
DM Variel |

Thanks for your patience everyone. After receiving PM's and tallying the votes I am happy to announce that Cyneheim and Orgar are the new recruits to face the frigid wastes and join the others in the quest to find Baba Yaga.
I sincerely hope the rest of you find campaigns as there were many excellent characters to choose from.
Cyneheim and Orgar please post in the discussion thread to meet with everyone.

DM Variel |

Reopening a recruitment thread here to replace one of our longstanding members. The character was a winter witch. We have a magus and an arcane trickster so having an arcane caster is not a necessity,
Currently they are on the last fight of book 3 and will be at 10th level after this fight.
Character creation guidelines are as follows...
10th level
20 pt buy plus one +2 to a single stat of your choice.
2 free skill points at first level
2 traits
Wealth is behind normal tables so only 9th character level wealth or 46k in gp
Material available...anything paizo created. No third party.
Hoping to have a selection made in a week.

The Chess |

Hi Variel! I'm interested. Besides the magus and arcane trickster, what are the other roles in the party? Just to try to get something new to the mix.
Could you also give an idea of where the character will be introduced (just so I can work it on the background)?
Cheers
EDIT: I assume we're not playing with Background Skills. Does one of the traits have to come from Reign of Winter?

DM Variel |

As for introductions that will dep3nd mostly on what race and character you want to play. Most likely you will be trapped within the hut at the start of book 4 in a ‘random’ room.
Other characters are...
Helgash an Oracle paladin with his companion a winter wolf named Greta
Cynehelm a cleric of sarenrae who also has a level of sorcerer and throws a nasty fireball
Jetro a human fighter/archer extraordinaire.
The traits do not have to come from Reign of Winter as we are past the first book.
No background skill rules outside of the staring 2 skill points.

The Chess |

Thanks Variel. I have an Ifrit Pyromaniac (I mean... Pyrokineticist) which I could bring :) I also have a Winter Witch, but since the team just lost one, I thought it wouldn't be different enough. Anyway, I will get the kineticist leveled and adjusted to the rules and post it here tomorrow, if you don't mind.

Vitaliano da Riva |

Jing the Bandit (When Raging)
Catfolk barbarian (mounted fury) 10 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 3 47)
CN Medium humanoid (catfolk)
Init +2; Senses scent; Perception +13
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 17 (+8 armor, +2 Dex, +1 natural, -2 rage)
hp 125 (10d12+50)
Fort +12, Ref +6, Will +4
Defensive Abilities trap sense +3; DR 3/—; Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee +4 furious bardiche +18/+13 (1d10+28/19-20) or
2 claws +9 (1d6+8)
Ranged throwing axe +12 (1d6+8) or
throwing axe +12 (1d6+8) or
throwing axe +12 (1d6+8) or
throwing axe +12 (1d6+8)
Space 5 ft.; Reach 5 ft. (10 ft. with +4 furious bardiche)
Special Attacks rage (24 rounds/day), rage powers (draconic blood[ACG], lesser draconic blood[ACG], ferocious beast, ferocious beast, greater, increase damage reduction +1)
Spell-Like Abilities (CL 10th; concentration +12)
At will—speak with animals (wolf only)
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 18, Int 14, Wis 7, Cha 14
Base Atk +10; CMB +14; CMD 28
Feats Boon Companion[UW], Furious Finish[UC], Power Attack, Reckless Rage[ACG], Vital Strike
Traits beastkin, child of nature
Skills Acrobatics +8, Climb +18, Handle Animal +15, Intimidate +15, Knowledge (nature) +16, Perception +13, Stealth +2, Survival +14 (+16 to find food and water, +16 while tracking specific animal and to get along in the wild, +16 to avoid becoming lost), Swim +13; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven, Sylvan
SQ bestial mount, cat's luck, fast rider
Other Gear +2 mithral chainmail, +2 furious bardiche[APG], throwing axe, throwing axe, throwing axe, throwing axe, belt of physical might +2 (Str, Con), cloak of resistance +1, animal call (wolf)[ACG], bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], bedroll, blanket[APG], compass[APG], crowbar, explorer's outfit, explorer's outfit, fishing net, flask, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack[APG], medium tent[APG], snuffbox, bone[ACG], waterskin (2), weapon cord[APG], winter blanket, wooden holy symbol of Gozreh, 777 gp, 6 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Bestial Mount (Ex) When on mount and raging, mount gains +2 morale bonus to strength.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Draconic Blood (Cold) (Su) Gain energy resistance 5/chosen type and +1 natural armor when raging.
Draconic Blood, Lesser (Su) Gain 2 1d6 claw attacks when raging (1d4 if small).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fast Rider (Ex) The speed of any ridden mount increases by 10 ft.
Ferocious Beast (Ex) When raging, animal companion also rages. Spend 1 extra rd if adjacent, or 2 rds if not.
Ferocious Beast, Greater (Ex) When raging, animal companion also gains the benefits of constant rage powers.
Furious Finish Deal maximum damage and end your rage
Increase Damage Reduction +1 (Ex) While raging, your DR increases by 1.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (24 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Animal Companion Fenrir
Wolf
N Large animal
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 25 (+5 armor, +1 deflection, +3 Dex, +10 natural, -1 size) (-1 when raging)
hp 93 (9d8+45) (+18 when raging)
Fort +11, Ref +9, Will +4 (+4 morale bonus vs. enchantment effects,+2 when raging)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +15/+10 (2d6+13 plus trip) (+17/+12 2d6+16 plus trip when raging)
Claws +17/+17 1d8+10 (When raging)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 20, Int 3, Wis 12, Cha 6
Base Atk +6; CMB +15; CMD 29 (33 vs. trip)
Feats Eldritch Claws[APG], Improved Natural Attack (bite), Light Armor Proficiency, Weapon Focus (bite), Weapon Focus (claw)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Flank, Guard, Heel, Hunt, Watch
Skills Acrobatics +2 (+10 to jump), Perception +8, Stealth +2, Survival +5 (+9 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ attack any target, combat riding, devotion, flank, hunt, watch
Other Gear +1 chain shirt, amulet of mighty fists +1, ring of protection +1, exotic riding saddle, saddlebags
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.
Watch [Trick] Stands watch over designated area.
I'll get further along on a backstory if you like the idea. This one sounds interesting to me for the most part, Catfolk raised by Wolves, took one of his pack as his Animal Companion.

Manos Tavore |

DBH here. It looks like the party has most things covered well, so I rolled up a Rogue to help out.
MANOS TAVORE
Male Human (Taldan) Rogue 10, NG Medium humanoid (human)
Init +5; Senses Perception +13,
Languages Aquan, Common, Draconic, Dwarven, Kelish, Read Lips, Skald, Sylvan, Tien, Vudrani
DEFENSE: AC 22, touch 15, flat-footed 22 (+7 armor, +5 Dex, )
hp 73 (10d8)+20. Fort +6, Ref +14, Will +5, +3 Reflex to avoid traps, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol
Defensive Abilities Danger Sense +3, Evasion, Improved Uncanny Dodge, Uncanny Dodge,
OFFENSE: Speed 40 ft.
Melee rapier +1 (adamantine) +13/+8 (1d6+4/18-20)
Ranged pistol +1 +13/+8 (1d8+2/x4), within 30 ft. +14/+9 (1d8+2)
Melee silver dagger, masterwork +13/+8 (1d4+4/19-20)
Ranged silver dagger, masterwork (thrown) +13/+8 (1d4+5/19-20), within 30 ft. +14/+9 (1d4+5)
Melee dagger +1 (cold iron) +13/+8 (1d4+6/19-20)
Ranged dagger +1 (cold iron/thrown) +13/+8 (1d4+7/19-20), within 30 ft. +14/+9 (1d4+7)
Ranged masterwork crossbow, light +13/+8 (1d8/19-20), within 30 ft. +14/+9 (1d8+1)
Special Attacks Sneak Attack 5d6,
STATISTICS: Str 16, Dex 20, Con 12, Int 16, Wis 10, Cha 12
Base Atk +7; CMB +10; CMD 25
Feats Exotic Weapon Proficiency (Firearms), Fast Learner, Improved Two-Weapon Fighting, Point-Blank Shot, Precise Shot, Quick Draw, Two-Weapon Fighting, Weapon Finesse
Skills
Acrobatics +16,
Acrobatics (Jump) +25,
Appraise +10,
Bluff +10, Climb +11,
Craft (Alchemy) +8,
Craft (Untrained) +3,
Diplomacy +9,
Disable Device +25,
Disguise +6,
Escape Artist +14,
Intimidate +8,
Knowledge (Dungeoneering) +10,
Knowledge (Local) +13,
Linguistics(Aquan, Dwarven, Kelish, Sylvan, Tien, Vudrani) +12,
Perception +13,
Perception (Avoid Surprise) +16,
Perception (Trapfinding) +18,
Profession (Sailor) +7,
Sense Motive +12,
Sleight of Hand +17,
Stealth +18,
Survival +10,
Swim +11, Use
Magic Device +12,
SQ Bonus Feat, Debilitating Injury, Fast Stealth, Finesse Training, Firearm Training, Rogue's Edge, Skill unlock perception 5 Ranks, Skill unlock perception 10 Ranks, Skill unlock stealth 5 Ranks, Skill unlock stealth 10 Ranks, Skilled, Surprise Attack, Trapfinding, Trap Spotter, Weapon Choice (Dagger), Weapon Snatcher,
Possessions rapier +1 (adamantine); outfit (cold-weather); cloak of resistance +2; mithral shirt +3; belt of physical might (str/dex) +2; boots of striding and springing; thieves' tools (masterwork); weapon cord; Pistol +1 ; Handy Haversack [ Grappling Hook, Common; Rope (Silk/50 ft.); Mess Kit; Survival Kit (Masterwork); Shaving Kit; Bedroll; Blanket (Winter); Oldlaw Whiskey (Bottle) (x2); Rations (Trail/Per Day) (x10); Wire Saw (Adamantine); Shovel, Common; ]; Wrist Sheath, Spring Loaded [ Dagger +1 (Cold Iron); ]; Wrist Sheath, Spring Loaded [ Silver Dagger, Masterwork; ]; Waterproof Bag [ Bullet (Firearm/30); Black Powder (x30); ]; Canteen ; Belt Pouch [ Sewing Needle; String (50 ft.); ]; Masterwork Crossbow, Light ;
SPECIAL ABILITIES
Danger Sense (Ex) You gain a +3 bonus on Reflex saves to avoid traps and a +3 dodge bonus to AC against attacks by traps. In addition, you gain a +3 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).
Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).
Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Firearm Training (Ex) A rogue with this talent gains Exotic Weapon Proficiency (firearms).
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Rogue's Edge (Ex) You have mastered 2 skills beyond those skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.
Skill unlock perception 5 Ranks You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Skill unlock perception 10 Ranks The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
Skill unlock stealth 5 Ranks Reduce the Stealth penalty from sniping by 10.
Skill unlock stealth 10 Ranks Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 5d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted. You add 5 to your sneak attack damage rolls made during the surprise round.
Trapfinding (Ex) You add +5 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Choice (Dagger) (Ex) Dexterity to Damage with Dagger
Weapon Snatcher (Ex) A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.
As I don't know where the party is I've set him up as a sailor, one who has traveled a lot and can be placed where you need him.
Any questions or problems let me know.

Helgash |

Hi guys, this is one of the players in the game.
Mechanically speaking, and like Variel said, I think we have most bases covered, and I can't say we are 'missing' any particular role (if any, I would say battlefield control/shaping/access).
So you guys have a good opportunity here to put forth almost any kind of character I guess, as long as it doesn't blatantly overlap a role already in place. If you can find one that complements us, that would be even greater.
Of course this is all mechanically speaking - the character's personality and attitude are a whole other story.
Personally what I would dig to hear would be how you imagine the character in the group - what could be his 'spot' (both mechanically and RP wise)? Or maybe he refuses to take a spot at all? Dunno, stuff like that :D This can be an interesting perspective, both from a crunch as from a fluff point of view.
Just my two cents :D

Sonechka Alkaeva |

Personally what I would dig to hear would be how you imagine the character in the group - what could be his 'spot' (both mechanically and RP wise)? Or maybe he refuses to take a spot at all? Dunno, stuff like that :D This can be an interesting perspective, both from a crunch as from a fluff point of view.
Just my two cents :D
Sonechka is a calm, cool, calculating person. She'd be a fun contrast to Cynehelm if he's the fiery, passionate cleric and she's the cold, cerebral witch. She's very pragmatic and practical, preferring to think before she acts. Also re: Cynehelm- I'm not sure of his 'of Orlov' means he's from an Issian/Kingmaker background, but her background has her spending some time in the Stolen Lands from the Kingmaker AP so she'd be familiar with the Issian/Rostlander conflict.
She's not a face or a leader type. She likes to be a counselor, someone who gives advice or whispers information in the diplomat's ear. Her profile has a few hundred posts if you want to look and see how I play her.
In spite of her being a Winter Witch, Sonechka isn't from Irrisen, she's from Iobaria. Granted, I wrote her background before the Iobaria sourcebook came out so she's mostly based on the Forgotten Realms's Witches of Rashemen (and Minsc's background from the PC game Baldur's Gate). I think her different Winter Witch background will be really interesting to see up against jadwiga and Baba Yaga's daughters.
In combat she hangs back or flies above the melee, throwing hexes and spells. She uses her familiar to scout or flies herself to scout, and is kind of a know-it-all, with at least a rank in every Knowledge skill and a few maxed out.
She's also a crafter, in case we have downtime and spare gold. Alchemy isn't particularly potent at this level, but she can also make Wondrous Items and scrolls and rods.

GM_DBH |

Hi guys, this is one of the players in the game.
Mechanically speaking, and like Variel said, I think we have most bases covered, and I can't say we are 'missing' any particular role (if any, I would say battlefield control/shaping/access).
So you guys have a good opportunity here to put forth almost any kind of character I guess, as long as it doesn't blatantly overlap a role already in place. If you can find one that complements us, that would be even greater.
Of course this is all mechanically speaking - the character's personality and attitude are a whole other story.
Personally what I would dig to hear would be how you imagine the character in the group - what could be his 'spot' (both mechanically and RP wise)? Or maybe he refuses to take a spot at all? Dunno, stuff like that :D This can be an interesting perspective, both from a crunch as from a fluff point of view.
Just my two cents :D
Tall, with a solid build and the tan of someone who's spent years at sea Manos is used to meeting new people, cultures and races. He's fond of traveling and seeing new places. Likes a drink, avoids gambling.
Manos is an older Rogue, he's had most of the stupidity and impulsiveness beaten out of by bitter experience. He originally went to sea to escape his first efforts at thievery getting him sent to jail, but ended up enjoying it, and sticking with for a years.
Socially he's easygoing, has a gift for languages, and from working as a crew member knows how important it is to work with others.
Combat, Manos much prefers the surprise attack and loves working with people to get flanking. He fights with Rapier and Dagger in close. Rapier and pistol at range. Though if he gets the drop on someone he will quickdraw and shoot.
Rogue, there aren't many traps and locks he can't deal with. His stealth is very good, as is his perception. He has also picked up the firearms skill, and a trick for disarming enemies with dangerous weapons.
Manos can work as the 'Face' with his diplomacy. He is good at trading for as much coin as he can. He can also serve as a very good scout.

Vrog Skyreaver |

Catarina is the only daughter of Piotr Rostov, a Captain in the army, and Illeyana, a dancer. Though her father spent a great deal of time away leading his men against the Ulfens to the west, Catarina's home was happy and both her mother and father loved her greatly.
Catarina had always felt something inside her, some great energy that she managed to keep in check when her emotions seemed particularly powerful, but the day she found out her father had died in combat, everything that she had kept inside exploded outwards in a massive blast of fire that consumed her home and her mother.
Not sure what had happened, but knowing what would happen should she be caught, Catarina fled. She ran for a little over a day before she collapsed from exhaustion. When she came to, she wept for her mother, and the heat from within kept the cold at bay. Knowing that she would be hunted, she made her way out of the country and (without knowing it) into the lands of the Linnorm Kings.
There, she made the acquaintance of a young Ulfen warrior named Sven. Sven was making his way east to wage a one-man war against Irrisen for the destruction of his village and the enslavement of his sisters.
Upon seeing her, Sven attacked her, and as they fought the fire came out. Fighting to a draw, both decided to try talking as they lay exhausted and injured on the ground. They talked over the course of several days, learning of the events that each had experienced in their lives, and of how each of their nations was viewed by the other.
Deciding to help Sven rescue his sisters, Catarina and Sven made their way to the nearest camp, managing to sneak by one of the walking huts and helping to lead a slave revolt.
With the freedom of his people, Sven and his people split into small groups to better escape back across the mountains. It was during this trip that Catarina was captured by one of the walking huts and transported. Not to the capital to face justice for her crimes, but to another hut where she was put into a room and told that she was to remain there. That was the last contact she had with another being.
Mechanically, Catarina is a fire Kineticist. I should have her built and posted tomorrow.

Helgash |

I'm not the GM - that is Variel's role, and a great one at that.
I am just always really curious with the ideas other players come up for their characters (and I have at the moment some free time on my hands), and have also grown fond of our adventuring group, so that is why I keep throwing out comments :P
Thank you for detailing your characters further Sonechka, GM_DBH (Manos) and Vrog (Catarina).
Are there any (other) reasons (RP or mechanics wise) you guys envision that would make the group want/accept/trust/invite you into their fold - why would your character be good to have around, so to speak?
Not sure I am explaining this well, but... I am not asking why your characters are interesting to play - that was clear to me from the lines you wrote down about them - but why are they interesting to play 'with' ?
For clarity sake, I am asking this out of curiosity, not as part of any selection process or anything of the kind.

Manos Tavore |

I rolled up Manos because it's been a long time since I've played a Rogue a this level. It seems to be the class that people dip into rather than than keep at.
Personality Manos is easygoing, easy to get along with, but he still has a reckless streak, even if it's well buried. He'll jump at a chance for an adventure. March through the day, fight battle after battle and still have a smile on his face, though it maybe a touch pained.
While he a variety of skills I think that his being very hard to surprise, handling traps and locks easily, and sneaking very well would be a great help to the party.
He's someone used to going to strange places, meeting different cultures and cutting deals.
Added to which I made sure his UMD was high enough that he can carry a wand with CLW or CMW as an emergency healer.

Sonechka Alkaeva |

Are there any (other) reasons (RP or mechanics wise) you guys envision that would make the group want/accept/trust/invite you into their fold - why would your character be good to have around, so to speak?
Not sure I am explaining this well, but... I am not asking why your characters are interesting to play - that was clear to me from the lines you wrote down about them - but why are they interesting to play 'with' ?
While I hadn't made Sonechka to play in Iobaria, the fact that the current mod traveled there makes for a great hook for her. I'm thinking that her people have long opposed Baba Yaga's foothold in Artrosa, as well as the Kostchtchie-worshipping giants in the region. So while she was until recently in the Stolen Lands on her dajemma, Sonechka came back when word reached her on the other side of the mountains when Vsevolod and his followers gathered to attack Artrosa. Her people were afraid the giants were gathering to attack human settlements, not Baba Yaga's fortress-memorials, and when the adventurers defeated the frost giants Sonechka and a force of other locals (barbarians and witches in my imagination, since I'm still working with the Rashemen idea) went to investigate.
Sonechka would be interesting to have in the group because her people know about Baba Yaga and consider her a threat, possibly the only people outside of Irrisen who think much about the Mother of Witches. On the other hand, Elvanna is potentially worse than Baba Yaga since at least Baba Yaga is focused on other worlds while Elvanna wants to rule Golarion. So there will be the fun push and pull of Sonechka not wanting to help BY but doing so for the greater good.
I think she'd be fun to play with because she's sort of a pseudo-Vulcan- practical, cool, cerebral, and ruthless. Personally, I think she's fun because of her ruthlessness. She's not opposed to doing terrible things in the cause of the greater good, and she can be very scary when she starts talking about doing heinous things in order to save lives. The group she was with before used to bring her out just to chat with prisoners because she was a scary lady.
She's also from the leadsership caste of a matriarchal society that isn't run by an evil immortal demigoddess, so will make an interesting contrast to the jadwiga and winter witches we come up against.

The Hall |

Frost trolls had been spotted behaving with organization and intelligence a few days' journey south, and Urgdarth eagerly accompanied the group; foresight was never his strong point, and this day would spell his end, as the trolls were designed as an ambush. The Blackraven squad fought valiantly, and Urgdarth even managed a small show of magic during the battle, but ultimately, the warriors all fell.
Vague memories of a terrible inner cold, fluids and chemicals and potions pumped into his body, and strange occult rituals are all that remains of the next decade of Urgdarth's life; he had been captured and taken by the Jadwiga, where he was experimented on and corrupted, his natural magic bastardized and mutated into something truly alien and horrifying, and his simple, pliable mind dominated by powerful enchantments. He awoke a few times - he remembers only confusion and rage, before he was charmed again by a new master. Until recently, when the spells on him were broken without a replacement present; he finds himself trapped in a dark room with no apparent escape, and few recollections of his time since being captured.
OOC: Urgdarth is a victim of long-term mind control, using not only magical charms and such but also real-world methods of programming and brainwashing. His training has become instinctual, but without the blockades of magic to split his mind, he will eventually understand what has happened to him and how to properly utilize it. The first few battles though, and especially the first time he rages and his arms extend by 10', he'll leave the rage mortified and confused. His sheet's still a work in progress, but I believe I have the mechanics completed; just have to make it pretty and then check all the math.
He's...a super weird character. With varying uses of martial flexibility, his main combat role is to trip/grapple at incredible range - depending on how Enlarge works with a whip, he'll threaten 40+ feet (with Combat Patrol) or reach out to 40+ feet (with Lunge), and with 50' of speed and Combat Reflexes, that'll cover most battlefields and up to four opponents a round, not to mention the varied flanking positions possible. Steal Size helps to mitigate one of the main maneuver fails; Shocking Grasp (at somewhere between 20' and 30' distant) and Scorching Ray can cover some raw damage, and in a few levels (or with another caster's help) he'll have Fly and can grapple those pesky hoverers out of the air from considerable distance.

Vrog Skyreaver |

To answer the asked question, Catarina is interesting because she's more or less a normal person: She lived with her parents and probably would have been married off and raised a bunch of kids had her circumstances been different.
In the past year or so, she's come to understand that her perspective about Irrisen and the outside world doesn't exactly mesh with the truth of the situation. She's doing her best to come to terms with that, although currently she's sitting in one of Baba Yaga's huts, worried about what the great witch is going to do to her.

Vrog Skyreaver |

Here is my crunch for Catarina.
STR 8
DEX 18/20 (22)
CON 20/22 (24)
INT 10
WIS 12
CHA 10
HP 143 (10d8+90)
AC 25 (10 base +6 Dex +8 Armor +1 Deflection) T 17 FF 19
BAB 7
Init +8
Fort +16
Ref +15
Will +7
Speed 30'
Kinetic Blast: +15 to hit; 5d6+12 damage (10d6+12 for blue flame); 20/x2 crit
Skills: Craft (Needlepoint) r2 +5, Diplomacy r10 +10, Escape Artist r10 +18, Perception r10 +14, Stealth r10 +18, UMD r10 +13
Feats: Point Blank Shot, Precise Shot, Weapon Finesse, Toughness, Spell Penetration, Improved Unarmed Strike
Traits: Reactionary, Indomitable Faith
Class Features: Elemental Focus (Fire), Gather Power (1/2/3), Burn (10 max; 3/round), Elemental Overflow (+3; +2/+2), Metakinesis (Empower, Maximize), Infusion Specialization 2, Expanded Element (Fire)
Blasts: Fire Blast (simple energy), Blue Flame Blast (composite energy)
Infusions: Kinetic Blade, Draining Infusion, Eruption, Extended Range
Wild Talents: Basic Pyrokinesis, Heat Adaptation, Cold Adaptation, Firesight, Fire's Fury, Foxfire, Flame Shield
Defensive Talent: Searing Flesh
Equipment: +2 Belt of Physical Might (Dex/Con), +4 Mithral Shirt, +2 Cloak of Resistance, +1 Ring of Protection, Necklace of Adaptation, 4k gp

Helgash |

Thank you Sonechka, The Hall and Vrog for the added details ;)
Once I went through the campaign characters and Gameplay thread I did!
I'll stick with Manos, as I said it's been a long time since I've played a pure Rogue. Though if he does make it in I think I'll give him levels in Swashbuckler or Gunslinger to give him some variety.
Fair enough ;)
Here is my crunch for Catarina.
Vrog, you noticed we have kind of a 'Fire inspired' character in the group, right? ;)

The Hall |

If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space
This was probably obvious to all of you, but I'd somehow managed to overlook that line for 15 years (assuming 3.X had it, too, anyway). I went to check on my options for snagging flying creatures and found that nifty little bit; in addition to being able to reach things 30+ feet away, I can apparently magically move them a standard movement speed instantly.
I find this really friggin' cool.

Gobo Horde |
1 person marked this as a favorite. |

Grapple wrote:If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open spaceThis was probably obvious to all of you, but I'd somehow managed to overlook that line for 15 years (assuming 3.X had it, too, anyway). I went to check on my options for snagging flying creatures and found that nifty little bit; in addition to being able to reach things 30+ feet away, I can apparently magically move them a standard movement speed instantly.
I find this really friggin' cool.
I had a goblin Feral Gnasher with lunge who could do this. Reach and Grab is very powerful, he could grab somone on the other side of cover, then whip them over his shoulder, plant them in open ground and pin them there for the party archer to turn into a pin cushion. (You get to chose the square they get placed in :p)
It also makes Reposition weep tears of irrelevancy :,(That said, Pathfinder Grapple rules have many oddities and weird interactions.
(Another "fun" one is the Hamatula Strike feat can be used with a freaking bow and arrow. Shoot them from 100ft away with your bow and non-magically teleport their necks into the space firmly between your fingers :/
Or take a Throwing AoMF. Now you can throw out a fist, grab someone, then reel them in :p
...
As for me, this looks interesting :)
No idea yet who I would create, I don't often get chances to create such high level characters, so I got some brainstorming to do. That said, there have been a fair few mid/high level recruitments lately @-@
I also don't know the Reign of Winter lore very well so that will have to be a hurdle I have to overcome :/

Duardlara Frostborn |

Speaking as the aforementioned arcane trickster, don’t let my presence dissuade you from submitting an arcanist or a rogue.
I am trying to play her as a rogue that happens to have an extra trick or two, so her spellcasting is selfish by design. She won’t overlap with a blaster or battlefield controller enough to matter. We do have another blaster on board, however, so be sure to take him into account.
She’s a high-intelligence rogue, so skills are high, but that includes a lot of knowledge skills. There may be some overlap on the special roguish skills, but that doesn’t bother me if it doesn’t bother you. I’d be happy to have another stealthy type to scout with, to be honest.

Manos Tavore |

Speaking as the aforementioned arcane trickster, don’t let my presence dissuade you from submitting an arcanist or a rogue.
I am trying to play her as a rogue that happens to have an extra trick or two, so her spellcasting is selfish by design. She won’t overlap with a blaster or battlefield controller enough to matter. We do have another blaster on board, however, so be sure to take him into account.
She’s a high-intelligence rogue, so skills are high, but that includes a lot of knowledge skills. There may be some overlap on the special roguish skills, but that doesn’t bother me if it doesn’t bother you. I’d be happy to have another stealthy type to scout with, to be honest.
Looking through your build I think we'd work well together. Manos is very much a 'Pure' Rogue, he's very good at the traditional rogue role. Stealth, Locks, traps and sneak attacking. He only has the two Knowledge skills, so Duardlara has all the cards there.
To fit his background Manos can talk to people, trade, has some survival, and has a lot of languages.
Combat wise he's nasty on the surprise round, and if he gets flanking can really do some damage.
He took the Rogue skill unlocks on Perception and stealth, so very hard to surprise, or notice. :)

Duardlara Frostborn |

Very well. Good luck with your submission, Manos.
I just wanted to post to let you and your fellow applicants (as well as my fellow players) that I'm cool with some overlap if the submitted character could cause that issue. It's not an issue for me.
I'm withholding any judgements until all of the applications have been received and Variel lets the party know how he wants to proceed with the selection process.