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Gonna put this down for interest, and to get them dice a-rollin'.
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
Let's go ahead and reroll the 12.
2d6 + 6 ⇒ (6, 5) + 6 = 17
Quite some rolls! I can dabble in anything!
On a related note, how adverse are you to the Kineticist, and more specifically, an Archetype thereof by Dreamscarred Press called the Avant Guard (Which I can give you the details of in private because published product, if you're willing to consider it). The long and short of it is that I would end up with a Summon of sorts, a scaling Astral Construct based on the burn I take on in the beginning of the day, which is further limited by Class Level. It changes how Burn works significantly.
I really like the idea of creating "Golems" from the snow and using them to wreck faces, even if limiting my elemental choices to cold is probably a bit reckless.

Ashling_Frost-wing |

So i took a look through archetypes and i'm going to give the Dark lurker archetype a try. Unchained rogue. i'll let someone else do the magic, i'll stick the the sneaky stabby. Still deciding on the weapon of choice, i mean i could just go knife or something easy but where would the fun in that be. might try to build using the bladed scarf, seems like a really cool weapon
Since we need to pick a campaign trait i'm going to use
Northern Ancestry
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
It makes sense considering she is from the cold north.
The background Skill's, one is going into perform Dance, the other either linguistics cause it's useful or profession assassin...not sure if assassin counts as a profession though.
For the record her Alignment is True Neutral, she prefer's to work for the "Good side" it makes her life easier than if she worked for the "Bad people".

Richard Federle |

No kidding. I was expecting like six people myself.
stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
stat: 2d6 + 6 ⇒ (5, 2) + 6 = 13
stat: 2d6 + 6 ⇒ (1, 5) + 6 = 12
stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stat: 2d6 + 6 ⇒ (1, 6) + 6 = 13
And let's reroll the 12.
stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
That looks pretty good. I'll have her done later tonight.

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Dotting, these scores will inspire my character.
Roll: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Roll: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Roll: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Roll: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Roll: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Roll: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Not bad, reroll on the 10
Reroll: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Well, it's destiny. Will post something in the next few days. I'm thinking witch, just to go with the flow of the AP and escape being burned at the stake a couple times.

Evillain |

So, holy interest Batman. I posted this yesterday and already have 28 people who've dotted/submitted/intendtosubmit. I find that both incredible and a little intimidating, lol.
But no worries. I'll be keeping track of the dots and the submissions through the next couple weeks to closing. Below are the list of names I've collected. I've entered a blurb about the character if the submission was complete. If there's nothing, it's a dot, and/or incomplete submission. And do note, these blurbs may be a little bit of my humor coming out and may not actually define the character. :) I imagined it almost like announcing the starting lineup in something you might see like Space Jam, or if you've played Kotor 1, the taris arena announcer's voice. lol Long, drawn out and over-dramatic.
R0B0GEISHA:
Bimpnottin Daergel:
Rostam:
Archae: Ashling and Phantom Frostwing Female Human Dancer and... something else entirely.
Ouchitonian:
dwilhelmi:
Burnscar:
Oterisk:
Greycastle:
The Pale King:
rungok: Celestine Silverstar Female Aasimar Swashbuckling Bombshell
Green Smashomancer:
Nickadaemous:
wanderer82:
rhalwarlock:
Orannis:
Waterhammer:
Seth86:
lazulin: Serena and Brigid Morgannan Female Changeling Witch and Hare
Jiqs:
TheSuperDodo:
Rysky:
YanJieming:
oyzar:
adsapiens:
Edgar Lamoureux:
Phntm888:
Richard Federle:
Sapiens:
Also, for those of you who will be using the Myth Weavers site for your character sheet, please be sure to include a link to it on your character's alias.
@Edgar Lamoureux
I've nothing against the Kineticist and would be willing to check out the Avant Guard, which just sounds cool. :)

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That could be an interesting dynamic, if both of us are picked, TPK. I wouldn't anticipate too much overlap, either. It seems like you'd be more focused on a blasty sort of Kineticist, while I'd be much more of a Bruiser-y, in your face sort of role, even if I'm not the one taking the beating. I like it, not that that makes a heck of a lot of difference in the scheme of things.

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I am interested in joining! Specifically, I've got a Frozen Shadow Ninja in the works for just such an AP. One of the last surviving Frozen Shadows after most of the clan (including his parents) got themselves killed trying to assassinate a band of adventurers, he's struggling to figure out his place in the world, and has turned to mercenary work to survive, as well as travelling as far away from the Lands of the Linnorm Kings as he can. I'll have him up by the end of the week!
Attributes: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Attributes: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Attributes: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Attributes: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Attributes: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Attributes: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Rerolling the 9: 2d6 + 6 ⇒ (1, 1) + 6 = 8
EDIT: Eh, with the rest of the stats being THAT GOOD, a 9 isn't that big a deal. I can always plug my +2 human bonus into it to get rid of it!

Gummy Bear |

I intend to submit a character for this. Rolling stats:
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8
Reroll for the 8:
2d6 + 6 ⇒ (6, 5) + 6 = 17
COOL. I'll get a character together probably this weekend.

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Requesting permission from the GM to take the Doubt drawback to gain access to the World Traveler trait as an extra? I'm mainly interested in gaining Diplomacy, since the archetype I'm using, Frozen Shadow, swaps it for Survival, and Diplomacy's the most useful out of the social skills.

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Starting Gold: 4d6 ⇒ (5, 2, 5, 4) = 16x10 = 160 GP.
Rough concept (will take care of both crunch AND fluff in the next day or two): Aasimar inquisitor of Sarenrae. From the Northlands, family ravaged by white witches. She was secreted away and developed an intense hatred for witches. To that end, she hunts them down in the name of Sarenrae, while providing healing and comfort to those whose lives have been subjected to the evils of witchcraft. Ish.

Tio Ringa |

I'm pretty sure my character is done, other than background (Both narrative and ten minute), background skills, and traits. I'll get my "Golems'" Stat Block up in the next day or so, potentially in the next hour. It'll be mostly unchanging, barring levelups, with a minor change here and there during combat.

Demon Lurking |

Ok, here's a rough draft of the crunch for my submission.
I'll write up his background ASAP.
Malgrim Habrak
Male hobgoblin barbarian (unchained, superstitious) 1
CG Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +7, Sense Motive +3
Defense
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 18 (1d12+6)
Fort +7, Ref +3, Will +3; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Offense
Speed 40 ft. (30 ft. in armor)
Melee bardiche +4 (1d10+4/19-20) or
dagger +4 (1d4+3/19-20)
Ranged dagger +4 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with bardiche)
Special Attacks rage (9 rounds/day)
Statistics
Str 17 +3, Dex 16 +3, Con 20 +5, Int 17 +3, Wis 16 +3, Cha 12 +1
BAB +1; CMB +4; CMD 17
Feats Arcane Vendetta
Traits classically schooled, warded against witchery
SQ +1 hit point, fast movement, magehunter
Skills
Acrobatics -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Appraise +3; (Ranks:0, +3 Int)
Bluff +1; (Ranks:0, +1 Cha )
Climb -1; (Ranks:0, +0 class, +3 Str, -4 ACP)
Craft (armor)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Craft (blacksmith)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Craft (weapons)* +5; (Ranks:1, +3 class, +3 Int, -2 no tools)
Diplomacy +1; (Ranks:0, +1 Cha)
Disguise +1; (Ranks:0, +1 Cha)
Escape Artist -1; (Ranks:0, +3 Dex, -4 ACP)
Fly -1; (Ranks:0, +3 Dex, -4 ACP)
Heal +3; (Ranks:0, +3 Wis)
Intimidate +1; (Ranks:0, +0 class, +1 Cha)
Knowledge (arcana)* +4; (Ranks:1, +3 Int)
Knowledge (nature)* +1; (Ranks:1, +1 class, +3 Int)
Linguistics* +4; (Ranks:1, +3 Int)
Perception +1; (Ranks:1, +3 class, +3 Wis)
Ride -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Sense Motive +3; (Ranks:0, +3 Wis)
Spellcraft +8 (+10 to identify spells) (+11 to identify spells cast by evil arcane spellcasters); (Ranks:1, +3 class, +3 Int, +1 trait) (+2 magehunter) (+1 warded against witchery)
Stealth -1; (Ranks:0, +0 class, +3 Dex, -4 ACP)
Survival +7; (Ranks:1, +3 class, +3 Wis)
Swim -1; (Ranks:0, +0 class, +3 Str, -4 ACP)
Background Skills *
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc
Equipment and Encumberence
Weapons and Ammo bardiche, dagger (12)
Armor and Defense scale mail
Combat Gear
Other Gear backpack, bandolier, bedroll, belt pouch, belt pouch, chalk (10), fishhook (2), flint and steel, grappling hook, hemp rope (50 ft.), twine (50'), waterskin, whetstone
Coins 8 gp, 10 sp, 7 cp
Carrying Capacity
L / M / H - 86 / 173 / 260 lbs.
Encumberence
Light Load - 84 lbs.
Tracked Resources
Dagger - 0/12
Rage (Unchained, 9 rounds/day) (Ex) - 0/9
Special Abilities
+1 Hit Point (FCB) (1) +1 Hit Point
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Classically Schooled You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Magehunter +2 to Spellcraft to identify spells and +1 attack against arcane spellcrafters.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Warded Against Witchery You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spell casters.

Raleigh Blanc |

So, this is Green Smashomancer's submission. Character mechanics will be done tomorrow, but I have the vast majority of the 10 minute background completed. Not fully finished though, because I had an idea. Would you be willing to let me essentially combine the narrative part of the background, with the three memories from the 10 minute thing? I've written one of the three up as an example of what I'd be doing with that. If that isn't cool with you, that works for me too.
Also, feel free to let me know what you think of what I've written already. It got kind of extensive.
Step 1. Five or more facts about Neil. Personality, appearance, dating profile answers, etc...
1. Neil comes from the most auspicious, grand, and mighty of beginni-he grew up on a farm. He was lucky enough to live near a decent school though.
2. Neil's a lover not a fighter. Like, really not a fighter.
3. Frequently sporting a smile that walks the razors edge between confident and cocky. He's lucky he's pretty and endearing about it.
4. No seriously, he's a terrible combatant. He's always had a pang of envy for people who can excel in a martial or athletic pursuit and it shows in open admiration.
5. The young man is a triple threat. He can sing, dance, mind-control, and act. He's better at the last three though.
6. Neil isn't completely sure why he's been so strongly drawn to travel to Irrisen for so long. The home of the fey is as good a place as any though, at least it's a goal instead of wandering.
7. He and his father got along like fire and oil. On some level they both knew they were family and they both cared about each other. Their biggest point of contention was the fact that Neil couldn't stand staying at home. Riley had other children, he didn;t need Neil there, poor worker that he was. It was worsened by the fact that his father wouldn't give details as to why exactly they all had to lay low.
Step 2. GOALS. One Neil wants now, one I want for him.
1. Not being arrested. Failing that, Neil want's to prove that he can take on the big bad world. Probably in a manner that would light a big "FIND ME" flare for the Kamui he keeps ignoring. Or at the very least, figure out what the big deal is about Irrisen, and what's worth travelling there for.
2. I'd like Neil to come to grips with the bizarre morality that comes with the nature of Enchantment effects. Ideally, I would even like to see him use them as a sort of therapy tool for mental trauma. On the more cynical side, it'd be interesting to see him end up just like his dad. Full circle style.
Step 3. Secrets. It's a secret (secret) formula. One part something Neil hides, one thing hidden from him.
1. Neil hasn't exactly been forthcoming about his non-human identity. He hopes it'll just never come up. That'll work.
2. Riley Vesper was born in Minkai under a different name. This isn't a secret to his family, but the reason he traveled all the way to southern Varisia is. Riley grew up almost as the ideal image of what Neil idolizes; Tough, stylish, heroic to a fault, and ready with a kick-ass one liner at a moments notice. But he made a lot of enemies. Eventually they outnumbered him. He had to leave. The Kamui Crime Syndicate had eyes and ears all over Tian Xia, Riley had to go further. Not for himself, but to protect his budding family. The man Neil knows is the bitter shell of a man who lost his fight, trying to keep.
Step 4. Ties. Name at least three people connected to the Neil. Through blood, romance, or honor. Preferably not all three.
1. Riley Vesper. Dear old pop. Foulmouthed. Hardass. Has a habit of finding a way to threaten to put his boot up someones ass no matter what they've been saying. It's unclear if he's serious or joking. Still, Neil knows his fathers done everything he has for the sake of his family. (LN Inquisitor of Erastil)
2. Lawrence "Ironhound" Jodun. A freelance detective hot on Neil's trail following a case of mistaken identity. He's usually filled with a deep sense of justice, brains, and not enough room leftover for nuance. (NG Human Investigator)
3. Hari Takahara. They say everyone has a twin. Kind of weird when that twin does it on purpose, though. Hari was sent to find one of the enemies of the Kamui syndicate and if successful, drive them out of hiding. Instead of Riley, Hari found his son. Good enough for him. (CN Kitsune Mesmerist)
Step 5. Three memories that stuck with Neil. Now in Dramatic Theater (ter, ter)
1. The last conversation he had with Riley. Neil left the next morning and the two didn't exchange a word.
R:"Son. Listen. I'm not gonna stop you am I? I get it. This farm isn't much for any of you. "
N: "Then-"
R: "Don't interrupt I'm not done talking. *Audible sigh* I just need you to promise me something."
N: "...What do you need? You don't usually change your mind, dad."
R: "I still haven't changed my mind Neil. I do not want you leaving. There are people you can't trust out there. People who... I'm getting off track. If you have to go out and see this grey world for yourself, I need you to promise me that you will not give away who you, we, are. Can you do that?"
N: "..."
R: "Neil."
N: "Hah. Yeah. Yeah, I can do that."
R: "And if you ever hear the word 'Kamui' do everything you can to avoid them. Consider that the last time I'm gonna give you unwanted 'dad advice'.
N: "Whatever you say. I'm just excited now."
2.
3.

Evillain |

@Green Smashomancer
I've no intention to shorthand any of our earliest posters. But I did want to wait a few days to make sure anyone interested had a chance. The level of interest is however a bit astounding.
As for your background, finish up the ten minute then we'll see where we are from there. Though, I'm leaning toward both background types still.
@Archpaladin Zousha
Permission granted.
The stopping of accepting new players onto the dot list will be by midnight Friday night, leaving ten days for those who have expressed interest by then to sort out their concepts and submit their characters for consideration.
In the meantime, I'm going to start asking questions. Questions meant to provoke thought and creativity and maybe satisfy some of my curosity.
@Celestine Silverstar
How would you describe the nature of her past relationship with her family? In particular her father. What would make her choose to leave home for nigh on five years with no thought to turning back?
@Ashling Frostwing
I like that picture. Ashling's social side, aside, is the goal to kill her brother the only thing she works toward? Or are there other causes that she will advocate? Is her dual personas an act of will or more of a multiple personality situation?
More to follow. But now I must rest for work tomorrow. Good night everyone. :)

rungok |

@Celestine SilverstarHow would you describe the nature of her past relationship with her family? In particular her father. What would make her choose to leave home for nigh on five years with no thought to turning back?
That's a great question. Her relationship with her father is okay... she loves him as a dad, but she doesn't see eye-to-eye with him on policies and her place in the world. She wanted to do something more hands on with her life. He didn't. Now that's because he thought he was protecting her from danger.
As for the five years... well, her family is either Elven or Aasimar, who age much more slowly than humans do, and therefore their perception of time is stretched out. In her mentality, a five-year stint wandering the world is like going to the Bahamas for a summer. It's not so much that she thinks she's been gone a long time, actually it's because, in her mind, she hasn't been gone long at all, comparatively. She thinks that when she's done and she feels she's gotten this adventuring stuff out of her system she'll just come back home and have a few really fun stories to tell and life would resume like she had done nothing wrong. I did mention she's not the best planner, right? :)

YoLlama |

Stat: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Love the idea of an all female party!
Edit:
Let's reroll that 8!
Stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Are you opposed to Jötunfok?
http://www.d20pfsrd.com/races/3rd-party-races/storm-bunny-studios/joetunfol k
I feel an outcast/adopted giant breed could provide numerous RP and story opportunities up in the northern giant inhabitated land.

Ashling_Frost-wing |

Yeah reign of winter is an uncommon but popular AP, not many gm's on the boards run it.
@Gm Thanks i try to find a decent picture for all my character's
Now on to answering your question
She can get behind other goals, She doesn't want to be seen as a bad guy despite being an assassin. Most of the time she is honestly just trying to survive. She does have restrictions on who she'll kill, only people who threaten her life, have taken a life, or done something equally bad.
This can lead her to following quests of jobs for little to no money despite how long or dangerous it could be, simply because she feel's like it or is following through on beliefs.
Her wanting to kill her brother is something she is still trying to figure out, it's a source of fear and confusion for her
it's more an act of her own will, she actively changes her personality to something more comforting to people. if she feels she doesn't need it, she drops it. Her Personality as the Phantom: Cold and distant is probably the only time she's not putting up some kind of front.

zomblisham |

I am very interested. Currently considering a kineticist or a ectoplasmatist spiritualist with a lovecraftian vibe.
stat: 2d6 + 6 ⇒ (2, 6) + 6 = 14
stat: 2d6 + 6 ⇒ (3, 2) + 6 = 11
stat: 2d6 + 6 ⇒ (3, 3) + 6 = 12
stat: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stat: 2d6 + 6 ⇒ (6, 1) + 6 = 13
stat: 2d6 + 6 ⇒ (4, 6) + 6 = 16
And reroll the 10
stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14

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GM, a few months ago I was part of a campaign to play Reign of Winter on these boards that TPKed in the very first battle. We tried to make new characters and restart, but it just didn't work. Would it bother you that I had already played a tiny bit of the AP? I might even rebuild the character to your specifications, but reuse the same alias. She was a snowcaster elf, exiled from her family because she was a fire wizard.

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rolling for numbers if GM is ok with me:
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
reroll of the 9:
2d6 + 6 ⇒ (2, 1) + 6 = 9
so stats are: 9, 11, 14, 15, 17, 18

Green Smashomancer |

Are you opposed to Jötunfok?
Found here:
LINK ACTIVATED.An outcast/adopted giant breed could provide numerous RP and story opportunities up in the northern giant inhabited land.
Tried linking your page for ya. Paizo does this thing with links.

YoLlama |

YoLlama wrote:Tried linking your page for ya. Paizo does this thing with links.
Are you opposed to Jötunfok?
Found here:
LINK ACTIVATED.An outcast/adopted giant breed could provide numerous RP and story opportunities up in the northern giant inhabited land.
That's right. I forgot about that. Never had to before so thank you!

Richard Federle |

@Redelia
I will take any and all submissions that meet my guidelines.
I'm fairly sure that I'm not going to qualify, even though I was the one whom requested the game. The ten-minute background is more information that I typically generate for a character...I'm used to working with a concept and/or picture then fleshing out later.
I'm pretty much stuck....so I already know that I won't be able to meet the DM's requested guidelines.
Good luck, all.

Domitian Albercoft |

This is dwilhelmi's submission - I think I have everything you asked for, let me know if I missed something. All this information is in the profile as well, but put here for ease of access.
I had a lot of fun writing up this character and his backstory. I've never done the 10 minute background, but I liked it. Hope you enjoy!
Domitian Albercoft
Male demon-spawn tiefling paladin (sacred servant) of Abadar 1
LG Medium outsider (native) humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +8
Alternate Racial Traits Pass for Human, Soul Seer
Favored Class Bonus +1 to Lay on Hands healing to self only
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +3; +2 vs. death
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +6 (2d6+7/19-20) or
. . lucerne hammer +6 (1d12+7)
Special Attacks smite evil 1/day (+4 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +5)
. . At will—deathwatch
Paladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 17, Int 12, Wis 12, Cha 19
Base Atk +1; CMB +6; CMD 17
Feats Fey Foundling
Traits adaptive magic, eyes and ears of the city, magical knack(paladin)
Drawbacks Fey-Taken
Skills Diplomacy +8, Linguistics(BG) +2, Perception +8, Perform (wind instruments)(BG) +5, Use Magic Device +9; Racial Modifiers +2 Perception
Languages Common, Infernal, Sylvan
Other Gear lamellar (leather) armor[UC], arrows (20), greatsword, lucerne hammer[APG], shortbow, backpack, bedroll, blanket[APG], crowbar, flint and steel, hemp rope (50 ft.), jug, pan pipes, torch (10), trail rations (10), 2 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fey Foundling Magical healing works better on you
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
The man standing before you is obviously an experienced traveler; he is outfitted well for it. He wears good quality, but well used, traveling clothes, and is outfitted for trouble should any arise. He wears armor that appears to be constructed out of rows of leather plates. Strapped to his back is a large sword, with the pommel sticking out over his right shoulder. In his left hand, balanced on his left shoulder, he carries a huge hammer which has obviously been meticulously cared for.
Physically speaking, the man is imposing, standing at almost six and a half feet tall and built like a tank. He has blond hair, which he keeps cut short, and a well groomed blond beard. His skin appears to have been pale originally, though it has seen significant tanning from his time on the road. His eyes are fascinating; at first glance they appear to be a rather simple dark brown color. Upon closer examination, though, you can actually see that the brown is run through by flecks of color. Currently, one eye has flecks of silver, the other flecks of light gold.
His face has some lines in it, a mixture of worry lines and laugh lines. It is clear he is easy to smile, and easy to frown. He tends to have a very expressive face, and it becomes relatively easy to see what he is feeling.
There is chaos within me; I have understood this from a very young age. In my blood runs the heritage of a demon-spawn, on my heart is the mark of the fey, and in my head is the order of Abadar, standing strong over the rest. Through my faith, I have come to balance out the chaos within me. In order to do that, I must embrace every aspect of myself, rather than trying to pretend it doesn't exist. I am related to a demon; his blood runs in my veins still. I've come to accept that. Some fey influenced me as a child, took me in, and forever left their mark on me. Make no mistake, the chaos from the fey is no less than the chaos from the fiend. In balancing the two, in accepting the existence of both and bringing them together, I find peace in the order I bring to the chaos. I am me - there is nobody else I can be.
As a paladin for Abadar, I know his code for me:
- I will always protect the innocent, by helping them protect themselves where I can and stepping in personally where I cannot.
- I will always act with honor and honesty. I cannot truly represent my faith if people cannot put their faith in me.
- I respect all lawful authority and understand that different places have laws that I may not agree with, but work for those who reside within. If a law is unlawful, I will work to the best of my ability to show them a better law or way.
- I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.
- Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.
- Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.
- I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft on either side is intolerable.
- I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.
For me personally, some parts of the code speak louder than others. I don't know much about politics, nor trade markets; a hammer is not much help there. Traveling, though, is something that speaks to me. I love to travel. Perhaps that comes from the fey side of me. So for me, the call to protect the roadways and travelers on them is paramount.
More than that, I feel that we are all travelers, whether we are on the road or not. It is not my duty to enforce my vision for the world on those around me, and I strive not to do that. What kind of a man would I be, if I could recognize my demon within, and not understand that others have their demons as well? Order and protection, those are what I strive for.
Step 1: Background and concept elements
1) Domitian was adopted at a very young age by a kindly older couple, Marcian and Komana, who lived in Oppara. He doesn't know who his real parents were, but his adoptive parents became his real family very quickly. He became aware of his demon-spawn heritage early on, when he figured out that not everyone can see perfectly in the dark, or resist the elements. He doesn't remember life before his parents, or how he came to be abandoned on the boat where he was found, but he would like to find out.
2) Domitian had significant fey influence has a young child. He can no longer remember most of the experience at this point, but it put something of the fey into his blood. He feels this even more when he plays his pan pipes; the music seems to call to that side of him.
3) His dual heritages are of critical importance to him. His demon-spawn blood calls him to violence, but it is put in balance by the fey influence of his childhood. Unlike many good tieflings, he does not hate his fiendish progenitor; if anything, he feels pity and sadness for him. He recognizes, though, that his fiendish blood is a part of himself, and to deny it entirely would be foolishness. Instead, he strives to maintain balance between his fiend and fey aspects.
4) His faith in Abadar helps him in his desire to maintain personal balance. Both fey and fiend alike tend toward the chaotic, so he balances that by throwing himself into the order and law that Abadar provides. He volunteered for the city guard in his youth as a devotional exercise to Abadar.
5) While most of his fiendish heritage is no longer physically apparent, it can still be seen, particularly in his eyes. They are brown, but they have odd flecks of color in them. These flecks are always slightly different in color between each eye, and a close observer could actually notice that they change color depending on his mood. When angry, they might be red in one eye, orange in another. When he is calm, silver and gold. When he is sad, blue and grey. These flecks are not overwhelming, and might not even be noticable to someone talking to him, but they are enough to give someone whom he makes eye contact with feel off.
6) Domitian is fascinated by magic of all sorts, and loves to play with magical tools. He will experiment with them and see if he can get them to work. His interest is even greater in regards to the ice magic so prevalent in the north. He doesn't really know why, but something about that cold magic seems familiar.
7) Domitian Albercoft is not his real name; it is the name given to him by his adoptive parents, as nobody knew his real name.
8) Even though Domitian grew up in Taldor, he is obviously not native to Taldor. Instead of the normal dark brown hair and bronzed skin, he has pale skin and blond hair. He is also taller and larger than most other men in Taldor, at almost 6 and a half feet in height and built like a tank. He does tend to follow the social norms of his inherited society, though, particularly with his well-groomed beard and hair style.
9) After both Marcian and Komana had passed away, Domitian took up armor and hammer and set out to travel; to bring order where he can, protect other travelers always, and see if he can find out more about his history.
Step 2: Two goals for the character
1) Domitian wants very much to learn more about where he comes from, how he ended up on that ship, who his real parents are, and whether they are still alive.
2) I would like to see him encounter and confront whatever demon spawn lies at the root of his heritage.
Step 3: Secrets about your character
1) Domitian feels responsible for the death of his father Marcian. One night, some years after his mother Komana had already passed away, Domitian went to a local tavern and got very drunk. His darker urges got the better of him while in that state, and he started a bar brawl and beat a man really badly. The man lived, but Domitian ended up in jail overnight. Marcian was on his way to go see his son and try to sort out the mess he had made when he was attacked by some thieves and killed. Domitian ended up shamed, arrested, and lost his father, all because he wanted to go out drinking.
2) Both of Domitian's real parents are dead, killed by the demon-spawn who started his line of tieflings. Apparently, this demon purposefully keeps tabs on his descendents, and claims the lives of every first-born son. Domitian was his parents first-born son. Knowing that the demon would be coming for their son, they called in a favor from a Huldra whom they had saved the life of - they gave their son to her, and charged her to keep Domitian safe. When the demon discovered that they had hidden their son away from him, he was furious, and took both their lives in retribution. The demon still seeks Domitian, looking to claim his life. Once the Huldra learned of their deaths, she considered her debt to them officially concluded, and she placed Domitian on a ship heading south for the port in Oppara.
3) His real ethnicity is Ulfen, and he was born in Irrisen.
Step 4: Character ties
1) Lady Giana, the Huldra who hid Domitian as a child, would likely avoid or try to push out Domitian if she were to see him again, out of fear of his demon forebearer. If he could find a way to overcome that fear, she likely would still bear a soft spot for him somewhere.
2) Galadon Neverion, an officer within the city guard of Oppara, is a childhood friend of Domitian's. They grew up together, and served in the city watch together. They often get together when Domitian is in town.
3) Nissa, a liminal sprite who overheard Domitian playing his pan pipes one night, and became fascinated with him. She says that she can smell the touch of the fey on him.
Step 5: Three memories, mannerisms, or quirks
1) Domitian refuses to drink any alchohol, ever, for any reason. His stated reason is that it interferes with his ability to balance his mind, and harms the order he has built there. While this is true, the real reason involves secret #1 above. He can't take the chance of his darker side getting the better of him again.
2) Domitian plays his pan pipes every night if he can. It helps him to wind down, and connects him to his fey side. It is peaceful. He has what I imagine is a medium sized set of pan pipes, much like the one being used here: https://youtu.be/lbWlYz9Zv5c?t=1m42s
3) Domitian remembers very clearly the day he left Oppara. It was shortly after his father's death. He had lost a lot of stock with most of his acquaintances in the city guard because of his actions at the bar. There was nothing left for him in Oppara. Galadon was still his friend, and came to see him off. Domitian was excited, setting out from home to see the world, finally listening to his inner wanderlust. He was also sad, though, to see that ultimately he didn't leave much of a legacy in his hometown. It was a very bittersweet day.

Valax Soars-on-Land |

Hey all! How'd I miss this, I've always wanted to play Realm of Winter.
I hope you don't mind, but I'd like to apply with a character I applied to for another game. I think that his intended skillset is quite similar to another character that applied, Alec Fuornkiln, but I think Valax is unique enough!
I'll update the character sheet soon.
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
STEP 1: ELEMENTS
- Valax is as tribal as they come. Wearing barely-tanned hides, eating a bit pig-like, somewhat superstitous...
- He's a lot more orcish than human visually, leading to some to consider him a true orc. Long tusks, scarred hide, darkish green body colour and bulgy, yet surprisingly wiry arms.
- He's got a suprising respect to those who practice magic, especially divine casters. He refers to them as shaman, even if they're not, and even if they attempt to correct him.
- He's usually quiet and collected, but riles up to quite passionate in drastic situations or when getting deeply involved in something, ranging from speaking loud in a tavern conversation regarding animals, or near-bestial, screeching roars in dangerous combat.
- He possesses a respect towards nature, and a slight dislike of cities. He also doesn't like farmers and cattlers all that much, but has had their importance hammered in his head by his travels.
- He's survived on his own for a significant amount of time, and he's not as foolish or hide-bound as he looks. He's got a quick-thinking head on his shoulders, if he remembers to use it.
STEP 2: GOALS
Character Goal - Valax has left his home, thousands of miles away, in order to prove his strength and ability as any true member of Bearpelt Following should. Vanquishing a terrible beast or monster is only a part of the goal, doing so in order to help a group of people is even better. His ultimate goal is to lead a Following of his own.
Player Goal - I'd personally love it if Valax leaves a lasting positive impression regarding half-orcs and Realm of the Mammoth Lords amongst people he meets. Not by simply meeting them, but with his actions. Another thing that'd be similarly great would be for me to come up with a plan of action, that's both tribal-like and reasonable in nature.
STEP 3: SECRETS
His greatest secret is that he'd been a part of an orcish bandit band soon after his departure. Being a reasonably good fighter and trapper, he'd been fooled and convinced by a cunning 'shaman' that that's just the way things are, and it's only reasonable to take what you want and give nothing back. He'd been a part of the raiding band for at least three raid, and he's killed innocent people.
I'm... struggling to come up with something regarding a secret he doesn't know about right now. I'll be thinking about it, however.
STEP 4: PEOPLE
Helgruna the Haggling Hag, Bearpelt Shaman.
Helgruna is the person responsible for looking after and educating the children in Bearpelt following. Leading characteristics are her toothless grin, and her feared and infamous walking staff, usually used to smack thick-headed or too talkative children to sit down, listen and understand what's being poured down their skull. Valax has started learning most of his skills with her guidance, from reading and writing, to skinning, tanning and spear-throwing.
Mighty Kuldor, Herdsman of Bearpelt Following.
While Valax has had nearly no interactions with the man, he's practically his personal icon. He's strong, he's great with nature, he's a natural leader, and so on.
Ksenya, Rich Chillblight Merchant.
Ksenya is a rich merchant lady, formally the richest merchant in Chillblight, until an orcish warband pillaged several of her caravans during their return from Taldor. While she's had the warband hunted down, one of the rumoured attackers, a 'tribal orc with a massive bird', hasn't been found yet, but she's keeping an eye out.
Fury, Mountain Roc.
Fury is Valax's animal companion, and a gluttonous heap of steel-sharp beak and talons. He enjoys nothing more than scruffing with the half-orc, and leaving some marks on his flesh. Loud, and clad in a dirty jacked of rabbit furs, his terrifying screech being the last thing many an animal has heard.
I'll possibly add another person next to the starting place, considering I'm not yet quite sure where that'll be.
STEP 5: Memories.
Valax remembers Urgir, the orcish 'capital' of the Hold of Belkzen. He remembers fighting with other children, the shouting of his parents' taskmaster. He also remembers the first time he'd seen a human over there.
He also remembers the long path through the mountains, to the north. The cold, the endless walking, how his father and mother carried his at times, always looking back. He remembers the one time his mother came back to the camp, bloodied, but with neither injuries nor food.
He remembers the time when they finally arrived at his... home. The gifting of gifts, and how his father proved his strength versus another follower. How that human was nothing like the one in the camp, and was covered in muscles like an orc, but really, really pale. And then he saw the Mighty Kuldor the first time, and he wondered what's that horrible beast that towered over even giants.
He remembers being hit with the staff the first time he fought another kid. He mostly remembers most of the lessons, and how often he'd felt the staff on his back and hands and legs when he didn't listen.
He remembers stalking his first deer, the exhilaration as he finally managed to strike home with his spear.
I'll add onto those, but for now, consider this my small dot!
Fluff-wise, Valax is a Mad Dog Barbarian, and not a ranger, and he'd be mostly focusing around throwing weapons, flanking with his animal companion, and will be packing some survival skills, too.
I was thinking on whether or not he'd be an orc or a half-orc, so I'll ask the GM first how ok he is with orcs. At any rate, I imagine his parents are a half-orc and an orc, so it doesn't make any difference outside of crunch.