Winds of Winter, a RoW AP!

Game Master NarcoticSqurl

PbP of the Reign of Winter adventure path from Paizo!


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Thorfinn Drakonbjorn wrote:
Seth86 wrote:
If you want. I can help you with herolab?
I'd appreciate that.

Will do. Along with my tiger skinwalker


Thorfinn, you are not proficient with a bastard sword? should i still add it to your gear?

Also, what deity? and should i buy you basic adventuring gear?

@GM
When you say good characters with backstory? Good aligned, or just good written up characters?


Working on a barbarian/slayer modeled on Conan. Hope to get that together in time...


Seth86 wrote:

Thorfinn, you are not proficient with a bastard sword? should i still add it to your gear?

Also, what deity? and should i buy you basic adventuring gear?

@GM
When you say good characters with backstory? Good aligned, or just good written up characters?

I don't have the EWP, but can still use it two-handed as a martial weapon. OOC I just wanted a backup for when I need to do damage in big chunks and/or cold Iron. I expect to be using claws and/or bite most of the time (I think I forgot the bite option in my offense section, could you add that in?). Same with basic adventuring gear, I just forgot. As for deity, the more he's researched his family's draconic heritage, the more he's found himself drawn to Apsu. He's really become quite fascinated with his dragon's blood. Might lead to a prestige class one day or something :) .


Okay. Cool. Will finish up tomorrow. Almost 12am here. =^^=

My fanglord will also prefer his claws. So much. I did not buy any weapons for him. Ranger/slayer. Claws doing the work. Going for the rending things. Also. He may or may not get "natural" claws by level 2. So he can use his shift ability on something else. =^^=


All this talk of claws is making me think my cat should take the claws trait just to fit in. I suppose I shall if we get a claw happy party.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

The packmaster druid is going to have some subordinate claws(es), as it were.


I think I've finished my backstory. He's basically a devout desert-y country bumpkin experiencing the big wide world for the first time.

Backstory:

For as long as Aiden can remember, he has kept moving. Born to a Bedouin family in the Kelishite empire, the tribe would only pause for short periods, moving on before they could exhaust the oases they stopped at. The times he liked most were when they rested around cities, because he was enamored with the variety of people residing there. They were so varied from one another, and all were different from his tribe. It was in those cities that he first heard of the icy northlands, a place of deserts even colder than the Windswept Wastes at night. A land where all of the water was said to be solid, as if such a thing were possible!

Even ignoring the more fanciful notions (solid water? Ha!), he was still captivated by the tales and longed to see this land for himself. His people, like many nomadic tribes, were followers of the Cult of the Dawnflower and did not approve of his desire. Even when denied his so-called "foolish wishes" by the tribal elders, Aiden did not give up. Praying to the Sarenrae for guidance, he had a flash of divine (or more likely mundane) inspiration. Going back to the elders, he managed to sell his journey as bringing the Light of the Dawnflower to distant peoples who were unaware of Her Truth. Finally convinced, the acquiesced to his demand.

First he had to leave the Kelish Empire, which was easier said than done. Boxed in by the Godfall Mountains, Aiden first traveled south to the port city of Ur-Azarr. Upon arriving there, he saw the first thing in his life that left him dumbfounded: the sea. Stretching as far as the eye could see, from horizon to horizon, was more water than Aiden had thought existed in the whole world. His awe turned to dismay though when he attempted to drink from it and began to cough and hack. Water might taste funny, such was the way of water, but it should not have burned his throat like that. Taking ship to Taldor, he was surprised at how much water there was. It seemed no matter how far they traveled, there was always more of it. Much to his annoyance, and the sailors' amusement, no matter where they went the seawater was still undrinkable.

When they made landfall in southern Taldor, he was impressed at how green everything was. He had heard stories describing the lush vegetation, so he wasn't too surprised...aside from the trees. Those were enormous. They were so unlike the short and scraggly, stunted things back home that at first he didn't know what they were. And just like everything else in Taldor, they were so incredibly green. He eventually made his way to the village of Heldren, from which he hoped to set out north, and maybe finally see the lands that had inspired his journey.


My character's animal companion has claws.


I don't have claws... A reble is I.


I'm actually very tempted to mix my two character ideas and create a new one from those.

I'd still want to go Skinwalker but Bloodmarked or Nightskulk instead of Witchwolf (I'll need the Int). Would also mean losing claws.

The main reason for this is the large amount of people going for something similar to my idea already. Even if we'd all get in I'm not sure I'd enjoy a pack of very similar characters.


I'm thinking how much fun it would be to role play my Lawful Neutral investigator to deal with all the animal chaos with pets and claws and what have you. Sounds like a blast!


Thorfinn's Character:

Thorfinn Drakonbjorn
Male werebear-kin skinwalker (coldborn) bloodrager (rageshaper) 1/ranger (shapeshifter) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Advanced Player's Guide 126, Pathfinder RPG Bestiary 5)
NG Medium humanoid (shapechanger, skinwalker)
Init +0; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 14 (1d10+4)
Fort +7, Ref +2, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee cold iron bastard sword +3 (1d10+3/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . bite -2 (1d6+1), 2 claws -1 (1d4+1)
Special Attacks bloodrage (8 rounds/day), claws, favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—calm animals (DC 11)
Bloodrager (Rageshaper) Spells Known (CL 1st; concentration +1)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 18, Int 10, Wis 14, Cha 11
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus (claw)
Traits magical knack, northern ancestry
Skills Bluff +0 (-4 vs. non-shapechanger humanoids), Climb +4, Diplomacy +0 (-4 vs. non-shapechanger humanoids), Disguise +0 (-4 vs. non-shapechanger humanoids), Handle Animal +4 (+0 vs. non-shapechanger humanoids), Intimidate +0 (-4 vs. non-shapechanger humanoids), Knowledge (arcana) +4, Knowledge (nature) +4, Linguistics +1, Perception +6, Survival +6; Racial Modifiers +2 Climb
Languages Common, Skald
SQ change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), fast movement, track +1, wild empathy +3
Other Gear scale mail, arrows (60), cold iron bastard sword, dagger, dagger, dagger, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wooden holy symbol of Apsu, 84 gp
--------------------
Special Abilities
--------------------
Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Climb 20 ft.) (Su) You can choose to gain a climb speed of 20 feet when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


And here is mine

Seth:

Seth
Weretiger-kin skinwalker (fanglord) ranger 1/slayer (scazrni executioner) 1/gestalt 1 (Pathfinder Player Companion: Advanced Class Origins 21, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 5)
N Medium humanoid (shapechanger, skinwalker)
Init +6; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4/19-20) or
. . 2 claws +5 (1d4)
Special Attacks favored enemy (humans +2), studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Base Atk +1; CMB +1; CMD 15
Feats Weapon Finesse
Traits reactionary, restless wayfarer
Skills Acrobatics +9, Bluff -1 (-5 vs. non-shapechanger humanoids), Climb +3, Diplomacy -1 (-5 vs. non-shapechanger humanoids), Disguise -1 (-5 vs. non-shapechanger humanoids), Escape Artist +7, Intimidate -1 (-5 vs. non-shapechanger humanoids), Knowledge (geography) +8, Knowledge (nature) +7, Perception +6, Stealth +7 (+9 in matching terrain), Survival +4, Swim +3; Racial Modifiers +2 Acrobatics, +2 Perception
Languages Catfolk, Common, Draconic, Skald, Sylvan
SQ change shape, change shape (+10 speed), change shape (bite), change shape (claws), change shape (see in darkness), focused killer, track +1, wild empathy +0
Other Gear mwk lamellar (leather) armor[UC], dagger, bedroll, belt pouch, camouflage blanket, fishhook (2), flint and steel, hip flask[UE], masterwork backpack[APG], sewing needle, signal whistle, vial (4), 16 gp, 15 sp, 6 cp
--------------------
Special Abilities
--------------------
Change Shape (+10 speed) (Su) You choose to gain a +10 bonus to base speed when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (See in Darkness) (Su) You can choose to gain the see in darkness ability when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Focused Killer (Ex) Studied target bonuses and DCs +1 vs. humanoids, -1 vs. others.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


@Cuan: Green Force is fine as well as the feats you asked about.

@Seth: I'm talking about well written submissions, which I'm pleased to say everyone has done well with so far.

Keep an eye out for later today, I'll be posting a list of submissions just to have it all in one place. Recruitment is open until 11:59PM EST tonight.


Since i changed my character... i need to redo my submission... or would you rather have me stay with strix?


Not sure if I will be able to get a character fleshed out in time, so if I'm not in by the end of the day then best of luck to all.


Just a couple of tweaks Seth and I discussed (things we got our wires crossed on, not any actual changes to the comcept).

Spoiler:

Thorfinn Drakonbjorn
Male werebear-kin skinwalker (coldborn) bloodrager (rageshaper) 1/ranger (shapeshifter) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Advanced Player's Guide 126, Pathfinder RPG Bestiary 5)
NG Medium humanoid (shapechanger, skinwalker)
Init +0; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 15 (1d10+5)
Fort +7, Ref +2, Will +2
Resist cold 2
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee[b] cold iron bastard sword +3 (1d10+3/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . bite -2 (1d6+1), 2 claws -1 (1d4+1)
[b]Ranged
longbow +1 (1d8)
Special Attacks bloodrage (8 rounds/day), claws, favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—calm animals (DC 11)
Bloodrager (Rageshaper) Spells Known (CL 1st; concentration +1)
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 18, Int 10, Wis 14, Cha 11
Base Atk +1; CMB +3; CMD 13
Feats Weapon Focus (claw)
Traits magical knack, northern ancestry
Skills Bluff +0 (-4 vs. non-shapechanger humanoids), Diplomacy +0 (-4 vs. non-shapechanger humanoids), Disguise +0 (-4 vs. non-shapechanger humanoids), Handle Animal +4 (+0 vs. non-shapechanger humanoids), Intimidate +0 (-4 vs. non-shapechanger humanoids), Knowledge (arcana) +4, Knowledge (nature) +4, Linguistics +1, Perception +6, Survival +6; Racial Modifiers +2 Climb
Languages Common, Skald
SQ change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), fast movement, track +1, wild empathy +3
Other Gear scale mail, arrows (60), cold iron bastard sword, dagger, dagger, dagger, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wooden holy symbol of Apsu, 84 gp
--------------------
Special Abilities
--------------------
Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Climb 20 ft.) (Su) You can choose to gain a climb speed of 20 feet when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Finished with a whole 2 gold left


@Seth: Whatever option suits you.

So here we have the list of submissions so far:

Ouachitonian - Werebear Skinwalker Bloodrager1/Ranger1

Lyda - Tiefling Hunter1/Druid1

Seth86 - Weretiger Skinwalker Ranger1/Slayer1
or Strixx Fighter1/Ranger1 (Let me know which you'd like to go with before the recruitment ends please)

Aiden Semper - Human Pyrokineticist1/Ranger1

Ash - Catfolk Oracle1/Paladin1

Wilho Pasanen- - Human Witch1/Bard1

Mikhail Reshetilov - Human Fighter1/Unchained Rogue1

Trishadow - Human Investigator1/Slayer1

Merge Adral - Dwarf Fighter1/Shaman1

I believe that's everybody. If I've missed somebody let me know. I'll get a discussion thread started soon after the deadline closes, we'll take a couple days to iron out kinks, then those selected will make their way into the campaign ^_^


I would like to join in if possible XD Thinking of doing a tanky kind of guy that makes use of the Cut from the Air and Smash from the Air feats.

Stats:
Alexander Volfhousen
Lv 1 Fighter(Vanilla)/Skirmisher Ranger
HP: 14
AC: 19 = 5+2+1+0+1+10
Touch: 12|Flat: 17
Movement: 20ft
Initiative: 3

Str: 16 (+2 human) = 18
Dex: 13
Con: 13
Int: 12
Wis: 12
Cha: 10

Longsword: +6 - d8+4

BAB: 1
CMB: 5
CMD: 16

Fort: 3
Ref: 3
Will: 1

Skills-> Climb:+1, Diplomacy: +6, Handle Animal:+4, Knowledge(Nature):+5, Knowledge(Local):+6, Perception:+5, Stealth: -1, Survival:+5

Abilities: Favored Enemy(+2 Human), Track, Wild Empathy
Feats: Weapon Focus(Longsword), Dodge, Toughness
Items: Longsword, Heavy Steel Shield, Scale Mail, Cold Weather Clothes, Pathfinder kit, 15 gold
Traits: Reactionary, Friend in Every Town

Backstory:

Orphaned at a young age, life had always been hard for Alexander. He knew his family had once been a prestige household of knights, known for upholding all that which should be the code of every knight, but had never met them himself. They had died shortly after he had been born, murdered by an unkown group and left to fend for himself. Thankfully, the boy had always been quick to make friends, able to find help here and there to get by. Not all wished to be his friend though, and those who wished to hurt him simply for someone to bully was just more fuel on the flame that was in Alex's heart. He yearned to be close to his family however he could, and after some begging to a few who had been befriended, Alexander found a trainer. Picking up fighting quickly, he continues to learn and strive to stand up for honor and justice as his family before him. Perhaps if he did, he could feel their presence with him, and then they would lead him to find their killers to face judgement.


1 person marked this as a favorite.

May the best applicant's win everyone.


Here mine finally is, Melina Tharsdottir is ready for action.

Ended up going for Inquisitor (Green Faith Marshal/Sanctified Slayer) with Gunslinger (Bolt Ace). And she's still a Witchwolf, though the claws have become a back up plan. She is of Half Elven stock, which just means she looks like a Half Elf when not shifted.

Background:
Born the grand daughter of a retired Ulfen Guard Melina never lacked anything. Her father had tried to join the Guard but had failed simply because he was a Half Elf. Instead he ended up enrolling in one of Oppara's bardic colleges. It was there that he met his future wife, Melani's mother.

Her youth was a simple one and not out of the ordinary in any way. In hindsight she figures her senses were probably already more accurate than those of the other children but back then she didn't have a clue. Sure, she was the only one who could smell the fresh pies at the baker's from the other side of town but she always assumed that was just an oddity. Everyone had something they were good at, this was hers.

It was during her early puberty that things started to change. In most things she resembled the other girls her age but for many others she'd be vastly different. She could for instance scarf down tremendous amounts of food without gaining in size. While she once more assumed this was just a quirk this all changed quite dramatically when she shifted for the first time at the age of 16.

It was an accident and she had been sitting outside, under the light of the moon, with a boy she liked. When suddenly wrecking pains came over her he very gently placed a hand on her back in order to comfort her. When she looked up at him with a toothy grin and greatly increased hairiness he jerked away and ran as if his life depended on it.

She was deeply ashamed and only blurted it out before she packed her stuff. Once that was done she explained it to her parents and then left For years she has roamed the woods of Taldor. From north to south and from east to west. She always remained shifted in the woods so she could visits town to buy supplies without having to fear some locals recognised her.

Recently she has started to move south and she's thinking of leaving Taldor. Her last stop is the town of Haldren.


Skinwalkers vs Witches! It sounds like a bad Sci-Fi Channel flick. lol


Ok everybody, recruitment is closed, I'll be reviewing submissions and have my selections up tomorrow. Everybody get some rest and good luck!


Good luck, folks!


Lets go with skinwalker

@GM
I'll pm you a new background later today

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Good luck, all!


Wishing everyone the best of luck. Looks like whoever makes it will have a blast!


So after reading submissions (and I thoroughly enjoyed all of them), I'll be picking the following people for the campaign.

Mikhail Reshetilov
Aiden Semper
Lyda
Ash
Merge Adral

I thoroughly enjoyed this recruitment, congratulations to those picked, and thanks to the rest of you who submitted. I'll be getting a discussion thread started, and we'll start gameplay within a couple days.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Congrats to those selected!


*paces impatiently as wolf and owl companions watch, confused*


*Points up to the discussion tab*


Don't see one.

Shadow Lodge

I became much too busy over the past week with sudden overtime to finish in time, but congrats to the victors and keep me in mind should anyone die/quit
Have fun all :)

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