| Elxurian |
That's not the only trait I mean. Traits like Failed Winter Witch apprentice or witch hunter also make the assumption that you are familiar with Irrisen or the northern lands in some way.
Well, it would be a freaking awesome thriller game if it didn't stated everywhere "hey, you're going into winter to fight a winter witch, better get prepared!" I mean, they spoiled the whole scenario from the very first beginning:
It’s surely no coincidence that this is the time when the Queen of Witches, Baba Yaga, is scheduled to return to the frozen land of Irrisen. Will the PCs discover the sinister plot behind these winter pockets and stop them from spreading, or will Golarion be locked in an eternal ice age?
I know they have done that with many others to a minor extent, like the Rise of the Runelords and Mummy's Mask, but it could be different, right? Like Wrath of the Righteous... The suspense keeps me always on the edge. But hey, everyone's already starting with Cold-Weather outfits. I wonder why's that...
| Demona Flint |
Uncle Taco wrote:@Tassadan: Why not use the Winter mystery? Your character's tagline kind of screams it.You're absolutely right. I hadn't looked at the Winter Mystery before. The main reason I missed it is that it isn't featured on HeroLab unless you purchase People Of The North for the App. I'll edit my crunch accordingly. Thanks for pointing it out!
Anybody else read through this mystery and start humming?
"Let it go! Let it go! I'm one with the wind and sno-o-w!"
Uncle Taco
|
Doctor Gii wrote:Well, if we start in a cold place, it only makes sense to have a cold weather outfit, no?But we don't start in a cold place. We start in southern Taldor.
Indeed. We start in a place that if anything would have a Mediterranean climate but is experiencing a winter that's lasted much longer than it should have. The other campaigns Elxurian mentioned had campaign traits that in a way tied into the starting point for the characters. I'm just saying its pretty weird that a bunch of Northmen, witch hunters, and failed Winter Witch apprentices would end up in the same little town in southern Taldor at the same time, especially one so far removed from Witches and the North.
I understand why the authors chose that location, I just don't understand why they chose those traits or didn't try to work them into Heldren a little better. But all of this is neither here nor there.
| Doctor Gii |
Doctor Gii wrote:Well, if we start in a cold place, it only makes sense to have a cold weather outfit, no?But we don't start in a cold place. We start in southern Taldor.
Really? The players guide made it seem like we started in a cold place. But looking at it again, it does say that they start in southern Taldor. Huh. In any case, Fein is right - we can just buy a cold weather outfit before we head out.
Indeed. We start in a place that if anything would have a Mediterranean climate but is experiencing a winter that's lasted much longer than it should have. The other campaigns Elxurian mentioned had campaign traits that in a way tied into the starting point for the characters. I'm just saying its pretty weird that a bunch of Northmen, witch hunters, and failed Winter Witch apprentices would end up in the same little town at the same time, especially one so far removed from Witches and the North.
Ah, I see what you mean now. I suppose there's a lot to be said about crazy coincidence, though. :)
| Jolly Roger |
I have decided to play a charismatic Aasimar Cavelier with the angel-blooded heritage. Who favors beautiful creatures and blesses his mounts with some celestial energies. He will have the beastrider and emisary archetypes. So later on his mount will change to greater creatures by will of Shelyn.
To give you an idea, modeled him after Cavendish from One Piece.
So he thinks himself a knight and a protector of the pretty women. He was always like this when he was younger. Playing knights and monsters with the other kids. He always chose to be the knight of course. He is only 30 years old, and for some reason still appears quite young and brazen.
He came to the town for he heard there were women who were troubled by monsters in the vacinity. He would take it upon himself to protect these frail and hopefully pretty women. He hates it when monsters or men dirty his clothes and he will not stand anyone who challenges his honor.
Would like to expand upon the character some more, but I am out of time at this moment. Will post with an alias later when I have thought of a name and done his build.
Uncle Taco
|
I will also point out that the first book is called snows of summer. ... so no one has a reason to have a cold weather outfit. ...
When I played this, the GM made that a huge sticking point. Heldren had no cold weather anything. Our game was on hard mode for most of the first book. I think he did it as a way to gauge how clever we were as a group.
| GM Sigma |
@ jolly - sounds cool, can'twait to see it even if I think Cavendish is an annoying prick lol
@ taco - wow, I'm not going to do that. Winter outfits will be brought outta storage for you guys who didn't buy one.
Oi, I apparently plugged my girlfriend's laptop charger in my laptop so... my laptop's still dead and I can't do a player update. I'll probably be going silent soon as its almost time for me to start my hectic day.
| Elxurian |
Well, with cold resistance 7, Demona could do the first book in a bikini without much difficulty...
I played a good part of the beginning of the adventure with this character, an assimar with Cold Resistance 5. The GM said that the damage from the cold weather is cold, and that my resistance applied to it, which, in my beliefs, made the road much easier and unfair if compared to other races.
Also, I don't agree with that method, since those are different situations. You may be a smith and be able to withstand a few moments of fire burning in your skin, but leave your arm there for a long time and it will cook. The same should apply to cold.
| Doctor Gii |
Demona Flint wrote:Well, with cold resistance 7, Demona could do the first book in a bikini without much difficulty...I played a good part of the beginning of the adventure with this character, an assimar with Cold Resistance 5. The GM said that the damage from the cold weather is cold, and that my resistance applied to it, which, in my beliefs, made the road much easier and unfair if compared to other races.
Also, I don't agree with that method, since those are different situations. You may be a smith and be able to withstand a few moments of fire burning in your skin, but leave your arm there for a long time and it will cook. The same should apply to cold.
It's a mechanical thing. Cold resistance protects against stuff like being out in the cold. There's nothing really unfair about it. It more sounds like you really want a super gritty game, and I can't say that's supposed to be the default for most APs.
| Arie IJzer |
Resistance to isn't immunity. A barbarian might not feel a nail when he steps on it, but keep on hammering away at the thing and he'll feel it eventually. Just like any defence, it is another layer to keep you safe from the brutalities of reality. Don't push it, lest ye invite disaster.
.. ahem, yeah *laughs*
| Jolly Roger |
Sigma, would it be possible to get a flying mount like a pegasus or griffon later on? I believe there is a feat for the latter and leadership for the former. Question is if you allow that. Cavendish is the type that wishes to ride on the prettiest mounts, with the celestial template from an aasimar feat or perhaps even a real outsider sent by Shelyn to aid with his quest for beauty and honor.
| Demona Flint |
Even cold resistance 7 doesn't protect 100% against severe cold (2d6 lethal + 1d6 non).
Besides, unless the GM is planning on going super hard mode and really enforce hourly Fort saves every day of the campaign, the lesser cold dangers are just for flavour. Everybody gets cold-weather gear and makes a few saves, and complains about their fingers, maybe blows an extra healing spell or two, but nothing major gets affected, so Demona in her bikini is just another bit of colour.
That said, she'll be getting cold-weather gear as well. Just because she can go in a bikini doesn't mean she should.
| Max_Sterling |
Here's the updated applicant roster for everyone's information. Holler at me if I missed anyone.
Name/Alias - Character Concept
Seranov/Doctor Gii - Human Male Cleric of Nethys
Fenmeir Azast - Dwarf Male Slayer
Bennevy - Human Male Archaeologist Bard
Arthrax - Human Male Fighter
Sarpadian/Zarsh - Half-Orc Male Invulnerable Rager Barbarian
Kirraak - Strix Male Urban Ranger
Pavaan/Cyithar Tialan - Elf Female Witch
organized/Grok - Half-Orc Male True Primitive Barbarian
Elxurian - Aasimar Female Hospitaler Paladin of Iomedae
Nazard/Demona Flint - Peri-Blooded Aasimar Fire Elemental Specialist Wizard
Digger Chandler - Inquisitor of Groetus
Uncle Taco - Maja Molotov - Human Female Magus/Fighter/White-Haired Witch
Seth86/Yuki Tsune - Kitsune Female Trickster Rogue
Arie IJzer/Jordan D'Aquiterre of Mons Savall - Human Male Sound Striker Bard
Algar/Lysandris Merisiel - Samsaran Female Hedge Witch
Double Gold - Something with guns?
Peter Harrah - Orc Fighter
Max_Sterling/Wendee Masterson - Human Female Magician/Soundstriker Bard
Jolly Roger - Aasimar Male Emissary/Beast Rider
Lex Bishop - Human Female Hexcrafter/Staff Magus
Birger Hexbreaker - Superstitious Ulfen Barbarian
pH unbalanced - Gnome or Halfling Inquisitor
Connor Brisbane - Witchwolf Bloodrager
Svelk Svenson - Human Male Winter Witch
Raltus/Naler Stinkbrew - Dwarf Male Mindchemist Alchemist
Tassadan/Ikkis Unmar - Human Male Oracle of Winter
| Lex Bishop |
Wow you can see how popular this adventure is just by looking at the 26 current applicants.
I was in the same campaign as Elxurian, (Hi Elx!) And I did agree with the idea of cold resistance allowing you to mitigate cold weather damage. Not to say that meant you became invulnerable to it, but at least you didn't have to worry until it got to subzero environments.
| Doctor Gii |
Just noticed no one has bit the bullet on full healer, I mean I see bards and some oracles but so far no clerics. Whoops nevermind missed our cleric of Nethys.
I'll be focusing on channeling at low levels (channel positive, of course!) which should be more than enough healing for the average group. Wouldn't specifically say I'll be a "full healer," though.
| Jaime Lionheart |
@ jolly - I think there's a feat in inner sea combat for those kinds of mounts.
Found it, it is the Monstrous Mount feat. Seems a griffon would be possible at level 5 (cool).
Was wondering if there was a possibility to get Half-celestial unicorn later on (like level 10 or something). Since it is the epitome of pretty and the same cr as a griffon with the celestial template (celestial servant feat).
Either way, going to be awesome!
EDIT: Here is the picture and alias. Will update it as I go.
| DoubleGold |
Here's the updated applicant roster for everyone's information. Holler at me if I missed anyone.
Name/Alias - Character Concept
Seranov/Doctor Gii - Human Male Cleric of Nethys
Fenmeir Azast - Dwarf Male Slayer
Bennevy - Human Male Archaeologist Bard
Arthrax - Human Male Fighter
Sarpadian/Zarsh - Half-Orc Male Invulnerable Rager Barbarian
Kirraak - Strix Male Urban Ranger
Pavaan/Cyithar Tialan - Elf Female Witch
organized/Grok - Half-Orc Male True Primitive Barbarian
Elxurian - Aasimar Female Hospitaler Paladin of Iomedae
Nazard/Demona Flint - Peri-Blooded Aasimar Fire Elemental Specialist Wizard
Digger Chandler - Inquisitor of Groetus
Uncle Taco - Maja Molotov - Human Female Magus/Fighter/White-Haired Witch
Seth86/Yuki Tsune - Kitsune Female Trickster Rogue
Arie IJzer/Jordan D'Aquiterre of Mons Savall - Human Male Sound Striker Bard
Algar/Lysandris Merisiel - Samsaran Female Hedge Witch
Double Gold - Something with guns?
Peter Harrah - Orc Fighter
Max_Sterling/Wendee Masterson - Human Female Magician/Soundstriker Bard
Jolly Roger - Aasimar Male Emissary/Beast Rider
Lex Bishop - Human Female Hexcrafter/Staff Magus
Birger Hexbreaker - Superstitious Ulfen Barbarian
pH unbalanced - Gnome or Halfling Inquisitor
Connor Brisbane - Witchwolf Bloodrager
Svelk Svenson - Human Male Winter Witch
Raltus/Naler Stinkbrew - Dwarf Male Mindchemist Alchemist
Tassadan/Ikkis Unmar - Human Male Oracle of Winter
anyway chance these can be categorized, if I'm not mistaken there are one or two categories lacking attention and I might instead try to fill in a missing gap for this game. I know a game can go bad when it is lacking healing or magic, or a skills monkey, etc. I want to give the DM more than just one or two options from a single category as well as fill in the missing gap for the party.
| Connor Brisbane |
This help, Double?
Name/Alias - Character Concept
Martial
Arthrax - Human Male Fighter
Sarpadian/Zarsh - Half-Orc Male Invulnerable Rager Barbarian
Kirraak - Strix Male Urban Ranger
organized/Grok - Half-Orc Male True Primitive Barbarian
Elxurian - Aasimar Female Hospitaler Paladin of Iomedae
Peter Harrah - Orc Fighter
Jolly Roger - Aasimar Male Cavalier Emissary/Beast Rider
Birger Hexbreaker - Superstitious Ulfen Barbarian
Connor Brisbane - Witchwolf Bloodrager
Fenmeir Azast - Dwarf Male Slayer
Arcane
Pavaan/Cyithar Tialan - Elf Female Witch
Nazard/Demona Flint - Peri-Blooded Aasimar Fire Elemental Specialist Wizard
Algar/Lysandris Merisiel - Samsaran Female Hedge Witch
Svelk Svenson - Human Male Winter Witch
Divine
Seranov/Doctor Gii - Human Male Cleric of Nethys
Tassadan/Ikkis Unmar - Human Male Oracle of Winter
Hybrid (Skill Monkey or otherwise)
Bennevy - Human Male Archaeologist Bard
Arie IJzer/Jordan D'Aquiterre of Mons Savall - Human Male Sound Striker Bard
Max_Sterling/Wendee Masterson - Human Female Magician/Soundstriker Bard
Digger Chandler - Inquisitor of Groetus
pH unbalanced - Gnome or Halfling Inquisitor
Uncle Taco - Maja Molotov - Human Female Magus/Fighter/White-Haired Witch
Lex Bishop - Human Female Hexcrafter/Staff Magus
Seth86/Yuki Tsune - Kitsune Female Trickster Rogue
Raltus/Naler Stinkbrew - Dwarf Male Mindchemist Alchemist
Undecided
Double Gold - Something with guns?
| Tassadan |
Just noticed no one has bit the bullet on full healer, I mean I see bards and some oracles but so far no clerics. Whoops nevermind missed our cleric of Nethys.
Oracles can be full healers too! Oracles have the advantage of more spells/day than a Cleric, which is especially useful when healing severely wounded or multiple characters. Of course, while Oracles lack the day-to-day selection that Clerics possess, the class can easily become a full healer (esp. as a Human due to extra spells known) depending upon the party's needs.
For specific conditions, such as disease whom no one would permanently learn "Remove Disease" for, one usually has enough gp at that level to buy a wand or two. Those bases can be covered with some smart spending, especially if there's a magical crafter in the group. With the addition of a battlefield controller in the group, can't an Oracle can be all the healer you need?
| Feinmeir Azast |
Feinmeir Azast wrote:Just noticed no one has bit the bullet on full healer, I mean I see bards and some oracles but so far no clerics. Whoops nevermind missed our cleric of Nethys.Oracles can be full healers too! Oracles have the advantage of more spells/day than a Cleric, which is especially useful when healing severely wounded or multiple characters. Of course, while Oracles lack the day-to-day selection that Clerics possess, the class can easily become a full healer (esp. as a Human due to extra spells known) depending upon the party's needs.
For specific conditions, such as disease whom no one would permanently learn "Remove Disease" for, one usually has enough gp at that level to buy a wand or two. Those bases can be covered with some smart spending, especially if there's a magical crafter in the group. With the addition of a battlefield controller in the group, can't an Oracle can be all the healer you need?
Except Clerics have the benefit of channeling. Oracles can channel they have to pick the right mystery to do so. Otherwise you are spot on.
| Tassadan |
Tassadan wrote:Except Clerics have the benefit of channeling. Oracles can channel they have to pick the right mystery to do so. Otherwise you are spot on.
Oracles can be full healers too! Oracles have the advantage of more spells/day than a Cleric, which is especially useful when healing severely wounded or multiple characters. Of course, while Oracles lack the day-to-day selection that Clerics possess, the class can easily become a full healer (esp. as a Human due to extra spells known) depending upon the party's needs.For specific conditions, such as disease whom no one would permanently learn "Remove Disease" for, one usually has enough gp at that level to buy a wand or two. Those bases can be covered with some smart spending, especially if there's a magical crafter in the group. With the addition of a battlefield controller in the group, can't an Oracle can be all the healer you need?
True, but the Oracle of Life is almost too focused on healing. Healing is pretty much the only thing that its mysteries allow it to do. Granted, it's extremely good at it, but I feel like that it would be better suited to an Anti-Undead campaign, so as to put all that Positive Energy to other uses.
In any other case, I'd agree that Winter Oracle is going to be a lesser healer, but with the mysteries and campaign provided (Snow Shape and Freezing Spell to delay/trap enemies, Child of Winter to get to those needing Cure Spells faster, Cold Resistance and Ice Armor to keep the Healer alive longer, the fact that I can use all these because there'll be snow everywhere...) I think the Winter Mystery will be able to stand on par with a Cleric's extra healing capabilities in Reign of Winter.
| Demona Flint |
| 1 person marked this as a favorite. |
"Slayers are stronger than wizards,
Feinmeir, don't you think it's true?"
"Yes, wizards will blast you, and out-right harrass you
But every one of them's wussy, except you!"
"But wizards are tougher than slayers,
Demona, don't you think I'm right?"
"Yes, slayers will stab you, and poke you, and grab you,
Every one of them's buff, except you."
| Tatjana Stojanovic |
Submitting Tchukoyoi, better known as 'Old Man Crow' for your consideration. He'll fill the same role as a bard, Advice (aka bardic performance) and his ability to share his Qinggong Ki abilities for buffing, and combat maneuvers for crowd control/debuffing.
Old Man Crow
Male Tengu Monk (Monk of the Lotus, Sensei, Qinggong Monk) 1 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Combat 0; Pathfinder RPG Ultimate Magic 0)
LN Medium humanoid (tengu)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 15 (+1 shield, +2 Dex, +1 dodge, +4 untyped)
hp 8 (1d8)
Fort +2, Ref +4, Will +6; +2 vs. Charm, Compulsion, and Emotion Effects
--------------------
Offense
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Speed 30 ft.
Melee bite -1 (1d3-1) and
. . bo staff -1 (1d6-1) and
. . nunchaku -1 (1d6-1) and
. . unarmed strike -1 (1d6-1)
Special Attacks inspire courage +1
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 11, Int 14, Wis 18, Cha 12
Base Atk +0; CMB -1; CMD 16
Feats Dodge, Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Eastern Weapon Training[ARG], Improved Unarmed Strike, Snapping Turtle Style[UC], Touch of Serenity[APG]
Traits principled, restless wayfarer, wisdom in the flesh
Skills Acrobatics +2 (+0 when furthen than 10 feet from a fallen ally), Appraise +2 (+0 when furthen than 10 feet from a fallen ally), Bluff -1 (-3 when furthen than 10 feet from a fallen ally), Climb -1 (-3 when furthen than 10 feet from a fallen ally), Diplomacy +5 (+3 when furthen than 10 feet from a fallen ally), Disguise +1 (-1 when furthen than 10 feet from a fallen ally), Escape Artist +2 (+0 when furthen than 10 feet from a fallen ally), Fly +2 (+0 when furthen than 10 feet from a fallen ally), Heal +4 (+2 when furthen than 10 feet from a fallen ally), Intimidate +1 (-1 when furthen than 10 feet from a fallen ally), Knowledge (history) +6 (+4 when furthen than 10 feet from a fallen ally), Knowledge (religion) +6 (+4 when furthen than 10 feet from a fallen ally), Linguistics +10 (+8 when furthen than 10 feet from a fallen ally), Perception +6 (+4 when furthen than 10 feet from a fallen ally), Perform (oratory) +5 (+3 when furthen than 10 feet from a fallen ally), Profession (teacher) +8 (+6 when furthen than 10 feet from a fallen ally), Ride +2 (+0 when furthen than 10 feet from a fallen ally), Sense Motive +8 (+6 when furthen than 10 feet from a fallen ally), Stealth +4 (+2 when furthen than 10 feet from a fallen ally), Survival +4 (+2 when furthen than 10 feet from a fallen ally), Swim +4 (+2 when furthen than 10 feet from a fallen ally); Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Celestial, Common, Elven, Kelish, Tengu, Tien, Vudrani
SQ ac bonus, advice, dragon empire native, overprotective, unarmed strike
Combat Gear oil (2); Other Gear bo staff, nunchaku, backpack, belt pouch, blanket, blanket, flint and steel, lamp, mess kit, soap, trail rations (3), waterskin, 23 gp, 9 sp, 9 cp
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Advice (5 rounds/day) (Ex) A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds
Advice: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Tengu instead of Common and Tengu.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Touch of Serenity (1 rd, 1/day, DC 14) Target hit by your unarmed attack takes no damage, but may not attack for 1 rd.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wisdom in the Flesh (Swim) Swim becomes a Wisdom-based, class skill.
Tchukoyoi was born among the Tengu of Tian Xia. Small and slight, even as a child, what he lacked in strength and toughness he made up for in wits and wisdom. As he grew older, Tchukoyoi studied with the monks at a nearby monastery. He studies were far more focused on theory, knowledge, and teaching than martial technique. In time, he grew to be a respected teacher, especially of the young. Eventually, after having trained a new teacher for his village, Tchukoyoi set off to better himself, as Irori would have him do. He traveled west, crossing the sea to Vudra, and studying with the monks there. The young men and women there gave him the name he still goes by today, Old Man Crow.
After a few years studying in Vudra, Old Man Crow felt the call to travel further west, setting sail to the Vudran island off the coast of Garund known as Jalmeray. A year spent there was enough to set him on a path north into Katapesh. The tengu barely stayed in Katapesh long enough to learn the language, disgusted by the nation's rampant slavery. A stay in the City at the Center of the World was far better, if too chaotic for his liking. Upon learning the common tongue of the region, Taldane, Old Man Crow decided to strike out to the north to Taldor next. This most recent travel has the 55 year old monk passing through the village of Heldren as the winter drags unseasonably long.
Dreloc
|
"Slayers are stronger than wizards,
Feinmeir, don't you think it's true?"
"Yes, wizards will blast you, and out-right harrass you
But every one of them's wussy, except you!""But wizards are tougher than slayers,
Demona, don't you think I'm right?"
"Yes, slayers will stab you, and poke you, and grab you,
Every one of them's buff, except you."
We caught the paladin well and in the buff. The cleric shoved him down the well. Down there in the dark.
Fighting the darkness, our paladin was never happier. Happy with an Int score of 7 mind you, but happy.