
DM Chill-iax |
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Ice to meet ya'll, I'm the DM Chill-iax and I'm here to tramp through that well-traveled adventure of icy worlds and colder hearts: Reign of Winter. However, Imma do a thing with this. I would like to run The Witchwar Legacy as a prelude to the adventure path proper. What does this mean?
I'd like you to submit TWO characters, one at level 17, and another at level 1. Character creation rules for both will be mostly the same. The pair you will submit will not be the same character. The Witchwar character could be a relative of the Reign of Winter character, or completely unrelated. They can be separate builds, or the WWL character can reflect how you plan to build your RoW character.
CHARACTER CREATION RULES, UNIVERSAL
Only Paizo Materials No third party, no conversions, none of that.
Stats Focus/Foil. 8 in one stat, 18 in another, 1d10+6 in the other four as you please.
Races As this adventure is a world-hopper, I'm not going to ban races at the start. I will ask that in your dot or pitch you run the race by me first.
Classes Only Paizo, no psionics. Occult, Shifter, and Vamp Hunter are fine by me.
Alignment If you are chaotic and/or evil, be a team player. Otherwise, no restrictions. You will be dealing with – and allying with – things far worse than you in this adventure.
Traits Two to start, one campaign and one other. Take a drawback and a third can be taken. I'll be impressed if you only take the drawback and no third trait.
Background Skills Can be in effect. Moments for downtime will be available.
CHARACTER CREATION FOR WITCHWAR LEGACY
Wealth Average for level 17.
Hit Points Max for level one, roll or take average for your class.
Background You are either mercenaries working for Queen Elvanna or followers of the demon lord Kostchtchie, both parties interested in recovering the infamous Torc of Kostchtchie. I'd like to try and get a mixed allegiance in this – just to see how that would play out – but if that'll be too disruptive we can have a neutral party caught in the middle.
CHARACTER CREATION FOR REIGN OF WINTER
Wealth Average for class or roll.
Hit Points Max for level one.
Background You start in Heldren, Taldor, according to the AP, but there is no reason to not be a native. Your characters can be from anywhere, but they require a reason to be in Heldren. Visiting family, hearing tales of the pleasant weather and people, something that'll drive your character to save the village.
Recruitment will be open till the seventh of April! I am looking for 4-6 players!
Any other questions, feel free to ask! Feel free to sing "Let It Go" and the Anastasia OST, Imma be different and post this: When the Wolves Cry Out! It fits, I think.

Vitaliano da Riva |

Hmm, let's just toss some bones and see what happens here.
Character one stats: 1d10 + 7 ⇒ (8) + 7 = 15
Character one stats: 1d10 + 7 ⇒ (1) + 7 = 8
Character one stats: 1d10 + 7 ⇒ (6) + 7 = 13
Character one stats: 1d10 + 7 ⇒ (1) + 7 = 8
Character one stats: 1d10 + 7 ⇒ (9) + 7 = 16
Character one stats: 1d10 + 7 ⇒ (3) + 7 = 10
Character one stats: 1d10 + 7 ⇒ (4) + 7 = 11
Character one stats: 1d10 + 7 ⇒ (5) + 7 = 12
Hmm, roughish but douable for the first one. Very reasonable Caster build?
Second is a bit more forgiving....Hmm. I'll have to try and figure out what my brain can come up with.

Javell DeLeon |

Ordinarily foblie is 1d10+7, want us to use that one or your 1d10+6 variant?
I'm curious about this also. But will go ahead and roll in the order as listed in OP.
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15
Unsure about this one but will figure something out.
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
Charisma 8
Str 18
Cool. If it's +6 will take 1 off of all of them.

DM Chill-iax |

Ordinarily foblie is 1d10+7, want us to use that one or your 1d10+6 variant?
Whoops, but yes, I'll be keeping mine. And you don't have to roll for each character, but if you roll for both the order you rolled them goes to the corresponding character, first set to first character, etc.
EDIT I've changed my mind, sorry.

Vrog Skyreaver |

I will end up reposting both of my submissions together, but I just wanted to get this posted before bed.
Connor of The Seven Armies
NG Halfling Sorcerer 17
STR 6
DEX 14/18
CON 14/18
INT 11
WIS 9
CHA 24/30
HP 139
AC 25 (10 base +4 dex +1 size +4 armor +5 deflection +1 insight) T 21 FF 21
BAB 8 CMB +5/11 CMD 34
Init +10
Fort +18
Ref +18
Will +18
Speed 30'
Touch Attack: +15
Skills: Knowledge (Planes) r17 +24, Spellcraft r17 +24, UMD r17 +34
Background Skills: Knowledge (History) r17 +21, Linguistics r17 +21
Feats: Spell Focus (Evocation, Transmutation), Varisian Tattoo (Transmutation), Spell Penetration, Greater Spell Penetration, Toughness, Defensive Combat Mastery, Spell Perfection (Disintegrate), Empower Spell, Weapon Finesse, Improved Initiative, Eschew Material Components
Traits: Reactionary, Fate's Favored
Alternate Racial Features: Fleet
Class Features: Bloodline (Elemental: Air; Bloodline Arcana: Change energy damage to electricity; Elemental Ray: 1d6+10, 14/day; Elemental Blast - 3/day, DC 31 ref, 20d6, 60' range/20' rad burst; Elemental Movement: Fly 60' Average; Elemental Body: Immune to Sneak Attacks, Critical Hits, and Electricity)
Spells/Day: -/6/6/6/6/6/6/6/4
Spell DC: 21 + Spell Level (+1 for Transmutation and Evocation)
Spells Known: 4/4/3/2
0: Acid Splash, Detect Magic, Disrupt Undead, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Spark
1: *Burning Hands, Comprehend Languages, Detect Secret Doors, Mage Armor, Magic Missile, Shield
2: *Scorching Ray, Darkvision, False Life, Knock, Resist Energy, See Invisibility
3: *Protection From Electricity, Dispel Magic, Haste, Heroism, Slow
4: *Elemental Body I, Black Tentacles, Dimension Door, Dragon's Breath, Remove Curse
5: *Elemental Body II, Baleful Polymorph, Dismissal, Life Bubble, Teleport
6: *Elemental Body III, Antimagic Field, Contingency, Disintegrate, True Seeing
7: *Elemental Body IV, Banishment, Control Construct, Mass Fly
8: *Summon Monster VIII, Mindblank, Stormbolts
Equipment: +6 Headband of Charisma, +4 Belt of Physical Might (Dex/Con), +2 Cha book (used), +5 ring of Protection, +5 Cloak of Resistance, Robe of Arcane Heritage -16, Boots of Striding and Springing, Gloves of Elvenkind, Ring of Freedom of Movement, Orange Prism Ioun Stone, Stone of Good Luck, Pale Green Prism Ioun Stone, Dusty Rose Prism Ioun Stone, Flawed Pale Green Prism Ioun Stone, 25,000 gp

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dotting. I'll probably use the level 17 character to reflect -mostly- How I plan to build the RoW one. Dice gooooooodsssss
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (2) + 7 = 9
I think... A winter Oracle, or a Winter witch. Not entirely sure yet... leaning towards an oracle, who has been having visions of golarian covered in an eternal winter. Or something to that effect.

DM Chill-iax |

For the WWL, is pre-crafting allowed? Not wanting to craft a bunch, but just wanted a wizard with a bonded item and have added his own magic to it.
Sure.
How much time is the WWL campaign going to take place before Reign of Winter?
A few years will have passed between the events of Witchwar Legacy and Reign of Winter.
@Teiidae Sure thing!

RelicBlackOUT |

I ran this for my gaming group and used WWL as an ending to RoW, with some minor tweaking of course.
Since I have ran this before, would you allow me to play in it?
Just incase, here are my two statlines.
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (5) + 7 = 12

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Here is my WWL character. Crunch at least.
I haven't yet decided if he is willingly working the for the queen, or if he is more of a "keep the balance" type. Likely depends on what the rest of the party does.
Its not -entirely- done, but its 90-95% of the way finished.
Human Winter Oracle 17
Alternate Racial Traits:
Traits: Fates Favored
Str: 24
Dex: 20
Con: 22
Int: 08
Wis: 14
Cha: 28
==========================================================
Defense:
==========================================================
HP: 185 [17d8+85]
AC: 48 FF: 41 T:20 (10+16armor+5dex+6shield+5deflection+4 NA)
Saves:
Fort: +15 [5base+3fort+5resistance+2]
Ref: +13[5base+3dex+5resistance]
Will: +26 [10base+2wis+5resistance+9cha]
==========================================================
Offense:
==========================================================
Movement: 30ft
Bab: +12/7/2
Winters Bite: +25/20/15
Damage: 1d8+12+1d6(cold)+1d6(fire)
Feats:
1- Extra revelation
3- Extra revelation
5- Rime Spell
7- Steadfast personality
9- Extra revelation
11- Extra revelation
13- Craft Arms and armor
15- Spell Penetration
17- Extend Spell
==========================================================
Skill: 4+Int/level 5/level SP:85
==========================================================
Survival: 5
Diplomacy: 10
Know. Nature: 10
Know. Planes: 10
Sense Motive: 10
Know. Religion: 10
Spellcraft: 15
Stealth: 10
Climb: 5
Swim: 5
Perception: 12
Intimidate: 5
Fly: 10
Background skills:
Know. History: 6
Sleight of hand: 8
Perform: 4
==========================================================
Equipment: 410,000GP
==========================================================
Arms and Armor: Ice armor (12 armor, DR7/piercing), +5 Defiant Light steel shield Winters Bite - +5 flaming morning star
Magic Items: cloak of resistance +5, Headband of Mental prowess (+6/+6) Belt of Physical Perfection +4 Unfettered shirt), Ring of Protection +5 Amulet of Natural armor +4, Boots of Striding and Springing,
==========================================================
Magic:
==========================================================
1st level: 8/day
Known: Endure elements, cure light wounds, Protection from evil, Divine Favor, Fire belly, Air bubble, Trial by fire and acid
2nd level: 8/day
Known: Frost Fall, Cure moderate wounds, Protection from evil Communal, Lesser restoration, Silence, Share Language, Holy Ice weapon, Eagles Splendor, Remove paralysis, Lesser angelic aspect,
3rd level: 7/day
Known: Cure serious wounds, Sleet Storm, Dispel Magic, Invisibility purge, Magic Vestment, remove curse, Resist Energy communal, Continual flame, Daybreak arrows, Blindness/Deafness, Daylight
4th level: 7/day
Known: Cure Critical Wounds, Ice Storm, Blessing of Fervor, Forceful Strike, Communal Protection from energy, Greater Infernal Healing, Restoration, Freedom of Movement, Angelic aspect
5th level: 7/day
Known: Icy Prison, Mass cure light wounds, Breath of Life, Righteous Might, Break Enchantment, Flame Strike, Holy Ice, Raise Dead, Life Bubble
6th level: 7/day
Known: Cone of Cold, Mass cure moderate wounds, Heal, Elemental Assessor, Harm, Undeath to Death, Word of Recall, Wind(Snow) Walk, Cold Ice Strike, Banishment,
7th level: 7/day
Known: Ice Body, Mass Cure Serious Wounds, Regenerate, Destruction, Resurrection, Bestow grace of Champion, Control Weather
8th level: 5/day
Known: Mass Cure Critical Wounds, Polar Ray, Create Demi-plane, Fire storm, Nine Lives, Greater Angelic Aspect
==========================================================
Revalations:
==========================================================
1- Child of Winter, Snow Sight
3- Freezing spells
5- Icy Skin
7- Ice armor, Cold Aura
11- Freezing spells, Blizzard
15- Servant of Winter

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Also very interested. When's the cutoff date? I'm in the middle of a move right now and can't sit down to make a big level 17 for a couple of days.
Stats: 1d10 + 7 ⇒ (10) + 7 = 17
Stats: 1d10 + 7 ⇒ (4) + 7 = 11
Stats: 1d10 + 7 ⇒ (9) + 7 = 16
Stats: 1d10 + 7 ⇒ (7) + 7 = 14
Stats: 1d10 + 7 ⇒ (7) + 7 = 14
Stats: 1d10 + 7 ⇒ (2) + 7 = 9
Stats: 1d10 + 7 ⇒ (4) + 7 = 11
Stats: 1d10 + 7 ⇒ (8) + 7 = 15

Vrog Skyreaver |

Volnen, Son of Connor
NG Ifrit Sorcerer 1
STR 15
DEX 13
CON 12
INT 9
WIS 6
CHA 20
HP 11
AC 11, T 11, FF 10 (10 base +1 dex)
BAB 0
Init +5
Fort +1
Ref +1
Will +0
Speed 30'
Melee Touch: +2 to hit
Ranged Touch: +1 to hit
Skills:
*Adventuring: UMD r1 +9
*Background: Knowledge (Geography) r1 +3, Linguistics r1 +3
Feats: Toughness, Varisian Tattoo (Evocation)
Traits: Volatile Conduit (1/day add 1d4 damage to elemental spell that deals damage), Restless Wayfarer (+1 to know: local and geo, add it as a class skill, +1 language)
Alternate Racial Features: Wildfire Heart (+4 initiative; replaces energy resistance), Efreeti Magic (can cast enlarge or reduce person 1/day; can use on other Ifrits; Replaces Racial Spell-Like)
Class Features: Archetype (Tattooed Sorcerer), Bloodline (Elemental: Fire; Bloodline Arcana: Can turn elemental spell damage into Fire), Familiar Tattoo (Turtle: +1 Natural Armor bonus to AC), Bloodline Tattoos
Spell DC: 16 + Spell Level
Spells/Day: -/5
Spells Known:
*0: Acid Splash, Detect Magic, Prestidigitation, Spark
*1: Mage Armor, Burning Hands
Equipment: Traveller's Outfit x2, Sorcerer's Kit (Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Soap, 10 Torches, 5 days' Trail Rations, Waterskin), 60 gp
Connor of The Seven Armies
NG Halfling Sorcerer 17
STR 6
DEX 14/18
CON 14/18
INT 11
WIS 9
CHA 24/30
HP 139
AC 25 (10 base +4 dex +1 size +4 armor +5 deflection +1 insight) T 21 FF 21
BAB 8 CMB +5/11 CMD 34
Init +10
Fort +18
Ref +18
Will +18
Speed 30'
Touch Attack: +15
Skills: Knowledge (Planes) r17 +24, Spellcraft r17 +24, UMD r17 +34
Background Skills: Knowledge (History) r17 +21, Linguistics r17 +21
Feats: Spell Focus (Evocation, Transmutation), Varisian Tattoo (Transmutation), Spell Penetration, Greater Spell Penetration, Toughness, Defensive Combat Mastery, Spell Perfection (Disintegrate), Empower Spell, Weapon Finesse, Improved Initiative, Eschew Material Components
Traits: Reactionary, Fate's Favored
Alternate Racial Features: Fleet
Class Features: Bloodline (Elemental: Air; Bloodline Arcana: Change energy damage to electricity; Elemental Ray: 1d6+10, 14/day; Elemental Blast - 3/day, DC 31 ref, 20d6, 60' range/20' rad burst; Elemental Movement: Fly 60' Average; Elemental Body: Immune to Sneak Attacks, Critical Hits, and Electricity)
Spells/Day: -/6/6/6/6/6/6/6/4
Spell DC: 21 + Spell Level (+1 for Transmutation and Evocation)
Spells Known: 4/4/3/2
0: Acid Splash, Detect Magic, Disrupt Undead, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Spark
1: *Burning Hands, Comprehend Languages, Detect Secret Doors, Mage Armor, Magic Missile, Shield
2: *Scorching Ray, Darkvision, False Life, Knock, Resist Energy, See Invisibility
3: *Protection From Electricity, Dispel Magic, Haste, Heroism, Slow
4: *Elemental Body I, Black Tentacles, Dimension Door, Dragon's Breath, Remove Curse
5: *Elemental Body II, Baleful Polymorph, Dismissal, Life Bubble, Teleport
6: *Elemental Body III, Antimagic Field, Contingency, Disintegrate, True Seeing
7: *Elemental Body IV, Banishment, Control Construct, Mass Fly
8: *Summon Monster VIII, Mindblank, Stormbolts
Equipment: +6 Headband of Charisma, +4 Belt of Physical Might (Dex/Con), +2 Cha book (used), +5 ring of Protection, +5 Cloak of Resistance, Robe of Arcane Heritage -16, Boots of Striding and Springing, Gloves of Elvenkind, Ring of Freedom of Movement, Orange Prism Ioun Stone, Stone of Good Luck, Pale Green Prism Ioun Stone, Dusty Rose Prism Ioun Stone, Flawed Pale Green Prism Ioun Stone, 25,000 gp
Connor was one of those few beings from Golarion who lived their entire life on one of the outer planes; in his case, on the plane of Fire. He was born in the city of Brass and seen as something of an outsider by the other kids around him (His parents, being archmages, owned property in the city).
He discovered that he had the abilities of a Sorcerer at a young age, and he quickly put his abilities to use as an adventurer. (Even the beings from the outer planes needed heroes to save the day on occasion, after all).
Connor eventually joined an adventuring company called the Seven Armies, which consisted of seven different members. Connor's magic flourished during the trials they endured, and before long he was an archmage in his own right.
The City of Brass has a long tradition of Slavery or Near-Slavery. It is one of the few things in the city that Connor truly hates. When he saw the impoverished child of a human sex slave and an Efreeti customer, Connor saw it as an opportunity to do some good. After talking to the slave's owner and both the parents, he was given permission to take the child, as it was seen as an eyesore, with the caveat that he had to leave the city.
Agreeing, Connor decided to see the plane where his people come from, and moved to Absalom, where he bought a small house and took up part-time work as an adventurer, all while raising his son.
When he got approached about two separate jobs in different areas of the world, Connor decided that his son, Volnen, was finally ready to branch out on his own. He bought him some gear and sent him on his way to help out with a problem in the Village of Heldren.
Connor, meanwhile, headed to meet up with a group of similarly skilled individuals who were attempting to recover an artifact.
Neither job would quite go as the taker imagined...

chillblame |

Sounds like a game
17th level
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (6) + 7 = 13
1st level
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (10) + 7 = 17
Nice. Now what classes?
Decision
17th level human Brawler
1st level halfling sorcerer (efreet bloodline)
I get the characters dobe in a day or so

CaptainFord |

So a prelude to the AP with a high level module? That... actually sounds pretty kickass! I'm reminded of those video games like Symphony of the Night that start you off as a hell-kicking badass, and THEN you start the grind back up to the level you had before.
Question: how much time is there between the module and the AP? I'm wondering if it'd be possible for the character from the module to be the father of the character for the AP... which sets itself up for some amusing run-ins.
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14

DM Chill-iax |

@ Placeholder of Doom Expected posting rates is once a day, weekends are not required but asked for if possible. I am going to have a lot of free time through July so I hope to keep things moving. Also, they will not, the module will occur before the AP begins, serving as a prequel.
@ CaptainFord A few years have passed between the module and the AP proper. Not many, but enough for word to have spread around Irrisen and certain adventuring circles.