sure my math is right.
I'd be slightly worried about being a glass cannon :)