
Athromar Karthis |

So, quick update. I finally pulled the trigger on the Adobe PS. I went with a hard copy: More money upfront, but no subscription.
As soon as it arrives I will be installing and getting the maps reconfigured. Then we can move ahead.
Thank you again for your patience.
Great, looking forward to starting again.

Athromar Karthis |

Are we onto the next round yet? :-)

Patrick Curtin |

So, another litany of lameness.
When I posted up the last time I had put up everyone's actions villain wise. Somehow, don't ask me how, they disappeared. No big deal. So I went to work on the map with my shiny new photoshop program. It disappeared...*sigh*
I am in the middle of reconstructing the map now. I will get these things moving forwards ASAP.

Patrick Curtin |

So, judging from that last fight this module is going to be pretty evil. So, I have determined we should adjust HP totals. Everyone take double max HP for 1st level. After that we will roll organically, but we almost had a TPK from a single god bomb. If he had gotten another off your heads would be sitting on pikes now.

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I believe we have:
Gaelin - human urban barbarian
Sahsara - sylph rogue
Tristan - half-elf monk
Jeydavu - oread druid
(Patrick can confirm if that lineup is still accurate.)
We are losing our cleric, our winter witch, and our archer-paladin. Although if he is recruiting a few players, you would have some flexibility on roles.

Treppa |

Unnamed Hero
Human (Kellid) ranger 2
N Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 21 (2d10+6)
Fort +5, Ref +7, Will +4; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +4 trait bonus to resist cold conditions, +1 trait bonus vs. cold effects
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Offense
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Speed 30 ft.
Ranged longbow +6 (1d8/×3)
Special Attacks combat style (archery), favored enemy (giants +2)
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 17
Feats Endurance, Iron Will, Precise Shot
Traits tundra child (tundra or cold regions), warded against witchery
Skills Climb +4, Handle Animal +6, Heal +7, Intimidate +5, Perception +6, Ride +7, Spellcraft +5 (+6 to identify spells cast by evil arcane spellcasters.), Stealth +7, Survival +7, Swim +4
Languages Common, Hallit
SQ track +1, wild empathy +3
Other Gear studded leather, arrows (20), longbow, 49 gp
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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.

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Cool.
Love what you've called your campaign thread by the way.
Reign of Winter is one of the few Paizo APs that I know little about - was going to play it a few years ago, so made a point not to read anything about it, but that game never happened. I really only know what I can glean from the AP volume covers. I guess I should look for and download the AP players guide ...
When I was originally going to play this campaign, my initial thoughts were for a human winter witch or an elven wizard. Given that a winter witch is a departing character, it may be less co-incidental if I go for the wizard. However, if the group has a preference for a cleric (or oracle or other divine caster), let me know, and feel free to suggest a sub-set of deities that might be suited to the campaign or the group.

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Minor detail, but strictly speaking Tristan is actually a cursed human. His curse just happened to give him the appearance and abilities of a half-elf.
Welcome, new players!
Thankyou. I am open to suggestions as to what sort of caster the group would like me to play.

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Eldred Darklight
Male elf Universalist Wizard (Exploiter) 2
CG Medium humanoid (elf)
Init +2; Senses Low Light Vision; Perception +5
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Defence
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+5)
Fort +2, Ref +2, Will +4 (+2 vs enchantment)
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20) P/S
Ranged masterwork longbow +4 (1d8/x3) P
Special Attacks Flame Arc (Exploit). 30 Foot line of flame deals 1d6+2 points; Ref for half.
Wizard Spells Prepared (CL 2nd; concentration +6)
. . 1st (3/day DC 15)—
. . 0 (4/day at will DC 14)—
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Statistics
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Str 11, Dex 14, Con 12, Int 18, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Scribe Scroll, Toughness
Traits Restless Wayfarer, Forlorn
Skills 14 skill points
Knowledge, arcana (2r) +9
Knowledge, geography (1r) +9
Knowledge, local (1r) +9
Knowledge, planes (2r) +9
Linguistics (2r) +9
Perception (2r) +5
Spellcraft (2r) +9 (+2 to identify magical items)
Stealth (2r) +4
Languages Common, Elven, Skald, Hallit, Aklo, Sylvan, Celestial, Draconic (1 more)
SQ Arcane Reservoir, Cantrips, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity
Combat Gear potion of cure light wounds x2, acid flask x2, alchemists fire x1, Scroll of Mage Armour x5, Scroll of Grease x2, Scroll of Comprehend Languages x2, Scroll of Sleep x2, Scroll of Magic Missile x2, Scroll of Colour Spray x2, Scroll of Enlarge Person x2, Scroll of Stunning Barrier x2, Scroll of Gravity Bow x2
Other Gear dagger x2, masterwork longbow, 20 arrows, spellbook, spell component pouch, travellers outfit, backpack, chalk, flint and steel, belt pouch, waterskin, bedroll, winter blanket, candle x 5, ink vial, ink pen, paper x5, scroll case, trail rations x6, 155gp, 2sp, 4cp
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Special Abilities
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Arcane Reservoir Max: 5; Current: 4 (Can expend one point to increase caster level or spell’s DC by 1 as free action when casting)
Restless Wayfarer +1 on Geography and Local checks, one extra language
Forlorn+1 trait bonus on Fort saves
Elven Immunities +2 on saves vs enchantments, immune to sleep
Elven Magic +2 to caster level checks to overcome spell resistance, +2 on Spellcraft to identify magical items
Spell Book
1st Mage Armour, Grease, Comprehend Languages, Sleep, Magic Missile, Colour Spray, Enlarge Person, Stunning Barrier (ACG), Gravity Bow (APG)
0 level Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Spark (APG)

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Malden Sunspark
Male aasimar cleric of Sarenrae 2
NG Medium outsider (native)
Init +1; Senses Darkvision 60 ft; Perception +7
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Defence
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AC 18, touch 11, flat-footed 17 (+6 armour, +1 Dex, +1 shield)
hp 22 (3d8+2)
Fort +4, Ref +1, Will +6
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft (20 ft).
Melee masterwork scimitar +4 (1d6+2/18-20 [+2 fire damage on critical hit]) S
Ranged sling +2 (1d4+2) B
Special Attacks Channel Positive Energy (30 ft burst; 1d6, DC 14); Fire Bolt (ranged touch [+2] on single target within 30 ft, 1d6+1 fire damage; 6/day)
Spell-like Abilities (CL 2nd)
1/day: Daylight
Cleric Spells Prepared (CL 2nd; concentration +5; +9 when grappled or in combat)
. . 1st (3 + 1/day DC 14)—
. . 0 (4/day at will DC 13)—
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Statistics
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Str 14, Dex 12, Con 13, Int 13, Wis 17, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Combat Casting
Traits Restless Wayfarer, Flame of the Dawnflower
Skills 8 skill points
Diplomacy (2r) +11
Heal +3
Knowledge, geography (1r) +7
Knowledge, religion (2r) +7
Linguistics (1r) +6
Perception (1r) +7
Sense Motive +3
Languages Common, Celestial, Skald, Hallit, Draconic
SQ Aura (Good), Channel Energy, Domains (Fire [Ash] and Healing), Orisons, Darkvision, Skilled, Spell-Like Ability (Daylight), Celestial Resistance, Spontaneous Casting (Cure)
Combat Gear potion of cure light wounds x2, acid flask x2, alchemists fire x1,
Other Gear masterwork breastplate armour (-3 ACP), buckler, dagger x2, masterwork scimitar, sling, 20 sling bullets, spell component pouch, travellers outfit, backpack, chalk, flint and steel, belt pouch, waterskin, bedroll, winter blanket, candle x 5, scroll case, ink vial, ink pen, paper x5, trail rations x6, 161gp, 0sp, 4cp
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Special Abilities
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Restless Wayfarer +1 on Geography and Local checks, one extra language
Flame of the Dawnflower+2 fire damage on successful critical hit with scimitar
Skilled +2 diplomacy and perception checks
Channel Positive Energy 1d6; DC 14; 6/6
Fire (Ash) Domain. 1st level domain spell: burning hands
Fire Bolt 1d6+1; ranged touch; 6/6
Healing Domain. 1st level domain spell: cure light wounds
Rebuke Death. Heal 1d4+1 points with touch if target below 0 hp. 6/6