The Northlands Saga (Inactive)

Game Master Divinitus


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Thorgrim's backstory is complete! For the moment. Barring any changes that might need to be made to fit the setting and DM's preferences, of course. Anyone is free to peruse and let me know what they think.

I also have another quick question for you, DM. According to the PRD, the white-haired witch's grab ability functions as the universal monster ability grab. Would you say that this applies the +4 to grapples with the hair, given that it has the Grab ability attached to it? Or does it not count because PCs are not monsters?

White-Haired Witch wrote:

With the Witch's ability to grab as a free action on an attack, is that also a swift action or does it function like the monster ability Grab?

The grab part of the white hair (ability) functions like the monster ability; it doesn't take an action at all and is a part of the main attack.

Universal Monster Ability Rules wrote:
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.


Been looking at plans for Haraldr's future, and came across a prestige class that would really fit his theme. It's called the Dauntless Shield, and I was wondering how you'd do the special requirement of needing a member of the Order of Vigilance needed to bring you into the prestige class, or if you'd waive it like PFS does such requirements.


If it's allowed, Dibs on standing next to him!


Just dropping in - Neve's been done and I'm still interested. XD


Can i buy masterwork knowledge tools (books?)


50gp, 1d4 rounds for a +2 circumstance. Known as pathfinder chronicles or blue books.


Escheton wrote:
50gp, 1d4 rounds for a +2 circumstance. Known as pathfinder chronicles or blue books.

good enough I suppose, thanks, they're setting specific though.


Though they usually only cover a specific aspect of the knowledge skill. Given how broad some of the knowledges are, they could fill shelves and shelves.


nate lange wrote:
alright... Fell Nornlost is ready for review, sort of... all the crunch is up and ready for review, i'm out of time to put up any fluff right now though (when I do it will just be expanding on the blurb i posted before).

Are we allowed to pick any variant ability we want? I'll go with increased strength as well then...

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One of his earlier posts seemed to indicate we could, yeah. However, he specifically said it was because he likes each aasimar to be unique so if you choose the same thing as me you're guaranteeing that if one of us is picked the other one won't be... my options were limited by the whole seems-human thing... None of the SLAs or Su abilities would fit with that...


I think I'm going to go in a different direction here, I'll see what I can come up with!


Philo Pharynx wrote:
Though they usually only cover a specific aspect of the knowledge skill. Given how broad some of the knowledges are, they could fill shelves and shelves.

I specifically want a bestiary, my character was taught how defeat various monsters and to fight intelligently.


Rogue Genius Games' "Bell, Book, and Candle" release has the "Manual of Monsters" series, each of which can be studied each day for a bonus on identifying a certain type of monster.

I'm not sure there's any official products that match quite so well to that concept.


Only issue I'm having now is figuring out what mythic path to take.


Depends on what you wanna do and where your focus will be, but if you're a hybrid martial artist/caster, I'd recommend Dual Pathing Champion/Archmage.


Would Archmage even work with psychic spells?


Personally, I'd just ask if you could replace each instance of "arcane spell" with "psychic spell" and otherwise use it as-is. XD Possibly tweaked a bit more as-needed.


Philo Pharynx wrote:
If it's allowed, Dibs on standing next to him!

Next to whom? I'm giving +6 to Str and Con for everyone standing next to me, over here...


never did mythic so I'm keeping it a surprise until i get picked, (if that even happens :P)


Here is Warhawk7's submission, a dwarf hunter/fighter with the primal companion and archer archetypes. I have to work on her animal companion still.

Speaking of which. GM, which rules do you prefer for Primal Companion: d2pfsrd.com's or Paizo's PRD?


Pathfinder Lost Omens Subscriber

d20pfsrd just for note is the latest erreta text the PRD will change to match it when they publish the 2nd printing.


It looks as though the errata makes the primal companion have roughly half of the unchained eidolon's evolution. I'm fine with it, so long as I can select the energy attack at 5th level and breath weapon at 9th.

EDIT: As I apparently just figured out that we can use the Midgard Northlands book, I'm switching Kyra's traits to some from that book. Will update shortly.

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I forgot we were supposed to post an intended mythic path... There are several that could work for Fell, and I'd probably at least partially base the choice on what the rest of the party was picking... Champion or guardian would be most natural but (without actually checking to make sure) I think trickster or maybe even marshal could work too.


nate lange wrote:
I forgot we were supposed to post an intended mythic path... There are several that could work for Fell, and I'd probably at least partially base the choice on what the rest of the party was picking... Champion or guardian would be most natural but (without actually checking to make sure) I think trickster or maybe even marshal could work too.

wait what? archmage i guess so long as stuff works with SoP


GM Fimbulvinter wrote:
El Ronza, I do not have the books. I am considering allowing it, though I would need an idea on what it does. I read it is similar to Magic of the Incarnum from 3.X. Is this true?

Very similar. You have a number of 'veils', which you shape, bind to 'chakras' and invest 'essence' into. Veils increase in power depending on how much essence is invested into them, and you can reallocate your essence as a swift action. You choose your shaped veils at the start of each day, and unlock binds as you level. I'm not overly familiar with the intricacies of Incarnum, but the biggest difference is that the akashic veils don't interfere with magic item slots, while soulmelds (from Incarnum) did.

Endzeitgeist has also given 4-star reviews to the three classes released so far, if that helps.


Completed Kyra's backstory, description, and her animal companion. I believe that everything is in order, but if not please let me know.


Can't remember if I posted the mythic path I'm going for, so here it is. I'm going for the Guardian path, and using the Mythic Class abilities from the Mythic Hero's Handbook.


@ GM Fimbulvinter: Did you get the PM I sent?


I think I'll bow out of this one, good luck with your game, my muse just isn't cooperating on this one.

You'll still have plenty to decide from, have fun!


I keep watching this thread reading the entries which are all awesome. Looking forward to the party composition.


Had an idea for a character concept that would really fit in with this campaign. A Spiritualist with the Descended from a God trait who's phantom is an Einherjar from Valhalla sent to protect him/her. May make the character as an additional submission or leave it up to someone else. What do you all think?


Also, how prevalent are crossbows in this campaign? If they're readily available, how do you feel about a Gunslinger with the Bolt Ace archetype? They use crossbows instead of firearms.


Alright—I've been super busy the last few weeks, but *FINALLY* have the time to finish this submission. So, here is my conspicuously lawful Skald. (May dip Paladin of Tyr later, if his alignment drifts to LG)

Einarr “Eindriði" Lawspeaker

LN Skald (Fated Champion) 4/Cavalier (Beast Rider, Order of the Scales) 4

Item: Breastplate armor

Story:

Einarr was born the child of Freedmen—former thralls, of no status, granted freedom for acts of courage and strength. He never knew his mother, who died in childbirth, but his father was one of the Þyrs, nomadic orcs of the frozen Northern tundra. His father was a proud man, gentle and strong, who held the Northmen’s laws and culture in high respect, despite his brutish appearance. Before the man succumbed to illness during Einarr’s twelfth winter, the half-child had learned much from his father about the good fortune he had to be born a Freedman in a prosperous city.

Nevertheless, upon his father’s death, Einarr inherited no lands and little material wealth, and so decided to march north, into the blinding snow, in search of his ancestors. Einarr was a hardy child, his orcish blood leading him to grow tall and quickly, and the tattoos his father gave him provided some protection against the snow. But the Þyrs proved hard to find, with little interest in talking to outsiders; while those he met let the young half-orc travel, hunt, and camp alongside their tribe, they made no conversation, told no stories, and provided no aid.

Frustrated, he headed off into the darkness one night, soon becoming lost in the darkness. When he awoke, he was in an unfamiliar canyon, surrounded by a herd of gigantic white reindeer—majestic servants of some forgotten ancient god of the North, for all he knew. But the creatures regarded him with curiosity and patience, leading Einarr to food and water when he needed them, and providing warmth in the night time, treating him as though he were one of their own fawns. In the quiet spaces, he found a great deal of inner calm and silence, but little else.

When Einarr returned to his home city, he was a man grown; six feet tall, with a scruffy beard and the faintest of tusks, riding a curious white stag of the sort described only in huntsmen’s legends of the farthest North. Though he had gone months without speaking to another living soul, his voice now returned to him deep, rich, and booming, carrying with it a weight of authority and song. With his newfound air of mystery and strength, Einarr soon found apprenticeship to one of the city’s most respected skalds. While he showed unexceptional at learning the songs and histories of his people, the half-orc bard performed them as acts of unrivaled beauty and inspiration. Through hard work and years of practice, Einarr memorized every code of law in the Northlands, and every major history, driven by civic pride for the society that had taken him in where his own people had not.

Eventually, Einarr found steady employment in the local temple of Tyr, where his singing voice and impressive strength earned him a wage guarding and accompanying religious services. Slowly, he gained some reputation, and local jarls began to hire him out to travel to their courts and read out verdicts, decrees, or legal statutes during proceedings. A local figure of humble origins, he proved somewhat inspiring to the local Free Folk, who twice nominated him to serve as a Lawspeaker to the local þing—but as he had not been born into ownership of land, Einarr was ineligible to hold the position, and refused to petition the jarls for a special exception that might have allowed it.

Instead, worried that someone of his inexperience might gain the wrong sort of notoriety in local politics, Einarr decided to travel, visiting smaller towns and villages of the Northlands with no priesthood of Tyr or official Lawspeakers of their own. In his travels, he acquired some local recognition, carrying letters of writ from several jarls that acknowledged him as an expert on Northern law qualified to recite it. On the frozen and often dangerous Northern roads, he quickly learned to fight for himself, earning a Viking dueling sword of some small magic on loan from an appreciative cleric. In backwoods villages, he earned his keep as a bondsman, employed by minor noblemen to settle local disputes, and known for his drengskapr and sisu. As a traveler familiar in the laws of the land, he found his confidence and skill often earned recognition as a traveling judge, as he carried out his own actions in bringing niiðings and minor bandits to the justice they fled.

Description:

The blood of snow-colored tundra orcs runs in Einarr’s veins, though lightly; his skin has a gray-white tint, and small tusks lie buried in his flowing blonde beard, but aside from this he appears mostly human. Standing over six feet tall, his strength is apparent, though usually subdued except in moments of true anger. He wears a heavy cloak over think armor, though laced with ribbons and jewelry, small iron trinkets more indicative of honorable position than wealth. His saddlebags are heavy, and as any Northerner prone to heavy traveling, he carries a great deal of blankets, food, and equipment, as well half a dozen spears and axes, though his favored weapon is a traditional dueling sword, enchanted and imprinted with the holy symbol of Tyr.

Einarr’s steed, Sniodyr, is a massive white caribou stag, the size of a horse. The reindeer carries light armor, and its antlers curve forward, spiked and imposing, while its eyes betray a level of uncanny intelligence that Einarr attributes to a spark of divine inspiration.

In his travels, he often introduces himself as Eindriði or Lawspeaker—though not an official or elected title, the latter is a role he carries out in communities that allow him to, and he carries a bit of reputation as an expert in the customs of drengskampr and laws of the North. He has come to Halfstead in such a capacity, offering his services of traveling law enforcement to the local jarl, though so far Olaf has been conspicuously absent.

Role and Mythic Role:

-Marshal. Einarr seeks to bolster those who would do right, and hinder those who have broken the law. With the power of his skald songs benefitting all allies, and using the human cavalier favored class bonus, he can really rack up the difference (at level 5, he’ll be able to give all allies effectively +7 to hit on a charge—and that's before slipping in anything mythic).

-Beyond that, his spellcasting will focus on communication and tactics, helping to detect lies, make sure everyone on his team understands each other, and stop enemies from fleeing or communicating effectively. His main combat role beyond support lies in melee, either defensively on foot or dealing high damage as a mounted attacker. He is well-trained in knowledge and social skills (especially knowledge of local customs), with a focus on Sense Motive, Intimidate and Diplomacy.

Raging Song: 13 rounds/day, morale bonuses persist two extra rounds (allowing bonuses to continue for characters who pause to cast spells)
Inspired Rage: +2 Str, +2 Con (+4 to self), +2 Will, -1 AC, grants Superstition (+2 to saves vs spells/SLAs)
Inspired Rage + Tactician: +6 Str, +6 Con (+8 to self)

Ability scores:
16 (18 raging, 22 amplified rage)
14
15 (19 raging, 23 amplified rage)
12
12
18


First encounter with the Paizo Post-Eating Beast. :/

Anyway, everyone needs a general idea of their chosen mythic path by the time the game starts so I can figure out what mythic levels will look like and all that high-level jazz.

Brynja Østergård, you have very good artwork too!

Warhawk7, Escheton is correct.

Shady_Motives, recruitment is open for about another week, so feel free to submit a Northlander.

Monkeygod, no, the characters are not mythic yet. BUT they will be in 2-3 levels after the campaign starts, which means that you have a bit of time before you need to make hard choices beyond the basic Mythic Path that you wish to take. Companion upgrades are rather loose with how I'm doing them. I am, of course, letting mythic 'pets' gain a Mythic Template from the original Mythic Adventures book. BUT I am also letting you choose something flavorful for your pet(s). You could make them dire, give them a template or two, or even make them a similar creature, such as your wolf turning into a winter wolf or worg, for instance. ALL mythic pets, however, gain sentience and, at your discretion for roleplay purposes, can actually gain the power of speech.

Ragnvald Hrolfson, VERY interesting indeed! The Archmage mythic path WOULD work for Psychic spells, by the way, since they are still spells.

Nate Lange, where is Fell's background? I believe we discussed portions of it via PM, but I want at least a placeholder background.

Einar Hakon, interesting! You do know the significance of a black boar with a single tusk in Norse lore, right?

Thorgrim Ulfsson, I would rule that the White Haired Witch power DOES give a +4 bonus to grapples with the hair. After all, it states that you gain the Grab ability and that is part of the ability, is it not?

DekoTheBarbarian, you could either just handwaive it or, for story purposes, you could learn the secrets from a huscarl belonging to one of the Jarls. And, in this setting, crossbows are relatively rare, being the primary weapons of the Ulanat who use them to hunt seals and polar bears. They are vanishingly rare amongst the Northlanders themselves, mainly used by those who have had extensive dealings with the Ulanat. The Ulanat's crossbows are made of polar bear bones strung with the aforementioned bears dired and cured entrails, which makes a surprisingly flexible and strong string that can take a lot of draw.

Asta Ingendotter, Escheton is correct, though you may reflavor the books as necessary to suit this campaign.

Oyzar, yes.

Kyra Stormweave, d20pfsrd, as it is the errata before Paizo releases the official errata.

El Ronza, if you can let me know what the class gets and such until I can purchase the book for my own PDF library, I will allow it.

AdamWarnock, got it and replied to it.


Not a problem. I was considering the Vizier, which is available on d20PFSRD, but if we're allowed multiple submissions, I might draw up a daevic as well. If so, I'll definitely let you know how the class works.

(Are we allowed multiple submissions?)

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re:background

sorry, things got unexpectedly busy IRL. i plan to type it up Tuesday (when things should finally be less busy).


I just wanted to check if it's okay if Aurgelmir gets regeneration at 6th level. It's the standard stopped by fire and acid, and I'll be vulnerable to fire. If not, I have many other options. This sounds to be close to the time we go mythic, so I don't know if it would be as much of a problem as in a regular game.


El Ronza, potential candidates can make as many submissions as they want, but a person can only have one of their characters selected.

Nate Lange, understandable. No worries, I get the general gist of your concept.

Philo Pharynx, where are you getting Regeneration?


GM Fimbulvinter wrote:
Philo Pharynx, where are you getting Regeneration?

Looks like it's something the Jotun Paragon gets access to at level 6. But it's 3pp, and Regeneration is an INSANELY good ability to give to a character of level<20. (The only mythic abilities I can think of that function similarly show up around tier 6-8)

@GM: I forgot to think about this when I finished up my character backstory—but would potential Tundra Orcs be similar to the Ulanat, or different?


If Kyra gets picked, her mythic wolf would essentially become a winter wolf but with electricity instead of cold. That's what I was aiming for with the primal companion evolutions.

As for her bow, I'll keep it as a mw composite longbow (+2 Str). She may craft her own darkwood bow and have someone enchant it later to be a +1 with adaptive.

RPG Superstar 2012 Top 32

GM Fimbulvinter wrote:
potential candidates can make as many submissions as they want, but a person can only have one of their characters selected.

why do you have to say things like this... i'm already so busy and now i have to stat up Beorn Brunhaar too?!?


@GMFimbulvinter: Ah, okay. Then I'll prolly go with an Archer Fighter or Zen Archer Monk. Just thought it'd be interesting.

On a related note, took a look at trying to combine the Zen Archer archetype with Unchained Monk, and they only have ONE ability difference between Unchained/Core that makes it unable to use the Zen Archer monk: Martial Maneuvering. That one ability makes Unchained Monks incompatible with the archetype...


nate lange wrote:
GM Fimbulvinter wrote:
potential candidates can make as many submissions as they want, but a person can only have one of their characters selected.
why do you have to say things like this... i'm already so busy and now i have to stat up Beorn Brunhaar too?!?

I... I feel the same way. I greatly enjoy making characters, so this is extremely tempting.


DekoTheBarbarian wrote:
On a related note, took a look at trying to combine the Zen Archer archetype with Unchained Monk, and they only have ONE ability difference between Unchained/Core that makes it unable to use the Zen Archer monk: Martial Maneuvering. That one ability makes Unchained Monks incompatible with the archetype...

Unchained monks can't take any archetypes for whatever ungodly reason, even ones they would normally qualify for.


Tell me about it. I"m happy with my character though, so I think I'll just stick with her. No to go make an alias.


Johnnycat93 wrote:
DekoTheBarbarian wrote:
On a related note, took a look at trying to combine the Zen Archer archetype with Unchained Monk, and they only have ONE ability difference between Unchained/Core that makes it unable to use the Zen Archer monk: Martial Maneuvering. That one ability makes Unchained Monks incompatible with the archetype...
Unchained monks can't take any archetypes for whatever ungodly reason, even ones they would normally qualify for.

What all archetypes would they have qualified for?


GM Fimbulvinter wrote:

El Ronza, potential candidates can make as many submissions as they want, but a person can only have one of their characters selected.

Nate Lange, understandable. No worries, I get the general gist of your concept.

Philo Pharynx, where are you getting Regeneration?

It's a jotun paragon option for those who take the aspect of water (troll) feat. Minimum level 6, so there's time to decide.

I realize how powerful it is, which is why I'm asking. In a normal game, I wouldn't think it was on the table, but in a mythic gestalt game it's less of a game-breaker.

Other options would be to say it comes later, or to allow it as one of my mythic options.


If I were to get any character into this game, I'd prefer Kyra. I've been wanting to test out the hunter/fighter mix for a while now (as an alternate to the ranger). -IF- I were to make another character, it would most likely be a ranger/fighter anyways, possibly even Kobold Press' spell-less ranger, and even then I would most likely choose the same feats and traits, as well as the same race.


GM Fimbulvinter wrote:
Brynja Østergård, you have very good artwork too!

Ty, ty. Next step is to actually learn how to digital paint ;P


Pathfinder Lost Omens Subscriber
Warhawk7 wrote:
nate lange wrote:
GM Fimbulvinter wrote:
potential candidates can make as many submissions as they want, but a person can only have one of their characters selected.
why do you have to say things like this... i'm already so busy and now i have to stat up Beorn Brunhaar too?!?
I... I feel the same way. I greatly enjoy making characters, so this is extremely tempting.

I know what you mean ;-; feels so temping but like i'd be breaking some social contract by doing so. XD

edit: damn it the temptation is getting to me may make a face loki like character, or a seer.

DekoTheBarbarian wrote:
Johnnycat93 wrote:
DekoTheBarbarian wrote:
On a related note, took a look at trying to combine the Zen Archer archetype with Unchained Monk, and they only have ONE ability difference between Unchained/Core that makes it unable to use the Zen Archer monk: Martial Maneuvering. That one ability makes Unchained Monks incompatible with the archetype...
Unchained monks can't take any archetypes for whatever ungodly reason, even ones they would normally qualify for.
What all archetypes would they have qualified for?

there's a lot of stuff that still "works" but largely they're unfair trades at this point. like swapping out flurry for something honestly is not going to get you something equal to a Umonk's flurry.

edit2:

I actually have a lore question, are there any gods who oppose undead or other evil abominations? I remember there isn't really a strong line between good and evil and monsters usually take the form of the elements, but still I was wondering what gods would be good for someone like a paladin or otherwise "good" religious trope.

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